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Perks

Before each match you pick 1 perk out of 3 drawn at random. Every perk has an upside and a price.

  • Bulwark March

    Upside: Your troops gain +12% max HP.

    Price: −7% movement and attack speed.

  • Breach Doctrine

    Upside: +20% attack damage against enemy buildings.

    Price: −10% attack damage against enemy troops.

  • Glass Cannon

    Upside: Up to +50% damage, growing as the troop loses HP.

    Price: −10% max HP.

  • Forward Line

    Upside: +2 armor outside your territory.

    Price: −2 armor inside your territory.

  • Wild Growth

    Upside: Troops outside cages regenerate +3 HP/s.

    Price: −10% base damage (caged troops are not affected).

  • Extended Formation

    Upside: Ranged troops gain +90 range.

    Price: Ranged troops have −25% max HP.

  • Transcendent Blades

    Upside: +45 damage against troops with Unarmored, Hero or Divine armor.

    Price: −6 base damage.

  • Arcane Edge

    Upside: Your troops and buildings deal +15% spell damage (abilities and spells).

    Price: Your troops and buildings take +15% spell damage.

  • Production Enchantment

    Upside: Mark a production building: its troops gain +15% damage and HP.

    Price: All your troops have −3% damage and HP.

  • Overdrive

    Upside: Turn it on to give all your troops +30% attack speed.

    Price: While on, income drops 15% plus 5% more every 15s (up to 60%), charged per second; it stays on for at least 1 income cycle and the penalty recovers at the same pace.

  • Golden Armor

    Upside: Caged troops: 30% spell resistance and +10% HP.

    Price: Caged troops give double bounty when they die.

  • No Towers

    Upside: Start with a Tower Token: a free small tower.

    Price: Can't build slot Y buildings.