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Origins
Celestial
Celestial
All allies heal for some of the damage they deal with spells and attacks.
(2) 15% Healing
(4) 30% Healing
(6) 60% Healing
Chrono
Chrono
All allies gain Attack Speed every 4 seconds.
(2) 15% Attack Speed
(4) 35% Attack Speed
(6) 75% Attack Speed
Cybernetic
Cybernetic
Cybernetic champions with at least one item gain Health and Attack Damage.
(3) 350 Health and 50 Attack Damage
(6) 800 Health and 80 Attack Damage
Dark Star
Dark Star
When a Dark Star Champion dies, all other allied Dark Star Champions gain Attack Damage and Spell Power
(3) Attack Damage and Spell Power +25
(6) Attack Damage and Spell Power +35
Mech-Pilot
Mech-Pilot
The Super-Mech has the combined Health, Attack Damage, and Traits of its Pilots, as well as 3 random items from among them. When the Super-Mech dies the Pilots are ejected, granted 25 Mana, and continue to fight.
(3) At the start of combat, three Mech-Pilot champs are merged into a Super Mech.
Rebel
Rebel
At the start of combat, Rebels gain a shield and increased damage for each adjacent Rebel. The shield lasts for 8 seconds.
(3) 150 Shield & 10% Damage
(6) 225 Shield & 12% Damage
Space Pirate
Space Pirate
Whenever a Space Pirate lands a killing blow on a Champion there is a chance to drop extra loot.
(2) 50% for 1 gold
(4) 50% for 1 gold and 15% for a component item
Star Guardian
Star Guardian
Star Guardians' spellcasts grant Mana to other Star Guardians spread among them.
(3) 30 Total Mana
(6) 60 Total Mana
Valkyrie
Valkyrie
(2) Valkyrie attacks and spells always critically hit targets below 50% health.
Void
Void
(3) Attacks and spells from Void champions deal true damage.
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Classes
Blademaster
Blademaster
Blademasters' Basic Attacks have a chance to trigger two additional attacks against their target. These additional attacks deal damage like Basic Attacks and trigger on-hit effects.
(3) 30% Chance to trigger
(6) 60% Chance to trigger
Blaster
Blaster
Every fourth Basic Attack from a Blaster fires additional attacks at random enemies. These additional attacks deal damage like Basic Attacks, trigger on-hit effects and can critically hit.
(2) 3 Additional Attacks
(4) 6 Additional Attacks
Brawler
Brawler
Brawlers gain bonus Maximum Health.
(2) 300 Bonus Health
(4) 700 Bonus Health
Demolitionist
Demolitionist
(2) Damage from Demolitionists' spellcasts stun their for 1.50 seconds. (Once per spellcast)
Infiltrator
Infiltrator
Innate: At the start of combat, Infiltrators move to the enemy's backline. Infiltrators gain Attack Speed for 6 seconds at the start of combat.
(2) 50% Bonus Attack Speed
(4) 80% Bonus Attack Speed, Refreshes on Takedown
Mana-Reaver
Mana-Reaver
(2) Mana-Reaver attacks increase the mana cost of their target’s next spell by 40%
Mercenary
Mercenary
(1) Innate: Upgrades for Mercenaries's spells have a chance to appear in the shop.
Mystic
Mystic
All allies gain Magic Resistance.
(2) 35 Magic Resistance
(4) 105 Magic Resistance
Protector
Protector
Protectors shield themselves for 4 seconds whenever they cast a spell. This shield doesn't stack.
(2) 20% Maximum Health Shield
(4) 30% Maximum Health Shield
Sniper
Sniper
(2) Snipers deal 15% increased damage for each hex between themselves and their target.
Sorcerer
Sorcerer
All allies have increased Spell Power.
(2) 20% Spell Power
(4) 40% Spell Power
(6) 80% Spell Power
Starship
Starship
(1) Innate: Starships gain 20 Mana per second, maneuver around the board, and are immune to movement impairing effects, but can't Basic Attack.
Vanguard
Vanguard
Vanguard champions gain bonus Armor.
(2) 60 Armor
(4) 250 Armor
Origins
All allies heal for some of the damage they deal with spells and attacks.
(2) 15% Healing
/
(4) 30% Healing
/
(6) 60% Healing
Cybernetic champions with at least one item gain Health and Attack Damage.
(3) 350 Health and 50 Attack Damage
/
(6) 800 Health and 80 Attack Damage
When a Dark Star Champion dies, all other allied Dark Star Champions gain Attack Damage and Spell Power
(3) Attack Damage and Spell Power +25
/
(6) Attack Damage and Spell Power +35
The Super-Mech has the combined Health, Attack Damage, and Traits of its Pilots, as well as 3 random items from among them. When the Super-Mech dies the Pilots are ejected, granted 25 Mana, and continue to fight.
(3) At the start of combat, three Mech-Pilot champs are merged into a Super Mech.
At the start of combat, Rebels gain a shield and increased damage for each adjacent Rebel. The shield lasts for 8 seconds.
(3) 150 Shield & 10% Damage
/
(6) 225 Shield & 12% Damage
Whenever a Space Pirate lands a killing blow on a Champion there is a chance to drop extra loot.
(2) 50% for 1 gold
/
(4) 50% for 1 gold and 15% for a component item
Star Guardians' spellcasts grant Mana to other Star Guardians spread among them.
(3) 30 Total Mana
/
(6) 60 Total Mana
(2) Valkyrie attacks and spells always critically hit targets below 50% health.
(3) Attacks and spells from Void champions deal true damage.
Classes
Blademasters' Basic Attacks have a chance to trigger two additional attacks against their target. These additional attacks deal damage like Basic Attacks and trigger on-hit effects.
(3) 30% Chance to trigger
/
(6) 60% Chance to trigger
Every fourth Basic Attack from a Blaster fires additional attacks at random enemies. These additional attacks deal damage like Basic Attacks, trigger on-hit effects and can critically hit.
(2) 3 Additional Attacks
/
(4) 6 Additional Attacks
Brawlers gain bonus Maximum Health.
(2) 300 Bonus Health
/
(4) 700 Bonus Health
(2) Damage from Demolitionists' spellcasts stun their for 1.50 seconds. (Once per spellcast)
Innate: At the start of combat, Infiltrators move to the enemy's backline. Infiltrators gain Attack Speed for 6 seconds at the start of combat.
(2) 50% Bonus Attack Speed
/
(4) 80% Bonus Attack Speed, Refreshes on Takedown
(2) Mana-Reaver attacks increase the mana cost of their target’s next spell by 40%
(1) Innate: Upgrades for Mercenaries's spells have a chance to appear in the shop.
All allies gain Magic Resistance.
(2) 35 Magic Resistance
/
(4) 105 Magic Resistance
Protectors shield themselves for 4 seconds whenever they cast a spell. This shield doesn't stack.
(2) 20% Maximum Health Shield
/
(4) 30% Maximum Health Shield
(2) Snipers deal 15% increased damage for each hex between themselves and their target.
(1) Innate: Starships gain 20 Mana per second, maneuver around the board, and are immune to movement impairing effects, but can't Basic Attack.