"A versatile combat master! Switches stances and attacks twice per turn."
Beating The Lab
Meta Build: The "Combo" skill is broken. Without gear, you can hit 7 times in a row. Because Monk has naturally high INT/CHA, you can cast Combo multiple times per turn. Pair with "Flow State".
Heals allies but damages enemies.
Heals allies but damages enemies.
Attack an adjacent unit.
Lob a shot over units and obstacles.
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.
Dash forward one tile and attack.
Dash forward one tile and attack, twice!
Shoot an energy blast in a straight line.
Shoot a high damage energy blast in a straight line.
Roll up to 4 tiles diagonally.
Roll up to 4 tiles diagonally or in a straight line.
Gain and equal to your until the end of your turn.
Convert your to and for the rest of the battle.
Cleanse your debuffs and gain +1 .
Cleanse your debuffs and gain +1 . At the end of each round, automatically cast this spell for free.
Throw a random adjacent unit two tiles away, dealing damage to it.
Throw a random adjacent unit two tiles away, dealing damage to it. This deals double damage if it's thrown onto another unit.
Your basic attack inflicts Bruise until the end of the turn. (Castable once per turn.)
Your basic attack inflicts Bruise until the end of the turn.
A melee attack with a high critical hit chance. RELOAD: Take damage.
A melee attack with a 100% critical hit chance. RELOAD: Take damage.
Dash forward three tiles and attack. This deals 2 damage for each action you've taken this turn. (Castable once per turn.)
Dash forward three tiles and attack. This deals 2 damage for each action you've taken this turn. (This spell costs 0 mana. Castable once per turn.)
Gain +8 and knock back adjacent units two tiles. This spell costs 3 mana less for each action you've taken this turn. (Castable once per turn.)
Gain +8 and knock back adjacent units two tiles. This spell costs 3 mana less and grants 1 extra for each action you've taken this turn. (Castable once per turn.)
A melee attack with Knockback 3. When this hits, switch into ranged stance and refresh your basic attack.
A melee attack with Knockback 3. When this hits, switch into ranged stance and refresh your basic attack. (This spell costs less.)
A ranged attack that pulls the unit it hits toward you. When this hits, switch into melee stance and refresh your basic attack.
A ranged attack that pulls the unit it hits toward you. When this hits, switch into melee stance and refresh your basic attack. (This spell costs less.)
Gain +20 Movement Range until the end of the turn.
Gain +20 Movement Range until the end of the turn and refresh your movement action.
Jump to a tile. Bounce off any unit you land on, damaging that unit.
Jump to a tile. Bounce off any unit you land on, damaging and Bruising that unit.
For the rest of the battle, you can attack an extra time each turn.
For the rest of the battle, you can attack an extra time each turn. (This spell costs less.)
Gain +2 temporary Brace and +2 temporary Thorns until your next turn.
Gain +2 temporary Brace and +2 temporary Thorns until your next turn. Also reflect the next projectile you're hit by.
Gain +1 . This spell costs 0 mana the first time you cast it each turn.
Gain +1 . This spell costs 0 mana the first time you cast it each turn, and after each time you spend mana on another spell.
Become downed. You don't get injured. At the end of the next round, you're revived with 1 HP, 15 , and All Stats Up.
Become downed. You don't get injured. At the end of the next round, you're revived with 50% HP, 20 , 2 , and All Stats Up 2.
Jump to a tile, then gain +2 for each enemy adjacent to the tile you land on.
Jump to any tile, then gain +2 for each enemy adjacent to the tile you land on.
For the rest of the battle, the first spell you cast each turn is cast twice.
For the rest of the battle, the first spell you cast each turn is cast twice. (This spell costs less.)
Heal yourself for 8 HP and gain +8 Shield, All Stats Up 2, and Sleep 8.
Heal yourself for 8 HP and gain +8 Shield, All Stats Up 2, and Drowsy 8. (This spell costs less.)
A melee attack that causes a unit to die at the end of its next turn. Bosses fall asleep at the end of their next turn instead.
A melee attack that causes a unit to die at the end of its next turn. Bosses fall asleep at the end of their next turn instead. (This spell costs less.)
Deal 1 damage and knockback adjacent units. Gain +1 .
Deal 2 damage and knockback adjacent units 2 tiles. Gain +2 .
A magic damage melee attack with knockback 3 that inflicts Confusion.
A strong magic damage melee attack with knockback 10 that inflicts Confusion.
For the rest of the battle, you can move an extra time each turn.
For the rest of the battle, you can move an extra time each turn. (This spell costs less.)
Run in a straight line up to 4 tiles, through objects. Wind blows over tiles you run through.
Run diagonally or in a straight line any distance, through objects. Wind blows over tiles you run through.
Inflict Marked and Magic Weakness 1 on a unit.
Inflict Marked 3 and Magic Weakness 3 on a unit.
A ten-hit multi-strike melee attack with Knockback 10 at the end of the combo.
A ten-hit multi-strike melee attack with Knockback 10 at the end of the combo. Each hit has a 10% chance to inflict Bruise. The final hit deals extra damage.
Gain +1 temporary Kinetic Spikes.
Gain +2 temporary Kinetic Spikes.
A burst of air that knocks back units diagonally from the target.
A large burst of air that knocks back units diagonally from the target.
Gain +1 Brace.
Gain +1 Brace. (This spell costs less.)
Emit 10 Sparkles.
Emit 10 Sparkles. (This spell costs less.)
A melee attack that does 3 more damage each time you use it on the same turn. This attack inflicts all status effects your basic attack does.
A melee attack that does 4 more damage each time you use it on the same turn. This attack inflicts all status effects your basic attack does. (This spell costs less.)
Teleport, then use your basic attack on an enemy within range. This spell's range is increased by 2 for each empty armor slot you have.
Teleport, then use your basic attack on an enemy within range. This spell's range is increased by 2 for each empty armor slot you have. (This spell costs less.)
Gain +1 for each empty armor slot you have, then switch stances.
Gain +1 and heal 1 HP for each empty armor slot you have, then switch stances.
Gain +1 , and +1 . This spell costs 2 mana less for each empty armor slot you have.
Gain +1 , +1 and +1 . This spell costs 2 mana less for each empty armor slot you have.
A melee attack with knockback that hits two tiles away from you. This spell's range is increased by 1 each time you use it on the same turn.
A melee attack with knockback that hits two tiles away from you. This spell's range is increased by 1 and mana cost decreased by 1 each time you use it on the same turn.
Begin charging a spirit bomb. This ability becomes Throw Spirit Bomb. Allies gain the bonus ability Donate Energy until you throw it.
Begin charging a spirit bomb. This ability becomes Throw Spirit Bomb. Allies gain the bonus ability Donate Energy+ until you throw it.
Throw the Spirit Bomb, then this ability becomes Charge Spirit Bomb. (Cannot be thrown with 0 charges.)
Throw the Spirit Bomb, then this ability becomes Charge Spirit Bomb. (Cannot be thrown with 0 charges.)
Give +1 damage to the Spirit Bomb!
Give +2 damage to the Spirit Bomb!
A one-hit kill punch. Gain All Stats Down on use. This deals 25 damage to bosses instead of killing them. (Castable once per battle.)
A one-hit kill punch. It causes a cone of wind that deals 5 damage. Gain All Stats Down on use. This deals 25 damage to bosses instead of killing them. (Castable once per battle.)
A weak melee attack that hits an extra time for each empty armor slot you have.
A weak melee attack that hits two extra times for each empty armor slot you have.
Fire a magic blast at a unit within 5 tiles. Requires line of sight. (Castable once per battle. If all your armor slots are empty, castable once per turn.)
Fire a magic blast at a unit anywhere within your line of sight. (Castable once per battle. If all your armor slots are empty, castable once per turn.)
Move one tile and gain +1 .
Move one tile and gain +1 . This spell costs 0 mana the first time you cast it each turn.
Dash forward X spaces, gain +X , deal X damage, and deal X knockback. X is equal to the number of empty armor slots you have plus one.
Dash forward X spaces, gain +X , deal X damage, and deal X knockback. X is equal to twice the number of empty armor slots you have.
Summon a 1 HP illusion of yourself within three tiles that mimics your basic attack, but in the opposite direction of you. It dies at the end of your turn.
Summon a 1 HP illusion of yourself on any tile that mimics your basic attack, but in the opposite direction of you. It dies at the end of your turn.
Teleport next to a random enemy, then switch to melee stance and automatically attack it.
Teleport next to a random enemy, then switch to melee stance and automatically attack it. This has a chance to repeat multiple times.
Gain +1 and +1 . If you have 7 or more , this spell costs 1 mana less.
Gain +1 and +2 . If you have 7 or more , this spell costs 1 mana less.
You can't cast spells for the rest of the battle. For the rest of the battle, whenever you kill an enemy, take an extra turn.
You can't cast spells for the rest of the battle. For the rest of the battle, whenever you kill an enemy, take an extra turn. Get an extra turn when you cast this.
Teleport exactly two tiles away, then switch stances.
Teleport two to four tiles away, then switch stances.
Until end of turn, your basic attack emits +1 Sparkle.
Until end of turn, your basic attack emits +1 Sparkle. Refresh your basic attack.
Summon a half-sized copy of yourself with half your stats. It's AI-controlled and can't use spells.
Summon a half-sized copy of yourself with half your stats. It's AI-controlled and CAN use spells.
Shoot an energy blast in a straight line.
Becomes a random Cleric starter ability when you lock in your team's collars.
Becomes a random Monk starter ability when you lock in your team's collars.