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Start & battle

Nomgars & abilities

Meet all 47 species. Compare stats, targeting, and signature abilities.

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The public configuration lists 47 base species. The tables below use the current authored level 1 stats and the active simulation's ability rules. “Both” means ground and air; “Structures” means structure-focused targeting. Movement type is independent of what a unit can attack.

For multi-unit cards, HP and damage are per body, while the energy cost buys the whole formation. Damage is the ordinary base hit before abilities, mitigation, and level scaling. Interval is seconds between ordinary attacks, not attacks per second. Range is the authored reach in arena tiles; collision radii also affect whether a hit connects.

Roster and base stats

Scroll horizontally to see all stats →

ID Nomgar Rarity Energy Bodies HP each Damage each Interval Range Movement Targets
1 Gloop Common 2 1 560 96 1.1s 0.8 Ground Ground
2 Mimicwing Rare 3 1 700 160 1.5s 1.0 Air Both
3 Ronke Mythic 7 1 3,300 320 1.6s 1.0 Ground Ground
4 Puffwing Common 3 1 450 100 1.6s 3.5 Air Both
5 Tusklet Rare 3 1 1,950 200 1.3s 0.8 Ground Structures
6 Impkin Epic 4 1 1,910 180 1.5s 0.8 Ground Ground
7 Barkshot Common 3 2 190 68 1.2s 5.5 Ground Both
8 Carapax Common 3 1 480 140 1.3s 0.8 Air Both
9 Swiftbeak Rare 4 1 1,900 240 1.5s 0.8 Ground Structures
10 Wispmaid Epic 4 1 470 110 1.2s 5.0 Ground Both
11 Ravager Legendary 7 1 3,100 650 2.4s 1.0 Ground Ground
12 Nightfang Epic 4 1 650 180 1.5s 4.5 Ground Both
13 Venomarch Legendary 6 1 4,200 260 2.0s 0.8 Ground Structures
14 Cinderp Common 2 1 230 120 1.7s 4.5 Ground Both
15 Mr. Eggplant Common 2 1 210 95 1.0s 5.0 Ground Ground
16 Mothrix Common 2 3 50 64 1.0s 0.8 Air Both
17 Bounder Common 2 2 310 75 0.9s 0.8 Ground Ground
18 Mammot Rare 5 1 5,170 210 1.5s 0.8 Ground Structures
19 Blazepup Rare 3 1 850 340 1.6s 0.8 Ground Ground
20 Hackling Rare 3 2 300 160 1.1s 0.8 Ground Ground
21 Brawnhide Rare 3 1 1,450 160 1.2s 0.8 Ground Ground
22 Screecher Rare 4 1 570 260 1.4s 0.8 Air Both
23 Deadeye Epic 4 1 360 220 1.4s 5.5 Ground Both
24 Stingwing Epic 4 1 520 124 1.6s 4.0 Air Both
25 Tabbyclaw Epic 5 6 180 90 1.0s 0.8 Ground Ground
26 Wailer Epic 5 1 1,000 300 2.0s 5.0 Ground Both
27 Boilerbug Epic 5 1 1,860 400 2.0s 0.8 Air Structures
28 Guin Legendary 5 1 1,670 250 1.6s 0.8 Ground Ground
29 Stonegaze Legendary 5 1 600 180 1.8s 5.5 Ground Both
30 Bombqueen Mythic 6 1 1,780 270 1.8s 0.8 Ground Ground
31 Bloodrose Mythic 5 1 1,250 190 1.4s 0.8 Air Both
32 Voidwyrm Mythic 7 1 860 224 2.2s 5.0 Air Both
33 Cactoo Common 2 1 900 60 1.5s 0.8 Fixed Ground
34 Spineshot Common 4 1 750 130 1.0s 5.5 Fixed Both
35 Lars Frogmen Epic 4 1 1,000 380 1.7s 0.8 Ground Ground
36 Whiplash Legendary 5 1 2,640 360 1.5s 2.5 Ground Ground
37 Runtwall Rare 2 1 950 90 1.2s 0.8 Ground Ground
38 Barkwall Rare 4 1 2,020 140 1.8s 1.2 Fixed Ground
39 Phantom Epic 3 1 750 210 1.2s 0.8 Ground Ground
40 Moki Mythic 6 1 2,300 180 0.8s 0.8 Ground Ground
41 Drillhulk Legendary 6 1 3,400 230 1.7s 0.8 Ground Ground
42 Grim Booper Rare 4 1 1,200 220 1.3s 0.8 Ground Ground
43 Zahm Common 3 1 1,350 150 1.5s 0.8 Ground Ground
44 Ape, The Iron Planet Epic 4 1 1,150 160 1.5s 0.8 Air Both
45 Bubble Fish Rare 4 1 650 80 2.0s 4.0 Air Both
46 Toxxy Epic 4 1 750 70 1.8s 4.5 Ground Both
47 Schiffy Legendary 2 1 600 40 1.5s 0.75 Ground Ground

Ability and status reference

Base damage explicitly described as scaling follows the normal card-level formula; percentages and durations generally stay fixed.

Nomgar Signature mechanics
Gloop Splits into two Glooplings when defeated. Each L1 Gloopling has 90 HP and 45 base damage.
Mimicwing Execute: deals 60% bonus attack damage to a target below 40% of its maximum HP.
Ronke On deployment, fears/stops nearby enemy units for 1.5 seconds in a 3-tile radius. Every third attack adds a 480-base-damage splash in a 2.5-tile radius.
Puffwing Flying splash attacker. Chill reduces movement to 80% for 1 second; repeated hits refresh the effect.
Tusklet Ignores ordinary troops and attacks structures. A cheap ground siege option.
Impkin Splash tank. Each attack also costs 2% of its own maximum HP.
Barkshot Deploys two archers. A shot can pierce into the next enemy behind its target at 35% damage.
Carapax Armor removes 25 damage from incoming positive hits, with a minimum of 1 damage taken.
Swiftbeak Very fast structure-focused ground attacker; ignores ordinary troops.
Wispmaid Every third attack adds a 160-base-damage splash in a 2-tile radius, in addition to its regular hit.
Ravager Heavy melee hits knock enemy units back by 0.5 tiles.
Nightfang Heals itself for one quarter of its computed attack damage when its lifesteal attack resolves.
Venomarch Structure-focused tank with a moving poison aura: 60 damage per second near it while advancing.
Cinderp Hits apply burn for 1.5 seconds at 3 damage per simulation tick (60 per second before mitigation). Reapplication refreshes the duration rather than stacking burns.
Mr. Eggplant Ground-only sniper. Deals 50% bonus attack damage when the target is farther than 3.5 tiles away.
Mothrix Three flyers. Each nearby ally within 2 tiles reduces the attack interval by 0.1 seconds, counting up to two allies.
Bounder Two fast ground attackers. Each gains 50% bonus attack damage when another ally is already targeting the same enemy.
Mammot High-HP structure-focused ground tank; ignores ordinary troops.
Blazepup Deals 75% bonus attack damage against targets with at least 2,000 maximum HP, excluding the Melee Golem, Ranged Golem, and Nexus.
Hackling Two attackers. Rend makes their target take 25% more incoming damage for 2 seconds; repeated applications refresh it.
Brawnhide Below half HP, takes 30% less incoming damage.
Screecher On deployment, stuns nearby enemy units for 1 second in a 2.5-tile radius.
Deadeye Every fourth shot deals double attack damage.
Stingwing Flying splash attacker. Weaken makes affected enemies deal 85% of their normal attack damage for 1 second.
Tabbyclaw Six attackers. Each can survive one lethal blow at 1 HP, but only if that blow's damage is at least its maximum HP. Smaller finishing hits do not trigger the save.
Wailer Large splash attacks. Every attack costs 20% of its own maximum HP.
Boilerbug Flying structure-focused attacker; ignores ordinary troops.
Guin Builds a charge after 3 tiles of uninterrupted movement; the charged hit deals double damage.
Stonegaze Hits petrify enemy units for 0.6 seconds.
Bombqueen Melee splash attacker. On death, deals 350 base damage in a 2.5-tile ground burst; the Nexus lane gate still applies to this death explosion.
Bloodrose Lifesteal restores one quarter of its computed attack damage. Also heals other nearby allied units for 20 HP per second in a 2.5-tile aura.
Voidwyrm On deployment, deals a 450-base-damage line breath, reaching 5 tiles forward.
Cactoo Fixed ground-targeting blocker with a 30-second lifetime.
Spineshot Fixed ground-and-air turret with a 30-second lifetime.
Lars Frogmen A kill refreshes the next attack immediately.
Whiplash Whip attacks hit enemies along a 2.5-tile line.
Runtwall Reflects 25% of melee damage back to the attacker. It does not reflect ranged attacks in the same way.
Barkwall Fixed structure with a 40-second lifetime. Its taunt draws nearby eligible enemies within 4 tiles.
Phantom Phase lets it pass through unit bodies and blockers; it remains a ground-targeting attacker.
Moki Sustained attacks accelerate its interval from 0.8 toward 0.5 seconds over 4 seconds. Losing the sustained engagement resets the buildup.
Drillhulk Deals triple attack damage to structures, including deployed fixed structures.
Grim Booper Moves at 133% normal speed while it has a target.
Zahm Wild Swing damages the target and nearby ground enemies around Zahm. Cannot target flyers.
Ape, The Iron Planet Melee splash hits ground and air. Gravity Spin pulls surviving enemy troops within 2.5 tiles inward by up to 0.75 tiles; structures are not moved.
Bubble Fish Ranged splash hits ground and air, then pushes surviving enemy troops 0.6 tiles away. Structures take the attack damage but are not pushed.
Toxxy Hits infect one enemy troop for 4 seconds. Each second it leaks 20 damage to nearby non-structure troops within 1.25 tiles. Infection refreshes without stacking; structures cannot carry or take the leak.
Schiffy Collects battlefield gold bars and delivers them to the friendly Nexus for Soul Energy. See the dedicated Schiffy rules below.

Reading status effects

  • Stun / petrify / fear: interrupts the affected unit's actions for the duration. The current fear effect stops units; it is not a promise of a separate player-directed retreat.
  • Chill: slows movement; it is distinct from an attack-speed slow.
  • Burn: periodic damage on the affected target, refreshed rather than multiplied by repeated applications.
  • Rend: increases damage received from other sources as well as the applying attacker.
  • Weaken: reduces the victim's outgoing attack damage.
  • Armor: a flat subtraction after relevant percentage modifiers, particularly effective against small hits.
  • Splash / line / pierce: different attack shapes. The target mask still matters; a ground attack does not automatically gain anti-air because its visual effect is large.
  • Displacement: knockback, Bubble Fish's push, and Ape's pull change troop positions. The arena's movement constraints still apply.
  • Lifesteal: heals the attacking unit up to its maximum HP. It does not transfer account currency.
  • Summon / death effects: trigger when the unit enters combat or dies; they are different from its repeated ordinary attacks.

Percentages can combine, with integer rounding. A card's displayed base hit is not a promise of the final damage against an armored, weakened, or vulnerable target.

Schiffy: fetch, deliver, and scamper

Schiffy is a support unit that turns eligible battlefield deaths anywhere in the arena into a chance to recover energy.

  1. A qualifying troop death anywhere in the arena can produce bars for an active Schiffy. Either side's troop can have died. Schiffy automatically pursues his team's bars across the map.
  2. The nearest eligible Schiffy claims the bars for its team. Multiple Schiffys do not multiply a single death's bars.
  3. Bars per defeated body are the whole-number result of card energy cost ÷ (3 × bodies in that card). Cheap swarm bodies can therefore produce no bars.
  4. Bars expire after 10 seconds. Distant bars may expire before Schiffy reaches them. Enemy ground troops can stomp them; air and fixed units cannot stomp them.
  5. Schiffy carries up to 3 bars. He returns when full, or after holding his first bar for 6 seconds.
  6. Each delivered bar restores 1 Soul Energy, up to the normal 12-energy cap. A full delivery gives up to 3 energy.
  7. He retires after 3 deliveries or his 45-second lifetime. Undelivered cargo does not become an account reward.

Taking damage makes Schiffy scamper and spill cargo: ordinarily one carried bar, or all carried bars on death. He can nip a qualifying ground attacker that actually hit and targeted him; he is not a normal aggressive lane pusher. His fetch route does not capture Hantao lanes.

The gold-bar visuals are battlefield objects. They never add Gold or Gems to your account.

Picking a balanced deck

A useful first deck has a way to threaten structures, a durable defender, an answer to air, an answer to groups, and enough inexpensive plays to respond while saving energy. You do not have to include every role as a separate card: a single card may solve more than one problem.

Rarity describes acquisition, not an automatic win. A card can be a poor answer to a target it cannot hit, regardless of its rarity or level.

Values and availability can change. Always review the current in-game offer or Forge confirmation before proceeding.

Nomgars & abilities — Nomgar Wiki