What each family is for
At the same rarity, the family decides the shape of the stats. The totals stay close; what changes is how HP, attack, healing and cost are distributed.
The numbers below come from the family's actual common and legendary entries, averaged across elements.
| Family | Role | Common HP / Atk / Heal (at cap) | Legendary HP / Atk / Heal (at cap) | Cost (common to legendary) |
|---|---|---|---|---|
| Slime | Lower attack and higher healing than baseline. The family you start with, and easy to read | 815 / 244 / 133 | 3313 / 1123 / 390 | 2/3/5/8/12 |
| Dragon | The baseline family, with the best totals. When in doubt, take a dragon — the starter deck is dragons | 903 / 263 / 104 | 3483 / 1190 / 406 | 2/3/5/8/12 |
| Goblin | A little more attack than a dragon, a little less HP. A front-line pick | 835 / 275 / 89 | 3250 / 1253 / 351 | 2/3/5/8/12 |
| Bat | Second-highest attack (after scorpions) and lowest HP of its rarity. Cheap to field; use it to burst down anything weak to you | 760 / 269 / 106 | 3013 / 1355 / 320 | 2/3/5/8/12 |
| Lion | Attack between bat and goblin, HP between goblin and dragon — and the worst healing in the game | 869 / 279 / 76 | 3366 / 1304 / 272 | 2/3/5/8/12 |
| Nine-Tailed Fox | High attack and healing, low HP. The bat's edge, softened with healing | 798 / 279 / 120 | 3131 / 1329 / 439 | 2/3/5/8/12 |
| Golem | Best HP, worst attack. The wall you pick for HP per point of cost | 974 / 219 / 82 | 3761 / 1010 / 296 | 2/3/5/8/12 |
| Naga | Nothing extreme, but the cheapest sortie cost at every rarity (1/2/4/6/9). The grinder's pick | 869 / 248 / 104 | 3388 / 1183 / 356 | 1/2/4/6/9 |
| Scorpion | Top attack, but also the heaviest cost (3/4/7/11/16). For decks built around a single fight | 869 / 289 / 96 | 3366 / 1365 / 379 | 3/4/7/11/16 |
| Wraith | Best healing, worst HP. What holds a Hume-heavy deck together | 723 / 231 / 139 | 2863 / 1066 / 466 | 2/3/5/8/12 |
| Treant | HP second only to a golem, high healing, low attack. Built for long fights | 936 / 238 / 135 | 3621 / 1095 / 451 | 2/3/5/8/12 |
| Cerberus | Skills lean toward damage, adding burst from the skill side | 880 / 258 / 80 | 3405 / 1189 / 288 | 2/3/5/8/12 |
| Beetle | A dual-element line by default. Rare, epic and legendary only | — | 3381 / 1283 / 371 | 5/8/12 |
| Butterfly | Its own cost curve (3/4/5/7/9), so the middle rarities are relatively cheap | 816 / 241 / 134 | 3191 / 1109 / 421 | 3/4/5/7/9 |
| Skeleton | Attack-up skills; healing is lower than a lion's | 928 / 274 / 72 | 3587 / 1342 / 258 | 2/3/5/8/12 |
| Mermaid | Healing skills — a healer supplied from the skill side | 920 / 234 / 137 | 3552 / 1081 / 459 | 2/3/5/8/12 |
| Swarm | Board-manipulation skills that seed the board with the element you want | 741 / 279 / 104 | 2938 / 1360 / 381 | 2/3/5/8/12 |
| Kraken | Gauge-slowing skills that cut the number of hits you take | 911 / 279 / 78 | 3517 / 1312 / 280 | 2/3/5/8/12 |
| Chimera | A dual-element line by default, three rarities like the beetles | — | 3503 / 1246 / 387 | 5/8/12 |
| Unicorn | Guard-up skills that shore up your defence | 846 / 253 / 105 | 3289 / 1184 / 338 | 2/3/5/8/12 |