attacks have a 30% / 40% / 50% chance to shatter his existence and spawn an illusion, and that illusion can shatter again into more copies. Up to 5 / 7 / 9 illusions can exist at once; they inherit the original's current HP percentage, deal only 50% damage (for example, Mjollnir on an illusion deals 100magical damage), take 200% damage and last 8 s (illusions of illusions take 400% damage and last 4 s), and they inherit the original's passive item effects (excluding Eternity and Immortal). Illusions cannot be revived by Cave Prodigy.
Role: a mid- to late-game carry who builds his own army of copies — the longer he survives and the more passive items he carries, the more total damage he puts out. The illusions are fragile, so he wants a solid front line to attack from behind, and he fits naturally into Assassin/Warrior boards alongside other Glacier pieces.
Synergy effect:
(2) Attack speed of all allied pieces +20%.
(4) Attack speed of all allied pieces +70%.
(6) Attack speed of all allied pieces +70%; each attack grants +20% attack speed, stacking up to 7 times.
How to play
This is a pure damage synergy through attack speed for the whole board. Three heroes at 1 gold let you reach (2) in the first rounds, while (4) with its sharp jump in attack speed comes together in the mid game and is felt immediately, especially on heroes that build mana from auto-attacks. (6) needs the expensive heroes and pushes the ramp to the maximum: every attack speeds the piece up even further. The synergy gives no survivability, so the front line has to be picked separately.
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.
Synergy effect:
(3) All allied Warriors gain +3 armor.
(6) All allied Warriors gain +15 armor.
(9) All allied Warriors gain +15 armor, and all allied pieces reflect pure damage equal to 170% of their armor whenever they take physical or magical damage.
Class trait: when a Warrior's health drops below 50%, the armor granted by the Warrior synergy is doubled.
How to play
Warriors are the simplest front line: the class has many cheap heroes, so (3) is closed in the first rounds and (6) holds the front through the mid game. Doubled armor at low health makes them especially durable against physical damage; (9) is a rare late-game option where reflected damage punishes anyone who hits your board.