Ember Blade becomes unselectable, dashes to a random enemy and rapidly strikes every enemy within a 234 / 280 / 320 damage range, then returns to its original tile. Each hit counts as a base attack and deals an extra 100 / 200 / 300physical damage at 0.2 s intervals, with a 6 / 5 / 4 s cooldown that resets on kill.
Role: a physical melee carry for the mid and late game. Place it on the front line or a flank so the flurry catches several enemies at once; if it keeps finishing off targets, the ability comes back almost instantly. A natural fit for Assassin builds and the Pandaman synergy.
Synergy effect:
(1) At the start of the round, there is a 10% chance to invite an off-board piece of the same race as any allied piece on the board.
(2) At the start of the round, each allied Pandaman on the board has a 12% chance to invite a Pandaman piece with the same name.
The effects of several triggers are calculated separately and do not affect each other.
How to play
Pandaman is a synergy of luck and summons: with a single hero, (1) already gives a chance to get an extra piece for the round that matches a race on your board, and (2) gives a chance at a copy of the Pandaman itself. The only cheap hero lets you turn the effect on early, but the rest are expensive, so a full pair usually comes together closer to the end of the game. The synergy gives no direct combat bonuses, but the random guests on the board can complete the thresholds of your other synergies.
Synergy effect:
(3) Allied Assassins have a 20% chance to deal 300% damage with their basic attacks.
(6) Allied Assassins have a 20% chance to deal 400% damage with their basic attacks.
(9) After an allied Assassin kills a target, it gains one extra jump and its next attack is a guaranteed critical hit.
Class trait: at the start of the battle, Assassins jump into the enemy back line and land a guaranteed critical hit with their first basic attack; the crit multiplier is taken from the highest active synergy tier.
The effects of multiple synergy tiers stack: the critical chance is rolled for each tier, while the damage uses the highest multiplier.
How to play
Assassins are a back-line damage class: at the start of the battle they jump onto the enemy pieces in the back and land a guaranteed critical hit, and from (3) their regular attacks crit often. (6) raises the multiplier noticeably, and (9) grants extra jumps and guaranteed crits after every kill, turning Assassins into a chain-killing machine. The class is wide: cheap heroes let you reach (3) early, but the strongest Assassins are expensive, so (6) and especially (9) belong to the mid and late game. Assassins work best when someone else holds the front while they finish off vulnerable mages and archers.