Starvoxel: Defender

All 30 defenders

Every defender, its ability and its level 1 numbers. Two of a kind merge into the next star, and each star doubles the attack. Cards level up to 30, with 5% more attack per level.

3 gold

10 defenders. Cheap enough to buy early and merge often.

Adjacent allies gain 3% attack per Badger star while nearby. Only the strongest adjacent Banner applies. Needs adjacent allies.

Attack
2
Every
1.6 s

Each merge into this defender adds 40% attack, up to 80%. Merging histories keeps the stronger bonus, not both. Needs gold and repeated merges.

Attack
3
Every
1.6 s

After clearing a round, earn 1 gold per 10 saved gold, up to 2. Multiple Ledgers do not stack. Banking gold delays board strength.

Attack
3
Every
1.6 s

Hits expose a target for 2 seconds. The next direct hit from a different family consumes Expose for 25% bonus damage. Needs a partner; marks never stack.

Attack
2
Every
1.6 s

The first attack each round deals 200% damage and chains to 2 nearby enemies. After its opening, low single-target damage.

Attack
3
Every
1.7 s

Every third shot deals 50% extra damage. Single-target only; the bonus takes three attacks.

Attack
4
Every
1.6 s

Consecutive shots at one target gain 10% damage, up to 50%. Changing target resets Focus. Loses its bonus when targets die quickly.

Attack
3
Every
1.5 s

Orthogonally adjacent allies gain 10% / 20% / 30% attack by star tier. Combined Inspire caps at 60%. Very low damage; needs occupied adjacent slabs.

Attack
2
Every
1.5 s

Adjacent allies gain 8% / 17% / 25% chance to deal double damage. Combined Fortune caps at 50%. Low damage and unreliable short-fight burst.

Attack
2
Every
1.5 s

Clearing a round with a Raccoon on the deck grants 1 extra gold. Multiple Raccoons do not stack. Low damage; occupies a slab to earn income.

Attack
3
Every
1.5 s

5 gold

10 defenders. The middle of the curve, where most decks find their damage.

After every 2 cleared rounds, heal 1 heart per Bloom star, up to maximum health. Only the strongest Bloom applies. Cannot prevent a lethal leak or heal beyond capacity.

Attack
3
Every
1.7 s

Every 4th attack deals 60% extra damage. The bonus takes several attacks.

Attack
4
Every
1.7 s

Hits consume Burn to deal 60% extra damage. Needs a Burn partner and spends its damage over time.

Attack
4
Every
1.7 s

When the core loses hearts, adjacent allies gain 12% attack per Stag star until round end. Further leaks do not stack. Needs actual health loss.

Attack
4
Every
1.7 s

Merging any defender earns 1 gold, at most 2 per round. Multiple Mints do not stack. Low damage; requires spare cards and merge space.

Attack
3
Every
1.7 s

Hits burn for 20% of their damage per second for 2.4 seconds. Only the strongest burn applies. Damage takes time; repeated burns refresh rather than stack.

Attack
5
Every
1.5 s

Splash hits stun for 0.35 seconds. Bosses take half duration; stun immunity prevents permanent lock. Low direct damage and gaps between stuns.

Attack
3
Every
1.6 s

Hits jump to two other nearby enemies for 50% damage each. A target is hit only once per attack. Loses most of its value against a lone boss.

Attack
4
Every
1.5 s

Splash hits slow enemies by 25% for 1.5 seconds. Bosses are slowed by 15%. Slows do not add together. Low damage; needs another defender to finish enemies.

Attack
3
Every
1.5 s

Applies 1% max-HP poison per second for 2.4 seconds, up to three stacks. Each stack is capped at 50% of hit damage per second. Needs repeated hits; capped against very large bosses.

Attack
3
Every
1.5 s

7 gold

10 defenders. Big hitters and engines that shape a whole deck.

Deploying or merging increases maximum and current health by 2 per Rhino star. Only new highest tiers grant more; selling never resets this limit. Finite capacity bonus; selling cannot restore spent grants.

Attack
7
Every
1.9 s

Gain 10% attack for each adjacent ally. Needs adjacent allies.

Attack
10
Every
1.8 s

Each round survived on the board adds 8% attack, up to 80%. Merges keep the older history. Slow to reach full strength.

Attack
7
Every
2.1 s

Hits on chilled enemies consume Chill, deal 50% extra damage and stun for 0.35 seconds. Needs a Chill partner and consumes its slow.

Attack
10
Every
2 s

Prevent 1 heart of damage from the first leak each round. Cannot block a fatal Dungeon boss. Multiple Wards do not stack. Only protects against one leak per round.

Attack
8
Every
2 s

Attacks launched at enemies above 90% health deal 35% extra damage, with splash around the target. Slow attacks; allies can consume the opening-hit bonus.

Attack
8
Every
1.8 s

Deals 35% extra damage when attacking a slowed or stunned target; thorn splash hits nearby enemies. Needs a control partner for its full damage.

Attack
5
Every
1.5 s

Attacks launched at enemies below 30% health deal 50% extra damage, with wide splash. Slow attacks; weak against fresh enemies.

Attack
7
Every
2 s

Targets the enemy with the highest current HP and deals 40% extra damage to bosses. Slow single-target attacks can let small runners through.

Attack
13
Every
2.2 s

Adds 20% of the strongest adjacent ally’s basic attack, capped at 50% of its own. Resonance never copies itself or temporary buffs. Low standalone damage; needs a strong adjacent ally.

Attack
6
Every
1.5 s

Build your eight

Any eight defenders you own make a deck. Save up to five decks and swap between them before a match.

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