Lists & tools

Skillpicker

Rarity

Passive

Common

Rare

Epic

Ultimate

Actions

1 Action

Special

Reaction

Passive

Elements

Fire

Water

Air

Earth

Light

Dark


Passive, When you are targeted by a Magical Attack, grant Magical armor + 2 to another ally within 2m (Stacks up to Magical armor + 4).
Special, Gain Magical block chance + 10 and Block bonus + 2 and attempt to move a target within your range 2m towards you.
1 Action, Inflict Magi touch and attempt to deal Earth True damage (Level + 6) to enemies within 2m.
~ Magi touch: The next damage you deal is dealt as if it were Magical Damage.
1 Action, Freely move while attempting to inflict enemies within 1m with Power - 8 (2 Stacks) and grant other allies within 1m with Magical armor + 5. On save, inflict Power - 8.
1 Action, Earth Attack (Power) a target and attempt to gain Magical armor + 6. On save, gain Magical armor + 3.
Special, Gain Magical block chance + 10 (2 stacks) and gain Rune Skin.
~ Rune Skin: After a successful block roll, grant a Shield (Level + 4) to an other ally within 4m.
Reaction, When an ally within 3m is attacked you may swap places and become the new target and gain a Magical block chance + 10 and Block bonus + 5.
Special, Gain Ancient construct (3 stacks) and inflict enemies within 3m with Treatening presence.
~ Ancient construct: Your size is increased to 3 tiles, if there are no free tiles allies and enemies are moves aside. When you take damage remove a stack of Ancient construct.
~ Treatening presence: You have Power - 10 if your Attack targets someone other than the caster.
Passive, Each time you gain a bonus in either Critical chance or Physical armor, gain Dodge chance + 4 (stacks up to Dodge chance + 12).
Special, Move (1m) and gain Critical chance + 6. After, attempt to inflict Physical armor - 4 on a target within 1m.
Special, Move into the tile of a target within 2m and move (1m) the target. After, gain Critical Chance + 5.
1 Action, Move (2m) gain Critical Chance + 5 and Earth attack (Power + 2) a target within your range. If you dealt damage gain Advantage on your next Critical roll.
1 Action, Earth Attack (Power + 2) a target within 1m. If you dealt damage, attempt to gain Physical armor + 3.
1 Action, Move (3m), Earth Attack (Power + 1) a target and attempt to Move (2m) the target. After, allies within 1m gain Physical armor + 3.
Special, Gain Shattering scales and Physical armor + 5.
~ Shattering scales: Gain a Shield (Level + 10). If you still have the Shield at the start of your next turn, remove the shield and attempt to inflict Earth Weakness (2 stacks) on enemies within 3m.
1 Action, Move (6m), move (1m) enemies within 2m. After gain Movement + 2, Dodge chance + 10 and Spirit of the chimera (2 stacks).
~ Spirit of the chimera: all negative status effects that target you are inflicted to the caster instead.
Passive, Whenever an other ally within 3m succeeds a Block or Dodge roll gain Reaction + 1.
Reaction, Grant Reaction + 1 and Saving Roll + 3 to an ally within 4m.
Reaction, Grant Block bonus + 5 and advantage to an ally within your range.
1 Action, Attack (Power + 5) up to two targets within your range and attempt to inflict Planned Out on each target. On save inflict Disadvantage instead.
~ Planned Out: Whenever making an attack the defender gains advantage (2 stacks).
1 Action, Inflict yourself with Dodge Chance - 10, move (2m) and grant Quick feet (2 Stacks) to an ally within 4m.
~ Quick feet: Dodge rolls cost 1 Reaction instead of 2.
1 Action, Grant up to two allies within 4m a Shield (Level + 5) and Magical block chance + 15.
1 Action, Move (2m). After grant Power + 3, Perfect strike (2 stacks) and Save height + 2 (2 stacks) to allies within 3m.
~ Perfect Strike: Skills that target enemies cannot be dodged.
Special, Gain a Shield (Level + 5) and grant a 2m radius with the center tile within your range with Sphere of safety (5 stacks).
~ Sphere of safety (Zone): Allies within this zone have Dodge chance + 15 and Magical block chance + 15. When the last stack is removed grant Power + 5 to allies within the zone.
Passive, At the start of your turn, gain Power + 1 for each reduced battle stat (except Power) that you currently have (stacks up to Power + 5).
1 Action, Gain Critical Chance + 10 and Dark Attack (Power) a 3 tile-triangle with two tiles being within your range. After inflict yourself with Critical Chance - 10.
Special, Inflict yourself with Movement - 1 and gain Power + 2. Target a tile within 6m and attempt to place any target(s) within 3m to as close as possible to the center (you choose the targets and order). On save, inflict Movement - 1.
1 Action, Inflict youself with Block bonus - 3 and Dark Attack (Power + 6) enemies within 3m. After attempt to inflict knocked back 3m on up to two targets that you damaged.
1 Action, Inflict yourself with Magical armor - 3 and Dark Attack (Power + 4) a target. If you dealt damage, attempt to inflict Void matter (2 stacks) on that target. On save, inflict Void matter instead.
~ Void matter: Inflicted with Disadvantage for the next saving roll against the caster of this effect.
Special, Inflict yourself with Physical armor - 3. After, deal Dark True damage (Level + 3) and attempt to inflict Dark Weakness (2 stacks) on a target within your range. On save, inflict Dark Weakness instead.
1 Action, Inflict yourself with Dodge chance - 15, remove your current shields and gain Power (+ 9 if you reduced no Shield, + 15 if you removed 10 or less Shield, + 20 if you removed 11 or more Shield). After inflict Reaction - 2 and Dark Attack (Power) the target.
1 Action, Inflict yourself with Bonus shield - 2, place two Shadow clones (2 stacks) within 3m and dissappear (keep track of your original location). Reappear on your original location when both Shadow clones have 0 stacks.
~ Shadow clone (Summon): Copies of yourself, but share your turn and cooldowns. Use a Reaction and one stack of a Shadow clone to freely move (3m) and Dark Attack (Power) a target.
Passive, After an enemy that was adjacent to you moves, you may use a Reaction to gain Power + 5. Stacks up to two times.
Special, Inflict Linked on a target within 3m.
~ Linked: After you take fire damage from the caster, the caster may move you to an adjacent tile of it and the caster gains Critical Chance + 10.
Special, Deal Fire True damage (Level + 3) to a target. After, attempt to move the target 2m.
Special, Inflict enemies within 1m with Harmonize.
~ Harmonize: Whenever you move more than 1m the caster gains Inner Harmony.
~ Inner Harmony: Your next block attempt does not require a Reaction.
1 Action, Fire Attack (Power) a target within 1m and attempt to inflict Soulburn (2 stacks), on save inflict Soulburn instead.
~ Soulburn: Whenever you move more than 1m you take Fire True damage (3).
1 Action, Attempt to gain Power + 5, then Fire attack a target within 1m and inflict knocked back 2m. After, you may freely move to an adjacent tile of the target.
1 Action, Fire Attack (Power) all enemies within 1m and attempt to inflict Knocked back 2m. After, you may freely move to an adjacent tile of one target.
Special, Inflict all tiles within 3m with Bound realm (3 stacks) and gain Physical Armor + 5 (3 stacks).
~ Bound realm (Zone): As long as the caster is within this zone, enemies can't leave this zone. Whenever the caster takes damage remove 1 stack.
Passive, Each successful block roll you make, grant Physical armor + 3 to another ally within 3m.
Reaction, When an ally within 2m is targeted by a blockable Attack, move adjacent to that ally and you may Block Roll once without using a reaction. On a successful block, reduce the damage on your ally by your block bonus and gain Reaction + 1.
Special, Grant Shield (Level + 5) and Crusader's grace to another ally within 2m.
~ Crusader's grace: When targeted by a blockable Attack, the caster may block the attack for you. Damage is still dealt to you while using the caster's Block bonus.
1 Action, Move (2m) and gain Holy ground (3 stacks), Magical block chance + 20 and Block bonus + 5.
~ Holy ground (3m, Aura): Whenever another ally is damaged in this aura, reduce the damage by 10.
1 Action, Deal Light True damage (Level + 5) on an enemy within 2m and attempt to inflict Power - 5 (2 stacks). On save, inflict Power - 5.
1 Action, Light Attack (Power + 5) a target. After gain Physical Block Chance + 15 and Block bonus + 3.
Special, Move to an adjacent tile of an ally within 2m and gain Protector's veil (4 stacks).
~ Protector's veil (6m aura): Whenever ally is damaged in this aura, you or that ally may use one stack to gain a Reaction and Physical armor + 3.
Special, Gain Divine avatar (3 stacks) and inflict Divine taunt (2 stacks) on an enemy enemy within 5m.
~ Divine avatar: Upon receiving damage, you may use a stack to half the damage done to you.
~ Divine taunt: Your damage dealt is set to 0 if you do not damage the caster.
Passive, After a Light Attack, gain Movement + 1. After a Dark Attack, gain Critical Bonus + 2.
1 Action, Gain Critical Bonus + 3 and Dark Attack (Power + 2) a target within 2m.
1 Action, Freely move to a free tile within 3m (keep track of your starting position) and Dark Attack (Power + 3) a target within 2m. At the end of your turn, freely move back to your starting position.
1 Action, Dark Attack (Power + 4) enemies within 2m. After, select one target that you dealt damage to and attempt to move it 3m away.
1 Action, Light Attack (Power + 2) a target within 2m. If you dealt damage, attempt to inflict Physical armor - 2 (2 stacks).
Special, Gain Charging Avatar (2 stacks).
~ Charging Avatar: Use a Reaction to gain Movement + 1 and Critical chance + 15.
Reaction, After being attacked by an enemy, freely move to a free tile within 1m of the attacker and Light Attack (Power) a target within 1m.
1 Action, Gain Meteor Crash and either Light or Dark Affinity.
~ Meteor Crash: Disappear from the battlefield until the start of your next turn, when you reappear, freely move to a tile within 6m from where you disappeared and True Attack (Power) all enemies within 1m.
Passive, When another target within 3m of you moves outside of their turn, gain Magical block chance + 4 (Stacks up to Magical block chance + 12).
1 Action, Gain Magical block chance + 5 and Air Attack (Power) a target. After, select another target within 3m of you and attempt to move it 1m towards the target of your attack.
Special, Gain Pulsating engine (3 stacks) and Magical block chance + 10.
~ Pulsating engine (2m Aura): When one or more targets have moved outside of their turn and ended within this aura, the caster may use a Reaction and a stack to grant Critical chance + 10 to allies within the aura and inflict Power - 6 on enemies within this aura.
Special, Gain Block bonus + 4 and attempt to inflict Air Weakness on enemies within 3m. After, allies within 3m of you may freely move to a free tile within 2m of you and grant Reaction + 2 to allies within 2m.
1 Action, Grant a Shield (Level + 2) to other allies within 2m. After, grant Critical chance + 10 to allies within 3m that currently have a Shield of 1 or higher.
1 Action, Grant a Shield (Level + 5) to two allies within 4m. After, select two other allies within 3m with a Shield of 1 or higher, these targets may move 2m.
Special, Grant a Shield (Level + 10) to a target within 6m. After, grant Critical Bonus + 4 and Block bonus + 4 to allies within 3m that currently have a Shield of 1 or higher.
1 Action, Place Stellar ether transmitter (4 stacks) on a free tile within 4m and inflict Power - 10 on enemies within 2m of Stellar ether transmitter.
~ Stellar ether transmitter (Summon, 3m aura): Allies within this aura may use a Reaction and a stack to gain a Shield (Level + 10) and move (2m).
Passive, After dealing Air Damage, grant Dodge chance + 5 to an ally within 3m. After dealing Earth Damage, grant Physical Block Chance + 5 to an ally within 3m.
1 Action, Air Attack (Power + 3) targets within 1m. If you dealt damage, grant movement + 1 to an ally within 2m of the target.
1 Action, Air Attack (Power) a target within 1m and attempt to inflict Choking (2 stacks). On save, inflict Choking instead.
~ Choking: At the start of your turn take True damage (5).
Special, Freely move. After, grant Dodge chance + 15 to allies within 3m.
1 Action, Earth Attack (Power + 4) a target within 1m. If you dealt damage, gain Physical Block Chance + 5.
Special, Gain a Shield (Level + 5) and Living armor.
~ Living armor: When your shield is reduced to 0, gain Block bonus + 3 and if the attacker is within 2m, deal Earth True damage (Level + 3) to the attacker.
1 Action, Summon a Rock wall (4 stacks), in a straight line of 5 tiles with the center within 3m. After, attempt to move enemies within 2m of the Rock wall 1m towards the Rock wall.
~ Rock wall (Summon): If an enemy within 1m starts their turn, the caster may use a stack to deal Earth True damage (Level + 4) and inflict Movement - 1.
Special, Gain Dodge chance + 18 (2 Stacks), Physical Block Chance + 18 (2 Stacks), Grace of air (2 Stacks) and Grace of earth (2 Stacks).
~ Grace of air: After a successful Dodge, gain Reaction + 2 and Critical Chance + 20.
~ Grace of earth: After a successful Block, gain Reaction + 1 and Power + 10.
Passive, Whenever you damage a target that is inflicted with a negative Movement effect, attempt to freely move the target 1m.
1 Action, Inflict Movement - 1 and Water Attack (Power + 2) a target within your range.
Special, Target a 3 tile-triangle with two tiles being within your range. Inflict Magical armor - 5 on enemies on these tiles and attempt to inflict Movement - 1 on enemies on these tiles.
1 Action, Select a tile within your range. Attempt inflict Movement - 2 on enemies within 1m of that tile. After, Water Attack (Power + 4) enemies within 1m of that tile.
1 Action, Water Attack (Power) a two-tile line, with one tile being in your range. After, gain Critical chance + 10 if you dealt damage to a target with a negative Movement effect.
Special, Gain Movement + 2 and Icebringer (3 stacks).
~ Icebringer: Use a stack to inflict Water Weakness on an enemy within 1m. If that enemy has a negative movement effect, you may also move it 2m.
1 Action, Target a 2m radius with the center tile within your range. Inflict Crushing snow on enemies within this radius and Water Attack (Power) them.
~ Crushing snow: If you start your turn with a negative movement effect, lose 1 Reaction.
Special, Place a Glacial sculpture (4 stacks) on a free tile within 5m.
~ Glacial sculpture: When an enemy within 4m moves outside of their turn, the caster may use a stack to move them to the glacial sculpture and inflict it with Movement - 2 and deal Water True damage (Level + 3).
Passive, Each time you inflict a negative effect, grant Power + 1 to other allies within 2m (Stacks up to Power + 3).
1 Action, Fire Attack (Power + 3). If you dealt damage, attempt to inflict Saving Roll - 2 (2 stacks).
1 Action, Fire Attack (Power + 3). If you dealt damage, attempt to inflict Crippled (2 stacks) on a target.
~ Crippled: After you took an action to move, take True damage (3).
1 Action, Dark Attack (Power + 8) a target within your range then attempt to inflict Nether (2 stacks). On save, inflict Nether.
~ Nether: Set your Magical armor to 0.
Special, Inflict an 1m radius with the center tile within 5m with Darkzone (3 stacks).
~ Darkzone (zone): The caster may use a reaction and a stack to attempt to inflict Crippled (2 stacks) to a target within the zone.
~ Crippled: After you took an action to move, take True damage (3).
1 Action, Move (Half Movement) and Dark Attack (Power) enemies within 2m and attempt to inflict Saving Roll - 2 to targets hit.
Special, Freely move, then inflict Darkened on enemies within 2m and grant Magical armor + 2 to allies within 2m.
~ Darkened: The next time you are inflicted with a negative effect add an additional stack to that effect.
1 Action, Fire Attack (Power + 10) all enemies within your range, then inflict all damaged enemies with Magical armor - 10.
Passive, Whenever you deal Water damage inflict the target with Hypothermia.
~ Hypothermia: When you take Fire damage you are inflicted with Magical armor - 3.
1 Action, Attempt to deal Water True damage (Level + 6) to enemies in a 1m radius with the center tile within your range.
1 Action, Summon a Frozen orb (3 stacks) on a free tile within your range.
~ Frozen orb (Summon): Once per turn you may use a special and a stack to move (1m) and Deal Water True damage (Level + 3) to enemies within 1m. Upon taking damage remove a stack.
Special, Gain Water Affinity, Frozen touch and Movement + 2.
~ Frozen touch: When you deal Water damage inflict Movement - 2.
1 Action, Fire Attack (Power + 2) a target within your range and attempt to inflict Frostburn.
~ Frostburn: When you take Water damage you are inflicted with Dodge chance - 15.
Special, Inflict Meltdown on enemies within your range and gain Power + 3.
~ Meltdown: When you take Water damage you are inflicted with Power - 5.
1 Action, Fire Attack (Power + 6) a target within your range and inflict Thermal confusion.
~ Thermal confusion: When you take Water damage you are inflicted with Fire Weakness and Water Weakness.
1 Action, Select a tile within your range. Inflict a 2m radius from that tile with Molten Blizzard and Water Attack (Power + 4) to enemies within the radius.
~ Molten Blizzard (Zone): At the start of the caster's next turn, the caster deals Fire True damage (Level + 3) to enemies within the zone.
Passive, At the start of your turn, you may place a Tear of light on a tile behind an enemy within 3m.
~ Tear of light: When the casters enters this tile, grant Power + 3 to an ally within 2m.
1 Action, Grant Light Affinity to an ally within 2m and Attack (Power) a target within 1m. If the Critical roll succeeds, also grant another ally within 3m Movement + 2.
1 Action, Attack (Power) a target within 1m. After, Move while granting allies within 1m Critical bonus + 3.
Special, Gain Counterbeam.
~ Counterbeam: Upon receiving magical damage, make a Critical Roll. If you succeed, half damage done and freely Move (3m). After inflict the attacker with Light Vulnerability and deal True damage (Level + 10) to the attacker.
1 Action, Freely Move. During this Move, when you pass through a tile of an enemy, attempt to inflict that target with Bright scar and when you pass through an ally, grant Light Affinity.
~ Bright scar: Attackers using Light Attacks gain Critical chance + 15 and Critical bonus + 5 when Attacking you.
Special, Shield (Level + 3) two allies within 1m and make a critical roll. If you succeed the critical roll, grant Dodge chance + 15 and Light Affinity on allies within 1m.
Special, Gain Kinetic Overload.
~ Kinetic Overload: Keep track of the amount of tiles you move. At the start of your next turn, grant either Power + X or Shield (Level + X) to allies within 2m. Where X is the amount of tiles you moved since gaining this effect.
1 Action, Freely move (3m). After, other allies within 4m may freely move (3m). Finally, grant Power + 8 to allies within 3m and grant a Shield (Level + 8) to allies that are 4m or more away from you.
Passive, After dealing Light damage, grant Bonus True Damage + 1 to allies within 1m. After dealing Water Damage, gain Bonus shield + 1.
1 Action, Light Attack (Power) a target and gain Shield (2).
Special, Gain Bonus True Damage + 4 and grant a Shield (4) to other allies within 2m.
1 Action, Light Attack (Power + 2) enemies within 1m. Grant Shield (8) to another ally within your range.
Special, Deal Water True damage (Level + 2) to enemies within 1m.
1 Action, Deal Water True damage (Level + 14) to a target within your range then attempt to gain Critical Chance + 5 and Bonus Shield + 2.
1 Action, Summon Whirling Element (4 stacks) on a free tile within your range.
~ Whirling Element: At the end of your turn remove a stack to move 2m and deal Water True Damage (Level) to enemies within 1m.
1 Action, Swap places with an ally within 4m. After, grant Bonus True Damage + 10 and Shield (10) to that ally. Finally, deal Water True Damage (Level + 15) to an enemy within 1m.
Passive, Each turn, you may use a Special to switch to Physical weapons and Offhands once.
1 Action, Fire Attack (Power) a target and move (1m). If you dealt damage using an 1m range weapon, attempt to inflict Burned defense (2 stacks).
~ Burned defense: When the caster damages you from target 2m or more away, take Fire True damage (3).
Special, Gain Critical bonus + 6 and Distancing swipe (2 stacks).
~ Distancing swipe: After dealing damage to a target within 1m, attempt to inflict Knocked back (2m). On save, inflict Kocked back (1m) instead.
1 Action, Move (2m), attempt to move enemies within 2m towards you, gain Critical chance + 15 and Fire Attack (Power + 6) enemies within 1m.
1 Action, Attempt to inflict Reaction - 1 within your range. After, Air Attack (Power + 2) a target.
Special, Gain a Physical armor + 6 and Gale engage (4 stacks).
~ Gale engage: After dealing damage using an Attack on a target that is more than 2m away from you, attempt to move the target 1m towards you.
1 Action, Air Attack (Power + 6) a target. If you dealt damage using a 2+m range weapon, inflict Armor crumble (2 stacks) on all enemies within 1m of the target.
~ Armor crumble: When taking damage from a target within 1m, take True damage (5).
Special, Gain Perfect execution (2 stacks), Vacuum enchantment and Fiery enchantment.
~ Perfect execution: Whenever you change weapons, you may move 2m and gain Power + 10.
~ Vacuum enchantment: Before an Air attack, gain Critical chance + 20.
~ Fiery enchantment: After a Fire attack, also deal Fire True damage (Level + 5) to one target.
Passive, When one of your summons within 3m reaches 0 stacks, grant a Shield (3) to a target within 3m of the summon.
1 Action, Summon a Skeleton (4 stacks) on a free tile within 3m.
~ Skeleton (Summon): At the end of casters turn, the caster may spend 2 stacks once to let the Skeleton Attack (Power) a target within 1m (using your Critical chance).
1 Action, Summon a Hound (4 stacks) on a free tile within 3m.
~ Hound (Summon): At the end of casters turn, the caster may spend 2 stacks once to let the Hound Move (2m) and Attack (Power) a target within 1m (using your Critical chance). Targets attacked by the Hound take True damage (4) if they are adjacent to another ally than the hound.
1 Action, Summon a Geist (3 stacks) on a free tile within 3m.
~ Geist (Summon): At the end of casters turn, the caster may use stacks to move the Geist (2m) (Using 1 stack) and to let the Geist deal True damage (Level + 7) to enemies within 1m of the Geist (using 1 stack).
Special, Gain Magical armor + 2 and you may Move (1m), after your summons within 4m may move (3m) (using 1 stack).
Special, Gain Bonus true damage + 4 and you may remove a stack of any amount of your summons within 4m. For each stack removed, grant another ally (or a summon) within 4m Bonus true damage + 6.
1 Action, Attack (Power + 4) a target and attempt to inflict Undead frailty (3 stacks). On save, inflict Undead frailty instead.
~ Undead frailty: After receiving damage from the caster's summons, take True damage (Level + 3) and you are inflicted with Critical chance - 15.
1 Action, Disappear from the battlefield and summon Death (5 stacks) in your place. Return on Death's location when Death reaches 0 stacks.
~ Death (Summon): The caster can take all their actions from Death. In the casters turn, the caster can use 2 stacks to gain Critical chance + 15 and attack targets within 1m of Death.
Passive, At the end of your turn, place a Dummy (1 stack) on a free tile within 3m.
~ Dummy (Summon): The caster may use a stack to use an Action, Special or Reaction from this dummy.
1 Action, Attack a target and attempt to knock back 1m. After, deal True damage (3) if the target is next to one of your summons.
Special, Select up to two casters, chosen among yourself and your summons. Each caster attempts to inflict Clinging love on target within 1m of them. On save, inflict Rejected on the caster instead.
~ Clinging love: Next turn your movement is set to 1.
~ Rejected: Move 2m and deal True damage (5) to enemies within 1m.
Reaction, When a summon is targeted by and attack, use a stack and swap it with a enemy within 2m of the summon. Damage is dealt to the new target.
1 Action, Summon a Shade (2 stack) on a free tile within 2m. After, grant a stack to a friendly summon within 1m of the Shade.
~ Shade (Summon): Caster may use a stack to inflict Disadvantage on an enemy within 1m.
Special, Move (2m), after move (2m) all your summons within 5m and grant one of them a stack.
1 Action, Grant a stack to a friendly summon within 4m. Allies within 5m gain Shield (x) and enemies within 5m are inflicted with True damage (x). X is 4 times your summons within 1m of the target.
1 Action, Copy one of your summons within 3m three times. Place the copies on free tiles within 2m of the original summon.
Passive, Whenever an enemy that is 4m or more away from you takes Fire Damage, gain Critical Bonus + 2 (stacks up to Critical Bonus + 6).
1 Action, Fire Attack (Power) a 3 tile-triangle with two tiles being within your range.
Special, Deal Fire True damage (Level + 1) and attempt to inflict Wildfire on two enemies within your range. After, gain Range + 2.
~ Wildfire: At the end of your next turn, take Fire True damage (10) reduced by 2 for each tile you moved since you got this effect.
1 Action, Target a tile within your range, Fire Attack (Power + 3) enemies within a 2m of the tile. After, attempt to inflict Fire Weakness on enemies within 2m of the tile.
Special, Select three tiles within your range to create Dragon pillars (share 2 stacks).
~ Dragon pillars (Zone): Spend a stack each time a target enters this zone to Fire True damage (Level + 7) to that target.
1 Action, Attempt to inflict knocked back 2m and Fire Attack (Power + 6) a target.
1 Action, Freely move (keep track of your starting location). After, Fire Attack (Power + 4) enemies within 1m of your starting location.
1 Action, Gain Hellfire (2 stacks).
~ Hellfire: Use a Reaction to Fire attack (Power + 4) all within 2m radius with the center tile within 8m. Has to be used at the end of an allies turn.
Passive, Whenever you inflict a debuff on other target(s), gain Magical armor + 1 (Stacks up to Magical armor + 4).
1 Action, Water Attack (Power) a target within 1m. If you dealt damage, attempt to inflict Movement - 2.
1 Action, Deal Dark True damage (Level + 10) on a target within 1m and attempt to inflict Dread blooded (2 stacks). On save, inflict Dread blooded.
~ Dread blooded: Inflicted with Power - 4 if you do not target the caster.
1 Action, Deal Water True damage (Level + 15) and attempt to inflict Critical chance - 20 (2 stacks) to all enemies within 2m. On save inflict Critical chance - 20 instead.
Special, Gain Magical armor + 2, grant Cursed blood (2 stacks) to a target within 3m.
~ Cursed blood: Upon taking damage, inflict the attacker with Magical armor - 2. After, the caster may move 1m to the attacker.
1 Action, Grant Bloodplating (2 stacks) to an ally within 3m and attempt to inflict Critical Bonus - 6 on enemies within 3m.
~ Bloodplating: Whenever you deal or take damage, deal Dark True damage (Level + 8) to an adjacent enemy.
1 Action, Swap places with an ally within 3m and grant a Shield (Level + 10) to that ally. After, attempt to Move (1m) enemies within 2m.
Special, Gain a Shield (Level + 15) and Agonizing dread (2 stacks).
~ Agonizing dread: Whenever an ally within 3m takes damage inflict the attacker with Dark or Water Vulnerability.
Passive, Whenever you move, freely move instead. When moving through an enemy, you may inflict it with Symbol of shadow (can only be applied on one target at a time).
~ Symbol of shadow: When you are being targeted by a Dark Attack, the attacker gains Critical chance + 6.
1 Action, Deal Dark True damage (Level + 5) to two targets within your range. After, you may roll a critical roll, if you succeed, inflict the targets with Nightly wounds.
~ Nightly wounds: Take 3 True damage after receiving dark damage.
1 Action, Gain Range + 1, gain Multi attack and Dark Attack (Power + 4) within your range.
~ Multi attack: Attack all targets in a line within your range.
Special, Inflict a target within your range with Shadow prison (4 stacks). After, attempt to gain Power + 5 (2 stacks).
~ Shadow prison: You cannot use Reactions when targeted by dark attacks or dark true damage.
Special, Move (2m), deal Dark True damage (Level) to all enemies that get within 1m of you. After, attempt to inflict Dodge chance - 15 on a target you damaged.
1 Action, Gain Critical Bonus + 4 and Move to an adjacent tile of an enemy within 2m. After Dark Attack (Power + 4) and attempt to inflict Movement - 2 on that enemy.
1 Action, Dark Attack (Power + 5) a target and inflict Dark Weakness on enemies within 2m. After, gain Dancing Dash (2 stacks).
~ Dancing dash: Use a Special to Move 3m instead of 1m.
Reaction, When you would normally take damage, negate damage done, Move and inflict Dark Vulnerability on enemies within 1m of the attacker. After, gain a Darkstep (3 stacks).
~ Darkstep: Dodge Rolls required 1 Reaction instead of 2.
Passive, Whenever you deal Earth Damage, gain Physical armor + 1 (Stacks up to + 3).
1 Action, Place a Grounding totem (2 stacks) on a free tile within 3m.
~ Grounding totem (Summon, 1m aura): If an enemy within the aura moves, inflict Movement - 1 and Earth True damage (Level + 5).
Special, Place a Tremor totem (2 stacks) on a free tile within 3m a target within 1m of one of your summons.
~ Tremor totem (Summon, 1m aura): At the end of caster's turn, inflict Physical armor - 3 on enemies within 1m. After the caster gains Physical armor + 3 for each opponent within 3m with a Physical armor debuff.
1 Action, Place a Leyline totem (4 stacks) on a free tile within 3m and Earth attack (Power + 2) all enemies within 1m of one of your summons.
~ Leyline totem (summon, 1m aura): Whenever an ally targets Leyline totem change the target to all within aura.
Special, Grant a Physical armor + 3 to an ally within 2m of you or your summons and deal Earth True damage (Level + 3) to a target within 1m.
1 Action, Select a target within your range. If this target is within 2m of one of your summons gain Save height + 4. After, Earth Attack (Power + 3) and attempt to inflict Power - 5 on that target.
1 Action, Deal Earth True damage (Level + 8) on enemies within 2m of you or your summons. After Shield (Level + 5) allies within 2m of you or within 2m of one of your summons.
Special, Target all enemies within 3m of your summons and all allies within 3m of your summons. Deal Earth True damage (Level + 15) to all targeted enemies and grant Physical armor + 10 (2 stacks) to all targeted allies.
Passive, At the start of an Attack (before any defensive rolls), gain Critical chance + 2 for each reduced battle stat of your target (Stacks up to Critical chance + 10). If you have more than one target, you may pick the target with the most reduced battle stats.
1 Action, Move (half Movement) and Attack (Power + 2) a target within 1m. If you dealt damage, attempt to inflict Movement - 1.
Special, Inflict Power - 4 on a target within 1m and attempt to inflict Physical armor - 4. After, freely move (2m).
1 Action, Gain Movement + 2, Move and deal True damage (Level + 10) to up to two different targets within 1m and attempt to inflict them with Magical armor - 5.
Special, Grant Critical chance + 5 to other allies within 3m and attempt to inflict Critical chance - 10 on enemies within 1m. After gain Power + 1 for each target you have targeted with this skill (Stacks up to Power + 5).
1 Action, Move (2m) and Attack (Power + 4) a target within 1m. If you dealt damage, attempt to inflict Dodge chance - 15. After, freely move to an adjacent free tile of the target.
1 Action, Move (half Movement) and inflict the target with Critical Bonus - 3 and Block bonus - 3. After, True Attack (Power) a target within 1m.
1 Action, Move (2m), Attack (Power) all within 1m and then Move (2m). Finally, gain Critical Bonus + 10 and Attack (Power) all within 1m.
Passive, At the end of your turn, your summons grant Magical armor + 1 to allies within 1m (Stacks up tot Magical armor + 3).
Special, Place a Spirit owl (2 stacks) on a target within 3m. You may transfer the Spirit owl to another target within 3m by using a Reaction.
~ Spirit owl (Ethereal Summon): Allies can use a stack to gain Dodge chance + 10. You can use a stack if the summon is on an enemy to inflict Dodge chance - 20.
1 Action, Summon a Spirit fox (4 stacks) on a free tile within 5m.
~ Spirit fox (Ethereal Summon): Each turn you may move the Spirit fox (2m). Adjacent allies can use a stack as a Reaction to gain Critical chance + 10 and Power + 3. Summon does not have Health, but loses a stack on damage.
1 Action, Summon a Spirit Lion (5 stacks) on free tiles within 6m.
~ Spirit Lion (Ethereal Huge Summon): Each turn, use a stack to attempt to inflict Spirit Roar on enemies within 2m. Summon does not have Health, but loses a stack on damage. The summon fails every roll.
~ Spirit Roar: Damage - 10 if you do not damage the caster.
Special, Attempt to inflict Magic target (2 stacks) on a target within 1m of you or one of your summons. On save, inflict Magic Target.
~ Magic target: Attackers gain Power + 2 and Critical chance + 10 when attacking with a Magical weapon for that attack.
1 Action, Gain Critical Bonus + 7 and Attack (Power) a target. After, attempt to move the target 2m. If the target ends within 1m of one of your summons inflict Power - 2 on the target.
Reaction, After taking damage deal True damage (Level + 10) to the attacker and gain Dodge chance + 15. After, you and your summons may move (2m).
Special, Inflict Power - 5 (2 stacks), Power + 5 (2 stacks), Magical armor - 5 (2 stacks), Magical armor + 5 (2 stacks) divided among any number of targets within 3m of you or one of your summons.
Passive, At the start of an Air attack, you can gain:
~ Critical Bonus + 2 if at least one of your targets does not try to dodge or block.
~ Gain Critical chance + 6 if at least one of your targets has a Critical chance debuff.
1 Action, Air Attack (Power + 2) a target within your range and attempt to inflict Stasis.
~ Stasis: At the start of your turn you are inflicted with Reaction - 1.
1 Action, Air Attack (Power + 6) a target within your range. If the target does not try to dodge or block, gain Critical Bonus + 6.
Special, Inflict Air True damage (Level + 3) and Bewildering storm on a target within your range.
~ Bewildering storm: At the start of your turn take Air True damage (Level + 3) or you are inflicted with Reaction - 1.
1 Action, Deal Air True damage (Level + 5) and attempt to inflict Critical chance - 10 on enemies that are exactly 3m away from you.
1 Action, Inflict Knocked back (2m) on enemies within 2m. After, attempt to inflict Critical chance - 10 and Air weakness on enemies that are exactly 3m or 4m away from you.
Special, Place a Stormbeacon (2 stacks) on a free tile within 5m and inflict enemies within 2m of the Stormbeacon with Critical chance - 15.
~ Stormbeacon (Summon): The caster may use a Reaction and a stack within their turn to grant an ally within 3m of the caster Magical armor + 6 and the target may move to an adjacent tile of the Stormbeacon.
1 Action, Inflict Magical armor - 5 (2 stacks), Storm-pierced (2 stacks) and Air Attack (Power + 8) enemies within 3m.
~ Storm-pierced: If you skip or roll lower than 30 for a Critical roll, take Air True damage (Level + 10).
Passive, Gain Critical Bonus + 2 each time you take damage (Stacks up to Critical Bonus + 6).
1 Action, Air Attack (Power + 3) a target. If you dealt damage, attempt to inflict Twin Shock (2 stacks).
~ Twin Shock: Whenever you take an action deal Air True damage (1) to you and the caster.
Special, Move (2m) and attempt to inflict Shocking Attraction on enemies within 2m.
~ Shocking Attraction: Inflicted with Damage - 10 if you do not target the caster.
1 Action, Air Attack (Power + 6) a target after inflict Judgement on the target.
~ Judgement: Critical Bonus is doubled against you.
Special, Grant Stormguard to a target within 2m.
~ Stormguard: Gain a Shield (Level + 2). After the Shield is destroyed, the caster may move 2m towards the target.
1 Action, Move (2m) and grant Physical Block Chance + 15 (2 stacks) and Block bonus + 3 (2 stacks) to allies within 2m.
Reaction, When an ally within 4m is attacked, gain Physical Block Chance + 10 and Move to the tile of that ally (the ally moves 1m). You become the new target of the Attack.
1 Action, Gain a Shield (Level + 15), move (3m) then grant Guarded to other allies within 2m.
~ Guarded: The next damage to your Current Health is dealt to the Current Health of the caster instead.
Passive, Make a critical roll before you grant a Shield, if the roll succeeds gain Bonus shield + 3.
1 Action, Grant a Shield (Level + 8) to target within 2m.
Special, Cast a 1m radius of Blessing of light (3 stacks) with the center within 4m.
~ Blessing of light (Zone): Caster may use a Reaction and a stack to grant a Shield (Level + 3) and Light Affinity to a target within this zone.
1 Action, Shield (Level + 8) other allies within 4m and attempt to inflict Light Weakness to enemies within 4m.
1 Action, Grant either Empowering sun or Shining ward to allies within 2m.
~ Empowering sun: Gain Critical chance + 10 and Light Affinity.
~ Shining ward: Gain Magical armor + 4, Light Resistance and Dark Resistance.
1 Action, Attempt to inflict Light Weakness (2 stacks) and deal True damage (Level + 10) on a target within 3m.
Special, Grant Movement + 2 (2 stacks) to allies within 4m and attempt inflict Lightbind on enemies within 4m.
~ Lightbind: Upon taking light damage, inflicted with Magical armor - 5 and Movement - 2.
Special, Grant Dark Resistance, Critical chance + 15 and a Shield (Level + 10) to allies within 4m.
Passive, When you succeed a dodge roll, you may move an additional tile and gain Reaction + 1.
1 Action, Attack (Power + 2) a target and attempt to inflict Aftermath.
~ Aftermath: If you are next to the caster at the start of the caster's turn, you are inflicted with Power - 6.
1 Action, Freely move, and deal True damage (Level + 14) to a target within 1m. After gain Phase dive (keep track of your original position).
~ Phase dive: At the beginning of your turn you may freely move back to your original position.
Reaction, After you are targeted by an enemy within your movement, gain a Shield (Level + 10) and you may move freely to an adjacent tile of the target.
Special, Choose a target within 3m and gain Determined for this target.
~ Determined: Whenever you are attacked by the chosen target you may freely move to an adjacent tile of that target and gain Dodge chance + 10.
1 Action, Gain Rewind (4 stacks) and Power + 4.
~ Rewind (2m aura): Allies within this aura may use a stack once to gain a Special.
1 Action, Grant Glorious fate to allies within 3m.
~ Glorious fate: Gain a Shield (Level + 6). At the start of your turn, you may remove this shield to gain Power + 6.
Special, Gain Timebend (4 stacks) and grant Power + 8 to allies within 3m.
~ Timebend (3m aura): Allies within this aura may use a stack once to gain Reaction + 2.
Passive, Grant Critical Bonus + 3 to other allies within 1m when you start your turn.
Special, Inflict Power - 3 on a target within 2m and grant Range + 1 (2 stacks) to two allies within 3m of your target.
1 Action, Deal True damage (Level + 10) to enemies within 3m. After, attempt to inflict a Random Element Vulnerability on enemies within 3m. On save, inflict Random Weakness instead.
~ Random Element: Roll a D6 for an element: 1: Fire, 2: Water, 3: Air, 4: Earth, 5: Light, 6: Dark.
Special, Gain Traveling potion (3 stacks) and grant Movement + 2 to allies that are more than 2m away from you.
~ Traveling potion (2m Aura): You may use a stack and a Reaction to grant a Shield (Level + 8) to another ally within this aura.
1 Action, Shield (Level + 2) allies within 2m, move (2m) and grant Critical chance + 5 to allies within 2m.
Reaction, Grant Advantage to allies within 3m, can be used after the roll has been made.
1 Action, Grant Star Song (2 stacks) and Critical chance + 15 (2 stacks) to allies within 3m.
~ Star Song: After using Reaction(s), you may use a critical roll, if you succeed regain the used Reactions.
1 Action, Move (2m) and attempt to inflict Sleep and Reactions - 2 on enemies within 3m. On save, inflict Action - 1 instead.
~ Sleep: Inflicted with Action - 2 if you did not take damage since you got this effect.
Passive, Whenever you take damage, you may inflict Critical chance - 8 on the attacker (Stacks up to - 16 Critical chance).
1 Action, Water Attack (Power + 1) a target then grant Physical armor + 2 to allies within 1m.
Special, Grant allies within 3m Physical Block Chance + 10 (2 stacks) and attempt to inflict Ice goad (2 stacks) on enemies within 3m.
~ Ice goad: You have disadvantage unless you target the caster.
1 Action, Move (3m) and inflict all tiles within 1m with Frost sanctuary (3 Stacks).
~ Frost sanctuary (Zone): Allies within the zone may use a Reaction and a stack to redirect half damage taken to the caster.
Special, Gain Cold zone (2 stacks) and gain Physical armor + 3.
~ Cold zone (2m, aura): If an enemy within this aura attacks an ally, you may inflict Critical chance - 15.
1 Action, Move enemies within 3m towards you on free tiles and attempt to inflict Movement - 1 on enemies within 1m. Then grant Physical armor + 2 to allies within 3m.
1 Action, Move while selecting up tot three tiles you moved over to inflict with Barricade of Ice (3 stacks). After, Water Attack (Power + 8) a target within 1m.
~ Barricade of ice (Impassable): Remove one stack each time this takes damage.
Special, Gain a Shield (Level + 10), Power + 5 and Ice Kingdom (4 stacks).
~ Ice Kingdom (3m, Aura): Whenever an ally within the aura takes damage you may move the attacker to a tile adjacent to you and inflict Movement - 2.
Passive, Whenever you enter a tile that an enemy ended their last turn on, gain Save height + 2 and Power + 2.
1 Action, Attempt to gain Critical chance + 10 and Earth Attack (Power) a target. After, move the target 1m to the left or right.
Special, Attempt to inflict Critical chance - 50 on a target within your range. After, gain Leifr's resolve (2 stacks).
~ Leifr's resolve: When attacking a target from the tile they ended their last turn on, gain a Shield (10).
1 Action, Freely move, whenever you enter a tile of an enemy move that enemy to a tile within 1m of you when you finish the move. After, Earth attack (Power) enemies within 1m.
1 Action, Deal Water true damage (5) to a target within 1m. After move it 1m to the back and attempt to inflict Olga's cleave (2 stacks).
~ Olga's cleave: When you are moved outside of your turn, take Water True Damage (3) for each tile you were moved. (Only count bonus true damage once).
Special, Deal Water True damage (5) to an enemy within 2m and grant allies within 2m of the target a Shield (5).
1 Action, Water attack (Power + 5) a target within 1m and attempt to move it 3m in a half cricle around you. On save, move it 1m (either left or right). Stop if the target collides with something. If stopped earlier gain a Shield (10). After take the original spot of the target if it is free.
Special, Move 2m and grant Harald's final gift (2 stacks) to allies within 4m.
~ Harald's final gift: When an enemy within 2m moves outside of their turn, you may gain either Bonus true damage + 10 or Bonus shield + 10.
Passive, Each turn, you may use a Special to switch to Magical weapons and Offhands once.
Special, Gain Dodge chance + 6 and Whirling waves (2 stacks) and move 1m.
~ Whirling waves: After an attack or true damage you used damaged more than 1 target, you may move 1m.
1 Action, Air Attack (Power) enemies that are exactly on the maximum of your range. Gain Power + X for this attack where X is the range of your weapon.
1 Action, Attack (Power) a target within your range and attempt to move it up to 2m towards you. After deal Air True damage (Level + 5) to enemies within 1m of your target.
1 Action, Water Attack (Power) two tiles next to each other and within 1m of you. If you attacked with an 1m range weapon, attempt to move all target(s) 1m away from the center of the two tiles.
Special, Move (2m) and gain Magical armor + 6 and Tempest slide (2 stacks).
~ Tempest slide: After dealing damage to a target that is within 1m, you may move 1m and inflict the target with knocked back (1m).
1 Action, Water Attack (Power + 7) a target. If you dealt damage using a 1m range weapon, inflict Offense crumble (2 stacks) on all enemies within 2m of the target.
~ Offense crumble: When taking damage from a target that is 4m or more away from you, you are inflicted with Power - 5.
Special, Gain Sublime execution (2 stacks), Vacuum flow and Aqua flow.
~ Sublime execution: Whenever you change weapons, you may gain Power + 7 and Critical chance + 15.
~ Vacuum flow: After an Air attack, also deal Air True damage (Level + 5) to one target.
~ Aqua flow: Before a Water attack, gain Critical bonus + 5.