Evernight Watcher warps the properties of matter, dragging nearby enemies toward him and hitting them with shockwaves for 150 / 200 / 300magical damage and a 1 / 1.5 / 2 s stun, with an extra 0.5 s per grid the target is pulled. Effect range 290 / 320 / 400, cooldown 15 / 12 / 9 s, and it pierces immunity.
Role: a melee piece that bunches the enemy team together and takes it out of the fight for a long time. Put him near the front so the pull catches as many targets as possible; he shines in mid and late game inside Assassin and Half-Orc builds.
Synergy effect:
(2) When allied half-orcs enter combat, they charge at the target surrounded by the most enemy units.
(4) When allied half-orcs enter combat, they charge at the target surrounded by the most enemy units. Every melee movement of allied pieces also triggers a charge.
Charge: the piece immediately rushes to the target and stuns enemy units in its path for 1 second. It cannot be blocked during the charge.
How to play
Half-Orc is a synergy of initiation and control: at (2) your half-orcs dive straight into the thickest cluster of enemies, stunning everyone on the way and tying up the enemy back line. A pair of inexpensive heroes lets you switch the effect on early; (4) needs the expensive pieces and extends the charge to every move of your melee fighters, turning the whole board into a chain of stuns. The synergy works best with sturdy melee fighters that survive the jump into the crowd.
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.