Updated for patch 9.19
Innate: At the start of combat, Assassins stealth and become invulnerable for a short duration and leap to the farthest enemy. Synergy: Assassins gain bonus critical strike damage and bonus critical strike chance:
Blademasters' basic attack have 45% chance to trigger additional attacks against their target. These additional attacks deal damage like basic attacks, trigger on-hit and on-attack effects, and generate mana.
Innate: Elementalists' basic attacks grant twice as much mana. Synergy: While at least3 Elementalists are in play, at the start of combat, summons a Golem adjacent to one of your Elementalists, in the closest empty hex to an enemy. This effect will fail if there are no valid spaces. The Golem has 2200 health, 100 attack damage, and 40 armor.
While at least2 Guardians are in play, at the start of combat, Guardians grant 35 armor to adjacent allies for the rest of the combat. This effect can stack any number of times for each adjacent Guardian. Guardians do not buff themselves, but can buff other Guardians.
Gunslingers' basic attacks have a 50% chance to fire additional bullets at other enemies within range. These bullets deal damage like basic attacks and apply on-hit effects.
All allies block a flat amount of damage from all sources.
Every 3 seconds, Rangers have a chance to gain double attack speed for 3 seconds.
When Shapeshifters activate their Special Ability for the first time, they gain additional maximum health and heal for the amount gained.