"Be the best friend! The safety net for keeping your team alive."
Beating The Alley
Meta Build: Stick close to squishy DPS. Mandatory for Sewers & Core: You need Cleanse to survive severe bleeding/burn mechanics. Combine "Drop Holy Shield" with "Sharing is Caring" for team invincibility.
Heals allies but damages enemies.
Heals allies but damages enemies.
Heal a unit at range.
Heal other units in an area at range.
Heal an adjacent unit.
Heal all adjacent units.
Inflict Weakness on units in an area.
Inflict Weakness and Poison on units in an area.
An attack that deals more damage the less health the target unit has. (based on their health percent)
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Heal units in an area.
Heal units in a larger area. Infinite range.
Inflict Charm 2 on an adjacent unit.
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Remove all debuffs from units in an area.
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Remove all buffs from a unit.
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Inflict Ostracized 2 on a unit.
Inflict Ostracized 4 on a unit.
Gain +1 .
Gain +1 . (This spell costs less.)
Give a unit +10 until the end of its next turn.
Give units in an area +10 until the end of their next turns.
Force a unit to attack one of its enemies.
Force units in an area to each attack one of their enemies.
Jump to an open tile next to an ally.
Jump to an open tile next to an ally. (This spell costs less.)
Jump to an open tile, then heal each adjacent unit.
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Dash forward, heal a unit and give it a random stat up.
Dash forward, heal a unit and give it 3 random stat ups.
Reverse the last damage an adjacent unit took.
Reverse the last damage a unit within range took.
Deal damage to a unit equal to the damage that unit last dealt.
Deal damage to a unit equal to twice the damage that unit last dealt.
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
A ranged spell that heals allies and damages enemies.
An infinitely ranged spell that heals allies and damages enemies.
Revive a body to 50% HP and cure one of its injuries.
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Gain 4 , 3 , heal 2 HP, and Brace 1.
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Revive a body to 100% HP and give it All Stats Up.
Heal EVERYTHING for 2 HP.
Heal EVERYTHING for 2 HP. (This spell costs less.)
You and your allies move toward the nearest enemy.
You and your allies move toward the nearest enemy and gain +1 .
Spawn a blessing pickup on an empty tile in range.
Spawn a blessing pickup on any empty tile.
Another unit's next spell is free.
Another unit's next spell is free. Infinite range. (This spell costs less.)
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
A melee attack that inflicts Blind 5 and Bleed 1.
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Revive a body to 1 HP.
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Heal an adjacent unit 2 to 6 times.
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Give another unit +5 until the end of its next turn.
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Run next to the ally with the most missing health. Trample all in the way.
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
You and adjacent units gain +2 .
You and adjacent units gain +2 and +1 .
Inflict Blind 1 on each unit in an area.
Inflict Blind 2 on each unit in a larger area.
Give +1 to each unit within 2 tiles of you.
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Make an ally move toward you.
Make an ally move toward you. Infinite range.
You or an adjacent unit gains a random positive effect.
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Force a nearby unit to move away from you.
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
You or an adjacent unit gains +1 Health Regeneration.
You or an adjacent unit gains +2 Health Regeneration.
Becomes a random Cleric starter ability when you lock in your team's collars.