Wayfarer's Bulwark
Enemies close to the hero turn to attack it for several seconds. For the same time, the hero and allies nearby take less damage.
114 heroes
Each of the 888 Genesis Heroes fights with its own Genesis Art: three skills at Common and up to six at Mythic. Look up your hero by token number, or read every skill by role, affinity and class.
Type a token number from 1 to 888, a hero name or part of it, or a Hero ID such as WOD-GEN-0876. The card shows that hero's skills with its real cooldowns.
A Genesis Hero gains skills as its rarity rises. Each rarity keeps everything from the rarities below it.
| Rarity | Skills | What the rarity adds |
|---|---|---|
| Common | 3 | a role skill, a class skill, and an affinity skill |
| Uncommon | 3 | cooldowns 10% shorter, and the class skill gains an echo |
| Rare | 4 | an awakened form of the class skill, and a class version of the affinity skill |
| Epic | 4 | +25% duration on every skill |
| Legendary | 5 | a crown skill: the class skill holds two charges, and using both within 3 seconds sets off the crown skill |
| Mythic | 6 | Overdrive: the hero's Unique Mechanic, once per wave or match, triggered on its own |
Skill area grows with rarity: ×1 for a Common hero, ×1.15 Uncommon, ×1.3 Rare, ×1.5 Epic, ×1.75 Legendary, and ×2 Mythic. Skills also reach farther: 20, 40, 60, 90, and 120 units more from Uncommon to Mythic.
Skill 1 comes from the hero's role. Every hero of a role has the same role skill.
Enemies close to the hero turn to attack it for several seconds. For the same time, the hero and allies nearby take less damage.
114 heroes
Charges along a line toward the nearest enemy, dealing heavy damage and knocking enemies back. The other heroes nearby attack harder for a few seconds.
175 heroes
Rains arrows on the thickest crowd for heavy damage in a small area. The enemies hit are marked and take more damage for a few seconds.
109 heroes
A blast on the thickest crowd that deals heavy damage in an area.
84 heroes
Heals the hero and every ally nearby, and clears poison and slows from them.
136 heroes
The hero and allies nearby attack faster for several seconds.
105 heroes
Blinks to the farthest enemy in reach and strikes it for heavy damage.
106 heroes
Strikes the nearest enemy for massive damage, doubled against an enemy low on health.
28 heroes
Switches between an attack stance and a spell stance. In the attack stance basic attacks hit harder; in the spell stance skills hit and heal harder.
9 heroes
Calls a spirit that fights beside the hero for a long time.
15 heroes
Slows every enemy in an area on the thickest crowd for a few seconds.
7 heroes
Skill 3 comes from the hero's affinity. From Rare, each class adds something of its own to it, shown under the class.
Strikes the nearest enemy for heavy damage and breaks its armor for a few seconds.
184 heroes
Stamps the ground: enemies around the hero take damage and stagger briefly, and the hero and allies nearby take less damage for a few seconds.
70 heroes
Heals the hero and allies nearby a little, and light damages enemies in a wide area around the hero.
148 heroes
Roots grab the thickest crowd. Enemies in the area slow down and take damage for a few seconds.
139 heroes
Arcane bolts jump between three enemies. The hero's next skill in the next several seconds repeats part of its effect a moment later.
105 heroes
The hero cannot be targeted briefly, and its next attack hits harder.
67 heroes
Shortens the cooldowns of the other heroes' skills, and the hero and allies nearby deal more damage for a few seconds.
76 heroes
Fire bursts on the thickest crowd and leaves the enemies burning for a few seconds.
30 heroes
Lightning jumps between three enemies and stuns each one briefly.
21 heroes
Frost bursts on the thickest crowd and freezes the enemies in it briefly.
7 heroes
Each cast takes the next step of a cycle: a burning patch on the thickest crowd, then a blast that slows, then lightning that jumps between three enemies and stuns them.
8 heroes
Towers near the hero fire faster for several seconds.
12 heroes
Shields the hero and allies nearby for several seconds, and starlight damages the thickest crowd.
12 heroes
Enemies around the hero attack more slowly for a few seconds, and any boss skill being cast is pushed back.
3 heroes
A void lance pierces a line of enemies toward the nearest one for heavy damage.
6 heroes
Skill 2 is the class skill, different for each of the 72 classes. From Rare a class also has an awakened skill. Classes that reach Legendary have a crown skill, and Mythic classes have an Overdrive.
72 classes Cooldowns are shown for a Common hero.

Throws a flask. The hero and allies nearby attack faster for several seconds, and the splash damages the nearest enemy and the two beside it.
Uncommon and up The flask's reach and splash grow a little.
Rare and up The arcane bolts strike again a moment later, weaker.
Rare and up Breaks a great cauldron among the allies. The hero and allies nearby attack faster and deal more damage for several seconds, and the splash deals heavy damage to the nearest enemy and the three beside it.

Takes aim for a moment, then fires a rail that pierces a long line through the thickest crowd for heavy damage. The enemies hit are marked and take more damage for a few seconds.
Uncommon and up Takes aim faster.
Legendary and up 2 charges
Rare and up The arcane bolts strike again a moment later, weaker.
Rare and up Takes aim, then fires a rail through a long line for heavy damage and marks the enemies hit. At its end the beam splits and strikes the three enemies nearest the aim point.
Legendary and up Star needles rake a long line through the thickest crowd, damaging every enemy on it.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.
Mythic For several seconds the hero attacks harder and reaches farther. Then a final shot deals heavy damage to every enemy in a wide area around the hero.
Fires by itself once per wave, or once per PvP match, when a boss or a big crowd of enemies is in reach.

Three arcane orbs circle the hero for a moment. The first blasts a small area on the thickest crowd, and the other two jump on to nearby enemies.
Uncommon and up One more orb.
Rare and up The arcane bolts strike again a moment later, weaker.
Rare and up Three orbs circle the hero, linked by beams of light, then strike as in Orbit Shards. The beams also damage every enemy along a long line.

Looses a volley on the thickest crowd for heavy damage in a small area. The enemies hit are marked and take more damage for a few seconds.
Uncommon and up Two more arrows: the volley hits harder.
Rare and up Enemies around the target also lose armor for a few seconds.
Rare and up A volley falls on the thickest crowd for heavy damage and marks the enemies hit. A moment later a second volley falls on the same spot, a little weaker.

Switches stance. In the spell stance the hero lobs a grenade that damages the nearest enemy and the two beside it; in the attack stance it sets up a small turret that fights for several seconds.
Uncommon and up The turret stays a little longer.
Legendary and up 2 charges
Rare and up Overclock also reaches towers farther from the hero.
Rare and up Switches stance. In the spell stance a grenade deals heavy damage to the nearest enemy and the two beside it; in the attack stance a turret fights for several seconds, then blows up for heavy damage in a small area.
Legendary and up Sets up a second turret for several seconds, and a beam jumps between four enemies for damage.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Blinks to the most hurt enemy and stabs it for massive damage, doubled against an enemy low on health.
Uncommon and up The doubled damage starts while the target still has a little more health.
Legendary and up 2 charges
Rare and up Shadow Veil opens with a stab on the nearest enemy.
Rare and up Blinks to the most hurt enemy and stabs it for massive damage, doubled against an enemy low on health. A kill gives back part of the cooldown.
Legendary and up Cuts the most hurt enemy, then leaps on to the next enemy nearby, dealing heavy damage to both.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Stars fall on the thickest crowd in three pulses, dealing heavy damage to enemies in the area every second.
Uncommon and up One more pulse.
Legendary and up 2 charges
Rare and up Star Ward also drops three pulses of falling stars on the thickest crowd for light damage.
Rare and up The first arrow is a comet that deals heavy damage along a long line. Then stars fall on the thickest crowd in three pulses.
Legendary and up The stars join into a constellation, and every enemy on its long line takes heavy damage.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.
Mythic Zodiac arrows circle the hero for several seconds and strike the two nearest enemies every second for light damage. Then a meteor falls where the crowd was thickest when the stance began, dealing massive damage in an area.
Fires by itself once per wave, or once per PvP match, when a boss or a big crowd of enemies is in reach.

Charges toward the nearest enemy, damaging enemies on the line, and ends in a leap that slams the ground: enemies in a small area take damage and are knocked back. The other heroes nearby attack harder for a few seconds.
Uncommon and up The slam covers a little more ground.
Rare and up Tremor's stagger reaches enemies farther from the hero.
Rare and up A long crack splits the ground toward the nearest enemy, damaging and slowing enemies on it for a few seconds. Then the hero charges and ends in a ground slam that knocks enemies back.

Plays a battle hymn. The hero and allies nearby attack faster and deal more damage for several seconds.
Uncommon and up The song lasts a little longer.
Rare and up Kindred Call shortens the other heroes' cooldowns even more.
Rare and up Plays a long ballad. For several seconds the hero and allies nearby attack faster, deal more damage and heal a little every second.

Leaps into the thickest crowd and blasts the area around the hero for heavy damage. The hero gains a shield for several seconds.
Uncommon and up A stronger shield.
Legendary and up 2 charges
Rare and up The arcane bolts strike again a moment later, weaker.
Rare and up Leaps into the thickest crowd, blasts the area around the hero for heavy damage and takes a stronger shield. When the shield fades, it bursts outward and damages enemies around the hero.
Legendary and up A rune ring pulls enemies in a wide area toward its center, then strikes the center for damage.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Blows a horn. The hero and allies nearby attack faster for several seconds, and a wolf fights beside the hero for the same time.
Uncommon and up The wolf stays a little longer.
Legendary and up 2 charges
Rare and up Entangling Roots also calls the wolf to fight for a few seconds.
Rare and up Blows the horn and calls the wolf, which howls. Enemies around the hero slow down for a few seconds, and the hero and allies nearby attack faster and harder for several seconds.
Legendary and up Takes on the bear's hide. Enemies close to the hero turn to attack it for a few seconds, and the hero takes less damage meanwhile.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Costs the hero some health, then charges along a line toward the nearest enemy for massive damage, knocking enemies back. The other heroes nearby attack harder for a few seconds.
Uncommon and up Each kill on the rush heals the hero.
Rare and up Wildfire leaves a burning patch, and enemies standing in it keep burning.
Rare and up Costs the hero some health, then charges toward the nearest enemy for massive damage and knocks enemies back. The other heroes nearby attack harder, and the hero attacks faster for a few seconds.

Charges along a line toward the nearest enemy. Every enemy on the path is struck twice, by the hooves and their echo, and knocked back. The other heroes nearby attack harder for a few seconds.
Uncommon and up The other heroes passed also attack faster for a few seconds.
Rare and up Sundering Blow breaks the armor of every enemy on the line to its target.
Rare and up Charges out and turns back to where it began. Enemies on the path are struck twice and knocked back, then a wider sweep on the way back damages them again. The other heroes nearby attack harder.

Enemies close to the hero turn to attack it for several seconds. For the same time, the hero and allies nearby take less damage and gain a shield.
Uncommon and up A stronger shield.
Legendary and up 2 charges
Rare and up Star Ward also heals the hero and allies nearby a little.
Rare and up Star lines link the hero to its allies. Enemies close by turn to attack the hero, and for several seconds the hero and allies nearby gain a shield and take less damage; the linked allies take even less.
Legendary and up The constellation pulses around the hero for a few seconds, damaging enemies close by every second.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.
Mythic A starry dome rises over the hero for several seconds. Enemies close by turn to attack the hero, and the hero and allies inside cannot fall. When the dome ends, stars crash down for massive damage in a wide area.
Fires by itself once per wave, or once per PvP match, when a boss or a big crowd of enemies is in reach.

Traps the toughest enemy in an hourglass. It freezes briefly and stays slowed a little longer, then takes heavy damage when the trap ends.
Uncommon and up The snare holds a little longer.
Rare and up Delay also pushes back the skill of the toughest enemy near the hero.
Rare and up Traps the toughest enemy: it freezes briefly, stays slowed, then takes heavy damage. A rewind field around the hero heals the hero and allies nearby a little every second for a few seconds.

Strikes the nearest enemy with a holy mace. The hero and allies nearby heal and lose poison and slows.
Uncommon and up The healing reaches a little farther.
Rare and up Radiance also makes the healed allies take less damage for a few seconds.
Rare and up Strikes the nearest enemy with the mace, then a bell rings three times. Each ring heals the hero and allies nearby and clears poison and slows.

A ring of frost bursts on the thickest crowd, dealing heavy damage in an area.
Uncommon and up Enemies struck are also slowed for a few seconds.
Rare and up After Frost Bind's freeze, the enemies stay slowed for a few seconds.
Rare and up A ring of frost deals heavy damage on the thickest crowd and slows the enemies. Ice spikes then bloom into a flower and strike a slightly larger area again.

Charges toward the nearest enemy for heavy damage, knocking enemies back, and the other heroes nearby attack harder. Light lingers where the charge ends and heals the hero and allies nearby every second for a few seconds.
Uncommon and up The light lasts a little longer.
Legendary and up 2 charges
Rare and up Radiance heals the hero and allies nearby a little more.
Rare and up Charges for heavy damage and knocks enemies back. The light left behind heals the hero and allies nearby every second, and enemies standing in it attack more slowly.
Legendary and up A sun blast deals heavy damage in an area where the second charge ends.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.
Mythic Takes sun form for several seconds: the hero attacks harder and faster, and light around it heals the hero and allies nearby every second. Then dawn sweeps the field, healing every ally and dealing massive damage to enemies in a wide area.
Fires by itself once per wave, or once per PvP match, when a boss or a big crowd of enemies is in reach.

Charges along a line toward the nearest enemy, damaging and knocking back the enemies in the way, then breathes fire on the enemies close around it. The other heroes nearby attack harder for a few seconds.
Uncommon and up The fire breath covers a little more ground.
Legendary and up 2 charges
Rare and up Wildfire leaves a stronger burn on the enemies it hits.
Rare and up Charges as in Wyrmfire Charge, then the hero wears fire armor for a few seconds: it takes less damage, and enemies right next to it catch fire.
Legendary and up Dragon fire bursts on the nearest enemy for heavy damage in an area and leaves the enemies there burning for a few seconds.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

The hero and allies nearby attack faster for several seconds. For the same time a whelp breathes fire at the nearest enemy, dealing light damage to the three enemies closest to it every second.
Uncommon and up The whelp's breath hits a little harder.
Legendary and up 2 charges
Rare and up Wildfire leaves a stronger burn on the enemies it hits.
Rare and up The hero and allies nearby attack faster for several seconds while a young drake breathes fire at the nearest enemy, dealing light damage to the five enemies closest to it every second.
Legendary and up A second young drake breathes fire at the nearest enemy for several seconds, dealing light damage to the five enemies closest to it every second.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Leaps at the thickest crowd and dives onto it, dealing heavy damage in an area and knocking the enemies back.
Uncommon and up The hero cannot be targeted while in the air.
Legendary and up 2 charges
Rare and up Wildfire also sets the ground alight for a few seconds, burning enemies who stand on it.
Rare and up Dives onto the thickest crowd for heavy damage in an area, knocking enemies back and briefly stunning the one at the center. A pillar of fire rises there for a few seconds and damages enemies inside every second.
Legendary and up A ring of dragon fire covers the thickest crowd for a few seconds, damaging and burning the enemies inside every second.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.
Mythic Takes winged ember form: an untargetable dive onto the thickest crowd for heavy damage, then harder attacks for several seconds and shorter cooldowns. At the end a dragon shadow scorches a wide area around the hero for massive damage and leaves enemies burning.
Fires by itself once per wave, or once per PvP match, when a boss or a big crowd of enemies is in reach.

A garden blooms around the hero for a few seconds. Every second it heals the hero and allies nearby and clears poison and slows from them.
Uncommon and up The garden lasts a little longer.
Rare and up Entangling Roots leaves a thicket that keeps the enemies in it slowed for a few seconds.
Rare and up The garden of Bloom Prayer blooms around the hero, and a small tree grows in it for several seconds, shooting seeds at the nearest enemy every second for light damage.

Takes a parry stance that briefly cuts the damage the hero takes, then thrusts at the nearest enemy for massive damage.
Uncommon and up The parry stance lasts a little longer.
Legendary and up 2 charges
Rare and up Sundering Blow keeps the target's armor broken for longer.
Rare and up Takes a parry stance that briefly cuts the damage the hero takes, then hits the nearest enemy with three quick thrusts.
Legendary and up A second riposte strikes the nearest enemy at once for heavy damage, with no parry first.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Cuts the nearest enemy for massive damage, doubled against an enemy low on health. Each cast switches stance: Sun makes the hero attack harder for a few seconds, Shadow shields it for a few seconds.
Uncommon and up Both stances last longer.
Legendary and up 2 charges
Rare and up Null Lance also breaks the armor of every enemy it pierces for a few seconds.
Rare and up Cuts the nearest enemy for massive damage, doubled against an enemy low on health. In Sun stance a burst of light also damages a small area; in Shadow stance the hero is shielded, cannot be targeted briefly, and leaves a weaker burst.
Legendary and up Both stances at once for a few seconds: the hero attacks harder behind a shield, and its next attack hits harder.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.
Mythic Holds both stances for several seconds, attacking harder behind a shield, and its own cooldowns come back sooner. Then the eclipse cuts every enemy in a wide area around the hero for massive damage, doubled against enemies low on health.
Fires by itself once per wave, or once per PvP match, when a boss or a big crowd of enemies is in reach.

A nova on the thickest crowd deals heavy damage in an area. Each cast uses the next element in turn: fire burns, ice slows and storm stuns briefly. The turn is shared with Primal Cycle.
Uncommon and up The nova covers a little more ground.
Rare and up Every Primal Cycle cast also burns, slows and briefly stuns the enemies in its area.
Rare and up All three elements at once: a nova on the thickest crowd deals massive damage in an area, burns and slows the enemies, and stuns them briefly.

Plants a signal beacon at the hero's side. For several seconds the hero and allies around it attack faster, and allies who come close pick up the boost.
Uncommon and up The beacon lasts a little longer.
Rare and up Overclock keeps the towers firing faster for longer.
Rare and up Plants the beacon of Signal Beacon, repairs nearby barricades, and makes nearby towers fire faster for several seconds.

Enemies close to the hero turn to attack it for several seconds. A stone wall rises: the hero and allies nearby take less damage, and the allies are shielded.
Uncommon and up The taunt reaches a little farther.
Rare and up Tremor's brief stun reaches enemies farther from the hero.
Rare and up Enemies around the hero turn to attack it for several seconds while a living rampart stands: the hero and allies nearby take even less damage and are shielded.

Shoots the toughest enemy in reach, then a volley damages a small area around it. The target is marked and takes more damage for a few seconds.
Uncommon and up The mark lasts longer.
Rare and up Entangling Roots keeps the enemies slowed for longer.
Rare and up Shoots and marks the toughest enemy as in Hunter's Mark, then lays snares around it that stun the enemies inside again and again for several seconds.

A mirror field on the thickest crowd slows the enemies in it for a few seconds, and mirror images make them attack more slowly.
Uncommon and up Enemies in the field attack more slowly for longer.
Rare and up Arcane Echo's bolts strike again a moment later, weaker, and briefly slow the enemies there.
Rare and up Slows the thickest crowd and makes it attack more slowly for a few seconds. When the mirror images fade, they burst for heavy damage in an area.

Raises a banner: the hero and allies nearby attack faster for several seconds, and enemies around the hero are marked and take more damage.
Uncommon and up The banner reaches a little farther.
Legendary and up 2 charges
Rare and up Radiance heals the hero and allies nearby a little more.
Rare and up Raises the banner of Judgment Banner. The toughest enemy near the hero is marked to take even more damage, and the hero and allies nearby deal more damage for several seconds.
Legendary and up A sword of light falls on the toughest enemy near the hero for massive damage.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Enemies close to the hero turn to attack it for several seconds. For the same time the hero and allies nearby take less damage, and the most hurt ally takes even less.
Uncommon and up The hero also takes much less damage during the oath.
Legendary and up 2 charges
Rare and up A few seconds after Radiance, the most hurt ally nearby heals a little more.
Rare and up Enemies close to the hero turn to attack it for several seconds. The hero and allies nearby take less damage, and the hero and the two most hurt allies take even less.
Legendary and up The hero cannot fall for a brief moment, whatever hits it.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Dashes through a line of enemies toward the nearest one, damaging every enemy in the way. Lightning then jumps between three enemies.
Uncommon and up The lightning jumps to one more enemy.
Legendary and up 2 charges
Rare and up Storm Strike also briefly stuns the first enemy in a line from the hero to its target.
Rare and up Dashes through a line of enemies toward the nearest one, damaging every enemy in the way. The line stays charged and strikes again a moment later.
Legendary and up Thunder bursts on the nearest enemy for heavy damage in a small area and briefly stuns the enemies there.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.
Mythic Enters a storm stance for several seconds, attacking much faster and harder. At the end a lance of lightning falls from the sky on the toughest enemy near the hero for massive damage and stuns it briefly.
Fires by itself once per wave, or once per PvP match, when a boss or a big crowd of enemies is in reach.

An arcane blast on the thickest crowd that deals heavy damage in an area.
Uncommon and up The blast covers a little more ground.
Rare and up Arcane Echo's bolts strike again a moment later, weaker.
Rare and up Pulls the enemies around the thickest crowd toward its center, then explodes for massive damage in an area.

Fires a heavy bolt along a long line toward the nearest enemy, dealing massive damage to every enemy it pierces. Every enemy hit is marked and takes more damage for a few seconds.
Uncommon and up The bolt is a little wider.
Rare and up Sundering Blow also breaks the armor of every enemy in a long line toward its target.
Rare and up Fires the bolt of Piercing Line, then it ricochets back along the same line and damages every enemy in it again.

Heals the three most hurt allies and clears poison and slows from them.
Uncommon and up Heals one more ally.
Rare and up After Radiance, the hero and allies nearby keep healing a little every second for a few seconds.
Rare and up Raises a field tent around the hero: allies nearby heal at once and again every second for several seconds, and they cannot fall while it stands.

Flurries between three enemies, striking each one, then blinks beside the nearest enemy.
Uncommon and up Strikes one more enemy.
Legendary and up 2 charges
Rare and up Kindred Call shortens the other heroes' cooldowns even more.
Rare and up Strikes three enemies in turn and blinks beside the nearest one. A last palm damages the enemies close around the hero and knocks them back.
Legendary and up A spirit shadow repeats the flurry, striking three enemies in turn.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Raises a skeleton that fights beside the hero for a long time. For the same time, the bone legion around the hero damages nearby enemies every second.
Uncommon and up The skeleton and the legion last a little longer.
Legendary and up 2 charges
Rare and up A long while after the veil, bones burst around the hero and damage enemies close by.
Rare and up Raises a skeleton and a wider bone legion, both for a long time. The legion damages enemies around the hero every second, and each enemy it kills makes the hero attack harder for several seconds, up to three kills.
Legendary and up Renews the skeleton, and a bone knight joins the legion for several seconds, damaging enemies around the hero every second.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Blinks to the nearest enemy and cuts it for heavy damage, then cuts up to three nearby enemies that are low on health. Every cut deals double damage to an enemy low on health.
Uncommon and up Cuts up to four enemies low on health instead of three.
Legendary and up 2 charges
Rare and up Shadow Veil hides the hero a little longer.
Rare and up Blinks to the nearest enemy and cuts it, then cuts up to three nearby enemies low on health, all for heavy damage, doubled on those low on health. A moment later a crescent bursts at the first target, damaging enemies in an area.
Legendary and up Cuts up to twelve wounded enemies anywhere on the field for damage, doubled against enemies low on health.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

The hero and allies nearby attack faster and gain a small shield for several seconds.
Uncommon and up The faster attacks and the shield last a little longer.
Rare and up Star Ward gives a stronger shield.
Rare and up The hero and allies in a wider circle attack faster and gain a shield for several seconds. Every boss skill being cast anywhere on the field is pushed back.

Enemies close to the hero turn to attack it and burn for several seconds. For the same time, the hero and allies nearby take less damage.
Uncommon and up The ring of fire reaches a little farther.
Legendary and up 2 charges
Rare and up Wildfire burns hotter.
Rare and up Enemies close to the hero turn to attack it and burn, and the hero and allies nearby take less damage. During the taunt the hero cannot fall; a few seconds in, it bursts into flame, damaging enemies around it and healing itself.
Legendary and up Wings of fire spread: the hero and allies nearby take less damage for several seconds, and enemies around the hero burn for a few seconds.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

A firebird sweeps a long line toward the thickest crowd for damage, then explodes there, damaging enemies in an area.
Uncommon and up The firebird flies a longer path.
Legendary and up 2 charges
Rare and up Wildfire also leaves enemies burning along a long line toward its target.
Rare and up A firebird sweeps a long line toward the thickest crowd and explodes there, damaging enemies on the way and in an area. A moment later it flies back along the line and strikes again.
Legendary and up A second firebird crosses the first and explodes on the thickest crowd for heavy damage in an area. The enemies there burn for a few seconds.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.
Mythic When the hero falls low on health, it rises in flame and heals a large part of its health. A giant nova strikes the thickest crowd for massive damage in a wide area and leaves the enemies burning.
Fires by itself once per wave, or once per PvP match, when the hero falls low on health.

Charges a short, wide line toward the nearest enemy for heavy damage and knocks enemies far back. The other heroes nearby attack harder for a few seconds.
Uncommon and up The other heroes nearby also take less damage for a few seconds.
Rare and up Sundering Blow also breaks the armor of enemies around the target.
Rare and up Charges a short, wide line toward the nearest enemy for heavy damage, knocks enemies far back and lifts the other heroes' attack. A hedge of pikes then stands there for a few seconds, damaging and stopping enemies inside every second.

Heals the hero and every ally nearby and clears poison and slows from them. The most hurt ally also gets a halo shield for several seconds.
Uncommon and up The halo shield is stronger.
Rare and up A few seconds after Radiance, a second, smaller heal reaches the hero and allies nearby.
Rare and up A stronger prayer heals the hero and every ally nearby and clears poison and slows. The two most hurt allies get a halo shield for several seconds.

A blast of fire on the thickest crowd deals heavy damage in an area and leaves the ground burning. Enemies on it take damage every second for a few seconds.
Uncommon and up The burning ground lasts a little longer.
Rare and up Wildfire burns hotter.
Rare and up A blast of fire on the thickest crowd deals heavy damage in an area and leaves the ground burning. A fire whirl also spins over a wide area for a few seconds and keeps damaging the enemies inside.

Arrows rain on the thickest crowd for heavy damage in a small area and mark the enemies hit, so they take more damage. Thorny vines stay there for a few seconds and damage enemies on them every second.
Uncommon and up The vines last a little longer.
Legendary and up 2 charges
Rare and up The roots keep slowing enemies who step into them for a few seconds.
Rare and up Arrows rain on the thickest crowd for heavy damage and mark the enemies hit. Vines root the three enemies nearest the point briefly, and a thicket damages enemies on it every second for a few seconds.
Legendary and up A wall of vines holds the enemies in an area on the thickest crowd briefly, then slows and damages them every second for a few seconds.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

A wide scythe sweep toward the nearest enemy deals heavy damage, doubled against enemies low on health. Each kill heals the hero.
Uncommon and up The sweep is wider.
Legendary and up 2 charges
Rare and up Shadow Veil hides the hero a little longer.
Rare and up A wide scythe sweep toward the nearest enemy deals heavy damage, doubled against enemies low on health. Each kill heals the hero and makes it attack harder for several seconds, up to five kills.
Legendary and up A full spin around the hero deals heavy damage in an area, doubled against enemies low on health. Each kill heals the hero.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Blinks behind the toughest enemy in reach and stabs it for massive damage.
Uncommon and up The stab hits harder.
Rare and up Shadow Veil hides the hero a little longer.
Rare and up Blinks behind the toughest enemy in reach and stabs it twice, first for massive damage, then for damage. The target bleeds for a few seconds.

Enemies close to the hero turn to attack it for several seconds, and the hero and allies nearby take less damage. When the taunt ends, three runes burst around the hero, each damaging enemies in an area.
Uncommon and up One more rune.
Legendary and up 2 charges
Rare and up The arcane bolts strike again a moment later, weaker.
Rare and up Enemies close to the hero turn to attack it for several seconds, and the hero and allies nearby take less damage and gain a shield. When the taunt ends, three runes burst around the hero, each damaging enemies in an area.
Legendary and up Every rune fires as a missile at the toughest enemy near the hero for heavy damage.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

The hero and allies nearby attack faster, and their skills hit and heal harder, for several seconds.
Uncommon and up The rune circle reaches farther.
Rare and up The arcane bolts strike again a moment later, weaker.
Rare and up The hero and allies nearby attack faster, and their skills hit and heal harder, for several seconds. For the same time, a glyph keeps adding a small shield to the hero and allies nearby.

Blinks to the farthest enemy in reach, strikes it for heavy damage and marks it, so it takes more damage for a few seconds.
Uncommon and up The mark lasts longer.
Rare and up Entangling Roots slows enemies for longer.
Rare and up Blinks to the farthest enemy in reach, strikes it for heavy damage and marks it. Then the hero and allies near its new spot attack faster for a few seconds.

Cuts the nearest enemy for massive damage, doubled against an enemy low on health. A shadow twin follows with a smaller cut on the same enemy.
Uncommon and up The shadow twin cuts harder.
Rare and up Shadow Veil hides the hero a little longer.
Rare and up Cuts the nearest enemy for massive damage. Three shadows then cut the target and the enemies beside it at once. Every cut deals double damage to enemies low on health.

Raises a spirit totem that keeps the hero and allies nearby attacking faster for several seconds.
Uncommon and up The totem stands a little longer.
Rare and up Kindred Call shortens the other heroes' cooldowns even more.
Rare and up Raises a circle of ancestor totems for several seconds. The hero and allies nearby attack faster, deal more damage and heal a little every second.

A nova bursts on the thickest crowd for damage in a small area, and a second nova hits the same spot a moment later.
Uncommon and up The second nova hits harder.
Rare and up The arcane bolts strike again a moment later, weaker.
Rare and up Two novas burst on the thickest crowd one after the other, then a mirror sigil throws a third, wider nova on the same spot.

A soul thread links the hero and allies nearby. For several seconds they attack faster and take less damage.
Uncommon and up The thread's protection lasts longer.
Legendary and up 2 charges
Rare and up Kindred Call shortens the other heroes' cooldowns even more.
Rare and up A soul thread links the hero and allies nearby. For several seconds they attack faster, take less damage and heal a little every second.
Legendary and up The thread tightens: the hero and allies nearby take even less damage for a few seconds, and the toughest enemy near the hero is struck and marked.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Calls spirit wolves bound to the hero by chains of light. They fight beside the hero for a long time, the nearest enemy takes damage as they arrive, and the hero takes less damage meanwhile.
Uncommon and up The pack stays a little longer.
Legendary and up 2 charges
Rare and up Shortens the other heroes' cooldowns further.
Rare and up One wolf becomes an alpha and howls. The pack strikes the nearest enemy, the hero takes less damage for a long time, and the hero and allies nearby attack harder for several seconds.
Legendary and up The spirits merge into one great spirit that mauls the nearest enemy for heavy damage and stuns it briefly, then fights beside the hero for a long time.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.
Mythic The hero fuses with the alpha spirit for several seconds, attacking harder and faster beside a spirit companion. At the end, every spirit leaps at the toughest enemy around the hero for massive damage.
Fires by itself once per wave, or once per PvP match, when a boss or a big crowd of enemies is in reach.

Charges along a line toward the nearest enemy for heavy damage. At the end the hero pins the enemy beside it with a final thrust for light damage and a brief stun. The other heroes nearby attack harder for a few seconds.
Uncommon and up The pinned enemy is marked and takes more damage from the final thrust.
Rare and up The armor break also reaches the two enemies nearest the target.
Rare and up Charges along a line toward the nearest enemy for heavy damage. At the end the hero drags the three enemies nearest it together, stuns them briefly and skewers them for damage. The other heroes nearby attack harder for a few seconds.

Switches between the attack stance and the spell stance. Each switch also strikes, in turn: sword missiles that jump between three enemies, then a sword wave that damages enemies around the hero.
Uncommon and up After the missiles the hero's skills grow a little stronger; after the wave its attacks hit a little harder.
Legendary and up 2 charges
Rare and up The arcane bolts strike again a moment later, weaker.
Rare and up Switches stance and strikes in turn like Blade Stance: sword missiles, then a sword wave. Every switch also sets off a rune blast that damages enemies in a small area around the hero.
Legendary and up Both stances at once for a few seconds: the hero's skills hit harder, its attacks hit harder and faster, and it reaches farther.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Calls an ancestor spirit that fights beside the hero for several seconds. For the same time, the hero and allies nearby attack faster.
Uncommon and up The ancestor and the faster attacks last a little longer.
Legendary and up 2 charges
Rare and up Shortens the other heroes' cooldowns further.
Rare and up Calls the ancestor spirit for several seconds. The ancestor guards the hero and allies nearby with a shield, and they attack faster for the same time.
Legendary and up A second ancestor joins the fight and strikes the nearest enemy for heavy damage.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Enemies close to the hero turn to attack it for several seconds. For the same time, the hero and allies nearby take less damage, and a forged halo shields the hero.
Uncommon and up The halo's shield grows stronger.
Legendary and up 2 charges
Rare and up When the taunt ends, the halo releases a second shield on the hero and allies nearby.
Rare and up Strikes the ground like an anvil: enemies around the hero take damage, are stunned briefly and turn to attack it. The halo shields the hero, and the hero and allies nearby take less damage for several seconds.
Legendary and up The halo doubles and shares its strength: the hero and every ally in a wide area gain a shield for several seconds.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.
Mythic For several seconds the hero takes less damage and shields the allies around it. Then a meteor hammer falls where the crowd was thickest, dealing massive damage and stunning the enemies there briefly.
Fires by itself once per wave, or once per PvP match, when a boss or a big crowd of enemies is in reach.

Charges like a gust toward the nearest enemy, dealing heavy damage and dragging the enemies on the line into a heap at the target. The other heroes nearby attack faster for a few seconds.
Uncommon and up The heap is slowed for a few seconds.
Legendary and up 2 charges
Rare and up The enemies around the struck enemy are stunned briefly too.
Rare and up Charges like Herald's Gale and plants a storm banner on the heap. Lightning from the banner hits two enemies there every second for a few seconds.
Legendary and up Drags the enemies in a wide area together again, then a thunderclap deals heavy damage among them.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

A bolt strikes the thickest crowd for heavy damage in an area, then lightning jumps between six enemies.
Uncommon and up The lightning jumps between eight enemies.
Rare and up The first enemy hit stays stunned longer.
Rare and up Strikes like Thunder Nova, then a thundercloud stays over the crowd and hits three enemies under it every second for a few seconds.

Calls arcane familiars that fight beside the hero for a long time. They land on the nearest enemy and damage the enemies in a small area.
Uncommon and up The familiars stay a little longer.
Legendary and up 2 charges
Rare and up The arcane bolts strike again a moment later, weaker.
Rare and up Calls the familiars, and one grows into a great golem. Its slam damages the enemies around the nearest one and slows them for a few seconds. The familiars fight beside the hero for a long time.
Legendary and up A second summoning circle opens: more familiars arrive and damage enemies in a small area around the nearest one, and the hero attacks faster for several seconds.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Charges along a line toward the nearest enemy, damaging and knocking back the enemies on it, then cuts two wide arcs around the hero. The other heroes nearby attack harder for a few seconds.
Uncommon and up The second arc reaches farther.
Rare and up The armor break on the target goes deeper.
Rare and up Charges along a line toward the nearest enemy for heavy damage, knocking back the enemies on it, then cuts two stronger arcs around the hero. The other heroes nearby attack harder for a few seconds.

Enemies close to the hero turn to attack it for several seconds. Holy ground around the hero damages enemies inside and heals allies on it every second, and the hero and allies nearby take less damage.
Uncommon and up The holy ground is wider.
Rare and up Radiance heals the hero and allies nearby more.
Rare and up Pillars of light damage enemies in a wide area around the hero, and enemies close by turn to attack it. For several seconds the holy ground marks and damages enemies inside and heals allies on it; allies nearby take less damage.

Blinks to the farthest enemy in reach and strikes it for heavy damage. If the strike kills, the hero attacks harder for a few seconds.
Uncommon and up The hero's next attack after the step hits harder.
Rare and up The hero cannot be targeted for longer.
Rare and up Blinks to the farthest enemy in reach for heavy damage, then strikes the most hurt enemy near the landing spot. Each kill makes the hero attack harder for a few seconds.

Enemies close to the hero turn to attack it and attack more slowly for several seconds. For the same time, the hero and allies nearby take less damage.
Uncommon and up The circle around the hero is wider.
Legendary and up 2 charges
Rare and up Boss skills are pushed back further, across a wider circle.
Rare and up Enemies close to the hero turn to attack it and attack more slowly, and the hero and allies nearby take less damage, for several seconds. Meanwhile the circle around the hero freezes the enemies inside briefly, over and over.
Legendary and up The clock hands turn: the skill cooldowns of the hero and allies nearby are shortened.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.
Mythic When the hero falls low on health, the hour turns back: the hero recovers a large part of its health and cannot fall for a moment, and a clock dome freezes the enemies around it briefly.
Fires by itself once per wave, or once per PvP match, when the hero falls low on health.

Pulls the enemies in an area on the thickest crowd to one point, then bursts there for heavy damage.
Uncommon and up The pull is stronger.
Legendary and up 2 charges
Rare and up The lance also breaks the armor of enemies on its line for a few seconds.
Rare and up Pulls the thickest crowd to one point and bursts there for heavy damage. The void point stays for a few seconds, keeps pulling enemies in and deals light damage to them over and over.
Legendary and up A second void point pulls enemies from a wide area into the first, and the two collide for heavy damage.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.

Walks through the enemy line to the farthest enemy in reach, marking every enemy on the way for a few seconds, and strikes the target for heavy damage.
Uncommon and up The marks last longer.
Legendary and up 2 charges
Rare and up The lance also breaks the armor of enemies on its line for a few seconds.
Rare and up Leaves a void rift where the hero stood that briefly pulls enemies in and deals light damage. The hero walks through the enemy line to the farthest enemy, marking every enemy on the way, and strikes it for heavy damage.
Legendary and up A rift bursts at the farthest enemy in reach, pulling the enemies around it together and dealing heavy damage in an area.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.
Mythic For several seconds the hero cannot be targeted and attacks much faster, and enemies in a wide area around it are marked and take more damage from the whole team. At the end, a void burst deals massive damage around the hero.
Fires by itself once per wave, or once per PvP match, when a boss or a big crowd of enemies is in reach.

Enemies close to the hero turn to attack it for several seconds. Thorns deal light damage to enemies beside the hero every second, and the hero and allies nearby take less damage.
Uncommon and up The thorns hit harder.
Rare and up The stagger reaches farther, across the whole taunt circle.
Rare and up Enemies close to the hero turn to attack it for several seconds. A ring of thorn bushes around the hero damages and slows the enemies inside every second, and the hero and allies nearby take less damage.

A cursing nova on the thickest crowd deals heavy damage in an area, and the curse keeps damaging the enemies for a few seconds.
Uncommon and up The curse lasts longer.
Rare and up The hero cannot be targeted for longer.
Rare and up The grimoire opens: curse marks fall on the five enemies nearest the hero, damaging and cursing them for a few seconds, and the toughest enemy around takes a further strike.

Charges along a line toward the nearest enemy for heavy damage, knocking enemies back, and ends with a shield bash that damages the first enemy and stuns it briefly. The other heroes nearby attack harder for a few seconds.
Uncommon and up The shield bash hits harder.
Rare and up The armor break also reaches the enemies right beside the target.
Rare and up The charge widens into a wedge three lanes wide, dealing heavy damage and knocking enemies back. The shield bash becomes a shockwave that damages enemies in an area and stuns them briefly. The other heroes nearby attack harder for a few seconds.

Plants a seed that heals the hero and allies nearby and clears poison and slows from them. Roots reach the three enemies nearest the hero, dealing light damage and holding them briefly.
Uncommon and up The roots reach one more enemy.
Legendary and up 2 charges
Rare and up The roots slow enemies for longer.
Rare and up Plants a seed that heals and cleanses the hero and allies nearby while roots damage and hold the three nearest enemies briefly. The seed grows into a sapling that heals allies nearby every second for several seconds.
Legendary and up A second tree joins the first by its roots, and the hero and allies in a wide area take less damage for several seconds.
Fires by itself when the hero uses both charges of its class skill within 3 seconds.
Mythic Plants a living root heart for several seconds. Every second it heals the hero and allies in a wide area and slows the enemies there. At the end the roots burst, dealing heavy damage and binding every enemy around briefly.
Fires by itself once per wave, or once per PvP match, when a boss or a big crowd of enemies is in reach.