- Role
- Attack
Deals 50% of a basic attack (2 × units–3 × units) as Pure Damage to target enemy creature and removes 1 of their counterattack charges.
- Role
- Passive
Deals Damage to the target and all enemies around it. Additional targets take –50% Damage.
- Role
- Debuff
Prevents all enemies from gaining Focus from any source until the end of next round.
- Role
- Attack
Deals 100% of a basic attack (10 × units–13 × units) as Pure Damage to the target.
- Role
- Special
Moves an enemy to a free hex within 4 hexes of their initial position.
- Role
- Special
Moves a friendly creature to a free hex within 4 hexes of their initial position.
- Role
- Special
Makes any two creatures switch places, as long as they are within 8 hexes of one another.
- Role
- Debuff
Deals 25 Pure Damage to all enemies and gives them –1 Speed and Initiative. Duration: 2 rounds.
- Role
- Passive
Whenever this creature deals Damage, it generates +3 Focus Points.
- Role
- Passive
Enemy hero’s spells cost +1 mana. This effect does not stack; only the strongest one is active.
- Role
- Passive
Enemy hero’s spells cost +2 mana. This effect does not stack; only the strongest one is active.
- Role
- Attack
Deals 66 Pure Damage per Focus Charge to target enemy creature.
- Role
- Special
Prevents the enemy hero from using the Spellbook until the end of the round. This effect does not stack.
- Role
- Attack modifier
Deals 50% of a basic attack (2 × units–4 × units) as Pure Damage to the target and all the adjacent enemies. All targets’ Speed reduces by 1 until the end of next round.
- Role
- Attack modifier
Deals 50% of a basic attack (2 × units–4 × units) as Pure Damage to the target and all the adjacent enemies. All targets’ Initiative reduces by 1 until the end of next round.
- Role
- Special
Curses target enemy creature. Once per round, Cursed creatures take 12 + 2 × units Pure Damage at the start of their turn. This effect is stackable. Duration: 2 round(s).
- Role
- Debuff
Prevents target enemy creature from using active abilities. Duration: 2 round(s).
- Role
- Special
Prevents the enemy hero from using active abilities until the end of the round.
- Role
- Attack modifier
Makes an additional attack, dealing 100% of a basic attack (5 × units–7 × units) as Pure Damage.
- Role
- Attack
Makes an additional attack, dealing 50% of a basic attack (2 × units–3 × units) as Pure Damage to the target enemy and all adjacent enemies.
- 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.
- Role
- Passive
Ranged penalties are reversed for this creature. Attacks deal +10% Damage per hex (up to a maximum of +50%) if the target is more than 3 hexes away. If the target is adjacent, performs a Melee attack, dealing –50% Damage.
- Role
- Passive
Each attack or counterattack applies a negative effect that makes the target take +50% Magic Damage. Duration: 2 rounds.
- Role
- Passive
Each attack, counterattack, or ability applies a negative effect that makes the target take +50% Magic Damage. Duration: 2 rounds.
- Role
- Passive
Increases the hero’s maximum mana by 20. This effect does not stack.
- Role
- Passive
Attacks deal +4 × units Pure Damage and lower the target’s Speed and Initiative by 1 until the end of round. This effect does not stack.
- Role
- Special
Once per battle, summons a stack of Abyssal Envoys in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than current stack size units. These creatures are permanent and remain after the battle.
- Role
- Special
Once per battle, summons a stack of Abyssal Executors in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than current stack size units. These creatures are permanent and remain after the battle.
- Role
- Special
Once per battle, summons a stack of Ferocious Ra’Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and no more than current stack size units. These creatures are permanent and remain after the battle.
- Role
- Special
Once per battle, summons a stack of Grand Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than current stack size units. These creatures are permanent and remain after the battle.
- Role
- Special
Once per battle, summons a stack of Abyssal Overseers in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than current stack size units. These creatures are permanent and remain after the battle.
- Role
- Special
Once per battle, summons a stack of Ra’Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and no more than current stack size units. These creatures are permanent and remain after the battle.
- Role
- Special
Once per battle, summons a stack of Stinging Ra’Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and no more than current stack size units. These creatures are permanent and remain after the battle.
- Role
- Special
Once per battle, summons a stack of Unspeakable Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than current stack size units. These creatures are permanent and remain after the battle.
- Role
- Special
Once per battle, summons a stack of Unthinkable Shoth in place of a friendly corpse. The summon has 50% HP of the corpse’s original stack and can’t have more than current stack size units. These creatures are permanent and remain after the battle.
- Role
- Passive
Deals Damage to the target and two adjacent enemies to its sides.
- Role
- Attack
Enables this creature to take 1 more turn(s) immediately after its first turn.