Figlings Play

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.

Hunter

Fast attackers who shoot quicker in packs.

2

Hunters attack 30% faster.

4

Hunters attack 60% faster, everyone else 40%.

Crown

Royals in heavy armour that shrugs off hits.

2

Crown units take 1 less damage from every hit.

4

Everyone takes 1 less damage per hit, heroes 2 less.

Holy

Healers whose care grows stronger.

2

Heals and shields are 30% stronger for the whole team.

4

Heals and shields are 50% stronger.

Arcane

Spellcasters with heavier magic.

2

Arcane units deal 50% more damage.

4

Also get 1 energy back after each ability.

Elite

Specialists who shake off bad effects.

2

Elites clear stuns, slows and curses every 4s.

4

Everyone clears them every 3s and heals 10% each time.

Goblin

Slippery tricksters that are hard to hit.

2

Goblins dodge 30% of basic attacks.

4

Everyone dodges 35% of basic attacks.

Undead

The restless dead, deadly against heroes.

2

The enemy hero takes 2 extra damage per hit for the first 15s.

4

Every enemy takes 1 extra damage per hit all fight, heroes 2 extra.

Rogue

Opportunists who land extra-sharp hits.

2

Rogues have a 50% chance to deal +2 damage on each hit.

4

Rogues have a 60% chance to deal +3 damage.

Rider

Mounted fighters with punishing abilities.

2

Riders' abilities hit 4 harder.

4

Same as 2 (only two riders exist so far).

Sea

Ocean folk who charge their Supers faster.

2

Units with a Super start each round with +2 energy.

4

Also gain 1 energy every 3s.

Mana

Crystal-touched units that bend the economy.

2

You get +2 mana at the end of every round.

4

Every unit hits +1 harder for each 4 mana you hold.