Whiteout Survival Hero Skills
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391 hero skills
| Hero | # | Skill | Effect (Lv. 1–5) |
|---|---|---|---|
| Eugene | 1 | Eugene's axe pirouette deals damage of Attack*80/88/96/104/110% per 0.5s to nearby enemies for 3s. | |
| Eugene | 2 | Eugene's sharpened axe deals 10/15/20/25/30% more damage per second. | |
| Eugene | 4 | Eugene's consummate knowledge of timber processing has raised City Sawmill Output by 5/10/15/20/25%. | |
| Eugene | 5 | Eugene is always focused on achieving the perfect logging technique. +5/10/15/20/25% Wood Gathering Speed on the map. | |
| Smith | 1 | Smith swings his hammer forward in a devastating arc, dealing Attack*200/220/240/260/280% damage. | |
| Smith | 2 | Smith upgrades his armor to reduce damage taken by 10/15/20/25/30%. | |
| Smith | 4 | Smith's contagious passion for the art of crafting has raised City Iron Mine Output by 5/10/15/20/25%. | |
| Smith | 5 | Smith has an extraordinary sixth sense when it comes to iron. +5/10/15/20/25% Iron Gathering Speed on the map. | |
| Charlie | 1 | Charlie throws out a homemade explosive, dealing Attack *140/154/168/182/196% Area of Effect Damage to the target and its nearby enemies. | |
| Charlie | 2 | Charlie's grenades have a 10/15/15/20/20% chance of stunning targets for 0.5/0.5/1/1/1.5s. | |
| Charlie | 4 | Charlie's precise demolition experience has raised City Coal Mine Output by 5/10/15/20/25%. | |
| Charlie | 5 | Charlie is an old hand at coal mining. +5/10/15/20/25% Coal Gathering Speed on the map. | |
| Cloris | 1 | Cloris launches a hail of arrows, dealing Attack*180/198/216/234/252% Area of Effect Damage around the target. | |
| Cloris | 2 | Cloris paints a bullseye on a target, raising damage inflicted on the target by 10/15/20/25/30% for this attack. | |
| Cloris | 4 | Cloris, the tundra's best hunter, has single-handedly raised City Hunter's Hut Output by 5/10/15/20/25%. | |
| Cloris | 5 | Cloris knows the ecosystem like the back of her hand. +5/10/15/20/25% Meat Gathering Speed on the map. | |
| Sergey | 1 | Sergey gives an enemy a solid whack with his heavy shield, knocking the target back while dealing Attack*200/220/240/260/280% Area of Effect damage. | |
| Sergey | 2 | Sergey can organize strong perimeters, increasing all friendly hero Defense by 5/7.5/10/12.5/15%. | |
| Sergey | 3 | Sergey trades in his shield for an upgraded model, reducing damage taken by 10/15/20/25/30%. | |
| Sergey | 4 | Sergey guards our troops with his shield, reducing damage taken by 4/8/12/16/20% for all troops. | |
| Sergey | 5 | Sergey's intimidating presence reduces Attack by 4/8/12/16/20% for all enemy troops. | |
| Patrick | 1 | Patrick prepares a lavish feast, restoring Health by Attack*200/220/240/260/280% to all troops and increasing Attack by 5/5.5/6/6.5/7% for all troops for 4s. | |
| Patrick | 2 | Patrick's protective blubber reduces damage taken by 10/15/20/25/30%. | |
| Patrick | 3 | Patrick's regular snacking restores Health equal to Attack*50/55/60/65/70% every 5s. | |
| Patrick | 4 | Patrick's culinary masterpieces invigorate our troops, increasing Health by 5/10/15/20/25% for all troops. | |
| Patrick | 5 | Patrick's gourmet meals motivate and unleash the potential of our soldiers, increasing Attack by 5/10/15/20/25% for all troops. | |
| Bahiti | 1 | Bahiti targets enemy weak points with devastating precision, dealing Attack*400/440/480/520/560% damage. | |
| Bahiti | 2 | Bahiti gains +10/15/20/25/30% Attack Speed as he is very experienced in wilderness survival. | |
| Bahiti | 3 | Bahiti deals 10/15/20/25/30% extra damage. | |
| Bahiti | 4 | Bahiti senses the dangers ahead, reducing damage taken by 4/8/12/16/20% for all troops. | |
| Bahiti | 5 | Bahiti's battlefield instincts grants all troops' attack a 50% chance of increasing damage dealt by 10/20/30/40/50%. | |
| Jessie | 1 | Jessie sprays enemies in a forward arc with her machine gun, dealing Attack*55/60/65/70/75% damage every 0.5s for 2s. | |
| Jessie | 2 | Jessie upgrades her armor, increasing Defense by 25/37.5/50/62.5/70%. | |
| Jessie | 3 | Jessie's upgraded weapon boosts Attack by 8/12/16/20/24%. | |
| Jessie | 4 | Jessie implements advanced weaponry for our troops, increasing damage dealt by 5/10/15/20/25% for all troops. | |
| Jessie | 5 | With a keen engineering eye, Jessie enhances troops' armor, reducing damage taken by 4/8/12/16/20% for all troops. | |
| Gina | 1 | Gina's Incendiary Shot deals Attack*210/230/250/270/290% damage to an enemy target as well as Attack*70/77/84/91/98% damage to others nearby. | |
| Gina | 2 | Gina improves the design of her crossbow, increasing Attack Speed by 10/15/20/25/30%. | |
| Gina | 3 | Gina can quickly latch onto an enemy's weakness, increasing Crit Rate by 7/10/13/16/20%. | |
| Gina | 4 | Gina's strict Governor training regimen can be counted upon to reduce Stamina cost by 10/12/15/18/20%. | |
| Gina | 5 | Gina is a fast and aggressive wilderness rider, boosting Hunting March Speed by 20/40/60/80/100%. | |
| Natalia | 1 | Natalia's bear violently smashes the ground, knocking back enemies in range and stunning them for 1s, while dealing Attack*160/176/192/208/224% Area of Effect Damage. | |
| Natalia | 2 | Natalia wields her whip against a target for Attack*150/165/180/195/210% damage. | |
| Natalia | 3 | Only fools would dare anger Natalia or her furry companion. Natalia has a 10% chance of gaining a +4/6/8/10/12% Attack boost for 3s upon taking damage (max 5 stacks). | |
| Natalia | 4 | Natalia commands the beasts to cover your troops, granting a 40% chance of reducing all troops' Damage Taken by 10/20/30/40/50%. | |
| Natalia | 5 | Natalia is a natural leader, increasing Attack by 5/10/15/20/25% for all troops. | |
| Natalia | 6 | Natalia's unexplained connection with nature allows her to rally wild beasts, increasing damage dealt by 5/10/15/20/25% for all troops. | |
| Logan | 1 | Smashes Fists of Steel on the ground, releasing a powerful blast that deals Attack*120/132/144/156/168% damage to the target and reduces the Attack Speed of the target by 50% for 4s. | |
| Logan | 2 | Logan's Power Suit provides extraordinary protection and has a 8/10/12/14/16% chance of increasing Defense by 8/11/14/17/20% when attacked for 2s up to 5 stacks. | |
| Logan | 3 | Logan performs a powerful punch that comes with a freezing and blustery wind, dealing Attack*80/88/96/104/112%% damage to the targets in a cone-shaped area with a 30% chance of stunning the targets for 1s. | |
| Logan | 4 | Lion's Might | Logan overwhelms his enemies with a fierce presence, reducing all enemy Troops' Attack by 4/8/12/16/20%. |
| Logan | 5 | Logan intimidates his opponents with the ferocity of a lion, reducing damage taken by 4/8/12/16/20% for all troops. | |
| Logan | 6 | Logan inspires everyone with his inherent leadership qualities, increasing Health by 5/10/15/20/25% for all troops. | |
| Jeronimo | 1 | Jeronimo launches enemies in the target area into the air, following up with three slashes, each dealing Attack*160/176/192/208/224% damage. | |
| Jeronimo | 2 | Each of Jeronimo's attacks releases sword energy, dealing Attack*15/17/19/21/23% damage to enemies in a rectangular area straight ahead. | |
| Jeronimo | 3 | Jeronimo is a master at pressing advantages, gaining a +16/24/32/40/48% Attack boost over 50% Health. | |
| Jeronimo | 4 | Jeronimo delivers a rousing rally speech ahead of the battle, increasing damage dealt by 5/10/15/20/25% for all troops. | |
| Jeronimo | 5 | Jeronimo imparts the secrets of swordsmanship, increasing Attack by 5/10/15/20/25% for all troops. | |
| Jeronimo | 6 | Jeronimo's sword arts empower soldiers to seize battle opportunities, increasing Damage Dealt by 6/12/18/24/30% for all troops for 2 turns every 4 turns. | |
| Molly | 1 | Molly launches a Super Snowball which plops down to deal Attack*180/198/216/234/252% Area of Effect Damage and freezes them for 1.5s. | |
| Molly | 2 | Molly ambushes the enemy with her great camouflage skills, dealing Attack*150/165/180/195/210% damage. | |
| Molly | 3 | Molly loves a challenge, gaining +20/30/40/50/60% Attack Speed under 50% Health. | |
| Molly | 4 | Snow's Grace | Molly creates an avalanche that clouds enemy sights, granting a 40% chance of reducing all troops' Damage Taken by 10/20/30/40/50%. |
| Molly | 5 | Molly excels in snowy terrains, granting all troops' attack a 50% chance of increasing damage dealt by 10/20/30/40/50%. | |
| Molly | 6 | Hell hath no fury like an angry Molly, increasing damage dealt by 5/10/15/20/25% for all troops. | |
| Philly | 1 | Philly's advanced medical training immediately restores Health equal to her Attack *200/220/240/260/280% to all friendly heroes. | |
| Philly | 2 | A master of first aid on the point of death, Philly immediately restores Health equal to her Attack *100/110/120/130/140% to the weakest friendly hero. | |
| Philly | 3 | Philly poisons the target, disabling the enemy for 1s while dealing Attack*140/154/168/182/196% damage. | |
| Philly | 4 | Philly's secret remedy strengthens the soldiers, increasing Attack by 3/6/9/12/15% and Defense by 2/4/6/8/10% for all troops. | |
| Philly | 5 | Philly uses her secret tonic to enhance the warriors' strength, granting all troops' attack a 25% chance of dealing 120/140/160/180/200% damage. | |
| Philly | 6 | Energizing Shot | Philly's special shot improves troops' focus, granting a 40% chance of reducing all troops' Damage Taken by 10/20/30/40/50%. |
| Reina | 1 | Reina conjures an illusion to ambush enemy forces from behind, dealing Attack*300/330/360/390/420% Area of Effect Damage. | |
| Reina | 2 | Reina has a 5/10/15/20/25% chance of confusing the opponent with Illusion and dodging the damage when receiving a Normal Attack. | |
| Reina | 3 | Reina inflicts Illusion on enemy targets (hero first), dealing damage equal to Attack*100/110/120/130/140% and immobilizing them for 1.5s. | |
| Reina | 4 | Reina targets enemy weak spots, increasing normal attack damage by 10/15/20/25/30% for all troops. | |
| Reina | 5 | Reina's adept leadership grants all troops a 4/8/12/16/20% chance of dodging normal attacks. | |
| Reina | 6 | With Reina's clever tactics, her Lancers have a 25% chance of performing an extra attack, dealing 120/140/160/180/200% damage. | |
| Gordon | 1 | Gordon throws a vase that disintegrates into a toxic mist, dealing Attack*50/55/60/65/70% damage to nearby enemies every 0.5s for 3s. | |
| Gordon | 2 | Gordon hurls a chemical flask with precision and poisons the target, dealing Attack*25/27.5/30/32.5/35% damage every 0.5s and increasing its Damage Taken by 5/10/15/20/25% for 2s. | |
| Gordon | 3 | Gordon's body has adapted to toxic over-exposure by generating new responses, increasing his Defense by 25/37.5/50/62.5/75%. | |
| Gordon | 4 | Gordon dips Lancers' weapons in venom. Every 2 attacks, Lancers deal 20/40/60/80/100% extra damage and apply poison to the target for 1 turn. Poisoned enemies deal 4/8/12/16/20% less damage. | |
| Gordon | 5 | Gordon's envenomed weapons terrorizes the field, increasing Lancers' Damage Dealt by 30/60/90/120/150% and reducing Damage Dealt by 6/12/18/24/30% for all enemy troops for 1 turn, every 3 turns. | |
| Gordon | 6 | Gordon generates a defensive bio-toxic fog, confusing enemy frontline Infantry, increasing their Damage Taken by 6/12/18/24/30%, while blocking enemy Marksmen's line of sight to reduce their Damage Dealt by 6/12/18/24/30% for 2 turns every 4 turns. | |
| Mia | 1 | Mia throws a tarot card at enemies, dealing Attack *270/297/324/351/378% damage, and can either reduce the target's Attack by 20% for 2s or stun the target for 1.5s. | |
| Mia | 2 | Mia curses an enemy target, dealing fluctuating damage based on a "base value" of Mia's Attack *50/55/60/65/70%. The final damage dealt will be a random figure ranging from 5% to 600% of the "base value." | |
| Mia | 3 | Mia protects the hero with the lowest remaining Health and restores Health for the hero based on a "base value" of Mia's Attack *100/110/120/130/140%. The final Health restored will be a random figure ranging from 5% to 400% of the "base value." | |
| Mia | 4 | Grants all troops' attack a 50% chance of cursing the target, increasing their damage taken by 10/20/30/40/50%. | |
| Mia | 5 | Mia brings good luck to the Troops, granting a 50% chance of boosting troops' Attack by 10/20/30/40/50%. | |
| Mia | 6 | Mia foresees potential dangers before battle, granting a 40% chance of reducing damage taken by 10/20/30/40/50% for all troops. | |
| Zinman | 1 | Zinman covers the target in a stream of nails, each dealing Attack*55/60/65/70/75% damage and a 2-second Stun. | |
| Zinman | 2 | Zinman works well under pressure, fortifying his position under 50% Health with a +50/75/100/125/150% boost to his Defense. | |
| Zinman | 3 | Zinman's energetic poise provides a +10/15/20/25/30% Attack Speed boost. | |
| Zinman | 4 | Zinman the master builder understands what is required of a strong defensive line, increasing Troop's Defense by 2/4/6/8/10% and Health by 2/4/6/8/10%. | |
| Zinman | 5 | Bastionist | Zinman's skillful control of the construction workflow reduces basic resource consumption (Meat, Wood, Coal, Iron) by 3/6/9/12/15% and increases Building Upgrade speed by 3/6/9/12/15%. |
| Zinman | 6 | Zinman masterfully manipulates the battlefield, increasing Lethality by 5/10/15/20/25% for all troops. | |
| Alonso | 1 | Alonso casts a wide net over the target area, dealing Attack*200/220/240/260/280% Area of Effect Damage and immobilizing enemies for 1.5s. | |
| Alonso | 2 | Alonso shoots a harpoon with tsunami-like force at a target, dealing Attack*50/55/60/65/70% Area of Effect Damage. | |
| Alonso | 3 | Alonso's heavy harpoon can really do some damage, stunning targets for 0.2/0.2/0.4/0.4/0.5s after every 8/7/7/6/5 strikes. | |
| Alonso | 4 | Alonso attacks like the waves, granting a 40% chance of increasing all troop's Lethality by 10/20/30/40/50%. | |
| Alonso | 5 | Alonso's indomitable will grants all troops' attack a 20% chance of reducing damage dealt by 10/20/30/40/50% for all enemy troops for 2 turns. | |
| Alonso | 6 | Alonso coats weapons with lethal toxins, granting all troops' attack a 50% chance of dealing 10/20/30/40/50% more damage. | |
| Wu Ming | 1 | Wu Ming twirls his staff at blinding speed and forms an unyielding barrier, dealing Attack *100/110/120/130/140% Area of Effect damage, gaining invulnerability for 2s. | |
| Wu Ming | 2 | Wu Ming finds unparalleled clarity by silencing the chaos within, increasing Attack by 8/12/16/20/24% and Defense by 16/24/32/40/48% for 4s. | |
| Wu Ming | 3 | Wu Ming hones his martial arts to perfection, dealing Attack *20/22/24/26/28% damage to a random enemy with every normal attack. | |
| Wu Ming | 4 | Wu Ming moves like a shadow, dodging and countering enemies, reducing his Infantry's damage taken from normal attacks by 5/10/15/20/25% and from skills by 6/12/18/24/30%. | |
| Wu Ming | 5 | Wu Ming spreads his wisdom and techniques, increasing damage dealt by 4/8/12/16/20% for all troops. | |
| Wu Ming | 6 | Wu Ming leads everyone to a heightened affinity with their combat techniques, increasing skill damage dealt by 5/10/15/20/25% for all troops. | |
| Greg | 1 | Summons a cage from the sky, dealing Attack*160/176/192/208/224% damage to enemies within range and stunning them for 2s. | |
| Greg | 2 | Puts an enemy target on trial and imposes punishment or gives commendation. Punishment will deal damage equal to Greg's Attack*220/240/260/280/300% to the target whereas commendation will restore Health equal to Greg's Attack*50% for the target. | |
| Greg | 3 | Let the enemies be severely punished for the crimes they have committed, increasing their damage taken by 10/15/20/25/30% for 3s. | |
| Greg | 4 | Greg transforms our troops into a relentless sword of justice, granting a 20% chance of increasing damage dealt by 8/16/24/32/40% for all troops for 3 turns. | |
| Greg | 5 | Greg uses the authority of the law to intimidate enemies, granting all troops' attack a 20% chance of reducing enemy damage dealt by 10/20/30/40/50% for 2 turns. | |
| Greg | 6 | Greg's faith in law and order uplifts everyone, increasing Health by 5/10/15/20/25% for all troops. | |
| Flint | 1 | Flint's fire-breathing attack deals Attack*60/66/72/78/84% damage every 0.5s and amplifies damage taken by the target by 10/15/20/25/30% for 2s. | |
| Flint | 2 | Pain only boosts Flint's potential. Flint immediately regains 20/25/30/35/40% of his max Health when Health is below 50%. Can only activate once per battle. | |
| Flint | 3 | The warmth of Flint's fire represents hope in troubling times, boosting your heroes' Attack Speed by 3/4/5/6/7%. | |
| Flint | 4 | Every flame, no matter how small, can ignite a roaring fire. Flint increases his Infantry's Damage Dealt by 20/40/60/80/100%. | |
| Flint | 5 | Flint's fire not only dispels the cold but also ignites the passion for battle, increasing Attack by 5/10/15/20/25% for all troops. | |
| Flint | 6 | Flint's flame of anger devours everything, increasing all troops' Lethality by 5/10/15/20/25%. | |
| Lynn | 1 | Lynn strikes a rousing battle hymn to uplift the troops, clearing all debuffs (Freeze, Stun, etc.) for all troops and increasing their Attack by 3/4/5/6/7% for 3/3.5/4/4.5/5s, during which they remain immune to all debuffs. | |
| Lynn | 2 | Seizes the opportunity to fire a bullet with strong penetrating power, dealing Attack*220/240/260/280/300% damage to enemies along the way. | |
| Lynn | 3 | Lynn bewilders the enemies with a mysterious and strange tune, reducing Attack Speed by 1/1.5/2/2.5/3% and Healing effects by 40/45/50/55/60% for all enemy troops. | |
| Lynn | 4 | Lynn uplifts our troops with an enthusiastic rhythm, granting a 40% chance of increasing damage dealt by 10/20/30/40/50% for all troops. | |
| Lynn | 5 | Lynn demoralizes the enemies with a somber tune, reducing damage dealt by 4/8/12/16/20% for all enemy troops. | |
| Lynn | 6 | Lynn harnesses the power of music to elevate troop morale, increasing her Marksmen's attack by 1/2/3/4/5% for every 3 attacks. Stackable and lasts until the end of the battle. | |
| Ahmose | 1 | Ahmose wields his robust shield, entering an invulnerable state (unable to move or cast skills, immune to control effects) and reducing damage taken by 30/40/50/60/70% for nearby friendly troops for 2s. | |
| Ahmose | 2 | Ahmose pierces the enemies at the front with a sharp spear, dealing Attack*70/77/84/91/98% damage, tearing apart the enemy's defense, and making enemies take 20% more damage for the next 2s. | |
| Ahmose | 3 | The energy of Fire Crystal, which is akin to the blessing of ancestors, heals Ahmose's wounds. After casting "Cthugha's Protection", Ahmose will recover Attack*30/33/36/39/42% Health for 5s. | |
| Ahmose | 4 | Ahmose revives the lost art of ancient guardians. His Infantry pauses the attack once every four times, reducing damage taken by Lancers and Marksmen by 10/15/20/25/30% and Infantry by 10/25/40/55/70% for 2 turns. | |
| Ahmose | 5 | Ahmose amplifies the combat spirit of friendly Infantry with the power of the Fire Crystal, increasing their damage dealt by 20/40/60/80/100%. | |
| Ahmose | 6 | Ahmose infuses friendly Infantry's weapons with the essence of Fire Crystals, increasing his infantries' damage dealt per attack by 12/24/36/48/60% and the target's damage taken by 5/10/15/20/25% for 1 turn. | |
| Hector | 1 | Hector unleashes a whirlwind of swordplay, increasing Attack Speed by 80/90/100/110/120% and becoming immune to Freeze, Stun and other control effect, for 4s. | |
| Hector | 2 | Hector thrives with danger, reducing Damage Taken by 20/30/40/50/60% under 50% health. | |
| Hector | 3 | Mortal peril is a powerful elixir to Hector's battle-hardened will. Hector gains +16/24/32/40/48% Attack under 50% Health. | |
| Hector | 4 | A seasoned warrior with an uncanny knack for reading the battlefield, Hector's presence has a 40% chance of reducing damage taken by 10/20/30/40/50% for all troops. | |
| Hector | 5 | Hector excels at raiding on fortified positions with well-coordinated Marksmen, increasing Infantry's Damage Dealt by 100/125/150/175/200% and Marksmen's Damage Dealt by 20/40/60/80/100%, it is effective for 10 attacks, with each attack's damage boost being 85% of the previous one. | |
| Hector | 6 | Hector has mastered the offensive strategy, granting all troops' attack a 25% chance of dealing 120/140/160/180/200% damage. | |
| Norah | 1 | Norah unleashes a 5-grenade cascade against random targets (heroes first), dealing Attack*60/66/72/78/84% Area of Effect damage. | |
| Norah | 2 | Norah throws the flashbang, dealing Attack*50/55/60/65/70% damage and stuns the target for 1.5s. | |
| Norah | 3 | Norah blitzes the enemy, boosting all Troops Attack by 3/3.5/4/4.5/5%. | |
| Norah | 4 | Norah is well trained in combined arms tactics, decreasing Damage Taken by 3/6/9/12/15% and boosting Damage Dealt by 3/6/9/12/15% for Infantry and Marksman. | |
| Norah | 5 | Norah has an eye for weaknesses, granting her Lancers a 20% chance of dealing 20/40/60/80/100% extra damage to all enemies on attack. | |
| Norah | 6 | Norah motivates our troops, increasing all troops' damage dealt by 5/10/15/20/25%, and reducing their damage taken by 5/10/15/20/25% every 5 attacks made by lancers for 2 turns. | |
| Gwen | 1 | Gwen unleashes a devastating salvo against enemies at the rear (heroes first), dealing Attack*180/198/216/234/252% Area of Effect damage. Shockwaves will also decrease target's Attack Speed by 50% for 2 seconds. | |
| Gwen | 2 | Gwen unleashes a devastating air-assisted precision strike against the target (heroes first), dealing Attack*100/110/120/130/140% damage with a 50% chance of dealing double damage. | |
| Gwen | 3 | Gwen launches an incendiary grenade to burn all enemy targets in the area, dealing Attack*35/38.5/42/45.5/49% damage per second, for 3s. | |
| Gwen | 4 | Gwen provides unfettered vision of enemy weakpoints during flights, increasing target's Damage Taken by 5/10/15/20/25%. | |
| Gwen | 5 | Gwen dominates the skies, granting all troops' attack 20/40/60/80/100% extra damage after every five attacks, and causes the target to receive 5/7.5/10/12.5/15% extra damage for its next attack received. | |
| Gwen | 6 | Gwen equips her Marksmen with grenades, dealing 10/20/30/40/50% extra damage to all enemies on the next attack of every 4 attacks. | |
| Seo-yoon | 1 | Seo-yoon lifts the army's spirits with invigorating drum beats, increasing all hero and troops' Attack by 1.5/2/2.5/3/3.5% and Attack Speed by 2.5/3/3.5/4/4.5% for 4s. | |
| Seo-yoon | 2 | Seo-yoon aims for the enemy's weak spot and hurls the drumstick with full force, dealing Attack*150/165/180/195/210% damage. | |
| Seo-yoon | 3 | Seo-yoon dances to the rhythm, sharpening her assault. For every 3 basic attacks, increases Attack Speed by 1/2/3/4/5%. Lasts until the end of the battle. | |
| Seo-yoon | 4 | Seo-yoon beats the war drum to boost morale, increasing all Troops Attack by 5/10/15/20/25%. | |
| Seo-yoon | 5 | Seo-yoon treats wounded troops with traditional medicine, increasing Healing Speed in the Infirmary by 10/20/30/40/50%. | |
| Jasser | 1 | Jasser precisely aims and fires three consecutive bullets, dealing Attack*100%, Attack*125/137.5/150/162.5/175%, and Attack*150/165/180/195/210% damage respectively, with the third being area of effect damage. | |
| Jasser | 2 | Jasser relies on masterful marksmanship and overwhelming firepower to suppress the enemy, dealing Attack*100/110/120/130/140% damage and reducing the target's Attack Speed by 30/35/40/45/50% for 2s. | |
| Jasser | 3 | Jasser's impeccable marksmanship has become second nature, increasing Attack by 8/12/16/20/24%. | |
| Jasser | 4 | Jasser's combination of courage and wisdom enriches the army, increasing damage dealt by 5/10/15/20/25% for all troops. | |
| Jasser | 5 | Jasser's profound knowledge increases the city's Research Speed by 3/6/9/12/15%. | |
| Lumak Bokan | 1 | Lumak Bokan lets out an intimidating war cry, reducing Attack by 1/2/3/4/5% for all enemy troops for 2s. | |
| Lumak Bokan | 2 | Beyond intimidating enemies, Lumak Bokan's war cry invigorates allies. Upon casting Earthshake, increases his and nearby friendly troops' Attack by 15/20/25/30/35% for 2s. | |
| Lumak Bokan | 3 | Years of fighting in the jungles and mountains grant Lumak Bokan swift agility, increasing Attack Speed by 10/15/20/25/30%. | |
| Lumak Bokan | 4 | With Lumak Bokan's expert guerrilla tactics, all enemy troops' damage dealt is reduced by 4/8/12/16/20%. | |
| Lumak Bokan | 5 | Lumak Bokan passes his people's traditional techniques to the soldiers, increasing Hunting March Speed by 20/40/60/80/100%. | |
| Renee | 1 | Renee's colorful ball explodes and releases a strange cloud, dealing Attack *100/110/120/130/140% Area of Effect damage to enemies and confuses them for 1s. Confused enemies attacks all surrounding targets, friend and foe. | |
| Renee | 2 | Renee splashes dreamy paint, dealing Attack *50/55/60/65/70% damage to targets and placing a Star Mark, increasing target's damage taken by 2/3/4/5/6% for 4s. | |
| Renee | 3 | Renee's targets painted with a Star Mark cannot escape her detection, increasing her Attack by 8/12/16/20/24%, increasing damage dealt to marked targets by 4/6/8/10/12%. | |
| Renee | 4 | Renee always fights in unbelievable ways. Her Lancers can place Dream Marks on their targets every two turns, dealing 40/80/120/160/200% extra Lancer damage once next turn. The Dream Marks last for 1 turn. | |
| Renee | 5 | Renee's Dream Marks highlight enemy vulnerabilities, increasing her Lancers' damage dealt to marked targets by 30/60/90/120/150%. | |
| Renee | 6 | Renee's Dream Marks expose enemy weaknesses, increasing damage dealt to marked targets by 15/30/45/60/75% for all troops. | |
| Wayne | 1 | Wayne throws a boomerang, dealing Attack *100/110/120/130/140% area of effect damage to enemies in a straight line. On its return, it deals the same amount of damage to enemies in its path. | |
| Wayne | 2 | Wayne draws and fires in the blink of an eye. Each normal attack has a 15/20/25/30/35% chance of triggering another normal attack. | |
| Wayne | 3 | Wayne's impeccable aim grants a 3/6/9/12/15% Crit Rate on dealing damage. | |
| Wayne | 4 | Wayne's brilliant battle planning allows all troops to launch an extra attack every 4 turns, dealing 20/40/60/80/100% damage. | |
| Wayne | 5 | Wayne's stratagems can pierce the thickest of defenses. On every other attack, his Marksmen deal 8/16/24/32/40% extra damage to enemy Lancers and 4/8/12/16/20% extra damage to enemy Marksmen. | |
| Wayne | 6 | Wayne ensures no misstep goes unpunished with an eagle's eye for weakness, granting all troops' attacks a 5/10/15/20/25% Crit Rate. | |
| Edith | 1 | Mr. Tin unleashes ironclad fury against Edith's assailants, punching all enemies in a fan-shaped area ahead, dealing Attack*100/110/120/130/140% damage and stuns the targets by 1s, while increasing his own Attack by 20/40/60/80/100% for 2s. | |
| Edith | 2 | Mr. Tin ejects his core as an escape capsule for Edith at 0 Health, detonating the rest of his body in a fiery explosion, dealing Attack*200/220/240/260/280% damage to nearby enemies. | |
| Edith | 3 | Edith's battlefield intel warns Mr. Tin of potential dangers, granting him a 10/20/30/40/50% chance of reducing Damage Taken by 50%. | |
| Edith | 4 | Mr. Tin's colossal presence automatically shields friendly ranged units, reducing Damage Taken by 4/8/12/16/20% for Marksmen, and suppresses the enemy, increasing Damage Dealt by 4/8/12/16/20% for Lancers. | |
| Edith | 5 | Mr. Tin's metallic body functions as a fortified wall on the field, reducing damage taken by 4/8/12/16/20% for Infantry. | |
| Edith | 6 | Edith's mobile defense system is reliable, increasing Health by 5/10/15/20/25% for all troops. | |
| Bradley | 1 | Bradley primes his artillery with an extremely potent shell, dealing Attack*300/330/360/390/420% Area of Effect Damage. | |
| Bradley | 2 | Bradley fires a special incendiary shell, dealing Attack*60/66/72/78/84% Area of Effect Damage. The flaming crater in its wake also deals Attack*17/19/21/23/25% damage to enemies every 0.5s for 2s. | |
| Bradley | 3 | The prospect of death only energizes a seasoned warrior like Bradley, increasing his Attack by 10/14/18/22/26%. | |
| Bradley | 4 | Bradley's years of combat experience enables him to destroy enemies efficiently, increasing Attack by 5/10/15/20/25% for all troops. | |
| Bradley | 5 | Bradley uses his expertise in suppressive artillery against the enemy vanguard, increasing Damage Dealt to Lancers by 6/12/18/24/30%, and to Infantry by 5/10/15/20/25% for all troops. | |
| Bradley | 6 | Bradley will press every advantage against a beleaguered enemy, increasing Damage Dealt by 6/12/18/24/30% for all troops for 2 turns every 4 turns. | |
| Gatot | 1 | Gatot activates a Shield of Resolve as the heir of kings, providing Shield with protection equals to Attack*220/260/300/340/380% that will be deducted first, lasts for 5s. | |
| Gatot | 2 | Gatot's inherent regal aura intimidates all enemy heroes, reducing their Attack by 1/2/3/4/5% and increasing his Attack by an amount equal to 1/2/3/4/5%*number of intimidated heroes for 3s. | |
| Gatot | 3 | Gatot's exceptional combat skills resemble a powerful war dance, granting him a 3/6/9/12/15% chance of dodging enemy's Normal Attack and a 4/8/12/16/20% Crit Rate. | |
| Gatot | 4 | Gatot commands his troops with imperial guard tactics, increasing his Infantry's Defense by 6/12/18/24/30%. | |
| Gatot | 5 | The great kings blesses Gatot's Infantry, granting Infantry a Shield with protection equal to Attack* 6/12/18/24/30% each time they attack, for 1 turn. | |
| Gatot | 6 | Gatot's formidable legion instills fear in enemies, reducing their Attack by 5/10/15/20/25%. | |
| Sonya | 1 | Sonya shoots jets of cryogen, freezing a target for 1.5s and dealing Attack*220/240/260/280/300% Area of Effect Damage to the target and nearby enemies. | |
| Sonya | 2 | Sonya fires a frozen bomb, dealing Attack*100/110/120/130/140% damage to an enemy and reducing the Attack Speed of nearby enemies by 50% for 3s. | |
| Sonya | 3 | Sonya's burning desire for bounty propels her into a frenzied state on the battlefield, increasing her Attack Speed by 10/15/20/25/30%. | |
| Sonya | 4 | “Everyone has a share when the legendary ocean treasure is found!” Sonya's promise inspires everyone, increasing Damage by 4/8/12/16/20% for all troops. | |
| Sonya | 5 | Sonya motivates her Troops with bounty, making her Lancers deal 15/30/45/60/75% more damage every 2 attacks and increasing Attack by 5/10/15/20/25% for all troops for 1 turn. | |
| Sonya | 6 | Sonya's Lancers will seize every chance to launch a surprise raid like underwater currents. Her Lancers deal 50/100/150/200/250% damage every 5 turns and stun the target for 1 turn. | |
| Hendrik | 1 | Hendrik summons ancient spirits from the dark abyss to attack the enemies, dealing Attack*220/240/260/280/300% damage to targets within range and stunning them for 1.5s. | |
| Hendrik | 2 | Captain Hendrik hurls a heavy anchor with unbelievable strength, dealing Attack*100/110/120/130/140% damage to enemies within range. | |
| Hendrik | 3 | Captain Hendrik possesses an uncanny ability to harness power from others, increasing his attack by 0.5/1/1.5/2/2.5% for each enemy defeated (max 15 stacks). | |
| Hendrik | 4 | Captain Hendrik commands a gigantic naval shipworm gnaw at the enemies' armor, reducing all enemy troops' Defense by 5/10/15/20/25%. | |
| Hendrik | 5 | Hendrik covers all Troops with a layer of hard-shelled barnacles every 4 turns, increasing their Defense by 6/12/18/24/30% for 2 turns. | |
| Hendrik | 6 | Every 3 turns, the ancient abyssal spirit's descendents will work together with Hendrik's Marksmen to launch an attack, dealing 8/16/24/32/40% damage to all enemies. | |
| Ling Xue | 1 | Hurricane Whirl | Ling Xue slashes the area ahead with stormlike fury, dealing Attack*300/330/360/390/420% damage. |
| Ling Xue | 2 | Galeforce | Ling Xue commands the Iron Eagles with strength and honor, increasing Attack by 16/24/32/40/48% when over 50% Health. |
| Ling Xue | 3 | Desperate Measures | Ling Xue is at her most cunning when cornered, gaining 50/75/100/125/150% Defense when under 50% Health. |
| Ling Xue | 4 | Fearsome Aura | Ling Xue's withering assault has disturbed enemies' formation, reducing all enemy Troops' Attack by 4/8/12/16/20%. |
| Ling Xue | 5 | Total Control | Ling Xue's hands-on, disciplined instruction increases Training Speed by 4/8/12/16/20%. |
| Magnus | 1 | Magnus whirls twin axes, taunting nearby enemies to attack while dealing Attack*60/66/72/78/84% damage to the same foes every 0.5 seconds for 3 seconds. | |
| Magnus | 2 | Magnus targets a hero with a devastating axe throw, dealing Attack* 100/110/120/130/140% damage, also tearing the wound and deals a further Attack*50/55/60/65/70% damage for 3 seconds. | |
| Magnus | 3 | Magnus' normal attacks have a 30% chance of sundering opponent armor, dealing Attack*50/55/60/65/70% additional damage and reducing Defense by 5/10/15/20/25% for 2 seconds. | |
| Magnus | 4 | Magnus rouses his troops with brutal intensity, boosting friendly Troop Attack by 5/10/15/20/25%. | |
| Magnus | 5 | A master of tight formations, Infantry under Magnus' command enjoy a 40% chance of gaining 10/20/30/40/50% Defense when attacking for 1 turn. | |
| Magnus | 6 | Magnus' intrepid adventuring skills provide a 2/4/6/8/10% reduction in damage versus friendly Infantry while boosting friendly Marksmen damage by 2/4/6/8/10%. | |
| Fred | 1 | Fred rains down his special acidic formulation on the target area, dealing Attack*60/66/72/78/84% damage every 0.5 seconds while increasing targets' damage taken by 15% for 3 seconds. | |
| Fred | 2 | Fred water-blasts the target, rinsing away their combat bonuses while dealing damage equal to Attack*200/220/240/260/280%. | |
| Fred | 3 | Fred performs better under extreme stress, increasing Attack by 8/12/16/20/24% and Defense by 25/37.5/50/62.5/75% when under 50% Health. | |
| Fred | 4 | Fred's water volleys destroy opponent momentum, reducing all enemy troops' lethality by 4/8/12/16/20%. | |
| Fred | 5 | Fred coats enemy Infantry shields with a special acidic blend, amplifying their damage taken by 4/8/12/16/20%. | |
| Fred | 6 | A master of pressure both hydraulic and tactical, Fred's Lancers deal 40/80/120/160/200% additional damage every 4 strikes and reduce enemy troop damage dealt by 4/8/12/16/20% on the next turn. | |
| Xura | 1 | Xura summons divine aid by dance invocation, healing all friendly heroes' health equal to Attack*20/40/60/80/100% per second while reducing their damage taken by 50% for 3 seconds. Xura is immune to control effects throughout. | |
| Xura | 2 | Xura infects the target with a deadly spore, dealing Attack*100/110/120/130/140% damage each time the target attacks, lasts for 3s. | |
| Xura | 3 | A blow dart lotion increases Xura's Attack by 4/6/8/10/12% with a 20% chance per dart of immobilizing the target for 1 second. | |
| Xura | 4 | Xura releases an underground fungi that quickly multiplies to block enemy vision, reducing damage dealt to friendly troops by 4/8/12/16/20%. | |
| Xura | 5 | Being able to identify the weak spots in the enemy's armor, Xura's Marksmen deal 20/40/60/80/100% additional damage every 2 strikes and make their target take 5/10/15/20/25% more damage for 1 turn. | |
| Xura | 6 | Xura's unorthodox tactics are quite disruptive, increasing Marksmen's damage dealt by 2/4/6/8/10% while reducing their damage taken by 3/6/9/12/15%. | |
| Gregory | 1 | Gregory readies himself for a furious strike, dealing Attack*100/110/120/130/140% Area of Effect damage while knocking back and stunning nearby enemies for 1s. | |
| Gregory | 2 | Gregory weaves his greatsword into a defensive posture, granting 10/20/30/40/50% chance of reducing damage taken by half. | |
| Gregory | 3 | Even if Gregory falls, his example lives on, increasing all friendly troops' Attack by 8/12/16/20/24% for 5 seconds after Gregory's defeat. | |
| Gregory | 4 | Gregory nurtures latent talents his troops did not realize they had, increasing Attack by 3/6/9/12/15% and Defense by 2/4/6/8/10% for all troops. | |
| Gregory | 5 | Gregory inspires everyone with his valor and enthusiasm, granting all troop's normal attacks a 5/10/15/20/25% chance of dealing critical damage. | |
| Gregory | 6 | Gregory forms unbroken defensive lines, reducing Infantry's Damage Taken by 4/8/12/16/20%. | |
| Freya | 1 | Chain Sunder | Freya attacks the target with chains, dealing Attack*200/220/240/260/280% damage to the target and surrounding enemies, leaving a mark on the target. When the marked target is attacked, 40/50/60/70/80% of the damage will be dealt to its surrounding enemies (trigger cooldown: 0.5s). |
| Freya | 2 | Prickled Bind | Freya chain-smashes and binds a target, dealing Attack*100/110/120/130/140% damage and immobilize them for 1.5s. |
| Freya | 3 | Crystal Fury | Freya's condition periodically erupts in a ferocious attack, increasing her Crit Rate by 60/70/80/90/100% per 8/7/6/5/4 normal attacks. |
| Freya | 4 | Fog of War | Freya lobs a smoke grenade to darken enemies' vision, reducing all enemy Troops' Attack by 4/8/12/16/20%. |
| Freya | 5 | Blood Moon Scythe | Freya harvests the fear of her enemies with her crescent-shaped weapon, giving Lancers' normal attacks a 50% chance of executing "Reap", dealing 20/40/60/80/100% damage. |
| Freya | 6 | Night's Vengeance | Freya disrupts enemy attacks by launching a surprise raid and breaches enemy defense, decreasing damage taken by 3/6/9/12/15% and increasing damage dealt by 3/6/9/12/15% for her Infantries and Marksmen. |
| Blanchette | 1 | Triple Blunderbuss | Blanchette's modified musket instantaneously hits 3 targets, dealing Attack*200/220/240/260/280% damage, also blocking their healing for 5s. |
| Blanchette | 2 | Scattershot | Blanchette fires a blunderbuss shot of crystal shards, dealing Attack*100/110/120/130/140% Area of Effect Damage to targets in the area. |
| Blanchette | 3 | Red Pursuit | Blanchette the hunter always secures her kill, increasing her Damage Dealt by 10/20/30/40/50% at most as the target's health decreases. |
| Blanchette | 4 | Armed to the Teeth | Blanchette works to ensure her forces are at least as well armed as she is, increasing all Troops' Lethality by 5/10/15/20/25%. |
| Blanchette | 5 | Blood Hunter | Blanchette's Marksmen fire a crystal blade every 3 rounds, dealing 15/30/45/60/75% extra damage to the targets. |
| Blanchette | 6 | Crimson Sniper | Thanks to Blanchette's expertise in the art of sniping and her leadership, her Marksmen deal 8/16/24/32/40% extra damage to enemy Lancers and 4/8/12/16/20% extra damage to enemy Marksmen every 2 strikes. |
| Eleonora | 1 | Eleonora raises a spiked shield, a symbol of royalty, gaining Attack*100/130/160/190/220% shield value and reflecting 30% of damage taken to the enemy. The shield ruptures after 3s, dealing 60/65/70/75/80% damage to nearby enemies. | |
| Eleonora | 2 | Eleonora strikes forcefully at the target with a heavy hammer, dealing Attack*100/110/120/130/140% damage and reducing the target's Defense by 10/15/20/25/30% for 2s. | |
| Eleonora | 3 | The noble blood in Eleonora renders her an unyielding spirit, reducing her damage taken by 5/7.5/10/12.5/15% and increasing her damage dealt by 5/7.5/10/12.5/15%. | |
| Eleonora | 4 | Eleonora inspires all troops with her royal aura and sense of honor, increasing their Health by 5/10/15/20/25%. | |
| Eleonora | 5 | Eleonora deploys a balanced formation, reducing damage taken by 2/4/6/8/10% for her Infantries and increasing damage dealt by 2/4/6/8/10% for her Marksmen. | |
| Eleonora | 6 | Eleonora strikes fear into her enemies with her fierce assaults, increasing all troops' damage dealt by 5/10/15/20/25% and reducing their damage taken by 5/10/15/20/25% every 5 attacks made by Infantry for 2 turns. | |
| Lloyd | 1 | Lloyd summons three propeller bombs to attack the target, each dealing Attack*70/77/84/91/98% AoE damage. | |
| Lloyd | 2 | Lloyd fires bullets at the target's weaknesses, dealing Attack*100/110/120/130/140% and exposing the weaknesses for 3s, during which the target takes 10/12.5/15/17.5/20% more damage. | |
| Lloyd | 3 | Lloyd sharpens his combat skills with the craftsman's spirit, increasing his Attack Speed by 10/15/20/25/30%. | |
| Lloyd | 4 | Lloyd summons a large number of mechanical birds to disrupt enemies, reducing their Lethality by 4/8/12/16/20%. | |
| Lloyd | 5 | Lloyd prepares special bomb for all Lancers, which detonates every 3 turns, increases their attack by 30/60/90/120/150% and releases frosty mist that reduces all Enemy Troop's Lethality by 6/12/18/24/30% for 1 turn. | |
| Lloyd | 6 | Lloyd works to equips his forces with unstable by interesting creations, granting a 40% chance to increase all Troops' Lethality by 10/20/30/40/50%. | |
| Rufus | 1 | Rufus fires grenades that bombards the ground like meteors, dealing Attack*200/220/240/260/280% AoE damage. The grenades set the ground ablaze, dealing Attack*20/22.5/25/27.5/30% to targets within range every 0.5s for 2s. | |
| Rufus | 2 | Rufus fires explosive bullets, dealing Attack*100/110/120/130/140% damage to the target. The splinters deal Attack*50/55/60/65/70% damage to nearby enemies. | |
| Rufus | 3 | Rufus morphs into an unstoppable presence on the battlefield, increasing his Crit Rate by 7/10/13/16/20%. | |
| Rufus | 4 | Rufus uses his bold leadership to transform all troops into blazing flames on the battlefield, increasing their Attack by 5/10/15/20/25%. | |
| Rufus | 5 | Rufus equips his Marksmen with armor-piercing rounds, dealing 12/24/36/48/60% extra damage for each attack and increases the target's damage taken by 5/10/15/20/25% for 1 turn. | |
| Rufus | 6 | Rufus' aggressive combat style grants all troops a 20% chance to intimidate enemies, reducing target Lethality by 10/20/30/40/50% for 2 turns. | |
| Hervor | 1 | Hervor hammer-strikes the ground with thunderous force, inflicting Attack*100/110/120/130/140% damage to frontal enemies, a 1-second stun, and Intimidation that reduces enemy Attack by 25% for 3 seconds. | |
| Hervor | 2 | Hervor's miraculous strength is terrifying to behold, granting her normal attacks a 5/10/15/20/25% chance of inflicting "Intimidation" which increases enemy damage taken by 3/6/9/12/15% (max 3 stacks). | |
| Hervor | 3 | Brutal mountain life has endowed Hervor with superhuman endurance, reducing her damage taken by 5/10/15/20/25% and becoming immune to stun, paralysis or freeze and other control effect for the first 9 seconds of battle. | |
| Hervor | 4 | Hervor's heartfelt war cry ignites fearlessness in her soldiers, increasing all troops' Lethality by 5/10/15/20/25%. | |
| Hervor | 5 | The enemy menace pales beside Hervor's icy homeland, her Infantry's Damage Taken from Normal Attacks is reduced by 5/10/15/20/25% and 6/12/18/24/30% from enemy skills. | |
| Hervor | 6 | Hervor and her Infantry are singularly devoted to the idea of battle, reducing her Infantry's damage taken by 3/6/9/12/15% and increasing their damage dealt by 2/4/6/8/10%. | |
| Karol | 1 | The dawn sun lights a path for Karol's invincible charge, lancing frontal enemies with Attack*200/220/240/260/280% area damage and reducing their Defense by 5/10/15/20/25% for 2 seconds. | |
| Karol | 2 | Karol launches a blistering series of strikes dealing Attack*100/110/120/130/140% damage against enemies within a certain area. | |
| Karol | 3 | The taste of victory gives sweet succor to the warrior, increasing Karol's Attack by 4/6/8/10/12% for every fallen hero enemy while restoring 2/4/6/8/10% of Health. | |
| Karol | 4 | A great offence is a great defense in the case of Karol's cavalry diversions, reducing all troops' damage taken by 4/8/12/16/20%. | |
| Karol | 5 | Karol knows exactly where enemy infantry are weakest against forces like his own, increasing all troops' Damage Dealt to Lancers by 6/12/18/24/30% and 5/10/15/20/25% to Infantry. | |
| Karol | 6 | Karol has turned the lessons of past brigades into a roadmap for victory, increasing all Troops' Attack by 3/6/9/12/15% and Defense by 2/4/6/8/10%. | |
| Ligeia | 1 | Ligeia summons 3 acid-lobbing Mech-spiders against an enemy, dealing Attack*70/77/84/91/98% area damage and reducing Enemy's Attack by 5/10/15/20/25% for 2 seconds. | |
| Ligeia | 2 | Ligeia deploys steelweb against an enemy with the damage of 50/55/60/65/70% Attack* and a 20/40/60/80/100% chance to trigger a "Resonance" trap for 5 seconds. Resonance reapportions damage against Ligeia to the target. | |
| Ligeia | 3 | Ligeia activates Queen Protection Mode to deflect a negative status effect at a cost of 1 Guard Spider, but gaining a 10-second 8/12/16/20/24% Attack boost. Ligeia can deploy up to 3 active Guard Spiders at a rate of 1 every 10 seconds. | |
| Ligeia | 4 | Ligeia unleashes a swarm of biting Mech-spiders against well-armored foes, reducing all enemy Defense by 5/10/15/20/25%. | |
| Ligeia | 5 | Ligeia adds Mech-spiders to Marksmen's fire, dealing 20/40/60/80/100% extra damage every 2 attacks; spider acid dissolves enemy armor, amplifying target damage received by 5/10/15/20/25% for 1 turn. | |
| Ligeia | 6 | Ligeia dips Marksmen arrowheads in spider toxin, increasing Marksmen's damage by 20/40/60/80/100% against the target every 2 attacks while reducing the target's damage dealt by 4/8/12/16/20% for 1 turn. | |
| Gisela | 1 | Gisela overloads her mech-arms in Attack Mode for 5s, gaining 50 Energy and increasing Attack Speed by 20/30/40/50/60% and Defense by 50/75/100/125/150%. | |
| Gisela | 2 | Gisela smashes the target area with her mech-arms, dealing Attack*100/110/120/130/140% Area of Effect damage and gaining 25 Energy. | |
| Gisela | 3 | Gisela primes a mini-shield to activate on reaching 100 Energy with Attack*70/100/130/160/190% for 3s. Each Normal Attack gains her 3/6/9/12/15 Energy. | |
| Gisela | 4 | Gisela's advanced tech increases Infantry Defense by 6/12/18/24/30%. | |
| Gisela | 5 | Gisela is a master of defensive scavenging. Infantry under Gisela's command have a 40% chance of increasing all Troops' Defense by 10/20/30/40/50% for 1 turn. | |
| Gisela | 6 | Gisela provides an experimental version of her shield to all troops, granting a 40% chance of reducing Damage Taken by 10/20/30/40/50% for all troops. | |
| Flora | 1 | Flora summons a fast-moving vine against enemies, dealing Attack*100/110/120/130/140% Area Damage and stuns the target for 2s. | |
| Flora | 2 | Flora litters the target area with toxic Adoria bloom, dealing Attack*20/25/30/35/40% Area Damage and sprouting into a flesh-eating Adoria Rose versus heroes. It inherits 10/15/20/25/30% of Flora's attributes and attacks nearby enemies for 6s. | |
| Flora | 3 | What does not kill the cultivator and the cultivated makes them stronger. Flora and summoned plants gain 2/4/6/8/10% Health and 4/8/12/16/20% Defense. | |
| Flora | 4 | Flora litters the ground with sharp vines to hobble enemy soldiers, granting all troops a 50% chance of increasing enemies' Damage Taken by 10/20/30/40/50%. | |
| Flora | 5 | Flora's defensive foliage reduces Infantry Damage Taken by 5/10/15/20/25% while better Adoria Rose coordination with Lancers gives joint attacks dealing 5/10/15/20/25% extra damage. | |
| Flora | 6 | Flora's hallucinatory pollen increases enemy Infantry's Damage Taken by 6/12/18/24/30%, and decreases enemy Marksmen's Damage Dealt by 6/12/18/24/30% for 2 turns every 4 turns. | |
| Vulcanus | 1 | Vulcanus rips a Barricade to shreds with three heavy bolts, dealing Attack*200/220/240/260/280% damage and inflicting Bleed. Bleed: deals Attack*10% damage every 0.5s for 3s. | |
| Vulcanus | 2 | Vulcanus targets an enemy hero with a chained dart, dealing Attack*100/110/120/130/140% damage, immobilizing and stuns the target for 2s. | |
| Vulcanus | 3 | Vulcanus shapes rage into resolve, increasing his Escorts' Attack by 10/15/20/25/30% and Defense 10/15/20/25/30%. | |
| Vulcanus | 4 | Vulcanus is skilled in the arts of terror and manipulation, reducing all enemy troops' Attack by 4/8/12/16/20%. | |
| Vulcanus | 5 | There's no steel like the blades in Vulcanus' armory, empowering all troops to deal 20/40/60/80/100% extra damage after every 5 attacks, and increasing damage taken for the target by 5/7.5/10/12.5/15% in the next attack. | |
| Vulcanus | 6 | Vulcanus' modified armor-piercing arrows reduce enemy Infantry and Lancer Defense by 12/24/36/48/60% every 3 turns and increase our Marksmen's Attack by 12/24/36/48/60% for 1 turn. | |
| Elif | 1 | Elif confuses enemies with her dazzling moves for 1s, gaining a 10/15/20/25/30% chance of dodging enemy attacks for 5s. | |
| Elif | 2 | Elif strikes unpredictably with her blade, dealing Attack*100/110/120/130/140% damage and confusing the target for 1s. | |
| Elif | 3 | Elif bewilders enemies with her graceful combat moves, increasing her chance of dodging enemy attacks by 7/10/13/16/20%. Her normal attacks have a 7/10/13/16/20% chance of confusing the target for 1s. | |
| Elif | 4 | Elif entangles enemy weapons with her veil, reducing all enemy Troops' Attack by 5/10/15/20/25%. | |
| Elif | 5 | Elif applies an exotic formation on the tundra, increasing Troops' Attack by 3/6/9/12/15% and Troops' Defense by 2/4/6/8/10%. | |
| Elif | 6 | Elif weaves ribbons into a curtain when her Infantry attacks, granting them a Shield with protection equal to Attack*6/12/18/24/30% for 1 turn. | |
| Dominic | 1 | Dominic conjures three magical boxes around the target, each delivering heavy punches that deal Attack*200/220/240/260/280% Area Damage and stun the target for 1s. | |
| Dominic | 2 | Dominic hurls roses that transform into flames, dealing Attack*100/110/120/130/140% damage and setting the target on fire which deals Attack*4/6/8/10/12% damage every 0.5s for 2s. | |
| Dominic | 3 | Dominic uses illusions to escape. When his Health drops to zero, he vanishes and reappears in a magical box 5 seconds later with 10/20/30/40/50% Health. This skill can be used once per battle. | |
| Dominic | 4 | Dominic equips his troops with weapons cleverly crafted from magic props, increasing damage dealt by 4/8/12/16/20% for all troops. | |
| Dominic | 5 | Dominic equips his Lancers with secret devices that launch poisonous spikes, increasing their damage dealt per attack by 12/24/36/48/60%. Poisoned targets receive 5/10/15/20/25% more damage for 1 turn. | |
| Dominic | 6 | Dominic disrupts enemy strategies by performing optical tricks with a mirror, reducing damage taken by Infantry and Marksmen by 3/6/9/12/15% and increasing their damage dealt by 3/6/9/12/15%. | |
| Cara | 1 | Cara launches a powerful cannon at enemies, dealing Attack*200/220/240/260/280% Area damage. | |
| Cara | 2 | Cara fires a Steamy Whammy, releasing a mist-like gas that obscures the enemy's vision and reduces their Accuracy by 7/9/11/13/15%. The gas burns the targets continuously, dealing Attack*7/9/11/13/15% damage per 0.5s for 2s. | |
| Cara | 3 | Each time an ally Hero is knocked down, Cara's rage and power are fueled, increasing her Attack by 3/6/9/12/15% until the end of the battle. | |
| Cara | 4 | Cara drops smoke grenades from the air, hindering enemy attacks and reducing all enemies' Lethality by 4/8/12/16/20%. | |
| Cara | 5 | The Mech Pets crafted by Oestermore crafters join forces with the warriors, increasing normal attack damage by 10/15/20/25/30% for all troops. | |
| Cara | 6 | Thanks to Cara's flying broom, she effortlessly bypasses the enemy Infantry on the frontline. Her Marksmen deal 8/16/24/32/40% extra damage to enemy Lancers and 4/8/12/16/20% extra damage to enemy Marksmen every two attacks. | |
| Hank | 1 | Hank switches his circular saw to "Frenzy" mode to perform two slashes in a row. Each slash deals Attack*120/130/140/150/160% damage to frontal enemies within range, while also reducing their Defense by 10/15/20/25/30% for 2s. | |
| Hank | 2 | Hank's backup power unit activates when things get tough, increasing his circular saw's destructive power. When Hank's Health drops below 50%, his Attack increases by 10/15/20/25/30%. This can be triggered once per battle. | |
| Hank | 3 | As a master of improvisation, Hank can use combat scrap to heal himself. 10/15/20/25/30% of Hank's damage dealt is converted into Health for himself. | |
| Hank | 4 | Hank's rage and the roaring of his chainsaw ignite the fighting spirit of all troops, boosting all troops' Lethality by 5/10/15/20/25%. | |
| Hank | 5 | The sparks of the chainsaw ignite allied morale, increasing all troops' Damage Dealt by 5/10/15/20/25%, reducing their Damage Taken by 5/10/15/20/25% every 5 attacks made by Hank's Infantry for 2 turns. | |
| Hank | 6 | Hank's wild attacks weaken enemy morale. Every 4 turns, the damage taken by enemy Infantry is increased by 6/12/18/24/30%, while the damage dealt by enemy Marksmen is reduced by 6/12/18/24/30%. This effect lasts for 2 turns. | |
| Estrella | 1 | Splashes scorching scarlet paint, dealing Attack*200/220/240/260/280% AoE damage to enemies in range. Splashed targets also have their Attack reduced by 5/10/15/20/25% for 2s. | |
| Estrella | 2 | Splatters the target with amber-yellow paint, dealing Attack*100/110/120/130/140% damage and inflicting Corrosion, which causes the target to take Attack*2/3/4/5/6% damage every 0.5s for 4s. | |
| Estrella | 3 | A night-like shade of blue brings bone-chilling cold. Normal Attacks paint targets blue, reducing their Attack Speed by 10/15/20/25/30% for 2s. | |
| Estrella | 4 | Splatters paint made from mysterious crystals that corrode enemy armor, reducing the Defense of all enemy troops by 5/10/15/20/25%. | |
| Estrella | 5 | Encourages troops with an inspiring painting, increasing the Attack of all allied troops by 3/6/9/12/15% and their Defense by 2/4/6/8/10%. | |
| Estrella | 6 | Boosts morale with a vibrant painting, reducing the damage taken by Infantry by 5/10/15/20/25% and increasing the damage dealt by Lancers by 5/10/15/20/25%. | |
| Viveca | 1 | Deliver the final strike with ruthless bullets! Deals Attack*200/220/240/260/280% damage to a single target and inflicts Bleed, causing them to take Attack*7/9/11/13/15% damage every 0.5s for 2s. | |
| Viveca | 2 | As the hunt's final moment approaches, the black-winged dark scion takes action! Summons a raven to mark a single target for 6/7/8/9/10s, during which the target takes 5/10/15/20/25% more damage and becomes the locked target for Viveca's Normal Attacks and her Evernight Finale skill. | |
| Viveca | 3 | Successful hunts strengthen the leader of the Night's Guard. For each enemy hero defeated, Viveca's Attack is increased by 3/6/9/12/15% for the rest of the battle. | |
| Viveca | 4 | Applies the Night Guard's tactics on the battlefield, increasing the Attack of all allied troops by 5/10/15/20/25%. | |
| Viveca | 5 | Viveca's Marksmen gain tremendous insight from their battles against darkness, allowing them to pinpoint enemy weaknesses. Attacks have a 20% chance to deal 20/40/60/80/100% extra damage to all enemy troops. | |
| Viveca | 6 | The formations and tactics of the Night's Guard provide balanced offense and defense, reducing damage taken by allied Infantry by 2/4/6/8/10% and increasing damage dealt by allied Marksmen by 2/4/6/8/10%. | |
| Seigel | 1 | Seigel extends the metal spikes on his armor for 5 seconds, increasing Defense by 5/10/15/20/25% and reflecting 5/10/15/20/25% of damage back to attackers. | |
| Seigel | 2 | Seigel lunges forward with his mighty spear, dealing Attack*40/45/50/55/60% area of effect damage to enemies in a straight line before swinging in a fan-shaped arc for Attack*40/45/50/55/60% area damage to enemies in its path. | |
| Seigel | 3 | Life in Hell has endowed Seigel with dark determination, reducing damage taken by 4/8/12/16/20% and granting immunity from negative effects for the first 6/7/8/9/10 seconds of battle. | |
| Seigel | 4 | Seigel will always seek to bring the most advanced weapons and armor of the Night's Guard to his outfit, increasing Health by 5/10/15/20/25% for all troops. | |
| Seigel | 5 | Seigel would rather blunt an enemy's spear than sharpen his own. His Infantry suffer 4/8/12/16/20% reduced Attack, but the additional protection reduces enemy Marksman and Lancer Attack by 7/14/21/28/35%. | |
| Seigel | 6 | Seigel's inhuman defenses and iron will are transferred to Infantry under his command, reducing damage from normal attacks by 5/10/15/20/25% or 6/12/18/24/30% from enemy skills. | |
| Ursar | 1 | Ursar summons a totemic Windbreaker spirit from the elders to encourage troops by increasing Attack Speed by 20/30/40/50/60%, Dodge by 10/15/20/25/30%, and Movement Speed by 25% for 5 seconds. | |
| Ursar | 2 | Ursar throws a mighty spear with power enough to inflict Attack*100/110/120/130/140% and stun the target for 2 seconds. | |
| Ursar | 3 | The ancient Windbreaker dancers have trained Ursar well in the agility of combat, increasing Attack Speed by 10/15/20/25/30%. | |
| Ursar | 4 | Ursar is not above using the hallucinogenic spores of the underground to bewilder opponents, reducing enemy troops' Attack by 5/10/15/20/25%. | |
| Ursar | 5 | The horn of the elders encourages friends and terrifies foes, increasing Lancer and Marksman Lethality by 6/12/18/24/30% for 2 turns and reducing enemy troops' Defense by 6/12/18/24/30% for 1 turn. | |
| Ursar | 6 | Ursar's poison-tipped spears ensure Lancers deal 20/40/60/80/100% extra damage every 2 attacks and increase damage received by targets by 5/10/15/20/25% for 1 turn. | |
| Aisling | 1 | Aisling flings out a fast-growing enchanted seed that quickly envelops nearby enemies for Attack*200/220/240/260/280% damage and a 2-second stun. | |
| Aisling | 2 | Aisling uses the sacred fruit of the deep forest to restore Health of the ally hero with the lowest remaining Health equal to Attack*120/140/160/180/200%. | |
| Aisling | 3 | Aisling's scalpel stones rival the sharpest blades, granting normal attacks a 25% chance of dealing Attack*100/110/120/130/140% additional damage to targets. | |
| Aisling | 4 | Aisling's knowledge of the tribal harmonies of nature enthrall her troops, increasing their damage dealt by 4/8/12/16/20%. | |
| Aisling | 5 | An expert in the use of long-range forest warfare, Aisling's Marksmen deal 30/60/90/120/150% extra damage every 3 turns while exhausted enemies are forced to reduce their damage by 6/12/18/24/30% for 1 turn. | |
| Aisling | 6 | Aisling embodies the fury of the forest at a distance, granting Marksman attacks 8/16/24/32/40% extra damage against all enemy troops every 3 turns. | |
| Aiden | 1 | Aiden channels his arm's potent Fire Crystal energy into an invisible shield, gaining 50 Rage and shielding nearby friendlies for 30/40/50/60/70% reduced damage for 2 seconds. | |
| Aiden | 2 | Aiden fires up his fist with furious energy, gaining 30 Rage and entering an "Incandescent" state 1 second after charging for 4/4/5/5/6 seconds. Aiden's normal attacks Ignite targets when Incandescent, dealing Attack*4/6/8/10/12% damage every 0.5 seconds for 2 seconds. | |
| Aiden | 3 | Aiden's lust for battle grows as each normal attack increases Rage by 2/4/6/8/10. Reaching 100 Rage puts Aiden into Annihilation Mode, imbuing normal attacks with Area of Effect damage for 3/3/4/4/5 seconds. | |
| Aiden | 4 | Infantry under Aiden’s command have a 40% chance to activate a protective energy field, increasing troops' Defense by 10/20/30/40/50% for 1 turn. | |
| Aiden | 5 | Adapted versions of Aiden’s arm technology increase troops’ Attack by 3/6/9/12/15% and Defense by 2/4/6/8/10%. | |
| Aiden | 6 | The fires of battle call out to Aiden through the fog of war. Every 2 turns, Aiden increases all troops’ Attack by 10/20/30/40/50% for 1 turn. | |
| Bertha | 1 | Bertha sprays a special mist into the air, "raining healing" on friendly heroes for Attack*200/220/240/260/280% Health; an accompanying adrenaline boost further enhances their Attack by 5/10/15/20/25% for 3 seconds. | |
| Bertha | 2 | Bertha lobs a needle dipped in a numbing agent at a target for Attack*100/110/120/130/140% damage, immobilizing it for 1.5 seconds. | |
| Bertha | 3 | Bertha gives herself a booster shot with a human enhancement reagent, boosting her normal attack damage by 10/15/20/25/30%. | |
| Bertha | 4 | A surgeon in medicine and enemy vulnerability, Bertha's sense for weakness increases friendly Squad Lethality by 5/10/15/20/25%. | |
| Bertha | 5 | Bertha’s hatred for humanity’s enemies empowers every 2nd Lancer attack, increasing its damage by 25/50/75/100/125% and granting Marksmen 6/12/18/24/30% Attack for 1 turn. | |
| Bertha | 6 | Bertha’s knowledge of the human body lets her Lancers deal 12/24/36/48/60% bonus damage per attack and inflict Weakness for 1 turn. Weakened targets take 5/10/15/20/25% increased damage. | |
| Eleanor | 1 | Eleanor whisks out robo-dog "Chieftain" from her backpack for 5 seconds of battle. Chieftain inherits 40/50/60/70/80% of Eleanor's Attack, and 60/70/80/90/100% of her Defense and Max Health, and deals Area of Effect sonic attacks. | |
| Eleanor | 2 | Eleanor fires 3 times in quick succession at a target, each dealing Attack*35/40/45/50/60% damage. Further vulnerability analysis further increases their damage received by 4/8/12/16/20% for 2 seconds. | |
| Eleanor | 3 | Remove an obstacle and whatever remains must bring you closer to your objective. Every fallen enemy hero gives Eleanor 3/6/9/12/15% increased Attack. | |
| Eleanor | 4 | Eleanor's talent for deducing enemy objectives reduces enemy Defense by 5/10/15/20/25%. | |
| Eleanor | 5 | Eleanor's detective skills are second only to her aim, giving Marksmen a 50% chance of dealing 20/40/60/80/100% extra damage to targets with each attack and increasing Marksman damage inflicted by 8/16/24/32/40% for 1 turn. | |
| Eleanor | 6 | Eleanor's instinct for ballistics allows her to quickly pinpoint enemy Marksmen, allowing her Marksmen to deal 12/24/36/48/60% increased damage to enemy Marksmen per 2 attacks. | |
| Jordan | 1 | Depth Charge | Jordan hurls a mighty anchor at an enemy, dealing Attack*100/120/140/160/180% Area Damage. Its tidal force is demoralizing, reducing target's Attack by 20% for 2s. |
| Jordan | 2 | Vortex of Wrath | Jordan's spinning whirlpool of pain deals ongoing damage of Attack*100/110/120/130/140% to nearby enemies. |
| Jordan | 3 | Oceanic Resilience | The raging sea is a harsh teacher, but gives resilience. Jordan receives 2/4/6/8/10% reduced damage and increases Escort Defense by 2/4/6/8/10%. |
| Jordan | 4 | Blessings of the Deep | As the raging seas have trained Jordan, so Jordan trains his warriors, increasing Troops Health by 5/10/15/20/25%. |
| Jordan | 5 | Tsunami Strike | Jordan strikes his foes with the force of a tsunami, increasing Lancer and Marksman Lethality by 6/12/18/24/30% every 2 turns while decreasing enemy Defense by 6/12/18/24/30% for 1 turn. |
| Jordan | 6 | Unbreakable Dam | Jordan's troops are well-armored and iron-willed like an unbreakable dam. His infantry receive 5/10/15/20/25% reduced damage from normal attacks and 6/12/18/24/30% reduced damage from skills. |
| Nikola | 1 | Electric Man | Nikola electrifies an area with the force of a thunderbolt, paralyzing enemies for 1s and dealing Attack*55/60/65/70/75% damage every 0.5s for 2s. Nikola also suffers Attack*5/10/15/20/25% damage from the discharge. |
| Nikola | 2 | Arc Shot | Nikola lobs an electrical emitter at a target for Attack*100/110/120/130/140% damage, paralyzing it for 1s. |
| Nikola | 3 | Flux Overflow | Electrical discharge from Nikola's normal attacks have a 10/15/20/25/30% chance of connecting with up to 3 nearby enemies, dealing Attack*10/15/20/25/30% damage to each. |
| Nikola | 4 | Static Frailty | Nikola's many electrical attacks sap enemies' strength, reducing Enemy Troops Attack by 5/10/15/20/25%. |
| Nikola | 5 | Static Tips | Nikola upgrades his Lancers' weapons with an electrified attachment, increasing their damage dealt per attack by 12/24/36/48/60% and weakening the target by reducing target's Defense by 5/10/15/20/25% for 1 turn. |
| Nikola | 6 | Resonance Upgrade | Resonance upgrades to Nikola's generator provides enhanced Marksman and Infantry support, decreasing their damage received by 3/6/9/12/15% and increasing their damage dealt by 3/6/9/12/15%. |
| Aisha | 1 | Crimson Annihilation | Aisha activates a Fire Crystal obelisk beam with incredible heat, dealing Attack*200/220/240/260/280% damage to enemies within range. |
| Aisha | 2 | Gem Splitter | Aisha concentrates her Fire Crystal energies into a concentrated beam, dealing Attack*100/110/120/130/140% damage to a single target and inflicting Burn. Burn deals Attack*4/8/12/16/20% damage every 0.5s for 2s. |
| Aisha | 3 | Light Show | Enhanced pulse generation increases Aisha's normal attack damage by 4/8/12/16/20% with a 4/8/12/16/20% chance of an optical illusion side-effect, confusing enemies for 1s. |
| Aisha | 4 | Fire Armor | Aisha's scorching crystal armor imbuement reduces Troops Damage Taken by 5/10/15/20/25%. |
| Aisha | 5 | Scorching Tides | Surging waves of scorching energy enter a charged state every 3 turns, reducing enemy Infantry and Lancer Defense by 12/24/36/48/60% and increasing our Marksmen's Attack by 12/24/36/48/60% for 1 turn. |
| Aisha | 6 | Light Blast | Fire Crystal shards on Marksman bolts gives their attacks a 20% chance of dealing 20/40/60/80/100% extra damage to all enemies. |