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ArcanistArcanist

Allies have increased Spell Power.

2

All allies gain 20% Ability Power

4

Arcanists gain an additional 40%

6

All allies gain 50% Ability Power. Arcanists gain an additional 50%

8

All allies gain 145% Ability Power

AssassinAssassin

Innate: Assassins jump to the enemy backline at the start of combat. Assassins' Abilities can critically strike, and they gain bonus Critical Strike Chance and Critical Strike Damage.

2

10% Crit Chance & 25% Crit Damage

4

30% Crit Chance & 50% Crit Damage

6

50% Crit Chance & 75% Crit Damage

BodyguardBodyguard

Bodyguards have increased Armor. Shortly after combat begins, Bodyguards taunt adjacent enemies and gain a shield.

2

80 Armor 150 Shield

4

160 Armor 350 Shield

6

250 Armor 700 Shield

8

450 Armor 1200 Shield

BruiserBruiser

All allies have increased Health. Bruisers gain double this bonus.

2

125 Health

4

225 Health

6

400 Health

8

700 Health

ChallengerChallenger

Challengers have increased Attack Speed. Upon landing a takedown on their target, challengers will dash to a new target, doubling this bonus for 2.5 seconds.

2

30% Attack Speed

4

55% Attack Speed

6

80% Attack Speed

8

130% Attack Speed

ColossusColossus

Innate: Colossus are bigger, more powerful, and take up two slots in your army.

2

Colossus take 25% reduced damage

EnchanterEnchanter

Enchanters' healing and shielding are stronger, and all Allies gain increased Magic Resistance.

2

25% Healing & Shielding; 20 Magic Resistance

3

40% Healing & Shielding; 35 Magic Resistance

4

60% Healing & Shielding; 50 Magic Resistance

5

100% Healing & Shielding; 75 Magic Resistance

InnovatorInnovator

Innovators build a mechanical companion to join their battle.

3

Mechanical Scarab

5

Mechanical Bear

7

Mechanical Dragon

ProtectorProtector

Protectors shield themselves for 4 seconds whenever they cast a spell. This shield doesn't stack.

2

20% Maximum Health Shield

3

35% Maximum Health Shield

4

45% Maximum Health Shield

5

60% Maximum Health Shield

ScholarScholar

All allies restore some mana every 2 seconds.

2

5 Mana

4

15 Mana

6

30 Mana

SniperSniper

Snipers deal bonus damage for each hex between themselves and their target. Snipers gain +1 Attack Range.

2

8% Bonus Damage per Hex

4

16% Bonus Damage per Hex

6

30% Bonus Damage per Hex

TransformerTransformer

Transformers have two forms that they can swap in between during planning phase depending on whether they are placed in the frontline or backline.

1

Bonus Active

TwinshotTwinshot

Whenever a Twinshot attacks, they have a chance to attack twice instead. Twinshot's also gain bonus AD.

2

40%, 5 AD

4

70%, 40 AD

6

100%, 80 AD