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 Sorcererβs 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 Sorcererβs 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 Sorcererβs 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 Sorcererβs 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 Sorcererβs 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 3γ5 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 |
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