All abilities
Every ability in the game, A to Z: 240 spells, passives, and autocasts.
In use
139 abilities carried by a unit or building right now.
Each attack coats the target in acid - +4 acid damage that bypasses armor, plus -2 armor for 3 seconds. Does not stack; repeat hits refresh the timer. Costs no mana. Softens armored targets for the whole army to chew through. Acid resistance reduces the damage and blocks the armor shred outright.
+50% damage against mounted targets. Same hit lands normal damage on infantry. The pike is for the rider, the spear is for the horse - this unit knows both.
Bestows a random enchantment on a random allied unit - Bloodlust, Inspire, Soul Infusion, spell or magic resistance, or elemental strikes (chill, poison, acid). Granted enchantments are permanent for that unit's life; blessed units carry a mark.
Passive — each basic attack has a 10% chance to fire a homing magic missile at a random nearby enemy for bonus arcane damage. Spreads damage across the battlefield without competing for the Mage primary target. Arcane resistance blunts the missile and arcane-immune units shrug it off. Arch Mage variant triggers at 25%.
Passive — each basic attack has a 25% chance to fire a homing magic missile at a random nearby enemy for bonus magic damage. Spreads damage across the battlefield without competing for the Mage's primary target. Arch Mage's variant triggers at 25%.
Passive - each attack against a Heavy-armor target deals +50% damage. The bonus stacks with the matchup matrix, turning the crossbow into the hard counter to Knights and Heavy infantry without affecting Light / Medium targets.
Triggered passive - when the Arch Mage takes damage, instantly teleports 600 units backward away from the attacker. 15-second cooldown. Survival reflex - no mana cost, no activation.
The Shaman enrages a nearby ally for 45s: +40% attack speed and +20% movement speed, with a visible swell in size and glowing hands. Only cast once the army is in combat. Costs 50 mana, 7s cooldown.
Consumes a nearby corpse to grow a stationary Purity Flower for 10 seconds. The flower radiates a Purity aura - nearby allies regenerate health and mana. Costs 50 mana, 20s cooldown.
Veils one ally in Invisibility for twelve seconds — they attack and take damage without appearing. Dispellable, and detectors see through it.
The Witchdoctor's healing current leaps between wounded allies, mending up to 7 for 20% less each jump. Always starts with whoever is hurt worst and never mends the same ally twice - full-health allies are skipped. Costs 50 mana, 12s cooldown.
Each melee hit chills the target — slows attack and move speed for 4 seconds. Costs no mana; does not stack, but repeat hits refresh the duration. An Ice Ooze swarm keeps the enemy line crawling.
Each melee swing hits up to 2 additional targets behind the main one. Multiplies value against tight packs; pointless vs single targets. No mana cost.
Curses a nearby enemy with Confused for 10 seconds - it attacks the nearest unit, friend or foe, turning on its own allies. Cannot target siege or special-formation units. Costs 50 mana, 45s cooldown. Dispellable.
Inflicts an enemy with Contagion for 15 seconds. Every 3 seconds the contagion spreads Poison to a nearby uninfected enemy. When Contagion expires, if the host is still alive it hops to a fresh enemy within 400 range. Costs 50 mana, 12s cooldown. Dispelable.
Each attack applies Deadly Poison for 6s: a flat damage-over-time tick (a fixed amount, not a percent of max HP like regular Poison). Hits from different attackers stack. Costs 0 mana, and counts as a poison debuff (blocked by poison immunity, dispelable).
Channeled for 6 seconds. Every 0.5s, deals shadow damage in a 500 radius at the chosen point. Total damage scales with full duration. Lich is immobile and vulnerable while channeling. Costs 100 mana, 30s cooldown. Shadow resistance blunts it; nothing is immune to shadow.
Cleanses all dispelable debuffs from a nearby ally in one cast. Costs 30 mana. Cooldown 8s. Cast priority over Heal - a chilled ally is more valuable to free than a wounded one is to top off.
Channeled single-target drain for 3 seconds. Each tick deals 30 damage and heals Shadow Mage for the same amount. Breaks if the target dies, leaves range, or Shadow Mage drops below 30% HP. Costs 30 mana, 8s cooldown.
Passive - a 5% chance to fully evade any incoming basic attack, taking no damage. Cheap, always-on survivability.
Autocast - blesses a random allied unit with Evergreen for up to 45 seconds. The first hit that would kill the unit instead heals it to full, consuming the blessing. Costs {CostMana} mana; will not double up on an already-blessed unit.
Terrifies a nearby enemy for 8 seconds — they flee from combat, can't attack, and ignore your front line. Hard crowd control on a single high-priority target. Costs 50 mana, 10s cooldown. Dispelable.
Attacks are infused with fire - bonus Fire damage that bypasses armor, for 10 mana per attack. Out of mana, the attack still lands without the infusion. Fire-immune targets shrug off the bonus.
Hurls a slow homing fireball that explodes on impact, dealing magic damage in a 350-radius AOE with falloff to the edges. Cast time means Fire Mage is vulnerable during the windup. Costs 60 mana, 10s cooldown.
Each cast adds +4 bonus damage that bypasses armor entirely. Costs 0 mana — proc fires every attack. The Fire Mage's basic chip damage between casts of Fireball.
Channeled for 3 seconds. Every 0.5s, deals Fire damage in a 350 radius at the densest enemy cluster. Fire-immune creatures take nothing. Ogre Mage is immobile and vulnerable while channeling. Costs 75 mana, 20s cooldown.
Killing an enemy doubles this unit attack speed for a few seconds. A second kill inside the window deepens the frenzy further. Feeds on weak targets - a unit that can chain kills becomes very hard to stop.
Ally buff - grants +2 Armor for 60 seconds and Chills anyone who strikes the target (slow + reduced attack speed). Ice Mage auto-casts on a nearby ally, or on itself if none are near. Refreshable but doesn't stack. Costs 50 mana, 45s cooldown.
Burst AOE on the densest enemy cluster within 700 range. Deals damage in a 350 radius and applies Chilled (slow + reduced attack speed) for 4 seconds. Costs 70 mana, 10s cooldown.
Each attack throws a glaive that ricochets to up to 2 additional enemy units, dealing 50% then 25% of the attack damage. The glaive can bounce back to a unit it already hit. It targets enemy units only - buildings are skipped.
Emergency heal - fires automatically when the Paladin OR an ally (or self) drops below 20% health. Restores 250 HP in a single burst. The Paladin will not cast this on lightly injured allies - it's a save-from-death cooldown, not a top-up. Costs 100 mana, 30s cooldown.
Attacks are infused with frost - bonus Ice damage that bypasses armor and Chills the target, slowing attack and movement speed. Costs 10 mana per attack; ice-immune targets shrug off both.
Channeled for 5 seconds on the densest enemy cluster. Every 0.5s deals AOE magic damage in a 400-radius and refreshes Chilled (slow + reduced attack speed) on each unit hit. Ice Mage is immobile and vulnerable while channeling. Costs 80 mana, 14s cooldown.
Attacks are infused with lightning - bonus Electric damage that bypasses armor, Shocks the target (+25% electric damage taken), and has a 20% chance to briefly stun. Costs 10 mana per attack; electric-immune targets shrug it all off.
Blesses a wounded ally with healing light. The next time that ally takes damage it is healed for 90 HP first (enough to survive a lethal blow), then the light leaps to the next most-hurt ally. Heals up to 7 allies. Costs 40 mana. Cooldown {Cooldown}s.
Blankets a random enemy anywhere on the battlefield in arcane fog - {Cooldown} arcane damage every half second across a 500 radius, for 8 seconds. The cloud stays where it was cast; walk out or melt. Arcane-immune units ignore it entirely.
Channeled control of an enemy unit - while channeling, the target fights for you as if you owned it. Lasts up to 20s; returns to its owner if the channel breaks, the target dies, or it is dispelled. Costs 5 mana/second, 10s cooldown.
Tears a rift open behind the enemy army, then sprints for it without fighting. Reaching it releases a neutral force hostile to every player and consumes the caster. Dying on the way wastes it entirely. Costs 0 mana.
Each hit poisons the target — 2% max HP/sec for 6 seconds. Costs no mana, and hits from different oozes stack — a Poison Ooze swarm piles up heavy damage-over-time.
Attacks are infused with venom - bonus Poison damage that bypasses armor and Poisons the target with damage over time. Costs 10 mana per attack; poison-immune targets shrug off both.
Transforms a nearby enemy into a harmless sheep for 12 seconds — they wander aimlessly and can't attack or cast. Cannot target casters or mounted units. Hard counter to high-value single targets. Costs 70 mana, 15s cooldown. Dispelable.
Passive - each basic attack dispels one buff from the target, stripping enemy enchantments as your line trades blows.
Channels a healing beam onto the most-wounded nearby ally, restoring 30 HP per second for 5 seconds while draining 5 mana per second. Breaks if the target dies, leaves range, or reaches full health. 12s cooldown.
Each shot adds +4 bonus <debuff>shadow damage</> that bypasses armor; killing blows raise the target as your skeleton (replaces the corpse). Costs 10 mana per proc. Snowballs in any extended engagement; shadow resistance blunts the bonus.
Each cast adds +4 bonus <debuff>shadow damage</> that bypasses armor; killing blows raise the corpse as a skeletal mage under your command. Costs 0 mana - proc fires every attack. Builds a second army out of enemy losses; shadow resistance blunts the bonus.
Adds bonus electric damage to every attack that ignores armour - so it hurts heavily-plated targets as much as bare ones - and leaves the target shocked. Electric resistance blocks the shock outright, at any tier.
Each attack has a 20% chance to shock - a 1-second stun plus Shocked, which raises the electrical damage the target takes by 25% for 3s. Electric-immune targets can't be shocked.
Reduces a nearby enemy's movement speed by 40% and attack speed by 30% for 30 seconds. Does not stack — multiple Mages will pick different targets instead of doubling up. Costs 30 mana, 10s cooldown. Dispelable.
Triggered passive - when struck, drops a smokescreen that absorbs all incoming attacks for 3 seconds and re-hides the Rogue. In-flight projectiles puff harmlessly into the smoke; melee attackers lose their lock and walk away. 15-second cooldown. No mana cost - panic survival reflex.
Passive - immune to spell damage: Fireball, Chain Lightning and other caster spells deal nothing. It also can't be the target of status effects like poison, slow or polymorph. Auras still affect it; physical and magic attacks still land normally.
Summons a random forest creature near the Lifebinder that fights for 45 seconds, then fades. Costs {CostMana} mana, 60s cooldown. Reinforcements to screen the Lifebinder while it channels its heals.
Summons a random forest creature near the caster that fights for 45 seconds, then fades. Costs {CostMana} mana, 60s cooldown. Free reinforcements on demand.
Summons a random support totem (Healing, Earth, or Cleansing) near the caster for 50 mana. The totem is stationary, lasts 30 seconds, and aids your army with healing, armor, or cleanses. Each cast picks a different totem than the last. 45s cooldown; only fires in combat.
Summons a random totem near the caster for 50 mana. Totems are stationary and last 30 seconds - some attack (flame/ice/shock), some aura allies (healing/defense), some cast cleanses. Each cast picks a different totem than the last. 45s cooldown; only fires in combat.
Summons a random attack totem (Flame, Ice, or Storm) near the caster for 50 mana. The totem is stationary, lasts 30 seconds, and bolts nearby enemies with elemental damage and debuffs. Each cast picks a different totem than the last. 45s cooldown; only fires in combat.
Curses a nearby enemy with Weakness for 30 seconds, reducing their Armor by 2. Stacks the matrix in your favor against heavy targets. Costs 40 mana, 6s cooldown. Dispelable.
Hurls a web at an enemy flying unit, dragging it to the ground for 15s where your ground army can attack it. Webbed flyers are rooted (cannot move) but can still attack. Costs 0 mana. Cooldown 30s.
Elemental defences
Most counters in this game are soft. Elements are the exception: a weakness makes a matchup half again as punishing, and an immunity erases it outright. Read a row left to right and the same element goes from amplified, through three grades of resistance, to nothing at all.
- Lesser
−25%- Greater
−75%
- Weak
+50%
Shadow MushroomInfantry · 180 HP · 20 DPS
Deals Shadow damage
ShadowmancerCaster · 350 HP · 20 DPS
Deals Shadow damage
Shadow ArcherRanged · 250 HP · 25 DPS
Shadow OozeInfantry · 75 HP · 8 DPS
Deals Shadow damage
Immune to Shadow
Greater Shadow OozeInfantry · 150 HP · 16 DPS
Deals Shadow damage
Immune to Shadow- Lesser
−25%
- Weak
+50%- Greater
−75%
- Weak
+50%
Ice MushroomInfantry · 650 HP · 15 DPS
Deals Ice damage
CryomancerCaster · 350 HP · 23.8 DPS
Deals Ice damage
Ice ArcherRanged · 250 HP · 20 DPS
VampireInfantry · 225 HP · 13.5 DPS
Vampire LordCavalry · 500 HP · 22 DPS
Lesser VampireInfantry · 90 HP · 8 DPS
Forest GuardianInfantry · 650 HP · 31.5 DPS
Forest SpiritInfantry · 225 HP · 24.5 DPS
Icey OozeInfantry · 75 HP · 8 DPS
Deals Ice damage
Immune to Ice
Greater Icey OozeInfantry · 150 HP · 16 DPS
Deals Ice damage
Immune to Ice- Lesser
−25%
Flame MushroomInfantry · 650 HP · 30 DPS
Deals Fire damage
Fire ArcherRanged · 250 HP · 20 DPS- Immune
Immune
Fire OozeInfantry · 75 HP · 12 DPS
Deals Fire damage
Immune to Fire
EmberveinInfantry · 520 HP · 19.5 DPS
Deals Fire damage
Immune to Fire
PyreweaverRanged · 440 HP · 21 DPS
Deals Fire damage
Immune to Fire
Flame TotemSpecial · 10 HP · 4 DPS
Deals Fire damage
Immune to Fire
Greater Fire OozeInfantry · 150 HP · 22 DPS
Deals Fire damage
Immune to Fire
- Weak
+50%
Flame MushroomInfantry · 650 HP · 30 DPS
Deals Fire damage
PyromancerCaster · 350 HP · 22 DPS
Deals Fire damage
Fire ArcherRanged · 250 HP · 20 DPS
Fire OozeInfantry · 75 HP · 12 DPS
Deals Fire damage
Immune to Fire
Greater Fire OozeInfantry · 150 HP · 22 DPS
Deals Fire damage
Immune to Fire- Standard
−50%
CryomancerCaster · 350 HP · 23.8 DPS
Deals Ice damage
Ooze KingInfantry · 325 HP · 28 DPS
Frost BearInfantry · 500 HP · 23 DPS- Immune
Immune
RimeveinInfantry · 520 HP · 19.5 DPS
Deals Ice damage
Immune to Ice
HoarweaverRanged · 440 HP · 19 DPS
Deals Ice damage
Immune to Ice
Ice TotemSpecial · 10 HP · 4 DPS
Deals Ice damage
Immune to Ice
Icey OozeInfantry · 75 HP · 8 DPS
Deals Ice damage
Immune to Ice
Greater Icey OozeInfantry · 150 HP · 16 DPS
Deals Ice damage
Immune to Ice
- Weak
+50%
ArbiterCaster · 250 HP · 16.8 DPS
High PriestCaster · 300 HP · 19.2 DPS
PriestCaster · 130 HP · 9.6 DPS
PurifierCaster · 150 HP · 9 DPS
Arcane AssassinSpecial · 150 HP · 200 DPS
Arcane BladeInfantry · 250 HP · 19.5 DPS
Arcane WarriorInfantry · 400 HP · 39 DPS
Arcane OozeInfantry · 75 HP · 8 DPS
Deals Arcane damage
Immune to Arcane
Greater Arcane OozeInfantry · 125 HP · 15 DPS
Deals Arcane damage
Immune to Arcane- Lesser
−25%
ClericInfantry · 600 HP · 15 DPS
TemplarCaster · 700 HP · 20 DPS
Shadow MushroomInfantry · 180 HP · 20 DPS
Deals Shadow damage
Shadow ArcherRanged · 250 HP · 25 DPS- Standard
−50%
ExemplarCaster · 800 HP · 35 DPS
MoonlordInfantry · 500 HP · 32 DPS
Deals Shadow damage
NightspinnerCaster · 340 HP · 15.3 DPS
Deals Shadow damage
SunkillerCaster · 380 HP · 18 DPS
Deals Shadow damage
VeilspinnerCaster · 260 HP · 12.6 DPS
Deals Shadow damage
ShadowmancerCaster · 350 HP · 20 DPS
Deals Shadow damage
Ooze KingInfantry · 325 HP · 28 DPS
Weaknesses are untiered: every one is the same +50%.
Not yet in use
101 abilities that exist in the game data but are not granted by any current unit or building.
Each attack coats the target in acid — reduces its Armor by 2 for 3 seconds. Does not stack; repeat hits refresh the duration.
Each attack against a mounted target deals additional damage.
Bestows a random enchantment on a random allied unit.
Each attack drains the target's mana. The Arcane Ooze removes 2; the Greater Arcane Ooze removes 5. Useless against mana-less targets.
Attacks are infused with raw arcana, dealing bonus Arcane damage that ignores armor. Costs 10 mana per attack; arcane-immune targets shrug off the bonus.
Each basic attack has a chance to fire a homing magic missile at a random nearby enemy for bonus magic damage.
Each attack against a Heavy-armor target deals additional damage.
Channels on an enemy unit for 4 seconds, then transforms into a fresh copy of it under your control.
10% chance to land a critical hit for double damage.
A 10% chance to fully evade an incoming basic attack, taking no damage.
Blinds a nearby enemy for 3 seconds, reducing its chance to hit by 80%. Cannot be dispelled. No mana cost, 30 second cooldown.
Blinds a nearby enemy for 3s - its basic attacks have an 80% chance to miss. Cannot be dispelled. No mana cost, 30s cooldown.
Each attack has a 15% chance to blind the target, reducing its chance to hit by 80% for 3 seconds.
When struck, the Arch Mage teleports 600 units backward. 15 second cooldown.
Enrages a nearby ally for 45 seconds: +40% attack speed, +20% movement speed, and a visible swell in size. Only cast once the army is in combat. Costs 50 mana, 7s cooldown.
Self-buff: Lich gains +5 Armor for 60 seconds. Auto-cast when in combat without the buff. Costs 30 mana, 20 second cooldown.
The basic attack ricochets to nearby enemy units, dealing reduced damage with each additional jump.
Auto-casts when mana is available. Strikes a random enemy unit for 100 electric spell damage and applies Shocked. Costs 50 mana.
Each shot has a chance to burst on impact, damaging everything nearby.
Each basic attack also damages a second enemy in range.
On death, the blast drags nearby enemies toward its centre before it lands, gathering a scattered line into one place.
Confuses a nearby enemy for 10 seconds — it attacks the nearest unit, friend or foe. Cannot target siege or special-formation units. Costs 50 mana, 45 second cooldown.
When an allied ooze dies nearby, devours its remains and instantly restores health.
Inflicts a 15-second contagion on a nearby enemy. Every 3 seconds the contagion infects a nearby enemy with Poison. When the contagion expires, if the host is still alive it hops to a fresh enemy within range. Costs 50 mana, 12 second cooldown.
Each attack applies Deadly Poison — a flat damage-over-time tick for 6 seconds. Repeat hits from different attackers stack. Costs no mana.
Channels a 6-second AOE of decay at the densest enemy cluster. Each tick deals heavy damage in a large radius. Lich is immobile and vulnerable while channeling. Costs 100 mana, 30 second cooldown.
Spreads a sickness on contact — to whatever it strikes, and to whatever strikes it in return. Which sickness is never the same twice.
Strips all dispelable buffs from a nearby enemy. Costs 40 mana, 10 second cooldown.
Cleanses all dispelable debuffs from a nearby ally. Costs 30 mana, 8 second cooldown.
Auto-casts when mana is available. Fires a homing divine bolt at a random unit anywhere on the map: heals 20 if allied, deals 20 magic damage if enemy. Costs 20 mana.
Chance to fully evade an incoming basic attack, taking no damage.
Drains the life of a single enemy for 3 seconds, converting damage to healing on the Shadow Mage. Only cast while the Shadow Mage is below 80% health. Channel breaks if the target dies, leaves range, or the caster is heavily damaged. Costs 30 mana, 8 second cooldown.
A 5% chance to fully evade an incoming basic attack, taking no damage.
Auto-casts when mana is available. Grants Enraged to a random allied unit: +5 attack damage for 30 seconds. Costs 30 mana.
Auto-casts when mana is available. Blesses a random allied unit with Evergreen for 45 seconds: while active, a blow that would kill the unit instead heals it to full. Costs 80 mana.
Terrifies a nearby enemy for 8 seconds, causing them to flee from combat. Costs 50 mana, 10 second cooldown.
Attacks are infused with fire, dealing bonus Fire damage that ignores armor. Costs 10 mana per attack; fire-immune targets shrug off the bonus.
Launches a slow homing fireball that explodes on impact, dealing AOE magic damage in a radius. Costs 60 mana, 10 second cooldown.
Adds +4 damage to each attack that bypasses armor. Costs 5 mana per attack.
Adds +4 damage to each attack that bypasses armor. Costs no mana.
Calls down a 3-second pillar of flame on the densest enemy cluster. Each tick deals Fire damage in the pillar's radius — fire-immune creatures are unharmed. The Ogre Mage is immobile while channeling. Costs 75 mana, 20 second cooldown.
Sprays a frontal cone of fire for up to 10 seconds, dealing fire-tagged damage each tick. Drains 4 mana per second; 2 second cooldown.
Killing an enemy doubles this unit attack speed for a few seconds. A second kill inside the window deepens the frenzy further. Feeds on weak targets - a unit that can chain kills becomes very hard to stop.
Strikes made while unseen deal greatly increased damage.
Auto-casts when mana is available. Shields a nearby ally (or self) with Frost Armor for 60 seconds: +2 Armor, and attackers who strike the unit are Chilled. Costs 50 mana, 20s cooldown.
Slams a burst of ice into the densest enemy cluster nearby. AOE magic damage + applies Chilled (slow + reduced attack speed) for 4 seconds. Costs 70 mana, 10 second cooldown.
The Griffin's glaive ricochets to up to 2 additional enemy units, dealing 50% then 25% of its attack damage. The glaive can bounce back to a unit it already struck.
Heals for 40% of the damage dealt with every attack, and a killing blow restores it to full health. Stacks with lifesteal auras.
20% chance per attack to deal double damage.
Curses a nearby enemy with Hexed for 45 seconds, reducing its chance to hit by 20%. Dispelable. Costs 50 mana, 8 second cooldown.
Curses a nearby enemy with Hexed for 45s - its basic attacks have a 20% chance to miss. Can be dispelled. Costs 50 mana, 8s cooldown.
Emergency heal that triggers automatically when an ally falls below 20% health. Restores 250 HP. Costs 100 mana, 50 second cooldown.
Each attack applies Chilled — slows attack and movement speed for 4 seconds. Repeat hits refresh the duration. Costs 10 mana per attack.
Each attack applies Chilled to the target — slows movement and attack speed for 4 seconds, refreshed on re-hit. Costs no mana.
Attacks are infused with frost, dealing bonus Ice damage that ignores armor and Chilling the target (slower attacks and movement). Costs 10 mana per attack; ice-immune targets shrug off both.
Channels a freezing storm at the densest enemy cluster for 5 seconds. Each tick deals AOE damage and refreshes Chilled (slow + reduced attack speed). Ice Mage is immobile while channeling. Costs 80 mana, 14 second cooldown.
Auto-casts when mana is available. Grants Courage to a random allied unit: +10% attack speed, +10% movement speed, +10% damage for 30 seconds. Costs 100 mana.
Heals the attacker for a portion of damage dealt with each basic attack.
Attacks are infused with lightning, dealing bonus Electric damage that ignores armor and Shocking the target (+25% electric damage taken). Each hit has a 20% chance to briefly stun. Costs 10 mana per attack; electric-immune targets shrug off all of it.
Passive - takes 50% less damage from Magic attacks. Status effects still land.
Blankets a random enemy anywhere on the battlefield in a poisonous arcane cloud that damages everything inside it.
Channels a beam onto an enemy unit, taking control of it so it fights for you for up to 20 seconds. Returns to its owner if the channel is broken, the unit dies, or the unit is dispelled. Costs 5 mana per second, 10 second cooldown.
Permanently gains attack power each time an allied unit falls nearby.
Each attack fires arrows at up to 3 enemies in range.
Throws a net at an enemy flyer, dragging it to the ground for 15 seconds where ground units can attack it. Netted units are rooted but can still attack. No mana cost, 50 second cooldown.
Gains bonus attack damage for each allied ooze nearby.
Tears a rift open behind the enemy army, then sprints for it without fighting. Reaching it releases a neutral force hostile to every player and consumes the caster. Dying on the way wastes it entirely. Costs 0 mana.
Takes 50% less damage from Piercing attacks. Archers, crossbows and bolt-throwers all fall off hard against this unit - answer it with Normal or Siege damage instead.
Each attack applies Poisoned — deals 2 damage per second for 6 seconds. Repeat hits refresh the duration (does not stack). Costs 10 mana per attack.
Each attack poisons the target — periodic damage over time. Costs no mana.
Attacks are infused with venom, dealing bonus Poison damage that ignores armor and Poisoning the target (damage over time). Costs 10 mana per attack; poison-immune targets shrug off both.
Transforms a nearby enemy into a harmless sheep for 12 seconds — they cannot attack or cast and wander aimlessly. Cannot target casters or mounted units. Costs 70 mana, 15 second cooldown.
Each basic attack dispels one buff from the target.
Channels over a placed egg, hurrying what is inside it.
Auto-casts when mana is available. Consumes any corpse on the battlefield and raises a random undead from it on your team. Costs 40 mana.
Channels a healing beam onto the most-wounded nearby ally, restoring 30 health per second for 5 seconds while draining 5 mana per second. Breaks if the target dies, leaves range, or reaches full health. 12 second cooldown.
Fires a 3-shot volley, then reloads for several seconds.
Every arrow the Stormbow looses ricochets once to another nearby enemy, dealing 50% of its attack damage.
Makes an ally below 40% health invulnerable for 5 seconds. 50 mana, 40s cooldown.
Buries a charge in the enemy's path, then withdraws. The charge detonates on contact, or on its own after a minute.
Adds +4 damage to each attack that bypasses armor. Killing blows raise a skeleton from the corpse. Costs 10 mana per attack.
Adds +4 damage to each attack that bypasses armor. Killing blows raise a skeleton from the corpse. Costs no mana.
Adds bonus electric damage to each attack that bypasses armour, and leaves the target shocked.
Adds +4 electric damage to each attack that bypasses armour. Costs no mana.
Each attack has a 20% chance to shock the target — a 1-second stun plus Shocked, which raises the electrical damage it takes by 25% for 3 seconds. Electric-immune targets can't be shocked.
Reduces a nearby enemy's movement speed by 80% and attack speed by 50% for 30 seconds. Does not stack — multiple Mages won't target the same enemy. Costs 30 mana, 10 second cooldown.
When struck, drops a smokescreen — incoming attacks fail to land for 3 seconds. 15 second cooldown.
Auto-casts when mana is available. Grants a random allied unit +3 attack damage and +1 armor for 60 seconds. Costs 25 mana.
Immune to spell and magic damage. Status spells still apply.
Passive - takes 50% less damage from Spell attacks. Status effects still land.
Throws its spines forward in a line that erupts along its length — the near rank is struck before the far one has finished moving. Damage and cadence come from this unit's own attack, so anything that sharpens its attack sharpens the line.
Each attack fires arrows at up to 5 different enemies in range.
Each attack has a chance to unleash a free spell.
Cannot be stunned - every stun is blocked, including the brief stun carried by lightning attacks. Other debuffs still land, so this is a hard counter to stun-lock comps rather than blanket protection.
On killing blow, raises a new unit from the corpse on your side.
Each attack against an Unarmored or Light-armor target deals additional damage.
Enemies hiding within 1,200 are pulled into the open and stay revealed while they remain close. Leaving the radius lets them fade back on their own timer.
Curses a nearby enemy with Weakness for 30 seconds, reducing their armor by 2. Costs 40 mana, 6 second cooldown.
Hurls a web at an enemy flyer, dragging it to the ground for 15 seconds where ground units can attack it. Webbed units are rooted but can still attack. Costs 30 mana, 30 second cooldown.
Auto-casts when mana is available. Grants Wild Blessing to a random allied unit: +3 armor and +5 attack damage for 30 seconds. Costs 40 mana.
Each attack fires arrows at up to 3 different enemies in range.