Lord of Sand burrows and dashes to the farthest tile from which he can still reach an enemy with base attacks, dealing 150 / 250 / 450magical damage along a 126-wide path and stunning everyone hit for 1.5 / 1.5 / 2 s, cooldown 12 / 10 / 8 s. Stunned pieces can't attack, move, cast abilities or use active items.
Role: a cheap assassin who dives the enemy backline and locks down a whole row on the way in. He is useful from the early game and becomes a key source of crowd control for Assassin and Insectoid boards in the mid game, especially against enemy carries and casters sitting in the back.
Synergy effect:
(2) Death rattle: when there are allied duplicates on the field and an allied non-Insectoid piece dies, 1 Insectoid Heir is generated, based on the highest cost among the living duplicates, lasting 10–20 seconds.
(4) Death rattle: when there are allied duplicates on the field and an allied Insectoid piece dies, 1 Insectoid Heir is generated, based on the highest cost +1 among the living duplicates, lasting 10–20 seconds.
An Insectoid Heir is a random Insectoid piece; its attack is 100% of the corresponding piece, it takes 100% damage and has no synergy bonuses. Several triggers can stack.
How to play
Insectoid is a summoning synergy that turns losses into reinforcements: a piece's death spawns a temporary Heir as long as identical heroes stand on the board. (2) is reached with mid-cost heroes in the mid game and (4) with the expensive ones closer to the end, and both thresholds stack, giving heirs for regular pieces and for the Insectoids themselves. The synergy works best in rosters with duplicates and a sturdy front line so the heirs get to use their time.
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.
Lore
hero story
I
"Veha, Veha, warm sunshine, where will the sand take you to?" Veha Mathayus, the Lord of Sand, was slowly waving two large pincers to dig a sand pit large enough for him to lie down and rest for a while.
He had to diligently patrol the Forgotten City buried under the sand once a day.
Veha hadn't figured out exactly what had drawn him all the way here from the Fog Forest in all those years. But he still hadn't given up looking for answers.
Most of the time, however, he would find a sand pit to bury himself comfortably while the sun was still up, and enjoy a beautiful sunset.
But not today. A few strangers broke into the Forgotten City.
Occasionally there were some lost travelers entering by mistake, and the city was full of traps and quicksand. Veha could come and go freely underground, while others had no way to escape.
This was a headache for Veha. He had to go into the city every time to find these unlucky greedy people, stun them and carry them out.
"Troublesome humans. Can't you leave me alone?"
Veha muttered, burrowing underground and heading towards the Forgotten City.
II
Three humans and one dwarf, the quartet seemed to be members of some kind of expedition - there were always some curious guys on the land who thought they could find precious treasures left over from the last era.
The four adventurers were knocked out and dragged onto his back and tied up. Veha carried the four to a nearby oasis from a tunnel he had dug long ago.
Veha had tried hard to get these fools to stop wandering. He was also aware of those ridiculous rumors: sand monsters hurting people, eating children, and etc.
But he had no desire to prove his innocence. Maintaining a ghastly presence would help reduce the number of fools disturbing his pleasant little life.
If a sandstorm came, Veha would go out and scare the caravans around, so that many people could avoid getting lost and falling into the quicksand of death.
It was not that he hadn't killed any creatures. He was still an insectoid born in the Fog Forest, not an innocent camel.
III
The Forgotten City had been visited by a group of poachers from different races in the past.
Not only did these poachers want to make a fortune by finding some treasure in this ancient ruin, they even wanted to turn it into a fortress to store women and children abducted from nearby villages.
Veha mercilessly eliminated them, not a live one left. Even as these unforgivable robbers, thieves, villains prayed on their knees, explaining they had a family to raise.
This could not inspire any little bit of sympathy from Veha, because he could not understand the common language.
As for how he learned to understand it later – among the children rescued by Veha, a little girl often came to play and chatted with Veha. She was the only one who was not afraid of him.
In this Forgotten City, there lived a sand scorpion that was also forgotten – but now Veha felt that it seemed good to be remembered.
"When I figure out exactly what's attracting me, maybe I can take some vacations."
Veha once again burrowed into the sand and headed deeper into the Forgotten City.