recursal/Fanatic-Fandom huggingface dataset:
Alchemist

* Base

**Deals burst damage at the start of battle and grants buffs throughout the entire battle with their magic tome.**

# Skills

\*Each Unit can only use one of the 'Red' tier skills at a time. However, the player may freely choose between them out of combat for each individual Unit, similarly to Awakened abilities choices.

# Talents

 Hitpoints
 Damage Reduction
 Damage

## Hero Bonus

 Zeus | Lord of the Skies (Specialty) | 1⭐
 Dracon | Enchanter | 3⭐
 Dracon | Enchanter | 4⭐
 Jeddite | The Cycle of Life (Specialty) | 4⭐

# How to Obtain

* Limited Time Covenant
* Top-up Event (after First Recharge Gift)
Enroth Monthly

Read Online:Issue 12
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Read Online:Issue 11
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Read Online:Issue 10
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Read Online:Issue 9
Behind Discord Events
Lamasu - Septienna

Read Online:Issue 8
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Read Online:Issue 7
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Read Online:Issue 6
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Read Online:Issue 5
Falconer-Josephine
EOC Stickers
Alignments
Who Killed The King

Read Online:Issue 4
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Read Online:Issue 3
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Read Online:Issue 2
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Read Online:Issue 1
Light Dragon-Fate Weaver-Aenain
Typhon-Fenix-Zeus
Art of War: Lucky Combo
Art of War: Banners
Blizzard

24s | Conjures a Blizzard, dealing water spell damage 5 times (totaling up to **1099 + (1302 x level)** damage) to enemy units within a large range, and Slows them for 8s.

## Hero Bonus

 Adelaide | Frost Ring | 3⭐
 Roland | Heightened Morale | 1⭐
Decreases the cost of fire spells by 20% and water spells by 10%. Fire Wall also heals friendly units (for the same amount), grants them Slow immunity and increases their Unit Damage and Critical Damage by 20%.
Air Arrow

15s | Deals **434 + (516 x level)** air spell damage on enemy units within a certain range and decreases their accuracy by 30% for 8s.

## Hero Bonus

 Ciele | Elemental Resonance | 1⭐
Whenever an Arrow spell is cast by Ciele:
* She gains a Magic Crystal. When a third crystal has been gained, they are all consumed and Ciele casts a Special Spell (Flame Eruption, Chain Lightning, Petrification, Tranquil Rain or Mystic Domain.
* Enemy units lose 10% Magic Resistance to the element associated with the Arrow (up to 6 stacks, until end of battle)
* Friendly Conflux units gain a different buff depending on the cast Arrow (up to 6 stacks per element, until end of battle):
	+ Fire Arrow: 5% Unit Damage
	+ Frozen Arrow: 100 Block Value
	+ Earth Arrow: 5% Unit Damage Reduction
	+ **Air Arrow**: 100 Critical Hit
Ancient Fire

* Orange
* Purple
* Blue
* Green

### 2-set

Holy Emblem ATK +20
HP +10%

### 4-set

**While fighting a ground unit, the emblemed unit gains 12% Unit Damage.**

### 6-set

Holy Emblem ATK +55
HP +20%

### 2-set

Holy Emblem ATK +13
HP +5%

### 4-set

**While fighting a ground unit, the emblemed unit gains 8% Unit Damage.**

### 6-set

Holy Emblem ATK +30
HP +15%

### 2-set

Holy Emblem ATK +6
HP +3%

### 4-set

**While fighting a ground unit, the emblemed unit gains 4% Unit Damage.**

### 6-set

Holy Emblem ATK +16
HP +7%

### 2-set

Holy Emblem ATK +2
HP +1%

### 4-set

**While fighting a ground unit, the emblemed unit gains 2% Unit Damage.**

### 6-set

Holy Emblem ATK +6
HP +2%
Battering Ram

**Walls' bane. Reduces the damage dealt by the archer towers.**

### Unlocking

**Battering Ram** is unlocked after all server players manage to finish the final siege of Steadwick Incident, along with other two War Machines.

### Attributes

Lethality +1.5 + **1.5 x level**

Armor +2.5 + **2.5 x level**

Support +1.5 + **1.5 x level**

### Primary Skill Upgrade

Lethality Mastery: Each point increases 45 ATK and 75 HP

Armor Mastery: Each point increases 90 ATK and 150 HP

Support Mastery: Each point increases 45 ATK and 75 HP

# Skills

Battlefield Attack
 Crash Job | Passive (1st)

Enhancement
 The Bane of Wall | Passive (2nd)

Enhancement
Awakening Missions/Castle

## Halberdier

**Minimum Level**: 63

## Master Archer

**Minimum Level**: 64

 4. Deploy Marksman and win a Duel of Champions battle.

## Royal Griffin

**Minimum Level**: 64

 4. Deploy Griffin with at least 2 other Castle units and win 3 Campaign battles.

## Crusader

**Minimum Level**: 64

 4. Deploy Swordsman with at least 2 other Caster units and win 3 Campaign battles.

## Zealot

**Minimum Level**: 68

 4. Deploy Monk and win 2 Arena battles.

## Champion

**Minimum Level**: 68

 4. Deploy Cavalier with Sir Mullich and win 3 Duel of Champions battles.

## Archangel

**Minimum Level**: 64

 4. Deploy Angel and win a Duel of Champions battle.

## Supreme Paladin

**Minimum Level**: 72

 4. Deploy Paladin with at least 2 other Castle units and win a Duel of Champions battle.

## Judicator

 4. Deploy Judicator with at least 3 Castle units and win 3 battles in Campaign. (Sweep does not count towards the mission.)
Eagle Guardian/Skills

Eagle Guardian gains 40% Unit Damage.

Eagle Guardian gains 40% Unit Damage Reduction.
Whenever Eagle Guardian takes a Critical Hit, it recovers HP equal to 44,5% of its ATK and has a 40% chance of inflicting Overstrained on the attacking unit for 3s.

Eagle Guardian gains 30% Unit Defense and 400 Tenacity.
At the start of battle, all friendly units gain 20% Unit Damage Reduction, this effect is doubled for Stronghold units. Every 6s this effect loses 10% of its value, and disappears after 60s.

Eagle Guardian gains 500 Critical Hit.

Whenever a Lost Land unit enters the battlefield, Eagle Guardian gains 7% Unit Damage Reduction and Unit Defense.
Whenever a Stronghold unit enters the battlefield, Eagle Guardian gains 7% Unit Damage Reduction and Critical Damage Reduction.
Whenever a Defense unit enters the battlefield, Eagle Guardian gains 50 Block Value and 5% Unit Defense.
Whenever Eagle Guardian takes a hit, it has a 20% chance of dealing damage equal to 10% of target`s max HP, generating a Shield equal to 12% of its max HP and gaining a <Infuriate> for 3s.
Eagle Guardian gains 15% Unit Damage Reduction and Unit Defense for each <Infuriate> stacks. Upon reaching 3 stacks, all <Infuriate> effects are dispelled and Eagle Guardian gains 50% Unit Damage, 1000 Critical Hit and 500 Defense Pierce for 4s, also Eagle Guardian becomes immune to all damage for 1,5s, 2s cooldown. All friendly Barbarian and Lost Land units gain half of these effects.
Cerberus/Skills

At the beginning of battle, Hell Hound gains 35% Unit Damage.

At the beginning of battle, Hell Hound gains 10% Unit Damage Reduction.

Every 3s, one of the following randomly occurs:
* Hell Hound loses 200 Accuracy and Dodge for 3s
* Hell Hound gains 30% Critical Damage for 3s
* Hell Hound gains 40% Attack Speed for 3s

Whenever Hell Hound Critical Hits, it deals 1% Max HP Damage to target unit.
Deception

# Set Pieces

 Son of The Forest's Staff

 Wind Spirits Cloak

 Evil Soul-gathering Staff

 Dragon's Skeleton: Skull

 Staff of Vitality

# Set Bonus

* All units gain 5% damage increment against Necropolis units.
* All units gain 5% damage reduction against Necropolis units.
* All units gain 4% Critical Damage
* All units gain 4% Critical Hit
Bubble

Bubbles are a mechanic similar to shields. The difference between the two is yet to be determined (though at this point it seems clear shield synergies do not function with Bubbles).

Jousting ignores bubbles.

# Source

## Unit Skills

At the beginning of battle, Shark Trainer summons a shark with **[50 + (5 x level)] x (unit level + 9)** ATK, **[3000 + (900 x level)] x (unit level + 9)** HP, **150 + (50 x level)** DEF, **50 + (10 x level)** Critical Hit and **10% + (1% x level)** Unit Damage and Unit Damage Reduction, and the following skills:
* While the Shark fights a deterred unit, it gains 20% Attack Speed and 200 Critical Hit.
* While the Shark fights a bleeding unit, it gains 20% Unit Damage.
* Every 20s, the Shark deals 100% damage and inflicts stun on the target unit and a random unit in the rear, for 3s.
* While the Shark is on the battlefield, Shark Trainer gains **5% + (1% x level)** Unit Defense and **10% + (2% x level)** Unit Damage Reduction and Unit Damage.

Regnan Seer gains **25% + (5% x level)** HP.
Damage dealt to Regnan Seer is capped at 10% of its Max HP.
When Regnan Seer's HP falls below 40%, it summons a Regnan Serpent unit and stuns all enemy units for **0.5s + (0.1s x level)**.
When Regnan Seer's HP falls below 10%, it triggers Azure Protection:
* Friendly Cove units gains **bubble** equal to 20% of their HP (double for Regnan Seer) for 15s.
* Friendly Cove units recover 30% HP over 10s.
* Friendly Cove units gain 50% Unit Damage Reduction until end of battle.

## Awakening Skills

When Dragon Turtle has 50% or less HP for the first time this battle, it gains an Armored Shield at half effectiveness.

Whenever Dragon Turtle loses 11% HP:
* Dragon Turtle gains 3% Damage Reflection for 10s, up to 8 stacks
* Friendly Cove units gain a **bubble** equal to 3% of their Max HP
* Friendly units gain 2% Unit Defense for 10s, up to 6 stacks.

## Hero Abilities

 Cassanbel | Song of the Ocean | 3⭐
 Peter Lee | Set Sail | 3⭐

## Weapons

 Arcane Chant | 4⭐
 Gloom Tides | 4⭐

# Synergy

## Hero Abilities

* Friendly deployed Neutral units gain 2% Combat Efficiency
* Friendly Rampart units gain 150 Block Value.
* Whenever a friendly Rampart unit gains a **bubble**, it also gains a shield equal to 10% of its Max HP for 10s.
 Melodia | Good Fortune | 4⭐
 Cassanbel | Song of the Ocean | 3⭐

## Spells

 44.5s | All friendly units gain 4 "Natural Growth" stacks (doubled for units with a shield or **bubble**) and every 3s they Heal **0.5% + (0.1% x level)** of their Max HP for the next 9s. Has a **44.5s - (0.3s x level)** cooldown. **Natural Growth Buff**: Unit gains 10 Tenacity and 1% Hit Points Amplification, Unit Attack Amplification, Unit Damage, Unit Damage Reduction and Critical Damage Reduction (up to 50 stacks, can't be dispelled).
Auto Chess Guide (by iLogic)

*(this guide is brought to you by iLogic (AS-22))*

# Formations

## Tips

* Conflux is useless as you don't do much spell dmg when units get to higher stars.
* Don't go mono faction as subclass can have more impact than just faction bonus. (Example getting 8 rampart units will let you lack dmg and thus preventing you from winning in the round 40+)
* It is okay to not follow faction and subclass as Tier 5 (Orange units tends to do more dmg even without them - for example, Giant, PE and Berserker)
* Using both Ogre and Berserker allows you to gain the 2 set bonus of stronghold and fanatic which makes berserker live longer due to life drain and atk faster when under rampage.

## Samples

### PE Strat

* Ogre and Behemoth can be substituted
* Giant, Berserker and ice Elemental can be used as fillers

### Tower

* Magic Airship and Ice Elemental can be substituted

# Best Choices

## Best Spells

**Explanations**:

* Earth Arrow: No question as it's the best arrow spell which stuns enemy units.
* Necromancy: Best Spell as skeleton last until they die which is great for additional DMG and to stall enemy units.
* Fire Shield: Puts a shield that reflects 30% dmg to the attacker which deals extra dmg to the boss.
* Mirth: Increases Attack Sped by 50% = More attacks done
* Petrification: 2nd Best CC in the game that CC for at least 4s to a large area
* Bloodlust: Gives damage and life dragon
* Undead Army: Summons 2 or 3 stacks of skeleton that is 3x better than Necromancy
* Time Stop: Best CC in the game that last for at least 6s to a large area that also affects bosses
* Chain Lightning: Highest Dmg Spell in the game when the previous 2 spell are not available

## Best Level 50 Units

These are must buys to prepare for the boss. Please try not to over buy Giant and Berserker though as a single 3\* copy is worse than having lower ranked in higher numbers.

* 4 Giants
* 1x Ogre 3\*
* 1x Genie 3\*
* 2-3 Berserkers
* 1-2 Black Dragons

# Boss Strategy

## Stone Gargoyle

Easiest of the three 3 bosses, it deals a high amount of non-lethal damage.

Below is the optimal lineup. For example I tried replacing a 1\* Berserker with a 3\* Bone Dragon which resulted in 2M less damage.

Note that Genie and Ogre can be used interchangeably.

## Green Dragon

Mid tier boss that needs a bit of luck but not as hard as Chaos.

You need to bring out all 3 dragons in order to do a lot of damage to it but if the baby Green Dragon dies, the father Black Dragon may not spawn even if the HP of the Fairy Dragon is below 80%.

Again, Genie and Ogre can be swapped.

## Chaos Boss

The worst of the three, it can kill your units after a minute of battle. Pray you don't get it.

One Berserker is interchangeable with an additional Giant (though in this case you will need to go for a 3\*, two 2\* and two 1\*)
Bone Dragon/Skills

Bone Dragon is immune to stun.
Whenever a Necropolis unit enters the battlefield, Bone Dragon gains **1% + (0.2% x level)** Unit Damage and **2% + (0.4% x level)** Unit Damage Reduction.
When Bone Dragon's HP is less than 70% the first time this battle, Bone Dragon gains a Bone Shield equal to **5% + (3% x level)** of its Max HP, and **5% + (3% x level)** Unit Damage Reduction for 15s.
Ancient Behemoth

*It's the leader among many wild creatures, and there is nothing as terrifying as it that walks the earth. Great creatures mean nothing to him. Any strong creatures are decadent in its eyes. The mountains will also give their offerings, and it's the king in the cruel wilderness.*

## Awakening Missions

*Feel it? This is a fateful battle that no one can quell! If you are afraid of facing a strong enemy, leave now, you coward. If you do't have the consciousness to protect your home, just fall down, you loner. Strive for restoring the glory of the past, you who believe in the mortality of Krewlod.*

**Minimum Level**: 72

 4. Deploy Behemoth and win a Duel of Champions battle.

## How to Obtain

* Limited Time Recruitment
* Faction Altar
* Cross-Server Store
* Stronghold Week
* Quiet Pearl Exchange

## Awakened Skills

 On casting the skill, all friendly Stronghold units' ATK and Magic Resistance are increased by 30% for 10s.
 Rampage

 Effect is increased by 50%. When triggered, all friendly Stronghold units get a 10% increase in Unit Damage for 20s.
 Infuriate

 Healing effect increases by 50% and grants immunity to disease.
Arch Devil

*I saw that the living creature came up from the ground, with its horns like goats, and each horn has its own title. It's covered with flames, making fires from the ground to the sky. Whatever Eeofol has, the ability, the seat, and the great power are given to him. He also uses fire, smoke and sulfur to conquer the world.*

## Awakening Missions

*Disharmony never occurs in the heaven and dispute doesn't exist in the clouds. Right? Wake up, you the blind, and I will reveal the truth behind the false phantom. Burning star, why are you falling from the sky? Get up, you the enslaved, I will break the prison that is a symbol of injustice. The doomsday of the order is foreseen in the flames, and all things will be reborn in the ashes. Wake up and get up, or we will sink forever.*

**Minimum Level**: 68

 4. Deploy Devil with at least 2 other Inferno units and win 3 Campaign battles.

## How to Obtain

* Limited Time Recruitment
* Faction Altar
* Cross-Server Store
* Quiet Pearl Exchange

## Awakened Skills

 The first time Painful Reaper deals damage, it is increased by 100%. Whenever it is cast, Devil is invulnerable for 5s.
 Cruel Torture

 Increases skill damage by 50% and reduces target's Unit Defense by 50% for 10s.
 Withering

 Decreases healing by 35% for all hostile units when Devil enters the battlefield.
Druid Guard/StarSkills

**Star Soul IV** | *(Wood Nymph`s Blessing)* The effect applies to all friendly Rampart units. The buff on Protected Wood units is 50% more effective.
 **Star Soul V** | *(Dendroid Bind)* <Dendroid Bind> also affects all enemy units in very large area in front of Druid Guard.
 **Star Soul VI** | Unlocks Oaken Armor skill.
Blasphemer/Skills

Every 17s, Blasphemer gains 30% Unit Damage Reduction and Unit Defense for 10s and deals 200% damage to target.
Whenever Blasphemer takes a hit, recovers 0,5% of max HP and inflicts Burn on enemy Melee units for 1s.

Blasphemer gains 400 Block Value and negates all damage that exceeds 18% of its Max HP.
Whenever Blasphemer blocks an attack, Blasphemer deals 75% damage to target and gains 15% Unit Damage Reduction for 6s, up to 3 stacks.

At the start of battle, Blasphemer triggers <Demonic Talent>; gains 400 Tenacity and 40% Unit Damage Reduction.
Whenever Blasphemer takes damage that exceeds 7% of its max HP, it gains 1 Hatred.
Whenever Blasphemer's HP reaches 75%/50%/25% for the first time, it gains 4 Hatred.
Whenever Demonic Blasphemy is triggered, Blasphemer gains 2 Hatred.

Blasphemer gains 40% Unit Defense.
Whenever Blasphemer is attacked, it casts <Curse> to two random enemy units for 10s, 20s cooldown(10s pre-cd).
Whenever Blasphemer's HP reaches 75%/50%/25% for the first time, it randomly Curses an additional enemy unit for 10s.

Whenever a City of Eternal Punishment unit enters the battlefield, Blasphemer gains 7% Unit Damage Reduction and Unit Defense.
Whenever an Inferno unit enters the battlefield, Blasphemer gains 7% Unit Damage Reduction and 5% Critical Damage Reduction.
Whenever a Defense unit enters the battlefield, Blasphemer gains 7% Unit Defense and 50 Tenacity.
While casting Evil God's Descent, <Demonic Talent is retained. When both abilities are active, friendly Inferno units gain 40% Unit Damage and Critical Damage.
Elemental Resonance

Whenever an Arrow spell is cast by Ciele:
* She gains a Magic Crystal. When a third crystal has been gained, they are all consumed and Ciele casts a Special Spell (Flame Eruption, Chain Lightning, Petrification, Tranquil Rain or Mystic Domain.
* Enemy units lose 10% Magic Resistance to the element associated with the Arrow (up to 6 stacks, until end of battle)
* Friendly Conflux units gain a different buff depending on the cast Arrow (up to 6 stacks per element, until end of battle):
	+ Fire Arrow: 5% Unit Damage
	+ Frozen Arrow: 100 Block Value
	+ Earth Arrow: 5% Unit Damage Reduction
 Ciele | **Elemental Resonance** | 2⭐
 Ciele | **Elemental Resonance** | 3⭐
 Ciele | **Elemental Resonance** | 4⭐
* Triggers an enhanced version of the ultimate skill of most friendly Conflux unit.
* Friendly Conflux units gain Magic Immunity for 3s.

# 1★ Detailed

## Elementals

* Earth Elemental will reduce Earth Magic Resistance.
* Storm Elemental will reduce Air Magic Resistance.
* Fire Elemental will reduce Fire Magic Resistance.
* Ice Elemental will reduce Water Magic Resistance.

## Special Spells

Every three primary (Arrow) spells cast by Ciele will trigger a specific Ultimate Spell depending on the type and order in which the Arrow spells were cast. The level of the Ultimate Spell will match the level of Ciele's current level of a specific (Dominant) Arrow spell. (Note that  is a placeholder for any arrow spell)

Hint: While learning all the combinations can be a lot, for the first four ultimates there is a shortcut. They are always triggered if two of the three cast spells match the dominant spell (that also determines the level), regardless of the order. For Mystic Domain all three spells must be different from one-another, but unfortunately not all combinations that meet this criteria trigger the ultimate. In this case you will want to learn (some of) the combinations.
Dragon Turtle/Skills

When it enters the battlefield, Dragon Turtle stuns hostile units within a large range for 2s.

Each time a Cove  unit is deployed, increases Unit Damage Reduction by 8% and Unit Damage by 4%.　At the start of battle, Dragon Turtle generates a Bubble equal to 40% of its Max HP that lasts the whole battle and cannot be dispelled. While Dragon Turtle still possesses a Bubble, it recovers HP equal to 3% of its Max HP every second. Also increases its Unit Damage Reduction by 40% and Critical Damage Reduction by 30%.
Abyss Lord

* Base

*Wielding a soul-reaping sword, these powerful demons hail from the darkest ditches in the underground. Their nightmarish power can kill any unfortunate foe on hit.*

*Despise! Resent!*

# Skills

\*Each Unit can only use one of the 'Red' tier skills at a time. However, the player may freely choose between them out of combat for each individual Unit, similarly to Awakened abilities choices.

## Weapon Skills

 6⭐ | Lord of the Abyss infuses its sword with cursed fire, allowing Lord of the Abyss to deal additional damage equal to 5% of target unit's Max HP and dispel a buff stack from them each time Lord of the Abyss lands a critical hit. When Lord of the Abyss' HP falls below 40% for the first time, it becomes immune to all damage for 8s. Also increases its Critical Hit by 1,500 and Life Drain by 300%.

# Talents

 Hitpoints
 Damage
 Damage Reduction
Accuracy

Accuracy is a unit stat of the attacker that allows counteracting dodge.

For more details about the Dodge system please consult the page.

# Self Increase

## Unit Skills

Naga's attacks are **guaranteed to hit**.
Naga gains **2.5% + (0.5% x level)** Life Drain and Attack Speed. It also gains up to **32% + (8% x level)** Unit Damage depending on how low the target's HP is.
While Naga is fighting a Dungeon unit, it gains 50% Unit Damage and Unit Damage Reduction.

# Bestow Effects

## Spells

 Precision | Air | Support | 20

 13s | Grants friendly units within a large range 100% Critical Hit and **Accuracy**, lasting for **4.8s + (0.2s x level)**.

## Artifacts

Friendly units gain 200 **Accuracy**.

# Counters

Blind is the primary negative status effect that decreases the accuracy of affected units significantly.

## Unit Skills

Shaman gains **15% + (1% x level)** Unit Damage.
Shaman conjures lightning 6 times on enemy units in a large range in front of it:
* Shaman deals **5% + (1% x level)** damage to the affected units (50% more if the unit is affected by Paralysis)
* Affected units that are paralyzed additionally lose 25% Attack Speed and Unit Damage for 16s.

When 3 or more Dungeon units are deployed, Evil Sorceress gains **15% + (1% x level)** Unit Damage and Unit Damage Reduction.
At the beginning of battle, if there is an enemy Dragon Golem on the battlefield, friendly Dungeon units gain 30% Unit Damage and Unit Damage Reduction.
Whenever Evil Sorceress casts Soul Burst, it conjures a "Bloody Dungeon" Domain for 15s (30s cooldown).
* When conjured, all enemy units lose 1300 **Accuracy** for **5s + (0.2s x level)**.
* Friendly Dungeon units are immune to blind. Stun duration on them is decreased by 35%. Also gain **15% + (1% x level)** Attack Speed and **100 + (20 x level)** Critical Hit.
* Friendly Dungeon, Charging units are immune to stun and gain **75 + (15 x level)** Block Value, **1% + (1% x level)** Unit Damage Reduction and **18% + (2% x level)** Magic Resistance.
* Enemy non-Dungeon units are 30% longer affected by stun and lose 10% Unit Defense (effects doubled on Tower units).
* Spell Breaker skills of friendly units are triggered every 5s. Black Dragon casts "Silent Dragon Breath".
	+ Deals 300% damage to enemy units in a large range
	+ Deals 5% Max HP Damage to nearby units

Thunder reduces **Accuracy** by 2000 instead.

## Spells

 15s | Deals **434 + (516 x level)** air spell damage on enemy units within a certain range and decreases their **accuracy** by 30% for 8s.

## Artifacts

 **Titan's Thunder** | **Titan's Thunder · LV20**

Titan's Thunder reduces the **accuracy** of enemy units by an additional 30%.
Blade Dancer

* Base

*A faint greenish shadow appears beneath a wintry radiance, which forms an interesting contrast against the scralet rain. Underneath the moonlight, this scenery is as beautiful as an exquisite landscape painting.*

# Skills

\*Each Unit can only use one of the 'Red' tier skills at a time. However, the player may freely choose between them out of combat for each individual Unit, similarly to Awakened abilities choices.

## Weapon Skills

 6⭐ | <Blade God's Domain> Blade Dancer enters the Blade God's Domain upon casting <Realm of Selflessness>, or upon accumulating 40 stacks of Blooming Phase buffs. While in the Blade God's Domain, Blade Dancer's Attack Speed is increased by 110% and their Unit Damage is increased by 40%. Blade Dancer also blocks all enemy attacks. All enemies within the domain are unable to block Blade Dancer’s attacks and their healing received is decreased by 40% (guaranteed block effects cancel out guaranteed pierce effects and vice versa). Blade God's Domain lasts for 12s. CD is 24s. Pre-CD is 10s.

# Talents

 Hitpoints
 Damage
 Damage Reduction
Blade Dancer/Skills

Blade Dancer gains **200 + (20 x level)** Block Value and **0 + (1000 x level)** ATK.
Blade Dancer attacks the target twice every attack. When fighting bleeding units, Blade Dancer gains **100 + (10 x level)** Critical Hit.

Each time a friendly Rampart unit is deployed, Blade Dancer gains **4% + (0.5% x level)** Unit DMG.
When Blade Dancer is on the battlefield, all friendly units gains **300 + (20 x level)** Dodge.
Each time Blade Dancer gains a Shield or Bubble,Blade Dancer gains 50 Block Value. Stacks up to 10 times.
When Blade Dancer successfully blocks, deals 150% damage and inflicts Bleed.

Blade Dancer gains **250 + (10 x level)** Critical Hit and **15% + (1% x level)** Attack Speed.
After landing a critical hit, Blade Dancer attacks the target for an additional **50% + (10% x level)** damage.
Blade Dancer gains **25 + (5 x level)** Defense Pierce when their attack is blocked. If their attack is dodged, gains **25 + (5 x level)** Accuracy. Stacks up to 10 times.
When Blade Dancer successfully blocks, gains 10% Max HP Shield (stacks up to 3 times). When Blade Dancer is hit by a critical hit, gains **25 + (5 x level)** Tenacity. Stacks up to 15 times.

Blade Dancer gains **10% + (2% x level)** Unit Damage Reduction.
When fighting slowed units, Blade Dancer gains **10 + (1% x level)** Unit Damage.
Every 10s, deals **100% + (10% x level)** damage to the target and deals **35% + (5% x level)** to 2 random enemy units. If the target is a Defensive unit, reduces their Unit Damage Reduction and Unit Defense by **15% + (1% x level)**. If the target is Ranged or Caster, inflicts Silence and reduces Unit Damage by **15% + (1% x level)** and Critical Hit by **200 + (20 x level)**. If the target is Charging or Offensive, reduces their Unit Damage and Attack Speed by **15% + (1% x level)**. Debuff Last 7s.

Blade Dancer gains **15% + (1% x level)** Unit Damage and Critical Damage.
Blade Dancer is immune to any damage that exceeds 16% of it Max HP.
Blade Dancer gains **350 + (30 x level)** Defense Penetration for 20s and enter **Realm of Selflessness** that makes them immune to all damage for 6s.
* Every 0.5s, Blade Dancer deals **30% + (2% x level)** damage to 3 random enemy. Every 2s, cast **Endless Slash** on units haven't been slashed, dealing **6% + (0.4% x level)** Max HP Damage and inflicts Emaciation for 6s. CD 24s.

When Blade Dancer and Moon Doe enter the battlefield and it is nighttime, Blade Dancer gains 30% Unit Damage every 8s and they cast **Moonlight Slash** once, dealing **10% + (2% x level)** to units in a large area three times. If its daytime, Blade Dancer is immune to Stun, Petrify and Freeze.
Ballista

**A flying killer that makes enemies bleed and ignores damage reduction.**

**Ballista** is one of the three War Machines that gets unlocked for every player on the server which have finished the final siege in Steadwick Incident.

**Attributes**

Lethality +2.5 + **2.5 x level**

Armor +1.5 + **1.5 x level**

Support +1.5 + **1.5 x level**

**Primary Skill Upgrade**

Lethality Mastery: Each point increases 42 damage

Armor Mastery: Each point increases 18 damage

Support Mastery: Each point increases 18 damage

# Skills

Attack
 Flying Killer | Passive (1st)

Enhancement
 Tearing Arrow | Passive (2nd)

Enhancement
Elementals

Elemental Units are specific units to the Conflux Faction and are core to the Faction's mechanics.

They are not to be confused with the Summoned Elementals, each associated with a specific

# The Cycle of Elementals

The game features a core cycle of four elemental units with the following characteristics:

* Each belongs to a specific element
* Each has an Elemental Force ability as their Purple (3rd) skill associated with their own element
* Each belongs to a different unit Class
* Each features a Status Effect correlated with the element

## Elemental Force

All Elemental Force abilities read the same, namely:

*When the elemental is on the battlefield, it increases damage reduction of element spells for all friendly units by 5.7% + (1.% x level) and reduces damage reduction of element spells for all enemy Units by 3.8% + (1.2% x level).*

If furthermore is similar to the ultimate Magic Guild skills of the four Schools of Magic, though the association with the effects is slightly different.

## Condensed Overview

Note: While for some purposes Psychic Elemental can also be considered an elemental unit, it does not complete or fit into the core cycle of elementals.

# Game Ambiguities

Here are some of the inconsistencies you should be careful when it comes to the various ingame descriptions and mechanics:

* Sometimes when the game refers to Elemental Units, it only considers the core cycle's elementals.
* Other times the game also takes Psychic Elemental into consideration when refering to Elemental Units.
* Fire Elemental remains an ambiguous unit in the game, as it can refer to the both the Conflux unit as well as its Summoned counterpart. The game description doesn't always make it obvious which it refers to (e.g.: Pit Fiend's Lord's Will)

# Hero Bonuses

Because they are Conflux units, the four Elementals benefit from all of Ciele's abilities.

However, pertaining the elemental characteristic, the following ones specifically synergize:

Whenever an Arrow spell is cast by Ciele:
* She gains a Magic Crystal. When a third crystal has been gained, they are all consumed and Ciele casts a Special Spell (Flame Eruption, Chain Lightning, Petrification, Tranquil Rain or Mystic Domain.
* Enemy units lose 10% Magic Resistance to the element associated with the Arrow (up to 6 stacks, until end of battle)
* Friendly Conflux units gain a different buff depending on the cast Arrow (up to 6 stacks per element, until end of battle):
	+ Fire Arrow: 5% Unit Damage
	+ Frozen Arrow: 100 Block Value
	+ Earth Arrow: 5% Unit Damage Reduction
 Ciele | Elemental Resonance | 4⭐
* Triggers an enhanced version of the ultimate skill of most friendly Conflux unit.
* Friendly Conflux units gain Magic Immunity for 3s.
Axe of Ferocity

## Axe of Ferocity

### Pieces

4

The weapon of an ancient barbarian lord.

 LV2
 LV5
 LV8
 LV11
 LV14
 LV17
 LV20

# Pieces

## Ogre's Club of Havoc

* Hero Intelligence: **3.0 + (2.0 x level)**
* Hero Attack: **3.0 + (2.0 x level)**
* Unit Attack: **1.8% + (1.2% x level)**

## Targe of the Rampaging Ogre

* Hero Knowledge: **3.0 + (2.0 x level)**
* Hero Defense: **3.0 + (2.0 x level)**
* Unit Health: **1.8% + (1.2% x level)**

## Crown of the Supreme Magi

* Hero Knowledge: **3.0 + (2.0 x level)**
* Hero Intelligence: **3.0 + (2.0 x level)**
* Unit Attack: **1.8% + (1.2% x level)**

## Tunic of the Cyclops King

* Hero Defense: **3.0 + (2.0 x level)**
* Hero Attack: **3.0 + (2.0 x level)**
* Unit Health: **1.8% + (1.2% x level)**
Cursed Swordsman/Skills

Each time a Blood Church unit is deployed, increases Cursed Swordsman's Unit DMG by 7% and Critical Hit DMG by 7%. Each time a Castle unit is deployed, increases Cursed Swordsman's Unit DMG Reduction by 7% and DEF by 7%. Each time a Caster unit is deployed, increases Cursed Swordsman's Critical Hit DMG by 7% and Attack Speed by 5%. [Prayer] At the start of battle, Cursed Swordsman increases healing of human units within a small range of itself by 30%. Each point of Cursed Energy consumed is converted into 80 base ATK and 1.5% Unit DMG. Lasts 4s and stacks up to 50 times. Gaining a new stack will refresh effect duration. Each time it gains a <Holy Shield>, Cursed Swordsman will share the Shield with a friendly Castle unit and another random unit.
Faction Week

Every week a specific Faction is featured. While the week starts on Monday, this translates to the following:

* Faction Altar of that week features the week's Faction
* The Sunday before the week to Tuesday features a 3 days specific Faction event.
* On a Limited Time Recruitment or Limited Time Covenant on that week it very often features at least one unit specific to the faction (though not guaranteed).

# Event

Faction specific event starts a day earlier on Sunday and lasts for 3 days. Both featured activities can be found under the events menu.

## Faction Party

The Faction Party is a quest-like tab that resets every day while the event takes place and it allows the player to complete specific quests in exchange for specific rewards. Most importantly, the player can obtain faction currency that can then be exchanged in the "Faction Redemption".

Faction Party resets every day. Therefore the player can claim the quest rewards every day thorough the duration of the event.

Note that diamond recharge redemption is cumulative. That is, if the player top-ups for 300 they can claim the 60, 180 and 300 quest rewards.

## Stone Redemption

Each Faction features a unique set of exchanges in the "Stone Redemption" (also available via the event tab). Please note that each event allows only a limited number of exchanges, but currency does remain into inventory even after the event ends (so it can be used during the next appearance of the faction week).

* Castle
* Rampart
* Stronghold
* Necropolis
* Inferno
* Tower
* Conflux
* Dungeon
* Fortress
* Cove

# Login Rewards

Every day the player logs into the game during the week, a new reward can be reclaimed. Please refer to the pages above for the specific login rewards.

Please note that the rewards must be reclaimed in order - that is, if you miss day 2, on day 3 you will be able to reclaim the second reward.
Centaur

* Base
* Awaken
* Altered

## Centaur Captain

**Causes enemies in its range to slow down. The more Defensive units in the battle, the more powerful they are.**

*Centaurs are born warriors. From a young age, they dedicate themselves to the art of war. They are versatile fighters, best at charging, fighting and scouting.*

# How to Obtain

Shards are available in:

* Barracks
* Guild Wishing Fountain
* Silver Altar
* Gold Altar
* Faction Altar
* Mystical Store
* Faction Week
* Premium Cards
* Marketplace
* Guild Adventure
* Archery Expert
* Underground: 5-1, 7-5

# Skills

\*Each Unit can only use one of the 'Red' tier skills at a time. However, the player may freely choose between them out of combat for each individual Unit, similarly to Awakened abilities choices.

# Centaur Captain

*Playing beautiful music or writing impressive poems, Centaur Captains are known for the erudition. Whether shoot with great precision or in short ranged combat, the tribe leaders must be the best ones.*

## Awakening Missions

*Come out, guardian of the forest! Cheer up, guardians of Tulalyon! Wave your blade and fight to the last breath. A rain of arrows make the evil spirits to recede! Well, Son of the Forest, work together to live forever! Well, Son of the Forest, fight together to slay enemies!*

**Minimum Level**: 72

 4. Deploy **Centaur** with at least 2 other Rampart units and win a Duel of Champions battle.

## How to Obtain

* Marketplace
* Faction Altar

## Awakened Skills

 Decreases Unit Damage Reduction of affected units by 20% for 15s.
 Strong

 **Centaur**'s Unit Damage Reduction is increased by 20%. The effect doubles when attacked by slowed enemies.
 Fearless Leader

 When **Centaur** is engaged, friendly units within a large range gain 20% Unit Damage Reduction for 20s.

# Star Soul Awakening

## Star Soul Quests

**Minimum Level**: 80

 Star Soul VI

## Star Soul Skills

 **Star Soul VI** | Unlocks Charge skill.

# Talents

 Hitpoints
 Defense
 Damage Reduction

# Galleries

## Chibis

DefaultCentaur CaptainForest Guardian SkinCentaur Archer
Darkness Enlightenment

* Orange
* Purple
* Blue
* Green

### 4-set

**Whenever emblemed unit attacks, is has a 50% chance to cause target unit to lose 1% Unit Damage Reduction for 3s, up to 20 stacks.**

### 6-set

Holy Emblem ATK +55
ATK +20%

### 2-set

Holy Emblem ATK +13
ATK +5%

### 4-set

**Whenever emblemed unit attacks, is has a 40% chance to cause target unit to lose 1% Unit Damage Reduction for 3s, up to 15 stacks.**

### 6-set

Holy Emblem ATK +30
ATK +15%

### 2-set

Holy Emblem ATK +6
ATK +3%

### 4-set

**Whenever emblemed unit attacks, is has a 35% chance to cause target unit to lose 1% Unit Damage Reduction for 3s, up to 10 stacks.**

### 6-set

Holy Emblem ATK +16
ATK +7%

### 2-set

Holy Emblem ATK +2
ATK +1%

### 4-set

**Whenever emblemed unit attacks, is has a 30% chance to cause target unit to lose 1% Unit Damage Reduction for 3s, up to 5 stacks.**

### 6-set

Holy Emblem ATK +6
ATK +2%

## Perfect Versions

* 1
* 2
* 3
* 4

### Basic stats

HP Amplification +1%
Holy Emblem ATK +10

### Bonus stats

Critical Hit +10
Critical Hit +10
Critical DMG +1.25%
Critical DMG +1.25%

### Basic stats

HP Amplification +1%
Holy Emblem ATK +10

### Bonus stats

Unit DMG +0.5%
Unit DMG +0.5%
Attack Speed +1.25%
Attack Speed +1.25%

### Basic stats

HP Amplification +1%
Holy Emblem ATK +10

### Bonus stats

Unit DMG +0.5%
Unit DMG +0.5%
Critical DMG +1.25%
Critical DMG +1.25%

### Basic stats

Holy Emblem ATK +10
Holy Emblem DEF +10

### Bonus stats

Critical Hit +10
Critical Hit +10
Critical DMG +1.25%
Critical DMG +1.25%
Dark Champion/Weapon

6⭐ | Upgrades Silent Graveyard to <**Eternal Night Graveyard**>, additionally increasing the Critical Hit and Attack Speed of all friendly units except Rampart units by 500 and 25% respectively. Friendly Necropolis units ignore 20% of the enemy's Armor when attacking. When Eternal Night Graveyard is active, enemies inflicted with Low Morale will take damage equal to 80% of Dark Champion's ATK and their Unit Damage Reduction will be decreased by 30%. When friendly units enter the Undead Wight state within Eternal Night Graveyard, their Attack Speed and Unit Damage will be increased by 50% each.
Death Knight

Lord Haart | **Death Knight** | 2⭐
 Lord Haart | **Death Knight** | 3⭐
Death Ripple has a 30% chance to also stun all non-Necropolis units for 3s.
 Lord Haart | **Death Knight** | 4⭐
Black Knight's Critical Strike deals 50% more damage.
Grim Rider's Ghostly Slash reduces affected units' Unit Defense by 200 for 5s.
Cyclops

* Base
* Awaken

**Has strong area attack, good at defending smaller units.**

*Cyclops are known for their single eye and hulking body. They are furious and fierce. Their lineage can be traced back to demons.*

# Skills

Trigger
 Siege Strike | Blue (2nd)

Passive
 Earthshaker | Purple (3rd)

Trigger
 Giant | Orange (4th)

Passive
 Fight Zealot | Red

Trigger
 Rise of Vitality | Red

Passive

\*Each Unit can only use one of the 'Red' tier skills at a time. However, the player may freely choose between them out of combat for each individual Unit, similarly to Awakened abilities choices.

# Talents

 Hitpoints
 Attack Speed
 Critical Hit

# How to obtain

Shards are available in:

* Silver Altar
* Gold Altar
* Faction Altar
* Archery Expert
* Wishing Fountain
* Guild Map
* Stronghold Week
* Underground: 19-3, 26-3
* Barracks Redemption:  Dragonsteel

# Cyclops King

*The wrathful Cyclops Kings rained boulders down on the city, and the city walls collapsed amidst the sound of screams. Despite that, the Cyclops Kings attacking the city will never cease their attacks, for they have an insatiable thirst for battle.*

## Awakening Missions

*Feel it? This is a fateful battle that no one can quell! If you are afraid of facing a strong enemy, leave now, you coward. If you do't have the consciousness to protect your home, just fall down, you loner. Strive for restoring the glory of the past, you who believe in the mortality of Krewlod.*

**Minimum Level**: 64

 4. Deploy **Cyclops** with at least 2 other Ranged units and win 12 times in Campaign.

## How to Obtain

* Faction Altar
* Plane Store

## Awakened Skills

 Increases skill damage by 50% and inflicts Paralysis for 5s.
 Siege Strike

 Cyclops gains **19% + (1% x level)** Attack Speed. When in Rampage, this effect doubles.
 Giant

 Whenever Cyclops attacks a 1-man or 4-man unit, there is a 30% chance to decrease the target's Unit Damage Reduction by 25% for 2s.
Evil Sorceress/Weapon

6⭐ | Upgrades Bloody Dungeon into **Demon Lair**.
While **Demon Lair** is active:
* Increases all friendly non-Tower units' Critical Hit by 600 and Unit Damage by 30%, and increases all Dungeon units' Unit Damage Reduction by 30%.
* Puts a curse on all enemy Ranged/Caster units, decreasing their Unit Damage by 40% and Critical Damage by 20%, and decreases Tenacity of all enemy units inflicted with Poison on the battlefield by 600.
* Friendly Dungeon units are immune to Stun.
Dendroid Guard

* Base
* Awaken

*Immune to bleeding, reflects damage and uses shield to improve its defense.*

*Dendroid Guards embody their forest home. Though clumsy, they are extremely tough. They wield forest vines to strangle unsuspecting enemies.*

# Skills

Trigger
 Crushing Roll | Blue (2nd)

Trigger
 Armor of Petrified Wood | Purple (3rd)

Passive
 Wooden Stake | Orange (4th)

Passive
 Calm Proliferation | Red

Passive
 Hatred Mark | Red

Trigger

\*Each Unit can only use one of the 'Red' tier skills at a time. However, the player may freely choose between them out of combat for each individual Unit, similarly to Awakened abilities choices.

# How to Obtain

Shards are available in:

* Barracks
* Guild Wishing Fountain
* Gold Altar
* Faction Week
* Marketplace
* Treasure Store
* Guild Map
* Archery Expert
* Underground: 15-5, 22-5

# Synergy

## Adjutant

 Ryland | Dendroid Guard | 2⭐
 Ryland | Dendroid Guard | 3⭐
 Ryland | Dendroid Guard | 4⭐

# Galleries

## Skins

Dendroid GuardDendroid SoldierForest Guardian
Crusader

*Heroic warrior, the moment you pick up the sword, you're the greatest threat to enemies. The invincible belief in the heart is the toughest weapon. The dazzling shield emblem in the hand is unshakable force.*

## Awakening Missions

*Advance! Warriors of destiny! Do you hear the never-ending battle cries of our fallen comrades? Today is the day we make their last wishes come true!*

**Minimum Level**: 64

 4. Deploy Swordsman with at least 2 other Caster units and win 3 Campaign battles.

## How to Obtain

* Marketplace
* Faction Altar

## Awakened Skills

 Also raises Magic Resistance for the same amount.
 Inspiring

 Immune to Low Morale. Skill effect increases by 50%.
 Salvation

 HP regeneration amount increased by 100%.
Duel of Heroes

# Disclaimer

**As of 2022, the game mode is obsolete and was replaced with Lord Practice Ground. The same currency is used in its store.**

### Basic Info

It is recommended for free players. You can get here avatars, skinns and avatar frame. It is also worth looking at in terms of units, because it's the only place where a player upgrades do not work. All units have orange rank, awake units have 3 AW star (2 improvements). This allows you to see how strong the units are and how they work together. Every time you choose one unit from 3, until you have 16 units. You will choose a hero twice (at the beginning and end) also one of the 3.

There are two modes. The second differs in that it costs 3 tickets instead of one, but has bigger rewards. Then you and your opponent banned 2 units from the list. These units cannot be used in the next skirmish. You can ban your units. You take turns placing your units on the battlefield and finally the hero.

We fight until we have 3 losses or 12 wins.

### Rewards

In the second mode, duel coin they are tripled. After that, we get a reward for achieving a total of 5/10/15/20/25/30 victories in a given month.

### Store

In particular, it is worth paying attention to this group, because they increase heroes' stats:
Diamond Elemental/Skills

At the start of battle, Diamond Elemental grants four types of resonances and increases Mana Regeneration of friendly heroes by 1. When any hostile or friendly hero casts a spell, Diamond Elemental activates the corresponding elemental resonance again. Resonances cannot be dispelled and a resonance's duration refreshes each time it is triggered. (Once Diamond Elemental possesses all four types of resonances, Psychic Elemental's exclusive elemental fusion effect can be triggered.)
* **Fire Resonance:** Increases Unit Damage of friendly units by 30%. This effect is increased by an additional 60% for Conflux units. Lasts 20s.
* **Frost Resonance:** Increases Unit Defense of friendly units by 30%. This effect is increased by an additional 60% for Conflux units. Lasts 20s.
* **Thunder Resonance:** Increases Attack Speed of friendly units by 30%. This effect is increased by an additional 60% for Conflux units. Lasts 20s.
* **Earth Resonance:** Increases Unit Damage Reduction of friendly units by 30%. This effect is increased by an additional 60% for Conflux units. Lasts 20s.

When all Diamond Elemental and Psychic Elemental forms have been deployed at the same time, increases both of their Unit Damage Reduction by 40% and their Critical Hit by 400. When Oracle's HP falls below 40%, it additionally triggers the <Fate Changing> skill once, with ranked up effects targeting Oracle itself. CD is 20s.
Daremyth

###

 Air Arrow

###

 Lightning Bolt

###

 Fast Attack

###

INT 10 + (10 x Rank)

# Specialty

Friendly units' Combat Efficiency is changed as follows:
* Bonus: 10% Tower, 8% Castle, 4% Fortress and Cove, 2% Rampart and Necropolis
 2⭐
 3⭐
 4⭐
Whenever a friendly Tower unit triggers Magic Awakening, they gain 15 Air Elemental Attack and 15 Air Elemental Defense for 8s, also they deal 50% to their target, with a 4s cooldown.

# Spells

 Air Arrow | Air | Damage

 Lightning Bolt | Air | Damage

 Fast Attack | Air | Support | 23

 15s | Increases Attack Speed by **48.8% + (1.2% x level)** and Movement Speed by 50 for friendly units in range for 10s.

# Adjutant

 LV10
 LV20
 LV30
 LV40
Evil Eye

*An evil power of unknown origin, its eyes radiate dreadful fear. The eye of death sees the fragility of enemies and absorbs invincible power.*

## Awakening Missions

*Mysterious and great power devour the places where the sun can't shine. Dark warriors, rise from the underground world and everything will be shrouded in the shadows!*

**Minimum Level**: 72

 4. Deploy Beholder with at least 2 other Dungeon units and win a Duel of Champions battle.

## Awakened Skills

 Beholder opens 4 more eyes but closes 2 of them when killing 1 target unit. At most he will close 6 eyes.
 Debility

 Hostile heroes' Mana Regeneration is decreased by 1 for every hostile unit that dies. The effect can be triggered 2 times.
 Gather Energy

 Skill effect increased to 150% of the previous skill's effect. Increases unit damage reduction by 10%. Increases Magic Resistance and Unit Damage Reduction for the Beholder by 10% when a hostile hero casts a spell. (Counts as Spell Breaker)
Death Howler

*One day, people found that the statues of Mars made a burst of sound, which seemed to be an unwilling roar or a rejection of death.*

## Awakening Missions

*Feel it? This is a fateful battle that no one can quell! If you are afraid of facing a strong enemy, leave now, you coward. If you do't have the consciousness to protect your home, just fall down, you loner. Strive for restoring the glory of the past, you who believe in the mortality of Krewlod.*

**Minimum Level**: 72

 4. Deploy Berserker and win a Duel of Champions battle.

## How to Obtain

* Limited Time Recruitment
* Faction Altar
* Cross-Server Store
* Quiet Pearl Exchange

## Awakened Skills

 Max HP Damage doubles. On a successful dispel also deals 50% extra damage.
 War Fury

 Cry duration is increased by 15s, effect is increased by 50%, also increases Critical Damage by 30% (unclear if on all units or just Berserker). Can't be dispelled.
 Immortal War God

 Summons a Small Statue of Mars at the beginning of battle:
* It has half HP Regeneration of the original ability.
* Friendly Stronghold units gain 8% Unit Damage.
* Disappears when Berserker dies.

Statue of Mars inflicts Deterrence on enemy units every 15s for 6s.
Statue of Mars inflicts Deterrence on enemy units every 15s for 6s.