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The table below lists all of the hero abilities in the game which are available to all factions. Values for effects are listed in the far right hand columns, with base values listed as well as the values modified by reputation at each tier.


Ability Tier (1-4) Magic School Reputation Active or Passive ? Cooldown Effect Base Mana Basic X Repu I. Repu II.
Agony 1 Dark BLOOD Active 3 Shadow tendrils coil around an enemy stack to drain its lifeforce. The victim is dealt <hpdamage> damage (Dark) every time it is about to do an action for 3 turns. Only affects living creatures. 15 322 370 426
Agony, Mass 2 Dark BLOOD Active 3 Shadow tendrils coil around all enemy stacks to drain their lifeforce. The victims are dealt <hpdamage> damage (Dark) every time they are about to do an action for 3 turns. Only affects living creatures. 40 120 137 158
Air Magic 1-3 Air NEUTRAL Passive Hero gains +<magicpower> Magic Power (Air). 3 (6, 9)
Ambush 1 Tactics NEUTRAL Passive Increases the Initiative of friendly creatures by <initiative> for the first three turns of the combat. 5
Arcane Exaltation 1-3 Prime NEUTRAL Passive Hero gains +<magicpower> Magic Power permanently. 2 (4, 7)
Arcane Ward 1-3 Prime TEARS Passive Hero gains +<magicdefense> Magic Defense permanently. 2 (4, 6) 3 (5, 7) 4 (6, 8)
Archery I 1 Warfare BLOOD Passive Friendly creatures' ranged attacks deal <damagebonus>% more damage. 6.0% 6.8% 7.9%
Archery II / Focused Fire 2 Warfare BLOOD Passive Friendly creature's damage increases by <damagebonus>% for each consecutive ranged attack. Attacking in melee or being attacked in melee will break the chain. 3.25% 3.74% 4.30%
Archery III 3 Warfare BLOOD Passive Reduces friendly creatures' ranged penalty by <percent>%. 26% 30% 35%
Architect I 1 Realm NEUTRAL Passive Town buildings are <percent>% cheaper to upgrade and convert. Hero has to be in the town for this effect. 20%
Architect II 2 Realm NEUTRAL Passive Creature dwelling production is increased in the area by <coreelitechampiongrowth>. 1
Architect III 3 Realm NEUTRAL Active day Once per day the hero can help organizing construction in the visited town granting time for another building to be constructed. -
Assailant 1-3 Paragon BLOOD Passive Hero gains +<mightpower> Might Power permanently. 2 (4, 6) 3 (5, 7) 4 (6, 8)
Battle March 1 Tactics NEUTRAL Passive Friendly creature's Movement is increased by <cmovement> in siege combats. 2
Blindness 3 Light BLOOD Active 4 Target enemy creature cannot move, attack or use any abilities for <duration> turns. Blindness is dispelled when the creature is attacked and may retaliate. 45 1.4 1.8 2.2
Blizzard 2 Water BLOOD Active 3 Creates hailclouds in target 4x4 area which last for 3 turns. Creatures under the hailclouds are dealt <hpdamage> damage (Water) and inflicted by the "Chilled" effect. 30 159 183 211
Burning Determination 1 Fire TEARS Active 2 Target's Morale is increased by <morale> and cannot be reduced by abilities for 2 turns. Dispels all negative effects affecting Morale from the target. 15 60.9 70.0 80.5
Burning Determination, Mass 2 Fire TEARS Active 4 All friendly stacks' Morale is increased by <morale> and cannot be reduced by abilities for 2 turns. Dispels all negative effects affecting Morale from all friendly creatures. 40 22.6 26.0 29.9
Celestial Armor 1 Light TEARS Active 0 Gives +4% Might Resistance and Magic Resistance to the target friendly creature and absorbs 50% of the damage taken. Lasts until dispelled or <absorbvalue> damage is absorbed. 10 746 970 1261
Celestial Armor, Mass 2 Light TEARS Active 3 Gives +4% Might Resistance and Magic Resistance to the Hero's army and absorbs 100% of the damage taken. Lasts until dispelled or <absorbvalue> damage is absorbed. 40 257 334 435
Chain Lightning 3 Air BLOOD Active 3 Deals <hpdamage> damage (Air) to the target stack and jumps to three extra enemy stacks. Damage is halved by each jump. 45 576 662 761
Charismatic Leader 1-3 Paragon NEUTRAL Passive Hero gains +<leadership> Leadership permanently. 2 (4, 7)
Circle of Winter 3 Water BLOOD Active 3 Deals <hpdamage> damage (Water) in a circle and applies the "Chilled" effect on its victims. 45 447 514 591
Cleave 3 Warfare BLOOD Passive The first friendly creature destroying an enemy stack instantly gains a free action. It also benefits from +<morale> Morale and +5 Initiative for 3 turns. Creatures can only gain a single extra action in each turn. 16 23 35
Counterstrike I 1 Warfare TEARS Passive Increases damage of all friendly creatures by <damagebonus>% on their retaliations. 9.5% 10.9% 12.6%
Counterstrike II 2 Warfare TEARS Passive All friendly creatures in the hero's army can retaliate one additional time during the first <turn> turns of the combat. 1 2 3
Counterstrike III 3 Warfare TEARS Passive All friendly creatures in the hero's army can retaliate before the enemy's attack during the first <turn> turns of the combat. 1 2 3
Dark Magic 1-3 Dark NEUTRAL Passive Hero gains +<magicpower> Magic Power (Dark). 3 (6, 9)
Defender 1-3 Paragon TEARS Passive Hero gains +<mightdefense> Might Defense permanently. 2 (3, 4) 3 (4, 5) 4 (5, 6)
Despair 1 Dark BLOOD Active 2 Decreases target's Morale by <morale> for 4 turns. Dispels all positive effects affecting Morale from the target. 15 30.4 35.0 40.3
Despair, Mass 2 Dark BLOOD Active 4 Decreases Morale of all the enemy stacks by <morale> for 4 turns. Dispels all positive effects affecting Morale from all enemy creatures. 40 11.3 13.0 15.0
Destiny's Chosen 1-3 Paragon NEUTRAL Passive Hero gains +<destiny> Destiny permanently. 2 (4, 7)
Diplomat 1 Paragon TEARS Passive Allows hero to effectively negotiate with hostile creatures. Increases chances of recruiting them and reduces the cost of creatures that wish to join your army by <percent>%. +/-8% +/-10% +/-12%
Dispel Magic 1 Prime NEUTRAL Active 2 Dispels all effects from the target. 15
Dispel Magic, Mass 2 Prime NEUTRAL Active 3 Dispels all effects from the targets present in the target area. 30
Disruption 1 Prime BLOOD Active 0 Destroys armor of target enemy stack, reducing its Might Defense by <mightdefense> till the end of the combat. Can be cast several times on a single stack, but defense will not go below zero. 10 13 15 17
Duck and Cover 1 Tactics TEARS Passive Friendly creatures use covers <percent>% more efficiently. Also applies to siege walls. 12.5% 14.4% 16.5%
Earth Magic 1-3 Earth NEUTRAL Passive Hero gains +<magicpower> Magic Power (Earth). 3 (6, 9)
Earthquake 3 Earth BLOOD Active 3 Deals <structuraldamage> structural damage to walls and obstacles in the target 4x4 area. All creatures caught within the area will also be "Dazed". 45 1 2 3
Economist I 1 Realm NEUTRAL Passive In the course of his adventures, the Hero tends to find <percentage> more gold and resources. 20%
Economist II 2 Realm NEUTRAL Passive Marketplace rates (resource exchange) are more favorable. Counts as <number> extra marketplaces. 2
Economist III 3 Realm NEUTRAL Passive Produces +<numberwood> Wood and +<numberore> Ore each day. Gold: 0
Wood: 1
Ore: 1
Crystal: 0
Enlightenment 1 Paragon NEUTRAL Passive All experience gained by the Hero is increased by <percent>%. 25%
Erosion 1 Earth BLOOD Active 3 Deals <structuraldamage> structural damage to target wall or obstacle. 15 1 2 3
Eternal Winter 2 Water NEUTRAL Passive Duration of the "Chilled" effects inflicted by the hero's Water abilities is increased by <turn>. 1
Evasive Maneuvers 2 War Cries TEARS Active 3 Decreases damage dealt to your creatures with all attacks by <damageresistance>% for <duration> turns. 10% 12% 13%
Fire Ball 2 Fire BLOOD Active 3 Deals <hpdamage> damage (Fire) in target 3x3 area. Deals half damage around the center. 30 565 650 748
Fire Bolt 1 Fire BLOOD Active 3 Launches a burst of fire at a single enemy target dealing <hpdamage> damage (Fire). 15 652 750 863
Fire Magic 1-3 Fire NEUTRAL Passive Hero gains +<magicpower> Magic Power (Fire). 3 (6, 9)
Fire Shield 1 Fire TEARS Active 3 Gives a Fire Shield to the target for 3 turns. Fire Shield increases Magic Defense by <magicdefense> and also burns attackers for 2 damage/creature. 15 20.3 23.3 26.8
Fire Storm 3 Fire BLOOD Active 3 Deals <hpdamage> damage (Fire) to all creatures in target 5x5 area. 45 298 343 394
Flawless Assault 1 War Cries BLOOD Active 3 Target stack's attacks will inflict maximum damage for <duration> turns. 2 3 4
Frenzy 3 Fire BLOOD Active 4 Target ally or enemy instantly attacks an adjacent creature with +<damagebonus>% increased damage. Does not consume the target's action for the current turn. 45 10% 30% 50%
Frozen Ground 2 Water TEARS Active 4 Turns the target 3x3 area into Frozen Ground that is invisible to the enemy. Enemy creatures lose movement points when they cross the zone. The zone is spotted when an enemy creature steps into it. Lasts for <duration> turns. 30 1.74 2.00 2.3
Giant Slayer 2 Warfare BLOOD Passive Increases damage dealt to large and huge creatures by <damagebonus>%. 5.4% 6.2% 7.2%
Grounded 1 Air NEUTRAL Active 4 Target stack loses the ability to fly for <duration> turns. Grounded creatures can move only short distances. 15 1.3
Haste 1 Prime NEUTRAL Active 0 Increases target friendly stack's Initiative by <initiative> and Movement by 2. Lasts 3 turns. 10 10
Haste, Mass 2 Prime NEUTRAL Active 3 Increases all friendly stack's Initiative by <initiative> and Movement by 1. Lasts 3 turns. 40 5
Heal 1 Light TEARS Active 5 Target stack is instantly healed for <hphealing>. 15 580 667 767
Heal, Mass 2 Light TEARS Active Once All friendly stacks are instantly healed for <hphealing>. 40 279 320 368
Heroic Charge 3 War Cries BLOOD Active 3 Target friendly creature gains +2 Movement and +<damagebonus>% damage for each square crossed before the attack. 9% 10% 12%
Heroism 1 War Cries BLOOD Active 3 Increases target stack's Morale and Luck by <moraleluck> and Damage (Might) by 17% for 2 turns. 13.46 17.50 22.75
Heroism, Mass 2 War Cries BLOOD Active 3 Increases all friendly stack's Morale and Luck by <moraleluck> and Damage (Might) by 10% for <duration> turns. 5.00 6.50 8.45
Ice Armor 1 Water TEARS Active 0 Grant Ice Armor to the target friendly creature. Ice Armor increases Might Defense by <mightdefense>, applies the "Chilled" effect to attackers and lasts for 4 turns. 10 26.1 30.0 34.5
Ice Armor, Mass 2 Water TEARS Active 3 Grants Ice Armor to all friendly creatures. Ice Armor increases Might Defense by <mightdefense>, applies the "Chilled" effect to attackers and lasts for 4 turns. 40 9.7 11.1 12.8
Ice Bolt 1 Water BLOOD Active 3 Deals <hpdamage> damage (Water) to a single target. Victim also suffers from the "Frozen" effect. 15 326 375 431
Ice Breaker 2 Water BLOOD Passive Friendly creatures attack frozen creatures with +<luck> Luck but dispels the "Frozen" effect. 79.1 91 104.7
Ice Wall 2 Water TEARS Active 4 Creates an obstacle (3x1) with 2 structure points for <duration> turns. Creatures standing in the surrounding squares are inflicted by the "Chilled" effect. Provides cover to ranged attacks. 30 1.5 2 2.5
Immolation 2 Fire BLOOD Passive Fire spells of the Hero deal an extra <percent>% damage on the next 2 turns. 21% 24% 28%
Implosion 3 Prime BLOOD Active 3 Deals <hpdamage> damage (Prime) to target enemy stack. This damage cannot be healed. 45 894 1029 1183
Inner Fire 1 Fire BLOOD Active 0 Increases target's Damage (Might) by <mightdamage>% and Initiative by 10. Lasts 2 turns. 10 29% 34% 39%
Inner Fire, Mass 2 Fire BLOOD Active 3 Increases Damage (Might) by <mightdamage>% and Initiative by 5 for the Hero's army. Lasts 2 turns. 40 13% 14% 17%
Intimidation 3 War Cries TEARS Active Once All enemy creatures are intimidated for <duration> turns. Core creatures cannot attack Elites and Champions, Elites cannot attack Champions. 2 3 4
Life Drain 1 Dark BLOOD Active 3 Attacks of target friendly stack drains the lifeforce of living targets for 3 turns. Restores its Health by <percent>% of the damage dealt. 15 33.9% 39.0% 44.9%
Life Drain, Mass 2 Dark BLOOD Active 3 Attacks of all friendly stacks drain the lifeforce of living targets for 3 turns. Restores their Health by <percent>% of the damage dealt. 40 12.6% 14.5% 16.7%
Light Magic 1-3 Light NEUTRAL Passive Hero gains +<magicpower> Magic Power (Light). 3 (6, 9)
Lightning Bolt 2 Air BLOOD Active 3 Deals <hpdamage> damage (Air) to target enemy creature. 30 848 975 1121
Magic Affinity I 1 Prime NEUTRAL Passive Hero gains +<number> Mana (Maximum) permanently. 30
Magic Affinity II 2 Prime NEUTRAL Passive Restores <percent>% of the hero's Mana (Maximum) each day. 2%
Magic Affinity III 3 Prime NEUTRAL Passive Regenerates <number> Mana each turn in the first <turn> turns of the combat. 2
Mana Leech 2 Prime BLOOD Active 3 Transfers <percent>% of the enemy Hero's Mana (Current) to your Hero. 30 10% 15% 20%
Meditation 3 Prime NEUTRAL Active once Increases the Magic Power of Hero spells by 20 for 4 turns and instantly restores <percent>% of the Hero's Mana (Maximum). 30 15%
Mentoring 2 Paragon NEUTRAL Passive The hero is now a "Mentor". When he meets another friendly hero, the latter gains experience up to <percent>% of the Mentor's experience. 75%
Parry 1 Warfare TEARS Passive When a friendly stack cannot retaliate to an enemy melee attack for any reason, some of the creatures parry it reducing the damage taken by <damageresistance>%. 8.66% 9.96% 11.45%
Pathfinder I 1 Paragon NEUTRAL Passive The hero spends no movement points to pick up resources, access buildings and other similar actions.
Pathfinder II 2 Paragon NEUTRAL Passive Increases the hero's Land Movement by <amovement>. 3
Pathfinder III 3 Paragon NEUTRAL Passive Increases the hero's Sea Movement by <amovement> and reduces movement penalty on hard terrain by 50%. 3
Petrification 3 Earth TEARS Active 4 Target creature turns to stone and becomes invulnerable for <duration> turns. Target enemies cannot act. Target friendly creatures may act but doing so will dispel this effect. 45 1.4 1.8 2.2
Plunder Mine 2 Realm NEUTRAL Active Once per Week The Hero consumes all his/her remaining movement points to plunder an enemy mine, immediately taking production worth of 3 days in advance. The mine stops production for the plundered days. -
Poison Cloud 3 Earth BLOOD Active once Creates a 3x3 cloud of poison which deals <hpdamage> damage (Earth) each turn. Lasts until the end of the combat. 55 218 251 289
Pressed Attack 2 War Cries BLOOD Active 3 Links the hero with the target friendly stack for 2 turns. Each time the stack attacks (except retaliation), the hero attacks its target for free first. 81% 93% 107%
Prime Magic 1-3 Prime NEUTRAL Passive Hero gains +<magicpower> Magic Power (Prime). 3 (6, 9)
Puppet Master 3 Dark BLOOD Active 4 The hero gains temporary control over the target enemy stack for <duration> turns. If the victim takes damage, the effect is dispelled. 45 0.7 0.9 1.1
Purge 2 Dark BLOOD Active 4 Dispels all positive effects from enemy creatures in the target area and makes them immune to positive effects for <duration> turns. 30 1 1.5 2
Purity, Mass 3 Light TEARS Active Once Dispels all negative effects from all friendly stacks and makes them immune to negative effects for <duration> turns. 55 1 1.5 2
Rampage 3 Warfare BLOOD Passive When a friendly stack attacks three times in a row, it gains +<mightpower> Might Power for the rest of the combat. All might attacks are valid. 5.73 6.59 7.58
Regeneration 1 Earth TEARS Active 5 Target friendy stack is healed by <hphealing> / turn. Lasts for 5 turns. 15 227 261 300
Regeneration, Mass 2 Earth TEARS Active Once All friendly stacks are healed by <hphealing> / turn. Lasts for 5 turns. 40 109 126 144
Reinforcements I 1 Tactics TEARS Active Once Target Core creature's number is increased depending on the original size of the hero's army. Reinforcements above the stack's original maximum cannot be healed and will not remain in the army after the combat. - 3.5% 4.0% 4.6%
Reinforcements II 2 Tactics TEARS Passive

Passive Ability tooltip: Reinforcements also affects Elite creatures.

Active Ability tooltip is changed to this:
Target Core or Elite creature's number is increased depending on the original size of the hero's army. Reinforcements above the stack's original maximum cannot be healed and will not remain in the army after the combat.

3.5% 4.0% 4.6%
Reinforcements III 3 Tactics TEARS Passive

Passive Ability tooltip: Reinfocements also affects Champion creatures.

Active Ability tooltip is changed to this:
Target Core, Elite or Champion creature's number is increased depending on the original size of the hero's army. Reinforcements above the stack's original maximum cannot be healed and will not remain in the army after the combat.

3.5% 4.0% 4.6%
Resilience 3 Warfare TEARS Passive When a friendly stack is attacked three times in a row, it gains +<mightdefense> Might Defense and + 10% (11.5%,13.3%). Maximum Health for the rest of the combat. All might attacks are valid. 5.01 5.76 6.63
Retribution Aura I / Righteous Retribution 1 Light TEARS Active 3 Melee attacks hitting the target also damage the attacker for 3 turns. <percent>% (max 100%) of the attacker's unmitigated damage is returned. 15 21% 24% 28%
Retribution Aura II 2 Light TEARS Passive

Passive Ability tooltip: Retribution Aura returns damage to all enemy stacks adjacent to the target.

Active Ability tooltip is changed to this: Melee attacks hitting the target also damage all adjacent enemy stacks for 3 turns. <percent>% (max 100%) of the attacker's unmitigated damage is returned.

Retribution Aura III 3 Light TEARS Passive

Passive Ability tooltip: Retribution Aura returns damage to all enemy stacks.

Active Ability tooltip is changed to this: Melee attacks hitting the target also damage all enemy stacks for 3 turns. <percent>% (max 100%) of the attacker's unmitigated damage is returned.

Rockwalls 2 Earth TEARS Active 4 Creates three blocks of 1x1 rockwall with 1 structure point to the targeted areas for <duration> turns. Each block provides cover to ranged attacks. 30 1.5 2 2.5
Rush! 1 War Cries NEUTRAL Active 3 Orders target walker stack to rush: increases Initiative by <initiative> and Movement by 50%. 15
Sabotage Mine 2 Realm NEUTRAL Active Once per Week The Hero consumes all his/her remaining movement points to sabotage an enemy mine. The sabotaged mine stops production for 7 days. Visiting enemy heroes will clear the sabotage effect but lose all their movement points by doing so. -
Scouting I 1 Realm NEUTRAL Passive Increases the Hero's Scouting Radius by 1 and allows him/her to see the precise number of creatures in neutral creatures, in enemy armies, towns and garrisons within his movement range.
Scouting II 2 Realm NEUTRAL Passive Increases the Hero's Scouting Radius by 1 and allows him/her to get accurate information on enemy heroes within his/her movement range (abilities, equipped artifacts, reputation, etc.).
Scouting III 3 Realm NEUTRAL Passive Increases the Hero's Scouting Radius by 1 and reveals the location of all unclaimed resources and artifacts on the overview map.
Siege Master I 1 Tactics BLOOD Passive The structural damage of the hero's catapult is increased by <structuraldamage>. 1 2 3
Siege Master II 3 Tactics BLOOD Passive Poisons the supplies of defending armies. Enemy living creatures are dealt <hpdamage> damage (Earth) each turn while they stand behind the walls. 41 47 54
Siege Master III 2 Tactics BLOOD Passive Catapult shots also deal <hpdamage> damage (Might) to stacks adjacent to their target. 283 325 374
Slow 1 Prime NEUTRAL Active 0 Decreases target enemy stack's Initiative by <initiative> and Movement by 2. Lasts 3 turns. 10 10
Slow, Mass 2 Prime NEUTRAL Active 3 Decreases all enemy stack's Initiative by <initiative> and Movement by 1. Lasts 3 turns. 40 5
Stand Your Ground 1 War Cries TEARS Active 3 Target stack gains one extra retaliation and its Might Defense is increased by <mightdefensepercent> for 3 turns. 7.33 9.23 11.61
Stand Your Ground, Mass 2 War Cries TEARS Active Once All friendly stacks gain one extra retaliation and their Might Defense is increased by <mightdefensepercent> for 3 turns. 4.98 5.91 7.02
Stone Skin 1 Earth TEARS Active 0 Reduces damage (Might) dealt to target friendly creature by <damageresistance>% for 5 turns. 10 31% 36% 41%
Stone Skin, Mass 2 Earth TEARS Active 3 Reduces damage (Might) dealt to all friendly creatures by <damageresistance>% for 5 turns. 40 15% 17% 20%
Storm Arrows 1 Air BLOOD Active 3 Target stack's ranged attacks suffer no range penalty and deal extra <percent>% damage (Air) for 2 turns. 15 25% 29% 33%
Storm Winds I 1 Air TEARS Active 3 The Hero calls upon the winds to impair enemy ranged-attacking creatures for 5 turns. Damage of all enemy shooters is reduced by <damagemalus>%. 20 10% 11% 13%
Storm Winds II 2 Air TEARS Passive All creatures affected by Storm Winds are dealt <hpdamage> damage (Air) and also inflicted by the "Dazed" effect. 194 222.7 256.1
Summon Air Elementals 3 Air TEARS Active 3 Summons <number> Air Elementals. 45 13.41 15.42 17.73
Summon Darkness Elemental 3 Dark TEARS Active 3 Summons <number> Darkness Elementals. 45 18.73 21.54 24.77
Summon Earth Elementals 3 Earth TEARS Active 3 Summons <number> Earth Elementals. 45 16.04 18.45 21.22
Summon Fire Elementals 3 Fire TEARS Active 3 Summons <number> Fire elementals. 45 16.09 18.50 21.28
Summon Light Elementals 3 Light TEARS Active 3 Summons <number> Light Elementals. 45 16.05 18.46 21.23
Summon Water Elementals 3 Water TEARS Active 3 Summons <number> Water Elementals. 45 18.73 21.54 24.77
Sunburst 2 Light BLOOD Active 3 Creates a star which radiates to eight directions from the center. Deals <hpdamage> damage (Light) to all enemy stacks affected by the rays. 30 242 279 320
Tactics I 1 Tactics NEUTRAL Passive Allows the Hero to rearrange creatures before combat.
Tactics II 2 Tactics NEUTRAL Passive Increases the area in which the hero can rearrange creatures before combat.
Taunt 3 War Cries TEARS Active 3 Adjacent enemies are forced to attack target friendly stack with <damagemalus>% reduced damage. Taunted creatures attack in their turn consuming their action for the turn. 50% 57% 66%
Teleport 3 Prime NEUTRAL Active 4 Teleports target friendly creature to another location. 45
Terror 3 Dark TEARS Active 3 Target enemy stack is confronted with a vision of their worst nightmare. It forces them to run away in fear, moving away from the Hero's army. In addition they skip their next turn and are affected by Terror for 3 turns. (-<damagemightmagicresistance>% Damage, Might Resistance and Magic Resistance, -<moraleluck> Morale and Luck) 45 Reduction:
-15 Morale
-15 Luck
-15% resist
-15% damage
Reduction:
-17 Morale
-17 Luck
-17% resist
-17% damage
Reduction:
-19 Morale
-19 Luck
-19% resist
-19% damage
Thunderclap 2 Air BLOOD Passive All damage (Air) dealt by the hero and his army have <chance>% chance to inflict the "Dazed" effect on their target. 74% 85% 100%
Time Stasis 3 Prime TEARS Active once Target enemy creature skips the next <duration> turns. Time Stasis is not dispelled by attacks. 55 1.4 1.8 2.2
Toughness 1-3 Warfare TEARS Passive Increases Maximum Health of friendly creatures by <maxhealth>%. 2% (4%, 6%) 3% (5%, 7%) 4% (6%, 8%)
Warlord's Command 2 War Cries NEUTRAL Active 4 Target stack which has not taken an action this turn acts now instead of when it was supposed to.
Water Magic 1-3 Water NEUTRAL Passive Hero gains +<magicpower> Magic Power (Water). 3 (6, 9)
Weakness 1 Dark TEARS Active 0 Reduces Damage of target enemy creature by <damage>% for 5 turns. 10 19% 22% 25%
Weakness, Mass 2 Dark TEARS Active 3 Reduces Damage of all enemy creatures by <damage>% for 5 turns. 40 7% 11.1% 13%

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