+5% Crit. Rate at the start of the turn. Max 10 stacks.
+10% Crit. Rate at the start of the turn. Max 10 stacks.
Deals 100% damage to an enemy, with a 50% chance to grant this character Attack Up for 1 turn(s).
Critical Strikes grant 1 bonus turn. Can only be triggered 1 time(s) per 2 turn(s).
Trigger interval reduced by 1 turn(s).
Deals 100% damage to an enemy and applies Ignite for 2 turn(s).
Ability cooldown is reduced by 1 turn(s).
At the start of the turn, deals damage based on the caster’s Attack.
+20% Crit. Rate.
After attacking, there is a 35% chance to launch a bonus attack using this character’s basic ability. Can be triggered once per turn.
No Man's Land: Bane Wraith
No Man's Land: Flame Lizard
No Man's Land: Wrathful Flood
No Man's Land: Lord of Holy Light
No Man's Land: Shadow Captive
Arcane Dominator: Roaring tulpa
Arcane Dominator: Ash Magisteria
Arcane Dominator: Queen of Tides
Arcane Dominator: Witch of Wind
Arcane Dominator: Gemini Dragon
Armored Incursion (Wood)
Armored Incursion (Fire)
Armored Incursion (Water)
The treants are ancient woodland creatures which were known in former times for great wisdom on account of their extraordinary memory. Indeed, treants of several thousand years age are still able to remember their days as a young sapling. Unfortunately, like many of the other denizens of Bloodbeast Jungle, the chaos power has twisted the treants’ memories into a terrible state and plunged many of them, including Maluk the Treant, into a constant sense of anger and discomfort. The unhappy Maluk now feels compelled to attack any intruders upon his territory with abandon. Brandishing his branches to clear obstacles in his path is now the only means by which Maluk can calm the raging fires within.