Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Raider You gain 4 nora when an enemy relic is destroyed. If the relic was Summoned, you gain 2 nora instead. Aquatic This unit has Amphibious. While occupying Water, this champion gets +1 SPD and has Mobility. When moving to a location that is not at least half water, there is an additional 1 AP cost unless it is Flying. At the beginning of your turn, if this champion is not occupying Water, it loses 5 HP. Upgrades: 1 : Blitz This champion gets +1 DMG for 2 turns for each space it moves, to a maximum of 5. 2 : Fearsome Hunter When this champion destroys an enemy champion, enemy champions within 5 spaces become Frightened for 2 turns.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Sabotage: Disease The next enemy champion deployed from the runedock while this champion is in play takes 6 disease and gains Vulnerability: Disease. Disease Eater When this champion would take Disease damage, it instead heals HP equal to half the damage that would have been dealt. This unit cannot be Diseased. Upgrades: 1 : Hunter: Diseased When this unit would deal damage to a Diseased champion, that damage is increased by 2. When this unit would receive damage from a Diseased champion, that damage is decreased by 2. This does not stack with other Hunter: X abilities. 2 : Damage Shield: Disease 1 When this unit is attacked, if the attack is a close-combat attack, the attacking unit takes 2 Disease damage. This damage ignores DEF. Damage Shield: Disease 2 When this unit is attacked, if the attack is a close-combat attack, the attacking unit takes 4 Disease damage. This damage ignores DEF. Damage Shield: Disease 3 When this unit is attacked, if the attack is a close-combat attack, the attacking unit takes 6 Disease damage. This damage ignores DEF.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Mimic Damage This unit's DMG is equal to the base DMG of the champion with the highest base DMG in play. If there are no other champion's in play this unit's DMG is 0. Mimic Defense This unit's DEF is equal to the base DEF of the champion with the highest base DEF in play. If there are no other champion's in play this unit's DEF is 0. Upgrades: 1 : Adaptation When an enemy champion within 5 spaces activates an ability, this unit gains that ability for 4 turns. Basic Attacks and abilities that change a champion's form are not gained. 2 : Complex Machine When this champion is within 5 spaces of a friendly champion with Class: Tinkerer, it gains +1 SPD and Regeneration 2.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Glorious Leap This champion is relocated to target space within 4 spaces. Opposing champions within 2 spaces of the target space are Awestruck for 2 turns. This ability's CD is reduced by 1 whenever this champion is successfully attacked. Upgrades: 1 : Bloom 1 Adjacent enemy champions become wandering for 3 turns. Bloom 2 Enemy champions within 2 spaces become wandering for 3 turns. Bloom 3 Enemy champions within 3 spaces become wandering for 3 turns. 2 : Fascinate At the beginning of your turn, any enemy champion without Iron Will within 5 spaces of this unit is moved 2 spaces directly towards this unit.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Reverse: Shuffle Each player has 2 runes concealed. Then, reverse the last two numerical digits in the cost of those cards. Card Throw This champion makes a Physical attack at RNG 2-5. If successful, conceal a random card in your rune dock. Upgrades: 1 : Conceal Each player has 2 runes concealed. 2 : Surge: Concealed This unit has +1 DMG for every 2 runes you have concealed.
Base Abilities: Attack: Magical This unit makes a Magical attack at its Range. This is a basic attack. Devitalize Target Friendly champion within 3 spaces looses 5 MAXHP and this unit gains 5 MAXHP Arctic Flight This unit has Arctic, Sentry. Upgrades: 1 : Vitality: Creation The first time each turn a champion comes into play, this champion gains +2 MAX HP. 2 : Strength of Body This champion's has +DMG equal to its HP divided by 5 (rounded down).
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Blinding When this champion is attacked, the attacking champion becomes Blinded for 2 turns. Rift Bound At the end of its turns, if this unit does not occupy Dead Magic Zone, it loses 2 MAX HP. Upgrades: 1 : Blind Target champion within 4 spaces is Blinded for 2 turns. 2 : Shroud Other friendly champions within 3 spaces gain Evasive 2 This does not stack.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Calamity Spend 15 charges. Your enemy's shrine or Avatar suffers 40 Fire damage. Greater Demon This unit can only be revealed in your rune dock if you cast the spell Demon Call. Hero This unit can not be Reanimated. This unit has Iron Will. If this unit is in play while in a split-faction battlegroup, it is destroyed. Upgrades: 1 : Fire Eater This champion moves unimpeded over Lava. When this champion would take Fire damage, it instead heals HP equal to half the damage that would have been dealt. This champion may not become Charred. 2 : Attack Charged 3 When this champion makes a basic attack, it gains 3 charges.
Base Abilities: Attack: Fire This unit makes a Fire attack at its Range. This is a basic attack. Hymn of Flames Friendly champions within 3 spaces (including this one) gain Flame Charge until the end of this turn. Upgrades: 1 : Vigorous Cry Whenever this unit makes a successful attack against a champion with a basic attack, friendly champions within 5 spaces gain 1 AP. 2 : Violent This champion has Fury if a friendly champion that shares a race with it is within 2 spaces.
Base Abilities: Cerebral Codex At the start of your turns, friendly champions within 3 spaces gain a random ability for 1 turn. Upgrades: 1 : Helpless This champion has Easy Target and Defenseless 2 : Prevailing Perception This champion gains the upgraded abilities of the last enemy champion deployed from the runedock while this champion was in play. This effect lasts until this ability is activated again.
Base Abilities: Attack: Fire This unit makes a Fire attack at its Range. This is a basic attack. Mind of Ailur This champion has Mastermind. When this ability is activated, the granted ability cycles to Pride of Ailur, then to Soul of Ailur, then back to Pride of Ailur. Upgrades: 1 : Prestige All friendly champions, including this one, within 5 spaces have Iron Will and Fearless. 2 : Noble Sacrifice This champion loses 10 HP and target friendly champion that shares a race with this one within 3 spaces gains Loyalty for 8 turns.
Area Effect 2, Affected champions take 5 Loss of Life damage and become Consumed By Fire (This champion is Shielded, Immobile and Pacified. At the beginning of your turn, this champion takes 10 Fire Damage) for 2 turns.
The next champion you deploy has Unrivaled Fortune (As long as this unit is in play, set the nora cost of all runes in each player's runedock equal to the nora cost of this unit).
Base Abilities: Equip: Nova Sphere This champion comes into play equipped with a Nova Sphere. Upgrades: 1 : Easy Target This unit takes 30% more damage from ranged attacks. 2 : Liability Friendly champions within 5 spaces of this champion have -1 DEF. (This equipment is exclusive to Oceles and is the main source of his functionality) Give Oceles the following abilities: Demand: Protection Target friendly unit (including this one) within 5 spaces gains Shielded and Pawn Until this ability is used again. (3AP, CD2). Demand: Power Target friendly unit (including this one) within 5 spaces gains Reckless Blast 3 and Magic Nova 3 Until this ability is used again. (3AP, CD2). Demand: Mobility Target friendly unit (including this one) within 5 spaces gains Reckless Teleport 1 and Mobility Until this ability is used again.(3AP, CD2).
For 6 turns, whenever a Ritual ability is cast, reset it's CD to 0. Give all summoned units in play Brainless.
Base Abilities: Attack: Magical This unit makes a Magical attack at its Range. This is a basic attack. Renounce Darkness Transform all Undead units within 3 spaces of this unit into Elsari Civilians under your control. Hero This unit can not be Reanimated. This unit has Iron Will. If this unit is in play while in a split-faction battlegroup, it is destroyed. Upgrades: 1 : Shielded This champion may not be the target of opposing spells 2 : Merciful If a champion would be destroyed by this champion, it's HP is set to 1 instead. Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Upgrades: 1 : Cooperation When this unit is within 5 spaces of a friendly champion, it gains Regeneration 2. 2 : 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.
Base Abilities: Heart of the Swamp: Give bonus MAXHP to your Shrine or Avatar equal to this units current HP. Vitality: Creation The first time each turn a champion comes into play, this unit gains +2 MAX HP.
Base Abilities: Set Sail At the end of your opponent's turns, this unit is removed from play. At the end of your turns this unit re-enters play in the location where it was removed from play. If that location is occupied, the redeployment effect is delayed for 1 turn (this process repeats until the unit is successfully redeployed). Shadowspawn This unit comes into play Stealthed. Dread Enemy champions within 8 spaces of this champion have -2 DMG.
For 6 turns, At the start of every turn(before AP distribution) roll a 12-sided die to determine the speed stat of all champions in play.