The roster at a glance
Toon Survivors has twelve heroes. Nine are open from your first run. The other three are earned, and none of them can be bought with shards. Every hero carries three weapons, and each changes your attack, element, spell and cards.
| Hero | Health | Move speed | Starting armour | How to unlock |
|---|---|---|---|---|
| Knight | 140 | 152 | 6 | Open |
| Wizard | 90 | 138 | 2 | Open |
| Shinobi | 100 | 176 | 2 | Open |
| Mummy | 155 | 128 | 11 | Open |
| Archer | 100 | 172 | 2 | Open |
| Gargoyle | 148 | 134 | 14 | Open |
| Necromancer | 94 | 142 | 3 | Open |
| Amazon | 132 | 146 | 8 | Open |
| Ghost | 106 | 182 | 0 | Open |
| Druid | 118 | 150 | 5 | Earn a Legend star on any one weapon |
| Genie | 92 | 166 | 2 | Earn Legend stars on three weapons |
| Demon | 98 | 170 | 3 | Defeat Malphas, the final guardian |
A Legend star is 15 stars on one weapon. Stars are explained in Shrine and progression. Each point of armour is worth roughly 1% more effective health. Base regeneration runs from 2 health per second (casters) to 4 (Knight, Mummy).
Damage types and why your weapon matters against guardians
Melee swings meet armour. Arrows, crossbow bolts and the Ghost's trident meet pierce armour. Staff bolts and spell-like attacks meet magic resist. Each guardian's health bar prints its weakness and resistance. Critical hits deal double damage and skip resistance entirely, so crit builds stay useful against a guardian that resists you.
All 36 weapons
The spell is cast with Q on a keyboard or the SPELL button on a touch screen. The cooldown is in seconds.
| Hero | Weapon | Element | Attack | Spell | Cooldown |
|---|---|---|---|---|---|
| Knight | Sword | Steel | Wide melee arc | Oath of the Wall: shot-blocking plates, 6s | 14 |
| Knight | Axe | Steel | Slow full-circle swing | Earthsplitter: leap, slam, five fissures | 14 |
| Knight | Spear | Steel | Long, narrow thrust | Impale: a skewering charge | 9 |
| Wizard | Lightning | Storm | Three fast bolts per cast | Stormcall: about 4s of strikes | 13 |
| Wizard | Frost | Frost | Homing crystal, leaves a pool | Glacier: a freezing blizzard ring | 13 |
| Wizard | Fire | Fire | Slow fireball, big blast | Inferno: eight embers, burning ground | 13 |
| Shinobi | Katars | Death | Rapid double melee strikes | Shadowstep: three blinks, four sure crits | 9 |
| Shinobi | Dagger | Fire | Fast single slash | Decoy: a taunting clone that bursts | 9 |
| Shinobi | Crossbow | Frost | Very fast darts | Caltrops: freezing bolts and spikes | 9 |
| Mummy | Thorn | Thorn | Thorn bolt | Bramble: a rooting, bleeding field | 12 |
| Mummy | Sun | Sun | Small blast bolt | Solar: a burning ward around you | 12 |
| Mummy | Deathray | Death | Fast ray that pierces 3 | Anubis: crossing blades that execute | 12 |
| Archer | Arrow | Steel | Long arrow, pierces 3 | Arrow Storm: three volleys of 18 arrows | 12 |
| Archer | Ballista | Steel | Slow bolt with splash | Siege Bolt: a screen-long executing bolt | 12 |
| Archer | Volley | Thorn | Three arrows per shot | Briar Volley: homing rings, then roots | 12 |
| Gargoyle | Gale | Wind | Long gust cone | Terracotta Gaze: petrify a cone for 2.2s | 11 |
| Gargoyle | Squall | Wind | Longest, narrowest lance | Stone Wings: 2.2s untouchable flight, slam | 11 |
| Gargoyle | Cyclone | Wind | Fast vortex all around you | Whirlwind: an imploding storm | 11 |
| Necromancer | Frostbolt | Frost | Fast bolt, pierces 3 | Raise Dead: skeleton allies | 16 |
| Necromancer | Bramblebolt | Thorn | Three homing brambles | Soul Leech: a beam that heals for half | 16 |
| Necromancer | Bloodbolt | Death | Heavy bolt with splash | Death Mark: five targets take +60% for 6s | 12 |
| Amazon | Sword+Shield | Steel | Wide shield bash | Phalanx Charge: charge, slam, 4s of armour | 8 |
| Amazon | Twinblades | Steel | Double strikes | Blade Dance: a moving blade storm | 12 |
| Amazon | Venombow | Poison | Slow, heavy arrow | Venom Cloud: 6s, venom stacks to six | 12 |
| Druid | Earth | Earth | Fans of stone shards | Bear form for 8s | 14 |
| Druid | Wind | Wind | Slow seed that bursts into a pool | Eagle form (Gale) for 8s | 14 |
| Druid | Ice | Frost | Shard that pierces 4 | Wolf form (Frost) for 8s | 14 |
| Genie | Firebrand | Fire | Scimitar arc | Dust Devil: a burning sand devil | 11 |
| Genie | Gemstaff | Frost | Homing gem orb | Teleport: a 420px+ jump | 11 |
| Genie | Fists | Steel | Very fast punches | Genie's Grip: pull in 230px and pound | 11 |
| Ghost | Helltrident | Fire | Returning trident | Hellgate: a dragging, executing gate | 15 |
| Ghost | Quillstorm | Storm | Three homing feathers | Wraithstorm: 5s of cutting phase | 15 |
| Ghost | Radiance | Sun | Slow homing halo orb | Soul Harvest: three healing scythe sweeps | 15 |
| Demon | Hellfire | Fire | Fast bolt with splash | Meteor: falling rocks, then a great meteor | 13 |
| Demon | Voidmace | Death | Two quick bolts | Blood Pact: 15% max health for a lifesteal rage | 13 |
| Demon | Hexbolt | Storm | Slow bolt that leaves a pool | Hex: a biting cursed circle | 13 |
The Druid's forms are real body swaps: the bear has 120 armour and regenerates 3% of its health per second, the eagle moves at 208 and the wolf at 196. Blood Pact can never take your last hit point.
Passives
Four heroes have an always-on passive:
- Mummy, Second Life: once per run a killing blow leaves you standing at 35% health with two seconds of safety.
- Gargoyle, Petrify: dropping to 20% health turns you to stone for four seconds. You take 90% less damage and heal 10% of your health each second. It re-arms once you climb back above the line.
- Demon, Backlash: taking a hit blasts nearby enemies (96px radius, 14 damage plus 4 per room), at most once every 0.55 seconds.
- Necromancer, Golem: a stone golem fights beside you from the start of the run.
Traits: pick one before every run
Each hero offers three traits on the select screen, each with an upside and a printed cost:
| Hero | Traits (upside / cost) |
|---|---|
| Knight | Oathbound: +10 armour, armour and health cards +70% / you can never crit. Immovable: +30% damage, +9 armour, +12 thorns / you cannot dash. Sunbreaker: armour adds heavy flat damage / −40% attack speed. |
| Wizard | Archmage: hits ignite, burn, nova, chain and blast +60% / flat damage upgrades do nothing. Glass Sigil: +150% damage, +40% pickup range / two hits within 6s kill you. Blood Magic: +2% damage per 1% missing health / no regeneration. |
| Shinobi | Bladeworks: +1 multishot, +1 pierce / −30% max health. Single Edge: +80% attack speed, +3 pierce / multishot does nothing. Scavenger: +60% gold, every 25 gold throws daggers / heal cards removed. |
| Mummy | Old Wrappings: +2 regen, armour and regen cards +80% / −15% move speed. Undying: +80% damage below half health / cannot heal above 50%. Tomb Hoard: kills may drop gold plate for +1 armour each / move-speed cards removed. |
| Archer | Hawkeye: +10% crit, crits hit 50% harder / −25% attack speed. Hunter's Creed: +3 pierce, +18% crit / area cards removed. Steady Hand: +62% damage standing still / −28% damage while moving. |
| Gargoyle | Stoneskin: +12 armour, armour and thorns cards doubled / −22% move speed. Statue Vigil: +35% damage, +19 armour, +18 thorns / heal cards removed. Granite Edge: your armour is also thorns damage / no lifesteal. |
| Necromancer | Gravebound: +1 chain, chain damage +90% / no lifesteal. Binding Circle: +20% damage, +2 chain, +20% ward / move-speed cards removed. Death Pool: minions burst in frost when they fall / armour and ward cards removed. |
| Amazon | Shieldwall: start with Ward, armour cards +80% / burn cards removed. Valkyrie: +55% damage above 75% health, +15% speed / −20% max health. Shield Bash: armour adds flat damage to every hit / −25% attack speed. |
| Druid | Evergrowth: regen cards +120%, overflow healing becomes a bark shield / −25% attack speed. Thornheart: +4 thorns per point of regen / no lifesteal. Wild Form: +50% damage in Bear form, +4 health per second / crit cards removed. |
| Genie | Chain Master: +1 chain, chain damage +100% / flat damage upgrades do nothing. Three Wishes: three wishes, each dash fires a volley / −30% damage when out of wishes. Lamp Bound: one card in each hand lands a tier higher / hands offer three cards. |
| Ghost | Reaper's Toll: +1 orbit blade, orbit damage +85% / you can never pierce. Vengeful: +12% damage for 4s when hit, stacks five times / −25% max health. Soul Harvest: souls give +1 damage each and never fade (up to 25) / souls no longer heal. |
| Demon | Conflagration: hits ignite, burn +110% / −25% max health. Scorched Earth: every hit bursts (40px), burn +40% / armour and ward cards removed. Hellbent: +60% damage below 60% health / −15% damage above it. |
A trait that removes a card type also removes it from your level-up hands for the whole run. How the cards work is in Cards and builds.
