Pit People

Pit People

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All Fighter Traits
By Bwit
!WARNING! - Some items in this game are handled to be found with surprise throughout the missions in game, if you wish for the game's contents to not be spoiled, consider reading this guide after exploring these parts of the game!

Struggling to find a weapon or unit that works well with your team, or unknowing what an enemy does do and does not do? Here's a list of all fighter trait badges for all items/units/weapons in Pit People. Some fighter traits are only activated by percent chance, and these percent chances depend on the level of the unit with the fighter trait. (For example, a level 99 axe thrower would have a higher chance to stun an enemy than a level 1 axe thrower. This guide will only focus on fighter trait chances with level 99's.)

   
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Fighter Trait Types
At the end of each fight, it shows bars of how much damage your units and enemies dealt, as well as how much damage they deflected, amount of healing abilities they used, and amount of utility abilies they used. Attack = Red; Defense = Blue; Healing = Green; Utility = Yellow.
The following descipt what the types of traits mean:

Fighter Trait - A trait that a unit owns, and is applied to their stats. (Red)
Attack Trait - A trait that deals a spesific type of damage. (Red)
Defense Trait - A trait that follows defensive tactic. (Blue)
Utility Trait - A trait that is an ability that supply the unit with advantages that not all units own. (Yellow)
Healing Trait - A trait that heals others, or itself. (Green)
Fire

Attack Trait/ Defence Trait


Fire is the most common element in the game, and in some cases, is able to ignite the ground on fire, slowly burning across unburnt spaces. Flames that ignite the ground can hurt any flightless unit that walks through or stands on them with fire damage, will randomly extinguish at any time, and don't spread over water, walls, pits, lava, and certain grounds. Lava also deals a ton of fire damage when flightless units walk through them.

Units:
Pixies - Deals a big amount of fire damage. Deflects 50% amount of fire damage dealt to it. Is able to light the ground on fire with it's fire blast attack.

Mascots - When a mascot dies, they explode, dealing very high amounts of fire damage to anything that is in contact with the explosion. Has a small chance of lighting the ground on fire with this explosion. Keep in note that, this mascot can only perform this explosion once, and afterwards dies.

Weapons:
Sun Sword - The Sun sword is a heavy sword, or the game's heaviest sword, and upon hitting an enemy with it, it deals a large amount of fire damage, and will usually create a big explosion, dealing a little amount of fire damage to random nearby units. Has a chance of liting the ground on fire. You can only have 1 unit per team weld this.
[Location: Madame Megabat Mission - Part 3]

Alpaca Lips - A heavy bomb of death that only the cyclops can weld, that usally explodes when smacking an enemy with it. The explosion is only as big as a Mascot's explosion, deals fire damage torwards any mobs caught in the blast, and is created where the smacked enemy is. The Alpaca Lips does a lot of fire damage, but decreases defence, and has 40% armor penetration. You can only have 1 unit per team weld this.
[Location: Random loot]

Campfire Killa/ Overdoing it - Marshmallows on sticks, what's the difference between a crispy one and a warm one? Both deal fire damage, but are heavier and have a lower base damage than regular mallets.
[Location: Random Loot, 4 Skulled Forest Mission]

Burning Veneagnce - A heavy sword that was once welded by Magmus. Deals fire damage, but is more heavy, and doesn't as much damage like a regular heavy sword.
[Location: Random Loot]

Red Hot - A giant heavy spicy pepper that does fire damage, but is weaker than a regular medium sword.
[Location: Random Loot]

Hot Poker/ MatchStick/ Burned Match - A thin sword that sizzles at the end, dealing fire damage. Does not deal as much damage as a regular thin sword, and is heavier than a regular thin sword.
[Location: Random Loot, Desert World Enemy]

Pineapple/ Baby Shark/ M80's/ What did you say? - A pair of grenades, baby sharks, M80's, and bombs that deal a fair amount of fire damage, and deal more damage than axes. Has a 100% of exploding when thrown. Throwing these bombs have quite a lower amount of accuracy than regular axes. With the melee hits, these explosives deal less damage, and have a very lower chance of exploding. Has a throwing range of 2 spaces. Also has fair amount of armor piercing.
[Location: Random loot, Swamp World Enemy, Grass World Enemy]

Crispotron 3000 - A flamethrower that deals fire damage. As a gun it's required to fire at enemies 1 space away, as the melee attack doesn't deal fire damage. Has a 43% chance of "exploding", which means that the flames fired by the flamethrower have a 43% of hitting any unit around the target. Flames fired from the flamethrower have a decent chance to spread flames onto the ground. Can be blocked by shields.
[Location: Random Loot, Grass World Enemy]

Totally Unsafe - A detonator that fires sticks of exploding dynamite. Each stick of dynamite shot has a 82% of exploding, and dealing fire damage apon hitting an enemy. Also deals more damage than a regular bow, but has less armor penetration, and fires less arrows than a regular medium bow.
[Location: Random Loot, Major McDyno Mission]

Defensive:
Pixies - Deflect 50% of fire damage.

Electrobots - Deflects 35% of fire damage.

Kolbolds - Deflects 70% of fire damage.

Burn Stopper - A heavy helmet that deflects 50% amount of fire damage, but makes the unit wearing the helmet 20% weak to ice damage. Gives less defence than a regular heavy helmet when the unit wearing this helmet does not have enough defence, however giving the unit more defence such as a human wearing this and a sword that gives extra defence, will decrease defence a lot more than usual. Would be very defensive against a sword that deals fire damage, such as Red Hot.
[Location: Random Loot, Rocky World Enemy]

Heat Guard - Deflects 40% amount of fire damage, also blocks projectiles. Heavier than a regular big sheild, and decreases damage depending on how much damage the unit holding this has.

Orange Knight - A medium helmet that deflects 30% amount of fire damage, but makes the unit wearing the helmet 10% weak to ice damage. Defense change depends on how much defence the unit wearing this has to begin with, but usually gives less than a regular medium helmet. You can only have 1 unit per team weld this. Would be very defensive against a sword that deals fire damage.
[Location: Get Castle Crashers on the same platform you own Pit People on]

Romantic Rescuer - Deflects 8% amount of fire damage, 8% weak to ice damage, and gives way less defense than a regular medium helmet. This helmet will also decrease any defense ups from heavy shields or weapons that give more defense.
[Location: Random Loot, Fire Mission]

Fire Patrol - A fire man helmet for the vampiress, or fire lady in this matter. Deflects 4% amount of fire damage.
[Location: Random Loot]

Hair troll/ Troll Mom - Hair trolls are 20% weaker from fire damage, Troll Moms are 22% weaker to fire damage. Same applies with the baby trolls.

Other:
Magmus The Eruptor from the 4th part of the Lava Mission is immune to fire, ice, and eletricity, and possibly all other elemental damage. He also deals fire damage.

Trolled sheep that're found in the sheep mission are like hair trolls, but different. They can't heal every round, and explode apon death, but otherwise simular to hair trolls in every other way.
Poison

Attack/ Defence Trait


Poison is an elemental attack type that's mostly known by the Mushroom unit. Poisonous damage can infect an enemy for a short or long time. A poisoned unit recieves 1-5 poison damage every turn, making healing that poisoned unit difficult. Weapons that inflict poison also deal poison damage directly, and not only when inflicting it. When inflicting poison on an enemy with a weapon, it lasts for only a short time, the Mushroom's although is longer.

Units:
Mushroom - Mushrooms, when hitting any enemy around it, have a 90% of poisoning enemies, dealing some direct poisonous damage, and then the rest from the poison infection. This attack is always explosive, and has a chance to only affect 1-6 units around it. Mushrooms also produce poisonous clouds when hitting an enemy, which they can only produce around themselves in random spots (these are the same random spots where the mushroom's explosion attacks). These poisonous clouds do not deal damage when a unit walks through it, rather the poisonous clouds will poison any unit that walks through them, and only last until your next turn. Some enemies are immune to poison, so when a Mushroom comes to attack one of these poison-immune-enemies, instead of farting they deal a solid direct hit to that enemy. A mushroom warns you if it is going to fart or not depending on its icon when moving it (poison cloud means it will fart, mushroom icon means smack attack). Mushrooms can poison your teammates as well, so be aware of putting your own units next to a Mushroom. Mushrooms are weak to mallets. Accuracy will not improve the Mushroom's placement of it's poisonous clouds, debuffed accuracy will decrease it's chance of hitting an enemy however (meaning the Mushroom won't produce PC's around it for that turn). Because Mushrooms own this explosive attack, it makes for dealing a great amount of DPS, as they're able to hit more than 1 enemy around them, and able to damage mounted enemies.

Weapons:
The Mush Masher - The Mushmancer's own mallet, made from a magical mushroom on stick that he grew. Has a 15% chance of poisoning a unit when smacking someone with it.

Heavy Hisser - A heavy snake sword that bites it's victims. Has a 25% of poisoning units, and penetrates 40% amount of defense. Is heavier and deals less damage than a regular heavy sword.
[Location: Random Loot]

Cobra Cutter - A poisonous snake that has a 20% chance to poison enemies. Penetrates through 40% amount of defense. Heavier than a medium sword, also deals less damage.
[Location: Random Loot, Desert World Enemy]

Poisened Thorns - A thin vine of poisonous thorns that has a 17% of poisoning enemies, and penetrates 64% amount of defense. Heavier and deals less damage than a regular thin sword.
[Location: Random Loot]

Defensive:
Spidaurs - Deflects 33% amount of poison damage. Is able to wear a helmet for more poison defence

Zombies - Deflects 70% amount of poison damage. Is able to wear a helmet for more poison defence. Zombies that wear Nature Blossom do not become immune to poison, rather they deflect 99% amount of poison damage.

Electrobots/ Mushroom - Immune to poison infections and deflects poison damage, but still take damage from base damage from weapons that deal poison damage, or from Mushrooms.

Green Knight/ Nature Hat - A medium helmet the deflects 30% amount of poison damage. 10% weak to eletrical damage, less defense depending on the amount of defense the unit has previously. You can only have 1 unit per team weld the Green Knight helm.
[Location: Get Castle Crashers, Random Loot, Elite Grass World Enemy]

Nature Blossom - A heavy helmet that deflects 40% amount of poison damage. 20% weak to electric damage, gives less defense depending on the amount of defense the unit has previously.
[Location: Random Loot]

Gnomes - 30% weak to poison damage.

Mascots/ Cupcakes - 33% weak to poison damage.

Enemy Tents - Immune to poison infection. (Mushrooms will smack these instead with their caps.)

Destroyable Objects - Immune to poison infection. (Mushrooms will smach these instead with their caps.)

Other:
The Mushmancer from the Mushmancer mission has the magical ability to turn it's enemies into mushrooms, that then behave as an enemy mushroom, and will return into their regular body when the Mushmancer is killed, or the Mushroom body they possessed is killed. The Mushmancer is not allowed to turn everyone in Pit People into mushrooms, or he dies (even though he still does this).

In the 3rd part of the Tinkle Town Mission, whizz kid apparently has diarrhea 24/7, and poops everywhere in the night, you then have to fight enemies through the stinky poop. The poop spreads poisonous puffs around it, so if you walked where a poisonous cloud was, then you get poisoned. The poop is able to spread poisonous clouds whenever it's your round, or the enemy's round, and yes the poison from the poop deals poison damage.

Death Breath, the supernatural mushroom from the 2nd part of JUL, has the ability to grow mushrooms around in the temple of fume, or in the bathroom. These mushrooms take 1 one round to sprout and grow into "real mushrooms" that produce poisonous clouds around them that poison anything that isn't immune to poison and walks through it. These mushrooms are indestructable, but only last accouple rounds before returning to an ungrown stump, which are able to regrow at Death Breath's command. Anything that stands underneath these ungrown mushrooms will be flung away when the mushroom grows.

Most destroyable obstacles, such as gates, are of course immune to poison, and thus the mushroom will smack most of them.

Ice

Attack/ Defence Trait/ Utility Trait


The ice element has the ability to freeze anything. When frozen, the frozen unit can not move, or attack until their next turn. Ice damage currently can only be dealt to enemies by weapons. Frozen enemies also gain a defence bonus, only when frozen. Does not stack stun chance with anything but itself.

Weapons:
Thousand Shards - The legendary staff of cold mastery, that was owned by the organization of JUL, and claimed as a reward of victory from the JUL. The TS is a heavy mallet that only a cyclops can weld, and is capable of both a ranged and melee attack. The TS deals ice damage, the most amount of ice damage in the game, through both of it's attacks. The TS however is little heavier and deals a little less damage than a regular heavy mallet. With the TS's ranged attack, it behaves simular to how a wraith shoots enemies. The projectile fired is a medium sized rock of ice, that apon contact with the ground or a unit, will explode, dealing about half the weapon's damage directly to the enemy, then hitting any enemy with bits of damage caught in the explosion. The TS's explosion is that simular to the Sun Sword's, and has a 22% chance of freezing any enemy with each explosive hit, as well as have a small chance to only slow an enemy as well. The melee attack also has a 22% of freezing enemies, even having a chance to smack away and freeze an enemy. Only 1 cyclops per team can weld this.

Freezy Pete - The Sharp Rectangle sword has been frozen! Now it has a 18% chance of freezing any enemy. Deals less damage than a regular heavy sword, and is also heavier.
[Location: Random Loot, Fire Mission, Ice Caslte Mission]

Freeze and Awe - A popsicle with the resemblance of a rocket pop. Has a 19% of freezing any enemy. Is heavier and does less damage than a regular thin sword.
[Location: Random Loot, Fire Mission, Ice World Enemy]

Mild Chill - A small cold ice bow that shoots frozen sticks. Has a 26% chance of freezing. Is heavier and deals less damage than a regular small bow.
[Location: Random Loot, Ice Castle Mission, Fire Mission]

Ice Blaster - A frozen piece of ice that kept it's cool to become a bow. Shoots large icicles that have a 34% of freezing enemies. Is heavier and deals less damage than a regular bow, and fires less than a regular bow.
[Location: Random Loot, Fire Mission]

Ice Cold Mortar - The frozen mortar found in the BattleBlock Theater from another game, and quite handy it is. Has a 50% of freezing enemies and a 85% of exploding apon hitting an enemy. Any unit caught in this explosion has a 50% of being frozen. This explosion can also extinguish flames on the ground.
[Location: Random Loot, Fire Mission, Ice World Enemy]

Defensive
Hair Trolls - Resists 40% amount of ice damage, doesn't decrease the chance of it being froze however.

Troll Mom - Resists 50% amount of ice damage, doesn't decrease the chance of it bieng froze however.

Spidaurs - 40% weak to ice damage

Zombies - 50% weak to ice damage.

Let it thaw - A hunky wall of rectangular ice that deflects 40% amount of ice damage, also blocking projectiles and increasing defense. However, in return it's heavier and may decrease damage.
[Location: Random Loot, Ice Castle Mission]

Blue Knight/ Staying Cool - A medium helmet that deflects 30% amount of ice damage done to the unit wearing the helmet, but makes the unit 10% weak to fire damage. Gives less defense depending on how much defense the unit wearing this helmet previously had. You can only have 1 unit per team weld the Blue Knight helm.
[Location: Get Castle Crashers, Random loot, Ice Missions and Enemies]

Other:
The Shulton of Shivers has a magical ability to freeze it's enemies, each time it attempts freezing it has a 80% of working.

Lightning

Attack/ Defence Trait/ Utility Trait


An element that is mostly known by the Electrobot, for having 2 attacks that both deal electrical damage. Electrical damage has a rare chance of stunning enemies. Electrical damage does bonus damage to enemies in water. Does not stack stun chance with regular stun.

Units:
Electrobots - Can stab enemies with their prongs, or chain lightning through enemies. While the chain of lightning has a low chance of stunning enemies, the stab has a higher chance, of 28%. Electrobots have the highest chance of stunning with eletrical damage, however their base damage isn't the best. Chain of lightning however has good damage per round, when the oppertunity is right.

Weapons:
Stormstick - A charged mallet of pure chaos. Can only be welded by cyclopes, and grants the ability to perform ranged attacks and melee attacks, all so simular to Thousand Shards. However, rather than dealing ice damage, the stormstick has the capabilities of performing lightning and acid damage. Deals less damage and is a bit heavier compared to a regular heavy mallet.

The Beast - A cool red-ish pink guitar, that can bash through helmets with it's music, and is seen to be a musical instrument of the mascot. Deals electrical damage and has a 7% of stunning enemies. Is heavier and deals less damage than a regular mallet.
[Location: Random Loot, Music Mission]

Knife of Zeus - A heavy sword of the greek times and gods. Has a 10% of stunning enemies. Is heavier and deals less damage than a regular heavy sword.
[Location: Random Loot]

Socket to Them/ Pixie Slayer - Medium swords of electrical means. Both can stun enemies with a 7%, but also heavier than regular medium swords and deal less damage than regular medium swords. Socket to Them for some reason deals more damage than the Pixie Slayer.
[Location: Random Loot, Rocky World Enemy]

Testla Special - A red electrical mortar that has a 14% of stunning. Deals less damage than a regular mortar, and is heavier.
[Location: Random Loot]

Socket Shooter - An eletrical charged bow that shoots charged sockets. Deals electrical damage, has a 13% of stunning enemies, and only penetrates 71% amount of defence. Deals less damage and is heavier than a regular medium bow.
[Location: Random Loot]

Batteries/ Bright Ideas - Throwable zap axes. Has slight chance of stunning, deals less damage than regular axes and are heavier.
[Location: Random Loot, Ice/Lava World Enemy]

Gnomes - 60% amount of electrical damage deflected.

Wraiths - Deflects 50% amount of electrical damage.

Gorgons - Deflects 35% of the eletrical damage done to it. The Gorgon's snakes deflect electrical damage as well.

Red Knight - A medium helmet that deflects 30% amount of electrical damage. 10% weak to poison damage, and decreases defense (amount of decresed defense depends on the amount of defense the unit wearing this helmet previous. You can only have 1 unit per team weld this. This item is fairly valuable, as it is the only item in the game that allows units that can wear helmets, such as pixies, to deflext electrical damage, which cannot be found anywhere else.
[Location: Get Castle Crashers]

Mascots - 33% weak to electrical damage.

Pixies - 100% weak to eletrical damage.

Other:
Cybercop, born with a robot voice accent, can switch to gun mode (having a medium helmet and ranged gun) to melee mode (light helmet with huge sheild and lightning blade).

Jerk Bot - Electrobots summoned by the magic strings of Jerkimedes. Don't deal as much damage as regular Electrobots, or even have that much health.

Acid

Attack Trait/ Defence Trait


Basic element, can deal more or less damage to enemies depending on their defence.

Gorgon - Gorgons can spit a ball of acid from 2 hexagons away. The baby snakes also deal acid damage.

Red Wrench/ Scorpion Stinger - Mallets that a human can weld. Deals acid damage (simulating to dismantiling electrobots like gnomes), but deals less base damage and are heavier.
[Location: Random Loot]

Dismantler - A giant heavy green knife, that's been splatered with acid on the end, making it an acid cutting blade, also the signiture blade of Captain Chrysanthemum. Heavier and does less damage than a regular heavy sword.
[Location: Random Loot]

Mantis Leg - A ripped off limb of a mantis, deals acid damage, but is heavier and deals less damage than a regular medium sword.
[Location: Random Loot, Elite Grass World Enemy]

Tech Support - A mechanical bow that shoots screw drivers that deal acid damage (simulating to dismantiling electrobots like Gnomes), is heavier and deals less damage than a regular medium bow.
[Location: Random Loot, Tech World Enemy]

Octoclops - Deflects 20% amount of acid damage.

Wraith - Deflects 35% amount of acid damage.

Electrobot - 33% weak to acid damage.

Gnome - 50% weak to acid damage.
Penetrate

Fighter Trait


Weapons that penetrate through defence. Although if a sword with extra armor penetration tries hitting a unit with a helmet, it won't deal alot of damage. Lot's of weapons with other elemental infusions can penetrate through defense too, but this section only includes the ones that only penetrate defence.

Cleaver/ Helmitite Steel - Giant heavy swords that deal less damage than a regular heavy sword, but penetrates 25% amount of defense.
[Location: Random Loot, Graveyard World Enemy]

All 36 Normal Medium Bows - All penetrate 76% amount of armor, most deal extra damage to Vampiresses. Have fairly long range, and can deal more damage when the arhcerer doesn't move for a round. The closer the archerer is to a target, the more accurate each shot will be.
[Location: EVERYWHERE]

Rain Bow - A Medium Bow that fires rainbows with a rainbow.... DOUBLE RAINBOW POWER! Deals extra damage to wraiths, like Unicorns, but a bow. More rainbows, more extra damage to Wraiths.
[Location: Random Loot, Candy Land World Enemy]

You So Silly - A Medium Bow that fires shiny weiner-shaped ballons, that glide through the air slowly, hitting their target with better accuracy, but deals less damage.
[Location: Random Loot]

Axes - Axes are throwable with range, and also have a melee attack that hit twice. When throwing, they have a chance of stunning enemies and penetrate 64% of defence, when using melee they don't. Can be blocked by sheilds when throwing.
[Location: EVERYWHERE]

Extra Sharp/ Killer Kukri/ Useless Currency - Axes with a 88% armor penetration, but less base damage.
[Location: (Elite) Jungle World Enemy, Mt. Olympus Mission]

All Throwable Objects - 100% armor penetration when thrown and hitting an enemy. Decently high range, fairly inaccurate.
[Location: EVERYWHERE]

Double Uzis - 2 uzis that require to shoot at enemies, otherwise dealing no armor penetrating damage. Can penetrate 100% through armor, also has the potential to deal lot's of DPT, and should be used to fight a singlar target at a time. The bullets can be blocked by shields. Fairly inaccurate.
[Location: Random Loot, (Elite) Grass World Enemy]

Sofia's Musket - A musket that shoots twice, from 2 hexagons away like the Cyber Gun. Penetrates 100% defence, but doesn't deal penetrating damage when using the melee. Compared to the Cyber Gun deals a little more damage, but only always shoots twice, which unlike the Cyber Gun it can shoot more than twice. Sofia's Musket is also heavier. Has a higher chance of critical damage than Cyber Gun. You can only have 1 unit per team weld this.
[Location: Secret Zone]

Alien Phaser - An alien gun from Alien Hominid! Fires at units 4 hexagons away from it. Shoots spesific target, simular to the Wraith's spesific aiming. Has 100% armor penetration, but doesn't penetrate through armor with it's melee. Doesn't deal that much damage, but fires lots of times. You can only have 1 unit per team weld this.
[Location: Currently Unobtainable]

Double Prod/ Mining Pic/ Grave Digger - Thin swords that penetrate 44% of defence.
[Location: Random Loot, Doe Boy Mission, Graveyard World Enemy]

Jagged/ Swordfish/ Pickaxe/ Pizza Cutter - Medium swords that penetrate 28% amount of defense. Deals less damage than a regular medium sword, and decreases defense.
[Location: Random Loot, Swordfish Mission, Doe Boy Mission]

Mallets/ Heavy Mallets - Weapons that smash through defence, including helmet defense. They don't deal as much damage as heavy swords, but are as heavy as a heavy sword. Deal extra damage to Mushrooms and any enemy that wears a Medium Helmet or Heavy Helmet. Gives more dodge chance than a heavy sword
[Location: EVERYWHERE]

Explode

Attack Trait


Explosions can be big or small, some deal fire damage, and some don't. Explosions can hit anything around it. The center of explosions is where the most damage is dealt. This guide section is for explosives only, the rest of the explodable weapons is in the Fire section. All types of weapons/units that deal explosive damage can damage both an enemy mounted on a mountable enemy, and the mountable enemy, such as a Cupcake on a Spidaur.

Units:
Pixie - Pixies, when blasting down fire, the blast always explodes. The blast damage (aside the center) deals accouple fire damage, but the most damage in the center.

Rainbow horse - Unico- I mean Rainbow Horses, when firing a horn, those horns can explode after hitting it's enemy, or hit it's target but not explode yet. When it hits it's target but doesn't explode, this turns into a Rainbow Land Mine. Rainbow Land Mines take on the same explosion effects of the horn blast, and randomly explode during your turn (or if the RLM belongs to the enemie's RH, it'll explode randomly on their turn) so be aware of your units walking onto or around a RLM. The more a RLM stays in the ground, the more damage it deals to enemies around it after it finally explodes. RLM's are good for forcing enemies to move, such as Archers, or teams that stick together. RLM can even stay in the ground even when the Rainbow Horse is dead, and still randomly explode. The explosion of the horn is so powerful, any enemy near the explosion can take a few damage. Really good against Wraithes and Vampiresses. Pretty bad accuracy. Has a range of 6-8 spaces (can't shoot enemies 1-5 spaces away), but usually fires at enemies 7 spaces away.

Mascots - Mascots, when they die, explode, dealing 60-70 fire damage to any enemy around it, making killing them hard (highly recommended to be killed by a ranged unit).

Wraiths - Wraiths, when firing a skull, once it hits the enemy, the splash damage from the projectile can hit any enemy around it, and damage + debuff that enemy as well, even if that enemy has a sheild.

Weapons:
Saftey Last - A large crackety stick of TNT dynamite, that is heavier than a regular heavy sword, but deals lots of damage, and has a 92% of exploding. Penetrates 35% of defense. You can only have 1 unit per team weld this.
[Location: Random Loot, Major McDyno Mission]

Saftey First - A small stick of dynamite that is heavier than a medium sword, but deals more damage. Has a 88% of exploding. Penetrates 35% defence.
[Location: Random Loot, Island World Enemy]

NRG-MO - A heavy mortar that deals more damage than a regular mortar, attacks enemies from a long distance, penetrates 35% amount of defence, and explodes. Possibly less accurate than a regular mortar.
[Location: Random Loot]

Standard/ Soviet Surprise/ Golden Blast/ Painful Melodies/ Oak's Delight - All mortars that can fire from a far distance, and explode apon contact with an enemy. Can fire twice when the archerer does no move for a turn, or only once after moving. Some deal extra damage to Vampiresses.
[Location: Random Loot, Ice World Enemy, Desert World Enemy, Grass World Enemy, Pit Loot]

Tent - Possible resistant to Mascot explosion damage.

Other:
The Mummy from the Mummy Mission is able to summon Mascots that explode after 1 round apon spawn.
Healing

Healing trait


The ability to heal others or itself, and mostly known by the Cupcake. Healing a poisoned unit however is more difficult. All units have atleast a way of regaining health.

Units:
Hair trolls/ Troll Moms - Hair Trolls regenerate 1-6 health, while Troll Moms and Troll Babies regenerate 1-2 health. They regenerate health every round, when they arn't stunned.

Vampiress - Regenerates a certain amount of health based off the amount of damage they deal. Can only regenerate health by biting into spesific enemies, enemies it can't regen health from attacking at are: Electrobots, Cupcakes, Zombies, destroyable objects, and Wraiths. Vampiress, also deal less damage if they attempt to bite any of the units it can't heal from.

Zombies - Zombies can die, then regenerate health when reviving. They however only have a 29% of reviving each turn, this chance decreases every time the zombie revives in the same battle, but refreshes every new battle. If any unit is standing above their grave, they're not allowed to revive that turn, this counts torwards the big body of the Troll Mom, and the web walls the Spidaur creates. Speaking of web walls, it would be useful to place one over one of your zombie's graves, that way no enemies can walk on it, and when the zombie revives it'll replace the web wall. When a Zombie revives, they can start with either half health or more, or lower. It's recommended to have your zombie get as far away from battle after reviving in the unfair challenge, that way next round it's revive chance will go back to 29%. Just a reminder, the Zombie only regenerates health when it revives, not while it's alive, or after it revives.

Cupcakes - Cupcakes can fling ranged tosses of frosting at units to heal them, but that takes away the Cupcake's own health. The amount of health they heal is based off the Cupcake's damage, which is converted into healing. If the Cupcake is boosted by a Mascot, they can give more health to it's teammates. Cupcakes, when having lower than half their health, start regenerating 1-3 health every round, they will stop regenerating health after reaching a certain amount of health back. The Cupcake can not heal Electrobots or Zombies. Cupcakes, when missing, leave the frosting on the ground, any unit that can gain health from the Cupcake, can walk over it (even enemies) and heal themselves. If a Cupcake walks over the frosting you spilled on the ground, they gain less health back than most other healable units would. Healing units that don't have as much maxium health, like Kolbolds, can easily be healed by Cupcakes, meanwhile the Cupcake doesn't have to give away as much frosting. Vampiresses also don't enjoy eating the Cupcake's frosting, but still heal from it, but they gain less health than other units. Cupcakes unfortunatly get targetted the most by enemies. The farther away a Cupcake is from a unit (that it's healing) the less accurate it's frost-flinging is.

Gnomes - Gnomes can heal Electrobots, by using their wrench with no limits. Since Gnomes can heal and attack, they have to make the choice of either attacking a unit or healing their team's Electrobot. To heal a bot, you must move your team's bot first near the Gnome's reach, then move your Gnomes to heal the bot, you'll know you did it correctly when you see a blue heart covering your team's bot. Gnomes also have to take their time healing the Electrobot, so an enemy can take out an Electrobot faster than the Gnomes can heal it. Gnomes, when boosted by Mascots, can heal more towards Electrobots. Gnomes can heal Electrobots, and fling a unit, on the same turn, and possibly heal an Electrobot then fling it (this is fairly unlikely, and only one gnome would heal the bot). Considering Gnomes can heal, they're targetted. Gnomes when healing however have issues with healing, due to their laziness (fairly inaccurate at healing).

Other:
Madame Megabat is immune to death, and can only die to the Sun Sword.

In some missions, it's required to protect certain objects, you're allowed to heal these objects, only with the Cupcake though.

You can heal your whole team while adventuring outside town, with campfires, you can even revive fallen members with the revive potion! (Exluding Perma-death mode).

Stun

Utility Trait


Stun is a basic ability, that simply stuns an enemy for a round, unabling the stunned enemy to move or attack, for their turn, and your next turn. When an enemy with a shield is stunned, they can't use the sheild. Doesn't stack stun chance with Electrical Stun. The stunning trait, as well as freezing and electricuting, will make Spidaurs unable to make web walls for a turn, allowing your units to pass through.

Weapons:
Throwable objects - All throwable objects with medium range. Has a 4% of stunning an enemy. Farther the throwing distance, the more inaccurate your throwable item will hit your target. Can be blocked by sheilds. 1-2 are thrown each round.
[Location: Everywhere]

Axes (not guns) - All throwable, having a range of 1 space, most have a 31% of stunning an enemy, also penetrate through 64% defence. Can be blocked by shields when thrown. Using the melee, or counter attack, doesn't stun.
[Location: EVERYWHERE]

Vampiress Hunter - A pair of 2 sharp wooden stakes, that deal extra damage to Vampiresses. No reduction to stats, just deals extra damage to Vampiresses, as regular Axes.
[Location: Random Loot, Jungle World Enemy]

Menace - A sling shot that flings rocks. Deals less damage than a regular small bow and is more heavier, but has a 11% of stunning enemies. Be aware that it sometimes stuns your teammates, due to how mis-accurate it can be used. It's accruacy isn't as good as a regular small bow.
[Location: Random Loot]

Down Under - A boomerang shooting smaller boomerangs, has a 11% of stunning.
[Location: Random Loot, Tech World Enemy, Tinkle Town Enemy]

Long Range Bowler - Deals far less damage than a regular mortar, and has a 14% of stunning. Doesn't have explosive shots though.
[Location: Random Loot, Tinkle Town World Enemy]

Dad's Wrench/ Flattener/ Fatal Fryer/ Boom Broom/Sleep Hammer - All mallets that are heavy, deal less damage than regular mallets, but have a 11% of stunning.
[Location: Random Loot, Freeware or Death Mission, Candy World Enemy, Madame Megabat Part 4 Mission]

Clunky/ Incorrect/ Croquet/ The Belt - All heavy mallets, that deal less damage than heavy mallets and are heavier. Have a 11% of stunning. Cyclops only.
[Location: Random Loot, The Rooky Mission, Dino Mission, Desert World Enemy, Grass World Enemy]

Other:
The cupid boys that sit atop the pillars of Mt. Olympus weld ray guns that are harmless, yet stun anything that walks into them. However, in trade of having 100% stun chance, they can only refire at another direction after a turn, they can also only move around in a circle, and can't move off their pillar.

Slow

Utility Trait


Slow basically slows an enemy, to the point they can only move 1 hexagon. But the slow effect only lasts 1 round after moving. Very simular to the snared debuff, and in a way better due to it's higher chance of inflicting, and that it can slow down flying units, while snaring can't.

Cyclops - Cyclops', after knocking an enemy back, will always slow them, meaning that ever time they knock an enemy back, they also slow them. When they weld a thin sword, they have a better chance of slowing, and flinging.

Gorgon - Gorgons, when spitting acid, have a 21% of slowing, so if you spat a ball of acid at an enemy 2 hexagons away, the enemy can't hit the Gorgon, unless it had a ranged weapon. However using this slow attack is not good for planning, and rather only protecting the Gorgon, possably others.

Zombie - Zombies have a 33% of slowing an enemy when hitting them, and because there's two, you can have a 66% of slowing a single enemy, or slowing 2 enemies with a 33% chance. Zombies can't be boosted by Mascots however. Good for killing Mushrooms.

Time Hammer - The Time Hammer has a 32% of slowing an enemy. However it is heavier and deals less damage than a regular Mallet.
[Location: Secret Zone]

Bonus - The "chubby" hunters that are running as fast they can from the army of Kolbolds, unfortunatly have perminate slowness for the whole battle. Eventually though, they start to move 2 steps a turn.
Fling

Utility Trait


Fling is the ability to fling enemies back or forward certain ways. When flinging an enemy into a hazard spot, like fire, or a poisonous cloud, the damage from the hazard is dealt to the enemy, which counts as damage torwards whoever flinged the enemy. Troll Moms are immune to fling.

Cyclops - Cyclopes can fling enemies forward away from them, but where the enemy lands is anywhere. They have a 30% of knocking back enemies, or with a thin sword they can knock back enemies with a 51% chance. Knocked back enemies from Cyclopes are also slowed.

Hair Troll - Hair trolls have a 50% of flinging an enemy behind it when attacking it, the area that the enemy lands though is dependable. Sometimes flinging an enemy isn't a good idea, or is a good idea. Bad Example: Your Hair Troll flinged a mushroom back where your Masoct, Gnomes, and Cupcake are huddled together. Good Example: Your Hair Troll flings a Mascot into a land of spikes, making it explode there and hurt an enemy Hair Troll.

Gnomes - Gnomes can launch their teammates far away, but the unit must be able to walk to the Gnome. Also useful for flinging units without flight, over hazards. Cyclopes, Troll Moms, Hair Trolls, Spidaurs, and Gorgons can't fling off of Gnomes, minions can't either.

Home Run - A cricket bat mallet that has a 14% of knocking back enemies, but not too far. It's also heavier and deals a little less damage than a regular mallet.
[Location: Random Loot, Grass World Enemy]

Bonus - There's many attacks/obstacles in the missions of pit people, that usually fling your units around. Subsanta's magical carts of toys are able to fling troll moms.
Snare

Utility Trait


Snare is an ability of trapping an enemy. When an enemy is snared, they can't move, but still attack. Items/attacks that can snare can also recruit enemies. All floating units, Troll Moms, and Jerkimedes (unless timed correctly) can't be snared in battle however. Effective against enemies with ranged weapons.

The Recruiter - A small net that has a 75% of snaring a fighter. Can only be used when the unit holding the net, is 1 hexagon away from the enemy it's snaring, or any enemy for that matter. Snaring enemies with ranged weapons isn't a good idea, unless a melee user is attacking the ranged user on the same turn you snare it, because otherwise the enemy with the ranged weapon can still hit your net user. Snaring units can lead to future planning, but if the net doesn't work, then your whole plan breaks. One planner you can do with this is net an enemy you don't want to escape from your unit's attack reach, say a Cupcake is the enemy you're targetting, if you're able to snare it, then it won't be able to run away where you couldn't hit it again. Snaring enemies in a spot also may unable other enemies to move to that spot, forced to move somewhere else that turn. Gives some dodge.
[Location: Random Loot, Chogs]

Spidaurs - Spidaurs, when kicking an enemy twice, have a 42% of snaring an enemy, but they also have a 35% of snaring a unit, when hitting it only once. Snaring fighters with a Spidaur against ranged users is good, since the fighter can't move, and use it's gun/bow correctly. It's also good to snare sword users with a Spidaur, wearing a helmet.

Buff

Utility Trait



Fighter Traits

Buff is the ability of being able to buff teammates, increasing that teamate's attack defence and accurasy. Only Mascots have the ability to do this, with their instrument. Zombies and Wraithes can not be buffed. Some weapons in pit people also give slight buffs for certain stats, basically +Damage/Defence/Dodge.

Mascots - Mascots, when standing near their teammates, can have a 21% of buffing them. It's expected to protect the Mascot, as it's victory or death. Mascots can also mount Spidaur's back seat, and buff anything near the Spidaur. If the Mascot explodes on the Spidaur, the Mascot doesn't harm the Spidaur, but rather harm everything around the Spidaur. Teaming a Mascot with a Rainbow Horse is good, as the unicorn's accuracy can be increased, to hit, and deal more damage to enemies. When a mascot is stunned, they can't buff. Mascots also go well with mascots, and can multitask with them.

Falchion/ Mightier/ Grater - Thin swords that deal 5% more damage than regular thin swords, but deduct defence and give 10% more weight. It's unsure if you actually gain more damage or not.
[Location: Random Loot]

Kitchen Utensil/ Blade of Alazafat/ Birdbrella/ Pit Sword 2 - Medium swords that deal 5% more damage. You can only have 1 unit per team weld the Blade of Alazafat.
[Location: Random Loot/ Gwennifer Blobbins Mission, Pit Reward]

Emerald Enfencer/ Dentures - Heavy Swords that give 5% more damage.
[Location: Random Loot, Elite Grass World Enemy]

Excallibeef - A chunk of fine meat reward, deals 4% more damage, without deducting defence, but is a little more heavier than a regular heavy sword. You can only have 1 unit per team weld this.
[Location: Meat Mission]

Whale Walloper - A giant helmet smashing whale that deals 5% more damage torwards enemies.
[Location: Whale Mission, Blubber Magi]

Immature - A heavy mallet that has a huge helmet smasher, dealing 5% more damage. This is known to cyclopes that are babies.
[Location: Random Loot, Candy World Enemy]

Do you even lift? - Lift weight axes that deal more damage than regular axes, but give less defence. Also heavier.
[Location: Random Loot]

Bonus - The Mummy from the Mummy Mission has the ability to acciently turn an enemy into a Cyclops, giving them more defence, attack, health, traits, but more weight.
Debuff

Utility Trait


The debuff element is the opposite of buff, but not exactly. When an enemy is debuffed, their attack defence and accuracy are decreased. The debuff element is mostly known by the Wraithes, as they're the only one who can infect enemies with it. Debuffed enemies can not be buffed. Wraithes and zombies are immune to debuff. Debuffed enemies also have a chance of missing their target, and hitting nothing.

Wraithes - Wraiths have a 20% of debuffing an enemy when hitting it, either with it's wispy skull, or sickle. Hitting enemies with a sickle has a 20% of debuffing an enemy, and would only be used in spesific situations, like hitting an enemy with a large sheild. But the Wraith mostly uses it's powerful wispy skull projectile, which has a range of 1-2, which has a 80% of debuffing an enemy. It also has a splash-attack effect, which can hit another enemy near the enemy that was shot by the Wraith, and have a chance of debuffing that enemy as well. Technically speaking, it's possable to debuff 2 enemies with 1 Wraith on the same round. The projectile is also shot at dependable enemies, if a Wraith is 1 hexagon away from an enemy, but 2 hexagons away from a different enemy, then it will shoot the enemy 2 hexagons away, not to be confused with the Wraith being unable to still shoot an enemy 1 hexagon away from it. The skull projectile can also be blocked by sheilds. It's best to have a Wraith target Electrobots and Cupcakes, as it can make the Electrobot hardly deal any damage or stun, and make the Cupcake not heal as much.

Blind

Ultility Trait


Simiular to debuff, blind will be inflicted on a unit for a turn. Blind only lowers the accuracy of a unit, but more than debuff. Highly effective against Cupcakes, due to how the cupcake will most likely miss healing it's target, leaving the the frosting on the floor for you to take. Although Octoclopes are able to indure the blind effect, they almost never miss their target anyways.

The Stinger - The Stinger is a mortar that can fire 2 rounds, that explode. The explosion radius is big, and can harm other nearby enemies. When hitting an enemy, it has a 40% of "blinding an enemy. When an enemy is blind they have a chance of hitting nothing, or their own teammate, or their target. This weapon is very annoying to both your team and mostly the enemy team.
[Location: Market]
Dodge

Fighter Trait


Ninja Sword/ Bean Stalk/ Extra Dirty/ Experienced/ Hansel's Fork - Thin swords that give 22% extra dodge chance, however if your character has too much weight the increased dodge chance doesn't count, this applies for all swords that give more dodge chance. They also deal less damage than a regular thin sword.
[Location: Random Loot, Mountain World Enemy, Grass World Enemy, Ice/Lava World Enemy]

To Remain Violent - A police bat that gives a 8% extra dodge chance. A medium sword that deals less damage than a regular medium sword.
[Location: Random Loot, Grass World Enemy]

Offyx and Bluby/ Pit Sword 4 - Heavy Swords that give an extra 2% dodge chance, however deals less damage than a regular medium sword.
[Location: Random Loot, Pit Reward]
Defence

Fighter Trait




Weight Reduction

Fighter Trait


Weight reduction is basically weapons that don't weigh as much. This allows you to hold possably certain items without being too heavy. Also allows you to move more steps based on your weight, if your weight bar is in green then you can move an extra step, this unfortunatly doesn't work with the Gorgon. All weapons that have a weight reduction can decrease damage or defence, or both.

Practice/Red Balloon/ Blue Balloon/ Wood Baton - Thin swords that have weight reduction. Good for moving an extra step while carrying partially heavy items.
[Location: Random Loot, Mushmancer Mission]

The Golden Axe - An axe of pure gold, or is it? Weighs less than a regulare medium sword, but doesn't deal as damage.
[Location: Recruit Brock Alpha from 2nd part of Detective Hardboil Mission]

Big Bill/ Birch Blade - Giant swords that weigh less than heavy swords. Not sure what you would use these for, considering they deal less damage and have less defence than regular Medium Swords.
[Location: Random Loot, Ice/Lava World Enemy]

Hey That's Mine/ Demon Ball/ Wood Brush/ Red Marker - A giant lolipop, a red version of the original mallet, a giant wooden brush, and a giant red marker, all apparently are lighter compared to their heavier look-alikes. Useful for dealing extra damage to medium/ heavy helmet users, and holding a large sheild or wearing a heavy helmet, unless you're the team's hero, then you don't have to use a lighter mallet.
[Location: Random Loot, Candyland World Enemy]

Fan/ Loves Me Not - Giant mallets that arn't as heavy as heavy mallets. Still can only be welded by the Cyclops only.
[Location: Random Loot, Candyland World Enemy, Mountain World Enemy]

Critical Strike Chance

Attack Trait


CRITs are the chance of dealing a more CRITical strike to enemies, that deals more damage to them. CRITs are normal for units to have, but there are certain weapons with higher CRIT chances. CRITs can also break through medium and heavy helmets. All weapons with CRITs however get a damage reduction.

Turkey Craver/ Scapel/ Harpoon/ Dodo Leg - Thin swords that have a 15% to CRITically hit an enemy.
[Location: Random Loot, Grass World Enemy, Water World Enemy]

Zig Zag/ DIY Cane /Trust Machete/ A Bit Much/ Obsidan Cutter - All medium swords that have a 10% of CRITting.
[Location: Random Loot, Candyland World Enemy]

Overkill - A giant heavy kitchen knife, 5% of CRIT.
[Location: Random Loot, Cow Chop]

Alaskan/ Bubble Blower/ Blue Brush/ Cactus Crasher - Mallets that have a 15% of CRITting enemies.
[Location: Random Loot, Aquariam Mission, Candyland World Enemy, Desert World Enemy]

The Moon Mallet - A mallet in brother arms with the Sun Sword. Deals 10% more damage than a regular mallet, also has a 14% of dealing CRITical damage.

Anchor/ Pit Basher - Heavy mallets for the Cyclops, that have a 12% CRITical strike chance.
[Location: Random Loot, Pit Reward]

Paperweight/Pasifier -Axes that deal less damage, but have a 15% crit chance.
[Location: Random Loot, Construct World Enemy, Baby Mission]

Confusion

Utility Trait


Confusion isn't normal to pit people, the confusion they know is of the Octoclops. When a unit is confused, they have a chance of hitting their enemies. Being confused lasts for 1 enemy turn. Confused Cupcakes can heal enemy units, confused mascots can not buff enemies, confused Gnomes might be able to heal Electrobot. Confused enemies will only have a chance of attacking their allies after moving, so the chances of a confused enemy hitting it's teammates can be pretty uncommon.

Octoclops - Octoclopses (being called Octoclopses for having 1 tenticle) have a ranged attack (simular to the pixies ranged attack behavior) that has a 57% of confusing an enemy. An enemy can't be confused 2 rounds in a row. Octoclopes also have a 36% of swapping an enemy. Swapping an enemy confuses more enemies to attack that unit, when it's their allie. Swapped enemies are also stunned, and can block projectiles for you. A unit can only be swapped for 1 round. However Octoclopes, when confused, are put into a bad possition, where the Octoclopes can accidently confuse one of their teammates into hitting one of their teammates. Octoclopes also deal bonus damage torwards enemy Octoclopes. If you have 2 Octoclopses on your team, and you had both ink a same enemy, that enemy can either be confused, or swapped, it can't turn from confused to swapped or the other way around. Incase the Octoclops doesn't confuse an enemy, he will deal more damage.

Secret Admirerer/ Cupid's Kisses - Small bows that deal a little less damage than regular small bows, and have a 6% of confusing enemies, that is per arrow
[Location: Random Loot, Candyland World Enemies]

Jerk on a Stick - A fancy crafted shaft with a jerk on the end. Smack people in the face with it, and they might like you with a 23% chance.
[Location: Befriend Jerkimedes]

Bonus - Chog's Babies - Chog's Babies are summoned by Chog himself, their unit type is an Octoclops though, but they're different because of their stats. Chog's Babies deal less damage than Octoclops, and don't have much health, but the chance they have of confusing an enemy or swapping them is higher than a regular Octoclops.

Jerkimede's Guard - Whenever you hit Jerkimedes, he will often teleport, and confuse the enemy attacking him.

Godzilla Flower - The Godzilla Flower of the Botankill Gardens, is able to fire gunk that has a 90% chance of confusing enemies. The gunk is fired like a cannon, which means it'll only be able to hit you on your turn. The gunk also has blast radius damage. The Godzilla Flower also takes up 2 fat spikey tentacles that he will smack you with. When both tentacles are defeated, the Godzilla Flower will become "unconsence". The gunks also deal acid damage.
Deflecting

Defence Trait


The ability to block projectiles, block attacks, or defend against attacks. When countering an attack, but being hit right after, then the counter attack is cancelled. It would be unfortunate to counter an attack from a Mascot, that has low health.

Large Sheilds - Comes in 34 different shapes, sizes, and colors, but all behave the same. Allows the unit holding the sheild have a 82% of blocking projectiles. Has a 18% of countering attacks. Adds 20% weight. Gives some defence, only when wearing a helmet. There are some projectiles that can't be blocked however, yet shown they're blocked, this applies for all sheilds.
[Location: EVERYWHERE]

Medium Sheilds - Comes in 47 different shapes, sizes, and colors, but all behave the same. Allows the unit holding the sheild have a 43% of blocking projectiles. Adds 10% weight, also has a 10% of countering attacks.
[Location: EVERYWHERE]

Small Sheilds - Comes in 47 different shapes, sizes, and colors, but all behave the same. Allows the unit holding the sheild have a 9% of blocking projectiles. Has a 3% of countering attacks. Gives no weight.
[Location: EVERYWHERE]

Mushrooms - 15% of blocking projectiles, can't counter melee attacks.

Kolbolds - 5% of blocking projectiles, 86% of countering melee attacks, also deflects most arrow damage (pointy arrows).

All axes (even guns) - All axes in Pit People have a 21% of countering a melee attack, but with guns they don't shoot at units after countering a melee attack. Doesn't block projectiles.

Gorgons - Not an actual 'defence' mechanism, but when they get hit by anything, they have a 20% of summoning a snake that will fight for you team, acting as a counter attack. Doesn't mean the Gorgon itself can't block projectiles, unless one of it's snakes was in the way and absorbs the damage.

Heavy Helmets/ Medium Helmets - Both helmets can deflect sword attacks, but due to the heavier helmets mass of defence, units wearing heavy helmets take lesser damage by swords compared to medium helmets. However having this fighter trait makes you weak to Mallets. It's best recommened Spidaurs and Zombies equipped heavy helmets.
[Location: EVERYWHERE]

Bonus - The voters in the 4th part of the Tinkle Town Mission don't just walk around, if they have the chose, then they can punch the bad voters. They also have a 9% of blocking projectiles with their elbow.
Flying Ability

Fighter Trait


Flying Ability is an ability some units possess. Flying allows units to pass through hazards or pits without taking damage, leading to short cuts. Flying units can also not be snared, but can't fly over poison.

Units that can fly - Electrobots, Wraiths, Pixies, Gnomes, Octoclopes, and Vampiresses.

Electrobots - Electrobots, while being able to still fly, don't have to rely on taking certain paths for shortcuts, since they can teleport, and are also immune to poisonous clouds.

Vampiresses - Vampiresses flying ability is limited, as growing wings to fly is a painful process for the Vampiress. But when a Vampiress flies it can get through shortcuts, and get to farther destinations. Hold left click on a spot to initiate the Vampiress to fly, it'll show the Vampiress is flying when it's icon is a purple face of the Vampiress. Vampiresses however can't fly when they're stunned, snared on their feet, or when they're slowed. When slowed they can still fly, but by only 1 hexagon, which the Vampiress can already do while being slowed alone, so there's no point of flying with the Vampiress when slowed.
Mountable

Utility Trait/ Fighter Trait


Mountable units allow spesific units to mount onto them, however only spesific units can mount a unit. You can't mount a different unit after mounting a different unit on the same turn.

Spidaurs - Spidaurs have a saddle on their back, allowing units to ride the Spidaur. When a unit is riding a Spidaur, they can't be hurt by any weapons, however a unit with an explosive trait can attack both the Spidaur and unit mounted. Humans, Cupcakes, and Mascots can only mount the Spidaur. If a unit is mounted onto the Spidaur, the Spidaur loses 1 step. But the mounted unit can always get off. If an archer (mortar users too) are mounted onto the Spidaur, then the archers save up on ammo and can fire more shots. Humans with swords mounted onto the Spidaur are able to deal extra damage to an enemy with the Spidaur, they can't however use their shield while mounted on the Spidaur. Cupcakes pair well with Spiders.

Gnomes - The Gnome's chair is also great for mounting on. Units sit on the chair to wait to be launched away, or the Gnomes don't launch away the unit. When a unit is mounting a Gnome, either an enemy can hit the mounted unit, or the Gnome. Hair Trolls, Cyclopes, Gorgons, Troll Moms, and Spidaurs can't mount the Gnome.

Cannon - A cannon that appears mostly in missions, and on a pit arena map. When entering, allows you to fire a missile that can have a long or short range, you're not allowed to fire directly near the cannon station however. Once firing the cannon, you can't attack any enemy around you. The missile itself does fire damage, with a small area explosion, sometimes igniting the ground. Shooting the missile will always be accurate and won't miss it's target fire location. The cannon takes a round to fire, allowing enemies/ units to run away from the missile explosion, so netting a unit into a firing missile would work. The explosion effect and damage is simular to the rainbow horse's, more damage in the center of the explosion, and lesser damage around the explosion center, however doesn't deal as much damage as a Rainbow Horse. The cannon, as said in the beginning, only appears on maps, you're not allowed to take it around with you in other battles. Enemies and allies can use the same cannon. I believe any unit, but minions and Troll Moms, are allowed to use the cannon.
[Location: Most 4 skulled missions, Pit Arena]

Bonus - In the 3rd story mission, when you're fighting Captain Leviatha, it's required to mount cannon stations to fire cannon balls at your enemies. You will only fire a cannon ball after the enemies have fired at your ship. Speaking of enemies firing at your boat, if a cannon ball hits on your units, they'll get hit for 12-16 damage (fire), while having a chance of igniting a spot on your ship. Captain Leviatha's ship will also summon units over to you ship, not to damage it, but to damage your units, fling them off the cannons, and placing themselves where you're required to have a unit stand to fire a cannon ball, disabling you from mounting it.
Spawns Minions

Utility Trait


The ability to spawn minions is rare, only 2 'actual' units so far in Pit People can do it. But when a minion is summoned, the minion has a mind of it's own. Be aware of where you're spawning your minions, you don't want to spawn them around hazards. They're not expected to last long, and are rarly healed by Cupcakes. If a minion spawner is stunned, or frozen, it can't summon anything for how long they're stunned, this doesn't apply to unit summoing tents. If a minion is summoned next to an enemy, it's able to hit it on that turn, this doesn't count torwards tent enemies. Minions summoned by a unit can not mount Gnomes, due to how they have a mind of their own that won't allow you to control them.

Troll Mom - Troll Moms can summon 4 simultaneous Troll Babies, that deal 3-7 damage, have some health, and can regenerate health by 1-2. Troll moms have a 75% to spawn only 1 Troll Baby per each turn. If the Troll Mom dies, all the Troll Babies die too. Weak to fire, also do not think of protecting a Troll Baby long enough that it grows up into a Hair Troll, it doesn't work like that. A good stradegy with the Troll Mom is to get far away, and spawn as many Troll Babies, so you can start a battle with an army, but of course if your Troll Mom is being chased down you can always attack that unit.

The Troll Mother's babies have about 30-40 health, and deal 3-7 damage (extra damage to other Trolls). They're able to regenerate 1-2 health pur each turn, and can move 3 steps, unlike their mother, but they can be snared. Weak to fire, other trolls, but resists ice damage. Troll Babies do not evolve into Hair Trolls. Troll Babies share 1 simularity with the Cupcakes, they get targetted often.

Gorgon - Gorgons can summon 3 simultaneous Snake Babies, that deal 1-7 damage, and a 90% of acid damage. They have only a couple health. Gorgons have a 20% chance to spawn these Snake Babies, only after being hit, even by nets. It's recommended you protect the Snake Babies, because your Gorgon doesn't spawn them often much. If the Gorgon dies, the Snake Babies stay alive. Resists electrical damage. It's recommended spawning these snakes in areas it requires for your Gorgon to summon snakes around. An easy way of getting these baby snakes is allowing your Gorgon to be attacked rapidly with small damage, like small bow archerers, or being attacked by a debuffed enemy, or allowing yourself to be attacked while having your defence increased by a sword or weapon, or a mascot.

The Gorgon's snakes have 1-10 health, that deal 1-7 damage, with a 90% of acid damage. The snakes resist electrical damage, and move 3 steps. The snakes have 1 simularity with the Cupcakes, they get targetted often.

Tents - Tents are a part of most 4 skulled missions, they summon random units from a spesific pool of certain units for that spesific tent. For example a tent in a 4 skulled Forest-themed mission might spawn a Spidaur. Some tents take awhile to summon a unit, others spawn them rapidly. A tent can easily be destroyed, as it doesn't have as much health. When a tent is destroyed, it no long exsists, and cannot summon anymore units. However the units that it already spawned live until they die normally. Most tents are enemy tents, there only exsists 1 good tent, which is in the 4 skulled Desert-themed mission "Ruckus Ranch". Like cannons, they're only parts of mission maps, so you cannot bring one portably, and only find them with you or on your enemie's team.
[Location: Most 4 skulled missions]

Bonus - Some enemy spawners are unquie, as they may behave differently. For example, the enemy spawner on Captain Leviatha's ship can't be broken, it always spawns 2 extremely underpowered enemies per each turn they spawn enemies.
4 Comments
AsbestosIsPoison 31 Mar, 2018 @ 4:00pm 
Jack Vitae 11 Mar, 2018 @ 9:06pm 
I wouldn't group Blind and Debuff together, they have very different effects

One lowers accuracy to an extreme

The other lowers accuracy a little, defense a little, and damage a little
Lauri Markkanen 15 Jan, 2018 @ 1:07pm 
I didn't know there were that many traits
googcalvin 1 Dec, 2017 @ 8:04pm 
*claps*