Ronin-Nue strikes a target up to 320 away, stunning it for 2 / 2.5 / 3 s and dealing 300 / 400 / 600physical damage plus extra damage based on the target's max HP. The hit lands in two stages, each dealing half the damage and applying a basic attack; cooldown 10 / 8 / 6 s.
Role: a melee assassin carry that jumps into the back line and deletes a chosen target — the stun plus max-HP scaling works against squishy casters and tanky bruisers alike. He fits Assassin lineups and helps complete the Watcher synergy, coming into his own from the mid game onward.
Synergy effect:
(2) All allies gain the following effect: enemy-targeted single-target skills can hit +1 additional target.
(4) All allies gain the following effect: enemy-targeted single-target skills can hit +1 additional target.
Effects of several active thresholds stack together.
How to play
Watcher amplifies the damage and control of the whole board: every single-target skill of your pieces starts to catch an extra target, and the more heroes with targeted abilities you field, the bigger the payoff. All three heroes are cheap, so (2) is reached early and (4) once the roster is doubled in the mid game, when both thresholds stack. The synergy gives no protection on its own, so it is usually taken as an amplifier for a main build with strong targeted skills.
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.