Browse Talents

Explore special abilities and unit enhancements

143
Total Talents
143
With AI Desc
162
Units Enhanced
117
Unique Talents
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# Elfin

Description

You may place # elfinkaze on top of this Unit at the start of each Onslaught Phase, or when it is deployed if it is in your Deployment Stack.

AI Description

Place # elfinkaze, with their Glidebomb side face up, on top of this Unit or Spire at the start of each Onslaught Phase or when this Unit becomes Active.

# Range

Description

This Unit attacks and retaliates from up to # Hex(s) away.

AI Description

This Unit attacks and retaliates from up to # Hex(s) away.

# Roost

Description

Any number of elfinkaze may share a Hex with this Unit or Spire by moving onto it. When elfinkaze move off of this chip, they assume # as their Movement stat. When this Unit or Spire moves, elfinkaze on it are moved with it.

AI Description

Any number of elfinkaze may share a Hex with this Unit or Spire by moving onto it. When elfinkaze move off of this chip, they assume # as their Movement stat. When this Unit or Spire moves, elfinkaze on it are moved with it.

# Tracker

Description

FILL ME OUT

AI Description

Talent does not trigger for AI Units.

Air Defense

Description

This Unit or Spire can Attack Units with Flying

AI Description

This Unit or Spire can Attack Units with Flying

Anarchy

Description

Before this Unit’ s Movement each Turn, roll the D6. On a 5 or 6, discard this Unit

AI Description

Before this Unit’ s Movement each Turn, roll the D6. On a 5 or 6, discard this Unit

Anti-Brawnen

Description

This Unit cannot be deployed by the brawnen Faction.

AI Description

If the brawnen Faction would Select this Unit for Deployment, discard it and replace it with the top Merc Minion from the Market stack.

Anti-Heirs

Description

This Unit cannot be deployed by the heir Faction

AI Description

If the heir Faction would Select this Unit for deploy ment, discard it and replace it with the top Merc Minion from the Market stack

Armored

Description

When this Unit is attacked, reduce Damage by 1

AI Description

When this Unit is attacked, reduce Damage by 1

Assault

Description

When this Unit attacks a Spire, remove the bottom upgrade before dealing Damage

AI Description

When this Unit attacks a Spire, remove the bottom upgrade before dealing Damage

Assimilate

Description

When another Unit is defeated within 2 hexes of this Unit, you gain the Source Reward. If another Faction defeated the Unit, it does not gain any Source Reward

AI Description

Players do not gain Source rewards for any Units they Defeat within 2 hexes of this Unit

Assist

Description

When an Adjacent Friendly Unit defeats an Opposing Unit or Spire, this Unit may level up

AI Description

This Unit starts with an Attack Upgrade. It will end its Movement Adjacent to a Friendly Unit if it is able to do so while adhering to AI Movement rules. When an Adjacent Friendly Unit defeats an Opposing Unit or Spire, this Unit gains an Attack Upgrade

Awaken

Description

When this chip is Revealed, also reveal all non–anomaly landmarks. Then, discard this chip

AI Description

Back to the Future

Description

Once Per Wave. At the end of your Turn during the Onslaught Phase, this Unit may move and Attack even if it has already done so this Turn.# Elfin You may place # elfinkaze on top of this Unit at the start of each Onslaught Phase, or when it is deployed if it is in your Deployment Stack. # Range This Unit attacks and retaliates from up to # hexes away. # Roost Any number of elfinkaze may share a Hex with this Unit or Spire by moving onto it. When elfinkaze move off of this chip, they assume # as their Movement stat. When this Unit moves, elfinkaze on it are moved with it. # Tracker Instead of moving, you may Teleport this Unit up to # hexes. If you do, it must Teleport to a Valid Hex Adjacent to a Revealed Landmark Minion

AI Description

Battle Hardened

Description

When this Unit is attacked by a Spire, reduce the Damage dealt by 2

AI Description

When this Unit is attacked by a Spire, reduce the Damage dealt by 2.

Breakneck

Description

This Unit must make as much Progress as possible when moving. During its Movement, this Unit may pass through Units, Spires, and landmarks but cannot end its Movement on an Occupied Hex

AI Description

This Unit must make as much Progress as possible when moving. During its Movement, this Unit may pass through Units, Spires, and landmarks but cannot end its Movement on an Occupied Hex

Build Waygate

Description

Before or after this Unit’ s Movement, you may discard an Adjacent Unrevealed Landmark and/or place a waygate from your Barracks onto an Adjacent Source Well. A waygate can only be placed if it would be Adjacent to Path that connects to all possible marks. When this Talent is used, flip this Unit to its other side, removing any Upgrades

AI Description

Talent does not trigger for AI Units

Builder

Description

Before or after this Unit’ s Movement, you may choose one of the following at no cost: • Build a dispatch platform on an Adjacent Source Well, ignoring Influence restrictions. • Promote an Adjacent dispatch platform to a siege tower, keeping existing Upgrades. • Add an upgrade to an Adjacent Spire, ignoring upgrade capacity. Then, if this Unit is on its Basic Side, return it to your Barracks. If it is Promoted, flip it to its Basic Side

AI Description

Before or after this Unit’ s Movement, if it is Adjacent to a Source Well, its Faction will construct a dispatch platform on that Source Well. If this Unit is on its Basic Side, return it to its Barracks. If it is Promoted, flip it to its Basic Side

Burrow

Description

Ungrouped only. After this Unit’ s Movement, you may remove all of its Health and place it on any Adjacent non– Path Hex, ignoring Terrain type. It is now Inactive. At the start of your next Turn, this Unit flips over, recovers its full Health and takes its Turn normally

AI Description

Leaves Group if Grouped. After this Unit’ s Movement, if it has less than its full Health, remove all of its Health and place it on any Adjacent Non-Path Hex, ignoring Terrain type. It is now Inactive. At the start of its Faction’ s next Turn, this Unit flips over, recovers its full Health and takes its Turn normally

Call Minion

Description

Once Per Wave. Before or after this Unit’ s Movement, you may spend 2 Source to Teleport an Active Ungrouped Friendly Minion to a Valid Hex Adjacent to this Unit

AI Description

Talent does not trigger for AI Units

Camouflage

Description

Units and Spires must be Adjacent to this Unit or Spire in order to Attack it. 3

AI Description

Units and Spires must be Adjacent to this Unit or Spire in order to Attack it

Capture

Description

After this Unit defeats an Opposing Faction Minion, you may place that Minion beside your Fortress. When the Minion’ s controlling Faction damages your Fortress Gate, return the Minion to its Barracks. You can have a maximum of 3 minions captured from each Faction at a time

AI Description

After this Unit defeats an Opposing Faction Minion, place that Minion beside this Faction’ s Fortress. When the Minion’ s controlling Faction damages this Faction’ s Fortress gate, return the Minion to its Barracks. This Faction can have a maximum of 3 minions captured from each Faction at a time

Challenge

Description

If an Opposing Hero is within 3 hexes of this Unit, any Attack that Hero makes must be against this Unit

AI Description

If an Opposing Hero is within 3 hexes of this Unit, any Attack that Hero makes must be against this Unit

Channel

Description

Each time this Unit is attacked, gain 2 Source

AI Description

Talent does not trigger for AI Units

Collapsible

Description

This chip does not prevent an earthscape from being placed on this Hex. If an earthscape is placed on this chip, return it to your Barracks

AI Description

This chip does not prevent an earthscape from being placed on this Hex. If an earthscape is placed on this chip, return it to its Barracks. 3

Connected

Description

Add +1 to this Spire’ s upgrade capacity for each other Spire with Connected In Play, up to a total capacity of 5

AI Description

Add +1 to this Spire’ s upgrade capacity for each other Spire with Connected In Play, up to a total capacity of 5

Consume

Description

Before or after this Unit’ s Movement, it may Defeat an Adjacent Hero with 2 Health or fewer. Then, flip this Unit and remove its upgrade chips

AI Description

Before or after this Unit’ s Movement, if it is Adjacent to an Opposing Hero with 2 Health or fewer, it defeats that Hero. Then, flip this Unit and remove its upgrade chips

Cover

Description

When a taproot is Adjacent to this Spire, the Damage dealt by an Attack on the taproot is reduced to 1

AI Description

When a taproot is Adjacent to this Spire, the Damage dealt by an Attack on the taproot is reduced to 1

Creep

Description

At the start of each of your turns during the Onslaught Phase, this Spire may move onto an Adjacent non–Path Hex

AI Description

Talent does not trigger for AI Spires

Crush

Description

During its Movement, this Unit may Displace Opposing Faction Units that have less Health than it does. It deals 2 Damage to each Unit it displaces

AI Description

During its Movement, this Unit will Displace Opposing Faction Units that have less Health than it does, if it is able to do so while adhering to AI Movement rules. It deals 2 Damage to each Unit it displaces

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