Each landed melee hit on a troop deals 5% attack damage (6.1 before each victim’s armor) to up to 2 other enemies within 5 range of the target. Secondary hits cannot trigger more effects.
Attack range: 50. Physical basic attacks ignore 20% of the target troop’s armor; allies gain no armor reduction, and building fortification is unaffected.
Basic attacks slow the target’s attack cooldown recovery by 15% for 2 seconds. Reapplication refreshes duration without stacking. Movement, healing cooldowns, windups and projectiles are unchanged. The area effect deals no extra damage.
Basic attacks slow the target’s attack cooldown recovery by 15% for 2 seconds, also affecting up to 2 other enemies within 5 range. Reapplication refreshes duration without stacking. Movement, healing cooldowns, windups and projectiles are unchanged. The area effect deals no extra damage.
4 charges per life. Heal another ally within 24 range for up to 75 HP when it is at 60% health or below and has fought in the last 2 seconds. 4 seconds between heals. No self-healing or replenishment between waves.
4 charges per life. Heal another ally within 24 range for up to 195 HP at 60% health or below, after combat within 2 seconds. 4 seconds between casts. The primary receives a 3-second shield worth 15% of HP actually restored; shields do not stack. No self-healing or charge refill between waves.
4 charges per life. Heal another ally within 24 range for up to 507 HP at 60% health or below, after combat within 2 seconds. 4 seconds between casts. The primary receives a 3-second shield worth 15% of HP actually restored; shields do not stack. The same charge heals up to 1 additional eligible ally within 12 range of the primary for 50% of the nominal heal (253.5 HP). The bounce grants no shield and cannot revisit a target. No self-healing or charge refill between waves.
The first unblocked melee hit on a troop deals 50% extra damage, once per life. Afterwards, Brace reduces incoming damage by 20% for 3 seconds. Simultaneous opening hits resolve before Brace begins. No movement-speed bonus.
Flies over ground troops and buildings, seeking nearby ranged enemies. Other flying troops can block it. Enemies able to attack air, including spear throwers, towers and cores, can damage it.
Flies over ground troops and buildings. Other flying troops can block it. Enemies able to attack air, including spear throwers, towers and cores, can damage it.
Flies over ground troops and buildings. Other flying troops can block it. Enemies able to attack air, including spear throwers, towers and cores, can damage it.
Primary attacks deal 25% extra damage when the target has no living allied troop within 12 range. The bonus continues against that same target for 2 seconds after the last isolated hit; attacking a regrouped target cannot refresh it. Buildings never qualify.
Each projectile impact deals 25% of its basic physical damage (15.6 before armor) to up to 2 other ground troops within 5 range. Each victim's armor applies; flying units and secondary buildings are excluded. The primary keeps its 8× building damage, but splash never gains that multiplier. A launched shot survives its source’s death; a primary target that dies before impact cancels it.
Each projectile impact deals 25% of its basic physical damage (40.6 before armor) to up to 3 other ground troops within 8 range. Each victim's armor applies; flying units and secondary buildings are excluded. The primary keeps its 8× building damage, but splash never gains that multiplier. A launched shot survives its source’s death; a primary target that dies before impact cancels it.
Each projectile impact deals 15% of its basic physical damage (11.7 before armor) to up to 1 other ground troop within 3 range. Each victim's armor applies; flying units and secondary buildings are excluded. The primary keeps its 1× building damage, but splash never gains that multiplier. A launched shot survives its source’s death; a primary target that dies before impact cancels it.
Each projectile impact deals 20% of its basic physical damage (40.6 before armor) to up to 1 other ground troop within 4 range. Each victim's armor applies; flying units and secondary buildings are excluded. The primary keeps its 1× building damage, but splash never gains that multiplier. A launched shot survives its source’s death; a primary target that dies before impact cancels it.
Every 3th landed melee hit on a troop deals 25% attack damage (15.6 before each victim’s armor) to up to 1 other enemies within 5 range of the target. Secondary hits cannot trigger more effects.
Every 3th landed melee hit on a troop deals 25% attack damage (40.6 before each victim’s armor) to up to 2 other enemies within 5 range of the target. Secondary hits cannot trigger more effects.
Each unblocked primary hit on the same troop adds 5% attack rate, up to 4 stacks (+20%). Switching targets or losing the target resets all stacks. Old projectiles cannot rebuild a previous target's sequence. Chill still applies; movement, attack windup and projectile speed stay unchanged.
Each unblocked primary hit on the same troop adds 5% attack rate, up to 8 stacks (+40%). Switching targets or losing the target resets all stacks. Old projectiles cannot rebuild a previous target's sequence. Chill still applies; movement, attack windup and projectile speed stay unchanged.
Each unblocked primary hit on the same troop adds 5% attack rate, up to 3 stacks (+15%). Switching targets or losing the target resets all stacks. Old projectiles cannot rebuild a previous target's sequence. Chill still applies; movement, attack windup and projectile speed stay unchanged.
Each unblocked primary hit on the same troop adds 5% attack rate, up to 5 stacks (+25%). Switching targets or losing the target resets all stacks. Old projectiles cannot rebuild a previous target's sequence. Chill still applies; movement, attack windup and projectile speed stay unchanged.
Each unblocked primary hit on the same troop adds 4% attack rate, up to 2 stacks (+8%). Switching targets or losing the target resets all stacks. Old projectiles cannot rebuild a previous target's sequence. Chill still applies; movement, attack windup and projectile speed stay unchanged.
Each unblocked primary hit on the same troop adds 4% attack rate, up to 3 stacks (+12%). Switching targets or losing the target resets all stacks. Old projectiles cannot rebuild a previous target's sequence. Chill still applies; movement, attack windup and projectile speed stay unchanged.
Restore 10% of actual health damage from primary troop hits, up to 20% of maximum HP over this life. Armor, shields, overkill, secondary damage and buildings grant no healing. Healing reduction applies; a lethal exchange cannot be survived through lifesteal.
Restore 15% of actual health damage from primary troop hits, up to 30% of maximum HP over this life. Armor, shields, overkill, secondary damage and buildings grant no healing. Healing reduction applies; a lethal exchange cannot be survived through lifesteal.
After surviving health damage below 30% HP, gain a 3-second shield worth 20% of maximum HP. Once per life; cannot prevent an already lethal hit. Temporary shields do not stack.
One 338-point magic shield per life. Physical damage bypasses it; waves and merges never refill it. Flies over ground troops. Can attack ground or air.
Obsidian Gargoyle878.8 magic shield · shares with one flyer
One 878.8-point magic shield per life. Physical damage bypasses it; waves and merges never refill it. Protects at most one nearby allied flyer within 12 range using this same reserve. Keeps a valid partner; otherwise picks the nearest unpaired flyer. Each ally can borrow only one ward, after its own ward. Range loss or the guardian's death ends borrowed protection. Flies over ground troops. Can attack ground or air.
Unblocked primary troop hits poison the victim for 3 seconds, dealing 24.3 magic damage each second. Poisoned troops receive 30% less healing from every source. One poison per victim: equally strong or stronger hits refresh duration; weaker hits cannot prolong a stronger poison. Cleanse removes it; already applied poison survives its source.
Each unblocked primary melee troop hit returns 11.4 physical damage to its attacker. The attacker's armor applies. Retaliation cannot trigger other effects. Ranged attacks bypass both effects.
Each unblocked primary melee troop hit returns 44.6 physical damage to its attacker. The attacker's armor applies. Retaliation cannot trigger other effects. Take 10% less damage from primary melee troop attacks. Ranged attacks bypass both effects.
3 charges per life. Remove poison, burn and attack slows from one ally or self within 30 range, prioritizing the lowest health percentage. 4 seconds between casts. Only spends a charge when removing a harmful effect. No charge refill between waves.
4 charges per life. Remove poison, burn and attack slows from one ally or self within 30 range, prioritizing the lowest health percentage. 4 seconds between casts. Only spends a charge when removing a harmful effect. Each cleanse restores up to 65 HP each second for 3 seconds. Renewal does not stack or store unused healing. No charge refill between waves.
Each troop impact deals 40% of basic magic damage to up to 2 other ground troops in a narrow forward cone within 24 range of the attack's origin. No secondary building damage. Flying units can attack it while ground-only troops cannot.
Each troop impact deals 50% of basic magic damage to up to 3 other ground troops in a narrow forward cone within 24 range of the attack's origin. No secondary building damage. Flying units can attack it while ground-only troops cannot.
Primary troop hits and flame-breath victims burn for 22.7 magic damage per second for 3 seconds. One burn per victim; equally strong or stronger hits refresh duration, while weaker hits cannot prolong it. Burn and poison can coexist. Cleanse removes burn.
Each troop impact continues in a narrow straight line up to 18 range behind the target, hitting up to 1 other ground troops for 50% basic physical damage. Each victim's armor applies; this weapon has no building bonus and cannot hit flying units.
Each troop impact continues in a narrow straight line up to 24 range behind the target, hitting up to 3 other ground troops for 50% basic physical damage. Each victim's armor applies; this weapon has no building bonus and cannot hit flying units.
3 casts per life. Strengthen up to 1 other nearby allies recently in combat within 28 range for 4 seconds, with 5 seconds between casts. Highest basic attack damage per second is favored. Adds 20% basic damage to primary troop hits only; no extra splash, poison, burn, retaliation or building damage. Active chants never stack or refresh; charges do not refill between waves. Movement speed is unchanged.
4 casts per life. Strengthen up to 2 other nearby allies recently in combat within 28 range for 4 seconds, with 5 seconds between casts. Highest basic attack damage per second is favored. Adds 25% basic damage to primary troop hits only; no extra splash, poison, burn, retaliation or building damage. Active chants never stack or refresh; charges do not refill between waves. Movement speed is unchanged.
Prioritizes enemy flyers already within attack range. Primary attacks deal 50% extra basic damage against flying troops. Ground troops and buildings receive ordinary damage. This is a ground unit with the same movement speed as every other unit.
Prioritizes enemy flyers already within attack range. Primary attacks deal 75% extra basic damage against flying troops. Ground troops and buildings receive ordinary damage. This is a ground unit with the same movement speed as every other unit.
Reserve one of 3 lifetime charges when releasing a shot at a protected troop. On impact, remove up to 150 protection before the ordinary hit: temporary shield first, then the target's own magic ward, then its borrowed ward. The cap is shared across those reserves. Stripping is not health damage or healing. A reserved shot can be wasted if protection disappears before impact; launched shots survive the caster. No charges refill between waves.
Reserve one of 4 lifetime charges when releasing a shot at a protected troop. On impact, remove up to 350 protection before the ordinary hit: temporary shield first, then the target's own magic ward, then its borrowed ward. The cap is shared across those reserves. Stripping is not health damage or healing. A reserved shot can be wasted if protection disappears before impact; launched shots survive the caster. No charges refill between waves.
Once per life, when an enemy troop comes within 36 range, try for 2 seconds to place up to 2 Bone Minions in clear nearby space. Each has 120 HP, 14 physical damage, a 1.2-second attack interval, range 5 and the shared movement speed. They last at most 12 seconds and dissolve when their summoner dies. Minions obey ground collisions, cannot summon or evolve, consume no cards, award no kill gold and do not claim midline income. Expiration is not a combat kill; a blocked call cannot be retried later.
Once per life, when an enemy troop comes within 36 range, try for 2 seconds to place up to 3 Bone Minions in clear nearby space. Each has 250 HP, 24 physical damage, a 1.2-second attack interval, range 5 and the shared movement speed. They last at most 12 seconds and dissolve when their summoner dies. Minions obey ground collisions, cannot summon or evolve, consume no cards, award no kill gold and do not claim midline income. Expiration is not a combat kill; a blocked call cannot be retried later.