Summoning Rite: Once per battle, summons a stack of Ra’Shoth on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the Ra’Shoth’s amount. These creatures are permanent and remain after battle. Ability tier 3. Ability Cost:
Summoning Rite: Once per battle, summons a stack of Stinging Ra’Shoth on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the Stinging Ra’Shoth’s amount. These creatures are permanent and remain after battle. Ability tier 3. Ability Cost:
Sweeping Strike: Deals damage to the target and two adjacent hexes to its side.
Active Abilities
Summoning Rite: Once per battle, summons a stack of Ferocious Ra’Shoth on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the Ferocious Ra’Shoth’s amount. These creatures are permanent and remain after battle. Ability tier 3. Ability Cost:
Glance at the Abyss: Curses the enemy target. Cursed targets take 2 pure damage per Cultist. Effect is stackable. Lasts 2 rounds. Ability tier 2. Costs 1 Focus Charge. Ability Cost:
Glance at the Abyss: Curses the enemy target. Cursed targets take 2 pure damage per Cultist. Effect is stackable. Lasts 2 rounds. Ability tier 2. Costs 1 Focus Charge. Ability Cost:
Abyssal Tendril: Deals 2 damage per Binder to any enemy and removes one of their counterattack charges. Ability tier 2. Ability Cost:
Curse of the Abyss - Sluggishness: Deals 3 Pure damage per Votary to the target and all adjacent enemies. Initiative of all targets is reduced by 1 until the end of the next round. Ability tier 2. Costs 1 Focus Charge. Ability Cost:
Curse of the Abyss - Slow: Deals 3 Pure damage per Votary to the target and all adjacent units. Speed of all targets is reduced by 1 until the end of the next round. Ability tier 2. Ability Cost:
Plows Through: Removes all terrain penalties when in a hero's army.
Piercing Cold: When hitting an enemy with an attack or counterattack, applies a negative effect that makes them take +100% magic damage. Lasts 2 rounds.
Active Abilities
Icy Breath: Makes an additional attack, dealing 100% of a basic attack as pure damage. Does not end turn. Ability tier 2. Ability Cost:
Plows Through: Removes all terrain penalties when in a hero's army.
Piercing Cold: When hitting an enemy with an attack or counterattack, applies a negative effect that makes them take +100% magic damage. Lasts 2 rounds.
Active Abilities
Icy Breath: Makes an additional attack, dealing 100% of a basic attack as pure damage. Does not end turn. Ability tier 2. Ability Cost:
Unit 'Aga'Shoth Matha' not foundExpression error: Unrecognized word "unit".Expression error: Unrecognized word "unit".
Range
Melee
Damage
6-7
Movement
Ground
Speed
6
Price
Unit 'Aga'Shoth Matha' not found
Initiative
7
Weekly Growth
8
Morale
0 (-5-5)
Experience Yield
Luck
0 (-3~3)
Squad Value
Passive Traits
Plows Through: Removes all terrain penalties when in a hero's army.
Piercing Cold: When hitting an enemy with an attack or counterattack, applies a negative effect that makes them take +100% magic damage. Lasts 2 rounds.
Active Abilities
Icy Breath: Makes an additional attack, dealing 100% of a basic attack as pure damage. Does not end turn. Ability tier 2. Ability Cost:
Summoning Rite: Once per battle, summons a stack of Grand Shoth on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the caster’s amount. These creatures are permanent and remain after battle. Ability tier 4. Ability Cost:
Summoning Rite: Once per battle, summons a stack of Unspeakable Shoth on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the caster’s amount. These creatures are permanent and remain after battle. Ability tier 4. Ability Cost:
Summoning Rite: Once per battle, summons a stack of Unthinkable Shoth on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the caster’s amount. These creatures are permanent and remain after battle. Ability tier 4. Ability Cost:
Black Ice Shard: Deals 200% basic attack damage as pure damage to the target. Does not end turn. Ability tier 5. Ability Cost:
Paradoxical Shots: Ranged penalties are reversed. Deals +10% damage per hex, up to a maximum of +50% if the target is more than 3 hexes away. If the target is adjacent, performs a melee attack, dealing +50% damage.
Power of the Abyss: Increases Hero’s maximum mana by 20. This effect does not stack.
Active Abilities
Reposition: Makes a friendly unit move to a free hex within 4 hexes of their initial position. Does not end turn. Ability tier 3. Ability Cost:
Fear: Makes an enemy unit move to a free hex without 4 hexes of their initial position. Does not end turn. Ability tier 3. Ability Cost:
Paradoxical Shots: Ranged penalties are reversed. Deals +10% damage per hex, up to a maximum of +50% if the target is more than 3 hexes away. If the target is adjacent, performs a melee attack, dealing +50% damage.
Power of the Abyss: Increases Hero’s maximum mana by 20. This effect does not stack.
Active Abilities
Reposition: Makes a friendly unit move to a free hex within 4 hexes of their initial position. Does not end turn. Ability tier 3. Ability Cost:
Fear: Makes an enemy unit move to a free hex without 4 hexes of their initial position. Does not end turn. Ability tier 3. Ability Cost:
Disgorge Storm: Deals 25 pure damage to all enemies and gives them -1 speed and initiative. Lasts 2 rounds. Ability tier 3. Ability Cost:
Paradoxical Shots: Ranged penalties are reversed. Deals +10% damage per hex, up to a maximum of +50% if the target is more than 3 hexes away. If the target is adjacent, performs a melee attack, dealing +50% damage.
Power of the Abyss: Increases Hero’s maximum mana by 20. This effect does not stack.
Slimy Touch: Each attack deals +5 pure damage per bloated arbitrator and lowers the target’s speed and initiative by 1 until the end of the round.
Active Abilities
Switch Places: Make any 2 units switch places, as long as they are within 8 hexes from another. Does not end turn. This effect does not stack. Ability tier 3. Ability Cost:
Frozen Pages: Prevents the enemy hero from using their spellbook. This effect does not stack. Ability tier 5. Ability Cost:
Summoning Rite: Once per battle, summons a stack of Abyssal Envoys on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the Abyssal Envoy’s amount. These creatures are permanent and remain after battle. Ability tier 5. Ability Cost:.
Will of the Abyss: Allows this unit to take 1 more action immediately after its first action. Does not end turn. Ability tier 5. Costs 3 focus charge. Ability Cost:
Area Strike: Deals Damage to the target and all hexes around it. Additional targets take —50% Damage.
Pure Resistance: Immune to all magic damage.
Active Abilities
Summoning Rite: Once per battle, summons a stack of Abyssal Overseers on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the Abyssal Overseer’s amount. These creatures are permanent and remain after battle. Ability tier 5. Ability Cost:.
Will of the Abyss: Allows this unit to take 1 more action immediately after its first action. Does not end turn. Ability tier 5. Costs 3 focus charge. Ability Cost:
Moment of Insanity: Makes an enemy unit attack a random target. Does not affect Embodiments or Constructs. Negative Effect. Ability Cost:
Unit 'Abyssal Exectutor' not foundExpression error: Unrecognized word "unit".Expression error: Unrecognized word "unit".
Range
Melee
Damage
70
Movement
Ground
Speed
5
Price
Unit 'Abyssal Exectutor' not found
Initiative
12
Weekly Growth
1
Morale
0 (-3-3)
Experience Yield
Luck
0 (-5-5)
Squad Value
Passive Traits
Pure Resistance: Immune to all magic damage.
Active Abilities
Summoning Rite: Once per battle, summons a stack of Abyssal Executors on a friendly corpse’s hex. Has 50% of the corpse’s original stack and no more units than the Abyssal Executor’s amount. These creatures are permanent and remain after battle. Ability tier 5. Ability Cost:.
Will of the Abyss: Allows this unit to take 1 more action immediately after its first action. Does not end turn. Ability tier 5. Costs 3 focus charge. Ability Cost:
Control Mind: The target loses all its possible turns and passes. Does not affect Embodiments or Constructs. Negative Effect. Ability Cost: