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
Innate: On Combat Start, Aegis Units Shield their closest ally for 8 seconds. Aegis Units gain Physical and Energy Resistance the first time they drop below 50% Health.
When Vanquished, Aegis Units shield the lowest Current Health ally for a percentage of their Max Health.
2
30% Max Health Shield
3
40% Max Health Shield
4
50% Max Health Shield
Arcanite
+
Synergies Details
Innate: Arcanite Units gain Energy Attack Damage from their Omega Power and on Omega, gain a percentage of Max Energy as Attack Speed.
Arcanite units' Attacks reduce the Energy Resist of their Target.
2
5 Energy Resist
3
7 Energy Resist
4
10 Energy Resist
Behemoth
+
Synergies Details
Innate: Every 6th Attack, Behemoth Units deal increased Physical Damage, gain Physical & Energy Resist, and Stun the target for 1.5 seconds.
Behemoth Units' Max Health increases everytime they deal an Empowered Attack.
2
100 Max Health Increase
3
150 Max Health Increase
4
200 Max Health Increase
Berserker
+
Synergies Details
Innate: Every 3rd Attack, Berserker Units deal increased Physical Attack Damage and Heal for 50% of the Damage dealt.
When Berserker Units drop below a Health threshold, they gain 50% Attack Speed.
2
50% Health Threshold
3
75% Health Threshold
4
90% Health Threshold
Bulwark
Synergies Details
Bulwark Units gain Max Health, Physical and Energy Resist
3
400 Health, 20 Physical & Energy Resist
6
550 Health, 30 Physical & Energy Resist
9
700 Health, 40 Physical & Energy Resist
Empath
Synergies Details
On Battle Start, Empath Units Shield themselves and Allies in a Medium Area. (25 Hexes)
3
150 Shield
6
250 Shield
9
350 Shield
Enchanter
+
Synergies Details
Innate: On Omega Enchanter units Shield and increase the Omega Power of all allies for 6 seconds.
Allies deal Energy Damage in a Medium Area when they gain the Enchanter Shield. (25 Hexes)
2
75 Energy Damage
3
120 Energy Damage
4
150 Energy Damage
Fighter
Synergies Details
Every 3rd Attack Fighter Units deal increased Physical Attack Damage and Pierce Physical Resist.
3
150% Extra Attack Damage, 25% Piercing
6
250% Extra Attack Damage, 40% Piercing
9
350% Extra Attack Damage, 55% Piercing
Harbinger
+
Synergies Details
Innate: Harbinger Units gain Omega Power, Physical and Energy Resist on Omega.
When Vanquished, Harbinger Units increase the Omega Power and Max Health of their highest Omega Power Ally.
2
40% Omega Power, 600 Max Health
3
60% Omega Power, 900 Max Health
4
80% Omega Power, 1200 Max Health
Invoker
+
Synergies Details
Innate: Invoker Units gain Omega Power.
Invoker units' Omega causes all Invokers to gain Omega Power.
2
20% Max Energy as Omega Power
3
30% Max Energy as Omega Power
4
40% Max Energy as Omega Power
Colossus
+
Synergies Details
Innate: Colossus Units gain Physical and Energy Resist.
Colossus Units gain Max Health and 1 second after Combat Start, Taunt Enemies in a Large Area for 3 seconds. (30 Hexes)
2
500 Max Health & Taunt
3
700 Max Health & Taunt
4
900 Max Health & Taunt
Mystic
+
Synergies Details
On Combat Start and every 10 seconds, Mystic Units Shield Allies for 4 seconds.
Shielded Allies gain Attack Speed.
2
30% Attack Speed
3
45% Attack Speed
4
60% Attack Speed
Phantom
+
Synergies Details
Innate: At the start of the Combat, Phantom Units blink to the opposite side of the board and deal 150 Energy Damage to surrounding enemies in a Medium Area (25 Hexes). Phantom Units gain Crit Chance, and when dealing a Critical Strike, they gain Omega Power.
Phantom Units gain Crit Amp and their Omega Ability can Critically Strike.
2
35% Crit Amp
3
50% Crit Amp
4
60% Crit Amp
Predator
+
Synergies Details
Innate: At the start of Combat, Predator Units blink to the opposite side of the board. Predator Units gain Crit Chance and their first attack Crits with 100% increased Physical Attack Damage.
Predator Units gain Crit Amp upon Vanquishing an Enemy.
2
30% Crit Amp
3
40% Crit Amp
4
50% Crit Amp
Psion
Synergies Details
Psion Illuvials gain Omega Power.
3
40% Omega Power
6
70% Omega Power
9
100% Omega Power
Revenant
+
Synergies Details
Innate: At the start of Combat, Revenant Units blink to the opposite side of the board and decrease the Attack Speed of enemies within a Medium Area (25 Hex) by 20% for 5 seconds. Revenant Units gain Crit Chance and on Takedown give Crit Amp to the nearest Ally.
On Takedown Revenant Units Shield Allies
2
200 Shield for 5 seconds
3
275 Shield for 5 seconds
4
350 Shield for 5 seconds
Rogue
Synergies Details
Innate: Rogue Illuvials will blink behind enemylines On Battle Start.
Rogue Illuvials gain Precision. Attacks on Low Health targets take them down instantly.
3
25% Crit Chance, 30% Crit Amp, 5% Execute
6
40% Crit Chance, 50% Crit Amp, 8% Execute
9
55% Crit Chance, 70% Crit Amp, 10% Execute
Slayer
+
Synergies Details
Innate: At the start of Combat, Slayer Units blink to the opposite side of the board, gaining 30% Attack Speed for 5 seconds. Slayer Units gain Crit Chance and on Vanquish gain Attack Speed.
The first time Slayer Units drop below 20% Health, they gain Indomitable.
2
4 Seconds Indomitable
3
6 Seconds Indomitable
4
8 Seconds Indomitable
Templar
+
Synergies Details
Innate: Every 3rd Attack, Templar Units deal increased Damage, decreasing their Target's Physical Resist, and distributing it to Allies in a Large Area. (30 Hexes).
When an Ally is Vanquished, Templar Units Heal and gain Attack Speed.
2
200 Health 10% Attack Speed
3
300 Health 12% Attack Speed
4
400 Health 15% Attack Speed
Vanguard
+
Synergies Details
Innate: At the start of Combat, Vanguard Units blink to the opposite side of the board. Their first Attack Stuns for 1 seconds. Vanguard Units gain Crit Chance, and upon dealing a Critical Strike, gain Physical and Energy Resist.
Vanguard Units gain Max Health on Takedown.
2
200 Max Health
3
300 Max Health
4
400 Max Health
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.
Aegis
+
Synergies Details
Innate: On Combat Start, Aegis Units Shield their closest ally for 8 seconds. Aegis Units gain Physical and Energy Resistance the first time they drop below 50% Health.
When Vanquished, Aegis Units shield the lowest Current Health ally for a percentage of their Max Health.
2
30% Max Health Shield
3
40% Max Health Shield
4
50% Max Health Shield
Arcanite
+
Synergies Details
Innate: Arcanite Units gain Energy Attack Damage from their Omega Power and on Omega, gain a percentage of Max Energy as Attack Speed.
Arcanite units' Attacks reduce the Energy Resist of their Target.
2
5 Energy Resist
3
7 Energy Resist
4
10 Energy Resist
Behemoth
+
Synergies Details
Innate: Every 6th Attack, Behemoth Units deal increased Physical Damage, gain Physical & Energy Resist, and Stun the target for 1.5 seconds.
Behemoth Units' Max Health increases everytime they deal an Empowered Attack.
2
100 Max Health Increase
3
150 Max Health Increase
4
200 Max Health Increase
Berserker
+
Synergies Details
Innate: Every 3rd Attack, Berserker Units deal increased Physical Attack Damage and Heal for 50% of the Damage dealt.
When Berserker Units drop below a Health threshold, they gain 50% Attack Speed.
2
50% Health Threshold
3
75% Health Threshold
4
90% Health Threshold
Bulwark
Synergies Details
Bulwark Units gain Max Health, Physical and Energy Resist
3
400 Health, 20 Physical & Energy Resist
6
550 Health, 30 Physical & Energy Resist
9
700 Health, 40 Physical & Energy Resist
Empath
Synergies Details
On Battle Start, Empath Units Shield themselves and Allies in a Medium Area. (25 Hexes)
3
150 Shield
6
250 Shield
9
350 Shield
Enchanter
+
Synergies Details
Innate: On Omega Enchanter units Shield and increase the Omega Power of all allies for 6 seconds.
Allies deal Energy Damage in a Medium Area when they gain the Enchanter Shield. (25 Hexes)
2
75 Energy Damage
3
120 Energy Damage
4
150 Energy Damage
Fighter
Synergies Details
Every 3rd Attack Fighter Units deal increased Physical Attack Damage and Pierce Physical Resist.
3
150% Extra Attack Damage, 25% Piercing
6
250% Extra Attack Damage, 40% Piercing
9
350% Extra Attack Damage, 55% Piercing
Harbinger
+
Synergies Details
Innate: Harbinger Units gain Omega Power, Physical and Energy Resist on Omega.
When Vanquished, Harbinger Units increase the Omega Power and Max Health of their highest Omega Power Ally.
2
40% Omega Power, 600 Max Health
3
60% Omega Power, 900 Max Health
4
80% Omega Power, 1200 Max Health
Invoker
+
Synergies Details
Innate: Invoker Units gain Omega Power.
Invoker units' Omega causes all Invokers to gain Omega Power.
2
20% Max Energy as Omega Power
3
30% Max Energy as Omega Power
4
40% Max Energy as Omega Power
Colossus
+
Synergies Details
Innate: Colossus Units gain Physical and Energy Resist.
Colossus Units gain Max Health and 1 second after Combat Start, Taunt Enemies in a Large Area for 3 seconds. (30 Hexes)
2
500 Max Health & Taunt
3
700 Max Health & Taunt
4
900 Max Health & Taunt
Mystic
+
Synergies Details
On Combat Start and every 10 seconds, Mystic Units Shield Allies for 4 seconds.
Shielded Allies gain Attack Speed.
2
30% Attack Speed
3
45% Attack Speed
4
60% Attack Speed
Phantom
+
Synergies Details
Innate: At the start of the Combat, Phantom Units blink to the opposite side of the board and deal 150 Energy Damage to surrounding enemies in a Medium Area (25 Hexes). Phantom Units gain Crit Chance, and when dealing a Critical Strike, they gain Omega Power.
Phantom Units gain Crit Amp and their Omega Ability can Critically Strike.
2
35% Crit Amp
3
50% Crit Amp
4
60% Crit Amp
Predator
+
Synergies Details
Innate: At the start of Combat, Predator Units blink to the opposite side of the board. Predator Units gain Crit Chance and their first attack Crits with 100% increased Physical Attack Damage.
Predator Units gain Crit Amp upon Vanquishing an Enemy.
2
30% Crit Amp
3
40% Crit Amp
4
50% Crit Amp
Psion
Synergies Details
Psion Illuvials gain Omega Power.
3
40% Omega Power
6
70% Omega Power
9
100% Omega Power
Revenant
+
Synergies Details
Innate: At the start of Combat, Revenant Units blink to the opposite side of the board and decrease the Attack Speed of enemies within a Medium Area (25 Hex) by 20% for 5 seconds. Revenant Units gain Crit Chance and on Takedown give Crit Amp to the nearest Ally.
On Takedown Revenant Units Shield Allies
2
200 Shield for 5 seconds
3
275 Shield for 5 seconds
4
350 Shield for 5 seconds
Rogue
Synergies Details
Innate: Rogue Illuvials will blink behind enemylines On Battle Start.
Rogue Illuvials gain Precision. Attacks on Low Health targets take them down instantly.
3
25% Crit Chance, 30% Crit Amp, 5% Execute
6
40% Crit Chance, 50% Crit Amp, 8% Execute
9
55% Crit Chance, 70% Crit Amp, 10% Execute
Slayer
+
Synergies Details
Innate: At the start of Combat, Slayer Units blink to the opposite side of the board, gaining 30% Attack Speed for 5 seconds. Slayer Units gain Crit Chance and on Vanquish gain Attack Speed.
The first time Slayer Units drop below 20% Health, they gain Indomitable.
2
4 Seconds Indomitable
3
6 Seconds Indomitable
4
8 Seconds Indomitable
Templar
+
Synergies Details
Innate: Every 3rd Attack, Templar Units deal increased Damage, decreasing their Target's Physical Resist, and distributing it to Allies in a Large Area. (30 Hexes).
When an Ally is Vanquished, Templar Units Heal and gain Attack Speed.
2
200 Health 10% Attack Speed
3
300 Health 12% Attack Speed
4
400 Health 15% Attack Speed
Vanguard
+
Synergies Details
Innate: At the start of Combat, Vanguard Units blink to the opposite side of the board. Their first Attack Stuns for 1 seconds. Vanguard Units gain Crit Chance, and upon dealing a Critical Strike, gain Physical and Energy Resist.
Vanguard Units gain Max Health on Takedown.
2
200 Max Health
3
300 Max Health
4
400 Max Health