Skill

Skills Unlock & Level Up requires skill books of the same rarity to the card.

Cards
Skill Names
Skill Levels
Description

Gorge Giant

Cyclops Crystal (Active)

1

Gorge Giant summons a Cyclops Crystal, inheriting 80% of Gorge Giant's attributes.

2

Gorge Giant summons a Cyclops Crystal, inheriting 90% of Gorge Giant's attributes.

3

Gorge Giant summons a Cyclops Crystal, inheriting 100% of Gorge Giant's attributes.

4

Gorge Giant summons a Cyclops Crystal, inheriting 110% of Gorge Giant's attributes.

5

Gorge Giant summons a Cyclops Crystal, inheriting 120% of Gorge Giant's attributes.

Swelling

1

Every 30 seconds, the Cyclops Crystal enters an inflated state, doubling its size with a 200% increase in defense. It becomes immobile and cannot attack for 10 seconds.

2

Every 30 seconds, the Cyclops Crystal enters an inflated state, doubling its size with a 250% increase in defense. It becomes immobile and cannot attack for 10 seconds.

3

Every 30 seconds, the Cyclops Crystal enters an inflated state, doubling its size with a 300% increase in defense. It becomes immobile and cannot attack for 10 seconds.

4

Every 30 seconds, the Cyclops Crystal enters an inflated state, doubling its size with a 350% increase in defense. It becomes immobile and cannot attack for 10 seconds.

5

Every 30 seconds, the Cyclops Crystal enters an inflated state, doubling its size with a 400% increase in defense. It becomes immobile and cannot attack for 10 seconds.

Death Explosion

1

One second after the Cyclops Crystal's death, it explodes, dealing 120% of its attack damage to all enemies within a 200-unit radius.

2

One second after the Cyclops Crystal's death, it explodes, dealing 135% of its attack damage to all enemies within a 200-unit radius.

3

One second after the Cyclops Crystal's death, it explodes, dealing 150% of its attack damage to all enemies within a 200-unit radius.

4

One second after the Cyclops Crystal's death, it explodes, dealing 165% of its attack damage to all enemies within a 200-unit radius.

5

One second after the Cyclops Crystal's death, it explodes, dealing 180% of its attack damage to all enemies within a 200-unit radius.

Sky Knight

Vulture Hunter (Active)

1

Sky Knight summons a Vulture Hunter, inheriting 60% of Sky Knight's attributes (attack range is 10%). The Vulture Hunter will not be re-summoned until it dies.

2

Sky Knight summons a Vulture Hunter, inheriting 70% of Sky Knight's attributes (attack range is 10%). The Vulture Hunter will not be re-summoned until it dies.

3

Sky Knight summons a Vulture Hunter, inheriting 80% of Sky Knight's attributes (attack range is 10%). The Vulture Hunter will not be re-summoned until it dies.

4

Sky Knight summons a Vulture Hunter, inheriting 90% of Sky Knight's attributes (attack range is 10%). The Vulture Hunter will not be re-summoned until it dies.

5

Sky Knight summons a Vulture Hunter, inheriting 100% of Sky Knight's attributes (attack range is 10%). The Vulture Hunter will not be re-summoned until it dies.

Hovering

1

Every 10 seconds, the Vulture Hunter enters a hovering state, immune to basic attacks and will not actively attack enemies during this state.

Knock back

1

Each basic attack by the Vulture Hunter has a 20% chance to knock back the opponent.

2

Each basic attack by the Vulture Hunter has a 25% chance to knock back the opponent.

3

Each basic attack by the Vulture Hunter has a 30% chance to knock back the opponent.

4

Each basic attack by the Vulture Hunter has a 35% chance to knock back the opponent.

5

Each basic attack by the Vulture Hunter has a 40% chance to knock back the opponent.

Lizard Magician

Lizard Trap (Active)

1

Lizard Magician casts a spell within a 450-unit range where enemies are gathered, causing all enemy units within the area to be bound by the lizard tail emerging from the ground, with a binding time of 2.5 seconds.

2

Lizard Magician casts a spell within a 450-unit range where enemies are gathered, causing all enemy units within the area to be bound by the lizard tail emerging from the ground, with a binding time of 3 seconds.

3

Lizard Magician casts a spell within a 450-unit range where enemies are gathered, causing all enemy units within the area to be bound by the lizard tail emerging from the ground, with a binding time of 3.5 seconds.

4

Lizard Magician casts a spell within a 450-unit range where enemies are gathered, causing all enemy units within the area to be bound by the lizard tail emerging from the ground, with a binding time of 4 seconds.

5

Lizard Magician casts a spell within a 450-unit range where enemies are gathered, causing all enemy units within the area to be bound by the lizard tail emerging from the ground, with a binding time of 4.5 seconds.

Death Pull

1

When the binding effect of the Lizard Trap ends, the Lizard Magician initiates a death pull, pulling all bound enemies together and dealing 35% of its attack damage.

2

When the binding effect of the Lizard Trap ends, the Lizard Magician initiates a death pull, pulling all bound enemies together and dealing 40% of its attack damage.

3

When the binding effect of the Lizard Trap ends, the Lizard Magician initiates a death pull, pulling all bound enemies together and dealing 45% of its attack damage.

4

When the binding effect of the Lizard Trap ends, the Lizard Magician initiates a death pull, pulling all bound enemies together and dealing 50% of its attack damage.

5

When the binding effect of the Lizard Trap ends, the Lizard Magician initiates a death pull, pulling all bound enemies together and dealing 5% of its attack damage.

Tail

1

If any enemy unit dies during the Lizard Magician's binding process, it leaves behind a lizard tail in its original position. The tail will bind the next enemy unit stepping on it, with a binding time of 2.5 seconds.

2

If any enemy unit dies during the Lizard Magician's binding process, it leaves behind a lizard tail in its original position. The tail will bind the next enemy unit stepping on it, with a binding time of 3 seconds.

3

If any enemy unit dies during the Lizard Magician's binding process, it leaves behind a lizard tail in its original position. The tail will bind the next enemy unit stepping on it, with a binding time of 3.5 seconds.

4

If any enemy unit dies during the Lizard Magician's binding process, it leaves behind a lizard tail in its original position. The tail will bind the next enemy unit stepping on it, with a binding time of 4 seconds.

5

If any enemy unit dies during the Lizard Magician's binding process, it leaves behind a lizard tail in its original position. The tail will bind the next enemy unit stepping on it, with a binding time of 4.5 seconds.

Rock Bowler

1

Rock Bowler prioritizes attacking back-row targets, dealing 120% of its attack damage to all enemies within a 100-unit radius.

2

Rock Bowler prioritizes attacking back-row targets, dealing 140% of its attack damage to all enemies within a 100-unit radius.

3

Rock Bowler prioritizes attacking back-row targets, dealing 160% of its attack damage to all enemies within a 100-unit radius.

4

Rock Bowler prioritizes attacking back-row targets, dealing 180% of its attack damage to all enemies within a 100-unit radius.

5

Rock Bowler prioritizes attacking back-row targets, dealing 200% of its attack damage to all enemies within a 100-unit radius.

1

The area damage of Stone Throw is increased to 130.

2

The area damage of Stone Throw is increased to 160.

3

The area damage of Stone Throw is increased to 190.

4

The area damage of Stone Throw is increased to 220.

5

The area damage of Stone Throw is increased to 250.

1

Rock Bowler has a 20% chance to knock back opponents with each basic attack.

2

Rock Bowler has a 25% chance to knock back opponents with each basic attack.

3

Rock Bowler has a 30% chance to knock back opponents with each basic attack.

4

Rock Bowler has a 35% chance to knock back opponents with each basic attack.

5

Rock Bowler has a 40% chance to knock back opponents with each basic attack.

Faceless Butcher

Shadow Wolf (Active)

1

Faceless Butcher summons a Shadow Wolf, inheriting 50% of Faceless Butcher's attributes (attack range is 10%).

2

Faceless Butcher summons a Shadow Wolf, inheriting 60% of Faceless Butcher's attributes (attack range is 10%).

3

Faceless Butcher summons a Shadow Wolf, inheriting 70% of Faceless Butcher's attributes (attack range is 10%).

4

Faceless Butcher summons a Shadow Wolf, inheriting 80% of Faceless Butcher's attributes (attack range is 10%).

5

Faceless Butcher summons a Shadow Wolf, inheriting 90% of Faceless Butcher's attributes (attack range is 10%).

Dodge

1

The Shadow Wolf increases its Dodge by 5%.

2

The Shadow Wolf increases its Dodge by 6%.

3

The Shadow Wolf increases its Dodge by 7%.

4

The Shadow Wolf increases its Dodge by 8%.

5

The Shadow Wolf increases its Dodge by 9%.

Petrification Effect

1

The Shadow Wolf's critical rate increases by 8%.

2

The Shadow Wolf's critical rate increases by 10%.

3

The Shadow Wolf's critical rate increases by 12%.

4

The Shadow Wolf's critical rate increases by 14%.

5

The Shadow Wolf's critical rate increases by 16%.

Extinction Hermit

Peace (Active)

1

Extinction Hermit is adept at channeling the mysterious power of the Gorge, allowing all allied targets to increase their Dodge by 5% for 10 seconds.

2

Extinction Hermit is adept at channeling the mysterious power of the Gorge, allowing all allied targets to increase their Dodge by 7% for 10 seconds.

3

Extinction Hermit is adept at channeling the mysterious power of the Gorge, allowing all allied targets to increase their Dodge by 9% for 10 seconds.

4

Extinction Hermit is adept at channeling the mysterious power of the Gorge, allowing all allied targets to increase their Dodge by 11% for 10 seconds.

5

Extinction Hermit is adept at channeling the mysterious power of the Gorge, allowing all allied targets to increase their Dodge by 13% for 10 seconds.

1

Objects quietly touched by Extinction Hermit have a 20% chance to grant themselves a shield equal to 20% of their maximum health.

2

Objects quietly touched by Extinction Hermit have a 25% chance to grant themselves a shield equal to 20% of their maximum health.

3

Objects quietly touched by Extinction Hermit have a 30% chance to grant themselves a shield equal to 20% of their maximum health.

4

Objects quietly touched by Extinction Hermit have a 35% chance to grant themselves a shield equal to 20% of their maximum health.

5

Objects quietly touched by Extinction Hermit have a 40% chance to grant themselves a shield equal to 20% of their maximum health.

Life Dreamland

1

Peace objects affected by the Extinction Hermit can reduce their own damage by 1%.

2

Peace objects affected by the Extinction Hermit can reduce their own damage by 2%.

3

Peace objects affected by the Extinction Hermit can reduce their own damage by 3%.

4

Peace objects affected by the Extinction Hermit can reduce their own damage by 4%.

5

Peace objects affected by the Extinction Hermit can reduce their own damage by 5%.

Bluestone Statue

Stone Petrify (Active)

1

Bluestone Statue randomly petrifies one enemy target, dealing 150% of its attack damage, and the petrification lasts for 3 seconds.

2

Bluestone Statue randomly petrifies one enemy target, dealing 160% of its attack damage, and the petrification lasts for 3 seconds.

3

Bluestone Statue randomly petrifies one enemy target, dealing 170% of its attack damage, and the petrification lasts for 3 seconds.

4

Bluestone Statue randomly petrifies one enemy target, dealing 180% of its attack damage, and the petrification lasts for 3 seconds.

5

Bluestone Statue randomly petrifies one enemy target, dealing 190% of its attack damage, and the petrification lasts for 3 seconds.

Silence

1

Targets petrified by the Bluestone Statue will continue to be silenced for 1 second after the petrification is removed.

2

Targets petrified by the Bluestone Statue will continue to be silenced for 1.5 second after the petrification is removed.

3

Targets petrified by the Bluestone Statue will continue to be silenced for 2 second after the petrification is removed.

4

Targets petrified by the Bluestone Statue will continue to be silenced for 2.5 second after the petrification is removed.

5

Targets petrified by the Bluestone Statue will continue to be silenced for 3 second after the petrification is removed.

Stone Petrify

1

Targets cursed by the Stone Petrify have their defense reduced by 20%.

2

Targets cursed by the Stone Petrify have their defense reduced by 25%.

3

Targets cursed by the Stone Petrify have their defense reduced by 30%.

4

Targets cursed by the Stone Petrify have their defense reduced by 35%.

5

Targets cursed by the Stone Petrify have their defense reduced by 40%.

Wolf Guard

Barrel Warrior (Active)

1

Wolf Guard summons a Barrel Warrior, inheriting 80% of the Wolf Guardian's attributes.

2

Wolf Guard summons a Barrel Warrior, inheriting 85% of the Wolf Guardian's attributes.

3

Wolf Guard summons a Barrel Warrior, inheriting 90% of the Wolf Guardian's attributes.

4

Wolf Guard summons a Barrel Warrior, inheriting 95% of the Wolf Guardian's attributes.

5

Wolf Guard summons a Barrel Warrior, inheriting 100% of the Wolf Guardian's attributes.

Wood Reinforcement

1

The Barrel Warrior's health is increased by 10%.

2

The Barrel Warrior's health is increased by 15%.

3

The Barrel Warrior's health is increased by 20%.

4

The Barrel Warrior's health is increased by 25%.

5

The Barrel Warrior's health is increased by 30%.

Bravery

1

The Barrel Warrior's attack power is increased by 5%.

2

The Barrel Warrior's attack power is increased by 10%.

3

The Barrel Warrior's attack power is increased by 15%.

4

The Barrel Warrior's attack power is increased by 20%.

5

The Barrel Warrior's attack power is increased by 25%.

Blood Witch

Bloodthirsty Command (Active)

1

Blood Witch bestows powerful bloodthirsty power upon all non-summoned units, increasing their attack power by 15%, not stackable.

2

Blood Witch bestows powerful bloodthirsty power upon all non-summoned units, increasing their attack power by 18%, not stackable.

3

Blood Witch bestows powerful bloodthirsty power upon all non-summoned units, increasing their attack power by 21%, not stackable.

4

Blood Witch bestows powerful bloodthirsty power upon all non-summoned units, increasing their attack power by 24%, not stackable.

5

Blood Witch bestows powerful bloodthirsty power upon all non-summoned units, increasing their attack power by 27%, not stackable.

Rage

1

Bloodthirsty Command adds a critical strike effect, increasing critical strike chance by 6%, not stackable.

2

Bloodthirsty Command adds a critical strike effect, increasing critical strike chance by 7%, not stackable.

3

Bloodthirsty Command adds a critical strike effect, increasing critical strike chance by 8%, not stackable.

4

Bloodthirsty Command adds a critical strike effect, increasing critical strike chance by 9%, not stackable.

5

Bloodthirsty Command adds a critical strike effect, increasing critical strike chance by 10%, not stackable.

Lifesteal

1

Bloodthirsty Command also affects summoned units, and increases their lifesteal effect by 20%, not stackable.

2

Bloodthirsty Command also affects summoned units, and increases their lifesteal effect by 22%, not stackable.

3

Bloodthirsty Command also affects summoned units, and increases their lifesteal effect by 24%, not stackable.

4

Bloodthirsty Command also affects summoned units, and increases their lifesteal effect by 26%, not stackable.

5

Bloodthirsty Command also affects summoned units, and increases their lifesteal effect by 28%, not stackable.

Night Guard

Secret Blessing (Active)

1

Night Guard communicates with the secret eye, providing mysterious power. It gives all summoned units a shield equal to 20% of their own health, lasting for 10 seconds, and the shield cannot be stacked.

2

Night Guard communicates with the secret eye, providing mysterious power. It gives all summoned units a shield equal to 25% of their own health, lasting for 10 seconds, and the shield cannot be stacked.

3

Night Guard communicates with the secret eye, providing mysterious power. It gives all summoned units a shield equal to 30% of their own health, lasting for 10 seconds, and the shield cannot be stacked.

4

Night Guard communicates with the secret eye, providing mysterious power. It gives all summoned units a shield equal to 35% of their own health, lasting for 10 seconds, and the shield cannot be stacked.

5

Night Guard communicates with the secret eye, providing mysterious power. It gives all summoned units a shield equal to 40% of their own health, lasting for 10 seconds, and the shield cannot be stacked.

Holy Shield

1

Secret Blessing can be applied to city walls.

Absorption

1

When the shield expires, if there is still remaining power, it will be feedbacked to the receiving target in the form of health, with a feedback ratio of 60%.

2

When the shield expires, if there is still remaining power, it will be feedbacked to the receiving target in the form of health, with a feedback ratio of 70%.

3

When the shield expires, if there is still remaining power, it will be feedbacked to the receiving target in the form of health, with a feedback ratio of 80%.

4

When the shield expires, if there is still remaining power, it will be feedbacked to the receiving target in the form of health, with a feedback ratio of 90%.

5

When the shield expires, if there is still remaining power, it will be feedbacked to the receiving target in the form of health, with a feedback ratio of 100%.

Devil's Right Hand

Death Pointing (Active)

1

Devil's Right Hand emits a deadly beam, connecting up to 3 enemy units. The first enemy will take 145% of the Devil's Right Hand's attack as damage, and each subsequent enemy will take damage decreasing by 20%.

2

Devil's Right Hand emits a deadly beam, connecting up to 3 enemy units. The first enemy will take 160% of the Devil's Right Hand's attack as damage, and each subsequent enemy will take damage decreasing by 20%.

3

Devil's Right Hand emits a deadly beam, connecting up to 3 enemy units. The first enemy will take 175% of the Devil's Right Hand's attack as damage, and each subsequent enemy will take damage decreasing by 20%.

4

Devil's Right Hand emits a deadly beam, connecting up to 3 enemy units. The first enemy will take 190% of the Devil's Right Hand's attack as damage, and each subsequent enemy will take damage decreasing by 20%.

5

Devil's Right Hand emits a deadly beam, connecting up to 3 enemy units. The first enemy will take 205% of the Devil's Right Hand's attack as damage, and each subsequent enemy will take damage decreasing by 20%.

Connection

1

Death Pointing can connect to 1 more enemy.

2

Death Pointing can connect to 2 more enemies.

3

Death Pointing can connect to 3 more enemies.

Death Petrification

1

Enemies hit by Death Pointing have a 10% chance of being petrified for 3 seconds.

2

Enemies hit by Death Pointing have a 15% chance of being petrified for 3 seconds.

3

Enemies hit by Death Pointing have a 20% chance of being petrified for 3 seconds.

4

Enemies hit by Death Pointing have a 25% chance of being petrified for 3 seconds.

5

Enemies hit by Death Pointing have a 30% chance of being petrified for 3 seconds.

Lava Lord

Ignition Blast (Active)

1

Lava Lord locks onto the strongest enemy within the attack range, unleashing a powerful lava breath that lasts for 3 seconds. All enemy units on the path take 36% of Lava Lord's attack damage every 0.5 seconds.

2

Lava Lord locks onto the strongest enemy within the attack range, unleashing a powerful lava breath that lasts for 3 seconds. All enemy units on the path take 38% of Lava Lord's attack damage every 0.5 seconds.

3

Lava Lord locks onto the strongest enemy within the attack range, unleashing a powerful lava breath that lasts for 3 seconds. All enemy units on the path take 40% of Lava Lord's attack damage every 0.5 seconds.

4

Lava Lord locks onto the strongest enemy within the attack range, unleashing a powerful lava breath that lasts for 3 seconds. All enemy units on the path take 42% of Lava Lord's attack damage every 0.5 seconds.

5

Lava Lord locks onto the strongest enemy within the attack range, unleashing a powerful lava breath that lasts for 3 seconds. All enemy units on the path take 44% of Lava Lord's attack damage every 0.5 seconds.

Essence of Fire

1

Lava Lord grasps the essence of fire, making Ignition Blast no longer consume energy. The skill has a cooldown of 10 seconds.

2

Lava Lord grasps the essence of fire, making Ignition Blast no longer consume energy. The skill has a cooldown of 9 seconds.

3

Lava Lord grasps the essence of fire, making Ignition Blast no longer consume energy. The skill has a cooldown of 8 seconds.

4

Lava Lord grasps the essence of fire, making Ignition Blast no longer consume energy. The skill has a cooldown of 7 seconds.

5

Lava Lord grasps the essence of fire, making Ignition Blast no longer consume energy. The skill has a cooldown of 6 seconds.

Mars

1

Mars imbues Ignition Blast with a burn effect, causing enemies hit to take 12% of Lava Lord's attack damage per second for 3 seconds.

2

Mars imbues Ignition Blast with a burn effect, causing enemies hit to take 13.5% of Lava Lord's attack damage per second for 3 seconds.

3

Mars imbues Ignition Blast with a burn effect, causing enemies hit to take 15% of Lava Lord's attack damage per second for 3 seconds.

4

Mars imbues Ignition Blast with a burn effect, causing enemies hit to take 16.5% of Lava Lord's attack damage per second for 3 seconds.

5

Mars imbues Ignition Blast with a burn effect, causing enemies hit to take 18% of Lava Lord's attack damage per second for 3 seconds.

Necromancer

Dark Knight (Active)

1

Necromancer summons a Black-faced Knight. The Black-faced Knight inherits 60% of the Necromancer's attributes (attack range is 10).

2

Necromancer summons a Black-faced Knight. The Black-faced Knight inherits 70% of the Necromancer's attributes (attack range is 10).

3

Necromancer summons a Black-faced Knight. The Black-faced Knight inherits 80% of the Necromancer's attributes (attack range is 10).

4

Necromancer summons a Black-faced Knight. The Black-faced Knight inherits 90% of the Necromancer's attributes (attack range is 10).

5

Necromancer summons a Black-faced Knight. The Black-faced Knight inherits 100% of the Necromancer's attributes (attack range is 10).

Dark Shield

1

When the Black-faced Knight is summoned, it comes with a shield equal to 20% of its life, lasting 10 seconds.

2

When the Black-faced Knight is summoned, it comes with a shield equal to 25% of its life, lasting 10 seconds.

3

When the Black-faced Knight is summoned, it comes with a shield equal to 30% of its life, lasting 10 seconds.

4

When the Black-faced Knight is summoned, it comes with a shield equal to 35% of its life, lasting 10 seconds.

5

When the Black-faced Knight is summoned, it comes with a shield equal to 40% of its life, lasting 10 seconds.

Dark Shield Explosion

1

If the Dark Shield is not broken before disappearing, it explodes, dealing the remaining shield value as damage to the target the Black-faced Knight is attacking.

Blacklight Tusks

Rotating Axe (Active)

1

Blacklight Tusks hurls a flying axe around the battlefield, dealing 120% of Blacklight Tusks's attack damage to all targets hit on the path.

2

Blacklight Tusks hurls a flying axe around the battlefield, dealing 140% of Blacklight Tusks's attack damage to all targets hit on the path.

3

Blacklight Tusks hurls a flying axe around the battlefield, dealing 160% of Blacklight Tusks's attack damage to all targets hit on the path.

4

Blacklight Tusks hurls a flying axe around the battlefield, dealing 180% of Blacklight Tusks's attack damage to all targets hit on the path.

5

Blacklight Tusks hurls a flying axe around the battlefield, dealing 200% of Blacklight Tusks's attack damage to all targets hit on the path.

Charging

1

Blacklight Tusks's critical rate increases by 8%.

2

Blacklight Tusks's critical rate increases by 10%.

3

Blacklight Tusks's critical rate increases by 12%.

4

Blacklight Tusks's critical rate increases by 14%.

5

Blacklight Tusks's critical rate increases by 16%.

Crippling

1

Blacklight Tusks's damage critical damage increases by 20%.

2

Blacklight Tusks's damage critical damage increases by 30%.

3

Blacklight Tusks's damage critical damage increases by 40%.

4

Blacklight Tusks's damage critical damage increases by 50%.

5

Blacklight Tusks's damage critical damage increases by 60%.

Ghost Runner

Phantom Wolf (Active)

1

Ghost Runner summons three Giant Beetles, inheriting 30% of Ghost Runnerr's attributes (attack range is 10%). It will be re-summoned only after all summoned beetles die.

2

Ghost Runner summons three Giant Beetles, inheriting 40% of Ghost Runnerr's attributes (attack range is 10%). It will be re-summoned only after all summoned beetles die.

3

Ghost Runner summons three Giant Beetles, inheriting 50% of Ghost Runnerr's attributes (attack range is 10%). It will be re-summoned only after all summoned beetles die.

4

Ghost Runner summons three Giant Beetles, inheriting 60% of Ghost Runnerr's attributes (attack range is 10%). It will be re-summoned only after all summoned beetles die.

5

Ghost Runner summons three Giant Beetles, inheriting 70% of Ghost Runnerr's attributes (attack range is 10%). It will be re-summoned only after all summoned beetles die.

Longevity

1

Giant Beetles gain a 10% increase in life.

2

Giant Beetles gain a 20% increase in life.

3

Giant Beetles gain a 30% increase in life.

4

Giant Beetles gain a 40% increase in life.

5

Giant Beetles gain a 50% increase in life.

Heavy Blow

1

Giant Beetles gain a 5% increase in defense.

2

Giant Beetles gain a 10% increase in defense.

3

Giant Beetles gain a 15% increase in defense.

4

Giant Beetles gain a 20% increase in defense.

5

Giant Beetles gain a 25% increase in defense.

One-armed Archer

Charge Attack (Active)

1

One-armed Archer charges a powerful shot against a single target, dealing 160% of One-armed Archer's attack damage.

2

One-armed Archer charges a powerful shot against a single target, dealing 175% of One-armed Archer's attack damage.

3

One-armed Archer charges a powerful shot against a single target, dealing 190% of One-armed Archer's attack damage.

4

One-armed Archer charges a powerful shot against a single target, dealing 205% of One-armed Archer's attack damage.

5

One-armed Archer charges a powerful shot against a single target, dealing 220% of One-armed Archer's attack damage.

Swift

1

One-armed Archer's attack speed increases by 20%.

2

One-armed Archer's attack speed increases by 30%.

3

One-armed Archer's attack speed increases by 40%.

4

One-armed Archer's attack speed increases by 50%.

5

One-armed Archer's attack speed increases by 60%.

Fanatic

1

For each basic attack, One-armed Archer's critical rate increases by 0.8%.

2

For each basic attack, One-armed Archer's critical rate increases by 1%.

3

For each basic attack, One-armed Archer's critical rate increases by 1.2%.

4

For each basic attack, One-armed Archer's critical rate increases by 1.4%.

5

For each basic attack, One-armed Archer's critical rate increases by 1.6%.

Trojan Knight

Trojan Knight (Active)

1

Trojan Knight summons a dimensional knight, inheriting 60% of Trojan Knight's attributes (Attack Distance is 10) for 30 seconds.

2

Trojan Knight summons a dimensional knight, inheriting 75% of Trojan Knight's attributes (Attack Distance is 10) for 30 seconds.

3

Trojan Knight summons a dimensional knight, inheriting 100% of Trojan Knight's attributes (Attack Distance is 10) for 30 seconds.

4

Trojan Knight summons a dimensional knight, inheriting 60% of Trojan Knight's attributes (Attack Distance is 10) for 30 seconds.

5

Trojan Knight summons 2 dimensional knights, inheriting 100% of Trojan Knight's attributes (Attack Distance is 10) for 30 seconds.

Trojan Knight Mark

1

Trojan Knight's basic attack applies a Moon Mark on the hit enemy.

Fury

1

When the dimensional knight summoned by the Trojan Knight has less than 30% health, its attack speed increases to 160% of the original speed. Attacks on enemies with the Moon Mark also provide an additional 20% lifesteal.

2

When the dimensional knight summoned by the Trojan Knight has less than 30% health, its attack speed increases to 160% of the original speed. Attacks on enemies with the Moon Mark also provide an additional 22% lifesteal.

3

When the dimensional knight summoned by the Trojan Knight has less than 30% health, its attack speed increases to 160% of the original speed. Attacks on enemies with the Moon Mark also provide an additional 24% lifesteal.

4

When the dimensional knight summoned by the Trojan Knight has less than 30% health, its attack speed increases to 160% of the original speed. Attacks on enemies with the Moon Mark also provide an additional 26% lifesteal.

5

When the dimensional knight summoned by the Trojan Knight has less than 30% health, its attack speed increases to 160% of the original speed. Attacks on enemies with the Moon Mark also provide an additional 28% lifesteal.

Ice Sorcerer

Ice Domain (Active)

1

Ice Sorcerer summons a Ice Domain with a 250 range for 3 seconds. It deals 60% of Ice Sorcerer's attack damage per second. Enemies hit three times consecutively will be frozen. Frozen enemies take 12% of Ice Sorcerer's attack damage per second for 2 seconds.

2

Ice Sorcerer summons a Ice Domain with a 250 range for 3 seconds. It deals 75% of Ice Sorcerer's attack damage per second. Enemies hit three times consecutively will be frozen. Frozen enemies take 14% of Ice Sorcerer's attack damage per second for 2 seconds.

3

Ice Sorcerer summons a Ice Domain with a 250 range for 3 seconds. It deals 90% of Ice Sorcerer's attack damage per second. Enemies hit three times consecutively will be frozen. Frozen enemies take 16% of Ice Sorcerer's attack damage per second for 3 seconds.

4

Ice Sorcerer summons a Ice Domain with a 250 range for 3 seconds. It deals 105% of Ice Sorcerer's attack damage per second. Enemies hit three times consecutively will be frozen. Frozen enemies take 18% of Ice Sorcerer's attack damage per second for 3 seconds.

5

Ice Sorcerer summons a Ice Domain with a 250 range for 3 seconds. It deals 120% of Ice Sorcerer's attack damage per second. Enemies hit three times consecutively will be frozen. Frozen enemies take 20% of Ice Sorcerer's attack damage per second for 4 seconds.

Ice Mark

1

Ice Sorcerer's basic attack applies a Moon Mark on the hit enemy.

Frozen Will

1

Ice Sorcerer's basic attack has a 20% chance to freeze enemies with the Moon Mark. Frozen enemies take 12% of Frost Mage's attack damage per second for 2 seconds.

2

Ice Sorcerer's basic attack has a 25% chance to freeze enemies with the Moon Mark. Frozen enemies take 14% of Frost Mage's attack damage per second for 2 seconds.

3

Ice Sorcerer's basic attack has a 30% chance to freeze enemies with the Moon Mark. Frozen enemies take 16% of Frost Mage's attack damage per second for 3 seconds.

4

Ice Sorcerer's basic attack has a 35% chance to freeze enemies with the Moon Mark. Frozen enemies take 18% of Frost Mage's attack damage per second for 3 seconds.

5

Ice Sorcerer's basic attack has a 40% chance to freeze enemies with the Moon Mark. Frozen enemies take 20% of Frost Mage's attack damage per second for 4 seconds.

Jungle Archer

Lightning Shot (Active)

1

Jungle Archer instantly shoots 3 arrows at a single target. Each arrow deals 60% of Jungle Archer's attack damage.

2

Jungle Archer instantly shoots 3 arrows at a single target. Each arrow deals 70% of Jungle Archer's attack damage.

3

Jungle Archer instantly shoots 4 arrows at a single target. Each arrow deals 60% of Jungle Archer's attack damage.

4

Jungle Archer instantly shoots 4 arrows at a single target. Each arrow deals 70% of Jungle Archer's attack damage.

5

Jungle Archer instantly shoots 5 arrows at a single target. Each arrow deals 60% of Jungle Archer's attack damage.

Wooden Bow Mark

1

Jungle Archer's basic attack applies a Moon Mark on the hit enemy.

Burning Arrow

1

Each arrow shot by Jungle Archer carries a burning effect and can accumulate burn stacks. Each stack deals 8% of Jungle Archer's attack damage per second, lasting for 3 seconds.

2

Each arrow shot by Jungle Archer carries a burning effect and can accumulate burn stacks. Each stack deals 9% of Jungle Archer's attack damage per second, lasting for 3 seconds.

3

Each arrow shot by Jungle Archer carries a burning effect and can accumulate burn stacks. Each stack deals 10% of Jungle Archer's attack damage per second, lasting for 3 seconds.

4

Each arrow shot by Jungle Archer carries a burning effect and can accumulate burn stacks. Each stack deals 11% of Jungle Archer's attack damage per second, lasting for 3 seconds.

5

Each arrow shot by Jungle Archer carries a burning effect and can accumulate burn stacks. Each stack deals 12% of Jungle Archer's attack damage per second, lasting for 3 seconds.

Crossbow Inventor

Ice Crossbow (Active)

1

Crossbow Inventor fires 3 super crossbows at once, randomly hitting one or more targets. Each crossbow deals 60% of Crossbow Inventor's attack damage.

2

Crossbow Inventor fires 3 super crossbows at once, randomly hitting one or more targets. Each crossbow deals 70% of Crossbow Inventor's attack damage.

3

Crossbow Inventor fires 4 super crossbows at once, randomly hitting one or more targets. Each crossbow deals 60% of Crossbow Inventor's attack damage.

4

Crossbow Inventor fires 4 super crossbows at once, randomly hitting one or more targets. Each crossbow deals 70% of Crossbow Inventor's attack damage.

5

Crossbow Inventor fires 5 super crossbows at once, randomly hitting one or more targets. Each crossbow deals 60% of Crossbow Inventor's attack damage.

Perpetual Engine

1

Power is the eternal theme; Crossbow Inventor restores an additional 5 energy every 0.5 seconds.

2

Power is the eternal theme; Crossbow Inventor restores an additional 6 energy every 0.5 seconds.

3

Power is the eternal theme; Crossbow Inventor restores an additional 7 energy every 0.5 seconds.

4

Power is the eternal theme; Crossbow Inventor restores an additional 8 energy every 0.5 seconds.

5

Power is the eternal theme; Crossbow Inventor restores an additional 9 energy every 0.5 seconds.

Mark Expert

1

Super Crossbow Inventor fires an additional crossbow at all enemies with the Moon Mark, dealing 40% of its attack damage.

2

Super Crossbow Inventor fires an additional crossbow at all enemies with the Moon Mark, dealing 45% of its attack damage.

3

Super Crossbow Inventor fires an additional crossbow at all enemies with the Moon Mark, dealing 50% of its attack damage.

4

Super Crossbow Inventor fires an additional crossbow at all enemies with the Moon Mark, dealing 55% of its attack damage.

Great Sorcerer

Sunfall (Active)

1

Great Sorcerer summons the Sun in the center of the map, dealing 120% of Great Sorcerer 's attack damage to all enemies within a 400-range.

2

Great Sorcerer summons the Sun in the center of the map, dealing 140% of Great Sorcerer 's attack damage to all enemies within a 400-range.

3

Great Sorcerer summons the Sun in the center of the map, dealing 160% of Great Sorcerer 's attack damage to all enemies within a 400-range.

4

Great Sorcerer summons the Sun in the center of the map, dealing 180% of Great Sorcerer 's attack damage to all enemies within a 400-range.

5

Great Sorcerer summons the Sun in the center of the map, dealing 200% of Great Sorcerer 's attack damage to all enemies within a 400-range.

Sunfall Mark

1

Units surviving the attack after the Sun's descent by the Great Sorcerer are marked with a Moon Mark.

Sunfall Will

1

The will of the Sun causes a burn effect on units affected by the Sun's descent, dealing 12% of Great Sorcererβ€˜s attack damage per second for 3 seconds.

2

The will of the Sun causes a burn effect on units affected by the Sun's descent, dealing 13.5% of Great Sorcererβ€˜s attack damage per second for 3 seconds.

3

The will of the Sun causes a burn effect on units affected by the Sun's descent, dealing 15% of Great Sorcererβ€˜s attack damage per second for 3 seconds.

4

The will of the Sun causes a burn effect on units affected by the Sun's descent, dealing 16.5% of Great Sorcererβ€˜s attack damage per second for 3 seconds.

5

The will of the Sun causes a burn effect on units affected by the Sun's descent, dealing 18% of Great Sorcererβ€˜s attack damage per second for 3 seconds.

5

Crossbow Inventor fires an additional crossbow at all enemies with the Moon Mark, dealing 60% of its attack damage.

Time Prophet

Resurrection (Active)

1

Time Prophet randomly resurrects a dead unit. The revived unit has 10% of its own health.

2

Time Prophet randomly resurrects a dead unit. The revived unit has 15% of its own health.

3

Time Prophet randomly resurrects a dead unit. The revived unit has 20% of its own health.

4

Time Prophet randomly resurrects a dead unit. The revived unit has 25% of its own health.

5

Time Prophet randomly resurrects a dead unit. The revived unit has 30% of its own health.

Time Mark

1

Time Prophet's basic attack applies a Moon Mark on the hit enemy.

Revival

1

Units resurrected by Time Prophet gain a 10% increase in health.

2

Units resurrected by Time Prophet gain a 20% increase in health.

3

Units resurrected by Time Prophet gain a 30% increase in health.

4

Units resurrected by Time Prophet gain a 40% increase in health.

5

Units resurrected by Time Prophet gain a 50% increase in health.

Death Puppeteer

Cloth Puppet (Active)

1

Death Puppeteer summons a Cloth Puppet, inheriting 60% of Death Puppeteer's attributes (with an attack range of 10), lasting for 30 seconds.

2

Death Puppeteer summons a Cloth Puppet, inheriting 75% of Death Puppeteer's attributes (with an attack range of 10), lasting for 30 seconds.

3

Death Puppeteer summons a Cloth Puppet, inheriting 90% of Death Puppeteer's attributes (with an attack range of 10), lasting for 30 seconds.

4

Death Puppeteer summons a Cloth Puppet, inheriting 105% of Death Puppeteer's attributes (with an attack range of 10), lasting for 30 seconds.

5

Death Puppeteer summons a Cloth Puppet, inheriting 120% of Death Puppeteer's attributes (with an attack range of 10), lasting for 30 seconds.

Death Coil

1

Cloth Puppet has a 30% chance to use Cloth to bind the attacked target, with a binding duration of 2 seconds.

2

Cloth Puppet has a 30% chance to use Cloth to bind the attacked target, with a binding duration of 2.5 seconds.

3

Cloth Puppet has a 30% chance to use Cloth to bind the attacked target, with a binding duration of 3 seconds.

4

Cloth Puppet has a 30% chance to use Cloth to bind the attacked target, with a binding duration of 4 seconds.

5

Cloth Puppet has a 30% chance to use Cloth to bind the attacked target, with a binding duration of 4.5 seconds.

Cloth Mark

1

Death Puppeteer and Cloth Puppet's basic attacks will apply a Moon Mark to the hit enemy.

Verdant Mage

Little Boar (Active)

1

Verdant Mage summons a Little Boar, inheriting 60% of Verdant Mage's attributes (with an attack range of 10).

2

Verdant Mage summons a Little Boar, inheriting 75% of Verdant Mage's attributes (with an attack range of 10).

3

Verdant Mage summons a Little Boar, inheriting 90% of Verdant Mage's attributes (with an attack range of 10).

4

Verdant Mage summons a Little Boar, inheriting 105% of Verdant Mage's attributes (with an attack range of 10).

5

Verdant Mage summons a Little Boar, inheriting 120% of Verdant Mage's attributes (with an attack range of 10).

Source of Magic

1

Verdant Mage immediately gains 30 energy upon entering combat.

2

Verdant Mage immediately gains 35 energy upon entering combat.

3

Verdant Mage immediately gains 40 energy upon entering combat.

4

Verdant Mage immediately gains 45 energy upon entering combat.

5

Verdant Mage immediately gains 50 energy upon entering combat.

Wild Charge

1

Little Boar charges forward every 10 seconds, dealing 30% of its attack damage to all enemy units in a 100-unit radius.

2

Little Boar charges forward every 10 seconds, dealing 35% of its attack damage to all enemy units in a 100-unit radius.

3

Little Boar charges forward every 10 seconds, dealing 40% of its attack damage to all enemy units in a 100-unit radius.

4

Little Boar charges forward every 10 seconds, dealing 45% of its attack damage to all enemy units in a 100-unit radius.

5

Little Boar charges forward every 10 seconds, dealing 50% of its attack damage to all enemy units in a 100-unit radius.

Lone Fox

Elderly Appeal (Active)

1

Lone Fox prays for all non-summoned units, increasing their attack damage by 5%, stackable.

2

Lone Fox prays for all non-summoned units, increasing their attack damage by 6%, stackable.

3

Lone Fox prays for all non-summoned units, increasing their attack damage by 7%, stackable.

4

Lone Fox prays for all non-summoned units, increasing their attack damage by 8%, stackable.

5

Lone Fox prays for all non-summoned units, increasing their attack damage by 9%, stackable.

Rapid Speed

1

Elderly Appeal of the Lone Fox adds an attack speed bonus, increasing attack speed by 5%, stackable.

2

Elderly Appeal of the Lone Fox adds an attack speed bonus, increasing attack speed by 6%, stackable.

3

Elderly Appeal of the Lone Fox adds an attack speed bonus, increasing attack speed by 7%, stackable.

4

Elderly Appeal of the Lone Fox adds an attack speed bonus, increasing attack speed by 8%, stackable.

5

Elderly Appeal of the Lone Fox adds an attack speed bonus, increasing attack speed by 9%, stackable.

Harmony

1

Elderly Appeal of the Lone Fox call can affect summoned units, with an effect of 60% for non-summoned units.

2

Elderly Appeal of the Lone Fox call can affect summoned units, with an effect of 70% for non-summoned units.

3

Elderly Appeal of the Lone Fox call can affect summoned units, with an effect of 80% for non-summoned units.

4

Elderly Appeal of the Lone Fox call can affect summoned units, with an effect of 90% for non-summoned units.

5

Elderly Appeal of the Lone Fox call can affect summoned units, with an effect of 100% for non-summoned units.

Radish Rabbit

Radish Arrow (Active)

1

Radish Rabbit charges up 1 Radish Arrow, dealing 150% of its attack damage.

2

Radish Rabbit charges up 1 Radish Arrow, dealing 180% of its attack damage.

3

Radish Rabbit charges up 1 Radish Arrow, dealing 210% of its attack damage.

4

Radish Rabbit charges up 1 Radish Arrow, dealing 240% of its attack damage.

5

Radish Rabbit charges up 1 Radish Arrow, dealing 270% of its attack damage.

Radish Pit

1

When an enemy unit (excluding Shlamm and summoned units) is killed by Radish Arrow, a Radish Poison Pit will be created within a 200-range radius, lasting 10 seconds. Units in the pit will be poisoned and take 20% of Radish Rabbit's attack damage per second.

2

When an enemy unit (excluding Shlamm and summoned units) is killed by Radish Arrow, a Radish Poison Pit will be created within a 200-range radius, lasting 10 seconds. Units in the pit will be poisoned and take 22% of Radish Rabbit's attack damage per second.

3

When an enemy unit (excluding Shlamm and summoned units) is killed by Radish Arrow, a Radish Poison Pit will be created within a 200-range radius, lasting 10 seconds. Units in the pit will be poisoned and take 24% of Radish Rabbit's attack damage per second.

4

When an enemy unit (excluding Shlamm and summoned units) is killed by Radish Arrow, a Radish Poison Pit will be created within a 200-range radius, lasting 10 seconds. Units in the pit will be poisoned and take 26% of Radish Rabbit's attack damage per second.

5

When an enemy unit (excluding Shlamm and summoned units) is killed by Radish Arrow, a Radish Poison Pit will be created within a 200-range radius, lasting 10 seconds. Units in the pit will be poisoned and take 28% of Radish Rabbit's attack damage per second.

Fatal Radish

1

Radish Arrow deals fatal damage to enemy units (excluding bosses) with less than 30% health, instantly killing them.

Spirit Light

Brilliant Starlight (Active)

1

Spirit Light charges up a shot, releasing arrows that turn into a starry light, indiscriminately attacking the battlefield. All hit units will take 34% of Spirit Light's attack damage.

2

Spirit Light charges up a shot, releasing arrows that turn into a starry light, indiscriminately attacking the battlefield. All hit units will take 32% of Spirit Light's attack damage.

3

Spirit Light charges up a shot, releasing arrows that turn into a starry light, indiscriminately attacking the battlefield. All hit units will take 36% of Spirit Light's attack damage.

4

Spirit Light charges up a shot, releasing arrows that turn into a starry light, indiscriminately attacking the battlefield. All hit units will take 38% of Spirit Light's attack damage.

5

Spirit Light charges up a shot, releasing arrows that turn into a starry light, indiscriminately attacking the battlefield. All hit units will take 40% of Spirit Light's attack damage.

Splitting Arrow

1

Spirit Light's basic attack creates a splitting effect, simultaneously attacking 2 enemies. Each enemy takes 80% of its own attack as damage.

2

Spirit Light's basic attack creates a splitting effect, simultaneously attacking 3 enemies. Each enemy takes 60% of its own attack as damage.

3

Spirit Light's basic attack creates a splitting effect, simultaneously attacking 4 enemies. Each enemy takes 50% of its own attack as damage.

4

Spirit Light's basic attack creates a splitting effect, simultaneously attacking 5 enemies. Each enemy takes 80% of its own attack as damage.

5

Spirit Light's basic attack creates a splitting effect, simultaneously attacking 2 enemies. Each enemy takes 80% of its own attack as damage.

Starfire

1

Spirit Light's archery is exceptional. Each attack applies a layer of Starfire Mark to the enemy, deepening Spirit Light's additional damage by 3% for each layer.

2

Spirit Light's archery is exceptional. Each attack applies a layer of Starfire Mark to the enemy, deepening Spirit Light's additional damage by 3.5% for each layer.

3

Spirit Light's archery is exceptional. Each attack applies a layer of Starfire Mark to the enemy, deepening Spirit Light's additional damage by 4% for each layer.

4

Spirit Light's archery is exceptional. Each attack applies a layer of Starfire Mark to the enemy, deepening Spirit Light's additional damage by 4.5% for each layer.

5

Spirit Light's archery is exceptional. Each attack applies a layer of Starfire Mark to the enemy, deepening Spirit Light's additional damage by 5% for each layer.

Jungle Titan

Baby King Kong (Active)

1

Jungle Titan summons 1 Baby King Kong, inheriting all attributes of Jungle Titan (Attack Distance is 10) at 100%.

2

Jungle Titan summons 1 Baby King Kong, inheriting all attributes of Jungle Titan (Attack Distance is 10) at 110%.

3

Jungle Titan summons 1 Baby King Kong, inheriting all attributes of Jungle Titan (Attack Distance is 10) at 120%.

4

Jungle Titan summons 1 Baby King Kong, inheriting all attributes of Jungle Titan (Attack Distance is 10) at 130%.

5

Jungle Titan summons 1 Baby King Kong, inheriting all attributes of Jungle Titan (Attack Distance is 10) at 140%.

Indestructible

1

After the sacrifice of Baby King Kong, Jungle Titan can immediately summon a brand new Baby King Kong with out energy. Only one Baby King Kong can exist on the battlefield at a time.

War Stomp

1

Every 10 seconds, Baby King Kong stomps in place, dealing 30% of its own attack damage and stunning all surrounding enemy units within a range of 100 for 2 seconds.

2

Every 10 seconds, Baby King Kong stomps in place, dealing 35% of its own attack damage and stunning all surrounding enemy units within a range of 100 for 2 seconds.

3

Every 10 seconds, Baby King Kong stomps in place, dealing 40% of its own attack damage and stunning all surrounding enemy units within a range of 100 for 2.5 seconds.

4

Every 10 seconds, Baby King Kong stomps in place, dealing 45% of its own attack damage and stunning all surrounding enemy units within a range of 100 for 2.5 seconds.

5

Every 10 seconds, Baby King Kong stomps in place, dealing 50% of its own attack damage and stunning all surrounding enemy units within a range of 100 for 3 seconds.

Puck

Undying Blessing (Active)

1

Puck grants an undying blessing to a random allied unit, triggering invincibility when the blessed unit is near death, lasting for 3 seconds.

2

Puck grants an undying blessing to a random allied unit, triggering invincibility when the blessed unit is near death, lasting for 3。5 seconds.

3

Puck grants an undying blessing to a random allied unit, triggering invincibility when the blessed unit is near death, lasting for 4 seconds.

4

Puck grants an undying blessing to a random allied unit, triggering invincibility when the blessed unit is near death, lasting for 4.5 seconds.

5

Puck grants an undying blessing to a random allied unit, triggering invincibility when the blessed unit is near death, lasting for 5 seconds.

Revival

1

When the unit blessed by Puck triggers invincibility, all healing effects are increased by 120%.

2

When the unit blessed by Puck triggers invincibility, all healing effects are increased by 140%.

3

When the unit blessed by Puck triggers invincibility, all healing effects are increased by 160%.

4

When the unit blessed by Puck triggers invincibility, all healing effects are increased by 180%.

5

When the unit blessed by Puck triggers invincibility, all healing effects are increased by 200%.

Verdant Call

1

The number of units blessed by Puck is increased to 2.

2

The number of units blessed by Puck is increased to 3.

3

The number of units blessed by Puck is increased to 4.

Kung Fu Panda

Snail Knight (Active)

1

Kung Fu Panda summons 2 Snail Knights, inheriting 30% of Kung Fu Panda's attributes (Attack Distance is 10).

2

Kung Fu Panda summons 2 Snail Knights, inheriting 40% of Kung Fu Panda's attributes (Attack Distance is 10).

3

Kung Fu Panda summons 2 Snail Knights, inheriting 50% of Kung Fu Panda's attributes (Attack Distance is 10).

4

Kung Fu Panda summons 2 Snail Knights, inheriting 60% of Kung Fu Panda's attributes (Attack Distance is 10).

5

Kung Fu Panda summons 2 Snail Knights, inheriting 70% of Kung Fu Panda's attributes (Attack Distance is 10).

Backstab

1

Snail Knights instantly move to the rear of the battlefield and prioritize attacking enemy backline units.

Sluggish

1

Units attacked by Snail Knights have their attack speed reduced by 35%.

2

Units attacked by Snail Knights have their attack speed reduced by 40%.

3

Units attacked by Snail Knights have their attack speed reduced by 45%.

4

Units attacked by Snail Knights have their attack speed reduced by 50%.

5

Units attacked by Snail Knights have their attack speed reduced by 30%.

Nine-tailed Butterfly

Dreamland (Active)

1

Nine-tailed Butterfly randomly mesmerizes 1 enemy target, dealing 150% of its own attack damage. The mesmerized target prioritizes attacking allies for 3 seconds.

2

Nine-tailed Butterfly randomly mesmerizes 1 enemy target, dealing 160% of its own attack damage. The mesmerized target prioritizes attacking allies for 3 seconds.

3

Nine-tailed Butterfly randomly mesmerizes 1 enemy target, dealing 170% of its own attack damage. The mesmerized target prioritizes attacking allies for 3 seconds.

4

Nine-tailed Butterfly randomly mesmerizes 1 enemy target, dealing 180% of its own attack damage. The mesmerized target prioritizes attacking allies for 3 seconds.

5

Nine-tailed Butterfly randomly mesmerizes 1 enemy target, dealing 190% of its own attack damage. The mesmerized target prioritizes attacking allies for 3 seconds.

Infinity

1

Units mesmerized by Nine-tailed Butterfly have their confusion duration increased to 3.5 seconds.

2

Units mesmerized by Nine-tailed Butterfly have their confusion duration increased to 4 seconds.

3

Units mesmerized by Nine-tailed Butterfly have their confusion duration increased to 4.5 seconds.

4

Units mesmerized by Nine-tailed Butterfly have their confusion duration increased to 3.5 seconds.

5

Units mesmerized by Nine-tailed Butterfly have their confusion duration increased to 3.5 seconds.

Nine-Tailed Riot

1

Units mesmerized by Nine-tailed Butterfly deal 30% more damage during the confusion state.

2

Units mesmerized by Nine-tailed Butterfly deal 40% more damage during the confusion state.

3

Units mesmerized by Nine-tailed Butterfly deal 50% more damage during the confusion state.

4

Units mesmerized by Nine-tailed Butterfly deal 60% more damage during the confusion state.

5

Units mesmerized by Nine-tailed Butterfly deal 70% more damage during the confusion state.

Three-Eyed Lizard

Heavy Crossbow (Active)

1

Three-Eyed Lizard fires a heavy crossbow at any enemy, dealing 120% of its own attack damage. The crossbow pierces through the entire map, causing subsequent units to take 40% of Three-Eyed Lizard's own attack damage.

2

Three-Eyed Lizard fires a heavy crossbow at any enemy, dealing 140% of its own attack damage. The crossbow pierces through the entire map, causing subsequent units to take 40% of Three-Eyed Lizard's own attack damage.

3

Three-Eyed Lizard fires a heavy crossbow at any enemy, dealing 160% of its own attack damage. The crossbow pierces through the entire map, causing subsequent units to take 40% of Three-Eyed Lizard's own attack damage.

4

Three-Eyed Lizard fires a heavy crossbow at any enemy, dealing 180% of its own attack damage. The crossbow pierces through the entire map, causing subsequent units to take 40% of Three-Eyed Lizard's own attack damage.

5

Three-Eyed Lizard fires a heavy crossbow at any enemy, dealing 200% of its own attack damage. The crossbow pierces through the entire map, causing subsequent units to take 40% of Three-Eyed Lizard's own attack damage.

Penetrating Precision

1

Heavy Crossbow's piercing damage increases to 45%.

2

Heavy Crossbow's piercing damage increases to 50%.

3

Heavy Crossbow's piercing damage increases to 55%.

4

Heavy Crossbow's piercing damage increases to 60%.

5

Heavy Crossbow's piercing damage increases to 65%.

Toxin

1

Three-Eyed Lizard's basic attack inflicts a poison effect, reducing the attacked unit's attack speed by 10% for 3 seconds.

2

Three-Eyed Lizard's basic attack inflicts a poison effect, reducing the attacked unit's attack speed by 15% for 3 seconds.

3

Three-Eyed Lizard's basic attack inflicts a poison effect, reducing the attacked unit's attack speed by 20% for 3 seconds.

4

Three-Eyed Lizard's basic attack inflicts a poison effect, reducing the attacked unit's attack speed by 25% for 3 seconds.

5

Three-Eyed Lizard's basic attack inflicts a poison effect, reducing the attacked unit's attack speed by 30% for 3 seconds.

Coldstar Worm

Frost Nova (Active)

1

Coldstar Worm randomly freezes 1 enemy target, dealing 150% of its own attack damage. The frozen state lasts for 3 seconds.

2

Coldstar Worm randomly freezes 1 enemy target, dealing 160% of its own attack damage. The frozen state lasts for 3 seconds.

3

Coldstar Worm randomly freezes 1 enemy target, dealing 170% of its own attack damage. The frozen state lasts for 3 seconds.

4

Coldstar Worm randomly freezes 1 enemy target, dealing 180% of its own attack damage. The frozen state lasts for 3 seconds.

5

Coldstar Worm randomly freezes 1 enemy target, dealing 190% of its own attack damage. The frozen state lasts for 3 seconds.

Frozen Specialization

1

Frost Nova's freezing effect lasts for 3.5 seconds.

2

Frost Nova's freezing effect lasts for 4 seconds.

3

Frost Nova's freezing effect lasts for 4.5 seconds.

4

Frost Nova's freezing effect lasts for 5 seconds.

5

Frost Nova's freezing effect lasts for 5.5 seconds.

Frostbite

1

Enemies in the frozen state take 12% of Coldstar Worm's attack damage per second.

2

Enemies in the frozen state take 14% of Coldstar Worm's attack damage per second.

3

Enemies in the frozen state take 16% of Coldstar Worm's attack damage per second.

4

Enemies in the frozen state take 18% of Coldstar Worm's attack damage per second.

5

Enemies in the frozen state take 20% of Coldstar Worm's attack damage per second.

Puppet Warlock

1

Puppet Warlock summons 2 Amethyst Spiders that do not attack. The spiders inherit 100% of Puppet Warlock's HP and DEF.

2

Puppet Warlock summons 2 Amethyst Spiders that do not attack. The spiders inherit 105% of Puppet Warlock's HP and DEF.

3

Puppet Warlock summons 2 Amethyst Spiders that do not attack. The spiders inherit 110% of Puppet Warlock's HP and DEF.

4

Puppet Warlock summons 2 Amethyst Spiders that do not attack. The spiders inherit 115% of Puppet Warlock's HP and DEF.

5

Puppet Warlock summons 2 Amethyst Spiders that do not attack. The spiders inherit 120% of Puppet Warlock's HP and DEF.

Nature Force

1

Amethyst Spider's HP increased by 10%.

2

Amethyst Spider's HP increased by 20%.

3

Amethyst Spider's HP increased by 30%.

4

Amethyst Spider's HP increased by 40%.

5

Amethyst Spider's HP increased by 50%.

Honey Whisper

1

Amethyst Spider randomly casts a Honeyed Web on any enemy every 10 seconds, causing a binding effect that lasts for 3 seconds.

2

Amethyst Spider randomly casts a Honeyed Web on any enemy every 9 seconds, causing a binding effect that lasts for 3 seconds.

3

Amethyst Spider randomly casts a Honeyed Web on any enemy every 8 seconds, causing a binding effect that lasts for 3.5 seconds.

4

Amethyst Spider randomly casts a Honeyed Web on any enemy every 6.5 seconds, causing a binding effect that lasts for 4 seconds.

5

Amethyst Spider randomly casts a Honeyed Web on any enemy every 5 seconds, causing a binding effect that lasts for 5 seconds.

Flower Spirit

Floral Sacrifice (Active)

1

Flower Spirit sacrifices half of its current HP to immediately restore 20 energy to all teammates. Can only be used once per battle.

2

Flower Spirit sacrifices half of its current HP to immediately restore 25 energy to all teammates. Can only be used once per battle.

3

Flower Spirit sacrifices half of its current HP to immediately restore 30 energy to all teammates. Can only be used once per battle.

4

Flower Spirit sacrifices half of its current HP to immediately restore 35 energy to all teammates. Can only be used once per battle.

5

Flower Spirit sacrifices half of its current HP to immediately restore 40 energy to all teammates. Can only be used once per battle.

Mushroom Shield (Active)

1

Flower Spirit provides all units with a Mushroom Shield that lasts for 5 seconds. The shield's HP is 20% of Flower Spirit's current HP.

2

Flower Spirit provides all units with a Mushroom Shield that lasts for 5 seconds. The shield's HP is 25% of Flower Spirit's current HP.

3

Flower Spirit provides all units with a Mushroom Shield that lasts for 5 seconds. The shield's HP is 30% of Flower Spirit's current HP.

4

Flower Spirit provides all units with a Mushroom Shield that lasts for 5 seconds. The shield's HP is 35% of Flower Spirit's current HP.

5

Flower Spirit provides all units with a Mushroom Shield that lasts for 5 seconds. The shield's HP is 40% of Flower Spirit's current HP.

Flora Blessing

1

Flower Spirit immediately gains 20 energy upon entering combat.

2

Flower Spirit immediately gains 25 energy upon entering combat.

3

Flower Spirit immediately gains 30 energy upon entering combat.

4

Flower Spirit immediately gains 35 energy upon entering combat.

5

Flower Spirit immediately gains 40 energy upon entering combat.

Mushroom Ground (Active)

1

Mysterious Wizard randomly scatters mushroom seeds in a 400-range area where enemies gather. Enemies in the area grow a mushroom every second, causing them to be poisoned. Each mushroom deals damage equal to 12% of the Mysterious Wizard's attack.

2

Mysterious Wizard randomly scatters mushroom seeds in a 400-range area where enemies gather. Enemies in the area grow a mushroom every second, causing them to be poisoned. Each mushroom deals damage equal to 14% of the Mysterious Wizard's attack.

3

Mysterious Wizard randomly scatters mushroom seeds in a 400-range area where enemies gather. Enemies in the area grow a mushroom every second, causing them to be poisoned. Each mushroom deals damage equal to 16% of the Mysterious Wizard's attack.

4

Mysterious Wizard randomly scatters mushroom seeds in a 400-range area where enemies gather. Enemies in the area grow a mushroom every second, causing them to be poisoned. Each mushroom deals damage equal to 18% of the Mysterious Wizard's attack.

5

Mysterious Wizard randomly scatters mushroom seeds in a 400-range area where enemies gather. Enemies in the area grow a mushroom every second, causing them to be poisoned. Each mushroom deals damage equal to 20% of the Mysterious Wizard's attack.

Parasitic Mushroom

1

Parasitic Mushroom allows enemies leaving the mushroom area to carry mushroom seeds, continuing for 2 seconds.

2

Parasitic Mushroom allows enemies leaving the mushroom area to carry mushroom seeds, continuing for 3 seconds.

3

Parasitic Mushroom allows enemies leaving the mushroom area to carry mushroom seeds, continuing for 4 seconds.

4

Parasitic Mushroom allows enemies leaving the mushroom area to carry mushroom seeds, continuing for 5 seconds.

5

Parasitic Mushroom allows enemies leaving the mushroom area to carry mushroom seeds, continuing for 6 seconds.

Seed of Life

1

basic attacks of Mysterious Wizard have a 20% chance to grow a mushroom on the enemy.

2

basic attacks of Mysterious Wizard have a 25% chance to grow a mushroom on the enemy.

3

basic attacks of Mysterious Wizard have a 30% chance to grow a mushroom on the enemy.

4

basic attacks of Mysterious Wizard have a 35% chance to grow a mushroom on the enemy.

5

basic attacks of Mysterious Wizard have a 40% chance to grow a mushroom on the enemy.

Catapult Blaster

Mushroom Explosion (Active)

1

Catapult Blaster charges an attack using mushrooms to strike the enemy, dealing damage equal to 135% of its attack to a single target. It creates an explosion, dealing 35% of its attack to all enemies within a 200-range.

2

Catapult Blaster charges an attack using mushrooms to strike the enemy, dealing damage equal to 150% of its attack to a single target. It creates an explosion, dealing 35% of its attack to all enemies within a 200-range.

3

Catapult Blaster charges an attack using mushrooms to strike the enemy, dealing damage equal to 165% of its attack to a single target. It creates an explosion, dealing 40% of its attack to all enemies within a 200-range.

4

Catapult Blaster charges an attack using mushrooms to strike the enemy, dealing damage equal to 180% of its attack to a single target. It creates an explosion, dealing 40% of its attack to all enemies within a 200-range.

5

Catapult Blaster charges an attack using mushrooms to strike the enemy, dealing damage equal to 1205% of its attack to a single target. It creates an explosion, dealing 45% of its attack to all enemies within a 200-range.

Cluster Bombing

1

basic attacks of Catapult Blaster cause an explosion around the target within a 100-range, dealing 20% of its attack on critical hits.

2

basic attacks of Catapult Blaster cause an explosion around the target within a 100-range, dealing 25% of its attack on critical hits.

3

basic attacks of Catapult Blaster cause an explosion around the target within a 100-range, dealing 30% of its attack on critical hits.

4

basic attacks of Catapult Blaster cause an explosion around the target within a 100-range, dealing 35% of its attack on critical hits.

5

basic attacks of Catapult Blaster cause an explosion around the target within a 100-range, dealing 40% of its attack on critical hits.

Precision Strike

1

Catapult Blaster continuously targets and attacks a locked enemy until it dies. The attacked unit is inflicted with a bleeding effect, taking 9% of Catapult Blaster's damage per second for 3 seconds.

2

Catapult Blaster continuously targets and attacks a locked enemy until it dies. The attacked unit is inflicted with a bleeding effect, taking 10.5% of Catapult Blaster's damage per second for 3 seconds.

3

Catapult Blaster continuously targets and attacks a locked enemy until it dies. The attacked unit is inflicted with a bleeding effect, taking 12% of Catapult Blaster's damage per second for 3 seconds.

4

Catapult Blaster continuously targets and attacks a locked enemy until it dies. The attacked unit is inflicted with a bleeding effect, taking 13.5% of Catapult Blaster's damage per second for 3 seconds.

5

Catapult Blaster continuously targets and attacks a locked enemy until it dies. The attacked unit is inflicted with a bleeding effect, taking 15% of Catapult Blaster's damage per second for 3 seconds.

Mushroom Elder

Bee Walker (Active)

1

Mushroom Elder summons a Bee Walker, inheriting 30% of Mushroom Elder's attributes (with an attack range of 10).

2

Mushroom Elder summons a Bee Walker, inheriting 40% of Mushroom Elder's attributes (with an attack range of 10).

3

Mushroom Elder summons a Bee Walker, inheriting 50% of Mushroom Elder's attributes (with an attack range of 10).

4

Mushroom Elder summons a Bee Walker, inheriting 60% of Mushroom Elder's attributes (with an attack range of 10).

5

Mushroom Elder summons a Bee Walker, inheriting 70% of Mushroom Elder's attributes (with an attack range of 10).

Source of Honey

1

Mushroom Elder gains an additional 1energy each time it restores energy.

2

Mushroom Elder gains an additional 2 energy each time it restores energy.

3

Mushroom Elder gains an additional 3 energy each time it restores energy.

Swarm

1

Bee Walker has a 10% chance to split into two Bee Walkers upon being killed.

2

Bee Walker has a 15% chance to split into two Bee Walkers upon being killed.

3

Bee Walker has a 20% chance to split into two Bee Walkers upon being killed.

4

Bee Walker has a 25% chance to split into two Bee Walkers upon being killed.

5

Bee Walker has a 30% chance to split into two Bee Walkers upon being killed.

Four-Leaf Clover

Leaf Area (Active)

1

Four-Leaf Clover summons a 300-range Leaf Area, lasting 3 seconds. It deals damage equal to 60% of its attack per second.

2

Four-Leaf Clover summons a 300-range Leaf Area, lasting 3 seconds. It deals damage equal to 75% of its attack per second.

3

Four-Leaf Clover summons a 300-range Leaf Area, lasting 3 seconds. It deals damage equal to 90% of its attack per second.

4

Four-Leaf Clover summons a 300-range Leaf Area, lasting 3 seconds. It deals damage equal to 105% of its attack per second.

5

Four-Leaf Clover summons a 300-range Leaf Area, lasting 3 seconds. It deals damage equal to 120% of its attack per second.

Hallucination

1

Enemies in the Leaf Area have a 20% chance to be hallucinated. They prioritize attacking allies, and this effect lasts for 5 seconds.

2

Enemies in the Leaf Area have a 25% chance to be hallucinated. They prioritize attacking allies, and this effect lasts for 5 seconds.

3

Enemies in the Leaf Area have a 30% chance to be hallucinated. They prioritize attacking allies, and this effect lasts for 5 seconds.

4

Enemies in the Leaf Area have a 35% chance to be hallucinated. They prioritize attacking allies, and this effect lasts for 5 seconds.

5

Enemies in the Leaf Area have a 40% chance to be hallucinated. They prioritize attacking allies, and this effect lasts for 5 seconds.

Weakness

1

Enemies hallucinated by Four-Leaf Clover have their attack reduced by 10%.

2

Enemies hallucinated by Four-Leaf Clover have their attack reduced by 15%.

3

Enemies hallucinated by Four-Leaf Clover have their attack reduced by 20%.

4

Enemies hallucinated by Four-Leaf Clover have their attack reduced by 25%.

5

Enemies hallucinated by Four-Leaf Clover have their attack reduced by 30%.

Moonlight Messenger

Life Resurgence (Active)

1

Moonlight Messenger restores 150% of its attack as health to the 2 units with the lowest health on the allied side.

2

Moonlight Messenger restores 180% of its attack as health to the 2 units with the lowest health on the allied side.

3

Moonlight Messenger restores 210% of its attack as health to the 3 units with the lowest health on the allied side.

4

Moonlight Messenger restores 210% of its attack as health to the 3 units with the lowest health on the allied side.

5

Moonlight Messenger restores 210% of its attack as health to the 4 units with the lowest health on the allied side.

Moonlight Mark

1

Moonlight Messenger's basic attack will apply a Moon Mark to the hit enemy.

Moonlight Entanglement

1

Units revived by Moonlight Messenger's health recovery will be entwined by Moonlight, restoring 2% of their health per second for 5 seconds.

2

Units revived by Moonlight Messenger's health recovery will be entwined by Moonlight, restoring 2.5% of their health per second for 5 seconds.

3

Units revived by Moonlight Messenger's health recovery will be entwined by Moonlight, restoring 3% of their health per second for 5 seconds.

4

Units revived by Moonlight Messenger's health recovery will be entwined by Moonlight, restoring 3.5% of their health per second for 5 seconds.

5

Units revived by Moonlight Messenger's health recovery will be entwined by Moonlight, restoring 4% of their health per second for 5 seconds.

Skill Books

Skill Books
How to get

N Card Skill Book

Shop

R Card Skill Book

Shop

SR Card Skill Book

Shop

SSR Card Skill Book

Shop

SP Card Skill Book

Shop

Last updated