Energy Fists
Emit a Sparkle when you use your basic attack.
Energy Fists+
Emit two Sparkles when you use your basic attack.
Emit a Sparkle when you use your basic attack.
Emit two Sparkles when you use your basic attack.
When you deal damage to another unit, gain +1 and +2
until the end of the turn.
When you deal damage to another unit, gain +2, +2
, and +2
until the end of the turn.
When you gain , also gain temporary
1.
When you gain , also gain temporary
1. Gain +1
when you hit a unit with your basic attack.
Gain +2 when you land a critical hit. +10% critical chance.
Gain +3 when you land a critical hit. +25% critical chance.
When you lose , gain +1
. +2
When you lose , gain that many
. +4
Your melee attacks and abilities
Your melee attacks and abilities blow wind through the tiles they hit in a large cone.
+1 Range and +1
+1 Range and +1 Reach. +2+2
Your basic attack inflicts 1.
Your basic attack inflicts 2.
When you
When you switch stances, your next basic attack this turn is critical. Critical hits you land inflict 1.
15% chance to
33% chance to block damage and counter-attack.
While in ranged stance, You have +1 Range and +2 Magic Damage. While in melee stance, you have +1.
While in ranged stance, You have +1 Range, +2, and +2 Magic Damage. While in melee stance, you have +2
and +2 Health Regeneration.
When you
When you switch stances, do a double spin attack that hits all adjacent units.
When you end your movement, automatically use your basic attack if an enemy is in range.
When you end your movement, automatically use your basic attack if an enemy is in range. You can move an extra time each turn.
When you .
When you switch stances, gain +3 and cleanse one stack of a random debuff.
Deal 2 extra damage the first time you damage each unit each turn.
Deal 2 extra damage with 100% crit chance the first time you damage each unit each turn.
Your basic melee attacks inflict 1.
Your basic melee attacks inflict 1 and have a 15% chance to inflict
1.
Your basic melee attacks inflict 1 and make units face away from you.
Your basic melee attacks inflict 1, make units face away from you, and have a 20% chance to inflict
1.
+1 and +10% dodge chance for each empty armor slot. If all of your armor slots are empty, you can use your movement action an extra time.
+2 and +15% dodge chance for each empty armor slot. If all of your armor slots are empty, you gain flying and can use your movement action an extra time.
+10% critical hit chance and +25% critical hit damage for each empty armor slot. If all of your armor slots are empty, counter-attack whenever you get hit.
+10% critical hit chance and +25% critical hit damage for each empty armor slot. If all of your armor slots are empty your critical hits inflict bruise, and counter-attack whenever you get hit.
+1 and +1
for each empty armor slot. If all of your armor slots are empty, your spells cost 1 less mana.
+1, +1
, and +1
for each empty armor slot. If all of your armor slots are empty, you have +2 Magic Damage and your spells cost 1 less mana.
You're immune to knockback, ,
, and other mobility debuffs.
You're immune to knockback and debuffs.