Pixel Kingdom Wars

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Troops and heroes

Every trainable troop in Pixel Kingdom Wars with cost, time, points and role, plus elite writs, research, heroes, hero gear, and why your army is ammunition.

Your army is what you bring to a raid: fourteen trainable troops, two recruitable heroes, and the gear those heroes wear. Troops are trained in the BARRACKS, housed in ARMY CAMPS, leveled in the ALCHEMY LAB, and spent in battle. This page covers what each unit does, what it costs, and how heroes and gear change a fight.

Pixel Kingdom Wars is in devnet playtest. SOL and KEEP mentioned here are test-net tokens with no real value.

Quick facts

Your army is ammunition

Every troop you drop onto an enemy field is gone when the raid ends, whether it lived or died. Survivors do not walk home. That is why the economy of an army is really the economy of your Barracks and Camps: how fast you can refill, and how much you can hold.

Why: Raids are instant and you can fire off up to 6 free ones a day (see Raids and loot). If troops came back, there would be no cost to attacking and no reason to think about which units to commit.

Two buildings set the limits:

A building under construction counts for nothing until its job finishes. The number of Barracks and Camps you may own grows with your Keep (1 each at Keep 1–4, 2 at Keep 5–10, 3 at Keep 11–16, 4 at Keep 17–20) — see Base building.

Training and research can be finished early for KEEP using the same speed-up curve as building jobs (2 KEEP per 30 seconds remaining, plus a quadratic term that makes long jobs expensive).

Army training tray in the Barracks

The troop roster

All stats are level 1. Pts is the army-capacity cost, Cost is SHARDS, Time is training seconds. Speed is in tiles per second.

Core troops

TroopPtsCostTimeHPDPSSpeed
HIGHLANDER212120 s120181.2
BOWMAN11090 s45141.4
KEG RUNNER11075 s25452.4
TUNNELER218180 s90221.1
TUR RIDER535300 s520400.9
PLUNDERER1860 s35241.8
BILGEWRAITH216150 s70241.3
TroopTargetsWallsRole
HIGHLANDERnearestfollowCheap melee line; fills gaps.
BOWMANnearest, range 3.5overShoots over walls from behind the line.
KEG RUNNERwallsbreakRuns at a wall and blows up: 900 wall burst in a cross blast, self-destructs.
TUNNELERnearestburrowGoes under walls; 1 s vulnerable on emerging, and emerging clears walls within 2 tiles.
TUR RIDERdefensesbreakTough mounted breaker that heads for towers.
PLUNDERERresourcesfollow×2 damage to Mines and Vaults; the loot specialist.
BILGEWRAITHminesburrowBurrows under walls straight to Mines; 1 s vulnerable on emerging.

Heavy and elite troops

TroopPtsCostTimeHPDPSSpeed
GIANT750300 s1,600550.85
TROLL640270 s900301.0
MAGE *322150 s90301.3
DRAGON *860360 s800701.0
GLOAMFANG *1080480 s1,5001001.5
HEXBARROW *18140720 s2,200900.55
DIREWYVERN *25190900 s3,2002200.65

\* needs a training writ (see below).

TroopTargetsWallsRole
GIANTdefensesfollowTank. ×2 vs buildings; throws boulders at defenses within 2.5 tiles, even over walls.
TROLLnearestbreakBruiser that smashes through walls in its way.
MAGEnearest, range 4overRanged single-target bolt. (The channelled area attack is not live — Mage hits one target.)
DRAGONdefenses, range 4overFlying; ignores walls and ground-only guns.
GLOAMFANGnearestfollowFast hunter that prioritises defender troops. Howl: +20% damage and speed to allies within 4 tiles for 5 s (15 s cooldown). Lunge: 150% DPS strike at 3 tiles. Leaps walls within 3 tiles.
HEXBARROWbuildings, range 5breakSlow siege engine, ×3 vs buildings. Brood: from 15 s in, every 15 s it hatches 10 BARROWLINGS (3+3+2+2) that live 12 s.
DIREWYVERNdefenses, range 4.5overFlying heavyweight. Firestorm drops 3 burn fields (5 s cooldown); Maul hits 200% DPS in a 2-tile radius (8 s cooldown).

Wall policy tells you how a troop handles walls: break smashes the blocking wall, burrow goes under, over shoots or flies over when in range, and follow prefers an existing gap, otherwise trails a breaker's breach and only chews wall as a last resort.

Two units appear in battle but can never be trained: the BARROWLING (Hexbarrow spawn, 40 HP / 8 DPS) and the defender-only WYRMLING (60 HP / 20 DPS, flying) that a Dragon Nest hatches. The Barracks refuses both.

Tip: Flying troops (Dragon, Direwyvern) are untouched by Cannons, Mortars and Lasers but are exactly what Air Defence, Archer Towers, Tesla Towers, Mage Towers and Air Mines exist for. Scout first — see Defenses, traps and walls.

Elite writs

Training or researching a Mage, Dragon, Gloamfang, Hexbarrow or Direwyvern requires that your account has consumed the matching training writ once.

Gold Forge drop odds per deed per day: Dragon writ 1.20%, Gloamfang 0.80%, Hexbarrow 0.50%, Direwyvern 0.30%. These odds are still being tuned. Details in Gold Forge and Items, gear and inventory.

Research: the Alchemy Lab

The ALCHEMY LAB (build tray: ALCHEMY LAB; unlocks at Keep 2, one per base) researches troop levels 1–20. Tap it and choose UPGRADE TROOPS.

Why: The steps taper so a maxed unit is strong but not unbeatable — a similar taper (×1.25 for the first four steps, then the same ×1.18 → ×1.10 tail) applies to building HP, so a late-game defence and a late-game Troll stay in proportion.

Heroes

There are two heroes. Each is recruited by placing their building from the HEROES build tab at Keep level 5, and each base can host one of each.

HeroBuildingRecruit costL1 HP / DPSL20 HP / DPS
Vex the ShardbornVEX · ALTAR3,000 KEEP1,400 / 955,065 / 314
Theodor the TsiodoraTHEODOR · STOOL10,000 KEEP4,200 / 3819,789 / 83

Vex is the raid leader: melee, 1.0 tiles/s, targets the nearest thing, and his Crimson Dash pierces walls. Theodor is the tank: melee, 0.7 tiles/s (slower than any troop except the Hexbarrow and Direwyvern), walks straight at defenses and pulls fire so your troops do not take it.

Skills at a glance

Skills unlock and scale with hero level. The engine runs all of them; a few numbers are marked as placeholders in code and may change.

Knockout and recovery

A hero who dies in a raid goes into recovery and cannot be deployed until it ends: Vex 10 minutes at L1 plus 5 per level, Theodor 15 plus 6 per level. You can finish recovery early for KEEP. A recovering hero also does not defend your base.

Heroes defend too

When you are raided, any recruited, available hero stands guard at its altar with full stats: 5-tile aggro, 8-tile leash, and Theodor taunts within 6 tiles. Wall your altar in like any other asset — in a raid it is an ordinary destructible 2×2.

Hero gear

Gear is live in combat for both attacking and defending heroes. There are ten Warden pieces, exactly one per slot, each with fixed modifiers (no random rolls). All are Gold Forge drops — none are sold for KEEP — and any unequipped copy can be sold on the item market for devnet SOL.

PieceSlotModifiers
WARDEN'S HELMhelm+6% hero HP, +4% ability damage
AMULET OF THE FIRST SHARDamulet+8% hero HP, +10% ability damage, +6% cooldown reduction
SHARDPLATE CUIRASSchest+12% hero HP, −5% move speed
VOIDWEAVE CLOAKcloak+25% first-hit reduction, +5% move speed
SIEGE GAUNTLETSgloves+6% hero damage, +15% wall damage
KEEPWARD SIGNETring+8% cooldown reduction
MARCHER'S GREAVESboots+12% move speed
BANNER OF THE NINEbanner+6% allied troop HP, +6% allied troop damage
BREAKER OF GATESweapon+18% hero damage, +35% wall damage, −8% move speed
BULWARK OF THE DEEP KEEPoffhand+10% hero HP, +8% incoming damage reduction, −4% move speed

How it changes combat:

Hero gear loadout screen

See also