Bloodlust & Harmony

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.

Acid Burnpassive

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.

Used by:VitriolveinGlowbugAcidic OozeGreater Acidic Ooze
Addling Rupturepassive

On death, survivors of the blast attack whatever is nearest, including their own allies.

Used by:Addlespore
Anti-Mountedpassive

+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.

Used by:SpearmanElite SpearmanLancerLance RiderForest Hero
Arcane Blessingautocast · 45 mana · 2s cd

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.

Used by:Arcane Achor
Arcane Drainpassive

Each attack drains the target's mana - 2 for the Arcane Ooze, 5 for the Greater. Free, on every hit. Useless against mana-less targets, brutal against enemy casters.

Used by:Greater Arcane Ooze
Arcane Drainpassive

Each attack drains the target's mana - 2 for the Arcane Ooze, 5 for the Greater. Free, on every hit. Useless against mana-less targets, brutal against enemy casters.

Used by:Arcane Ooze
Arcane Infusionpassive · 10 mana

Attacks are infused with raw arcana - bonus Arcane damage that bypasses armor, for 10 mana per attack. Arcane-immune targets shrug off the bonus.

Used by:MageWizard
Arcane Masterypassive

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%.

Used by:Mage
Arcane Masterypassive

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%.

Used by:Wizard
Armor Piercerpassive

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.

Used by:CrossbowmanForest Hero
Assume Form

Channels on a random enemy unit for 4 seconds, then transforms into a fresh copy of it under your control. No cost, no cooldown - if the victim dies mid-channel it simply picks another. Dispel the mark to interrupt it.

Used by:Doppelganger
Bird's Eyepassive

10% chance per shot to crit for 2x damage. No mana cost, always on. The kind of passive that quietly wins a war over a hundred small fights.

Used by:RangerForest Hero
Blade Dancepassive

Passive - a chance to dodge an incoming attack entirely, taking zero damage from it. Great against single-target damage; less effective versus swarms that simply attack again.

Used by:Blademaster
Blinding Strikespassive

Each attack has a 15% chance to blind the target for 3s, giving its attacks an 80% chance to miss.

Used by:CrowForest Hero
Blinkpassive · 15s cd

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.

Used by:The CroupierArcane AssassinArcane BladeArcane WarriorMageWizard
Blink Heal10 mana · 3s cd

Blinks to the most wounded ally and restores 30 health, every few seconds, for as long as the mana holds.

Used by:Palelight
Bloodlustautocast · 50 mana · 7s cd

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.

Used by:The CroupierOgre MageShaman
Bloom50 mana · 20s cd

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.

Used by:ArbiterExemplarPurifierTemplar
Bone Armor30 mana · 20s cd

Self-buff - grants +5 Armor for 60 seconds. Lich auto-casts this when in combat. Refreshable but doesn't stack. Costs 30 mana, 20s cooldown.

Used by:Lich
Bounce Attackpassive

Each shot arcs onward to another enemy after it lands, at reduced damage. Worth the most against packed formations; nearly wasted on a spread-out line.

Used by:Palefly
Broodgraftautocast · 60 mana

Grafts a brood into a random enemy within 99,999. Nothing changes while they live - but a unit that dies infested bursts into 4 Clotworms and leaves no corpse behind.

Used by:Broodgraft
Call Lightningautocast · 50 mana · 1.5s cd

Autocast - strikes a random enemy unit for 100 electric spell damage and applies Shocked (the target takes +25% electric damage). Costs 50 mana; fires whenever mana allows.

Used by:Shock Rod
Cast Invisibiltyautocast · 40 mana · 20s cd

Veils one ally in Invisibility for twelve seconds — they attack and take damage without appearing. Dispellable, and detectors see through it.

Used by:NightspinnerStarcallerSunkillerVeilspinner
Chain Heal50 mana · 12s cd

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.

Used by:Witchdoctor
Chilling Touchpassive

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.

Used by:HoarweaverIce MushroomIcey OozeGreater Icey OozeFrost Bear
Cinderburstpassive

Each shot has a chance to burst on impact, damaging everything near what it hit.

Used by:Cinderbolt
Cleavepassive

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.

Used by:SwordsmanRotslicerAxemasterForest Hero
Cleavepassive

Each melee swing hits up to 3 additional targets near the main one. Multiplies value against tight packs; pointless vs single targets. No mana cost.

Used by:War Ogre
Confuse50 mana · 45s cd

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.

Used by:Odd MushroomThe CroupierSorcerer
Consume Oozepassive

Passive - when an allied ooze dies within range, devours its remains and instantly restores 150 health. The corpse is consumed.

Used by:Ooze Lord
Contagionautocast · 50 mana · 12s cd

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.

Used by:VenomancerThe CroupierSorcerer
Deadly Poisonpassive

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).

Used by:MatriarchGremlin SpitterAssassinGreen Dragon
Death and Decay100 mana · 30s cd

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.

Used by:LichThe CroupierSorcerer
Diseasedpassive

Spreads one random sickness — Poison, Deadly Poison or Contagion — with a 0.2 chance on its own strikes AND a 0 chance against anything that strikes it in melee.

Used by:Rotslicer
Disenchant40 mana · 10s cd

Strips ALL dispelable buffs from a nearby enemy. Hard counter to Lich's Bone Armor, Vampire Lord's Lifesteal Aura, and any future caster-on-self buff. Costs 40 mana, 10s cooldown.

Used by:Arcane WarriorCleansing Totem
Dispel30 mana · 8s cd

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.

Used by:ClericHigh PriestCleansing Totem
Divine Lightautocast · 20 mana · 1s cd

Random unit anywhere on the map gets a homing divine bolt. Allies: +10 HP. Enemies: 10 magic damage. Costs 20 mana, 1 second cooldown.

Used by:Light Shrine
Drain Life30 mana · 8s cd

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.

Used by:WarlockShadowmancer
Dread Rupturepassive

On death, survivors of the blast flee for several seconds.

Used by:Dreadspore
Earthquake90 mana · 90s cd

Batters an area for twelve seconds - damage every second, a heavy slow throughout, and a stun every three seconds. Enormous against a line that has committed; useless against one that has not.

Used by:Deepspeaker
Elusivepassive

Passive - a 5% chance to fully evade any incoming basic attack, taking no damage. Cheap, always-on survivability.

Used by:AssassinElven ArcherRangerRogueSentinelSniperStormbowWardenWindweaverCrowFoxForest Hero
Enrageautocast · 30 mana · 1.5s cd

Autocast - grants a random allied unit Enraged: +5 attack damage for 30 seconds. Costs {CostMana} mana; does not double up on an already-enraged unit.

Used by:Shrine of Rage
Evergreenautocast · 80 mana · 1.5s cd

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.

Used by:Life Mote
Fear50 mana · 10s cd

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.

Used by:WarlockGhostThe CroupierSorcerer
Fire Infusionpassive · 10 mana

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.

Used by:MageWizard
Fireball60 mana · 10s cd

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.

Used by:PyromancerThe CroupierSorcerer
Flame Arrowpassive · 10 mana

Each attack carries +4 fire damage that bypasses armor, costing 10 mana per shot. Out of mana, the arrow still lands - just unlit. Fire-immune targets negate the rider entirely.

Used by:Fire Archer
Flame Boltpassive

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.

Used by:PyromancerFlame Totem
Flamestrikeautocast · 75 mana · 20s cd

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.

Used by:Ogre MageThe CroupierSorcerer
Flamethrower

Channels a cone of flame for up to 10 seconds - everything caught burns for double attack damage per tick while 4 mana per second feeds the fire. Keep it screened; it melts under return fire.

Used by:Flamethrower
Frenzypassive

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.

Used by:Wrought ThrallWrought TyrantForest Hero
From the Darkpassive

Strikes made while unseen deal 2x damage. The bonus is judged at the moment of the swing — break away, re-hide, and earn it again.

Used by:ShadestalkerShadewalker
Frost Armorautocast · 50 mana · 45s cd

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.

Used by:Cryomancer
Frost Novaautocast · 70 mana · 10s cd

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.

Used by:LichThe CroupierSorcerer
Glaive Bouncepassive

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.

Used by:GriffinGlowbug
Glutpassive

Heals for 40% of the damage dealt with every attack, and a killing blow restores it to full health. Stacks with lifesteal auras.

Used by:Glutton
Golem Slampassive

Passive - each hit has a 25% chance to stun the target for 2 seconds.

Used by:GolemGreater Golem
Greater Oathboundpassive

Every kill adds permanent attack damage that never expires. Same oath as the lesser tier, kept harder.

Used by:Oathkeeper
Ground Slam60s cd

Slams the ground when four or more enemies are packed together, damaging and stunning all of them. Will not fire on a loose formation.

Used by:Grudgebearer
Headshotpassive

Passive - 50% chance per swing to land a crushing blow for double damage. Bonus damage is applied after armor reduction, so it punches through Heavy targets that would otherwise blunt the hit.

Used by:War Ogre
Headshotpassive

Passive - 20% chance per attack to land a headshot for double damage. Bonus damage is applied after armor reduction, so crits punch through Heavy targets that would otherwise blunt the shot.

Used by:Sniper
Headshotpassive

A 0.2 chance per strike to deal 3x damage — and it stacks with the ambush bonus on an opener from stealth.

Used by:Shadestalker
Heal10 mana · 1s cd

Restores 15 HP to a nearby ally over 1.5s. Best on tanks who soak constant damage. Costs 10 mana. Cooldown {Cooldown}s.

Used by:Priest
Heal10 mana · 1s cd

Restores 25 HP to a nearby ally over 1.5s. Best on tanks who soak constant damage. Costs 10 mana. Cooldown {Cooldown}s.

Used by:ClericHigh Priest
Holy Light100 mana · 30s cd

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.

Used by:Paladin
Ice Arrowspassive · 10 mana

Each shot applies Chilled for 4s (half attack and move speed). Costs 10 mana per proc. Out of mana = arrow still lands, chill does not. Slows a charge dead.

Used by:RimeveinIce Archer
Ice Boltpassive

Each cast applies Chilled for 4s (half attack and move speed). Costs 0 mana — proc fires every attack. Locks down anything trying to close the distance.

Used by:CryomancerIce Totem
Ice Infusionpassive · 10 mana

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.

Used by:MageWizard
Ice Stormautocast · 80 mana · 14s cd

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.

Used by:CryomancerThe CroupierSorcerer
Inspireautocast · 30 mana · 1s cd

Random allied unit gains Courage for 30 seconds — +10% attack speed, +10% move speed, +10% damage. Won't double-target the same ally. Costs 0 mana, 1 second cooldown.

Used by:Battle Horn
Lifestealpassive

Heals the attacker for a portion of damage dealt with each basic attack.

Used by:VampireVampire LordLesser Vampire
Lightning Infusionpassive · 10 mana

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.

Used by:MageWizard
Magic Resistantpassive

Passive - takes 50% less damage from Magic attacks. Status effects still land.

Used by:Animated ArmorForest Hero
Mending Light40 mana · 45s cd

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.

Used by:High Priest
Miasma Cloudautocast · 60 mana · 2s cd

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.

Used by:Miasma Spire
Mind Controlled Ray5 mana · 10s cd

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.

Used by:The CroupierSorcerer
Moonwater Shieldautocast · 60 mana

Lays a Spell Shield on a random ally: the next spell that targets them fizzles, then the shield breaks. Area spells and chain splash are not stopped.

Used by:Moonwater Well
Mourner's Duepassive

Gains +3 attack damage, permanently, every time an ally dies within 3,400. No cap.

Used by:Mournrider
Multi-Shotpassive

Each ranged shot fires at up to 2 additional targets. Spreads damage instead of focusing - strong against many fragile foes, weak vs single tanks. No mana cost.

Used by:MatriarchWitchdoctorElite Archer
Multi-Shotpassive

Each ranged shot fires at up to 2 additional targets. Spreads damage instead of focusing - strong against many fragile foes, weak vs single tanks. No mana cost.

Used by:Gremlin Spitter
Net50s cd

Throws a net at an enemy flying unit, dragging it to the ground for 15s where your ground army can attack it. Netted flyers are rooted (cannot move) but can still attack. No mana cost. Cooldown 50s.

Used by:Trapper
Night Fogautocast · 60 mana · 25s cd

Spins a blinding fog over the densest knot of enemies — 500 across, 8s long. What stands in it cannot land its blows.

Used by:NightspinnerSunkiller
Oathboundpassive

Every kill adds permanent attack damage that never expires and never refreshes away. A unit left alive through several waves becomes considerably more dangerous than the one you first paid for.

Used by:Oathtaker
Ooze Mightpassive

Passive - gains +1 attack damage for every allied ooze within 2,000 range. Swells and shrinks with the swarm.

Used by:Ooze Lord
Open Rift60 mana · 45s cd

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.

Used by:Riftling
Piercing Resistantpassive

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.

Used by:Ironward
Place Egg45s cd

Walks up to the enemy line and plants an egg in front of it, then pulls back rather than standing over it. Only one egg at a time, and only once something is close enough to be worth hatching in front of.

Used by:Egg Hatcher
Poison Arrowspassive

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.

Used by:Poison MushroomWitchdoctorBolt ThrowerPoison OozeGreater Poison OozeSpiketowerGorespike Tower
Poison Arrowspassive · 10 mana

Each shot applies Poisoned for 6s (2% max HP/sec). Costs 10 mana per proc. Skips on out-of-mana. Wins fights of attrition.

Used by:Poison Archer
Poison Boltpassive

Each cast applies Poisoned for 6s (2% max HP/sec). Costs 0 mana — proc fires every attack. Wears down resilient targets without stretching mana.

Used by:Venomancer
Poison Infusionpassive · 10 mana

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.

Used by:MageWizard
Polymorph70 mana · 15s cd

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.

Used by:Wizard
Purifypassive

Passive - each basic attack dispels one buff from the target, stripping enemy enchantments as your line trades blows.

Used by:The CroupierArbiterExemplarPurifierTemplar
Quicken

Channels over a planted egg to bring the hatch forward, trading the caster standing still for a dragon arriving sooner. Only works on eggs - it will not hurry anything else with a timer on it.

Used by:Egg Hatcher
Rain of Stars75 mana · 45s cd

Calls a barrage of Arcane starfall onto an area — 20 per pulse in a 350 blast, for the length of the channel.

Used by:Starcaller
Raise Dead50 mana · 45s cd

Raises a nearby corpse as a Skeleton fighting for you. Costs 50 mana. Cooldown {Cooldown}s. The wave doesn't lose units; it gains them.

Used by:LichNecromancer
Raise Undeadautocast · 40 mana · 1s cd

Upgraded Skull Pile. Same global-corpse autocast at 40 mana per cast, but raises stronger undead from a curated pool. Place near your build zone — range is the whole map.

Used by:Ossuary
Raise Undeadautocast · 40 mana · 1s cd

Random enemy corpse on the map is consumed; a random undead from the summoner's pool spawns on your team. Costs 0 mana, 1 second cooldown.

Used by:Skull Pile
Rejuvenating Light12s cd

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.

Used by:DruidThe CroupierSorcerer
Rejuvenating Light12s cd

Channels a stronger healing beam onto the most-wounded ally - 40 HP per second for 7 seconds, draining 5 mana per second. Outheals most sustained damage. 12s cooldown.

Used by:Lifebinder
Reload Burstpassive

Passive - fires a 3-shot volley in rapid succession, then reloads for 3 seconds before the next volley. Same damage per shot - just bursty timing. Bonus: positioning so the crossbow finishes its volley before the enemy lands matters.

Used by:Crossbowman
Ricochet Arrowspassive

Passive - every arrow loosed ricochets once to another nearby enemy unit, dealing 50% of attack damage. Combined with the 5-target volley, a single attack can strike up to 10 foes.

Used by:Stormbow
Rock Armorautocast · 50 mana · 60s cd

Wraps a nearby ally in stone for {DurationSeconds} seconds, adding +5 armour. Prefers whoever is holding the front, and can be cast on the caster itself.

Used by:DeepspeakerEmberpriest
Roofbreakerautocast · 40 mana

Drops a piece of the mountain on a random enemy within 99,999 for 80 and stuns them. The damage is physical, so armour reduces it and spell resistance does not.

Used by:Roofbreaker
Rotbloomautocast · 50 mana · 2s cd

Every {MaxMana} seconds, breathes a cloud that slows and damages everything standing in it for twelve seconds. Normal damage, so armour answers it - the slow is what you are paying for.

Used by:Rotbloom
Rotting Rupturepassive

On death, the blast applies poison and deadly poison to everything caught in it, on top of reduced blast damage.

Used by:SinksporeSporeburst
Rupturepassive

On death, detonates for heavy area damage around the corpse.

Used by:Bloatspore
Sanctuary50 mana · 40s cd

Shields an ally below 40% health, making them invulnerable (immune to all damage) for 5 seconds. Costs 50 mana, 40s cooldown.

Used by:ArbiterThe CroupierSorcerer
Set Charge24s cd

Buries a charge in the enemy's path, then withdraws. The charge detonates on contact, or on its own after a minute.

Used by:Sap Engine
Shadow Arrowspassive · 10 mana

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.

Used by:Shadow Archer
Shadow Boltpassive

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.

Used by:ShadowmancerBonewatch Tower
Shock Boltpassive

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.

Used by:Dark GearsparkGearspark
Shocking Touchpassive

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.

Used by:Storm MushroomElectric OozeGreater Electric OozeForest Hero
Slam20s cd

A circular blow that stuns and damages everything adjacent.

Used by:EmberveinRimeveinVitriolvein
Slow30 mana · 10s cd

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.

Used by:The CroupierSorcerer
Smokescreenpassive · 15s cd

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.

Used by:Arcane AssassinAssassinRogue
Soul Infusionautocast · 25 mana · 1s cd

Random allied unit gains +3 attack damage, +1 armor for 60 seconds. Won't double-target the same ally. Costs 0 mana, 1 second cooldown.

Used by:Soul Binder
Spell Immunitypassive

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.

Used by:ArbiterGhostGreater GolemWardenForest Hero
Spell Resistantpassive

Passive - takes 50% less damage from Spell attacks. Status effects still land.

Used by:Sealed EngineAnimated Armor
Spineloom

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.

Used by:Spineloom
Storm Volleypassive

Passive - each attack fires arrows at up to 5 different enemies in range. Pairs with Ricochet Arrows for massive spread.

Used by:Stormbow
Storm's Answerpassive

Each attack has a chance to unleash a free spell, costing nothing and ignoring its cooldown.

Used by:Thundermaw
Summon Bear50 mana · 45s cd

Summons a powerful forest creature near the Wildspeaker that fights for 45 seconds, then fades. The Wildspeaker calls bigger beasts than a common Druid. Costs {CostMana} mana, 60s cooldown.

Used by:Wildspeaker
Summon Crow50 mana · 45s cd

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.

Used by:LifebinderThe CroupierSorcerer
Summon Forest Animal50 mana · 45s cd

Summons a random forest creature near the caster that fights for 45 seconds, then fades. Costs {CostMana} mana, 60s cooldown. Free reinforcements on demand.

Used by:DruidThe CroupierSorcerer
Summon Lesser Vampirepassive

When this unit lands a killing blow, a new Vampire rises from the fallen and joins your side. Snowballs against high-density waves; quiet against single tough targets.

Used by:Vampire
Summon Totem50 mana · 45s cd

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.

Used by:Witchdoctor
Summon Totem50 mana · 45s cd

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.

Used by:Mystic
Summon Totem50 mana · 45s cd

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.

Used by:Shaman
Summon Vampirepassive

On killing blow, raises a new unit from the corpse on your side.

Used by:Vampire Lord
Sunscourgepassive

Each attack has a 0.2 chance to lay a permanent Shadow Weakness on the target — all shadow damage hits them harder, forever. Never wasted on targets the mark cannot take.

Used by:Sunkiller
Throatseekerpassive

Deals +50% damage against Unarmored and Light armour — a hunter's bonus, aimed at archers and casters.

Used by:Gloamhound
Unblinkingpassive

Enemies hiding within 2,600 are pulled into the open and stay revealed while they remain close. Leaving the radius lets them fade back on their own timer.

Used by:Gazebrood
Void Callingpassive

Marks the struck for 5 seconds. A marked unit that dies collapses inward for 60 damage in 400 range and drags the living toward the point where it stood. Refreshed by every hit; one mark per target.

Used by:Voidlord
Weakness40 mana · 6s cd

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.

Used by:ShadowmancerMageRaised Mage
Web30 mana · 30s cd

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.

Used by:GreatweaverHoarweaverMatriarchPyreweaverStepweaverVenomweaver
Wild Blessingautocast · 40 mana · 1.5s cd

Autocast - grants a random allied unit Wild Blessing: +3 armor and +5 attack damage for 30 seconds. Costs {CostMana} mana; will not double up on an already-blessed unit.

Used by:Wild Shrine
Wind Volleypassive

Passive - each attack fires arrows at up to 3 different enemies in range. Spreads your damage across the front line.

Used by:Windweaver
Wrong Thoughtautocast · 40 mana

Plants fifteen seconds of Confusion in one random enemy — they attack whatever is nearest, friend included.

Used by:The Wrong Thought

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.

Acid
Weak
+50%Animated Armor
Lesser
−25%
Standard
−50%Ooze King
Greater
−75%
Immune
ImmuneVitriolveinAcidic OozeGreater Acidic Ooze
Arcane
Weak
+50%Shadow MushroomShadowmancerShadow ArcherShadow OozeGreater Shadow Ooze
Lesser
−25%
Standard
−50%StarcallerOoze King
Greater
−75%Baby Arcane Dragon
Immune
ImmuneGreater Arcane OozeArcane Ooze
Electric
Weak
+50%
Lesser
−25%Storm Mushroom
Standard
−50%Ooze King
Greater
−75%
Immune
ImmuneStorm TotemElectric OozeGreater Electric Ooze
Fire
Weak
+50%Ice MushroomCryomancerIce ArcherVampireVampire LordLesser VampireForest GuardianForest SpiritIcey OozeGreater Icey Ooze
Lesser
−25%Flame MushroomFire Archer
Standard
−50%PyromancerOoze King
Greater
−75%Baby Fire Dragon
Immune
ImmuneFire OozeEmberveinPyreweaverFlame TotemGreater Fire Ooze
Ice
Weak
+50%Flame MushroomPyromancerFire ArcherFire OozeGreater Fire Ooze
Lesser
−25%Ice MushroomIce Archer
Standard
−50%CryomancerOoze KingFrost Bear
Greater
−75%Baby Ice Dragon
Immune
ImmuneRimeveinHoarweaverIce TotemIcey OozeGreater Icey Ooze
Poison
Weak
+50%
Lesser
−25%Poison MushroomWitchdoctorPoison Archer
Standard
−50%VenomancerGreen DragonOoze King
Greater
−75%Baby Venom Dragon
Immune
ImmunePoison OozeVenomweaverGreater Poison Ooze
Shadow
Weak
+50%ArbiterHigh PriestPriestPurifierArcane AssassinArcane BladeArcane WarriorArcane OozeGreater Arcane Ooze
Lesser
−25%ClericTemplarShadow MushroomShadow Archer
Standard
−50%ExemplarMoonlordNightspinnerSunkillerVeilspinnerShadowmancerOoze King
Greater
−75%Baby Shadow Dragon
Immune
ImmuneRift GolemShadow OozeGreater Shadow Ooze

Weaknesses are untiered: every one is the same +50%.

Full elemental damage guide →

Not yet in use

101 abilities that exist in the game data but are not granted by any current unit or building.

Acid Burnpassive

Each attack coats the target in acid — reduces its Armor by 2 for 3 seconds. Does not stack; repeat hits refresh the duration.

Anti-Mountedpassive

Each attack against a mounted target deals additional damage.

Arcane Blessingautocast · 45 mana · 2s cd

Bestows a random enchantment on a random allied unit.

Arcane Drainpassive

Each attack drains the target's mana. The Arcane Ooze removes 2; the Greater Arcane Ooze removes 5. Useless against mana-less targets.

Arcane Infusionpassive · 10 mana

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.

Arcane Masterypassive

Each basic attack has a chance to fire a homing magic missile at a random nearby enemy for bonus magic damage.

Armor Piercerpassive

Each attack against a Heavy-armor target deals additional damage.

Assume Form

Channels on an enemy unit for 4 seconds, then transforms into a fresh copy of it under your control.

Bird's Eyepassive

10% chance to land a critical hit for double damage.

Blade Dancepassive

A 10% chance to fully evade an incoming basic attack, taking no damage.

Blinding Powder30s cd

Blinds a nearby enemy for 3 seconds, reducing its chance to hit by 80%. Cannot be dispelled. No mana cost, 30 second cooldown.

Blinding Powder30s cd

Blinds a nearby enemy for 3s - its basic attacks have an 80% chance to miss. Cannot be dispelled. No mana cost, 30s cooldown.

Blinding Strikespassive

Each attack has a 15% chance to blind the target, reducing its chance to hit by 80% for 3 seconds.

Blinkpassive · 15s cd

When struck, the Arch Mage teleports 600 units backward. 15 second cooldown.

Bloodlustautocast · 50 mana · 7s cd

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.

Bone Armor30 mana · 20s cd

Self-buff: Lich gains +5 Armor for 60 seconds. Auto-cast when in combat without the buff. Costs 30 mana, 20 second cooldown.

Bounce Attackpassive

The basic attack ricochets to nearby enemy units, dealing reduced damage with each additional jump.

Call Lightningautocast · 50 mana · 1.5s cd

Auto-casts when mana is available. Strikes a random enemy unit for 100 electric spell damage and applies Shocked. Costs 50 mana.

Cinderburstpassive

Each shot has a chance to burst on impact, damaging everything nearby.

Cleavepassive

Each basic attack also damages a second enemy in range.

Collapsing Rupturepassive

On death, the blast drags nearby enemies toward its centre before it lands, gathering a scattered line into one place.

Confuse50 mana · 45s cd

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.

Consume Oozepassive

When an allied ooze dies nearby, devours its remains and instantly restores health.

Contagion50 mana · 12s cd

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.

Deadly Poisonpassive

Each attack applies Deadly Poison — a flat damage-over-time tick for 6 seconds. Repeat hits from different attackers stack. Costs no mana.

Death and Decay100 mana · 30s cd

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.

Diseasedpassive

Spreads a sickness on contact — to whatever it strikes, and to whatever strikes it in return. Which sickness is never the same twice.

Disenchant40 mana · 10s cd

Strips all dispelable buffs from a nearby enemy. Costs 40 mana, 10 second cooldown.

Dispel30 mana · 8s cd

Cleanses all dispelable debuffs from a nearby ally. Costs 30 mana, 8 second cooldown.

Divine Lightautocast · 20 mana · 1s cd

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.

Dodgepassive

Chance to fully evade an incoming basic attack, taking no damage.

Drain Life30 mana · 8s cd

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.

Elusivepassive

A 5% chance to fully evade an incoming basic attack, taking no damage.

Enrageautocast · 30 mana · 1.5s cd

Auto-casts when mana is available. Grants Enraged to a random allied unit: +5 attack damage for 30 seconds. Costs 30 mana.

Evergreenautocast · 80 mana · 1.5s cd

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.

Fear50 mana · 10s cd

Terrifies a nearby enemy for 8 seconds, causing them to flee from combat. Costs 50 mana, 10 second cooldown.

Fire Infusionpassive · 10 mana

Attacks are infused with fire, dealing bonus Fire damage that ignores armor. Costs 10 mana per attack; fire-immune targets shrug off the bonus.

Fireball60 mana · 10s cd

Launches a slow homing fireball that explodes on impact, dealing AOE magic damage in a radius. Costs 60 mana, 10 second cooldown.

Flame Arrowpassive · 5 mana

Adds +4 damage to each attack that bypasses armor. Costs 5 mana per attack.

Flame Boltpassive

Adds +4 damage to each attack that bypasses armor. Costs no mana.

Flamestrike75 mana · 20s cd

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.

Flamethrower

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.

Frenzypassive

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.

From the Darkpassive

Strikes made while unseen deal greatly increased damage.

Frost Armorautocast · 50 mana · 20s cd

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.

Frost Nova70 mana · 10s cd

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.

Glaive Bouncepassive

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.

Glutpassive

Heals for 40% of the damage dealt with every attack, and a killing blow restores it to full health. Stacks with lifesteal auras.

Headshotpassive

20% chance per attack to deal double damage.

Hex50 mana · 8s cd

Curses a nearby enemy with Hexed for 45 seconds, reducing its chance to hit by 20%. Dispelable. Costs 50 mana, 8 second cooldown.

Hex50 mana · 8s cd

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.

Holy Light100 mana · 50s cd

Emergency heal that triggers automatically when an ally falls below 20% health. Restores 250 HP. Costs 100 mana, 50 second cooldown.

Ice Arrowspassive · 10 mana

Each attack applies Chilled — slows attack and movement speed for 4 seconds. Repeat hits refresh the duration. Costs 10 mana per attack.

Ice Boltpassive

Each attack applies Chilled to the target — slows movement and attack speed for 4 seconds, refreshed on re-hit. Costs no mana.

Ice Infusionpassive · 10 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.

Ice Storm80 mana · 14s cd

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.

Inspireautocast · 100 mana · 1s cd

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.

Lifestealpassive

Heals the attacker for a portion of damage dealt with each basic attack.

Lightning Infusionpassive · 10 mana

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.

Magic Resistantpassive

Passive - takes 50% less damage from Magic attacks. Status effects still land.

Miasma Cloudautocast · 60 mana · 2s cd

Blankets a random enemy anywhere on the battlefield in a poisonous arcane cloud that damages everything inside it.

Mind Controlled Ray10s cd

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.

Mourner's Duepassive

Permanently gains attack power each time an allied unit falls nearby.

Multi-Shotpassive

Each attack fires arrows at up to 3 enemies in range.

Net50s cd

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.

Ooze Mightpassive

Gains bonus attack damage for each allied ooze nearby.

Open Rift60 mana · 45s cd

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.

Piercing Resistantpassive

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.

Poison Arrowspassive · 10 mana

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.

Poison Boltpassive

Each attack poisons the target — periodic damage over time. Costs no mana.

Poison Infusionpassive · 10 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.

Polymorph70 mana · 15s cd

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.

Purifypassive

Each basic attack dispels one buff from the target.

Quicken

Channels over a placed egg, hurrying what is inside it.

Raise Undeadautocast · 40 mana · 1s cd

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.

Rejuvenating Light12s cd

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.

Reload Burstpassive

Fires a 3-shot volley, then reloads for several seconds.

Ricochet Arrowspassive

Every arrow the Stormbow looses ricochets once to another nearby enemy, dealing 50% of its attack damage.

Sanctuary50 mana · 40s cd

Makes an ally below 40% health invulnerable for 5 seconds. 50 mana, 40s cooldown.

Set Charge

Buries a charge in the enemy's path, then withdraws. The charge detonates on contact, or on its own after a minute.

Shadow Arrowspassive · 10 mana

Adds +4 damage to each attack that bypasses armor. Killing blows raise a skeleton from the corpse. Costs 10 mana per attack.

Shadow Boltpassive

Adds +4 damage to each attack that bypasses armor. Killing blows raise a skeleton from the corpse. Costs no mana.

Shock Arrowspassive · 5 mana

Adds bonus electric damage to each attack that bypasses armour, and leaves the target shocked.

Shock Boltpassive

Adds +4 electric damage to each attack that bypasses armour. Costs no mana.

Shocking Touchpassive

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.

Slow30 mana · 10s cd

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.

Smokescreenpassive · 15s cd

When struck, drops a smokescreen — incoming attacks fail to land for 3 seconds. 15 second cooldown.

Soul Infusionautocast · 25 mana · 1s cd

Auto-casts when mana is available. Grants a random allied unit +3 attack damage and +1 armor for 60 seconds. Costs 25 mana.

Spell Immunitypassive

Immune to spell and magic damage. Status spells still apply.

Spell Resistantpassive

Passive - takes 50% less damage from Spell attacks. Status effects still land.

Spineloom

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.

Storm Volleypassive

Each attack fires arrows at up to 5 different enemies in range.

Storm's Answerpassive

Each attack has a chance to unleash a free spell.

Stun Resistancepassive

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.

Summon on Killpassive

On killing blow, raises a new unit from the corpse on your side.

Throatseekerpassive

Each attack against an Unarmored or Light-armor target deals additional damage.

Unblinkingpassive

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.

Weakness40 mana · 6s cd

Curses a nearby enemy with Weakness for 30 seconds, reducing their armor by 2. Costs 40 mana, 6 second cooldown.

Web30 mana · 30s cd

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.

Wild Blessingautocast · 40 mana · 1.5s cd

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.

Wind Volleypassive

Each attack fires arrows at up to 3 different enemies in range.