Abilities
The full rules text for every skill, signature, status, blessing, curse and trinket effect in the game, and which heroes have them.
| Ability | Type | When | Rules | Heroes |
|---|---|---|---|---|
| Agony | Signature | Passive | Passive. Hexes this unit applies grow: each time the Hexed status ticks it deals 1 more damage than the last tick, for as long as the hex keeps being refreshed. | Warlock |
| Arcane Surge | Signature | Cleanup | End of each round. Its Thunderclap gains +1 damage for every round that has ended, stacking for the whole battle. | Archmage |
| Armorer | Signature | Cleanup | End of each round. The friend directly in front of it gains armor equal to its power (at least 1). If nothing is in front, it gains the armor itself. Stacks every round with no limit. | Squire |
| Avenge | Trinket effect | A friend dies (each death) | Each time a friend dies, every surviving friend gains +1 power. A friend that revives and dies again counts again. | |
| Barkskin | Signature | Cleanup | End of each round. Every friend with 0 armor gains 1 armor. | Grove Warden |
| Battle Cry | Skill | Preparation | Start of battle. Gives +1 power to every friend, itself included. | Bard, Guildmaster, Warchief |
| Battle Hymn | Blessing | Preparation | Blessing. Start of battle: +1 speed to the friends directly in front of and behind it. | |
| Bleeding | Curse | Upkeep | Curse. Loses 1 health at the start of every round. Ignores armor. | |
| Bloodletting | Trinket effect | Its own action lowers an enemy's health | Whenever this unit's own action damages an enemy's health, it heals 2. | |
| Bloodlust | Skill | Loses health (armor hits don't count) | Reaction. Gains +1 power every time it loses health, with no limit. Hits stopped by armor don't count. | Berserker, Blood Witch, Pyromancer, Skullsplitter, Wildheart |
| Blunted | Curse | Preparation | Curse. At the start of each battle, -1 power. | |
| Bolster | Skill | Cleanup | End of each round. Gives 1 armor to the friend missing the most armor (up to its starting armor). | |
| Bolt | Skill | Main | Main attack, ranged. Deals its power as magical damage to the enemy at the back. | Alchemist, Archmage, Assassin, Bounty Hunter, Pyromancer, Ranger |
| Bond | Signature | Passive | Passive. Takes half (rounded down) of the damage from attacks on the friends directly next to it; the friend takes the rest. | Martyr |
| Bone Collector | Signature | An enemy dies | Reaction. Each time an enemy dies, the living friend with the lowest health (itself included, front-most on a tie) gains 2 armor. | Necromancer |
| Bounty | Skill | Its attack kills an enemy | Reaction. Each time its attack kills an enemy, you gain 2 gold. | Bounty Hunter |
| Brace | Skill | Cleanup, armor below its cap | End of each round. Regains 1 armor per level (1, 2, 3), up to its starting armor or its Brace amount, whichever is higher. A hero with no armor still braces. | Crusader, Grove Warden, Sellsword, Shieldbearer, Squire |
| Bribe | Skill | Preparation | Start of battle. Pays 10 gold: the enemy with the highest power is Held and skips its first attack. Does nothing without 10 gold. | Alchemist |
| Brittle | Curse | Preparation | Curse. At the start of each battle, -1 armor. | |
| Bulwark | Signature | Passive | Passive. Single-target ranged attacks aimed at the friend directly behind it hit this unit instead. Area attacks are not redirected. | Shieldbearer |
| Burning | Status | Upkeep | Status (from Ignite). Loses 1 health, then 2, then 3, … at the start of every round until it dies or is cleansed. Ignores armor. | |
| Caltrops | Skill | Hit by a melee attack | Reaction. Whenever an enemy hits this unit with a melee attack, that enemy loses 1 speed. | Bard, Cutpurse, Illusionist, Minstrel, Peddler, Ranger, Warchief |
| Chain | Trinket effect | Its single-target ranged attack lands | After this unit's single-target ranged attack lands, the enemy next to the target (in front of it if possible) takes half that damage as a separate hit. Area attacks don't chain. | |
| Cleanse | Trinket effect | Upkeep | At the start of each round removes Hexed, Held, Weakened, Burning, Marked and Poisoned from itself. | |
| Cleave | Trinket effect | Its melee attack lands | After this unit's melee attack lands, the enemy directly behind the target takes half that damage as a separate hit. | |
| Coin Toss | Skill | Main | Main. Pays 2 gold to deal 4 magical damage to the back enemy. Does nothing without 2 gold. | Alchemist |
| Cowardly | Curse | Preparation | Curse. At the start of each battle the unit moves to the back of its team. | |
| Crescendo | Signature | Cleanup | End of each round. Gives +1 power to every friend, every round. | Bard |
| Drain Life | Skill | Main | Main attack, melee. Deals its power as magical damage to the front enemy, then heals itself by its power (no heal if the attack is blocked). | Blood Witch, Necromancer, Warlock |
| Dread Aura | Skill | Passive | Passive. Every melee attack against it deals 1 less damage. Ranged and magical attacks are unaffected. | |
| Endure | Blessing | Passive | Blessing. Once per battle, blocks the first status an enemy puts on it (Held, Hexed, Weakened, Burning, Marked or Poisoned). Its own curses don't use it up. | |
| Enfeeble | Skill | Main | Main. Gives the front enemy Weakened (or refreshes it). | Assassin, Moneylender, Necromancer, Oracle |
| Evasion | Signature | Passive, once per round | Passive. Dodges the first attack each round from an enemy slower than it. | Apprentice |
| Execute | Trinket effect | Main | Main attack, melee: deals its power as physical damage to the front enemy, doubled if that enemy is below half health. Pierces armor. | |
| Exposed | Curse | Preparation | Curse. At the start of each battle the unit is Marked: the first hit it takes deals double damage. | |
| Flurry | Signature | Main | Main attack. Makes one melee hit for every 2 speed it has, each dealing half its power rounded up (at least 1) and piercing armor, spread across enemies front to back. Each hit can trigger the target's counters. | Cutpurse |
| Foresight | Signature | Passive, once per round | Passive. The first enemy attack each round against any friend misses. | Oracle |
| Fortify | Signature | Cleanup | End of each round. Raises its max armor by 2 and gains 2 armor; Brace refills up to the raised max. | Crusader |
| Frail | Curse | Preparation | Curse. At the start of each battle, loses 2 health (never below 1). Healing can restore it. | |
| Frenzied | Status | Main | Status (from Frenzy). Main attack, melee: an extra attack for its power on the front enemy every round for the rest of the battle. | |
| Frenzy | Signature | First time below half health | Reaction. The first time it drops below half health in a battle it becomes Frenzied: from then on it makes an extra melee attack for its power on the front enemy every round, even after healing back up. | Berserker |
| Getaway | Thief ability | Cleanup of round 3 | Enemy only. At the end of round 3, if a teammate holds stolen gold, it leaves the battle with all of it. That gold is lost even if you win. | |
| Gilded Blade | Skill | Passive | Passive. +1 damage to its attacks for every 15 gold you held at the start of the battle. | Bounty Hunter |
| Golden Touch | Skill | Its attack kills an enemy | Reaction. Each time its attack kills an enemy, you gain gold equal to that enemy's level (1 to 3). | Peddler |
| Held | Status | Main | Status (from Hold). Skips its next attack, then wears off. | |
| Hemorrhage | Signature | Main | Main attack, melee. Deals its power to the front enemy and heals itself by its power; healing it can't use (already full) goes to the most injured friend. | Blood Witch |
| Hex | Skill | Main | Main. Puts Hexed on the enemy at the back, or refreshes it to 2 rounds. Each different hexer adds a stack (max 3). | Pyromancer, Warlock |
| Hexed | Status | Upkeep | Status (from Hex). Loses 2 health per stack at the start of each round for 2 rounds. Ignores armor. | |
| Hoard | Skill | Preparation | Start of battle. +1 armor for every 10 gold you hold. | Guildmaster |
| Hold | Skill | Preparation (once) | Start of battle. Puts Held on the front enemy. | Grove Warden, Illusionist |
| Holy Barrier | Blessing | Passive | Blessing. Once per battle, blocks the first attack that would deal 4 or more damage to its health. Hits its armor would stop don't use it up. | |
| Hunter's Mark | Signature | Preparation, and Cleanup while no enemy is marked | Start of battle and end of each round. If no enemy is marked, marks the enemy with the highest power. | Ranger |
| Ignite | Signature | Main | Main. Sets the back-most enemy that isn't already burning on fire (Burning). | Pyromancer |
| Indebted | Status | Dies | Status (from King Seo's Collect). Each time it dies, the player collects 1 gold. | |
| Investor | Skill | After a won battle | After each won battle you gain 1 gold for every 10 gold you hold. | Moneylender |
| Iron Will | Skill | First time it loses health (once) | Reaction. The first time in a battle it loses health, it gains 3 armor. | Crusader |
| Ironhide | Blessing | Preparation | Blessing. At the start of each battle, +1 armor (Brace repairs up to the raised value). Copies stack. | |
| Last Breath | Trinket effect | It dies (each death) | Each time this unit dies, every living enemy takes 3 magical damage. Fires again if it revives and dies again. | |
| Last Prayer | Blessing | It dies (each death) | Blessing. Each time it dies, heals every living friend by a quarter of its maximum health (at least 1). | |
| Lay on Hands | Signature | A friend drops to 0 health (once) | Reaction. The first time a friend (not itself) dies, that friend comes back with half its max health. Once per battle. | Paladin |
| Leaden | Curse | Preparation | Curse. At the start of each battle, -1 speed. | |
| Levy | Thief ability | Preparation | Enemy only. At the start of battle takes 20% of your gold. Kill it to get the gold back. | |
| Lure | Trinket effect | Passive | Enemy single-target ranged attacks against any friend hit this unit instead. Area attacks are not redirected. | |
| Marked | Status | Hit by an attack | Status (from Hunter's Mark). The next attack that damages it deals 2× damage, then the mark is removed. | |
| Mend | Skill | Cleanup, a friend is hurt | End of each round. Heals the friend with the lowest health (below max) by its power. | Acolyte, Bard, Minstrel, Moneylender, Oracle, Paladin, Thornweaver |
| Mercenary | Skill | After every battle | After every battle it costs 3 gold. If you can't pay, it fights its next battle at -2 power. | Sellsword |
| Midas Shield | Skill | An attack would kill it | Passive. An attack that would kill it costs 8 gold instead and leaves it at 1 health, every time while your gold lasts. | Guildmaster |
| Momentum | Signature | Cleanup | End of each round. Gives +1 speed to every friend, every round. | Minstrel |
| Overflow | Signature | Cleanup | End of each round. Heals the most injured friend by its power. All of this unit's healing (Overflow, Mend, Second Wind and others) that goes beyond max health becomes armor. | Acolyte |
| Pay To Win | Skill | Upkeep | Start of each round. Pays 1 gold for +1 power. | Sellsword |
| Pickpocket | Trinket effect | Its attack deals damage | Each attack that damages an enemy steals 1 power from it (while it has power). | |
| Pilfer | Thief ability | Its attack deals damage | Enemy only. Each of its damaging attacks steals 1 gold. Kill it to get the gold back. | |
| Plague | Trinket effect | Upkeep | At the start of each round deals 2 magical damage to every unit on both teams, itself included. Ignores armor. | |
| Plunder | Skill | Its first damaging attack each battle | Reaction. Its first damaging attack each battle earns 3 gold. | Peddler |
| Poisoned | Status | Upkeep | Status (from Venom). Loses 1 health per stack at the start of every round for the rest of the battle. Stacks from the same attacker. Ignores armor. | |
| Precision | Signature | Passive | Passive. Its attacks pierce armor, and deal 2× damage to targets that are 3 or more speed slower than it. | Assassin |
| Provoke | Trinket effect | Preparation | Start of battle: pulls the enemy's back unit to the front. | |
| Purify | Skill | Upkeep | Start of each round. Removes one status (Hexed, Held, Weakened, Burning, Marked or Poisoned), with all its stacks, from the living friend carrying the most statuses, itself included. | Paladin |
| Quicken | Trinket effect | Preparation | Start of battle: +3 speed. | |
| Ransack | Thief ability | You lose to its team | Enemy only. If you lose to its team, it steals a random trinket from your bag (never an equipped one). | |
| Rebirth | Trinket effect | First time it dies | The first time this unit dies, it comes back at full health. | |
| Reflect | Trinket effect | An enemy's ranged action targets the wearer | When an enemy's ranged attack targets this unit, deals 2 magical damage back to that enemy. | |
| Relentless | Skill | First time it dies | Reaction. The first time it dies, it comes back with 2 health. | Martyr, Necromancer |
| Retreat | Skill | The first enemy attack that would take its health (once per battle) | Passive. Blocks the first enemy attack that would hurt its health, then moves to the back of its team. Hits its armor stops don't use it up. Once per battle. | Apprentice, Assassin, Bounty Hunter, Cutpurse, Illusionist, Minstrel |
| Retribution | Skill | Killed by a unit (each time) | Reaction. Each time an enemy kills it, deals 2× its power as magical damage to the killer. Fires again if it revives and is killed again. Deaths from its own statuses or fatigue don't trigger it. | Martyr, Necromancer |
| Rewind | Trinket effect | Cleanup of round 3 (once) | At the end of round 3, heals itself to full health. Once. | |
| Riposte | Skill | Hit by a melee attack while armored | Reaction. When hit by a melee attack while it has armor, strikes back for its power as physical damage. | Shieldbearer, Thornweaver |
| Second Wind | Skill | Cleanup | End of each round. Heals itself by its power. | Acolyte, Berserker, Wildheart |
| Shackled | Curse | Preparation | Curse. At the start of each battle the unit is Held and skips its first attack. | |
| Shapeshift | Signature | First time below half health | Reaction. The first time it drops below half health it gains +3 power and +2 armor. | Wildheart |
| Shield Ally | Trinket effect | Preparation | Start of battle: +2 armor to the friend directly behind it. | |
| Shield Bash | Skill | Main | Main attack, melee. Deals its power plus its current armor as physical damage to the front enemy. | Crusader |
| Smoke Screen | Signature | Preparation | Start of battle. For the first 2 rounds, all ranged attacks against its team are blocked. Once per battle. | Illusionist |
| Speedy Recovery | Blessing | Upkeep, it is hurt | Blessing. Start of each round: heals itself by half its speed, rounded up. | |
| Steadfast | Trinket effect | Passive | Can't be pulled by Provoke and can't lose speed. | |
| Strike | Skill | Main | Main attack, melee. Deals its power as physical damage to the front enemy. | Berserker, Cutpurse, Grove Warden, Guildmaster, Martyr, Paladin, Peddler, Sellsword, Shieldbearer, Skullsplitter, Squire, Thornweaver, Warchief, Wildheart |
| Swallow | Thief ability | Preparation | Enemy only. At the start of battle it holds 15 gold of its own and takes 10 of yours; killing it gives you both. | |
| Swift | Blessing | Preparation | Blessing. At the start of each battle, +1 speed. Copies stack. | |
| Tar | Skill | Its attack damages an enemy | Reaction. Whenever its attack damages an enemy, that enemy loses 2 speed. | |
| Thorn Aura | Signature | An enemy hits a friend with a melee attack | Reaction. Whenever an enemy hits any friend with a melee attack, that enemy takes 1 magical damage. | Thornweaver |
| Thunderclap | Skill | Main | Main attack, ranged area. Deals 2 magical damage to every enemy. | Apprentice, Archmage |
| Tithe | Skill | It heals a unit | Reaction. Each time it heals a unit, you gain 1 gold. | Moneylender |
| Trophy | Trinket effect | An enemy dies (each death) | +1 power each time an enemy dies. An enemy that revives and dies again counts again. | |
| Underdog | Trinket effect | Passive | +2 damage when attacking an enemy with more power than this unit. | |
| Vanguard | Blessing | Passive | Blessing. While it is the front unit of its team, every attack against it deals 1 less damage. | |
| Venom | Trinket effect | Its attack deals damage | Each damaging attack by this unit adds a Poisoned stack to the target. | |
| Vigor | Blessing | Preparation | Blessing. At the start of each battle, +4 health and +4 maximum health for that battle. Copies stack. | |
| Vulnerable | Curse | Passive | Curse. Takes +1 damage from every attack. | |
| Ward | Trinket effect | Passive | No single attack can deal more than 3 damage to this unit. | |
| Warpath | Signature | Its team kills an enemy | Reaction. Every time a friend kills an enemy, all friends gain +1 power. An enemy that revives and is killed again counts again. | Warchief |
| Weakened | Status | Upkeep | Status (from Enfeeble). Loses 1 power at the start of each round for 2 rounds. | |
| Whetstone | Blessing | Preparation | Blessing. At the start of each battle, +1 power. Copies stack. | |
| Wind Up | Signature | Cleanup | End of each round. Stores +2 damage for its next attack, stacking every round. Being damaged by an attack resets the stored damage. | Skullsplitter |
| Withered | Curse | Passive | Curse. The unit cannot be healed, by itself or by friends. Revives still work. | |
| Words of Healing | Blessing | Cleanup, an ally is hurt | Blessing. End of each round: heals the 2 other friends missing the most health by half its power, rounded up. Needs at least 1 power; never heals itself. |