Classes
Every figling belongs to one or two classes. Put 2 or 4 different figlings of a class on the board and the bonus kicks in for the whole fight. Only distinct figlings count, your hero included.
Tribe
Hardy warriors who get tougher together.
Tribe units get +6 HP.
Every ally gets +12 HP.
Hunter
Fast attackers who shoot quicker in packs.
Hunters attack 30% faster.
Hunters attack 60% faster, everyone else 40%.
Crown
Royals in heavy armour that shrugs off hits.
Crown units take 1 less damage from every hit.
Everyone takes 1 less damage per hit, heroes 2 less.
Holy
Healers whose care grows stronger.
Heals and shields are 30% stronger for the whole team.
Heals and shields are 50% stronger.
Arcane
Spellcasters with heavier magic.
Arcane units deal 50% more damage.
Also get 1 energy back after each ability.
Elite
Specialists who shake off bad effects.
Elites clear stuns, slows and curses every 4s.
Everyone clears them every 3s and heals 10% each time.
Goblin
Slippery tricksters that are hard to hit.
Goblins dodge 30% of basic attacks.
Everyone dodges 35% of basic attacks.
Undead
The restless dead, deadly against heroes.
The enemy hero takes 2 extra damage per hit for the first 15s.
Every enemy takes 1 extra damage per hit all fight, heroes 2 extra.
Rogue
Opportunists who land extra-sharp hits.
Rogues have a 50% chance to deal +2 damage on each hit.
Rogues have a 60% chance to deal +3 damage.
Rider
Mounted fighters with punishing abilities.
Riders' abilities hit 4 harder.
Same as 2 (only two riders exist so far).
Sea
Ocean folk who charge their Supers faster.
Units with a Super start each round with +2 energy.
Also gain 1 energy every 3s.
Mana
Crystal-touched units that bend the economy.
You get +2 mana at the end of every round.
Every unit hits +1 harder for each 4 mana you hold.