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Abilities

The full rules text for every skill, signature, status, blessing, curse and trinket effect in the game, and which heroes have them.

AbilityTypeWhenRulesHeroes
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.