Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Multiattack 1 This champion's AP cost for making a basic attack is reduced by 1, to a minimum of 2 AP. Declare Hunted When this unit is deployed from the runedock, the closest opposing champion becomes and permanently gains Hunted. Upgrades: 1 : Mercenary At the beginning of your turns you lose 2 nora. 2 : Bleed When this unit damages a champion with a basic attack, the target is Bloodied for 6 turns and a blood ball is created in an adjacent space. Demons and Vampyres that capture the blood ball vampiric heal an amount equal to 50% of the damage that caused the blood orb. Other champions that capture it take that same amount in disease damage. Only one blood ball per enemy can be active at a time. Melee Specialist 2 While this champion is within 3 spaces of at least 2 enemy champions it gets +2 DEF and +4 DMG. Melee Specialist 3 While this champion is within 3 spaces of at least 2 enemy champions it gets +3 DEF and +6 DMG.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Pariah This champion cannot be the target of friendly spells and abilities from other friendly units. Escape This unit becomes Stealthed for 3 turns at the end of any turn it was successfully damaged. Marauder When this champion is deployed, a Level 1 Deep Elf Mercenary and a Level 1 Elven Blademaster are summoned adjacent to it. Split Hero If this unit is in play with a full-faction battlegroup, it is destroyed. This unit cannot be Reanimated. This unit has Iron Will. You may only have one Split Hero in your battlegroup. This unit counts as a Hero. Upgrades: 1 : Multiattack 1 This champion's AP cost for making a basic attack is reduced by 1, to a minimum of 2 AP. Multiattack 2 This champion's AP cost for making a basic attack is reduced by 2, to a minimum of 2 AP. 2 : Banditry Whenever this champion successfully damages a champion with its basic attack, that champion's controller loses up to 2 nora and you gain nora equal to the amount lost. Pilfer Destroy equipment on target champion within 2 spaces. If this champion is unequipped, equip on this champion a copy of that equipment if possible.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Banditry Whenever this champion successfully damages a champion with its basic attack, that champion's controller loses up to 2 nora and you gain nora equal to the amount lost. Call to Arms Whenever this champion makes a successful basic attack, the next champion deployed that shares a race or class with this one costs 2 less nora. This effect stacks. Marauder When this champion is deployed, a Level 1 Deep Elf Mercenary and a Level 1 Elven Blademaster are summoned adjacent to it. Split Hero If this unit is in play with a full-faction battlegroup, it is destroyed. This unit cannot be Reanimated. This unit has Iron Will. You may only have one Split Hero in your battlegroup. This unit counts as a Hero. Upgrades: 1 : Mercenary At the beginning of your turns you lose 2 nora. 2 : Camaraderie Champions that share a race or class with this champion cost 3 less Nora. This does not stack. Multiattack 1 This champion's AP cost for making a basic attack is reduced by 1, to a minimum of 2 AP.
Base Abilities: Attack: Fire This unit makes a Fire attack at its Range. This is a basic attack. Multiattack 1 This champion's AP cost for making a basic attack is reduced by 1, to a minimum of 2 AP. Team When this unit dies, no nora globe is dropped and it re-spawns in the same space, but gets -2 DMG, loses Multiattack and Team. Siege This champion deals double damage against relics. Upgrades: 1 : Explosive Attack 2 This unit makes a Fire attack at range at +4 DMG. If successfully damaged, the target is knocked back 1 space. Explosive Attack 3 This unit makes a Fire attack at range at +6 DMG. If successfully damaged, the target is knocked back 1 space. Lay Trap: Fire 2 Lay a Fire Trap on target adjacent space. For 8 turns, the next time an enemy champion enters that space, it takes 6 Fire Damage. 2 : Fire Bomb 1 Area Effect 2, Range 5: Affected units take Fire damage equal to 50% of this unit's DMG. This damage ignores DEF. Champions successfully damaged become Charred for 2 turns. Fire Bomb 2 Area Effect 2, Range 5: Affected units take Fire damage equal to 65% of this unit's DMG. This damage ignores DEF. Champions successfully damaged become Charred for 2 turns. Fire Bomb 3 Area Effect 2, Range 5: Affected units take Fire damage equal to 80% of this unit's DMG. This damage ignores DEF. Champions successfully damaged become Charred for 2 turns.
Base Abilities: Attack: Fire This unit makes a Fire attack at its Range. This is a basic attack. Multiattack 1 This champion's AP cost for making a basic attack is reduced by 1, to a minimum of 2 AP. Team When this unit dies, no nora globe is dropped and it re-spawns in the same space, but gets -2 DMG, loses Multiattack and Team. Vulnerable When this unit makes an attack, it gets -1 DEF for 2 turns. Upgrades: 1 : Fury When this unit makes a successful basic attack, it permanently gains +1 DMG. Siege This champion deals double damage against relics. Explosive Attack 1 This unit makes a Fire attack at range at +2 DMG. If successfully damaged, the target is knocked back 1 space. 2 : Fire Bomb 1 Area Effect 2, Range 5: Affected units take Fire damage equal to 50% of this unit's DMG. This damage ignores DEF. Champions successfully damaged become Charred for 2 turns. Fire Bomb 2 Area Effect 2, Range 5: Affected units take Fire damage equal to 65% of this unit's DMG. This damage ignores DEF. Champions successfully damaged become Charred for 2 turns. Fire Bomb 3 Area Effect 2, Range 5: Affected units take Fire damage equal to 80% of this unit's DMG. This damage ignores DEF. Champions successfully damaged become Charred for 2 turns.
Base Abilities: Attack: Magical This unit makes a Magical attack at its Range. This is a basic attack. Flight This champion is Sentry. Upgrades: 1 : Stun This champion makes an attack at 8 DMG. If successful, the target becomes Stunned for 2 turns. Phase Shift This unit becomes Incorporeal for 2 turns. Life Siphon When this unit attacks and deals damage to a champion, it vampiric heals HP equal to half the damage dealt. 2 : Annex While this unit is in play, your shrine's Deployment Zone expands by 1. Teleport 1 This champion loses Rooted and is relocated to target space within 5 spaces. Teleport 2 This champion loses Rooted and is relocated to target space within 6 spaces.
Base Abilities: Attack: Magical This unit makes a Magical attack at its Range. This is a basic attack. Ethereal This champion begins play Incorporeal for 2 turns and becomes Incorporeal for 2 turns at the start of each of your other turns. Shatter Destroy equipment on target champion within 3 spaces. If the equipment was friendly, this champion also gains +2 SPD and +3 DMG for 5 turns (this does not stack with Ruin). Upgrades: 1 : Life Siphon When this unit attacks and deals damage to a champion, it vampiric heals HP equal to half the damage dealt. Rotting Blows When this champion successfully attacks a champion with a basic attack, the target is Decaying for 4 turns. Punish When this unit deals damage to a champion with a basic attack, that champion loses all AP and loses HP equal to the AP lost. 2 : Annex While this unit is in play, your shrine's Deployment Zone expands by 1. Defiling Aura Opposing champions within 3 spaces are Defiled. Phase Cleansing When this champion becomes Incorporeal, it is Cleansed
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Turtle This unit becomes Impervious, Immobile and Pacified and has an AP cap of 0 for 2 turns. Arctic This unit cannot be Icewalker and gains +1 DMG while occupying Snow or Ice. Amphibious This champion ignores restrictions and penalties imposed by Water. Upgrades: 1 : Slowing Armor The first time each turn this champion is successfully attacked by a basic attack, the attacking champion becomes Slowed for 3 turns. Scale Armor This champion takes 25% less damage (after DEF) from attacks. Defender Friendly champions within 5 spaces that share a race or class with this champion has +2 DEF. This ability does not stack with other Defenders. 2 : Damage Shield: Frost 2 When this unit is attacked, if the attack is a close-combat attack, the attacking unit takes 4 Frost damage. This damage ignores DEF. Reflection 2 Champions attacking this champion from range take 3 damage of the Attacker's damage type. Pace When this champion is successfully attacked by a basic attack, it gains 1 AP.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Tortun Shell This champion has Ponderous, Amphibious, Turtle and Stability. Pace When this champion is successfully attacked by a basic attack, it gains 1 AP. Arctic This unit cannot be Icewalker and gains +1 DMG while occupying Snow or Ice. Upgrades: 1 : Defender Friendly champions within 5 spaces that share a race or class with this champion has +2 DEF. This ability does not stack with other Defenders. 2 : Slowing Armor The first time each turn this champion is successfully attacked by a basic attack, the attacking champion becomes Slowed for 3 turns.