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Mak'Gora

Trial by Combat - Turn-Based PvP
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War Council

Friendly Champion

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Mana
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Active Effects

Enemy Champion

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Active Effects
Choose your class:
/class warrior, /class mage, /class rogue, /class paladin, /class druid, /class warlock, /class priest, /class hunter, or /class shaman
Equip weapon:
/item weapon thunderfury, /item weapon twin_blades_azzinoth, /item weapon dragonwrath
Equip armor:
/item armor leather_armor
Equip trinket:
/item trinket focus_charm, /item trinket rage_crystal
Combat abilities (examples):
basic_attack, overpower, fireball, eviscerate, blink, cheap_shot

Chat: Use the Chat box on the right to message your opponent
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Champion's Codex

Classes

Warrior

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.

Mage

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.

Rogue

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.

Druid

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.

Warlock

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.

Paladin

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.

Priest

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.

Hunter

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.

Shaman

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.

Weapons

Steel Long Sword

Command: /item weapon steel_long_sword

+5 Physical Attack

A reliable blade forged in the fires of war. Ideal for Warriors.

Crusader's Greatsword

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.

Spirit Light Sword

Command: /item weapon spirit_light_sword

+3 Physical Attack

Passive: Heal 3 HP every turn

Blessed by the Light. Provides sustain through regeneration.

Wand of Fire

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.

Staff of Immortality

Command: /item weapon staff_of_immortality

+3 Intellect

Passive: Heal 4 HP every turn

Ancient artifact of life magic. Grants powerful regeneration.

Steel Daggers

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.

Spear of Light

Command: /item weapon spear_of_light

+3 Physical Attack | +3 Intellect

Magic Resist: 2

A radiant spear that balances martial prowess with arcane protection.

Void Blades

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.

Thunderfury, Blessed Blade of the Windseeker

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.

Dragonwrath, Tarecgosa's Rest

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.

Twin Blades of Azzinoth

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.

Glock 19

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...

Armor

Leather Armor

Command: /item armor leather_armor

Armor: 9

Magic Resist: 9

Flexible protection. Reduces damage from all sources. Balanced defense.

Cloth Armor

Command: /item armor cloth_armor

Armor: 3

Magic Resist: 15

Lightweight cloth with strong enchantments. Great against spell damage.

Plate Armor

Command: /item armor plate_armor

Armor: 18

Magic Resist: 3

Heavy steel plating. Exceptional physical protection but vulnerable to magic.

Trinkets

Focus Charm

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.

Rage Crystal

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.

Abilities

General

Basic Attack

Cost: Free | Type: Physical

Command: basic_attack

Standard melee attack. Damage scales with Attack stat. Roll d4 for power.

Warrior

Overpower

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.

Victory Rush

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.

Rampage

Cost: 15 Rage | Type: Physical | Cooldown: 0

Command: rampage

Rapidly strike twice. Each hit scales with Attack (0.7x) and d4 power.

Mortal Strike

Cost: 30 Rage | Type: Physical | Cooldown: 0

Command: mortal_strike

Massive blow. Scales with Attack (2.0x) and d6 power.

Execute

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.

Die by the Sword

Cost: Free | Cooldown: 10

Command: die_by_sword

Become immune to physical damage and reduce all incoming damage by 30% for 2 turns.

Dragon Roar

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.

Cleave

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.

Ignore Pain

Cost: 5 Rage | Cooldown: 6

Command: ignore_pain

Gain an absorb shield equal to Attack (0.5x) + d4.

Mage

Fireball

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.

Fire Blast

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.

Arcane Barrage

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.

Pyroblast

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.

Ring of Ice

Cost: Free | Type: Magic (Frost) | Cooldown: 6

Command: ring_of_ice

Freezes the enemy for 2 turns. Any damage taken immediately breaks the freeze.

Ice Block

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.

Blink

Cost: Free | Cooldown: 6

Command: blink

Blinks away, causing enemy attacks to miss for the current and next turn.

Ice Barrier

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.

Rogue

Cheap Shot

Cost: Free | Cooldown: 3

Command: cheap_shot

Stuns the enemy for 1 turn.

Kidney Shot

Cost: 5 Energy | Cooldown: 10

Command: kidney_shot

Stuns the enemy for 2 turns.

Vanish

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.

Cloak of Shadows

Cost: Free | Cooldown: 20

Command: cloak

Become immune to magic damage for 2 turns and dispel all magical DoTs (physical bleeds/poisons remain).

Eviscerate

Cost: 30 Energy | Type: Physical | Cooldown: 0

Command: eviscerate

Heavy strike that scales with Attack (1.2x) and d10 power.

Evasion

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.

Thistle Tea

Cost: 30 Energy | Cooldown: 15

Command: thistle_tea

Restore 30 Energy at the end of each turn for 3 turns.

Shadowstrike

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.

Ambush

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.

Druid

Bear Form

Command: bear

Shift into Bear Form to access Rage-based abilities.

Maul

Form Required: Bear Form | Cost: 0 Rage | Cooldown: 0

Command: maul

Attack (0.3x) + d4. Generates Rage equal to 3x damage dealt.

Swipe

Form Required: Bear Form | Cost: 5 Rage | Cooldown: 10

Command: swipe

AOE Attack (0.5x) + d8. Can hit stealthed targets.

Frenzied Regeneration

Form Required: Bear Form | Cost: all current Rage | Cooldown: 30

Command: frenzied_regeneration

Heals over 4 turns based on consumed Rage.

Barkskin

Form Required: Bear Form | Cost: 0 Rage | Cooldown: 15

Command: barkskin

Gain 35% damage reduction for 3 turns. Persists through form shifts.

The Rage Within

Passive (Bear Form)

Gain Rage equal to HP damage taken.

Cat Form

Command: cat

Shift into Cat Form to access Energy-based abilities.

Claw

Form Required: Cat Form | Cost: 10 Energy | Cooldown: 0

Command: claw

Attack (1.0x) + d4. 25% chance to enable Rip.

Shred

Form Required: Cat Form | Cost: 15 Energy | Cooldown: 2

Command: shred

Attack (1.5x) + d4.

Rip

Form Required: Cat Form | Cost: 0 Energy | Cooldown: 0

Command: rip

Requires Rip proc. Attack (2.0x) + d8 and restores 5 Energy.

Maim

Form Required: Cat Form | Cost: 10 Energy | Cooldown: 15

Command: maim

Stuns enemy for 3 turns.

Prowl

Form Required: Cat Form | Cost: 0 Energy | Cooldown: 15

Command: prowl

Enter stealth for 3 turns and restore 15 Energy each turn.

Moonkin Form

Command: moonkin

Shift into Moonkin Form to access Mana-based spells.

Wrath

Form Required: Moonkin Form | Cost: 15 Mana | Cooldown: 0

Command: wrath

Intellect (1.0x) + d6. 25% chance to enable Starfire.

Starfire

Form Required: Moonkin Form | Cost: 20 Mana | Cooldown: 0

Command: starfire

Requires Starfire proc. Intellect (2.0x) + d6.

Cyclone

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.

Typhoon

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.

Tree Form

Command: tree

Shift into Tree Form to access powerful healing. Grants 2 Magic Resist.

Wild Growth

Form Required: Tree Form | Cost: 70 Mana | Cooldown: 0

Command: wild_growth

Heal for (Intellect + Attack) (1.6x) + d8.

Regrowth

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.

Innervate

Form Required: Tree Form | Cost: 0 Mana | Cooldown: 50

Command: innervate

Restore Mana to full.

Warlock

Agony

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.

Corruption

Cost: 10 Mana | Cooldown: 8

Command: corruption

Magical DoT over 8 turns. Deals [Intellect (0.2x) + d4] damage per turn and refreshes (no stacking).

Unstable Affliction

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).

Drain Life

Cost: 5 Mana | Cooldown: 3

Command: drain_life

Deals magical damage [(Intellect x 0.8) + d6] and heals for damage dealt.

Healthstone

Cost: Free | Cooldown: 8

Command: healthstone

Heals the warlock for 25% of max HP.

Dark Pact

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.

Unending Resolve

Cost: 5 Mana | Cooldown: 40

Command: unending_resolve

Become immune to all damage for 1 turn. Can cast while crowd controlled.

Fear

Cost: 5 Mana | Cooldown: 7

Command: fear

Fears the enemy for 2 turns. Any damage will cancel the effect.

Summon Imp

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.

Demonic Gateway

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.

Demonic Circle

Cost: Free | Cooldown: 0

Command: demonic_circle

Summons a persistent Demonic Circle. Demonic Circle is required in order to cast Demonic Circle: Teleport

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.

Paladin

Crusader Strike

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.

Judgment

Cost: 5 Mana | Cooldown: 3

Command: judgment

Judges the enemy and deals [(Attack x 1.0) + d6] magic damage.

Final Verdict

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.

Holy Light

Cost: 30 Mana | Cooldown: 0

Command: holy_light

Heals self for [(Intellect x 2.0) + d4].

Hammer of Justice

Cost: Free | Cooldown: 15

Command: hammer_of_justice

Stuns the enemy for 2 turns.

Divine Shield

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.

Shield of Vengeance

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.

Lay on Hands

Cost: 20 Mana | Cooldown: 50

Command: lay_on_hands

Restore your HP to full.

Avenging Wrath

Cost: 20 Mana | Cooldown: 20

Command: avenging_wrath

For 4 turns, increases outgoing damage by 20%. Also empowers Crusader Strike and Judgment multipliers.

Priest

Power Word: Shield

Cost: 20 Mana | Cooldown: 8

Command: shield

Gain an absorb shield for [Intellect (1.0x) + d6].

Mind Flay

Cost: 5 Mana | Cooldown: 0

Command: mind_flay

Deals [Intellect (0.4x) + d4] magic damage. 40% chance to empower your next Mind Blast.

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.

Vampiric Touch

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.

Devouring Plague

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.

Penance

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.

Flash Heal

Cost: 25 Mana | Cooldown: 3

Command: flash_heal

Heals self for [Intellect (0.9x) + d8].

Pain Suppression

Cost: Free | Cooldown: 20

Command: pain_supp

Reduces all incoming damage by 40% for 3 turns.

Mindgames

Cost: 15 Mana | Cooldown: 20

Command: mindgames

Applies a 1-turn debuff that flips target damage into healing and target healing into self-damage.

Psychic Scream

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.

Mass Dispel

Cost: 8 Mana | Cooldown: 20

Command: mass_dispel

Dispels all negative magical effects on self, and dispels all beneficial magical effects on the enemy.

Shadow Word: Death

Cost: Free | Cooldown: 5

Command: death

Deals [Intellect (1.0x) + d6] magic damage. If target HP is below 20%, damage is doubled.

Shadowfiend

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.

Hunter

Wildfire Bomb

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.

Arcane Shot

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.

Aspect of the Turtle

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.

Flare

Cost: Free | Cooldown: 15

Command: flare

Reveals ALL stealthed enemies even if they entered stealth earlier that same turn.

Freezing Trap

Cost: Free | Cooldown: 10

Command: freezing_trap

Freezes the target for 2 turns. Any damage taken immediately breaks the freeze.

Disengage

Cost: Free | Cooldown: 8

Command: disengage

The Hunter leaps backwards. causing enemy attacks and spells miss for 2 turns.

Aimed Shot

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.

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.

Multi-Shot

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.

Companion Calls

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.

Frostsaber

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.

Emerald Serpent

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.

Barrens Boar

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.

Shaman

Lightning Bolt

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.

Earth 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).

Flame Shock

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.

Frost Shock

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.

Lava Lash

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.

Chain Lightning

Cost: 10 Mana | Type: Magic (Nature, AoE) | Cooldown: 8

Command: chain_lightning

Deals [Intellect (0.6x) + d6] Nature damage to all enemy targets.

Healing Stream

Cost: 6 Mana | Cooldown: 10

Command: healing_stream

For 6 turns, restores [Intellect (0.2x) + d2] HP each turn.

Ancestral Guidance

Cost: 20 Mana | Cooldown: 15

Command: ancestral_guidance

For 3 turns, grants an end-of-turn absorb shield each turn: [Intellect (0.3x) + d4].

Ancestral Knowledge (Passive)

At the end of each turn, if you have absorb, restore 3% of max HP and permanently gain +3% Intellect (minimum +1).

Astral Shift

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.

Mana Tide Totem

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.

Capacitor Totem

Cost: 20 Mana | Cooldown: 6

Command: capacitor_totem

After a 1-turn delay, stuns the enemy champion for 2 turns, then disappears.

Astral Explosion

Cost: 15 Mana | Type: Magic (Arcane) | Cooldown: 20

Command: astral_explosion

Consumes all absorb shield and splits that total damage across enemy pets only.

Combat Mechanics

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.

How to Play

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!