Attack
Orders this unit to attack a given area or target.
The spells on each command card, side by side. A unit carries the basic commands it can use, plus the spells its own role brings.
The basic commands on the front of a command card. A Spirit has nothing to swing, so it carries these apart from Attack.
Orders this unit to attack a given area or target.
Orders this unit to stop and stand its ground, attacking any enemy that comes within range.
Orders this unit to immediately stop all actions.
Orders this unit to move back and forth between selected points, attacking enemies encountered.
Find the flock, take back a farm you regret, and slip through a wall in your way.
Pings every living ally Sheep on the map and minimap, visible only to you. Never marks a decoy.
Removes the last farm this unit created. No gold is refunded.
Teleports this unit forward, passing through solid objects such as farms and walls within a limited range.
Sight, traps, and ways through a cluster of farms. The pack's whole kit.
Places a ward that grants sight in the target area. Reveals invisible units.
Teleports this unit laterally, passing through solid objects such as farms and walls within a limited range. The unit will always be teleported the max distance within the limited range.
Automatically target a nearby sheep for this units next attack.
Summons a pack wolf, which can be used to capture enemies. Can be summoned over obstacles, such as farms and walls, within a limited range.
Calls a meteor down on a target area. It explodes on impact, damaging surrounding farms and felling trees for good. Damages structures only.
Places a snare trap at the target location. Trapping an invisible unit reveals it.
Pings every enemy Sheep on the map and minimap, even those hidden in the fog, for you and every ally Wolf.
From inside the pen a Spirit can still bankroll and scout for its living allies.
Split your gold with living Sheep allies, keeping an even share. Use again to give away the rest. To give a single ally, select them then reselect this unit.
Pings every living ally Sheep on the map and minimap, visible only to you. Never marks a decoy.
The one farm that casts. A Magic Farm and its tiny cousin carry a command card of their own.
Creates a Decoy Sheep that perfectly mimics the appearance of the target Sheep. Decoys can move and dance, but cannot build or attack.
Turns the target ally unit invisible. Attacking, building, or casting a spell removes the invisibility. Invisible units can still be detected by wards.
Drives an ally moving unit into a frenzy, increasing its attack and movement speed for the duration.