Skills and passives

Each class has one active skill, which you trigger from the chat with !skill [name], and one passive that works all the time.

Knight Tank

Active skill

Taunt

For 4 enemy turns the enemy can only attack you (area hits excepted): you take 40% less damage from ordinary hits (effective defense) and deal 25% less damage.

Passive

Bastion

Takes 5% less damage; below 30% health, 25% less instead.

Barbarian Damage

Active skill

Savage Blow

Your next hit deals 1.8x damage and cannot be dodged.

Passive

Fury

Deals +1% damage for every 4% of health lost (up to +25%).

Rogue Damage

Active skill

Venom Blade

For your next 3 hits, +20% of the damage is added as poison that ignores defense.

Passive

Shadow Master

+8% dodge; after dodging, your next hit deals +20% damage.

Ranger Damage

Active skill

Arrow Storm

Your next attack becomes 3 shots of 60% damage; each can crit or miss.

Passive

Eagle Eye

+12% critical chance and you always strike first.

Sorcerer Damage

Active skill

Fireball

An immediate extra magic attack dealing 1.8x damage.

Passive

Arcane Power

Your magic hits ignore 70% of the target's defense (instead of 40%).

Cleric Healer

Active skill

Mend

Instantly heals a living ally (yourself if no name is given): heal power x0.9 to x1.1, at least 10% of their max health. Also cleanses 1 status from the target (root, freeze, burn, poison, blind, weaken, in that order).

Cleanses one status, first match in this order: Rooted, Frozen, Burn, Poison, Blind, Weakened.

Passive

Holy Aura

While alive, every ally regenerates +1 per tick.

Druid Support

Active skill

Renewal

A living ally (yourself if no name is given) recovers 0.2 x heal power per second for 5 s. Refreshes, does not stack. Also cleanses poison and burn from the target.

Cleanses all of: Poison, Burn.

Passive

Bark Skin

Regeneration x2; +6% defense below 50% health.

Necromancer Damage

Active skill

Raise Legion

Raises 2 extra skeletons for 6 of your turns (each with 50% of the permanent skeleton's damage and health).

Passive

Minions

You never attack: a skeleton fights for you (100% of your hit, 15% of your health). The enemy always strikes it first; it rises again after the enemy hits you 1 time(s).

Status effects

Status effects last a set number of turns. Boss moves inflict most of them, and some skills clear them.

Burn

Damage over time 3 turns

Loses 5% of its max HP at the start of each of its actions, for 3 turns.

Cleared by Mend, Renewal.

Inflicted by boss moves: Burn.

Glossary entry

Poison

Damage over time 4 turns

Loses 4% of its max HP at the start of each of its actions, for 4 turns.

Cleared by Mend, Renewal.

Inflicted by boss moves: Poison.

Glossary entry

Rooted

Control 2 turns

Cannot use active skills for 2 turns; basic attacks still work.

Cleared by Mend.

Inflicted by boss moves: Root.

Glossary entry

Frozen

Control 1 turn

Loses 1 action.

Cleared by Mend.

Inflicted by boss moves: Freeze.

Glossary entry

Blind

Debuff 2 turns

Its attacks miss 40% of the time for 2 turns.

Cleared by Mend.

Inflicted by boss moves: Sand in the eyes.

Glossary entry

Weakened

Debuff 3 turns

Deals 25% less damage for 3 turns.

Cleared by Mend.

Inflicted by boss moves: Weaken.

Glossary entry

Taunting

Stance 4 turns

For 4 turns of the enemy, the enemy can only attack this hero (area attacks excepted). The hero takes 40% less damage from ordinary hits and deals 25% less damage.

Glossary entry