Team power: Battle Cry and friends
Team-wide power buffs that multiply across every attacker in your lineup.
A +1 power buff on one hero adds a little damage. The same buff across a team of five attackers adds much more, every round. That’s why team-wide power is among the most reliable sources of strength in the game.
The sources
- Battle Cry gives every friend +1 power at the start of battle. Warchief and Bard have it at level 1, and Guildmaster gets it at level 2. Separate sources stack.
- Warpath (Warchief level 3) gives the team +1 power every time a friend kills an enemy.
- Crescendo (Bard level 3) gives the team +1 power every round, with no limit.
Who benefits most
Power affects more than attacks. Anything that scales with power gets better:
- Direct attackers like Sellsword and Berserker hit harder.
- Self-healers like Wildheart and Blood Witch hit harder and heal more.
- Healers like Acolyte heal more with Mend and Overflow.
- Squire’s Armorer gives more armor.
Thunderclap is the main exception. It deals 2 damage regardless of power, so heroes that rely on it gain little from these buffs. Coin Toss is another fixed-damage attack.
How to use it
One or two power sources on a team of attackers works very well. Before adding a third, check that it also pulls its weight in other ways, as Warchief and Guildmaster do.
Bard itself has no main attack, so you’re paying with a slot that deals no damage. Warchief is the easier choice early on, since it can attack as well.
Crescendo and Warpath both get stronger as a fight goes on, so they pair well with a sturdy front line.