Adepts calm the flow of battle, reducing the Attack Speed of all enemies by 50% for a few seconds at the start of combat.
Innate: Before combat starts, Assassins leap to the enemy backline. Assassin's spells can critically strike and they gain bonus Critical Strike Damage and Chance.
10% Crit Chance & 25% Crit Damage
30% Crit Chance & 55% Crit Damage
50% Crit Chance & 95% Crit Damage
After participating in combat, Blacksmiths will begin forging an Artifact item. The higher their star-level, the faster they work. Once the Artifact is complete, it will be able to bestow upon an ally.
An ally may only equip one Artifact.
Brawlers have increased maximum health and gain additional attack damage.
400 Health 10 Attack Damage
700 Health 20 Attack Damage
1100 Health 40 Attack Damage
1400 Health 80 Attack Damage
Innate: Duelists move faster. Duelist's attacks grant Attack Speed, up to 8 stacks.
12% Attack Speed
20% Attack Speed
35% Attack Speed
60% Attack Speed
Emperors deploy with two additional units that can be moved separately. These shieldbearers do not move or attack, and die when their Emperor dies.
Emperor is present
Executioner's basic attacks and spells always critically strike targets below a certain health threshold.
At the start of combat, Keepers grant themselves and all nearby allies a shield for a few seconds. This shield is 50% stronger on Keepers.
150 Shield for 8 Seconds
200 Shield for 10 Seconds
250 Shield for 12 Seconds
Mages cast twice and have modified Spell Power.
80% Spell Power
105% Spell Power
135% Spell Power
All allies have increased Magic Resistance.
40 Magic Resistance
120 Magic Resistance
300 Magic Resistance
Sharpshooters attacks and spells ricochet to nearby enemies dealing reduced damage.
2 Ricochet with 65% Reduced Damage
3 Ricochets with 45% Reduced Damage
4 Ricochets with 30% Reduced Damage
Slayers gain Lifesteal that increases at lower Health, and deal bonus damage that increases based off their target's missing Health.
15% to 30% Lifesteal and 20% to 45%Bonus Damage
30% to 60% Lifesteal and 35% to 80% Bonus Damage
All allies heal for some of the damage they deal with spells and attacks.
10% for Allies; 40% for Syphoners
25% for Allies; 100% for Syphoners