Upgrades

Every card the draft can deal you. The italic line is exactly what the card prints on your panel at your first pick, straight out of the live game files. Under it: which kits can be offered the card, and anything it asks you to already have.

Two things change these numbers in play. Banking Empower makes exactly one number on every later card grow, so the same card read late in a greedy Empower run is far bigger than the line here. And a kit that already owns a lot of what a card amplifies reads a smaller number on it, because every kit pays the same pick for the same card. Where that happens, the per-kit numbers are listed on the card.

Weapon damage

The plain road: your unit already fires on its own, and these make each shot land harder, more often, or on more of the wave.

A

Anvil SwingOpens a buildArcherRogueSorcererEnchantressBard

x2 all damage, -40% attack speed, +40% spell cost.

Offered to every Rogue kit, every Enchantress kit, Ranger, Sniper, Fire Mage, Saboteur and Dark Bard.

What this card reads on 2 other kits
  • Stormcaller: x2.3 all damage, -40% attack speed, +40% spell cost.
  • Water Mage: x2.1 all damage, -40% attack speed, +40% spell cost.
A

Arcane CombustionOpens a buildSorcerer

Your bolts set the target alight for 110% of the damage dealt, over 4 seconds, and the burn is x2 as strong at your top fire rate.

Only the Arcane Mage can be offered this card.

B

BullseyeOpens a buildArcher

Each attack you land adds a focus stack, up to 5, and each stack adds +26% damage. Changing targets removes one stack.

Offered to Ranger and Sniper.

C

Chain ReactionOpens a buildSorcerer

An exploding charge arms 2 enemies with a charge worth 100% of yours, which explodes if its carrier dies within 5 seconds. Each armed charge arms one more, 44% of the time.

Only the Saboteur can be offered this card.

D

Death MarkOpens a buildRogue

Mark an enemy: it takes 115% more damage from your attacks, spells and summons. Killing it marks your next target.

Only the Assassin can be offered this card.

E

Envenomed BladeOpens a buildRogue

Your attacks poison the enemy for 400% of the damage dealt, over 6 seconds. Striking an already-poisoned enemy copies that poison onto the nearest enemy in range carrying none of yours.

Offered to every Rogue kit.

F

Fast Hands

+36% attack speed, +45% crit chance.

Offered to every Archer kit, every Rogue kit, every Sorcerer kit, every Enchantress kit, every Bard kit and Death Dealer.

Held back from Necromancer (until it takes Grave Tide) and Poisoner (until it takes Lethality), because on that kit the card would deliver less than half of what it costs.

F

FirestormOpens a buildSorcerer

Every fireball you land banks heat. At 2 fireballs your next attack overloads for +100% area damage, with +110% blast radius.

Offered to every Sorcerer kit.

What this card reads on 2 other kits
  • Saboteur: Every charge you land banks heat. At 2 charges your next attack overloads for +100% area damage, with +70% blast radius.
  • Arcane Mage: Every bolt you land banks heat. At 2 bolts your next attack overloads for +100% area damage, with +110% blast radius.
F

Fork StormOpens a buildEnchantress

Your chain lightning strikes 3 more enemies, and its jumps reach 130% further.

Only the Stormcaller can be offered this card.

F

Full DrawOpens a buildArcher

After not attacking for 2 seconds, your next attack deals an additional 950% damage.

Offered to Ranger and Sniper.

What this card reads on 1 other kit
  • Ranger: After not attacking for 2 seconds, your next attack deals an additional 2400% damage.
F

Funeral MarchOpens a buildBard

When your tower kills an enemy, your tower gains +25% attack speed for 4 seconds, stacking up to 3 times. Stacks fall off one at a time.

Offered to Dark Bard and Stage Master.

What this card reads on 1 other kit
  • Stage Master: When your tower kills an enemy, your tower gains +25% attack speed for 4 seconds, stacking up to 3 times. Stacks fall off one at a time.
H

Honed SteelOpens a build

x1.32 all damage, +28% attack speed.

Offered to every Archer kit, every Rogue kit, every Sorcerer kit, every Enchantress kit, every Alchemist kit, Minstrel and Dark Bard.

K

Kill ShotOpens a buildArcher

Your shots ignore 100% of enemy armor. Every 2 seconds, hitting an enemy below 55% health fires 65% of a free shot worth 200% of a normal one, any leftover part as a chance.

Offered to every Archer kit.

L

LethalityOpens a buildArcherRogueSorcererEnchantressAlchemist

+40% crit chance, +120% crit damage.

Offered to every Rogue kit, every Sorcerer kit, every Enchantress kit, Ranger, Gunner, Poisoner and Death Dealer.

What this card reads on 8 other kits
  • Blade Dancer: +45% crit chance, +140% crit damage.
  • Brawler: +40% crit chance, +130% crit damage.
  • Saboteur: +40% crit chance, +130% crit damage.
  • Arcane Mage: +37% crit chance, +110% crit damage.
  • Frost Mage: +45% crit chance, +130% crit damage.
  • Stormcaller: +45% crit chance, +130% crit damage.
  • Water Mage: +47% crit chance, +140% crit damage.
  • Poisoner: +50% crit chance, +150% crit damage.
L

Living FlameOpens a buildSorcerer

Each area hit adds a burn worth 200% of the damage dealt over 4 seconds, and your burns stack on one enemy instead of replacing each other, up to 3.

Offered to every Sorcerer kit.

What this card reads on 1 other kit
  • Saboteur: Each area hit adds a burn worth 250% of the damage dealt over 4 seconds, and your burns stack on one enemy instead of replacing each other, up to 3.
L

Long SightOpens a build

x1.4 attack range, x1.4 all damage.

Offered to every Rogue kit, every Sorcerer kit, every Enchantress kit, every Alchemist kit, every Bard kit, Ranger and Sniper.

What this card reads on 9 other kits
  • Sniper: x1.45 attack range, x1.45 all damage.
  • Assassin: x1.35 attack range, x1.35 all damage.
  • Brawler: x1.35 attack range, x1.35 all damage.
  • Arcane Mage: x1.3 attack range, x1.3 all damage.
  • Stormcaller: x1.35 attack range, x1.35 all damage.
  • Necromancer: x1.45 attack range, x1.45 all damage.
  • Minstrel: x1.35 attack range, x1.35 all damage.
  • Dark Bard: x1.35 attack range, x1.35 all damage.
  • Stage Master: x1.35 attack range, x1.35 all damage.
O

OutbreakOpens a buildAlchemist

When an enemy carrying your poison dies, 150% of what is left leaps to the nearest enemy, stacking onto any poison already on it. A leaped strain never leaps again.

Only the Poisoner can be offered this card.

O

OverheatOpens a buildArcher

When your magazine runs empty you keep firing for 8 seconds instead of reloading: red-hot rounds that cost no ammo and deal +55% damage. Then the barrel cools and the magazine recharges.

Only the Gunner can be offered this card.

O

OverspinOpens a buildSorcerer

Your fire-rate ramp climbs past its normal top, to 3.3 attacks a second.

Only the Arcane Mage can be offered this card.

P

Powder KegOpens a buildAlchemist

When your seed explodes it plants a fresh seed in the nearest surviving enemy it struck, 78% of the time. That seed bursts for 100% of the first one and can plant again.

Only the Death Dealer can be offered this card.

R

RedlineOpens a buildArcher

Every round you fire adds +2.7% attack speed to a ceiling of 32%, held while you keep firing and fading 3 seconds after you stop. At the ceiling your rounds deal +65% damage.

Only the Gunner can be offered this card.

R

Rend PlateRogue

Taking the last plate off an enemy makes everyone in your tower fire an extra attack for 600% of its damage at 8 players, up to 4500% at 60.

Offered to every Rogue kit.

SunderOpens a buildRogue

Taking the last armor off an enemy stuns it for 0.33 seconds, up to 2.5 seconds at 60 players, and strips the same amount from 1 enemy behind it, up to 8 at 60. You deal x4.2 all damage to enemies stripped bare.

Offered to every Rogue kit.

Creatures that fight for you

Cards that put something on the board fighting beside you, and cards that make what you already summoned hit harder.

B

Ball LightningOpens a buildEnchantress

An orb forms on enemies at your tower, arcing each second to one within 3 range for 37 damage, stunning it 0.25 seconds. Fuel (10 seconds) burns only beside enemies; recharge takes 10 seconds.

Only the Stormcaller can be offered this card.

B

Blood Signal

+45% crit chance. Each critical strike charges your summons, and their next attack deals an additional 230% damage.

Requires: you already have a creature fighting for you.

Every kit can be offered this card.

B

Bloodscent

An enemy your summons hit explodes when it dies within 4 seconds: everything within 3 range takes 100% of that attack. Enemies caught explode the same way when they die, 83% of the time.

Requires: you already have a creature fighting for you.

Every kit can be offered this card.

What this card reads on 1 other kit
  • Necromancer: An enemy your summons hit explodes when it dies within 4 seconds: everything within 3 range takes 74% of that attack. Enemies caught explode the same way when they die, 83% of the time.
B

Bound ServantOpens a buildAlchemist

Your Summon Zombie also raises a bound zombie that bites 8 times for 45 damage each, then falls (recasting moves it).

Only the Necromancer can be offered this card.

C

Carrion CallRogue

Your summons strip armor equal to 35% of the damage they deal, permanently. Emptying that armor, by your attacks or theirs, makes everyone in your tower fire an extra attack for 380% of its damage at 8 players, up to 2850% at 60.

Requires: you already have a creature fighting for you.

Offered to every Rogue kit.

E

EffigyOpens a build

Adds a free spell to your bar: every 40 seconds, conjure 3 effigies that each deal 45 damage a second for 10 seconds.

Every kit can be offered this card.

E

Ember LordOpens a buildSorcerer

The thickest pack at your tower raises a Fire Elemental, burning up to 4 within 3.5 range for 16 damage a second. Burn time (10 seconds) passes only beside enemies; re-forming takes 8 seconds.

Offered to every Sorcerer kit.

E

Endless HungerOpens a buildAlchemist

An enemy one of your zombies bit explodes when it dies within 4 seconds: every enemy within 6 range takes 100% of that bite and bleeds for 160% of it over 6 seconds.

Only the Necromancer can be offered this card.

FalconOpens a buildArcher

A falcon dives one enemy every 1 second for 32 damage, staying on that enemy until it dies and then latching onto the next, out to 14 range.

Offered to every Archer kit.

FamiliarOpens a build

A familiar circles your tower, firing a bolt every 1.6 seconds for 35 damage that splashes 40% of it to 3 enemies within 1.2 range.

Every kit can be offered this card.

F

Feeding Frenzy

Your summons deal x3.3 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.

Requires: you already have a creature fighting for you, and already apply a poison, a burn or a bleed.

Every kit can be offered this card.

What this card reads on 15 other kits
  • Ranger: Your summons deal x4 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Sniper: Your summons deal x5 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Gunner: Your summons deal x4 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Assassin: Your summons deal x3.7 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Brawler: Your summons deal x3.7 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Fire Mage: Your summons deal x3.3 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Saboteur: Your summons deal x3.5 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Arcane Mage: Your summons deal x4 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Stormcaller: Your summons deal x3.2 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Water Mage: Your summons deal x4.5 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Death Dealer: Your summons deal x4 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Necromancer: Your summons deal x3.5 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Minstrel: Your summons deal x3.3 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Dark Bard: Your summons deal x4.5 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
  • Stage Master: Your summons deal x3.7 damage against enemies that were already carrying your poison, burn, or bleed before the hit landed.
F

Feeding Order

x1.8 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 150% damage.

Requires: you already have a creature fighting for you.

Every kit can be offered this card.

What this card reads on 15 other kits
  • Sniper: x1.7 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 120% damage.
  • Gunner: x1.7 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 130% damage.
  • Blade Dancer: x1.7 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 140% damage.
  • Assassin: x1.6 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 110% damage.
  • Brawler: x1.7 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 130% damage.
  • Fire Mage: x1.6 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 110% damage.
  • Saboteur: x1.7 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 120% damage.
  • Arcane Mage: x1.5 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 100% damage.
  • Frost Mage: x1.7 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 140% damage.
  • Stormcaller: x1.7 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 130% damage.
  • Death Dealer: x2 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 180% damage.
  • Necromancer: x1.7 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 130% damage.
  • Minstrel: x1.7 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 130% damage.
  • Dark Bard: x1.6 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 110% damage.
  • Stage Master: x1.5 summon damage. Every 2 attacks by your summons charge you, and your next attack deals an additional 100% damage.
F

FerocityOpens a build

x2.5 summon damage.

Requires: you already have a creature fighting for you.

Every kit can be offered this card.

What this card reads on 1 other kit
  • Necromancer: x2.1 summon damage.
H

Hunter's Cadence

+40% crit chance, x1.8 summon damage.

Requires: you already have a creature fighting for you.

Every kit can be offered this card.

What this card reads on 8 other kits
  • Sniper: +43% crit chance, x1.9 summon damage.
  • Blade Dancer: +50% crit chance, x2 summon damage.
  • Brawler: +45% crit chance, x1.9 summon damage.
  • Frost Mage: +45% crit chance, x1.9 summon damage.
  • Stormcaller: +43% crit chance, x1.9 summon damage.
  • Water Mage: +45% crit chance, x1.9 summon damage.
  • Poisoner: +45% crit chance, x1.9 summon damage.
  • Necromancer: +37% crit chance, x1.7 summon damage.
I

Ice TwisterOpens a buildEnchantress

A twister forms on enemies at your tower, slowing all it touches by 40% and grinding each for 17 damage a second. Fuel (8 seconds) burns only beside enemies; recharge takes 10 seconds.

Offered to every Enchantress kit.

K

Kennel Drum

+50% attack speed. Every 3 attacks you make charge your summons, and their next attack deals an additional 200% damage.

Requires: you already have a creature fighting for you.

Offered to every Archer kit, every Rogue kit, every Sorcerer kit, every Enchantress kit, every Bard kit and Death Dealer.

Held back from Necromancer and Poisoner (until it takes Ferocity), because on that kit the card would deliver less than half of what it costs.

M

Matched Fangs

x2.5 poison, burn and bleed damage. Every 3 attacks charge your summons, and their next attack deals an additional 200% of its damage as a bleed.

Requires: you already have a creature fighting for you, and already apply a poison, a burn or a bleed.

Every kit can be offered this card.

What this card reads on 3 other kits
  • Poisoner: x1.55 poison, burn and bleed damage. Every 3 attacks charge your summons, and their next attack deals an additional 200% of its damage as a bleed.
  • Death Dealer: x1.75 poison, burn and bleed damage. Every 3 attacks charge your summons, and their next attack deals an additional 200% of its damage as a bleed.
  • Necromancer: x2.1 poison, burn and bleed damage. Every 3 attacks charge your summons, and their next attack deals an additional 200% of its damage as a bleed.
O

Orbiting HammerOpens a buildBard

A spectral hammer latches onto an enemy within 8 range and slams it for 25; your tower-mates deal +14% damage to it. When it dies the hammer moves on and slams again.

Offered to every Bard kit.

P

Pack Tactics

x1.22 all damage, x1.7 summon damage.

Requires: you already have a creature fighting for you.

Every kit can be offered this card.

What this card reads on 1 other kit
  • Necromancer: x1.18 all damage, x1.6 summon damage.
P

Phoenix MeterOpens a buildArcher

Your falcon's dives fill a meter, +10% each; at full it becomes a phoenix for 6 seconds, its dives dealing x3 damage and splashing within 2 range.

Requires: you already own Falcon.

Only the Ranger can be offered this card.

S

Sentry TurretOpens a buildRogue

A turret on the path fires every 0.6 seconds for 7 damage and strips armor equal to 100% of the damage it deals.

Offered to every Rogue kit.

S

Skeleton WarriorOpens a buildAlchemist

A skeleton warrior guards your tower, striking anything within 8 range every 1 second for 35 damage and stunning it for 0.25 seconds. Its button moves it to your current tower.

Offered to Poisoner and Necromancer.

Held back from Death Dealer (until it takes Ferocity), because on that kit the card would deliver less than half of what it costs.

Trapper

You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It hits whoever trips it for 810 damage.

Offered to every Rogue kit, every Sorcerer kit, every Enchantress kit, every Alchemist kit, every Bard kit, Ranger and Sniper.

Held back from Gunner, because on that kit the card would deliver less than half of what it costs.

What this card reads on 17 other kits
  • Ranger: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It hits whoever trips it for 810 damage.
  • Sniper: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It hits whoever trips it for 810 damage.
  • Blade Dancer: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It hits whoever trips it for 630 damage and strips 630 armor.
  • Assassin: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It hits whoever trips it for 630 damage and strips 630 armor.
  • Brawler: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It hits whoever trips it for 630 damage and strips 630 armor.
  • Fire Mage: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It explodes for 310 damage to everything within 1.91 range.
  • Saboteur: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It explodes for 310 damage to everything within 1.91 range.
  • Arcane Mage: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It explodes for 310 damage to everything within 1.91 range.
  • Frost Mage: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It freezes whoever trips it 2 seconds and hits for 410 damage.
  • Stormcaller: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It freezes whoever trips it 2 seconds and hits for 410 damage.
  • Water Mage: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It freezes whoever trips it 2 seconds and hits for 410 damage.
  • Poisoner: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It poisons everything within 1.91 range for 290 damage over 2 seconds.
  • Death Dealer: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It poisons everything within 1.91 range for 290 damage over 2 seconds.
  • Necromancer: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It poisons everything within 1.91 range for 290 damage over 2 seconds.
  • Minstrel: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It puts 205 Weaken on everything within 1.91 range.
  • Dark Bard: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It puts 205 Weaken on everything within 1.91 range.
  • Stage Master: You lay one trap 6 range away while your reach is clear, or after 20 seconds, and it arms in 1 second. It puts 205 Weaken on everything within 1.91 range.
W

Warband Standard

+60% attack speed, x1.6 summon damage.

Requires: you already have a creature fighting for you.

Every kit can be offered this card.

W

Wide Arc

Your summons' hits splash 95% of their damage to every enemy within 3.5 range.

Requires: you already have a creature fighting for you.

Every kit can be offered this card.

What this card reads on 1 other kit
  • Necromancer: Your summons' hits splash 70% of their damage to every enemy within 3.5 range.

Poison, burn, and bleed

Damage that keeps working after the hit lands, and the cards that spread it through a pack.

C

ContagionArcherRogueSorcererEnchantressBard

When an enemy carrying your poison, burn, or bleed dies, 400% of what is left leaps to the nearest enemy, stacking onto any affliction already on it. A leaped strain never leaps again.

Requires: you already apply a poison, a burn or a bleed.

Offered to every Rogue kit, every Enchantress kit, Ranger, Sniper, Fire Mage, Saboteur, Minstrel and Dark Bard.

Held back from Arcane Mage and Gunner, because on that kit the card would deliver less than half of what it costs.

What this card reads on 11 other kits
  • Sniper: When an enemy carrying your poison, burn, or bleed dies, 200% of what is left leaps to the nearest enemy, stacking onto any affliction already on it. A leaped strain never leaps again.
  • Blade Dancer: When an enemy carrying your poison, burn, or bleed dies, 450% of what is left leaps to the nearest enemy, stacking onto any affliction already on it. A leaped strain never leaps again.
  • Assassin: When an enemy carrying your poison, burn, or bleed dies, 200% of what is left leaps to the nearest enemy, stacking onto any affliction already on it. A leaped strain never leaps again.
  • Brawler: When an enemy carrying your poison, burn, or bleed dies, 400% of what is left leaps to the nearest enemy, stacking onto any affliction already on it. A leaped strain never leaps again.
  • Fire Mage: When an enemy carrying your poison, burn, or bleed dies, 450% of what is left leaps to the nearest enemy, stacking onto any affliction already on it. A leaped strain never leaps again.
  • Saboteur: When an enemy carrying your poison, burn, or bleed dies, 350% of what is left leaps to the nearest enemy, stacking onto any affliction already on it. A leaped strain never leaps again.
  • Frost Mage: When an enemy carrying your poison, burn, or bleed dies, 450% of what is left leaps to the nearest enemy, stacking onto any affliction already on it. A leaped strain never leaps again.
  • Stormcaller: When an enemy carrying your poison, burn, or bleed dies, 650% of what is left leaps to the nearest enemy, stacking onto any affliction already on it. A leaped strain never leaps again.
  • Water Mage: When an enemy carrying your poison, burn, or bleed dies, 230% of what is left leaps to the nearest enemy, stacking onto any affliction already on it. A leaped strain never leaps again.
  • Minstrel: When an enemy carrying your poison, burn, or bleed dies, 450% of what is left leaps to the nearest enemy, stacking onto any affliction already on it. A leaped strain never leaps again.
  • Dark Bard: When an enemy carrying your poison, burn, or bleed dies, 180% of what is left leaps to the nearest enemy, stacking onto any affliction already on it. A leaped strain never leaps again.
D

Detonating AgentAlchemist

When a tower-mate hits an enemy carrying your poison, that enemy immediately takes 48% of the total damage that poison deals over its whole duration. Once every 2 seconds per enemy.

Offered to every Alchemist kit.

What this card reads on 2 other kits
  • Death Dealer: When a tower-mate hits an enemy carrying your poison, that enemy immediately takes 65% of the total damage that poison deals over its whole duration. Once every 2 seconds per enemy.
  • Necromancer: When a tower-mate hits an enemy carrying your poison, that enemy immediately takes 100% of the total damage that poison deals over its whole duration. Once every 2 seconds per enemy.
F

Fallout

Your area damage also applies your poison, burn, or bleed, for 500% of the damage dealt to each enemy it catches, over 6 seconds.

Requires: you already apply a poison, a burn or a bleed, and already have attacks that hit more than the target.

Offered to every Archer kit, every Rogue kit, every Sorcerer kit, every Enchantress kit, every Bard kit and Death Dealer.

Held back from Necromancer and Poisoner, because on that kit the card would deliver less than half of what it costs.

What this card reads on 15 other kits
  • Ranger: Your area damage also applies your poison, burn, or bleed, for 800% of the damage dealt to each enemy it catches, over 6 seconds.
  • Sniper: Your area damage also applies your poison, burn, or bleed, for 1100% of the damage dealt to each enemy it catches, over 6 seconds.
  • Gunner: Your area damage also applies your poison, burn, or bleed, for 750% of the damage dealt to each enemy it catches, over 6 seconds.
  • Blade Dancer: Your area damage also applies your poison, burn, or bleed, for 650% of the damage dealt to each enemy it catches, over 6 seconds.
  • Assassin: Your area damage also applies your poison, burn, or bleed, for 800% of the damage dealt to each enemy it catches, over 6 seconds.
  • Brawler: Your area damage also applies your poison, burn, or bleed, for 650% of the damage dealt to each enemy it catches, over 6 seconds.
  • Saboteur: Your area damage also applies your poison, burn, or bleed, for 650% of the damage dealt to each enemy it catches, over 6 seconds.
  • Arcane Mage: Your area damage also applies your poison, burn, or bleed, for 430% of the damage dealt to each enemy it catches, over 6 seconds.
  • Frost Mage: Your area damage also applies your poison, burn, or bleed, for 550% of the damage dealt to each enemy it catches, over 6 seconds.
  • Stormcaller: Your area damage also applies your poison, burn, or bleed, for 550% of the damage dealt to each enemy it catches, over 6 seconds.
  • Water Mage: Your area damage also applies your poison, burn, or bleed, for 1000% of the damage dealt to each enemy it catches, over 6 seconds.
  • Death Dealer: Your area damage also applies your poison, burn, or bleed, for 1800% of the damage dealt to each enemy it catches, over 6 seconds.
  • Minstrel: Your area damage also applies your poison, burn, or bleed, for 650% of the damage dealt to each enemy it catches, over 6 seconds.
  • Dark Bard: Your area damage also applies your poison, burn, or bleed, for 900% of the damage dealt to each enemy it catches, over 6 seconds.
  • Stage Master: Your area damage also applies your poison, burn, or bleed, for 550% of the damage dealt to each enemy it catches, over 6 seconds.
F

Final DoseArcherRogueAlchemistBard

When an enemy carrying your poison, burn, or bleed falls below 18% health, 110% of what is left lands at once.

Requires: you already apply a poison, a burn or a bleed.

Offered to Ranger, Sniper, Assassin, Poisoner and Dark Bard.

Held back from Arcane Mage, Brawler, Fire Mage, Frost Mage, Blade Dancer, Minstrel, Gunner, Necromancer (until it takes Concussive Edge, Long Sight, Spellcraft and Honed Steel), Saboteur, Death Dealer, Stage Master, Stormcaller and Water Mage, because on that kit the card would deliver less than half of what it costs.

G

Grave TideOpens a buildAlchemist

Every 4 bites your zombies land charge you, and your next attack plants your poison at 470% of the damage it deals over 3 seconds.

Only the Necromancer can be offered this card.

PandemicSorcererAlchemistBard

x2.2 poison, burn and bleed damage, and they finish in 50% of the time.

Requires: you already apply a poison, a burn or a bleed.

Offered to Fire Mage, Arcane Mage, Poisoner, Death Dealer and Minstrel.

R

Racing Pulse

x3.2 poison, burn and bleed damage.

Requires: you already apply a poison, a burn or a bleed.

Every kit can be offered this card.

What this card reads on 17 other kits
  • Ranger: x7.3 poison, burn and bleed damage.
  • Sniper: x7.3 poison, burn and bleed damage.
  • Gunner: x7.3 poison, burn and bleed damage.
  • Blade Dancer: x7.3 poison, burn and bleed damage.
  • Assassin: x7.3 poison, burn and bleed damage.
  • Brawler: x7.3 poison, burn and bleed damage.
  • Fire Mage: x7.3 poison, burn and bleed damage.
  • Saboteur: x7.3 poison, burn and bleed damage.
  • Arcane Mage: x7.3 poison, burn and bleed damage.
  • Frost Mage: x7.3 poison, burn and bleed damage.
  • Stormcaller: x7.3 poison, burn and bleed damage.
  • Water Mage: x7.3 poison, burn and bleed damage.
  • Death Dealer: x4.3 poison, burn and bleed damage.
  • Necromancer: x5.2 poison, burn and bleed damage.
  • Minstrel: x7.3 poison, burn and bleed damage.
  • Dark Bard: x7.3 poison, burn and bleed damage.
  • Stage Master: x7.3 poison, burn and bleed damage.
R

Ragged EdgeArcherRogueSorcererEnchantressAlchemist

+55% crit chance. Your critical strikes open a bleed worth 170% of the hit over 6 seconds.

Offered to every Rogue kit, every Sorcerer kit, every Enchantress kit, Ranger, Gunner and Death Dealer.

Held back from Poisoner, because on that kit the card would deliver less than half of what it costs.

S

Serrated SpellsArcherRogueSorcererEnchantress

Your damaging spells also open a bleed worth 230% of the damage dealt, over 4 seconds.

Offered to every Rogue kit, Ranger, Sniper, Fire Mage, Saboteur, Frost Mage and Stormcaller.

Held back from Water Mage (until it takes Lethality, Concussive Edge, Long Sight and Honed Steel), because on that kit the card would deliver less than half of what it costs.

S

Split StrainArcherRogueSorcererEnchantressBard

When your poison, burn, or bleed leaps from a dying enemy, it leaps to 2 enemies instead of one, and the strain that leaps is 190% as strong.

Requires: you already have a poison, burn or bleed that leaps from a dying enemy.

Offered to every Rogue kit, Ranger, Sniper, Fire Mage, Saboteur, Frost Mage, Water Mage, Minstrel and Dark Bard.

Held back from Arcane Mage, Gunner and Stormcaller, because on that kit the card would deliver less than half of what it costs.

What this card reads on 10 other kits
  • Ranger: When your poison, burn, or bleed leaps from a dying enemy, it leaps to 2 enemies instead of one, and the strain that leaps is 500% as strong.
  • Sniper: When your poison, burn, or bleed leaps from a dying enemy, it leaps to 2 enemies instead of one, and the strain that leaps is 280% as strong.
  • Blade Dancer: When your poison, burn, or bleed leaps from a dying enemy, it leaps to 2 enemies instead of one, and the strain that leaps is 350% as strong.
  • Assassin: When your poison, burn, or bleed leaps from a dying enemy, it leaps to 2 enemies instead of one, and the strain that leaps is 300% as strong.
  • Brawler: When your poison, burn, or bleed leaps from a dying enemy, it leaps to 2 enemies instead of one, and the strain that leaps is 310% as strong.
  • Fire Mage: When your poison, burn, or bleed leaps from a dying enemy, it leaps to 2 enemies instead of one, and the strain that leaps is 360% as strong.
  • Saboteur: When your poison, burn, or bleed leaps from a dying enemy, it leaps to 2 enemies instead of one, and the strain that leaps is 400% as strong.
  • Frost Mage: When your poison, burn, or bleed leaps from a dying enemy, it leaps to 2 enemies instead of one, and the strain that leaps is 340% as strong.
  • Water Mage: When your poison, burn, or bleed leaps from a dying enemy, it leaps to 2 enemies instead of one, and the strain that leaps is 300% as strong.
  • Minstrel: When your poison, burn, or bleed leaps from a dying enemy, it leaps to 2 enemies instead of one, and the strain that leaps is 500% as strong.
V

Venom Coat

Your attacks poison the enemy for 430% of the damage dealt, over 6 seconds.

Every kit can be offered this card.

What this card reads on 15 other kits
  • Sniper: Your attacks poison the enemy for 600% of the damage dealt, over 6 seconds.
  • Blade Dancer: Your attacks poison the enemy for 330% of the damage dealt, over 6 seconds.
  • Brawler: Your attacks poison the enemy for 350% of the damage dealt, over 6 seconds.
  • Fire Mage: Your attacks poison the enemy for 250% of the damage dealt, over 6 seconds.
  • Saboteur: Your attacks poison the enemy for 400% of the damage dealt, over 6 seconds.
  • Arcane Mage: Your attacks poison the enemy for 300% of the damage dealt, over 6 seconds.
  • Frost Mage: Your attacks poison the enemy for 300% of the damage dealt, over 6 seconds.
  • Stormcaller: Your attacks poison the enemy for 300% of the damage dealt, over 6 seconds.
  • Water Mage: Your attacks poison the enemy for 500% of the damage dealt, over 6 seconds.
  • Poisoner: Your attacks poison the enemy for 1650% of the damage dealt, over 6 seconds.
  • Death Dealer: Your attacks poison the enemy for 1000% of the damage dealt, over 6 seconds.
  • Necromancer: Your attacks poison the enemy for 2150% of the damage dealt, over 6 seconds.
  • Minstrel: Your attacks poison the enemy for 330% of the damage dealt, over 6 seconds.
  • Dark Bard: Your attacks poison the enemy for 800% of the damage dealt, over 6 seconds.
  • Stage Master: Your attacks poison the enemy for 300% of the damage dealt, over 6 seconds.

VirulenceAlchemist

x2.3 poison, burn and bleed damage. Your poisons, burns and bleeds stack on the same enemy instead of replacing each other, up to 2 extra doses.

Requires: you already apply a poison, a burn or a bleed.

Offered to every Alchemist kit.

Slows, stuns, and pushes

Buying your whole team more shots by keeping the wave slow, stunned, or walking the wrong way.

C

ConcussionOpens a buildRogue

Your stuns stack up to 4 seconds and stun a neighbour within 2 range for 0.5 seconds. Stunned enemies have a 60% chance to add a brittle stack, +400% damage on the next hit.

Only the Brawler can be offered this card.

C

Concussive Edge

+40% crit chance, +40% crit damage. Your critical strikes stun for 1.5 seconds.

Every kit can be offered this card.

D

Deep ChillOpens a buildEnchantress

Every 2nd hit freezes your target solid for 3 seconds.

Only the Frost Mage can be offered this card.

F

Fault Line

Enemies you slow, stun, or charm have a 70% chance to add a brittle stack. Each stack makes the next hit deal an additional 400% damage.

Requires: you already slow, stun, freeze, charm or push what you hit.

Every kit can be offered this card.

H

Hobble

Your attacks slow what they hit by 60% for 2 seconds, and x1.5 all damage against enemies that were already slowed, stunned, frozen, charmed, or pushed before your attack landed.

Offered to every Archer kit, every Rogue kit, every Sorcerer kit, every Alchemist kit, every Bard kit and Water Mage.

What this card reads on 3 other kits
  • Sniper: Your attacks slow what they hit by 60% for 2 seconds, and x1.6 all damage against enemies that were already slowed, stunned, frozen, charmed, or pushed before your attack landed.
  • Arcane Mage: Your attacks slow what they hit by 60% for 2 seconds, and x1.6 all damage against enemies that were already slowed, stunned, frozen, charmed, or pushed before your attack landed.
  • Water Mage: Your attacks slow what they hit by 60% for 2 seconds, and x1.7 all damage against enemies that were already slowed, stunned, frozen, charmed, or pushed before your attack landed.
M

MaelstromOpens a buildEnchantress

When your charm ends or its enemy dies, the charm spreads to the nearest enemy within 12 range, 28% of the time. A spread charm can spread again, never twice to one enemy.

Only the Water Mage can be offered this card.

M

Mire

+25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 55% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.

Requires: you already slow, stun, freeze, charm or push what you hit.

Every kit can be offered this card.

What this card reads on 16 other kits
  • Sniper: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 60% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Gunner: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 60% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Assassin: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 60% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Brawler: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 65% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Fire Mage: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 60% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Saboteur: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 60% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Arcane Mage: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 60% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Frost Mage: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 45% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Stormcaller: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 60% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Water Mage: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 65% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Poisoner: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 60% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Death Dealer: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 60% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Necromancer: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 65% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Minstrel: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 60% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Dark Bard: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 60% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Stage Master: +25% slow strength, +100% slow duration. Enemies you slow, stun, or charm have a 60% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
R

Rigor

+100% slow, stun and charm duration. Enemies you slow, stun, or charm have a 55% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.

Requires: you already slow, stun, freeze, charm or push what you hit.

Every kit can be offered this card.

What this card reads on 4 other kits
  • Brawler: +350% slow, stun and charm duration. Enemies you slow, stun, or charm have a 55% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Frost Mage: +100% slow, stun and charm duration. Enemies you slow, stun, or charm have a 55% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Stormcaller: +100% slow, stun and charm duration. Enemies you slow, stun, or charm have a 55% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
  • Water Mage: +60% slow, stun and charm duration. Enemies you slow, stun, or charm have a 55% chance to add a brittle stack, each stack making the next hit deal an additional 400% damage.
R

Ringing BlowArcherRogueSorcererAlchemistBard

Each attack has a 60% chance to stun for 1.5 seconds, and x1.3 damage against enemies that were already slowed, stunned, frozen, charmed, or pushed before your attack landed.

Offered to every Sorcerer kit, Ranger, Gunner, Blade Dancer, Brawler, Death Dealer, Minstrel and Stage Master.

W

Wider Hold

Every control effect you apply also catches one more enemy within 2 range. Enemies you control have a 50% chance to add a brittle stack, each stack adding 400% damage to the next hit.

Requires: you already slow, stun, freeze, charm or push what you hit.

Every kit can be offered this card.

W

Winter RitesEnchantress

Your two nearest tower-mates slow what they hit by 55% for 2 seconds. Enemies you control have a 24% chance to add a brittle stack, each stack adding 400% damage to the next hit.

Offered to every Enchantress kit.

Hitting more enemies at once

Turning one hit into several: extra projectiles, bigger blasts, bounces, and jumps.

BlinkOpens a build

Hop to another tower without interrupting your attacks, striking up to 3 enemies for 140 damage. Banks 3 hops, one refills every 10 seconds; at a full bank the strike fires by itself.

Every kit can be offered this card.

H

Heavier Blast

x2.4 area damage. Includes your primary target.

Requires: you already have attacks that hit more than the target.

Offered to every Archer kit, every Rogue kit, every Sorcerer kit, every Enchantress kit, every Bard kit, Poisoner and Death Dealer.

Held back from Necromancer, because on that kit the card would deliver less than half of what it costs.

What this card reads on 16 other kits
  • Ranger: x2.1 area damage. Includes your primary target.
  • Sniper: x2.2 area damage. Includes your primary target.
  • Gunner: x2.1 area damage. Includes your primary target.
  • Blade Dancer: x2.6 area damage. Includes your primary target.
  • Assassin: x2.6 area damage. Includes your primary target.
  • Brawler: x2.1 area damage. Includes your primary target.
  • Saboteur: x2.5 area damage. Includes your primary target.
  • Arcane Mage: x2.3 area damage. Includes your primary target.
  • Frost Mage: x2.2 area damage. Includes your primary target.
  • Stormcaller: x2.8 area damage. Includes your primary target.
  • Water Mage: x2.3 area damage. Includes your primary target.
  • Poisoner: x2.8 area damage. Includes your primary target.
  • Death Dealer: x2.6 area damage. Includes your primary target.
  • Minstrel: x2.3 area damage. Includes your primary target.
  • Dark Bard: x2.2 area damage. Includes your primary target.
  • Stage Master: x2.3 area damage. Includes your primary target.
K

Kindled AlliesSorcerer

Everyone in your tower splashes: their hits deal 28% of their damage to enemies within 2 range.

Offered to every Sorcerer kit.

R

Rebound

Your attacks bounce to 2 more enemies for 60% of the damage dealt.

Offered to every Archer kit, every Rogue kit, every Alchemist kit, every Bard kit, Saboteur, Frost Mage and Stormcaller.

Held back from Arcane Mage (until it takes Arcane Combustion, Overspin, Living Flame, Lethality, Concussive Edge and Spellcraft) and Fire Mage (until it takes Living Flame, Lethality and Spellcraft), because on that kit the card would deliver less than half of what it costs.

S

Shockburst

Your attacks explode, dealing 55% of the damage dealt to everything within 2 range of your target, your target included.

Offered to every Archer kit, every Rogue kit, every Alchemist kit, every Bard kit, Saboteur, Frost Mage and Stormcaller.

Held back from Arcane Mage (until it takes Arcane Combustion, Overspin, Living Flame, Lethality, Concussive Edge, Spellcraft and Honed Steel) and Fire Mage (until it takes Living Flame, Lethality and Spellcraft), because on that kit the card would deliver less than half of what it costs.

Split Shot

Your attacks fire +75% more projectiles: whole projectiles are guaranteed and the leftover fraction is a chance of one more each attack.

Offered to every Archer kit, every Rogue kit, every Enchantress kit, every Alchemist kit, every Bard kit and Saboteur.

Held back from Arcane Mage (until it takes Arcane Combustion, Overspin, Living Flame, Lethality, Concussive Edge, Long Sight, Spellcraft and Honed Steel) and Fire Mage (until it takes Living Flame, Lethality, Concussive Edge and Spellcraft), because on that kit the card would deliver less than half of what it costs.

What this card reads on 2 other kits
  • Brawler: Your attacks fire +130% more projectiles: whole projectiles are guaranteed and the leftover fraction is a chance of one more each attack.
  • Frost Mage: Your attacks fire +130% more projectiles: whole projectiles are guaranteed and the leftover fraction is a chance of one more each attack.
W

Wide CastingArcherSorcererEnchantressAlchemist

+30% spell splash radius, x3 mana regen. Your spell blasts have a 15% chance to go off a second time, and so does that one.

Requires: you already have a spell that covers an area.

Offered to every Sorcerer kit, Ranger, Sniper, Water Mage, Poisoner and Death Dealer.

What this card reads on 4 other kits
  • Sniper: +25% spell splash radius, x2.7 mana regen. Your spell blasts have a 15% chance to go off a second time, and so does that one.
  • Water Mage: +18% spell splash radius, x2.2 mana regen. Your spell blasts have a 15% chance to go off a second time, and so does that one.
  • Poisoner: +20% spell splash radius, x2.4 mana regen. Your spell blasts have a 15% chance to go off a second time, and so does that one.
  • Death Dealer: +20% spell splash radius, x2.4 mana regen. Your spell blasts have a 15% chance to go off a second time, and so does that one.

Spell power

The half of the game you aim yourself. These make every cast bigger, wider, or cheaper.

C

Cascade Casting

For 4 seconds after you cast, you attack +450% faster, and 45% reduced spell cost on your next spell.

Offered to every Archer kit, every Rogue kit, every Sorcerer kit, every Enchantress kit, every Bard kit and Death Dealer.

Held back from Necromancer and Poisoner, because on that kit the card would deliver less than half of what it costs.

O

Opening Cast

Your first spell each wave, and the first after each boss spawns: +600% damage, and 40% reduced spell cost.

Every kit can be offered this card.

S

SpellcraftOpens a build

9% reduced spell cost, x3 mana regen, x1.06 all damage.

Every kit can be offered this card.

S

Stored Cast

Every 26 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.

Every kit can be offered this card.

What this card reads on 17 other kits
  • Sniper: Every 31 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Gunner: Every 19 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Blade Dancer: Every 41 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Assassin: Every 38 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Brawler: Every 27 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Fire Mage: Every 29 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Saboteur: Every 29 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Arcane Mage: Every 48 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Frost Mage: Every 44 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Stormcaller: Every 52 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Water Mage: Every 45 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Poisoner: Every 39 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Death Dealer: Every 34 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Necromancer: Every 55 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Minstrel: Every 16 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Dark Bard: Every 15 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.
  • Stage Master: Every 19 seconds, you gain a free spell cast at x3.5 damage, storing up to 2.

Mana and casting

Mana is what pays for spells and for Siege, so these cards decide how often you get to act.

B

Blight BloomOpens a buildAlchemist

Your thrown vial now leaves an acid pool within 1.5 range over the densest cluster for 4 seconds. Enemies inside take 23 poison damage a second.

Only the Poisoner can be offered this card.

B

Breach Volley

Each siege press also fires 2 extra attacks, each dealing 1350% of a normal attack.

Every kit can be offered this card.

What this card reads on 18 other kits
  • Ranger: Each siege press also fires 2 extra attacks, each dealing 1350% of a normal attack.
  • Sniper: Each siege press also fires 2 extra attacks, each dealing 550% of a normal attack.
  • Gunner: Each siege press also fires 2 extra attacks, each dealing 1150% of a normal attack.
  • Blade Dancer: Each siege press also fires 2 extra attacks, each dealing 1300% of a normal attack.
  • Assassin: Each siege press also fires 2 extra attacks, each dealing 500% of a normal attack.
  • Brawler: Each siege press also fires 2 extra attacks, each dealing 1050% of a normal attack.
  • Fire Mage: Each siege press also fires 2 extra attacks, each dealing 800% of a normal attack.
  • Saboteur: Each siege press also fires 2 extra attacks, each dealing 950% of a normal attack.
  • Arcane Mage: Each siege press also fires 2 extra attacks, each dealing 800% of a normal attack.
  • Frost Mage: Each siege press also fires 2 extra attacks, each dealing 1150% of a normal attack.
  • Stormcaller: Each siege press also fires 2 extra attacks, each dealing 1200% of a normal attack.
  • Water Mage: Each siege press also fires 2 extra attacks, each dealing 800% of a normal attack.
  • Poisoner: Each siege press also fires 2 extra attacks, each dealing 2200% of a normal attack.
  • Death Dealer: Each siege press also fires 2 extra attacks, each dealing 2950% of a normal attack.
  • Necromancer: Each siege press also fires 2 extra attacks, each dealing 2000% of a normal attack.
  • Minstrel: Each siege press also fires 2 extra attacks, each dealing 900% of a normal attack.
  • Dark Bard: Each siege press also fires 2 extra attacks, each dealing 300% of a normal attack.
  • Stage Master: Each siege press also fires 2 extra attacks, each dealing 700% of a normal attack.
D

Dark ChorusOpens a buildBard

When the Weaken you have stacked reaches 100 points, Requiem casts itself: 60% of that Weaken bursts into damage at once, and that damage is +37% bigger.

Only the Dark Bard can be offered this card.

F

Fuse EconomyOpens a buildSorcerer

9% reduced spell cost. Every 4 attacks you land arms a free charge worth 280% of the damage dealt.

Only the Saboteur can be offered this card.

O

Overflow VolleyOpens a build

Every 1 mana you spend stores a charge. Stored charges fire as extra attacks, 5 a second, each dealing 90% of your attack's damage.

Offered to every Archer kit, every Rogue kit, every Enchantress kit, every Alchemist kit, Saboteur, Minstrel and Dark Bard.

Held back from Arcane Mage and Fire Mage (until it takes Living Flame, Lethality and Spellcraft), because on that kit the card would deliver less than half of what it costs.

R

Rolling Barrage

+90% all damage for 8 seconds after each siege press.

Every kit can be offered this card.

R

Running TabOpens a buildArcherRogueSorcererEnchantressAlchemist

5% chance on each attack: that attack deals an additional 1050% damage and you gain 13 mana.

Offered to every Archer kit, every Rogue kit, every Sorcerer kit, every Enchantress kit and every Alchemist kit.

What this card reads on 14 other kits
  • Sniper: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 23 mana.
  • Gunner: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 18 mana.
  • Blade Dancer: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 12 mana.
  • Assassin: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 29 mana.
  • Brawler: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 15 mana.
  • Fire Mage: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 19 mana.
  • Saboteur: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 16 mana.
  • Arcane Mage: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 12 mana.
  • Frost Mage: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 10 mana.
  • Stormcaller: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 11 mana.
  • Water Mage: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 14 mana.
  • Poisoner: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 15 mana.
  • Death Dealer: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 17 mana.
  • Necromancer: 5% chance on each attack: that attack deals an additional 1050% damage and you gain 9 mana.
S

Sapper's Rate

50% reduced siege cost, and each press hits the other stream 90% harder.

Every kit can be offered this card.

S

Second VerseOpens a buildBard

Spending mana on spells fills a meter. At 13 mana spent, your tower-mates each instantly repeat their last attack at 350% damage.

Offered to Minstrel and Dark Bard.

S

Seed DrillOpens a buildAlchemist

Every 5 attacks you land plants a seed worth 370% of the damage dealt where it hits.

Only the Death Dealer can be offered this card.

S

Shared Thrift

Everyone in your tower: 30% reduced spell cost, and +19% attack speed.

Every kit can be offered this card.

S

ShowtimeOpens a buildBard

When an enemy carrying your mark dies, a firework bursts where it fell, dealing 27 damage to enemies within 1.8 range.

Only the Stage Master can be offered this card.

Your tower and your team

Cards that pay out through your tower-mates rather than through your own damage.

Curtain CallBard

Your marks last 75% longer, and when a marked enemy dies your mark leaps to the nearest unmarked enemy within 8 range and lasts 7 seconds there.

Only the Stage Master can be offered this card.

Echo Corps

Your attacks make a tower-mate of your own class immediately repeat their own attack, free. Each mate can echo at most once every 0.65 seconds.

Every kit can be offered this card.

L

Louder RefrainBard

x1.17 all damage for everyone in your tower.

Offered to every Bard kit.

Rallying Horn

Every 20 seconds, you and your tower-mates attack +63% faster for 8 seconds. The horn sounds by itself the moment it is ready and there is something to fight.

Every kit can be offered this card.

S

SearchlightAlchemist

Cloaked enemies within 2 range of your target are revealed. x4.2 all damage against enemies you had already revealed before your attack landed.

Offered to every Alchemist kit.

S

Shared EdgeRogue

Everyone in your tower strips armor equal to 25% of the damage they deal. Your strip emptying an enemy's armor makes them all fire an extra attack for 470% of its damage at 8 players, up to 3500% at 60.

Offered to every Rogue kit.

V

Volley FireArcher

Each of your attacks has a 75% chance to make a tower-mate fire one free attack, taking turns between them.

Offered to every Archer kit.

Situational payoffs

Big numbers that only apply in a named situation, priced on how often that situation happens.

M

Mercy Stroke

x2 all damage against enemies already below 50% health.

Offered to every Archer kit, every Rogue kit, every Sorcerer kit, every Enchantress kit, every Alchemist kit, Minstrel and Dark Bard.

P

Piling On

x1.8 all damage against enemies that were already slowed, stunned, frozen, charmed, or pushed before your attack landed.

Requires: you already slow, stun, freeze, charm or push what you hit.

Offered to every Archer kit, every Rogue kit, every Sorcerer kit, every Alchemist kit, every Bard kit and Water Mage.

R

Rotten CoreArcherRogueSorcererEnchantressBard

You deal x1.7 all damage against enemies that were already carrying your poison, burn, or bleed before your attack landed.

Requires: you already apply a poison, a burn or a bleed.

Offered to every Archer kit, every Sorcerer kit, Blade Dancer, Brawler, Water Mage, Minstrel and Dark Bard.

What this card reads on 10 other kits
  • Sniper: You deal x2.1 all damage against enemies that were already carrying your poison, burn, or bleed before your attack landed.
  • Gunner: You deal x1.7 all damage against enemies that were already carrying your poison, burn, or bleed before your attack landed.
  • Blade Dancer: You deal x1.7 all damage against enemies that were already carrying your poison, burn, or bleed before your attack landed.
  • Brawler: You deal x1.8 all damage against enemies that were already carrying your poison, burn, or bleed before your attack landed.
  • Fire Mage: You deal x1.7 all damage against enemies that were already carrying your poison, burn, or bleed before your attack landed.
  • Saboteur: You deal x1.9 all damage against enemies that were already carrying your poison, burn, or bleed before your attack landed.
  • Arcane Mage: You deal x1.6 all damage against enemies that were already carrying your poison, burn, or bleed before your attack landed.
  • Water Mage: You deal x2.2 all damage against enemies that were already carrying your poison, burn, or bleed before your attack landed.
  • Minstrel: You deal x1.7 all damage against enemies that were already carrying your poison, burn, or bleed before your attack landed.
  • Dark Bard: You deal x2.5 all damage against enemies that were already carrying your poison, burn, or bleed before your attack landed.
T

Trophy Hunter

x2 all damage against trolls and bosses (including boss spawns).

Offered to every Archer kit, every Rogue kit, every Sorcerer kit, every Enchantress kit, every Alchemist kit, Minstrel and Dark Bard.