

Combat Start: Assassins will leap to the enemy's backline Troops
[2] +25% Critical Damage and Chance
[4] +45% Critical Damage and Chance

Blasters gain +1 Attack Range and deal more Damage to distant targets
[2] +10% Damage per Hex
[4] +15% Damage per Hex

All Aces gain +20% Hit Speed at combat start. Your strongest Ace becomes the Captain instead of strongest Troop with the highest Merge Level
[2] Captain gains 40% bonus Damage and gains +40% HP of Damage dealt
[4] Captain gains 70% bonus Damage and gains +70% HP of Damage dealt

Once per round, Clans rapidly heal and gain bonus Hit Speed at 50% HP
[2] +35% of max HP and Hit Speed
[4] +70% of max HP and Hit Speed

You'll get an extra random Goblin for free next round
[2] Gain a 2 or 3-Elixir Goblin
[4] Gain a 3 or 4-Elixir Goblin

Frontline Nobles take less Damage while backline Nobles gain bonus Damage
[2] 25%
[4] 40%
[6] 60% (*requires trait dummy)

Combat Start: Highest HP enemy is cursed and your Undead gain +30% bonus damage when that enemy is defeated
[2] Curses 2 enemies, max HP cut by -25%
[4] Curses 3 enemies, max HP cut by -50%
[6] Curses 4 enemies, max HP cut by -75% (*requires trait dummy)

This Trait allows its troops to do extra damage, and after taking down a troop, they’ll magically heal!
[2] +30% damage, heals 30% of max HP

Brutalists gain bonus hit speed, marking enemies with each hit. Enemy targets lose HP after 4 marks
[2] +30%, -20% of max HP
[4] +60%, -40% of max HP