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Sprite

Sprite

Control / Utility

Fastest unit in the game. Manipulates Speed and cooldowns. Applies Accelerate to allies, Freeze to enemies, and uses Rewind to reduce ally cooldowns.

4 Energy
4 Gold

Unit Stats

2
HP
0
Armor
2
Will
7
Speed
5
Move
3
AP
0
STR
1
PSI

Abilities

Accelerate
1 AP
2 Energy
CD 2
R1-3

Ally gains +2 Speed +2 Move for 2 turns. Lets slower allies act first and cover more ground. Critical for positioning.

Freeze
2 AP
3 Energy
CD 2
R2-4

Applies Freeze for 2 turns: -2 Speed -2 Move. Stacks with additional applications. Severely limits enemy mobility and turn order.

Rewind
2 AP
4 Energy
CD 3
R1-2

Reduces all ally ability cooldowns by 1 turn. Allows allies to use powerful abilities more frequently. Game-changing utility.

Temporal Shift
Passive

Sprite always acts first in turn order (Speed 7). If multiple Sprites exist, they act in deployment order. Ensures control abilities land before enemies act.

Tactical Tips

First Strike Advantage

Speed 7 guarantees first action. Use this to Freeze key threats before they act, or Accelerate allies for priority positioning. Control the tempo from turn 1.

Freeze Stacking

Freeze stacks: -2 Speed -2 Move per application. Two Freezes = -4 Speed -4 Move. Can reduce fast units like Berserker to crawling speed.

Rewind Value

Rewind reduces all ally cooldowns by 1. Use on units with powerful high-cooldown abilities like Pyromancer (Fire Explosion) or Conjurer (Summons).

Glass Cannon Warning

2 HP, 0 Armor—Sprite dies to almost any attack. Stay at maximum range (4) for Freeze. Use Move 5 to maintain safe distance. Never engage in melee.

Counters & Matchups

Strong Against

  • Slow units: Freeze cripples low-Speed units like Guardian, Trent
  • High-cooldown comps: Rewind enables more frequent ability usage
  • Positioning-dependent: Speed manipulation disrupts enemy formations

Weak Against

  • Any damage: 2 HP means almost any hit is lethal
  • Ranged attacks: Archer, Pyromancer can hit from safe distance
  • Multiple threats: Can only Freeze one enemy per turn