Updated for patch 9.16B


Innate: At the start of combat, Assassins stealth and become invulnerable for a short duration and jump behind the farthest enemy, and non-assassin champion are slowed for the start of combat. Synergy: Assassins gain bonus critical strike damage:

  • 3 Assassins: +125%
  • 6 Assassins: +350%


Blademasters have a 45% chance to perform a multi-attack on-hit.

  • 3 Blademasters: 1 additional strike
  • 6 Blademasters: 2 additional strikes
  • 9 Blademasters: 4 additional strikes


Brawlers gain additional maximum health.

  • 2 Brawlers: +250
  • 4 Brawlers: +500
  • 6 Brawlers: +900


Innate: Elementalists' basic attacks grant twice as much mana. Synergy: Beginning combat with 3 Elementalists will summon 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 and 100 attack damage.


Beginning combat with 2 Guardians will grant 50 armor to all other units that start adjacent to a Guardian for the rest of the combat. This effect can stack any number of times for each adjacent Guardian. Guardian do not benefit from the bonus.


Gunslingers have a 50% chance for their attacks to hit additional enemies.

  • 2 Gunslingers: One additional random enemy in range.
  • 4 Gunslingers: Two additional random enemies in range.
  • 6 Gunslingers: Three additional random enemies in range.


Your team ignores a flat amount of damage from all sources of damage.

  • 2 Knights: 15
  • 4 Knights: 30
  • 6 Knights: 55


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

  • 2 Rangers: 25%
  • 4 Rangers: 65%


When Shapeshifters activate their Special Ability, they gain additional maximum health and heal for the amount gained.

  • 3 Shapeshifters: +60% of maximum health
  • 6 Shapeshifters: +120% of maximum health


Innate: Sorcerers' basic attacks grant twice as much mana. Synergy: Sorcerers grant ability power to their team.

  • 3 Sorcerers: +40
  • 6 Sorcerers: +100