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Warrior

Warrior

41Spells
10ArmsEarth
11FuryFire
10ProtectionAir

Common spells are available whatever the specialization; each specialization adds its own, from level 10. The level shown is the one at which the spell unlocks.

The essentials

Momentum

A charge you build up (4 at most) by casting the spells below; the spells that consume them spend them all at once. The exact bonus is on each spell's card.

Built byRend

Used byMortal Strike

Poisons

A poison hits the target at the start of each of its turns, until it runs out.

BloodthirstTearSlash

AP and MP removal

Each point removed is rolled on its own: your Removal against the target's Dodge, with Wisdom counting on both sides. A dodged point is not removed.

ThunderclapShield BashShockwave

Specialization passives

Arms

Weapon Mastery: your Earth spells ignore 10% resistance. Momentum: every cell you move yourself this turn gives you 1 Momentum (max 4); it drops back to zero at the start of your turn.

Fury

Enrage: +5% damage per 10% missing HP (max +25%).

Protection

Vigilance: +2 Lock; +10% resistance with ≥2 adjacent enemies.

The numbers are each spell's base at level 100, before your characteristics and the target's resistances. The base grows with your level (×0.55 at level 1); every cast varies by ±15%, a critical hit does ×1.5. Click a spell's effect to open its full card.

Common spells

LevelSpellAP RangeElementEffect
1 Heroic Strike 3 1–1 Earth
24 to 32 (Earth damage)
  • On a critical hit: 36 to 48
  • Cells in range
  • 2 casts per turn
1 Charge 3 2–5 Neutral
15 to 21 (Neutral damage)Shield of 15% of your max HP on landingCharges next to the targetLine of 5 cells
  • On a critical hit: 23 to 32
  • +5% of your max HP per charge (Momentum) built before the charge; they are consumed
  • Cells in range
  • Line of sight required
  • Cooldown: 2 turns
1 Finishing Blow 2 1–1 Earth
12 to 16 (Earth damage)+90% damage on a target below 30% HP
  • On a critical hit: 18 to 24
  • Cells in range
2 Guard 2 0–0 Neutral
Shield of 25% of your max HP until your next turn
  • Cooldown: 3 turns
4 Whirling Strike 4 0–0 Earth
26 to 35 (Earth damage)Circle of radius 1 around you
  • On a critical hit: 39 to 53
    6 Shoulder Bash 2 1–1 Earth
    10 to 14 (Earth damage)Pushes back 2 cells
    • On a critical hit: 15 to 21
    • Cells in range
    • Cooldown: 1 turn
    9 Second Wind 3 0–0 Neutral
    Heals 5% of your max HP, +5% per adjacent enemy (max 20%)
    • Cooldown: 3 turns
    13 Battle Cry 2 0–0 Neutral
    +10% damage (2 turns)Circle of radius 3 around you
    • Cooldown: 3 turns
    13 Taunt 2 1–4 Air
    7 to 9 (Air damage)Taunted (1 turn)
    • On a critical hit: 11 to 14
    • Cells in range
    • Line of sight required
    • Cooldown: 2 turns
    16 Thunderclap 4 0–0 Earth
    19 to 25 (Earth damage)Removes 1 MPCircle of radius 2 around you
    • On a critical hit: 29 to 38
    • Cooldown: 1 turn

    Arms

    LevelSpellAP RangeElementEffect
    10 Mortal Strike 4 1–1 Earth
    29 to 39 (Earth damage)−40% healing received (2 turns)Consumes all charges (Momentum): +15% damage per charge
    • On a critical hit: 44 to 59
    • Charges built by: Rend
    • Cells in range
    • Cooldown: 2 turns
    10 Rend 3 1–1 Earth
    20 to 28 (Earth damage)+1 Momentum (max 4)
    • On a critical hit: 30 to 42
    • Charges spent by: Mortal Strike
    • Cells in range
    20 Slam 4 1–1 Earth
    22 to 30 (Earth damage)Pushes back 2 cells+10 damage per blocked push cell, and Rooted for 1 turn
    • On a critical hit: 33 to 45
    • Cells in range
    • Cooldown: 1 turn
    20 Colossus Smash 4 1–1 Earth
    26 to 35 (Earth damage)+20% damage taken (2 turns)
    • On a critical hit: 39 to 53
    • Cells in range
    • Cooldown: 3 turns
    35 By the Sword 2 0–0 Neutral
    −30% damage taken (1 turn)
    • The next enemy that hits you in melee: −8% Earth resistance (max −24%)
    • Cooldown: 3 turns
    35 Sunder Armor 3 1–1 Earth
    14 to 18 (Earth damage)+10 damage per −8% of Earth resistance taken from the target (Rift); the Rift is consumed
    • On a critical hit: 21 to 27
    • Cells in range
    • Cooldown: 1 turn
    50 Disarm 3 1–1 Earth
    19 to 25 (Earth damage)The target can no longer use melee attacks (1 turn)
    • On a critical hit: 29 to 38
    • Cells in range
    • Cooldown: 3 turns
    50 Bladestorm 4 0–0 Earth
    20 to 28 (Earth damage)Circle of radius 1 around you
    • On a critical hit: 30 to 42
    • Cooldown: 3 turns
    65 Ripper 5 1–4 Earth
    Leaves a ground zone dealing 20 damage per turn (2 turns)Circle of radius 1
    • Cells in range
    • Line of sight required
    • Cooldown: 3 turns
    80 Heroic Leap 3 2–5 Earth
    19 to 25 (Earth damage)Shield of 15% of your max HP on landingTeleports the caster to the target cellCircle of radius 1
    • On a critical hit: 29 to 38
    • Cells in range
    • Line of sight required
    • Cooldown: 3 turns

    Fury

    LevelSpellAP RangeElementEffect
    10 Bloodthirst 3 1–1 Fire
    15 to 21 (Fire damage)8 Fire damage per turn (2 turns)
    • On a critical hit: 23 to 32
    • Cells in range
    10 Tear 3 1–1 Fire
    12 Fire damage per turn (3 turns)
    • Cells in range
    • Cooldown: 1 turn
    20 Feeding Frenzy 5 0–0 Fire
    17 to 23 (Fire damage)Life steal: 30% of the damage dealtCircle of radius 2 around you
    • On a critical hit: 26 to 35
    • Cooldown: 2 turns
    20 Bloodthirst 0 0–0 Neutral
    +2 AP (1 turn)
    • Costs 15% of your max HP (it cannot kill you)
    • Cooldown: 3 turns
    20 Rush 4 2–5 Fire
    10 to 14 (Fire damage)Rushes to the target cell and hits up to 3 enemies on the way
    • On a critical hit: 15 to 21
    • Cells in range
    • No line of sight needed
    • Cooldown: 3 turns
    35 Slash 2 1–1 Fire
    10 Fire damage per turn (2 turns)
    • Cells in range
    • Cooldown: 1 turn
    35 Blood Feast 2 0–0 Neutral
    Your damage over time heals you for 50% of the damage dealt (2 turns)
    • Cooldown: 4 turns
    50 Executioner 4 1–1 Fire
    22 to 30 (Fire damage)+120% damage on a target below 30% HP
    • On a critical hit: 33 to 45
    • Cells in range
    • Cooldown: 1 turn
    50 Rampage 5 1–1 Fire
    41 to 55 (Fire damage)
    • Split over 4 hits
    • On a critical hit: 62 to 83
    • Cells in range
    • Cooldown: 1 turn
    65 Enraged Regeneration 3 0–0 Neutral
    Heals 20% of your max HP−20% damage taken (2 turns)
    • Cooldown: 5 turns
    80 Piercing Howl 3 0–0 Air
    -2 MP (2 turns)−15% damage dealt (2 turns)Circle of radius 2 around you
    • Cooldown: 2 turns

    Protection

    LevelSpellAP RangeElementEffect
    10 Shield Bash 3 1–1 Air
    15 to 21 (Air damage)Removes 1 AP
    • On a critical hit: 23 to 32
    • Cells in range
    • Cooldown: 1 turn
    10 Retaliation 2 0–0 Earth
    Reflects 50% of the damage taken (2 turns)
    • Cooldown: 3 turns
    20 Bulwark 3 0–0 Neutral
    Shield of 8% of your max HP per adjacent enemy (max 32%)
    • Stacked shields: at most 50% of the target’s max HP
    • Cooldown: 3 turns
    20 Defensive Stance 2 0–0 Neutral
    −20% damage taken (1 turn)+3 Lock (1 turn)
    • Cooldown: 2 turns
    35 Shield Slam 2 1–1 Air
    12 to 16 (Air damage)+6 Lock (1 turn)
    • On a critical hit: 18 to 24
    • Cells in range
    • Cooldown: 1 turn
    35 Grapple Throw 3 1–1 Earth
    Throws an adjacent unit up to 2 cells behind you
    • A thrown enemy takes 14 to 18 damage on landing
    • Cells in range
    • Cooldown: 3 turns
    50 Intervene 3 1–5 Neutral
    30% of the damage the ally takes is redirected to you (2 turns)Leaps next to the target ally
    • Cells in range
    • Line of sight required
    • Cooldown: 3 turns
    50 Shockwave 4 1–2 Earth
    12 to 16 (Earth damage)Removes 2 MPRooted (1 turn)Cone of 2 cells
    • On a critical hit: 18 to 24
    • Cells in range
    • No line of sight needed
    • Cooldown: 3 turns
    65 Impending Victory 2 1–1 Air
    15 to 21 (Air damage)Heals 12% of your max HP
    • On a critical hit: 23 to 32
    • Cells in range
    • Cooldown: 1 turn
    80 Intercept 3 2–5 Air
    14 to 18 (Air damage)Charges next to the targetLine of 4 cells
    • On a critical hit: 21 to 27
    • Cells in range
    • Line of sight required
    • Cooldown: 2 turns