Attack: 12 | Intellect: 2 | Defense: 8
HP: 110 | Speed: 8 | Crit: 5% | Accuracy: 90% | Evasion: 5%
Master of physical combat. Excels at melee attacks and tanking damage. High HP and physical damage output.
Attack: 4 | Intellect: 14 | Defense: 4
HP: 90 | Mana: 80 | Speed: 9 | Crit: 8% | Accuracy: 95% | Evasion: 6%
Master of arcane magic. Weak physical attacks but devastating spells. Uses Mana for powerful abilities.
Attack: 10 | Intellect: 1 | Defense: 4
HP: 95 | Energy: 100 | Speed: 9 | Crit: 8% | Accuracy: 97% | Evasion: 9%
Elusive striker with exceptional evasion. Uses Energy and excels at stealthy burst damage.
Attack: 6 | Intellect: 6 | Defense: 5
HP: 100 | Mana: 80 | Energy: 100 | Speed: 8 | Crit: 8% | Accuracy: 95% | Evasion: 5%
Adaptive shapeshifter. Switches forms to access different resources and roles.
Attack: 3 | Intellect: 15 | Defense: 7
HP: 100 | Mana: 100 | Speed: 9 | Crit: 4% | Accuracy: 96% | Evasion: 2%
Master of curses and demons. Uses Mana only and specializes in magical afflictions.
Attack: 10 | Intellect: 7 | Defense: 6
HP: 100 | Mana: 70 | Speed: 7 | Crit: 5% | Accuracy: 90% | Evasion: 3%
Holy warrior of the Light. Mixes weapon strikes, shielding, and support magic for balanced offense and defense.
Attack: 3 | Intellect: 12 | Defense: 5
HP: 95 | Mana: 110 | Speed: 8 | Crit: 7% | Accuracy: 95% | Evasion: 4%
Faith-driven spellcaster. Balances direct holy casts, shadow damage-over-time pressure, and powerful healing to outlast foes.
Attack: 12 | Intellect: 0 | Defense: 5
HP: 95 | Mana: 50 | Speed: 9 | Crit: 7% | Accuracy: 96% | Evasion: 10%
Agile ranged predator. Uses mana-fueled shots, anti-stealth utility, and one persistent animal companion at a time.
Attack: 3 | Intellect: 7 | Defense: 5
HP: 95 | Mana: 100 | Speed: 9 | Crit: 8% | Accuracy: 95% | Evasion: 3%
Elemental mystic who chains shocks, shields with ancestral power, and summons totems.
Command: /item weapon steel_long_sword
+5 Physical Attack
A reliable blade forged in the fires of war. Ideal for Warriors.
Command: /item weapon crusaders_greatsword
+4 Physical Attack | +2 Intellect
Passive: 25% chance on hit to empower your next offensive ability (+20% damage)
An epic blade that channels righteous fury into your next strike.
Command: /item weapon spirit_light_sword
+3 Physical Attack
Passive: Heal 3 HP every turn
Blessed by the Light. Provides sustain through regeneration.
Command: /item weapon wand_of_fire
+6 Intellect
Passive: Burn enemy for 2 HP/turn on hit
Channels destructive flames. Burns enemies with every spell cast.
Command: /item weapon staff_of_immortality
+3 Intellect
Passive: Heal 4 HP every turn
Ancient artifact of life magic. Grants powerful regeneration.
Command: /item weapon steel_daggers
+4 Physical Attack
Passive: 25% chance to strike again for 40% damage
Swift blades favored by rogues. Occasionally delivers a second strike.
Command: /item weapon spear_of_light
+3 Physical Attack | +3 Intellect
Magic Resist: 2
A radiant spear that balances martial prowess with arcane protection.
Command: /item weapon void_blades
+3 Physical Attack | +2 Intellect
Passive: Void Blade triggers extra magic damage (Intellect x0.4 + d4)
Blades attuned to the abyss, calling forth void energy on successful hits.
Command: /item weapon thunderfury
+8 Physical Attack | Magic Resist: 1
Passive: 25% chance on hit to blast the enemy with lightning (Attack x0.5 + d3 magic damage)
Passive: 25% chance on hit to heal yourself (Attack x0.5 + d3 HP)
A legendary blade crackling with storms that punish foes and bolster its wielder.
Command: /item weapon dragonwrath
+7 Intellect
Passive: 20% chance on hit to duplicate offensive spells
Example: Arcane Barrage deals 3 hits, then Dragonwrath may duplicate the full spell for 3 additional hits.
Command: /item weapon twin_blades_azzinoth
+7 Physical Attack
Passive: 30% chance on successful damaging hit to strike again for 40% of the hit damage
Active: fury_of_azzinoth — 4 strikes (Attack x0.2 + d6 each), heal for total damage dealt.
Command: /item weapon glock_19
+17 Physical Attack
Passive: 55% chance to miss
A risky firearm with devastating potential. High damage, but with a cost...
Command: /item armor leather_armor
Armor: 9
Magic Resist: 9
Flexible protection. Reduces damage from all sources. Balanced defense.
Command: /item armor cloth_armor
Armor: 3
Magic Resist: 15
Lightweight cloth with strong enchantments. Great against spell damage.
Command: /item armor plate_armor
Armor: 18
Magic Resist: 3
Heavy steel plating. Exceptional physical protection but vulnerable to magic.
Command: /item trinket focus_charm
+10 Mana
Passive: Deal 10% more damage while above 70% HP
Channel a steady focus to amplify spell and weapon damage.
Command: /item trinket rage_crystal
+20 Rage
Passive: Deal 15% more damage while below 30% HP
Passive: Gain 25% more rage from all sources
A volatile crystal that supercharges every source of rage generation.
Cost: Free | Type: Physical
Command: basic_attack
Standard melee attack. Damage scales with Attack stat. Roll d4 for power.
Cost: 0 Rage | Type: Physical | Cooldown: 0
Command: overpower
Weapon strike that scales with Attack (0.6x) and d4 power. Generates Rage equal to damage dealt and grants Onslaught (stackable up to 3, 3 turns). Onslaught increases the next rage-spending damaging Warrior ability by 4% per stack and is fully consumed on use.
Cost: 0 Rage | Type: Physical | Cooldown: 20 (2 charges)
Command: victory_rush
Quick strike that scales with Attack (0.5x) and d2 power. Heals for Attack (1.6x) and d8 power on hit and generates 5 Rage.
Cost: 15 Rage | Type: Physical | Cooldown: 0
Command: rampage
Rapidly strike twice. Each hit scales with Attack (0.7x) and d4 power.
Cost: 30 Rage | Type: Physical | Cooldown: 0
Command: mortal_strike
Massive blow. Scales with Attack (2.0x) and d6 power.
Cost: 20 Rage | Type: Physical | Cooldown: 1
Command: execute
Finishing strike that can only be used when the enemy is below 20% HP. Scales with Attack (1.5x) and d6 power.
Cost: Free | Cooldown: 10
Command: die_by_sword
Become immune to physical damage and reduce all incoming damage by 30% for 2 turns.
Cost: 10 Rage | Type: Physical | Cooldown: 25
Command: dragon_roar
Roar ferociously to damage all enemies for [Attack (0.8x) + d6] damage. Always critically strikes, cannot miss, ignores Armor, and applies a 4-turn physical bleed on hit, dealing [Attack (0.4x) + d2] damage each turn. It still respects blink-like untargetability. As AoE, it can reveal stealth and destroys Imps when it deals damage.
Cost: 0 Rage | Type: Physical | Cooldown: 6
Command: cleave
A cleaving strike that deals [Attack (0.8x) + d4] damage aiming to hit all enemies within range. Generate the same amount of rage as total damage dealt.
Cost: 5 Rage | Cooldown: 6
Command: ignore_pain
Gain an absorb shield equal to Attack (0.5x) + d4.
Cost: 10 Mana | Type: Magic (Fire) | Cooldown: 0
Command: fireball
Throws a fiery ball to the enemy. Damage scales with Intellect (0.4x) and d6 power. 20% chance to trigger Hot Streak.
Cost: 15 Mana | Type: Magic (Fire) | Cooldown: 8
Command: fire_blast
Blast the enemy for Intellect (0.4x) + d4 magic damage. Always triggers Hot Streak on hit.
Cost: 15 Mana | Type: Magic (Arcane) | Cooldown: 6
Command: arcane_barrage
Launches 3 bolts of arcane energy at the enemy target. Each bolt deals Intellect (0.4x) plus d6 power.
Cost: 20 Mana | Type: Magic (Fire) | Cooldown: 0
Command: pyroblast
Devastating spell that requires Hot Streak. Scales with Intellect (2.0x) and d10 power.
Must be used within the next 2 turns.
Cost: Free | Type: Magic (Frost) | Cooldown: 6
Command: ring_of_ice
Freezes the enemy for 2 turns. Any damage taken immediately breaks the freeze.
Cost: Free | Cooldown: 20
Command: iceblock
Become immune to all damage for 3 turns. Restores 10 HP and 25 Mana each turn, but you cannot act. Also dispels your magical DoTs (does not remove physical bleeds/poisons). Can cast while crowd controlled.
Cost: Free | Cooldown: 6
Command: blink
Blinks away, causing enemy attacks to miss for the current and next turn.
Cost: 10 Mana | Cooldown: 15
Command: ice_barrier
Wrap yourself in a shield that absorbs damage based on Intellect (0.9x) plus a d6 roll.
Cost: Free | Cooldown: 3
Command: cheap_shot
Stuns the enemy for 1 turn.
Cost: 5 Energy | Cooldown: 10
Command: kidney_shot
Stuns the enemy for 2 turns.
Cost: Free | Cooldown: 15
Command: vanish
Enter Stealth for 3 turns, restoring 15 HP and 5 Energy each turn. Stealth breaks if total damage taken in a turn exceeds 5.
Cost: Free | Cooldown: 20
Command: cloak
Become immune to magic damage for 2 turns and dispel all magical DoTs (physical bleeds/poisons remain).
Cost: 30 Energy | Type: Physical | Cooldown: 0
Command: eviscerate
Heavy strike that scales with Attack (1.2x) and d10 power.
Cost: Free | Cooldown: 20
Command: evasion
For 2 turns, incoming single-target physical damage abilities automatically miss (Evaded!). Does not affect magical attacks, AoE abilities, DoTs, or non-damage effects.
Cost: 30 Energy | Cooldown: 15
Command: thistle_tea
Restore 30 Energy at the end of each turn for 3 turns.
Cost: 15 Energy | Type: Physical
Command: shadowstrike
Quick strike that scales with Attack (0.5x) and d6 power. While stealthed, it scales with Attack (1.3x) and d8 power. 20% chance to proc Ambush when not stealthed, and 100% chance when stealthed.
Cost: 15 Energy | Type: Physical
Command: ambush
Powerful strike only usable after an Ambush proc. Scales with Attack (1.7x) and d6 power. Ambush expires if not used on your next turn.
Command: bear
Shift into Bear Form to access Rage-based abilities.
Form Required: Bear Form | Cost: 0 Rage | Cooldown: 0
Command: maul
Attack (0.3x) + d4. Generates Rage equal to 3x damage dealt.
Form Required: Bear Form | Cost: 5 Rage | Cooldown: 10
Command: swipe
AOE Attack (0.5x) + d8. Can hit stealthed targets.
Form Required: Bear Form | Cost: all current Rage | Cooldown: 30
Command: frenzied_regeneration
Heals over 4 turns based on consumed Rage.
Form Required: Bear Form | Cost: 0 Rage | Cooldown: 15
Command: barkskin
Gain 35% damage reduction for 3 turns. Persists through form shifts.
Passive (Bear Form)
Gain Rage equal to HP damage taken.
Command: cat
Shift into Cat Form to access Energy-based abilities.
Form Required: Cat Form | Cost: 10 Energy | Cooldown: 0
Command: claw
Attack (1.0x) + d4. 25% chance to enable Rip.
Form Required: Cat Form | Cost: 15 Energy | Cooldown: 2
Command: shred
Attack (1.5x) + d4.
Form Required: Cat Form | Cost: 0 Energy | Cooldown: 0
Command: rip
Requires Rip proc. Attack (2.0x) + d8 and restores 5 Energy.
Form Required: Cat Form | Cost: 10 Energy | Cooldown: 15
Command: maim
Stuns enemy for 3 turns.
Form Required: Cat Form | Cost: 0 Energy | Cooldown: 15
Command: prowl
Enter stealth for 3 turns and restore 15 Energy each turn.
Command: moonkin
Shift into Moonkin Form to access Mana-based spells.
Form Required: Moonkin Form | Cost: 15 Mana | Cooldown: 0
Command: wrath
Intellect (1.0x) + d6. 25% chance to enable Starfire.
Form Required: Moonkin Form | Cost: 20 Mana | Cooldown: 0
Command: starfire
Requires Starfire proc. Intellect (2.0x) + d6.
Form Required: Moonkin Form | Cost: 0 Mana | Cooldown: 20
Command: cyclone
Traps enemy in a cyclone for 3 turns. Enemy cannot act, and cannot take damage or healing while affected.
Form Required: Moonkin Form | Cost: 0 Mana | Cooldown: 5
Command: typhoon
Blasts enemy away and causes their attacks to miss this turn and next turn.
Command: tree
Shift into Tree Form to access powerful healing. Grants 2 Magic Resist.
Form Required: Tree Form | Cost: 70 Mana | Cooldown: 0
Command: wild_growth
Heal for (Intellect + Attack) (1.6x) + d8.
Form Required: Tree Form | Cost: 15 Mana | Cooldown: 15
Command: regrowth
Heal over time for 5 turns using (Intellect + Attack) (1.5x) + d4 total scaling.
Form Required: Tree Form | Cost: 0 Mana | Cooldown: 50
Command: innervate
Restore Mana to full.
Cost: 20 Mana | Cooldown: 20
Command: agony
Inflicts Agony for 10 turns. Deals increasing magical DoT damage from 1 up to 10. Not dispellable and not stackable. Agony ignores Magic Resist and Damage Reductions.
Cost: 10 Mana | Cooldown: 8
Command: corruption
Magical DoT over 8 turns. Deals [Intellect (0.2x) + d4] damage per turn and refreshes (no stacking).
Cost: 20 Mana | Cooldown: 10
Command: unstable_affliction
Magical DoT over 10 turns. Deals [Intellect (0.3x) + d6] damage per turn and refreshes (no stacking).
Cost: 5 Mana | Cooldown: 3
Command: drain_life
Deals magical damage [(Intellect x 0.8) + d6] and heals for damage dealt.
Cost: Free | Cooldown: 8
Command: healthstone
Heals the warlock for 25% of max HP.
Cost: 15 Mana | Cooldown: 30
Command: dark_pact
Consumes 20% of your current HP, then grants an absorb shield equal to 2x the HP consumed. The shield lasts 3 turns.
Cost: 5 Mana | Cooldown: 40
Command: unending_resolve
Become immune to all damage for 1 turn. Can cast while crowd controlled.
Cost: 5 Mana | Cooldown: 7
Command: fear
Fears the enemy for 2 turns. Any damage will cancel the effect.
Cost: 10 Mana | Cooldown: 3
Command: summon_imp
HP: 5 | Attack: N/A | Intellect: Imp Uses Warlock Intellect
Summon an Imp to cast Firebolt that deals [Warlock Intellect (0.2x) + d4] magic (Fire) damage at the end of the Warlock's turn.
Cost: Free | Cooldown: 25
Command: demonic_gateway
The Warlock tears open a passage, steps through the Gateway to emerge from the other side. Causes enemy offensive abilities to miss for 2 turns.
Cost: Free | Cooldown: 0
Command: demonic_circle
Summons a persistent Demonic Circle. Demonic Circle is required in order to cast Demonic Circle: Teleport
Cost: Free | Cooldown: 30
Command: teleport
Requires Demonic Circle. The Warlock teleports to their Demonic Circle. Causes enemy offensive abilities to miss for 2 turns.
Cost: Free | Cooldown: 0
Command: crusader_strike
Deals physical damage [(Attack x 0.4) + d6] and generates 5 Mana. 30% chance to empower Final Verdict.
Cost: 5 Mana | Cooldown: 3
Command: judgment
Judges the enemy and deals [(Attack x 1.0) + d6] magic damage.
Cost: 10 Mana | Cooldown: 6
Command: final_verdict
Deals physical damage [(Attack x 1.1) + d8]. If empowered, deals [(Attack x 2.0) + d8] once.
Cost: 30 Mana | Cooldown: 0
Command: holy_light
Heals self for [(Intellect x 2.0) + d4].
Cost: Free | Cooldown: 15
Command: hammer_of_justice
Stuns the enemy for 2 turns.
Cost: Free | Cooldown: 25
Command: divine_shield
Become immune to incoming damage and debuffs for 3 turns, can still act, and dispels magical DoTs on cast. Can cast while crowd controlled.
Cost: 10 Mana | Cooldown: 15
Command: shield_of_vengeance
Gain an absorb shield for 3 turns [(Attack x 0.8) + d6]. On expiry or full consume, explodes for absorbed total as AoE magic damage.
Cost: 20 Mana | Cooldown: 50
Command: lay_on_hands
Restore your HP to full.
Cost: 20 Mana | Cooldown: 20
Command: avenging_wrath
For 4 turns, increases outgoing damage by 20%. Also empowers Crusader Strike and Judgment multipliers.
Cost: 20 Mana | Cooldown: 8
Command: shield
Gain an absorb shield for [Intellect (1.0x) + d6].
Cost: 5 Mana | Cooldown: 0
Command: mind_flay
Deals [Intellect (0.4x) + d4] magic damage. 40% chance to empower your next Mind Blast.
Cost: 15 Mana | Cooldown: 3
Command: mind_blast
Deals [Intellect (0.9x) + d6] magic damage, or [Intellect (1.3x) + d8] while empowered. 40% chance to grant Shadowy Insight.
Cost: 12 Mana | Cooldown: 8
Command: vampiric_touch
Applies a 6-turn magical DoT for [Intellect (0.3x) + d6] damage per turn. Priest heals for 40% of tick damage dealt.
Cost: 25 Mana | Cooldown: 0
Command: devouring_plague
Requires Shadowy Insight. Applies a 7-turn magical DoT for [Intellect (0.4x) + d4] damage per turn and heals for 100% of tick damage dealt.
Cost: 12 Mana | Cooldown: 8 (shared)
Commands: penance, penance_self
3 hits per cast. Penance deals [Intellect (0.4x) + d4] magic damage per hit; Penance (Self) heals [Intellect (0.4x) + d4] per hit.
Cost: 25 Mana | Cooldown: 3
Command: flash_heal
Heals self for [Intellect (0.9x) + d8].
Cost: Free | Cooldown: 20
Command: pain_supp
Reduces all incoming damage by 40% for 3 turns.
Cost: 15 Mana | Cooldown: 20
Command: mindgames
Applies a 1-turn debuff that flips target damage into healing and target healing into self-damage.
Cost: 6 Mana | Type: Magic (Shadow) | Cooldown: 15
Command: psychic_scream
Lets out a terrifying scream fearing all enemies away for 2 turns. Fear will break on damage.
Cost: 8 Mana | Cooldown: 20
Command: mass_dispel
Dispels all negative magical effects on self, and dispels all beneficial magical effects on the enemy.
Cost: Free | Cooldown: 5
Command: death
Deals [Intellect (1.0x) + d6] magic damage. If target HP is below 20%, damage is doubled.
Cost: 20 Mana | Cooldown: 50
Command: shadowfiend
Summons a Shadowfiend for 5 turns. It attacks each turn for [Intellect (0.6x) + d4] physical damage and restores 13 mana on successful hits. If enemies kill it, Priest gains 40 mana and heals 15% max HP.
Cost: 10 Mana | Type: Magic (Fire) | Cooldown: 13
Command: wildfire_bomb
Deals [Attack (1.5x) + d8] magic damage, applies a 2-turn Wildfire Burn, and enables Arcane Shot for the next turn.
Cost: 5 Mana | Type: Magic (Arcane) | Cooldown: 0
Command: arcane_shot
Requires the proc from casting Wildfire Bomb. Proc expires if not used on the very next turn. Fires an arcane blast for [Attack (1.1x) + d6] magic damage.
Cost: Free | Cooldown: 20
Command: turtle
For 2 turns, incoming crowd control, single-target attacks and spells miss, incoming damage is reduced by 30%, attacks are disabled, and the Hunter restores 10 mana each turn. AoE still hits.
Cost: Free | Cooldown: 15
Command: flare
Reveals ALL stealthed enemies even if they entered stealth earlier that same turn.
Cost: Free | Cooldown: 10
Command: freezing_trap
Freezes the target for 2 turns. Any damage taken immediately breaks the freeze.
Cost: Free | Cooldown: 8
Command: disengage
The Hunter leaps backwards. causing enemy attacks and spells miss for 2 turns.
Cost: 5 Mana | Type: Physical | Cooldown: 0
Command: aimed_shot
Deals [Attack (0.6x) + d6] physical damage. On hit, it has a 50% chance to restore 5 mana and a 50% chance to enable Raptor Strike.
Cost: 8 Mana | Type: Physical | Cooldown: 8
Command: raptor_strike
Requires the proc from casting Aimed Shot. Proc expires if not used on the very next turn. Deals [Attack (1.7x) + d6] physical damage and forces the active pet to use its special attack this turn.
Cost: 4 Mana | Type: Physical | Cooldown: 7
Command: multi_shot
Deals [Attack (1.3x) + d4] physical damage to the enemy champion and all enemy pets/adds.
Commands: call_saber, call_serpent, call_boar
Cost: Free | Cooldown: 0
Call a Frostsaber, Emerald Serpent, or Barrens Boar. Only one companion is active at a time; swaps remember HP, clear old effects, and permanently dead companions cannot return that match. Raptor Strike also forces your active companion to use its special attack that turn.
Command: call_saber
HP: 20 | Attack: 6 | Intellect: 2
Basic Attack: [Pet Attack (1.0x) + d4] physical damage.
Special — Bite: 30% chance each pet phase, or forced by Raptor Strike, to deal [Pet Attack (2.0x) + d6] physical damage.
Command: call_serpent
HP: 15 | Attack: 4 | Intellect: 10
Basic Attack: [Pet Attack (1.0x) + d4] physical damage.
Special — Lightning Breath: 30% chance each pet phase, or forced by Raptor Strike, to deal [Pet Intellect (1.5x) + d6] magic damage and heal both the serpent and Hunter for 50% of damage dealt.
Command: call_boar
HP: 30 | Attack: 4 | Intellect: 0
Basic Attack: [Pet Attack (1.0x) + d6] physical damage.
Special — Blocking Defence: 30% chance each pet phase, or forced by Raptor Strike, to redirect incoming single-target attacks, spells, and crowd control from the Hunter to the boar for the current turn.
Cost: 5 Mana | Type: Magic (Nature) | Cooldown: 0
Command: lightning_bolt
Deals [Intellect (0.3x) + d4] Nature damage. On hit, has a 15% chance to reset Earth Shock, a 10% chance to reset Flame Shock, and a 5% chance to reset Frost Shock.
Cost: 5 Mana | Type: Magic (Nature) | Cooldown: 5
Command: earth_shock
Deals [Intellect (0.4x) + d4] Nature damage. On hit, applies Earth Shock for 1 turn (incoming attacks from that target will miss) and has a 30% chance to grant Lava Surge (empowers Lava Lash).
Cost: 10 Mana | Type: Magic (Fire) | Cooldown: 6
Command: flame_shock
Deals [Intellect (0.8x) + d4] Fire damage. On hit, grants Flame Dance for 5 turns (next Fire spell’s damage increased by 50%) and has a 30% chance to grant Lava Surge.
Cost: 10 Mana | Type: Magic (Frost) | Cooldown: 7
Command: frost_shock
Deals [Intellect (0.4x) + d4] Frost damage. On hit, freezes the target for 2 turns (breaks on damage) and has a 30% chance to grant Lava Surge.
Cost: 5 Mana | Type: Magic (Fire) | Cooldown: 0
Command: lava_lash
Deals [Intellect (0.2x) + d4] Fire damage. While Lava Surge is active, Lava Lash is empowered to [Intellect (1.5x) + d6], then consumes Lava Surge.
Cost: 10 Mana | Type: Magic (Nature, AoE) | Cooldown: 8
Command: chain_lightning
Deals [Intellect (0.6x) + d6] Nature damage to all enemy targets.
Cost: 6 Mana | Cooldown: 10
Command: healing_stream
For 6 turns, restores [Intellect (0.2x) + d2] HP each turn.
Cost: 20 Mana | Cooldown: 15
Command: ancestral_guidance
For 3 turns, grants an end-of-turn absorb shield each turn: [Intellect (0.3x) + d4].
At the end of each turn, if you have absorb, restore 3% of max HP and permanently gain +3% Intellect (minimum +1).
Cost: 20 Mana | Cooldown: 15
Command: astral_shift
Only usable below 50% HP. Converts all available HP into absorb while leaving 1 HP. The Astral Shield lasts 50 turns.
Cost: 10 Mana | Cooldown: 15
Command: mana_tide_totem
Summons a 4-turn totem with 15 HP that restores 10 mana each turn while alive.
Cost: 20 Mana | Cooldown: 6
Command: capacitor_totem
After a 1-turn delay, stuns the enemy champion for 2 turns, then disappears.
Cost: 15 Mana | Type: Magic (Arcane) | Cooldown: 20
Command: astral_explosion
Consumes all absorb shield and splits that total damage across enemy pets only.
Damage Types: Physical damage is reduced by DEF + Armor. Magic damage is reduced by DEF + Magic Resist.
Critical Hits: Each class has a crit chance. Critical hits deal 150% damage.
Accuracy & Evasion: Attacks can miss based on attacker's Accuracy vs defender's Evasion. The Evasion cooldown specifically forces misses only against single-target physical damage abilities.
Damage over Time (DoT): DoTs are typed by school. Burn is a magical, dispellable DoT that deals damage at the end of each turn and refreshes instead of stacking. Physical bleeds/poisons are not removed by magical dispels.
Passive Healing: Spirit Light Sword and Staff of Immortality heal automatically at turn end.
Resource Regeneration: Mana regenerates 2 per turn. Energy regenerates 5 per turn.
Stealth: Stealthed targets cannot be hit until they attack or take more than 5 damage.
1. Join Queue: Click "Enter the Arena" to find an opponent.
2. Prep Phase: Choose your class with /class warrior, /class mage, /class rogue, /class druid, /class warlock, /class paladin, /class priest, /class hunter, or /class shaman
3. Equip Items: Use /item weapon steel_long_sword and /item armor plate_armor
4. Combat: Type ability names like basic_attack or fireball to attack each turn.
5. Victory: Reduce enemy HP to 0 to win. Last champion standing wins!