Heroes/Skills

**Skill** (or also known as **Ability**) is a unique action performed by every hero. Skills are only active while your hero is alive (if he perishes, his skills do not affect the remaining units).

Up to date excel sheet with skills by Icewizard263 is here: CQ Promotion Hero Boost List

## Vocabulary

* **Unit**: An Unit can either be a Hero or a Monster.
* **Monster**: A Monster is a simple Unit and is defined by its Element, Damage, Health, and Cost.
* **Hero**: A Hero is a more complex Unit. In addition to an Element, Damage and Health it possesses a Skill. Heroes do not have a follower cost attached to them. They are free.
* **Damage**: Damage refers to the amount of attack power an Unit has.
* **Health**: Health refers to the amount of Damage a Unit can sustain before it dies.
* **Armor**: Armor is not part of a Unit but can be gained through Skills. It reduces the Damage a Unit takes through Attacks by a constant amount.
* **Element**: An Element is an important part of any Unit. It can be one of the following: Air, Earth, Fire, Water, and Void\*. (A, E, F and W for short.)
* **Elemental Advantage**: Elemental Advantage dictates which Elements have an advantage over another. If a Unit fights another Unit of an inferior Element, the superior Unit deals 50% more Damage than it would normally. Void deals this superior damage to all elements but itself.
Here are all Elemental Advantages: (Superior → Inferior)

 Earth
 Fire
 Water
 Void

* **Cost**: The cost of a Monster in Followers.
* **Alive**: An Unit is considered Alive as long as it has more than 0 Health.
* **Death**: An Unit dies at the end of a Turn if its Health was reduced to 0 or below.
* **Skill**: A Skill of a Hero(Also: Hero Ability) can have widely different effects in battle. (See below for types of Skills)
* **Target**: The Target of a Skill refers to Units that fit certain criteria. That criterion is usually an Element, or simply All. There is also a distinction between Friendly or Hostile Targets. Some Skills do not have a Target and affect the Hero with Skill itself.
* **Scalable**: If a Skill is Scalable, then any effect the Skill has is depend on the Hero's Level.
* **Lineup**: A Lineup is a sequence of usually 6 Units that are used in a Battle.
* **Frontliner**: The Frontliner refers to the first Unit in a Lineup that is Alive.
* **Backline**: The Backline refers to all Units behind the Frontliner.
* **Attack**: An Attack refers to the dealing of Damage of a Frontliner to the opposing Frontliner. Attacks are made simultaneously by both the hostile and the friendly Frontliners once a Turn.
* **Turn**: A Turn refers to one round in Battle, during which Attacks are made and Skills applied.
* **Battle**: A Battle refers to a fight between two Lineups during which Turns happen until one of the Lineups has no Alive Units anymore.

## Skills

###  Buff

* **Heroes**:

* **Description**: *Friendly Target's Attacks* deal a constant amount more *Damage*
* **In-game Description**:
	+ All/Air/Earth/Water/Fire have +

	x

	{\displaystyle x}

	 attack
	+ **Scalable**: +

	x

	{\displaystyle x}

	 attack to All/Air/Earth/Water/Fire every

	r

	{\displaystyle r}

	 level
* **Notes**:
	+ After this *Hero* dies, its *Skill* is no longer in effect.
	+ This increase in *Damage* is applied before *Elemental Advantage*.

###  Protect

* **Heroes**:

* **Description**: *Friendly Targets* lose a constant amount less *Health* from *Attacks*. (*Armor*)
* **In-game Description**:
	+ All/Air/Earth/Fire/Water have +

	x

	{\displaystyle x}

	 armor
	+ **Scalable**: +

	x

	{\displaystyle x}

	 armor to All/Air/Earth/Fire/Water creatures every

	r

	{\displaystyle r}

	 level
* **Notes**:
	+ After this *Hero* dies, its *Skill* is no longer in effect.
	+ This reduction in *Damage* is applied last.
	+ Only *Attacks*!  AoE,  Pierce (old **James**), etc. still deal the full amount of *Damage*.
	+ However,  Ricochet *Damage* can be reduced since only the final *Damage* is propagated.

###  Champion

* **Heroes**:

* **Description**: Combines the  Buff and  Protect into one.
* **In-game Description**:
	+ All/Air/Earth/Fire/Water creatures have +

	x

	{\displaystyle x}

	 attack and +

	x

	{\displaystyle x}

	 armor
	+ **Scalable**: +

	x

	{\displaystyle x}

	 armor/atk to All/Air/Earth/Fire/Water creatures every

	r

	{\displaystyle r}

	 level

###  AoE (Area of Effect)

* **Heroes**:

* **Description**: *Hostile Target's Health* is reduced by a constant amount at the end of each *Turn*.
* **In-game Description**:
	+ Deal

	x

	{\displaystyle x}

	 damage before every turn
	+ **Scalable**: +

	x

	{\displaystyle x}

	 aoe every

	r

	{\displaystyle r}

	 level
* **Notes**:
	+ After this *Hero* dies, its *Skill* is no longer in effect.
	+ This *Skill* is applied before  Heal

###  Heal

**Heroes**:

* **Description**: *Friendly Target's Health* is restored by a constant amount at the end of each *Turn*.
* **In-game Description**:
	+ Heal

	x

	{\displaystyle x}

	 after every turn
	+ **Scalable**: +

	x

	{\displaystyle x}

	 heal every

	r

	{\displaystyle r}

	 level
* **Notes**:
	+ After this *Hero* dies, its *Skill* is no longer in effect.
	+ This *Skill* is applied after any opposing *Skills*.
	+ This *Skill* can not restore Health to dead *Units* (whose health already reached 0).

###  Lifesteal

**Heroes**:

**Description**: Combines the  AoE and  Heal *Skills* into one.

**In-game Description**:

* **Scalable**: +

x

{\displaystyle x}

 aoe&heal every

r

{\displaystyle r}

 level

###  Dampen

**Heroes**:

**Description**: Reduces Hostile Aoe effects percentually.

**In-game Description**:

* **Scalable**: -

x

{\displaystyle x}

% per level to area skills

**Notes**:

* Only reduces *Valkyrie Damage* once.
* Affects  AoE,  Heal,  Lifesteal,  Pierce and  Revenge Skills.
* Resulting values are always rounded down.

###  Berserk

* **Heroes**:

* **Description**: This *Hero's Damage* permanently increases by a factor after every *Attack* it makes.
* **In-game Description**: Attacking multiplies attack by

x

{\displaystyle x}
* **Notes**:
	+ This *Hero's Attack* is not rounded before another multiplication occurs (?)
	+ This increase in *Damage* is applied before the  Buff *Skill*.

###  Friends

* **Heroes**:

* **Description**: This *Hero's Damage* permanently increases by a factor for every *Monster* that stands behind it.
* **In-game Description**: Monsters behind increase attack by

x

{\displaystyle x}
* **Notes**:
	+ This *Hero's Attack* is not rounded before another multiplication occurs. (?)
	+ This increase in *Damage* is applied before the  Buff *Skill*.
	+ Even if *Monsters* in the *Backline* die, the *Damage* increase to this *Hero* persists. (?)

###  Adapt

* **Heroes**:

* **Description**: This *Hero's Attack's Damage* is increased by a factor if it the opposing *Frontliner* is a *Target*.
* **In-game Description**:
	+ Double attack against same type.
	+ Triple attack against same type.
* **Notes**:
	+ This description is a bit abstract. In the game currently there are only *Heroes* that deal double *Damage* if they *Attack* a *Unit* with the same *Element* as their own.

###  Rainbow

* **Heroes**:

* **Description**: This *Hero's Damage* permanently increases by a constant amount if at least one *Unit* of every *Element* stands behind it.
* **In-game Description**: +

x

{\displaystyle x}

 attack when 4 types alive.
* **Notes**:
	+ Behind! This *Hero* does not count for its own *Element*.
	+ This increase in *Damage* is applied before the  Buff *Skill*.
	+ Even if *Units* in the *Backline* die, the *Damage* increase to this *Hero* persists. (?)

###  Training

* **Heroes**:

* **Description**: This *Hero's Damage* permanently increases by a constant amount at the end of every *Turn*.
* **In-game Description**: Gains +

x

{\displaystyle x}

 attack every turn.
* **Notes**:
	+ This increase in *Damage* is applied before the  Buff *Skill*.

###  Wither

* **Heroes**:

* **Description**: This *Hero's* remaining *Health* is reduced by a factor after every *Attack* it makes.
* **In-game Description**: Halve hp after every attack
* **Notes**:
	+ *Health Reduction* happens at the very end of a *Turn* even after *Heal*.

###  Pierce/Ricochet

* **Heroes**:

* **Description**: When this *Hero* makes an *Attack*, its *Damage* propagates through *Hostile Units* by passing on a percentile of the *Damage* to the next *Unit*.
* **In-game Description**:
	+ Ricochet

	x

	{\displaystyle x}

	% damage to next

	n

	{\displaystyle n}

	 unit
	+ Attack pierce up to 6 enemies (old **James**)
* **Notes**:
	+ Only the final *Damage* done to the *Hostile Frontliner* is propagated. This means it is affected by *Elemental Advantage* and *Friendly*  Buffs as well as by *Hostile Armor*.

###  Revenge

* **Heroes**:

* **Description**: When this *Hero* dies, a percentile of its *Damage* is dealt to *Hostile Targets*.
* **In-game Description**: Deals

x

{\displaystyle x}

% attack after dying
* **Notes**:
	+ Only the base *Damage* of this *Hero* is applied to the *Backline*. This is not influenced by *Elemental Advantage* or  Buff *Skills*.
	+ *Damage Values* produced by this *Skill* are always properly rounded.
	+ Only if this *Hero* dies to an *Attack* will it trigger this *Skill*.

###  Balance

* **Heroes**:

* **Description**: *Hostile Target's Health* is reduced by the quotient of the amount of *Unit* in *Friendly Lineup* by the amount of *Unit* in *Hostile Lineup*  of their base *Health*. If the Hero's Lineup is outnumber (*Friendly Units* are more than *Hostile Units*), the effect will not implement.
	+ **Example**: If this *Hero* is on his own in the lane and the enemy team contains 6 *Units*, the entire *Hostile Lineup's Health* will be reduced to

	1
	6

	{\displaystyle \frac{1}{6}}

	th of their starting *Health*.
* **In-game Description**: Deal % damage when outnumbered
* **Notes**:
	+ The effect starts at the beginning of the battle (see Turns and Orders). Even after this *Hero* dies, its *Skill* effect remains.

###  Explode

* **Heroes**:

* **Description**: *Hostile Target's Health* is reduced by a constant amount in the beginning of the battle.
* **In-game Description**:
	+ **Scalable**: Deal

	x

	{\displaystyle x}

	 per level damage
* **Notes**:
	+ This *Skill* is applied after  Balance.

###  Reflect

* **Heroes**:

* **Description**: When this *Hero* takes *Damage* from a *Hostile Unit*, the *Hero* deal an extra *Damage* based on a percentile of the *Hostile Unit's Damage*.
* **In-game Description**: Return

x

{\displaystyle x}

% of damage received
* **Notes**:
	+ This *Skill* is applied before this *Hero* makes an *Attack*.

###  Overpowered

* **Heroes**:

* **Description**: This *Hero's Rarity Point* is increased by a factor which will leads its *Stats* also increase.
* **In-game Description**: Stats gained per level ×

x

{\displaystyle x}

## Turns and Orders

These steps are taken every turn to calculate the damage on both sides.

1. If applicable, modify *Health* of *Hostile's* or *Friendly's Lineup* with *Skills* affecting to Unit's quantity. ( Balance)
2. If applicable, modify *Health* and *Damage* with Skills affecting their own *Stats* ( Overpowered)
3. If applicable, deal *Damage* with *Skills* dealing *Damage* to entire *Hostile's Lineup* ( Explode)
4. Take the *Damage* of the *Frontliner* ▮
5. If applicable, modify *Damage* with *Skills* affecting the *Frontliner* itself. ( Berserk,  Friends,  Rainbow,  Training,  Adapt)
6. If applicable, modify *Damage* with *Skills* affecting all friendly *Units*. ( Buff,  Champion)
7. If applicable, modify *Damage* with *Elemental Advantage*
8. If applicable, modify *Damage* with opposing *Damage* reducing *Skills* ( Protect,  Champion)
9. If applicable, modify *Damage* dealt or *Health* restored with *Skills* affecting to their power ( Dampen)
10. If applicable, deal *Damage* with *Skills* dealing *Damage* to multiple *Units* ( AoE,  Lifesteal,  Pierce/Ricochet,  Revenge)
11. If applicable, restore *Health* with *Skills* restoring *Health* ( Heal,  Lifesteal)
12. If applicable, modify *Health* of *Frontliner* with *Skills* affecting own *Health* ( Wither)

These steps happen simultaneously on both sides.

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