In each Inkulinati duel and battle, the only way to win is to bring the best troops to the fight, so make sure to pick the best of the best.
Even though talents and hand actions are important, you probably won’t win a fight in Inkulinati without the right units. Even on the easiest settings, some of these fighters are bad, either because they cost more than they are worth or because they aren’t strong enough to make a difference.
Most of the creatures are acceptable and can beat an opponent if the person in charge of them is smart and good at planning. But a small number of beasts in Inkulinati are more than just good. They are offensively strong, can take a few hits, and, perhaps most importantly, are worth the living ink it takes to draw them.
Bow-Wielding Fox
Living Ink Cost | 6 |
Walk Speed | 3 |
Run Speed | 6 |
Damage | 2-4 |
Dexterity | 5 |
Health | 8 |
Bow | Attacks a single object that is up to six fields away. Can’t hit fields that are next to it. |
Hail of Arrows | Up to three objects up to six fields away can be attacked. Can’t hit fields that are next to it. Every two chapters, it can be used. |
The Sadistic Thief | Attacks take one living droplet of ink from the enemy army and add the same amount to the ink stores of the attacking army. |
Heresy-Resistant | Can’t turn into a heretic. |
Agile Target | During a skill attack, this creature is harder to hit. |
Players who want more living ink will find that foxes with the trait “The Sadistic Thief” have a lot of it. They are by far the best of the races to start. The Fox with the Bow is the best because it can hit more than one target.
Cerberus
Living Ink Cost | 15 |
Walk Speed | 3 |
Run Speed | 5 |
Damage | 6 |
Dexterity | 0 |
Health | 14 |
The Maw of Cerberus | Attacks both fields next to each other at once. It makes you bleed. |
Triple Fireballs | Attacks up to three objects that are up to four fields away. Makes fire sparks on the fields its targets are on. |
Hellborn | Hell’s Maws and Halos can’t hurt you. Gets more hurt from the one who has been blessed. |
Fire Resistance | Not hurt by sparks of fire. Not safe from campfires. |
Cerberus is like the first four animals on this list. The only reason he doesn’t join his friends is that he spends too much money. Still, he’s a great tank for those who have extra living ink. Just make sure that he doesn’t get too bored so that he can be used often.
Head Exploder
Living Ink Cost | 12 |
Walk Speed | 3 |
Run Speed | 5 |
Damage | 4-7 |
Dexterity | 3 |
Health | 14 |
Fire Breath | Attacks both the field next to it and the field behind it. Makes sparks of fire. |
Piercing Scream | Attacks targets as far away as three fields. Deals certain damage. |
Prayer | Gives the target a ring and makes it impossible to push. |
Flying | Can move from one level to another without a step. Can also fly over walls and bonfires without getting hurt. |
Infection Resistance | Not able to get sick. |
Bloated as Hell | When it dies, it will cause a big blast that will damage all units within five fields by 5. |
The beast is a threat from anywhere on the battlefield because it can fly, and his range and moves that hit multiple areas make him even more dangerous.
Sir Snail
Living Ink Cost | 15 |
Walk Speed | 2 |
Run Speed | 4 |
Damage | 6-7 |
Dexterity | 3 |
Health | 15 |
Maw | Attacks an object on a field next to it. Eats the target up. |
Sir Snail is one of the most feared units in the game because he can kill anything he’s next to right away.
He is slow and expensive, but he pays for himself after he eats a few beasts or even the Tiny Inkulinati.
Donkey Bard
Living Ink Cost | 8 |
Walk Speed | 3 |
Run Speed | 5 |
Damage | 4-7 |
Dexterity | 0 |
Health | 12 |
Hoof | Average efficiency when attacking the field next to it. The object is moved by the stomp. |
Blow the Bagpipes | Wakes up a sleeping friendly beast, giving it an extra turn during the chapter. Gives an incentive. |
Farting the Pipe | All enemies up to three fields away are affected. Gives them a really, really bad headache and makes them take a nap. |
The Donkey Bard can sometimes put a whole team to sleep for one turn to stun them. If he is out of place, he can also help or kill an enemy with the Pushing Hoof attack.
Flute-Wieldng Skeleton
Living Ink Cost | 6 |
Walk Speed | 3 |
Run Speed | 5 |
Damage | 1-2 |
Dexterity | 0 |
Health | 7 |
Flute | Up to three objects up to six fields away can be attacked. Just about right. Can’t hit fields that are next to it. Danse Macabre is caused by its magic. |
Stinking Death | Up to three fields away, it spreads illness. |
Skeletal Resistance | They can’t get sick, bleed, do the Danse Macabre, or get hurt by graves. |
If Danse Macabre didn’t work on the final boss and his beats, the Skeletons would be at the top of this list. Even so, the Flute-Wielding Skeleton is a great beast, especially for low-level players who are trying to build up their reputation.
Hook-Wielding Devil
Living Ink Cost | 6 |
Walk Speed | 4 |
Run Speed | 6 |
Damage | 2-4 |
Dexterity | 1 |
Health | 10 |
Meat Fork | Attacks from as far as two fields away. It makes you bleed. |
Pyroflatulence | Makes sparks of fire. |
Hellborn | Can’t be hurt by Hell’s Maws or halos. Gets more hurt from the one who has been blessed. |
Fire Resistance | Not hurt by sparks of fire. Not safe from campfires. |
Many players make the mistake of trying to use all of their quills to wear down the last boss. But the devils are the best at killing Death all at once. The Hook-Wielding Devil, which is the smallest of these, is still very strong because of its immunity and range.
Saw-Wielding Devil
Living Ink Cost | 5 |
Walk Speed | 3 |
Run Speed | 5 |
Damage | 3-5 |
Dexterity | 2 |
Health | 11 |
Saw | Attacks the field next to it. It makes you bleed. |
Pyroflatulence | Makes sparks of fire. |
Hellborn | Can’t be hurt by Hell’s Maws or halos. Gets more hurt from the one who has been blessed. |
Fire Resistance | Not hurt by sparks of fire. Not safe from campfires. |
Most of the time, bleeding will help you win.
The final boss and his monsters can’t be hurt, but the Saw-Wheeling Devil hits hard enough that it doesn’t matter. Also, this beast only costs 5 living ink, so if you lose your army, it’s easy to make a new one.
Hatchet-Wielding Devil
Living Ink Cost | 6 |
Walk Speed | 3 |
Run Speed | 5 |
Damage | 1-3 |
Dexterity | 0 |
Health | 9 |
Throwing Axe | Up to six fields away, it attacks. Can’t hit fields that are next to it. It makes you bleed. |
Pyroflatulence | Makes sparks of fire. |
Hellborn | Can’t be hurt by Hell’s Maws or halos. Gets more hurt from the one who has been blessed. |
Fire Resistance | Not hurt by sparks of fire. Not safe from campfires. |
Funny Shooter 2 with a Hatchet doesn’t look like much compared to the other shooters, but don’t be fooled by the bleed effect. This beast can wear down opponents from a safe distance because it has a huge range and can’t be hurt.
Bellow-Wielding Devil
Living Ink Cost | 9 |
Walk Speed | 3 |
Run Speed | 5 |
Damage | 5-6 |
Dexterity | 0 |
Health | 11 |
Bellows | Attacks an area next to this one and makes the target take a nap. |
A Puff of Bellows | Attacks up to one level or two fields away. Only works on targets that are standing on fire sparks. Kills right away. |
Massive Pyroflatuence | Makes 3 sparks of fire. |
Hellborn | Can’t be hurt by Hell’s Maws or halos. Gets more hurt from the one who has been blessed. |
Fire Resistance | Not hurt by sparks of fire. Not safe from campfires. |
It’s almost unfair to give A Puff of Bellows both quick death and range. This is the best way to beat the final boss by a long shot. Even outside of this fight, once there are enough fire sparks on the ground, the Bellow-Wielding Devil can kill anything with just one hit. Massive Pyroflatuence will make fire in the meantime, and Bellows will put any scary enemies to sleep.
Inkulinati is now available for PC, Switch, Xbox One, and Xbox X/S.