
Absolving Arrow
Allies the arrow passes through are absolved of one negative effect with a 100% chance; each further effect on the same ally is half as likely to be lifted as the one before
Ability codex
Every unit ability in Heroes of Crypto — icon, what it does, and which units carry it. Pulled straight from the game data, so it always matches the live roster.

Allies the arrow passes through are absolved of one negative effect with a 100% chance; each further effect on the same ally is half as likely to be lifted as the one before

The unit has a 50% chance to absorb any debuff applied to an ally within range and apply it to themselves instead

When applied with a 50% chance, Aggr (Mind) causes the enemy to attack only back for 1 turn

Unit acts on its own, with all its moves decided by the AI, not the player

While this unit is alive, all allied flying units gain +1 attack, +1 defense and +1 movement distance

Allies within 2 cells gain 10% magic defence

Ranged attacks inflict 100% of the damage on all units adjacent to the target cell. Ranged attacks ignore structures. The enemy responds after all damage has been dealt.

Allies in range receive a +30% defense bonus against ranged attacks The owner is immune to being shot through and does not propagate AOE range damage

25% higher damage when hit from the enemy respawn side

A field primer of offensive magic — the first two pages every war college teaches. Grants the caster the following spells: Fire Strike and Meteorite

When cast, all allies gain +1 movement step for each caster and are ensured to deal maximum damage with each attack

Every time unit gets hit, it gains +1 armor and step for the rest of the battle

Craft (2x2 allies, needs stack power 4). Each ally: Double Attack 40%, Frozen weapon 10%, Stun 10%, nothing 40%.

The unit's attack power increases in proportion to the number of lost units. Current power: 0%

When responding to a melee attack, there is a 25% chance to blind (Mind) the enemy for 2 turns

Applying Boar Saliva (Mind) to an enemy gives them a 30% chance to miss their physical attack

Allows the caster to access the following spells: Smoke, Misfortune, Fireforged Sword

Allows the caster to access the following spells: Heal, Spiritual Armor, Blessing, Mass Heal

Allows the caster to access the following spells: Fire Wall, Empower

Each unit gets 50% more health

Each landed shot has a 70% chance to take one random active buff off the target and wear it for the rest of its duration. Auras and equipment cannot be taken

Swaps small opponent within movement range when casted

On attack or reponse, deals 80/70/60/50% of the damage to the connected enemy (Wind). Depending on how far the enemy is from the target

Maximum targets: 5. Ranged attacks hit the chosen enemy, then bounce to the nearest eligible enemies. A 1-cell gap keeps full damage; a 2-cell gap halves it. Each enemy is hit once, and allies are never hit.

Crafted: lands a second attack with 100% of the calculated damage

Crafted: lands a second shot with 100% of the calculated damage

Crafted: on attack, 30% chance to freeze an enemy (Status) for 2 turns

Crafted: on attack, 30% chance to freeze an enemy (Status) for 2 turns

The unit gains +0.5 attack and armor points for each cell travelled Doesn't increase above 50 base points

Applies Deep Wounds effect on attack or response to deal 6% more damage next time. Only for the ability owner. The effect stacks

Applies Deep Wounds effect on attack or response to deal 13% more damage next time. Only for the ability owner. The effect stacks

Applies Deep Wounds effect on attack or response to deal 21% more damage next time. Only for the ability owner. The effect stacks

Enemy ranged attacks aimed at this unit consume 2 shots instead of one

The unit rejuvenates back to 100% of the maximum health upon killing an enemy

The owner becomes untargetable, unless there is an enemy unit within the aura range

Unit has 20% chance to dodge physical attack

Lands second attack with 100% of the calculated damage

Lands second shot with 100% of the calculated damage

The enemy permanently loses 2 base attack points upon attacking the owner with a melee attack

Grants 100% protection against any magic, including buffs and debuffs

Enchant an ally's Armor or Weapon (stack 1). Each cast: 50% chance to add +1 (stacks).

Endless supply of arrows

Burns through the enemy with Fire for 100% damage, where distance equals to the size of the unit

Gives Fire immunity. Water attacks deal 50% more damage

Reflects back 40% in Fire damage to anyone who decides to attack them by melee

Absorbs 90% of the attack damage dealt to allies within range. The absorbed damage is recalculated against the owner's defense and dealt to the owner instead.

Grants the caster the following spells: Courage, Helping Hand and Summon Wolves

Ranged allies within 2 cells shoot 25% further

On attack, 30% chance to reduce a flying enemy's movement range by 30% (Hamstrung) for 3 laps

Melee damage is not reduced

Has 50% additional base armor, while taking 50% more damage from magic

Moves through its own vines at half the usual cost, and crosses them diagonally for the price of a straight step.

When this unit destroys a level 1-3 creature, one Arachna Spider emerges from it. Destroying a level 4 creature instead creates one Arachna Queen

Ranged attacks deal 100% of the damage to all units adjacent to the target unit's cell. Ranged attacks ignore structures. The enemy responds after all damage has been dealt.

This unit's ranged armor is reduced by 50%

Attacks all enemies around with 100% damage. The unit's attacks are not responded

Only 100% of the arrows are available

Allies within range gain maximum luck

On attack there is 40% chance to deal 40% more damage

Upon coming into contact with lava at the center of the map, the creature receives a 10% boost to all stats, including its abilities. The creature can move through the lava or remain standing in it

Grants 100% resistance to all Mind attacks and spells. The owner always has 0 morale

Rebounds every spell aimed at this creature 75% of the time. The spell still lands on the dragon in full — the rebound is on top of it, striking the caster with the same damage and the same effects

Provides 50% resistance to all magical attacks and debuffs

Invulnerable to Mind attacks and spells, poison and vampirism. While 50% more vulnerable to Status attacks. Cannot be healed and always has 0 morale

Permanently steals 1 base armor from the enemy on hit

Unit has no melee attack

Responds on each attack

When applied with a 100% chance, Paralysis (Status) prevents the affected enemy from moving and reduces their damage by 50%

Applying Pegasus Light to an enemy. Each unit attacking it will receive +10 morale

Allies within range gain +2 base attack and armor

Melee attacks deal additional damage equal to 35% of unit's max hp

On attack, a chance to petrify (instantly kill) one of the target's creatures. Higher-level units are easier to petrify; ranged shots petrify less the farther away the target is.

Ignores 50% of the enemy armor on any attacks

Each landed direct attack has a 25% chance to permanently disable and steal one random active ability from the target

Allied RANGED units in range gain +2 shots

Affected enemy units are unable to use range attacks

Each cell travelled increases the attack power by 10%

50% of the initial units supply will be restored after full stack death. Can be cast to resurrect fallen ally units on the battlefield

The unit's attacks are not responded

Affected melee allies have +18% base attack power

Melee attacks strip 5 armor (Status) from the target. The effect stacks

Melee attacks also affect enemies standing next to smaller targets with a 100% of attack power

Gives 5 additinal steps to the owner

Unit has 50% chance to dodge large unit physical attack

Ignores penalties for hitting targets at long distances

On a ranged attack, there is a 25% chance to apply any of the following debuffs to the target: Sadness, Quagmire, Weakening Beam, Weakness, Rangebane, or Cowardice. Multiple debuffs can be applied in a single shot

On attack, has a 35% chance to stun (Status) an enemy for 1 turn

Allies within 2 cells deal 15% more magic damage

On attack, a 60% chance to frighten the target. A frightened enemy can neither attack nor retaliate against the gazer for 1 turn, but is free to strike anyone else

Ranged attacks go through the targets and deal 100% of the damage to affected units. Disables responses on both ends

Allied non-flying units within the aura's range gain +2 movement distance

Four pages, one for each element the wyrm was hatched from. Grants the caster the following spells: Whirlpool, Lightning Strike, Ring of Fire and Meteor Shower

Enables the caster to use the following spells: Riot, Magic Mirror, Mass Riot and Mass Magic Mirror

Gains 1 step, 2 base attack and 5 health points each lap

Allies within 2 cells apply 15% of their attack damage to the target as Poison Poisoning an already poisoned enemy stacks: +35% poison damage per stack

When cast, hurls a vine at an enemy in line of sight, leaving it across every cell on the way. A non-flying creature pays 1 extra step to cross a vined cell. Any enemy that ends its move standing in the vine loses 1.5 steps, as does the creature struck Magic armor can shrug the snare off the struck creature, but never stops the vine landing

The owner gains 10% of additional damage for each enemy standing within range during attack

Provides 25% resistance to all magical attacks and debuffs

Allies within 2 cells gain 25% resistance to all magical attacks and debuffs

Gives Water immunity. Fire attacks deal 50% more damage

Once per battle, fully absorbs the first incoming attack (0 damage taken), then breaks

Enemy flying units that start their turn within 2 cells of this unit cannot move that turn

Automatically restores health up to its maximum HP at the start of its turn. Can be gifted

Gives Wind immunity. Earth attacks deal 50% more damage

When cast, all flying units gain 4 base armor points while losing 4 movement points, including enemies

Allies within range gain 1 additional moving distance
No abilities found.