Smoke Trickactive, area, battlecry — cast when the piece enters the battlefield
Mist Phantom King instantly throws a smoke grenade. If enemies are close by it drops at his own position, otherwise at the symmetric point of the board. Enemies inside the smoke are silenced and blinded: radius 200 / 234 / 320, base miss rate 20% / 30% / 40%, duration 3 / 4 / 5 s.
Role: a melee carry with a wide damage roll who wrecks the enemy opening — the silence shuts down casts while the blind cuts physical damage. He jumps into the backline, so he fits Assassin boards and helps push the Night Demon synergy. With 0% magic resist he folds fast to mages.
Synergy effect:
(2) Allied Night Demon pieces gain the following effect: if more than 1 enemy is nearby, those enemies lose control out of fear.
The fear effect has a built-in cooldown of 5 seconds and cannot trigger continuously.
How to play
Night Demon is about control: (2) makes the enemies crowding your demon scatter in fear, taking them out of the fight for a moment. Because of the cooldown the fear does not lock the enemy down permanently, but it fires exactly where several pieces pile onto a demon. The pair is built from inexpensive heroes, so the synergy is available from the early and mid game and complements any other front line that benefits from short windows without enemy damage.
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.