Thunder Trace becomes unselectable and streaks toward the farthest enemy, dealing magical damage to everything along the path within a 196 / 312 / 430 damage range. The longer the flight, the bigger the hit — damage grows by 45 / 75 / 125 for every 100 yards travelled. Cooldown 5 / 4 / 3 s, reset on kill.
Role: a mid- and late-game magic carry that dives into the enemy formation on its own. Position it so the distance to the far enemies is long — a longer dash means more damage and more pieces caught along the way. Shines in Mage lineups and the Pandaman synergy.
Synergy effect:
(1) At the start of the round, there is a 10% chance to invite an off-board piece of the same race as any allied piece on the board.
(2) At the start of the round, each allied Pandaman on the board has a 12% chance to invite a Pandaman piece with the same name.
The effects of several triggers are calculated separately and do not affect each other.
How to play
Pandaman is a synergy of luck and summons: with a single hero, (1) already gives a chance to get an extra piece for the round that matches a race on your board, and (2) gives a chance at a copy of the Pandaman itself. The only cheap hero lets you turn the effect on early, but the rest are expensive, so a full pair usually comes together closer to the end of the game. The synergy gives no direct combat bonuses, but the random guests on the board can complete the thresholds of your other synergies.
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.