Aegis
+
Synergies Details
On Combat Start, Aegis Units Shield their closest Ally and grant them a portion of their Resistances.
2
400 Shield, 40% of their Physical and Energy Resist
3
600 Shield, 50% of their Physical and Energy Resist
4
800 Shield, 60% of their Physical and Energy Resist
Arcanite
+
Synergies Details
Arcanite Units gain additional Energy Attack Damage from their Omega Power and on Omega, gain Attack Speed for 4 seconds.
2
30% of Omega Power as Attack Damage, 20% of Energy Cost as Attack Speed
3
45% of Omega Power as Attack Damage, 30% of Energy Cost as Attack Speed
4
60% of Omega Power as Attack Damage, 40% of Energy Cost as Attack Speed
Behemoth
+
Synergies Details
Every 5th Attack, Behemoth Units deal increased Damage and Stun their target
2
15% Max Health as additional Physical Damage, Stun for 1 second
3
20% Max Health as additional Physical Damage, Stun for 1.2 seconds
4
25% Max Health as additional Physical Damage, Stun for 1.4 seconds
Berserker
+
Synergies Details
Every 3rd Attack, Berserker Units deal increased Damage and gain stacking Attack Speed for the rest of Combat.
2
125% Additional Damage, 4% Attack Speed
3
175% Additional Damage, 5% Attack Speed
4
225% Additional Damage, 6% Attack Speed
Bulwark
Synergies Details
Your team gains additional Physical and Energy Resist, Bulwark Units gain more.
3
20 Physical & Energy Resist, 50 for Bulwark Units
5
50 Physical & Energy Resist, 120 for Bulwark Units
7
80 Physical & Energy Resist, 200 for Bulwark Units
Empath
Synergies Details
Your team gains a Shield and Increased Healing Efficiency on Battle Start, Empath Units gain more.
3
200 Shield and 10% Increased Healing Efficiency. 400 & 25% for Empath Units
5
300 Shield and 20% Increased Healing Efficiency. 700 & 50% for Empath Units
7
400 Shield and 35% Increased Healing Efficiency. 1000 & 85% for Empath Units
Enchanter
+
Synergies Details
On Omega, Enchanter Units grant their Allies a Shield for 6 seconds, and deal Pure Damage in a Medium Area around those Allies (25 Hexes).
2
220 Shield, 150 Pure Damage
3
280 Shield, 200 Pure Damage
4
340 Shield, 250 Pure Damage
Fighter
Synergies Details
Your team gains additional Attack Speed, Fighter Units gain more.
3
10% Attack Speed, 25% for Fighter Units
5
20% Attack Speed, 40% for Fighter Units
7
35% Attack Speed, 70% for Fighter Units
Harbinger
+
Synergies Details
Harbingers gain additional Resistances for 5 seconds on Omega and when Vanquished, increase the Omega Power of their highest Omega Power Ally.
2
60 Physical and Energy Resist, 80 Omega Power
3
90 Physical and Energy Resist, 120 Omega Power
4
120 Physical and Energy Resist, 160 Omega Power
Invoker
+
Synergies Details
Invoker units' Omega grants all Invokers Omega Power.
2
25% Max Energy as Omega Power
3
33% Max Energy as Omega Power
4
40% Max Energy as Omega Power
Colossus
+
Synergies Details
Colossus Units gain Max Health and Resistances. 1 second after Combat Start, they Taunt Enemies in a Large Area for 3 seconds. (30 Hexes)
2
700 Max Health, 30 Energy and Physical Resistance
3
900 Max Health, 60 Energy and Physical Resistance
4
1100 Max Health, 90 Energy and Physical Resistance
Mystic
+
Synergies Details
Every 8 seconds, Mystic Units Shield Allies for 5 seconds, Shielded Allies gain Attack Speed.
2
100 Shield, 15% Attack Speed
3
150 Shield, 22% Attack Speed
4
200 Shield, 30% Attack Speed
Phantom
+
Synergies Details
Innate: At the start of Combat, Phantom Units blink to the opposite side of the board.
Phantom Units gain Crit Chance, their Omega Ability can Critically Strike, and when dealing a Critical Strike, they gain Omega Power. Upon landing after blinking, Phantom Units deal Energy Damage to surrounding enemies in a Medium Area (25 Hexes).
2
15% Crit Chance, 2 Omega Power on Crit, 150 Energy Damage to surrounding enemies
3
20% Crit Chance, 3 Omega Power on Crit, 175 Energy Damage to surrounding enemies
4
25% Crit Chance, 4 Omega Power on Crit, 200 Energy Damage to surrounding enemies
Predator
+
Synergies Details
Innate: At the start of Combat, Predator Units blink to the opposite side of the board.
Predator Units gain Crit Chance, Crit Amp and Execute. Upon landing after blinking, Predator Units' first Attack Crits with 100% increased Damage.
2
25% Crit Chance, 40% Crit Amp and Execute Enemies below 8% Health
3
35% Crit Chance, 50% Crit Amp and Execute Enemies below 13% Health
4
50% Crit Chance, 60% Crit Amp and Execute Enemies below 18% Health
Psion
Synergies Details
Your team gains additional Omega Power, Psion Units gain more.
3
20 Omega Power, 50 for Psion Units
5
40 Omega Power, 90 for Psion Units
7
60 Omega Power, 130 for Psion Units
Revenant
+
Synergies Details
Innate: At the start of Combat, Revenant Units blink to the opposite side of the board.
Revenant Units gain Crit Chance and On Takedown Shield Allies in a Medium Area for 5 seconds (25 Hexes) Upon landing after blinking, Revenant Units decrease the Attack Speed of Enemies in a Medium Area (25 Hexes) by 20% for 5 seconds.
2
15% Crit Chance, 400 Shield
3
25% Crit Chance, 450 Shield
4
35% Crit Chance, 500 Shield
Rogue
Synergies Details
Innate: At the start of Combat, Rogues Units blink to the opposite side of the board.
Your team gains additional Crit Chance and Crit Amp, Rogue Units gain more
3
10% Crit Chance and 8 Amp, 25% Chance and 20 Amp for Rogue Units
5
20% Crit Chance and 14 Amp, 40% Chance and 25 Amp for Rogue Units
7
30% Crit Chance and 20 Amp, 55% Chance and 30 Amp for Rogue Units
Slayer
+
Synergies Details
Innate: At the start of Combat, Slayer Units blink to the opposite side of the board
Slayer Units gain Crit Chance and on Vanquish gain Attack Speed. Upon landing after blinking, Slayer units gain 40% Attack Speed for 5 seconds.
2
25 Crit Chance, 20% Attack Speed on Vanquish
3
35 Crit Chance, 25% Attack Speed on Vanquish
4
50 Crit Chance, 30% Attack Speed on Vanquish
Templar
+
Synergies Details
Every 3rd Attack, Templar Units deal increased Damage and decrease their Target's Resistances, distributing it to Allies in a Large Area. (30 Hexes).
2
80% Damage, 5 Physical and Energy Resist
3
120% Damage, 7 Physical and Energy Resist
4
160% Damage, 9 Physical and Energy Resist
Vanguard
+
Synergies Details
Innate: At the start of Combat, Vanguard Units blink to the opposite side of the board.
Vanguard Units gain Crit Chance. On Takedown they enrage, taking less damage and Taunting Enemies for 4 seconds in a Medium Area. (25 Hexes) Upon landing after blinking, Vanguard Units' first Attack Stuns for 2 seconds.
2
25% Crit Chance, 50% Less Damage Taken
3
35% Crit Chance, 60% Less Damage Taken
4
50% Crit Chance, 70% Less Damage Taken
Hyper / Hyperactive:
Combat units gain Hyper when their Affinity counters an Affinity that their opponents have. The greater the number of units they Counter in a 50 hex radius, the faster they gain Hyper. When a Unit reaches 100 Hyper they become Hyperactive. Gaining powerful bonuses depending on their classes. Composite Classes gain half the bonuses of their Primary Classes. (EG Arcanite gains Half the Fighter bonus and half the Psion)
Combat units gain Hyper when their Affinity counters an Affinity that their opponents have. The greater the number of units they Counter in a 50 hex radius, the faster they gain Hyper. When a Unit reaches 100 Hyper they become Hyperactive. Gaining powerful bonuses depending on their classes. Composite Classes gain half the bonuses of their Primary Classes. (EG Arcanite gains Half the Fighter bonus and half the Psion)
- General: Every Combat Unit receives 25% increased Attack Speed when they become Hyperactive.
- Fighter: Upon becoming Hyper, Fighters gain 35% Attack Speed, and their damage Pierces 25% of Physical and Energy Resistance.
- Bulwark: Upon becoming Hyper, Bulwarks gain 50% Crit Reduction, 20% more Physical and Energy Resistance, and (8% Max Health + 100) more Max Health.
- Rogue: Upon becoming Hyper, Rogues gain 30% Crit Amp, and when causing a Crit they also burn 5 Energy from the target.
- Psion: Upon becoming Hyper, Psions gain 50% Omega Power.
- Empath: Upon becoming Hyper, Empaths Heal Allies for 30 Health and provide 3 Energy per second in a Radius of 20 around themselves.
Aegis
+
Synergies Details
On Combat Start, Aegis Units Shield their closest Ally and grant them a portion of their Resistances.
2
400 Shield, 40% of their Physical and Energy Resist
3
600 Shield, 50% of their Physical and Energy Resist
4
800 Shield, 60% of their Physical and Energy Resist
Arcanite
+
Synergies Details
Arcanite Units gain additional Energy Attack Damage from their Omega Power and on Omega, gain Attack Speed for 4 seconds.
2
30% of Omega Power as Attack Damage, 20% of Energy Cost as Attack Speed
3
45% of Omega Power as Attack Damage, 30% of Energy Cost as Attack Speed
4
60% of Omega Power as Attack Damage, 40% of Energy Cost as Attack Speed
Behemoth
+
Synergies Details
Every 5th Attack, Behemoth Units deal increased Damage and Stun their target
2
15% Max Health as additional Physical Damage, Stun for 1 second
3
20% Max Health as additional Physical Damage, Stun for 1.2 seconds
4
25% Max Health as additional Physical Damage, Stun for 1.4 seconds
Berserker
+
Synergies Details
Every 3rd Attack, Berserker Units deal increased Damage and gain stacking Attack Speed for the rest of Combat.
2
125% Additional Damage, 4% Attack Speed
3
175% Additional Damage, 5% Attack Speed
4
225% Additional Damage, 6% Attack Speed
Bulwark
Synergies Details
Your team gains additional Physical and Energy Resist, Bulwark Units gain more.
3
20 Physical & Energy Resist, 50 for Bulwark Units
5
50 Physical & Energy Resist, 120 for Bulwark Units
7
80 Physical & Energy Resist, 200 for Bulwark Units
Empath
Synergies Details
Your team gains a Shield and Increased Healing Efficiency on Battle Start, Empath Units gain more.
3
200 Shield and 10% Increased Healing Efficiency. 400 & 25% for Empath Units
5
300 Shield and 20% Increased Healing Efficiency. 700 & 50% for Empath Units
7
400 Shield and 35% Increased Healing Efficiency. 1000 & 85% for Empath Units
Enchanter
+
Synergies Details
On Omega, Enchanter Units grant their Allies a Shield for 6 seconds, and deal Pure Damage in a Medium Area around those Allies (25 Hexes).
2
220 Shield, 150 Pure Damage
3
280 Shield, 200 Pure Damage
4
340 Shield, 250 Pure Damage
Fighter
Synergies Details
Your team gains additional Attack Speed, Fighter Units gain more.
3
10% Attack Speed, 25% for Fighter Units
5
20% Attack Speed, 40% for Fighter Units
7
35% Attack Speed, 70% for Fighter Units
Harbinger
+
Synergies Details
Harbingers gain additional Resistances for 5 seconds on Omega and when Vanquished, increase the Omega Power of their highest Omega Power Ally.
2
60 Physical and Energy Resist, 80 Omega Power
3
90 Physical and Energy Resist, 120 Omega Power
4
120 Physical and Energy Resist, 160 Omega Power
Invoker
+
Synergies Details
Invoker units' Omega grants all Invokers Omega Power.
2
25% Max Energy as Omega Power
3
33% Max Energy as Omega Power
4
40% Max Energy as Omega Power
Colossus
+
Synergies Details
Colossus Units gain Max Health and Resistances. 1 second after Combat Start, they Taunt Enemies in a Large Area for 3 seconds. (30 Hexes)
2
700 Max Health, 30 Energy and Physical Resistance
3
900 Max Health, 60 Energy and Physical Resistance
4
1100 Max Health, 90 Energy and Physical Resistance
Mystic
+
Synergies Details
Every 8 seconds, Mystic Units Shield Allies for 5 seconds, Shielded Allies gain Attack Speed.
2
100 Shield, 15% Attack Speed
3
150 Shield, 22% Attack Speed
4
200 Shield, 30% Attack Speed
Phantom
+
Synergies Details
Innate: At the start of Combat, Phantom Units blink to the opposite side of the board.
Phantom Units gain Crit Chance, their Omega Ability can Critically Strike, and when dealing a Critical Strike, they gain Omega Power. Upon landing after blinking, Phantom Units deal Energy Damage to surrounding enemies in a Medium Area (25 Hexes).
2
15% Crit Chance, 2 Omega Power on Crit, 150 Energy Damage to surrounding enemies
3
20% Crit Chance, 3 Omega Power on Crit, 175 Energy Damage to surrounding enemies
4
25% Crit Chance, 4 Omega Power on Crit, 200 Energy Damage to surrounding enemies
Predator
+
Synergies Details
Innate: At the start of Combat, Predator Units blink to the opposite side of the board.
Predator Units gain Crit Chance, Crit Amp and Execute. Upon landing after blinking, Predator Units' first Attack Crits with 100% increased Damage.
2
25% Crit Chance, 40% Crit Amp and Execute Enemies below 8% Health
3
35% Crit Chance, 50% Crit Amp and Execute Enemies below 13% Health
4
50% Crit Chance, 60% Crit Amp and Execute Enemies below 18% Health
Psion
Synergies Details
Your team gains additional Omega Power, Psion Units gain more.
3
20 Omega Power, 50 for Psion Units
5
40 Omega Power, 90 for Psion Units
7
60 Omega Power, 130 for Psion Units
Revenant
+
Synergies Details
Innate: At the start of Combat, Revenant Units blink to the opposite side of the board.
Revenant Units gain Crit Chance and On Takedown Shield Allies in a Medium Area for 5 seconds (25 Hexes) Upon landing after blinking, Revenant Units decrease the Attack Speed of Enemies in a Medium Area (25 Hexes) by 20% for 5 seconds.
2
15% Crit Chance, 400 Shield
3
25% Crit Chance, 450 Shield
4
35% Crit Chance, 500 Shield
Rogue
Synergies Details
Innate: At the start of Combat, Rogues Units blink to the opposite side of the board.
Your team gains additional Crit Chance and Crit Amp, Rogue Units gain more
3
10% Crit Chance and 8 Amp, 25% Chance and 20 Amp for Rogue Units
5
20% Crit Chance and 14 Amp, 40% Chance and 25 Amp for Rogue Units
7
30% Crit Chance and 20 Amp, 55% Chance and 30 Amp for Rogue Units
Slayer
+
Synergies Details
Innate: At the start of Combat, Slayer Units blink to the opposite side of the board
Slayer Units gain Crit Chance and on Vanquish gain Attack Speed. Upon landing after blinking, Slayer units gain 40% Attack Speed for 5 seconds.
2
25 Crit Chance, 20% Attack Speed on Vanquish
3
35 Crit Chance, 25% Attack Speed on Vanquish
4
50 Crit Chance, 30% Attack Speed on Vanquish
Templar
+
Synergies Details
Every 3rd Attack, Templar Units deal increased Damage and decrease their Target's Resistances, distributing it to Allies in a Large Area. (30 Hexes).
2
80% Damage, 5 Physical and Energy Resist
3
120% Damage, 7 Physical and Energy Resist
4
160% Damage, 9 Physical and Energy Resist
Vanguard
+
Synergies Details
Innate: At the start of Combat, Vanguard Units blink to the opposite side of the board.
Vanguard Units gain Crit Chance. On Takedown they enrage, taking less damage and Taunting Enemies for 4 seconds in a Medium Area. (25 Hexes) Upon landing after blinking, Vanguard Units' first Attack Stuns for 2 seconds.
2
25% Crit Chance, 50% Less Damage Taken
3
35% Crit Chance, 60% Less Damage Taken
4
50% Crit Chance, 70% Less Damage Taken
Hyper / Hyperactive:
Combat units gain Hyper when their Affinity counters an Affinity that their opponents have. The greater the number of units they Counter in a 50 hex radius, the faster they gain Hyper. When a Unit reaches 100 Hyper they become Hyperactive. Gaining powerful bonuses depending on their classes. Composite Classes gain half the bonuses of their Primary Classes. (EG Arcanite gains Half the Fighter bonus and half the Psion)
Combat units gain Hyper when their Affinity counters an Affinity that their opponents have. The greater the number of units they Counter in a 50 hex radius, the faster they gain Hyper. When a Unit reaches 100 Hyper they become Hyperactive. Gaining powerful bonuses depending on their classes. Composite Classes gain half the bonuses of their Primary Classes. (EG Arcanite gains Half the Fighter bonus and half the Psion)
- General: Every Combat Unit receives 25% increased Attack Speed when they become Hyperactive.
- Fighter: Upon becoming Hyperactive, Fighters gain 35% Attack Speed, and their Attacks Pierce 25% of Physical and Energy Resistance.
- Bulwark: Upon becoming Hyperactive, Bulwarks gain Hardened for 8 seconds, gain 20% more Physical and Energy Resistance and gain 2% of Maximum Health as Health Regeneration for the rest of Combat.
- Rogue: Upon becoming Hyperactive, Rogues gain 10% Savagery and every third Attack they deal inflicts Silence for 1 second.
- Psion: Upon becoming Hyperactive, Psions gain 30% Omega Power, their Omega Abilities gain Splash dealing 100 Energy Damage in a Radius of 10 and refund 10 Energy.
- Empath: Upon becoming Hyper, Empaths Heal Allies for 30 Health and provide 3 Energy in a Radius of 20 around themselves every 3 seconds.