Target gets -3 Armor.
+21 Attack Damage.
+15% Magic Resistance.
Neutral rounds offer one additional item choice.
+50% Mana gained from receiving damage.
+20 Attack Speed
Allied units 1 cell away from Warlocks heal for 25% of all damage caused by abilities and items.
Demon Hunters gain +30% Pure Damage for each unique allied Demon Unit.
+100% Move Speed. +16 Health Regen.
Allied Inventors explode on death dealing 20% of their Max Health to all enemies 1 cell away.
Prevent your next loss of life and destroy Aegis. Win streaks are preserved.
Non-Knight units gain +10% damage reduction for each allied Knight unit 1 cell away.
When equipped hero has greater than 50% mana, restore 25 mana to all allies 1 cell away. (Once per battle)
Reflect 30% of damage taken back to the attacker.
Teleport to the enemy farthest away from equipped hero and gain 50 mana. (15 second cooldown)
+100% Mana gained from attacks.
When a Druid dies, it heals allies 1 cell away over time for 30% of its total health for 6 seconds.
Troll units give +25 Attack Speed to allies 1 cell away.
Human units count as Heartless when counting Alliances.
Brawny units start the round with +50 Max Health for every unit they have killed.
Debuffs last 50% as long on Human units.
Hero is silenced. +10% Lifesteal. +40 Attack Speed.
Reduces ability cooldown by 50%.
Get 1 charge when you win a fight. When you lose a fight, if charges remain, get 1 gold and lose 1 charge.
Quality of items from neutral rounds are offered from 1 wave higher.
Allied summoned units have +150 Health and +30 Attack Speed.
Savage units apply a stackable 10 damage per second bleed on attack.
Warriors survive for an extra 2 seconds after receiving a killing blow.
Equipped unit is Blood-bound in addition to its other types.
Units in shop offered as if you were 1 level higher.
Scrappy units have a 20% chance of producing 1 gold when they kill an enemy.
Dragon units gain 1% Attack Damage for every gold you own at the beginning of combat.
Elusive units are invisible for the first 3 seconds of a fight.
+400 Health. Slows enemies on attack.
Mages reset their cooldown and get full mana when below 30% health.
Primordial units spawn Eidolons on death. Eidolons are weak ranged Primordial units that don't spawn Eidolons.
+50% Magic Resistance. +10 Health Regen.
Hunters deal 10% extra Attack Damage for each other Hunters attacking the same target.
When equipped hero has less than 50% health, heal allies up to 3 cells away for 250 Health. (once per battle)
Assassins blind enemies 1 cell away from where they land for 2 seconds (50% miss chance and 50% less mana when attacked).
Units attacking Scaled units take 80 damage/sec for 3 seconds. This timer resets each time the scaled unit is attacked.
+60 Attack Damage.
Units attacking a Shaman have a 17% chance of being turned into a chicken.
+25 Attack Damage. 25% chance to stun targets for 1.5s.
+250 Health. 50% chance to block 70 damage when attacked.
Opponent's healing is reduced by 25% per unique Heartless unit you have.
Push an enemy unit 6 cells in a random direction. (10s cooldown)
MELEE ONLY. Melee attacks cleave 30% damage to nearby units.
Equipped hero becomes Magic Immune for 7 seconds once the first enemy has 100% mana. (once per battle)
+80 Attack Damage. 30% chance to Critical Hit for 235% damage.
Deal 800 damage to a random enemy unit that has 50% or less Health. (once per battle)
All units are 1 gold cheaper.
25% chance on attack to cast chain lightning for 100 damage to 4 targets.
+80 Attack Speed.
+50% Magic Resistance. Once the first enemy has 100% mana, apply a shield that blocks 400 magic damage to allies up to 1 cell away. (once per battle)
Burns enemies up to 2 cells away for 60 damage per second.
Refresh all cooldowns and restore 50 mana after casting an ability. (once per battle)
Each of your surviving units, including summons, deals 1 additional damage to opponents if they lose to you.
When the equipped hero takes damage, transform the offending unit into a pig for 4s. (15s cooldown)
Equipped hero and adjacent allies have +15 Attack Speed and +10 Armor. Adjacent enemies have -15 Attack Speed and -10 Armor.
+70 Attack Damage. When an enemy hero has more than 75% mana, silence them for 5 seconds. Attacks against the silenced hero can't miss and crit for 140%. (10 second cooldown)
Your units gain +1% Attack Damage and 1% Mana gain on damage taken/received per 5 points of damage your Underlord has taken.
+330 Attack Damage. If Divine Rapier is in combat and you lose a round to another player, they get the Divine Rapier.
+1 Unit cap.
+1000 Health. Regenerate 2% of Max Health every 1 second.
The first reroll each round is free.
+10 Armor. Emits a freezing wave that deals 250 damage to enemies within 3 cells and slows their movement and attack speed for 4 seconds. (once per battle)