Creature abilities: Grove

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Area Strike Abilities
Area Strike
Role
Passive

Deals Damage to the target and all enemies around it. Additional targets take –50% Damage.

Awaken: Air I Abilities
Awaken: Air I
Role
Special

Increases this creature’s Speed and Initiative by 2 and HP by 20 and grants it “Swift Strike.” Once per battle; lasts until the end of battle.

Awaken: Air II Abilities
Awaken: Air II
Role
Special

Increases this creature’s Speed and Initiative by 2, HP by 20 and grants it “Swift Strike.” Allows the use of other abilities. Once per battle; lasts until the end of battle.

Awaken: Earth I Abilities
Awaken: Earth I
Role
Special

This creature gains 2 Speed and Initiative, 10 HP, and unlimited counterattacks. Once per battle; lasts until the end of battle.

Awaken: Earth II Abilities
Awaken: Earth II
Role
Special

This creature gains 2 Speed and Initiative, 10 HP, and unlimited counterattacks. Allows the use of other abilities. Once per battle; lasts until the end of battle.

Awaken: Fire I Abilities
Awaken: Fire I
Role
Special

Increases this creature’s Speed and Initiative by 2 and HP by 25 and grants it maximum Damage. Once per battle; lasts until the end of battle.

Awaken: Fire II Abilities
Awaken: Fire II
Role
Special

Increase this creature’s Speed and Initiative by 2 and HP by 25 and grants it maximum Damage. Allows the use of other abilities. Once per battle; lasts until the end of battle.

Awaken: Water I Abilities
Awaken: Water I
Role
Special

This creature gains 2 Speed and Initiative, 15 HP, and the ability to perform Ranged attacks even if there is an adjacent enemy. Once per battle; lasts until the end of battle.

Awaken: Water II Abilities
Awaken: Water II
Role
Special

This creature gains 2 Speed and Initiative, 15 HP, and the ability to perform Ranged attacks even if there is an adjacent enemy. Allows the use of other abilities. Once per battle; lasts until the end of battle.

Ball Lightning Abilities
Ball Lightning
Role
Movement

Blinks to any free hex within its movement range. Deals 100% of a basic attack (30 × units–36 × units) as Magic Damage to all creatures adjacent to the destination hex.

Blink Abilities
Blink
Role
Passive

Teleports directly to destination hex, ignoring obstacles and traps.

Bloom Abilities
Bloom
Role
Special

Increases the hero’s Spell Power by 2 until the end of round.

Cloud Nine Abilities
Cloud Nine
Role
Passive

Generates 2 Focus Point(s) at the beginning of each round, except the first.

Crystal Thorns Abilities
Crystal Thorns
Role
Passive

Whenever an enemy attacks this creature in Melee, 1 unit(s) from the attacking stack die. Works on creatures up to tier 5.

Earthshatter Abilities
Earthshatter
Role
Buff

All enemies within a 2‑hex radius can target only this creature until the end of the round.

Echoes of the Murmurwoods
Role
Special

Allows the hero to use the Spellbook again this round. Removes any effects that prevent its use.

Embodiment of Air Abilities
Embodiment of Air
Role
Passive

This creature leaves no body upon death. Immune to “Lightning Bolt” and “Chain Lightning.”

Embodiment of Earth
Role
Passive

This creature leaves no body upon death. Immune to “Cave In” and “Stone Fangs” spells.

Embodiment of Fire Abilities
Embodiment of Fire
Role
Passive

This creature leaves no body upon death. Immune to “Fireball,” “Firewall,” and “Armageddon.”

Embodiment of Water
Role
Passive

This creature leaves no body upon death. Immune to “Ice Bolt” and “Circle of Winter.”

Eternal Flame Abilities
Eternal Flame
Role
Passive

At the start of each turn, this creature restores 25% of HP lost since the start of battle. This can revive fallen units.

Heatwave Abilities
Heatwave
Role
Special

Dispels all negative effects from friendly creatures and all positive effects from enemies.

Icy Veins Abilities
Icy Veins
Role
Passive

Attacks prevent the target from restoring HP by any means until the end of the round.

Immortal Abilities
Immortal
Role
Passive

Leaves a pile of ash upon death. At the start of the following round, 6 units are revived from that pile (no more than the original amount). Each stack can only be revived once per battle this way. The pile is destroyed upon taking Damage 3 times. Units revived this way are permanent.

Leeching Hop Abilities
Leeching Hop
Role
Special

Takes 2 + 1 per 6 units mana from enemy hero. The mana is transferred to this creature’s hero (if present).

Lightning Fast Abilities
Lightning Fast
Role
Passive

This creature is immune to all effects that restrict movement.

Living Cover Abilities
Living Cover
Role
Passive

Adjacent friendly creatures always take minimal Damage.

Long Reach Abilities
Long Reach
Role
Passive

Has an attack that targets the hex directly behind an adjacent hex. It doesn’t provoke counterattacks and doesn’t move the attacker next to their target.

Magic Core Abilities
Magic Core
Role
Passive

Upon death, this creature increases the hero’s Spell Power by 1 until the end of the battle.

Melee Attack Abilities
Melee Attack
Role
Passive

Can only attack adjacent enemies. Provokes counterattacks.

Melee Attack Abilities
Melee Attack
Role
Passive

Can only attack adjacent enemies. Enemies do not counterattack.

Mist Form Abilities
Mist Form
Role
Buff

This creature ignores obstacles and takes –35% Damage until the end of the round.

Morning Dew Abilities
Morning Dew
Role
Special

Generates 1 Focus Charge(s). Once per battle.

Mushroom Magic Abilities
Mushroom Magic
Role
Passive

Reduces the mana cost of the hero’s spells by 1. This effect does not stack; only the strongest one is active.

Mushroom Magic Abilities
Mushroom Magic
Role
Passive

Reduces the mana cost of the hero’s spells by 2. This effect does not stack; only the strongest one is active.

Nature’s Fury Abilities
Nature’s Fury
Role
Buff

Deals +2 Damage and increases Speed by 2 until the end of the round.

Parry Abilities
Parry
Role
Passive

When attacked, this creature’s counterattack strikes first.

Power of Murmurs Abilities
Power of Murmurs
Role
Passive

Increases the level of the hero’s spells by 1. This effect does not stack.

Protective Roots Abilities
Protective Roots
Role
Buff

Target friendly creature becomes immune to Magic Damage. Duration: 1 round(s).

Rivulet Retreat Abilities
Rivulet Retreat
Role
Movement

Blinks to any free hex within a 4‑hex range.

Scintillating Scales
Role
Passive

Enemy creatures adjacent to this creature take +30% Magic Damage. This effect does not stack.

Sharpshooter Abilities
Sharpshooter
Role
Passive

Ranged attacks deal full Ranged Damage at any range.

Shroomsong Abilities
Shroomsong
Role
Special

Once per battle, spends all Focus Charges to restore the hero’s mana: 4 for each Focus Charge spent.

Shroomsong Abilities
Shroomsong
Role
Special

Once per battle, spends all Focus Charges to restore the hero’s mana: 6 for each Focus Charge spent.

Stoneheart Abilities
Stoneheart
Role
Passive

Leaves a stone obstacle after death. It is destroyed after taking Damage 2 times.

Supernova Abilities
Supernova
Role
Attack

Deals 60 × units Magic Damage to all enemies within two hexes of this creature. Sets all targets on fire. Burning creatures take 60 + 30 × units Magic Damage at the start of their turn. This effect is stackable. Duration: 2 round(s).

Swarm of Bees Abilities
Swarm of Bees
Role
Debuff

Deals 16 + 4 × units Damage to target enemy creature. Bees keep attacking it, dealing 16 + 4 × units Damage at the beginning of each turn. This effect is stackable. Duration: 3 round(s).

Sweeping Strike Abilities
Sweeping Strike
Role
Passive

Deals Damage to the target and two adjacent hexes to its sides.

Swift Strike Abilities
Swift Strike
Role
Passive

Enemies do not counterattack.

Thunderstrike Abilities
Thunderstrike
Role
Buff

Converts this creature’s Defense into additional Attack until the end of the round.

Unrelenting Stone Abilities
Unrelenting Stone
Role
Special

This creature’s Attack turns into additional Defense until the end of the round.

Whirlpool Abilities
Whirlpool
Role
Debuff

Confuses the target enemy. While Confused, their Speed and Initiative are reduced by 2. Duration: 3 round(s).