+10 Armor. Emits a freezing wave that deals 250 damage to enemies within 3 cells and slows their movement and attack speed for 4s. (once per battle).
Units attacking a Shaman have a 7/12/17% chance of being turned into a chicken. Ignores magic immune enemies.
When the equipped hero takes damage, transform the offending unit into a pig for 4s. (15s cooldown)
Demon Hunters gain +30/40/50% Pure Damage for each unique allied Demon unit.
Deal 800 damage to a random enemy unit that has 50% or less Health (once per battle).
Elusive units are invisible for the first 2/3/4 seconds of a fight.
+20 Attack Speed
Hero is silenced. +20% Lifesteal. +60 Attack Speed.
Assassins blind enemies 1 cell away from where they land for 1/2/3 seconds (50% miss chance).
All units are 1 gold cheaper.
When equipped hero has less than 50% health, heal allies up to 3 cells away for 250 Health (once per battle).
Brawny units start the round with +25/50/75 Max Health for every unit they have killed.
+60 Attack Damage.
Mages reset their cooldown and get full mana when below 10/20/30% health.
Neutral rounds offer one additional item choice.
+80 Attack Speed.
+330 Attack Damage. If Divine Rapier is in combat and you lose a round to another player, they get the Divine Rapier.
Rerolls cost 1 gold.
Allied summoned units have +150 Health and +45 Attack Speed.
Allied units 1 cell away from Warlocks heal for 25/35/50% of all damage caused by abilities and items.
+1 Unit cap.
Burns enemies up to 2 cells away for 60 damage per second.
+250 Health. 50% chance to block 70 damage when attacked.
Each of your surviving units, including summons, deals 1 additional damage to opponents if they lose to you.
Your units +1% Attack Damage per 5 points of damage your Underlord has taken.
Warriors survive for an extra 1/2/3 seconds after receiving a killing blow.
Refresh all cooldowns and restore 50 mana after casting an ability.
Passive +16 health regen and 100% bonus move speed.
Push an enemy unit 6 cells in a random direction. (10s cooldown)
Units attacking Scaled units take 30/45/60 damage/sec for 3 seconds. This timer resets each time the Scaled unit is attacked.
+25 Attack Damage. 25% chance to stun targets for 1.5s.
Primordial units spawn Eidolons on death. Eidolons are weak ranged Primordial units that don’t spawn Eidolons.
Savage units apply a stackable 7/10/13 damage/s bleed on attack.
+1000 Health. Regenerate 2% of Max Health every 1s.
Get 1 charge when you win a fight. When you lose a fight, if charges remain, get 1 gold and lose 1 charge.
25% chance on attack to cast chain lightning for 100 damage to 4 targets.
Hunters deal 5/7/10% extra Attack Damage for each other Hunters attacking the same target.
Dragon units gain 0.5/1/1.5% Attack Damage for every gold you own at the beginning of combat.
Opponent’s healing is reduced by 10/15/25% per unique Heartless unit you have. Now also blocks HP regen.
Reduces the ability cooldown by 50%.
+50% Magic Resistance. Once the first enemy has 100% mana, apply a shield that blocks 400 magic damage to allies up to 1 cell away. (once per battle)
+50% Magic Resistance. +10 Health Regen.
Debuffs last 25/50/75% as long on Human units.
Allied Inventors explode on death dealing 10/20/30% of their Max Health to all enemies 1 cell away.
Human units count as Heartless when counting alliances.
+400 Health. Slows enemies on attack.
+70 Attack Damage. 30% chance to Critical Hit for 200% damage.
Troll units give +10/20/30 Attack Speed to allies 1 cell away.
When a Druid dies, it heals allies 2 cell away over time for 3/5/7% of its total health for 6 seconds.
+15% Magic Resistance.
+21 Attack Damage.
Scrappy units have a 10/20/30% chance of producing 1 gold when they kill an enemy.
+50% Mana gained from receiving damage.
+100% Mana gained from attacks.
+70 Attack Damage. When an enemy hero has more than 75% mana, silence them for 5s. Attacks against the silenced hero can’t miss and crit for 140%. (10s cooldown).
Now generates 50 mana when activated.
Target gets -3 Armor.
Reflects 30% of damage taken back to the attacker.
Equipped hero is Magic Immune. Black King Bar grants Magic Immune for 7 seconds once the first enemy has 100% mana (once per battle).
Equipped unit is Blood-bound in addition to its other types.
Melee only. Melee attacks cleave 35% damage and 70 damage to nearby units.
Equipped hero and adjacent allies have +15 Attack Speed and +10 Armor. Adjacent enemies have -15 Attack Speed and -10 Armor.
When equipped hero has greater than 50% mana, restore 25 mana to all allies 2 cell away.
Non-Knight units gain +7/10/12.5% damage reduction for each allied Knight unit 1 cell away.
Prevent your next loss of life and destroy Aegis. Win streaks are preserved.
Units in shop offered as if you were 1 level higher.