Tiggarius

Frugg

FruggFirepower – 135 HP“The Frugg” He’s only fruggly on the outside. Passive: Wake Shield Whenever Frugg deals damage, he gains 25% of that amount as shields next turn. Blast Phase – No CooldownGain 8 energy for each enemy hit3×3 rock hit within 2+1 of you, bounces at same trajectory twice more Skip a rock towards …

FruggRead More »

Barb

BarbFrontline – 180 HP“The Barbarian” Passive: Iron Will Barb is permanently Unstoppable. Primary: Battleaxe Blast Phase – No CooldownGain 10 energy for each enemy hitCone (3 radius, 120 degrees) with bonus to adjacent enemiesBarb smashes with his axe in a wide cone (3+1 range). Nearby targets take 30 damage, and farther targets take 26 damage. …

BarbRead More »

Tiemnata

TiemnataFirepower – 120 HP“The Shadowlord” Or Shadowlady. Passive: Shroud of Darkness On odd-numbered turns, create Smoke around you during Prep Phase at each position 2+2 away from you. Smoke lasts until end of next Decision Phase. Blast Phase – No CooldownGain 10 energy for first enemy hit, 4 for subsequentTwo slicing shadows at custom arcs, …

TiemnataRead More »

Aftan

AftanFirepower – 120 HP“The Spearfisher” Passive: Reel ‘Em In Aftan’s 1, 2 and 5 abilities create Harpoons that will remain in the ground on their chosen tile. If Aftan begins a turn with 3 or more Harpoons, he will pull all of those Harpoons back to him during Blast Phase (though he will not pull …

AftanRead More »

Agnar

AgnarSupport – 140 HP“The Firelord” “BURN THEM ALL!” One of the most volatile and risky characters, Agnar must carefully manage his energy. While it makes his abilities (significantly) more powerful, if he goes over 100 energy he will take damage equal to the excess. Passive: Volatile Power Agnar’s abilities generally do not gain energy, but …

AgnarRead More »

Dargrym

DargrymFrontline – 160 HP“The Centaurpagus” What’s a Centaurpagus? Dargrym brings a mastery of close combat and some crowd control. He relies heavily on good positioning, but can reap the rewards. Passive: Dread Guard Whenever an ally deals direct damage to an enemy within 3+2 of Dargrym, Dargrym heals for 4. (If your ultimate is active, …

DargrymRead More »

Sephelene

SepheleneFirepower – 125 HP“The Succubus” “Did that hurt? Good.” Shifty, disruptive, and psychologically adept, Sephelene’s playstyle revolves around making the most of what the characters around her are doing. She is able to Weaken multiple enemies and swap targets quickly with her dash. Her trap greatly rewards precise predictions, and her ultimate, of course, turns …

SepheleneRead More »

Ozyvania

OzyvaniaSupport – 135 HP“The Ice Queen” Strong CC, healing and utility support whose main downside is that she herself cannot be healed. Passive: Coldhearted Ozyvania cannot be healed. If she would be healed, she instead gains shields equal to that amount at end of turn (for next turn). She also gains an additional 8 shields …

OzyvaniaRead More »

Violetta

ViolettaFirepower – 120 HP“The Shotgun” A marshal-for-hire.Faction: Mercenaries Violetta is extremely mobile, with not only a dash but also a full-move Haste ability that powers up her next shot. Accordingly, she can flank around the fight looking for an angle to unleash devastating shotgun blasts. As her range can be somewhat limited, a good Violetta …

ViolettaRead More »

Nadia

NadiaSupport – 140 HP“The Sensei” Faction: UnknownCould she be the ancient teacher of Xio and Juliette? A shorter-range high-utility support that relies on dashing in and out of the fray and making key use of her trap-and-cover fence. Her ultimate can deny enemy supports the ability to do their job. Passive: Cleansing Whenever Nadia heals …

NadiaRead More »