Classes

overview

Updated for patch 10.1

Alchemist

Alchemists ignore collision and never stop moving.

Assassin

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:

  • 3 Assassins: +50% crit damage and +10% crit chance
  • 6 Assassins: +150% crit damage and +20% crit chance

Avatar

Innate: Having an Avatar on your bench or board transforms all other Avatars in your shop to the Element of that Avatar. Synergy: AnAvatar's Origin Element is counted twice for Trait bonuses.

Berserker

Innate: At the start of combat, Berserkers leap to the nearest enemy. Synergy: When Berserkers attack, they have a chance to hit all units in cone in front of them and apply on-hit effects.

  • 3 Berserkers: 45% chance
  • 6 Berserkers: 100% chance, and all Berserkers gain 25 bonus attack damage

Blademaster

Blademasters' basic attack have 40% 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.

  • 2 Blademasters: 1 additional attack
  • 4 Blademasters: 2 additional attacks
  • 6 Blademasters: 3 additional attacks

Druid

While at least2 Druids are in play, Druids regenerate 45 health each second.

Mage

Mages have a chance, when casting, to instead Doublecast.

  • 3 Mages: 50% chance
  • 6 Mages: 100% chance

Mystic

All allies gain bonus magic resistance.

  • 2 Mystics: 40 magic resistance
  • 4 Mystics: 120 magic resistance

Predator

While at least3 Predators are in play, Predators instantly kill enemies they damage who are below 25% health.

Ranger

Every 3 seconds, Rangers have a chance to gain increased attack speed for 3 seconds.

  • 2 Rangers: 35% at × 2 attack speed
  • 4 Rangers: 80% at × 2 attack speed
  • 6 Rangers: 100% at × 2.5 attack speed

Soulbound

While at least2 Soulbound units are in play, the first Soulbound unit to die in a round will instead enter the Spirit Realm, becoming untargetable and continuing to fight as long as another Soulbound unit is alive.

Summoner

Summoned units gain bonus health and last longer.

  • 3 Summoners: +30% health and duration
  • 6 Summoners: +120% health and duration

Warden

Wardens gain increased total armor.

  • 2 Wardens: +150% armor
  • 4 Wardens: +300% armor
  • 6 Wardens: +450% armor