Allies have increased Spell Power.
All allies gain 20% Ability Power
Arcanists gain an additional 40%
All allies gain 50% Ability Power. Arcanists gain an additional 50%
All allies gain 145% Ability Power
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.
10% Crit Chance & 25% Crit Damage
30% Crit Chance & 50% Crit Damage
50% Crit Chance & 75% Crit Damage
Bodyguards have increased Armor. Shortly after combat begins, Bodyguards taunt adjacent enemies and gain a shield.
80 Armor 150 Shield
160 Armor 350 Shield
250 Armor 700 Shield
450 Armor 1200 Shield
All allies have increased Health. Bruisers gain double this bonus.
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.
30% Attack Speed
55% Attack Speed
80% Attack Speed
130% Attack Speed
Innate: Colossus are bigger, more powerful, and take up two slots in your army.
Colossus take 25% reduced damage
Enchanters' healing and shielding are stronger, and all Allies gain increased Magic Resistance.
25% Healing & Shielding; 20 Magic Resistance
40% Healing & Shielding; 35 Magic Resistance
60% Healing & Shielding; 50 Magic Resistance
100% Healing & Shielding; 75 Magic Resistance
Innovators build a mechanical companion to join their battle.
Protectors shield themselves for 4 seconds whenever they cast a spell. This shield doesn't stack.
20% Maximum Health Shield
35% Maximum Health Shield
45% Maximum Health Shield
60% Maximum Health Shield
All allies restore some mana every 2 seconds.
Snipers deal bonus damage for each hex between themselves and their target. Snipers gain +1 Attack Range.
8% Bonus Damage per Hex
16% Bonus Damage per Hex
30% Bonus Damage per Hex
Transformers have two forms that they can swap in between during planning phase depending on whether they are placed in the frontline or backline.