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
Taunt
- Cooldown 14 s
- Target Self
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.
Bastion
Takes 5% less damage; below 30% health, 25% less instead.
Barbarian Damage
Savage Blow
- Cooldown 10 s
- Target Enemy
Your next hit deals 1.8x damage and cannot be dodged.
Fury
Deals +1% damage for every 4% of health lost (up to +25%).
Rogue Damage
Venom Blade
- Cooldown 12 s
- Target Enemy
For your next 3 hits, +20% of the damage is added as poison that ignores defense.
Shadow Master
+8% dodge; after dodging, your next hit deals +20% damage.
Ranger Damage
Arrow Storm
- Cooldown 11 s
- Target Enemy
Your next attack becomes 3 shots of 60% damage; each can crit or miss.
Eagle Eye
+12% critical chance and you always strike first.
Sorcerer Damage
Fireball
- Cooldown 10 s
- Target Enemy
An immediate extra magic attack dealing 1.8x damage.
Arcane Power
Your magic hits ignore 70% of the target's defense (instead of 40%).
Cleric Healer
Mend
- Cooldown 20 s
- Target Ally
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.
Holy Aura
While alive, every ally regenerates +1 per tick.
Druid Support
Renewal
- Cooldown 20 s
- Target Ally
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.
Bark Skin
Regeneration x2; +6% defense below 50% health.
Necromancer Damage
Raise Legion
- Cooldown 20 s
- Target Self
Raises 2 extra skeletons for 6 of your turns (each with 50% of the permanent skeleton's damage and health).
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.
Inflicted by boss moves: Burn.
Poison
Damage over time 4 turns
Loses 4% of its max HP at the start of each of its actions, for 4 turns.
Inflicted by boss moves: Poison.
Rooted
Control 2 turns
Cannot use active skills for 2 turns; basic attacks still work.
Cleared by Mend.
Inflicted by boss moves: Root.
Frozen
Control 1 turn
Loses 1 action.
Cleared by Mend.
Inflicted by boss moves: Freeze.
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.
Weakened
Debuff 3 turns
Deals 25% less damage for 3 turns.
Cleared by Mend.
Inflicted by boss moves: Weaken.
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.