the Goddess of War whirls her warhammer three times, hitting surrounding enemies with base attacks plus 15 / 30 / 45 extra damage, and the final slam knocks enemies back and stuns them for 0.5 / 1 / 1.5 s. Slam range is 160 / 160 / 234, cooldown 10 / 8 / 6 s.
Role: an affordable frontline bruiser with built-in crowd control — decent armor and HP let her hold the line while the stun interrupts enemy casts. Put her in the front row near a cluster of enemies so the hammer catches several at once. A solid pick for Knight and Ancestor builds in the early and mid game.
Synergy effect:
(2) Every Ancestor piece steals (50 + 2% of max health) health from the nearest enemy piece every 4 seconds and heals itself.
(4) All allied pieces gain the following effect: each time they receive healing of more than 100, they deal pure damage to surrounding enemies equal to the accumulated amount of healing.
Maximum damage per trigger: 300. Cooldown: 5 seconds.
How to play
Ancestors live off health steal: (2) gives each of them a constant life drain from the nearest enemy, which makes them noticeably tankier in a drawn-out brawl. The heroes are cheap, so the pair is reached early and (4) in the mid game. At (4) any sizeable heal on your pieces turns into pure damage around them, so the synergy pairs naturally with healing heroes and items that restore health.
Synergy effect:
(2) Allied Knights have a 25% chance every 3 seconds to gain a damage reduction shield lasting 4 seconds.
(4) Allied Knights have a 25% chance every 3 seconds to gain a damage reduction shield lasting 4 seconds.
(6) Allied Knights have a 25% chance every 3 seconds to gain a damage reduction shield lasting 4 seconds. Activating any damage reduction shield restores 300 health.
Class trait: Knights receive 1 Knight buff at the start of the battle.
Damage reduction shield: reduces physical and magical damage by 50%, but does not reduce pure damage.
The effects of multiple synergy tiers stack: each tier rolls its own chance to trigger the shield, but the shield's damage reduction limit does not change.
How to play
Knights are a reliable shield-based front line: (2) already gives them a chance to keep gaining a shield that halves physical and magical damage, and with (4) and (6) the chances stack, so shields are up almost constantly; at (6) every shield also heals. The class assembles early thanks to cheap heroes, while the expensive Knights close the higher thresholds in the mid and late game. Knights are vulnerable to pure damage, but against physical and magical damage they are one of the most durable front lines.