Shining Dragon launches a magic ball in a straight line that damages every enemy in its path and blinds them, so their attacks start to miss. Deals 150 / 200 / 250magical damage, the blind lasts 3 / 4 / 5 s, cooldown 5 / 4 / 3 s, with a 50% base miss rate.
Role: a cheap ranged support for the back line that fills Dragon, Feathered and Mage synergies at once. The line-shaped orb shines against tightly packed boards — multi-target damage plus a blind that cuts enemy physical output. Useful from the early game, and his high magic resist helps him survive long enough to cast.
Synergy effect:
(3) Evasion of allied Feathered pieces +25%.
(6) Evasion of allied Feathered pieces +55%.
(9) Evasion of allied Feathered pieces +55%. After an evasion triggers, the piece becomes invisible for 1 second and creates a phantom of the attacker that lasts 7 seconds; the trigger interval is 5 seconds.
Illusion: inherits 100% of the original piece's attack and takes 100% damage, but does not inherit the skill, synergies, items or non-base stat bonuses (for example, the bonus attack from Avenge Knight's ability). Each piece can have only one illusion at a time. Illusions do not create illusions themselves.
How to play
Feathered is protection from physical damage through evasion: (3) is built from cheap heroes in the first rounds, and (6) in the mid game makes enemy fighters and shooters miss again and again. Evasion does not help against magic damage, so Feathered is complemented with other protection. (9) is a rare late build where every evasion also hides the piece and adds an illusion to the board.
Synergy effect:
(3) At the start of combat, 3 allied dragons have 100 mana (if there are more than 3 allied dragons on the board, the bonus goes to the dragons starting from the left side).
(5) When combat begins, mana of all allies +100.
How to play
Dragon is a synergy about casting immediately: (3) gives three dragons full mana at the start of combat, so their skills go into the enemy right away, before any damage trade. The threshold is reached with mid-cost heroes in the mid game; place your dragons knowing the bonus is handed out from the left. (5) is a late build where the whole board gets starting mana, and it is especially strong with any heroes whose abilities decide the fight in the first seconds.
Synergy effect:
(3) Reduces the magic resistance of all enemy pieces by 30%.
(6) Reduces the magic resistance of all enemy pieces by 80%.
(9) Reduces the magic resistance of all enemy pieces by 85%; in addition, at the start of the battle enemy pieces receive a debuff: they are frozen when they take magical damage. The freeze duration equals the actual magical damage taken divided by 300, in seconds.
Class trait: each surviving allied Mage on the board grants Mages 10% mana, up to 60%.
Freeze: the piece cannot attack, move, or use abilities.
How to play
Mages are a magical damage synergy: (3) noticeably lowers the magic resistance of all enemies, (6) almost removes it, and (9) adds a freeze on magical damage — a rare late-game option. The class is wide, with many cheap heroes, so (3) comes together in the first rounds, (6) in the mid game, and the top threshold is closed by expensive Mages. Mages need a sturdy front line in front of them, but their trait builds mana quickly while many Mages are alive on the board.