Base Abilities: Trail: Ash At the beginning of each turn and whenever this champion moves, the spaces this unit occupies becomes Ash (Champions occupying this space gain Evasive 3) for 2 turns. Domain: Ash This unit gains +2 DMG, +1 DEF, and Mobility while occupying Ash. Immunity: Fire Fire damage that would be dealt to this unit is prevented. This unit may not become Charred. Upgrades: 1 : Relieve Target champion within 5 spaces is Cleansed and all effects removed are applied to this unit. 2 : Lift Target champion gains flying, no longer engages opposing units, and cannot spend AP on movement for 2 rounds. Whenever this champion moves, target champion moves to where this champion was. This champion's movement costs 3 AP while target champion is Lifted.
Base Abilities: Attack: Boulder This unit makes a Physical attack at its Range. This is a basic attack. Stone Barrage 3 random opposing champions within 5 spaces take 9 physical damage (reduced by 3 per trigger against the same champion). This damage ignores DEF. Gaia Champions within 5 spaces have Trail: Rock. Upgrades: 1 : Stone Bomb 1 Area Effect 2, Range 5: Affected units take Physical damage equal to 50% of this unit's DMG. This damage ignores DEF. Champions successfully damaged are knocked back 1 space. Stone Bomb 2 Area Effect 2, Range 5: Affected units take Physical damage equal to 65% of this unit's DMG. This damage ignores DEF. Champions successfully damaged are knocked back 1 space. Stone Bomb 3 Area Effect 2, Range 5: Affected units take Physical damage equal to 80% of this unit's DMG. This damage ignores DEF. Champions successfully damaged are knocked back 1 space. 2 : Surge: Rock This unit has +1 DMG for every 2 champions occupying Rock.
Base Abilities: Portrait Painting Target a unit within 5 spaces. This unit gains Immobile and Defenseless for 4 turns. After 4 turns summon a copy of the target in an adjacent space and give it the ability Portrait (this unit is Stationary and can not activate abilities). This effect is canceled if this unit is destroyed or removed from play. Touch of Realism Target Portrait within 5 spaces Looses Portrait and gains Short Lived 1. Upgrades: 1 : Incoherent Babbling Champions within 3 spaces are Distracted. 2 : Bestow When this champion is destroyed, the closest friendly champion gains this unit's first upgrade ability. If that champion shares a race with this one, it gains the second upgrade ability as well.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Relic Drop: Hat When this champion is deployed, it spends the first 4 turns as an Hat relic with 1 DEF and 20 HP. When this unit is destroyed, it becomes the same Hat relic. Ice Eater This champion has Arctic. At the beginning of your turn, if this unit occupies Snow or Ice, it heals 2 HP. When this unit would take Frost damage, it instead heals HP equal to half the damage that would have been dealt. Arctic This unit cannot be Icewalker and gains +1 DMG while occupying Snow or Ice. Upgrades: 1 : Summon: Snow Trap Summon a Snow Trap relic with Arctic, Shadowspawn and Arctic Trap to target adjacent space. 2 : Trail: Snow At the beginning of each turn and whenever this champion moves, the spaces this unit occupies becomes Snow (Impeding 1) for 3 turns.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Static Frequency Opposing champions within 4 spaces become antagonized for 4 turns. Upgrades: 1 : Confuse Enemy The next time this champion successfully makes an attack against an enemy unit, this champion is relocated 3 spaces directly away from the target. 2 : Confuse Attacker The next time this unit is successfully attacked (and damaged), it is relocated 3 spaces directly away from the source of the attack.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Dig This unit becomes stealthed. Whenever this unit is stealth it has Rock Eater and Trail: Unstable Ground. Upgrades: 1 : Detection 1 Enemy units within 3 spaces lose and enemy traps within 3 spaces are revealed. Detection 2 Enemy units within 4 spaces lose and enemy traps within 4 spaces are revealed. Detection 3 Enemy units within 5 spaces lose and enemy traps within 5 spaces are revealed. 2 : Mudsling Target unit within 5 spaces takes 50% DMG and gains Lumbering and cannot Leap, Pounce or Teleport for 4 turns.
Base Abilities: Attack: Mud This unit makes a Physical attack at its range. This is a basic attack. Trail: Mud At the beginning of each turn and whenever this champion moves, the spaces this unit occupies becomes Mud (Impeding 1, Water) for 3 turns. Amphibious This champion ignores restrictions and penalties imposed by Water. Upgrades: 1 : Mudsling Target unit within 5 spaces takes 50% DMG and gains Lumbering and cannot Leap, Pounce or Teleport for 4 turns. 2 : Mud Bomb 1 Area Effect 2, Range 5: Affected units take Physical damage equal to 50% of this unit's DMG. This damage ignores DEF. Champions successfully damaged gains Lumbering and cannot Leap, Pounce or Teleport for 4 turns. Mud Bomb 2 Area Effect 2, Range 5: Affected units take Physical damage equal to 65% of this unit's DMG. This damage ignores DEF. Champions successfully damaged gains Lumbering and cannot Leap, Pounce or Teleport for 4 turns. Mud Bomb 3 Area Effect 2, Range 5: Affected units take Physical damage equal to 80% of this unit's DMG. This damage ignores DEF. Champions successfully damaged gains Lumbering and cannot Leap, Pounce or Teleport for 4 turns.
Base Abilities: Attack: Disease This unit makes a Disease attack at its Range. This is a basic attack. 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 : Bloodspurt When this unit is successfully attacked with a basic attack, the target is Bloodied (This unit cannot stealthed) for 6 turns and a blood ball worth 5 DMG is created in an adjacent space to the attacker. 2 : Trail: Blood At the beginning of each turn and whenever this champion moves, the spaces this unit occupies becomes Blood (Non-impeding water) for 3 turns. If a Vampire or Demon occupies blood it Vampiric heals 4 HP at the beginning of it's owner's turns. Other champions occupying blood suffer 2 disease damage at the beginning of it's owner's turns.
Base Abilities: Attack: Sonic This unit makes a Sonic attack at its Range. This is a basic attack. Identity Thief When this unit damages an enemy champion via basic attack, this unit takes all of it's races. Surge: Races This unit has +1 DMG for each different Race on friendly champions. Upgrades: 1 : Unspeakable When this unit is deployed, all enemy units become Frightened until the end of next turn. 2 : Intimidating This champion may not be the target of close-combat attacks, except those made by champions who have Fearless, Unstoppable or Iron Will
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Crushing Charge This unit moves 1-5 squares in a straight-line to target unoccupied space. All champions in the path of this movement are knocked back 2 spaces to a random side. If a champion remains in the path, this champion stops moving. Dragonflight This unit has Hunter: Walker for 4 turns. Upgrades: 1 : Overturn 1 This unit makes an attack against a champion. If the attack is successful, the attacked unit takes 50% damage, and is relocated to the back of this unit then is knocked back 1 space. Overturn 2 This unit makes an attack against a champion. If the attack is successful, the attacked unit takes 50% damage, and is relocated to the back of this unit then is knocked back 2 spaces. Overturn 3 This unit makes an attack against a champion. If the attack is successful, the attacked unit takes 50% damage, and is relocated to the back of this unit then is knocked back 3 spaces. 2 : Jack Hammer 1 This unit makes a +2 DMG physical attack against an enemy unit at it's range and if successful, that unit becomes Stunned 4 and a friendly Tremor is caused around the target. Jack Hammer 2 This unit makes a +4 DMG physical attack against an enemy unit at it's range and if successful, that unit becomes Stunned 4 and a friendly Tremor is caused around the target. Jack Hammer 3 This unit makes a +6 DMG physical attack against an enemy unit at it's range and if successful, that unit becomes Stunned 4 and a friendly Tremor is caused around the target.
AoE 3, Tiles within the effected area become Fire Wall (Whenever an enemy champion enters this space, it takes 5 Fire damage and becomes Charred 4) for 4 turns. This spell can only be cast on a tile that is already Fire Wall.
Base Abilities: Balance 3 When this unit comes into play, enemy champions take 3 Physical damage and friendly champions are healed for 3 HP. Upgrades: 1 : Shadow Form Transform into Shadow Form. 2 : Light Form Transform into Light Form. Base Abilities: Attack: Shadow This unit makes a Loss of Life attack at its Range against target champion's MAXHP. This is a basic attack. Faithless This unit has no spell presence. Original Form Transform into Chakra Predecessor. Upgrades: 1 : Enigma Shield This champion is immune to damage from champion abilities (including basic attacks) if the source is not within 3 spaces. 2 : Shadowstrike This champion becomes stealthed after making a basic attack. Base Abilities: Attack: Magical This unit makes a Magical attack at its Range. This is a basic attack. Merciful If a champion would be destroyed by this champion, it's HP is set to 1 instead. Original Form Transform into Chakra Predecessor. Upgrades: 1 : Illuminate When this champion successfully damages a unit with a basic attack, that unit is Illuminated for 4 turns. 2 : Lightspeed This unit gains +1 SPD for each illuminated enemy unit.
Base Abilities: Attack: Magical This unit makes a Magical attack at its Range. This is a basic attack. Divine Preamble As long as this unit is in play, no champion can lose more than 40% of their MAXHP from a single source each turn. Fairy Flight This unit has Sentry while it has at least 15 HP. When this unit has less than 15 HP, it gains Defenseless. 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 : Resurrect For 4 turns, the cooldown of the next champion you own that dies is set to 0. 2 : Grand Entrance When this unit is deployed, the closest enemy champion is Awestruck for 3 turns.
The next time you deploy a Draksar, you are refunded it's nora cost and your shrine or avatar looses HP equal to 65% of it's nora cost.
Base Abilities: Attack: Electricity This unit makes a Electricity attack at its Range. This is a basic attack. Blitzkrieg This champion moves 1-3 spaces in a straight line through non-Impeding terrain and makes a close-combat attack against target champion. If successful, the target is Paralyzed 2 and this unit is relocated adjacent to the closest enemy champion within 2 spaces and makes a -2 DMG close-combat attack against that champion then is relocated adjacent to the nearest enemy champion within 2 spaces and makes a final -2 DMG close-combat attack against that champion. No one champion can be effected from this ability more than once. Blitz This champion gets +1 DMG for 2 turns for each space it moves, to a maximum of 5. Upgrades: 1 : Immunity: Electricity Electricity damage that would be dealt to this unit is prevented. This unit may not become Shocked. 2 : Trail: Storm Field At the beginning of each turn and whenever this champion moves, the spaces this unit occupies becomes Storm Field (5 Electricity damage per square upon entry) for 2 turns.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Propagate: Roseling When this unit takes 5 or more damage, a Roseling with no upgrades is summoned 5 spaces away from this champion (if there are no empty spaces, it will be summoned farther away). Take Root This champion loses Take Root and gains Uproot, Skirmisher, Camouflage, and Multiattack 1. It also gains +2 DMG, +2 DEF, +5 MAX HP, and +1 MAX RNG. Pariah This champion cannot be the target of friendly spells and abilities from other friendly units. Upgrades: 1 : Plant Regeneration 1 While occupying Grass, Vegetation, Dirt, or Water, this champion has Regeneration 1. Plant Regeneration 2 While occupying Grass, Vegetation, Dirt, or Water, this champion has Regeneration 2. Plant Regeneration 3 While occupying Grass, Vegetation, Dirt, or Water, this champion has Regeneration 3. 2 : Vine Whip This champion makes a Physical attack at RNG 2-5. If the target is occupying Vegetation, Ensnared or Rooted and is successfully damaged, the target also becomes Burred for 3 turns and Eviscerated for 3 turns. Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Constriction This champion makes a melee attack against target opposing champion. If successful, the target takes 50% damage and becomes Constricted 3 (This Champion may not move, activate special abilities, or attack units other than this one, and takes 5 Physical damage at the beginning of each turn). Take Root This champion loses Take Root and gains Uproot, Skirmisher, Camouflage, and Multiattack 1. It also gains +2 DMG, +2 DEF, +5 MAX HP, and +1 MAX RNG. Upgrades: 1 : Camouflage When this unit is damaged by a ranged attack while it is occupying Vegetation, that damage is reduced by 2. 2 : Plant Regeneration 1 While occupying Grass, Vegetation, Dirt, or Water, this champion has Regeneration 1.
Base Abilities: Dark Emination When a champion(including this one) moves within within 5 spaces of this unit, it loses their basic attacks and gains Corruption (This unit loses 5 HP. For 1 turn, this unit loses its basic attacks and gains Attack: Loss of Life.). Dark Favor 1 When this unit is deployed, enemy champions lose 3 HP. Dark Healing When an enemy champion is healed by a spell or activated ability, the amount healed is reduced by 50%. At the end of each turn, friendly champions are healed by the same number of HP, distributed evenly among them (rounded down, minimum 1). This effect does not stack. Upgrades: 1 : Disbelief When this champion is deployed, enemy illusions and summoned units takes 10 Magic damage. 2 : Eternal Life If a Phylactery is in play when this unit dies, the nearest Phylactery relic is destroyed and this unit is reanimated in its place. Your Shrine or Avatar loses 5 HP when this triggers.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Death Director While this unit is in play, whenever a real enemy champions destroyed, a copy of it is summoned under your control in the closest friendly shrine deployment zone with Short Lived 1. This effect does not stack. Upgrades: 1 : Scythe Whirl This unit gains Evasive 3 for 2 turns and all opposing units within 3 spaces takes Physical damage equal to this unit's DMG. Units successfully damaged becomes Eviscerated for 3 turns. 2 : Heart Strike When this champion makes a successful basic attack against a champion with 50% or less HP, it gains 1 AP and has +2 DMG for the attack.
Base Abilities: Attack: Physical This unit makes a Physical attack at its range. This is a basic attack. Shaolin Discipline The next basic attack this champion makes causes Frozen for 4 turns. If the target was Frozen, Reset this unit's attack chain. Battle Leader When this champion destroys an opposing champion, friendly champions permanently gain +1 DMG. Arctic This unit cannot be Icewalker and gains +1 DMG while occupying Snow or Ice. Upgrades: 1 : Defensive Strike For 4 turns, the first time a visible opposing champion moves into this champion's range, this champion makes a free basic attack against that champion. If this champion has no basic attack, it makes a Physical non-basic attack instead. This effect is hidden until triggered. 2 : Defensive Stance 1 This champion has -2 DMG and +2 DEF for 4 turns. Defensive Stance 2 This champion has -2 DMG and +3 DEF for 4 turns. Defensive Stance 3 This champion has -2 DMG and +4 DEF for 4 turns.