Zombie
Raises the dead and wears the enemies down with constant pressure.
- Raise Dead
- Baby Zombie
Free · the Monsters' default
Every kit, straight from the game's files: what it carries, what it can do, what it wears. Hover or focus an item on a kit's page to read it like in game.
59 of 59 kits
Raises the dead and wears the enemies down with constant pressure.
Free · the Monsters' default
Hard to take down, painful to hit. Turns into a cactus to recover.
Free
Keeps enemies pinned from range and glues them to the ground.
Free
Tiny and quick; tunnels through what enemies build. Weak in a fight.
900 gems
Blows holes in defenses, and itself up when it counts.
900 gems
Rises above the walls and rains fire. Burns whoever strikes it.
900 gems
A heavy blade that withers. Still no match for a Knight's steel.
900 gems
Fills the halls with gas the enemies can't stand. Short-lived clouds.
950 gems
Bounces over walls, slams down on enemies and splits when it dies.
900 gems
Thick fur, heavy paws. Breaks up the line, but loses to a Knight.
1,250 gems
The fastest Monster. Slips past enemies; can't take a beating.
1,250 gems
Curses and poisons enemies from a distance.
1,250 gems
Blinks past every wall. Hits lightly; never where you expect.
2,250 gems
Big, slow on foot, terrible in the air. Hard to miss, hard to bring down.
2,250 gems
The Harpooner: drags enemies out of cover. Deadly in rivers and wells.
1,250 gems
The Dive Bomber: strikes from above, but can't stay up for long.
1,250 gems
The Charger: slow, huge, and it goes through walls. If it winds up, move.
2,250 gems
The Splitter: burning trails, heavy slams, and more cubes when it's hurt.
1,250 gems
The Scavenger: tears defences down and gets stronger doing it.
500 gems
The Turret: clings to a wall and fires homing shots. Barely moves.
1,250 gems
The Axe: the hardest hitter, splits wooden walls. Little HP for a bruiser.
2,250 gems
Locks an enemy with its ancient beam and punishes whoever strikes it.
2,250 gems
Punishes anyone who stays too close: the longer they remain, the worse it gets.
1,750 gems
The first Monster support: vexes, fang lines and a totem that mends.
2,250 gems
Wins by grinding: decay, withering and a slow, capped drain.
2,250 gems
Slows first, then roots. Attrition where the Skeleton is burst.
1,250 gems
Heavy plate and a shield. Holds the line at the King.
Free · the Guards' default
Never leaves the King's side. The closer to the King, the better.
650 gems
Walls in seconds, and walls that hold. Planks come back over time. Free for everyone.
Free
Finds enemies first and marks them for the others. Weak in a duel.
500 gems
Keeps allies standing. Weak in a fight, invaluable in a long one.
900 gems
Carries up to three random potions: help for allies, harm for enemies.
900 gems
Turrets, traps and repairs. Even better next to a Builder.
900 gems
Walls of fire and fireballs. The flames only ever burn enemies.
1,250 gems
Arrows that find their mark and pierce the line. Keeps its distance.
1,250 gems
Leads the defense: strengthens its allies and fortifies the King.
1,250 gems
A wall that walks. Very slow, very hard to bring down.
2,250 gems
Arcane bolts, a protective barrier and a crushing strike. Long cooldowns.
2,250 gems
The Armorer: keeps the walls up and its allies' steel sharp.
900 gems
The Frost Mage: slows, roots and walls off fast enemies.
1,250 gems
The Sentry: turrets that need ammo and care, and a lock for their aim.
1,250 gems
The Warden: almost impossible to move, but far too slow to chase.
1,750 gems
The Fireworker: rockets, flashes and mines. Loud, bright, never breaks a wall.
1,250 gems
The Tinkerer: sparks, a decoy and a pulse that shuts enemy tricks down.
1,250 gems
The Cryo Engineer: snow cannons, freeze fields and ice barricades.
1,250 gems
The Huntsman: bolts that slow, snares, nets and marks for the whole team.
1,250 gems
The Bastion: guards its allies, and the King, with shield and blessing.
1,750 gems
The Rift Guard: marks an enemy and steps through the rift to it.
2,250 gems
Plants a standard its allies defend and its enemies must tear down.
1,750 gems
Grounds what flies and gives the allies a wind at their backs.
1,750 gems
Where the Medic heals, the Templar makes fighting itself mend the line.
1,750 gems
Weak on its own, strong with its animals: a parrot, a goat, a bear.
1,250 gems
The Self-Improver: weak at first, stronger with every fight it takes.
1,750 gems
No kit matches that. Maybe try "zombie", "bow" or "fly"?