Skill
Skills Unlock & Level Up requires skill books of the same rarity to the card.
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
N Card Skill Book
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R Card Skill Book
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SR Card Skill Book
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SSR Card Skill Book
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SP Card Skill Book
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