Contents

Comprehensive Rules

800 Keyword Abilities

Every keyword, with its in-game reminder text and the rules behind it.

800.1Acclimatepage

In game

Triggers when this is Displaced.

Trigger

  1. 800.1aAcclimate fires when this unit is Displaced.
  2. 800.1bBoth members of a displaced pair resolve Acclimate before Threat, one after the other. The order between the two is fixed but is not board reading order.
  3. 800.1cA unit that died during the swap does not resolve Acclimate.

See also Displace Threat

800.2AoEpage

In game

Divides listed damage across all enemies based on Focus.

Action

  1. 800.2aAoE divides the listed damage across all enemies by Focus weight.
  2. 800.2bEach target first receives 1 point when the total covers the number of targets, then a proportional share of the remainder. Any rounding remainder goes to the first target in the list.
  3. 800.2cThe split weighs each target's own Focus. The floor of 1 that selection rolls use does not apply here, so a target at 0 Focus receives only that first point.
  4. 800.2dWhen total Focus is zero or negative every target receives an equal share.
  5. 800.2eEach resulting share is a separate damage instance: Armor, Insurance, Shield, and damage reactions all resolve per target.

See also Tremor Piercing Roar Insurance

800.3Blindpage

In game

Power reduced 50% for 3s.

Control

  1. 800.3aBlind reduces effective Power by 50%, to a minimum of 1, for 3 seconds.
  2. 800.3bThe reduction is applied to effective Power at read time, after Lucid's Power doubling, so a Lucid unit's doubled Power is halved rather than the base value.
  3. 800.3cReapplying Blind adds a flat 2 seconds.
  4. 800.3dBlind timers pause while the unit is Prismbroken.
  5. 800.3eA boss is never Blinded. Its Power is read as the printed value less enemy drain, doubled after that if the boss is Lucid.
  6. 800.3fRelentless blocks Blind.

See also Prismbreak Lucid Fury

800.4Bloodlettingpage

In game

Before activation, the listed vitality is paid by the first unit on the caster's side of the battlefield in board order (left to right, then top to bottom). Can be lethal.

Action

  1. 800.4aBloodletting is a cost paid before the activation's damage is computed.
  2. 800.4bThe payer is the first eligible unit on the caster's side of the battlefield in board reading order — left to right across each row, then top to bottom. That is often not the caster.
  3. 800.4cDead units, Entrapped units, the boss, and units on the other half of the battlefield are skipped. A boss casting a Bloodletting ability pays its own cost.
  4. 800.4dTools and Hubs are not skipped. They sit in the candidate list like any other unit — but they discard every combat interaction, so they cannot pay, and a payment that moves no Vitality fails the ability outright. Putting a Tool or a Hub first in reading order therefore switches your Bloodletting cards off rather than making them free.
  5. 800.4eThe full cost is paid by one unit; it is never split.
  6. 800.4fThe payment is a Vitality cost, not a damage instance. Armor, Insurance, Shield, and damage-ignore charges never meet it and none of them are spent by it, so a payer holding a single point of Shield still pays the listed Vitality in full. See 500.8.
  7. 800.4gThe cost is clamped to the Vitality the payer actually has. A payer with less than the printed cost pays everything it has and dies, and the cards that read the cost paid see that smaller amount rather than the printed price.
  8. 800.4hA defy-death rune still answers a lethal payment, and the payer spends its once-per-life charge either way.
  9. 800.4iThe payment does not fire on-damage-taken, on-Shield-damaged, or on-Shield-broken triggers. It fires only the Bloodletting-paid channel, and only when the payer actually lost Vitality.
  10. 800.4jThe payment can be lethal. If it kills the payer, the death resolves normally — including Macabre — and the activation continues.
  11. 800.4kIf no eligible payer exists, the activation is aborted before damage, though its immediate rune effects still resolve.
  12. 800.4lA Bloodletting reduction rune lowers the cost before a payer is chosen. Cards that read the cost paid see that reduced amount, and can cap it.
  13. 800.4mA reduction that takes the cost to 0 skips the whole step: nobody pays, and the Bloodletting-paid channel does not fire.

See also Macabre Shield Insurance Markup

800.5Bloodlustpage

In game

Active while any enemy is below 50% vitality.

Condition

  1. 800.5aBloodlust is active while at least one living, targetable enemy is below 50% of its maximum Vitality.
  2. 800.5bTools, Hubs, and other untargetable objects are never counted.
  3. 800.5cThe check is sampled before the current hit resolves, so an enemy dropped below the threshold by this activation only enables Bloodlust from the next activation onward.

See also Lucid Ignited Highland

800.6Bracedpage

In game

At battle start, gain listed armor per adjacent Tool.

Giant

  1. 800.6aAt battle start the unit gains the listed Armor for each adjacent Tool.
  2. 800.6bAdjacency is by shared footprint edge; dead Tools do not count.
  3. 800.6cThe grant is a one-time battle-start armor bonus. Losing a Tool later does not remove the Armor already gained.

See also Tool Brute Durability

800.7Brutepage

In game

If adjacent to 5 or more living allied Tools, loses 33% Power.

Giant

  1. 800.7aWhile adjacent to 5 or more living allied Tools, this unit loses 33% Power.
  2. 800.7bOnly distinct, living, allied Tools sharing a footprint edge count.
  3. 800.7cBrute is a live check: destroying a Tool below the threshold restores the Power immediately.

See also Tool Durability Braced

800.8Burnpage

In game

Deals damage over time, then decays. Can spread to other enemies.

Status

  1. 800.8aBurn is a single stack value, not a set of instances. Reapplying Burn adds to the number.
  2. 800.8bEvery 0.5s the unit takes damage equal to its current Burn, then the Burn is reduced by 50% of its current value, rounded down but never by less than 1. A Burn always reaches 0.
  3. 800.8cBurn ignores Armor completely — both the percentage reduction and the flat reduction — but is still absorbed by Shield.
  4. 800.8dAfter the decay, a surviving Burn has a 5% chance to copy its post-decay amount onto one other enemy of whoever applied it. It copies rather than moves, so the parent keeps its own Burn.
  5. 800.8eSpread picks by distance first, not by adjacency. The whole side is ranked by footprint Manhattan distance from the burning unit, and only the units tied at the nearest distance may be rolled. A cardinal neighbour therefore always wins outright, but an isolated Burn still reaches the next unit out instead of dying where it stands.
  6. 800.8fAmong those tied-nearest candidates, one Focus-weighted roll picks the single recipient. Proximity decides who may be rolled; Focus decides which of the tied units catches. That is what lets an adjacent low-Focus unit beat a distant high-Focus one.
  7. 800.8gThe recipient receives the spreading amount on top of whatever Burn it already has. The ally status redirect is deliberately skipped, so a redirector cannot hand its own spread back to itself.
  8. 800.8hBurn authored from the source's Power ("Burn {burn_power}") applies 75% of effective Power, minimum 1. Flat authored amounts are unaffected.
  9. 800.8iPrismbreak raises Burn tick damage by 50%, rounded up.
  10. 800.8jRelentless blocks Burn.

See also Venom Prismbreak Shield Relentless Kindled

800.9Cascadepage

In game

After activation, 33% chance to trigger the same ability again. Re-rolls after each trigger, up to 7 times.

Trigger

  1. 800.9aAfter an activation completes, Cascade has a 33% chance to trigger the same ability again.
  2. 800.9bThe chance is rolled fresh for every link in the chain and can be raised by runes, up to a hard ceiling of 95%.
  3. 800.9cA chain stops after 7 re-triggers, and the depth resets whenever a roll fails.
  4. 800.9dAn Entrapped unit cannot Cascade, and its chain depth resets.
  5. 800.9eA dead unit cannot Cascade. No keyword grants an exception to this.
  6. 800.9fA successful Cascade fires both the on-self-Cascade and on-ally-Cascade trigger channels.

See also Shock Everlasting Initiative

800.10Consecratepage

In game

Each stack: +1 power to adjacent allies.

Stat

  1. 800.10aEach Consecrate stack gives +1 Power to each adjacent ally.
  2. 800.10bThe bonus is an adjacency-derived aura, so it follows the board: moving, dying, or being Displaced updates it immediately.
  3. 800.10cExalt increases Consecrate received.
  4. 800.10dConsecrate is rejected while the recipient is dead, Entrapped, Dormant, or is a Tool or Hub.

See also Exalt Flank Supercharge

800.11Crippling Screampage

In game

Reduces all enemies' speed by the listed amount.

Giant

  1. 800.11aCrippling Scream reduces every enemy's Speed by the listed amount.
  2. 800.11bIt is a stat reduction, so Relentless blocks it outright on that enemy.

See also Piercing Roar Relentless Freeze

800.12Crushpage

In game

Reduces the target's armor by the listed amount for 2s. It affects damage later in the same activation.

Giant

  1. 800.12aCrush reduces the target's Armor by the listed amount for 2 seconds. Every Crush uses the same 2-second window.
  2. 800.12bCrush is resolved before damage inside the same activation, so the hit that carries it lands against the reduced Armor. See the ruling on Crush and damage in the same activation.
  3. 800.12cThis hoisting applies to Crush aimed at the target, at a scope, or at all enemies, and to Smash aimed at the target or at a scope — a Smash is armor setup too, because its tier reduction takes Armor down with everything else. A Crush restricted to Frozen enemies is deliberately not hoisted, so that an earlier Freeze in the same ability can establish its targets first.
  4. 800.12dA Giant Tool that Crushes or Smashes when an adjacent ally activates is also hoisted, at three levels: armor-setup Tools resolve before other Tools, armor-setup packages before other packages, and armor-setup effects before other effects inside a package.
  5. 800.12eTwo Crushes are normally two independent reductions, each on its own 2-second timer. A Giant Tool is the exception: its Crush is keyed to that one Tool against that one enemy, so the same Tool re-Crushing the same enemy replaces its own reduction and refreshes the window instead of stacking a second one.
  6. 800.12fCrush is a stat reduction, so Relentless blocks it entirely.
  7. 800.12gForge Cores that increase Armor reduction add to the amount before it is applied.
  8. 800.12hCrush can drive Armor negative, which amplifies incoming damage rather than reducing it.

See also Smash Relentless Tool Repossess Tremor

800.13Cullpage

In game

Only succeeds if the target's Maim exceeds its current vitality; if successful, the target is destroyed after preceding effects resolve. Ignores status immunity and Shield; bypasses death prevention.

Action

  1. 800.13aCull is a threshold execution, not damage. It succeeds only while the target's Maim points are strictly greater than its current Vitality. Equal values do not qualify.
  2. 800.13bOn success the target is destroyed outright: Vitality and Shield are set to 0 and it dies. Armor, Shield, damage reduction, and death-prevention effects do not apply.
  3. 800.13cCull ignores status immunity. Relentless is a status defense and is not consulted.
  4. 800.13dCull cannot select a dead, Entrapped, Dormant, or untargetable unit, and cannot select an ally.
  5. 800.13eA boss is a legal Cull target. The threshold is the same, and a boss that fails it is destroyed outright rather than damaged.
  6. 800.13fAuthored Cull is a post-damage effect, so it reads the Vitality the target has after this activation's damage has fully resolved.
  7. 800.13gCull does not consume the Maim it checked. A single Maim pool can satisfy several Cull checks in the same activation.
  8. 800.13hA successful Cull fires the on-enemy-Culled trigger channel, which is how cards chain further Culls, healing, or damage off it.
  9. 800.13iCull effects may target the primary target, the targets adjacent to it, or a Focus-weighted set filtered to Maimed enemies, depending on the card.

See also Maim Relentless Macabre Everlasting Phylactery

800.14Displacepage

In game

Exchanges two units' positions. Displace Ally exchanges this unit with a viable adjacent ally; Displace Enemy exchanges the target with a viable adjacent enemy. Each occurrence selects again and may select the same partner.

Action

  1. 800.14aDisplace exchanges two units' positions. Displace Ally exchanges this unit with a viable adjacent ally; Displace Enemy exchanges the target with a viable adjacent enemy.
  2. 800.14bEach occurrence selects again and may select the same partner, so a repeated Displace can swap a pair back and forth.
  3. 800.14cA Large Giant only exchanges with another Large Giant; a Huge Giant only with another Huge Giant.
  4. 800.14dAcclimate resolves first, for both members of the pair. Threat resolves afterwards for the pair as a whole.
  5. 800.14eThreat is allowed to resolve even if an Acclimate killed one of the displaced units, because the pair event already happened.
  6. 800.14fKeyword auras and adjacency-derived state are recomputed immediately after a Displace.

See also Acclimate Threat Flank Large Huge

800.15Dividendpage

In game

Match-long resource that never decays. Gained from Settle and other abilities, read by ability text to scale 'per Dividend' effects, and automatically spent before Gold on shop purchases and rerolls.

Scrip

  1. 800.15aDividend is a match-long resource that never decays.
  2. 800.15bIt is gained from Settle and authored abilities, and is read by ability text to scale "per Dividend" effects.
  3. 800.15cDividend automatically pays the positive cost of every shop purchase and reroll before Gold. Gold pays only the remainder.
  4. 800.15dEvery Dividend spent on a shop action adds exactly 1 Profit. Selling cards does not spend Dividend, though authored Penny-sale abilities may add Dividend.
  5. 800.15eDividend is not Stock and does not reset after battle.

See also Settle Penny Hub Profit Stock

800.16Dormantpage

In game

Cannot act, be targeted or affected, contribute passive effects, or contest combat until its wake condition is met. Existing timed effects continue.

Structure

  1. 800.16aA Dormant unit cannot act, be targeted, be affected, contribute passive effects, or contest combat until its wake condition is met.
  2. 800.16bExisting timed effects, damage over time, and heal over time continue to run while Dormant.
  3. 800.16cDormant suppresses the unit's own auras as well as incoming effects; Entrap does not.
  4. 800.16dCharge progress is preserved across the Dormant window; it resumes rather than restarting.
  5. 800.16eClear-status effects are the one category that still resolves on a Dormant unit.
  6. 800.16fA card that prints a wake condition enters Dormant at the start of every battle. The condition is either an elapsed span of combat time or a count of qualifying events caused by that unit or by its owner's side; a condition may count an amount instead of occurrences.
  7. 800.16gProgress stops at the printed requirement, and waking lasts the rest of that battle — the unit does not become Dormant again.
  8. 800.16hEffects printed as happening when the unit awakens resolve at that moment. An awakening that transforms the unit selects among cards that match the printed filter at the unit's tier, capped by the printed tier, and any accompanying gain applies to the transformed unit.
  9. 800.16iAn ability can also make a unit Dormant temporarily. That Dormant carries no wake condition and simply ends when its duration expires.

See also Entrap Quest Stun

800.17Dreadpage

In game

Each stack: -1 power, -0.5 speed, -1 armor. Persists until Harvest clears it.

Stat

  1. 800.17aEach Dread stack gives -1 Power, -0.5 Speed, and -1 Armor.
  2. 800.17bDread has no timer and lasts the battle unless it is removed, typically by Harvest.
  3. 800.17cRelentless blocks Dread entirely: no stacks are applied and none of the stat loss lands.
  4. 800.17dDread is refused against dead, Dormant, and untargetable units, and against an Entrapped unit unless the effect explicitly pierces Entrap.
  5. 800.17eDread counts as a negative status for cards that read "has a negative status", even though it is tracked as its own stack family rather than as a status.

See also Harvest Relentless Macabre

800.18Durabilitypage

In game

Card stat printed on a Tool that wears out. Tool Vitality: loses 1 Durability each use and is destroyed at 0.

Giant

  1. 800.18aDurability is a card stat, not a keyword. A Tool that wears out prints it with its own icon where a combat unit prints its five combat stats, and it no longer appears as a line of ability text.
  2. 800.18bNot every Tool has Durability. A Tool with no Durability ladder is permanent and prints no card stat at all.
  3. 800.18cDurability is a Tool's Vitality. A Tool loses 1 Durability each time one of its packages resolves, and is destroyed at 0.
  4. 800.18dA charge is spent only when the package actually resolves. A package gated by an Overmatch comparison that fails spends nothing.
  5. 800.18eRepair effects restore Durability directly and can revive a Tool that has already been worn to 0.
  6. 800.18fDestruction is deferred to the end of the activating ally's package pass when a repair could still land in the same activation.

See also Tool Brute Braced Overmatch

800.19Entrappage

In game

For 3s, activation is paused and the unit cannot be targeted or affected by abilities. Existing effects and overtime continue. Ignores status immunity.

Control

  1. 800.19aFor 3 seconds an Entrapped unit's activation is paused and it cannot be targeted or affected by abilities.
  2. 800.19bExisting timed effects, damage over time, and heal over time continue to run.
  3. 800.19cEntrap ignores status immunity. It is treated as a removal effect rather than a debuff, so Relentless never refuses it.
  4. 800.19dWhile Entrapped, a unit rejects every incoming status, buff, shield, heal, and Displace unless the effect explicitly allows application through Entrap.
  5. 800.19eA unit's card may declare a per-tier Entrap duration ladder, which overrides the applied duration.
  6. 800.19fThe pause covers the whole step that ends it, so no charge progress is lost on release. Returning from Entrap fires its own trigger channel.
  7. 800.19gEntrap does not silence the unit's Passive lines. An Entrapped unit still hears trigger events and still resolves them; only the clauses aimed back at the Entrapped unit itself are refused.

See also Dormant Stun Relentless Macabre

800.20Everlastingpage

In game

Revives 10s after death at full vitality if combat continues.

Death

  1. 800.20a10 seconds after dying, an Everlasting unit revives at full Vitality, provided combat is still running.
  2. 800.20bThe countdown only advances while the unit is dead; it is cleared if combat ends first.
  3. 800.20cA revived unit is a new target incarnation, so Rabid still excludes it for one activation and new-target rune effects can fire for it again.
  4. 800.20dEverlasting can be innate or granted for the battle.
  5. 800.20eCull kills through Everlasting like any other death: the unit still dies and still revives on schedule.
  6. 800.20fEverlasting and Phylactery are separate charges and a unit can carry both. The Vessel resolves at the death itself, so it goes first; the Everlasting timer only ever runs on a death that stays dead.
  7. 800.20gThe shared revival procedure is in 500.9.

See also Phylactery Macabre Cull Rabid

800.21Exaltpage

In game

Increases Fleeting stats, Hallow, and Consecrate received.

Stat

  1. 800.21aExalt increases Fleeting stat buffs, Shield, Hallow, and Consecrate received by this unit.
  2. 800.21bThe increase applies to the amount received, before Maim is applied to Shield or Hallow, so an Exalted unit still loses the Maim-prevented portion.
  3. 800.21cExalt does not affect ordinary heals, Roost, or non-Fleeting stat buffs.

See also Fleeting Shield Hallow Consecrate Maim

800.22Feastpage

In game

Heals source for 35% of vitality damage dealt.

Healing

  1. 800.22aFeast heals the source for 35% of the Vitality damage it actually dealt, minimum 1 when any Vitality damage landed.
  2. 800.22bDamage absorbed by Armor, Insurance, or Shield produces no Feast, because no Vitality was lost.
  3. 800.22cRetaliation does feed Feast. A unit that takes Vitality off an enemy through Thorns, Riposte, or Retort heals from it exactly as if it had dealt that damage. Retaliation into a boss is the exception: it scores as damage dealt but feeds no Feast.
  4. 800.22dThe heal is capped by the source's missing Vitality before Maim is applied, so a source at full Vitality restores nothing and consumes no Maim.
  5. 800.22eMaim on the source reduces the restoration and is consumed by it.
  6. 800.22fCards that convert Feast into bonus damage use the Vitality actually restored, so a full-Vitality Feast adds nothing and cannot recursively generate more Feast.
  7. 800.22gFeast also resolves off Burn and Venom ticks attributed to the source, split proportionally between multiple appliers.

See also Maim Shield Burn Venom

800.23Feralpage

In game

Each stack grants an increased chance of attacking allies

Targeting

  1. 800.23aFeral is a stack count, capped at 10. Each stack adds a 10% chance that this activation targets a random unit — ally or enemy — instead of a normal enemy target.
  2. 800.23bThe misfire roll happens once, before targeting is finalized, so the whole activation redirects rather than a single clause.
  3. 800.23cMisfire candidates are all targetable units except the Feral unit itself, and except allies that are immune to ally damage.
  4. 800.23dThe misfire pick is Focus-weighted and respects Rabid.
  5. 800.23eA misfire against an ally is real damage and can kill.
  6. 800.23fRelentless blocks Feral stacks from being applied.

See also Rabid Bloodlust Relentless

800.24Flankpage

In game

Adjacent left and right allies sharing an edge with this unit.

Geometry

  1. 800.24aFlank means the adjacent left and right allies that share an edge with this unit.
  2. 800.24bFlank is strictly horizontal. Allies above or below are adjacent but are not Flank.
  3. 800.24cAdjacency is by shared footprint edge, so a 3x3 or 4x4 Giant flanks everything along its whole side.

See also Consecrate Supercharge Large Huge

800.25Fleetingpage

In game

Buff decays each second.

Stat

  1. 800.25aA Fleeting buff loses 20% of its original amount every second until it is gone.
  2. 800.25bDecay is measured against the amount the buff started with, not its current value, so a Fleeting buff expires in five seconds regardless of size.
  3. 800.25cExalt increases the amount of a Fleeting buff received.

See also Exalt Consecrate Overclock

800.26Franchisepage

In game

This Hub fires a copy of each adjacent allied Hub's Markup effect using this Hub's tier.

Scrip

  1. 800.26aA Franchise Hub fires a copy of each cardinally adjacent allied Hub's Markup effect. Its own Markup is not copied, and non-adjacent Hubs are untouched.
  2. 800.26bThe adjacent Hubs are copied in board reading order, inside the Franchise Hub's own Markup beat.
  3. 800.26cEvery copy uses the Franchise Hub's tier, not the tier of the Hub whose effect is being copied.

See also Markup Hub

800.27Freezepage

In game

Activation speed reduced 50% for 4s.

Control

  1. 800.27aFreeze halves the rate at which the unit's charge fills for 4 seconds. It does not stop activation, unlike Stun.
  2. 800.27bReapplying Freeze adds a flat 4 seconds to the remaining duration.
  3. 800.27cFreeze timers pause while the unit is Prismbroken.
  4. 800.27dShock spends itself removing up to 3 seconds of Freeze from a Frozen target instead of forcing an activation.
  5. 800.27eShatter checks for Freeze and removes it as part of its own effect.
  6. 800.27fRelentless blocks Freeze.

See also Shock Shatter Prismbreak Stun

800.28Furypage

In game

Gains 1 power per 2 Focus.

Stat

  1. 800.28aFury adds 1 bonus Power per 2 of the unit's current Focus, rounded down. An odd point of Focus adds nothing on its own.
  2. 800.28bThe bonus is a combat-only layer read from displayed Focus, so it applies during a battle and not in the shop.
  3. 800.28cIt is recomputed whenever Focus changes, so Focus gained during a battle raises Power immediately.
  4. 800.28dFury can be innate or granted by a keyword aura; a granted Fury is recomputed from the board each refresh.

See also Ignited Blind Lucid

800.29Hallowpage

In game

Twice per second, heals the listed amount, then that amount decays by 50–75%. A 1-point Hallow expires after healing.

Healing

  1. 800.29aHallow heals twice per second for its current amount, then the amount decays by 50-75% (a seeded roll).
  2. 800.29bA Hallow of 1 heals once and then expires.
  3. 800.29cEach Hallow application is its own instance; several can run at once.
  4. 800.29dThe decay roll is made once per recipient per tick and applies uniformly to every instance due that tick.
  5. 800.29eA rune can give the recipient a chance to preserve a tick's Hallow instead of decaying it. When that roll lands, the tick heals and the amount carries over undiminished.
  6. 800.29fExalt increases Hallow received. Maim reduces each tick and is consumed by it.
  7. 800.29gRelentless does not block Hallow.

See also Roost Exalt Maim

800.30Harvestpage

In game

Clears up to the listed Dread from allies with Dread, including this unit, then applies that many Dread stacks to enemies. Each ally or enemy is selected by Focus.

Action

  1. 800.30aHarvest removes up to the listed number of Dread stacks from allies that have Dread, including the Harvesting unit when the card says so, then applies that many Dread stacks to enemies.
  2. 800.30bDonors are picked one stack at a time by Focus-weighted roll, and leave the pool once they are empty.
  3. 800.30cRecipients are picked one stack at a time by Focus-weighted roll, so a single enemy can receive several stacks.
  4. 800.30dRelentless enemies are removed from the recipient pool before any selection, so Harvest never wastes stacks on them.
  5. 800.30eIf no Dread was removed, nothing is applied.

See also Dread Relentless Macabre

800.31Haywirepage

In game

After this unit's next activation, Stun it for 3s and remove 1 Haywire. Max 5.

Control

  1. 800.31aHaywire is a stack count, capped at 5.
  2. 800.31bAfter the unit's next activation completes, one Haywire stack is removed and the unit is Stunned for 3 seconds. The stack is removed first and unconditionally, so a unit that is immune to the Stun still burns the stack.
  3. 800.31cOnly Haywire that existed when the activation began may resolve. A Supercharge passive that applies fresh Haywire during the same activation cannot fire it until the next one.
  4. 800.31dA Shock-forced activation triggers Haywire normally, using the stack count captured before the forced activation.
  5. 800.31eEmptying the last Haywire stack fires on-Haywire-emptied triggers.
  6. 800.31fRelentless blocks Haywire.

See also Shock Stun Supercharge Overclock

800.32Highlandpage

In game

Active when each non-Tool unit you started combat with has a unique name and has not been combined.

Condition

  1. 800.32aHighland is active while every non-Tool unit you started combat with has a unique name and has not been combined.
  2. 800.32bThe roster is captured when combat begins and is fixed for the battle. Losing a unit mid-combat does not switch Highland off, and neither does a unit spawned during combat.
  3. 800.32cA unit whose current tier differs from its native tier fails the check for the whole roster. Combining is the usual cause, but so is a live Smash: while one of your units is Smashed, Highland is off for everyone, and it comes back when the Smash expires.
  4. 800.32dUniqueness is by card, not by printed word. Two copies of the same card anywhere in the starting roster fail the check even at different tiers. No two distinct cards share a name, so "unique name" and "unique card" mean the same thing in practice.
  5. 800.32eHubs and Pennies count toward the roster. Only Tools are exempt.

See also Bloodlust Lucid

800.33Hubpage

In game

An untargetable Scrip building that never activates. At battle start, it strengthens allied Pennies. Additional Hubs have diminishing effect, and the strongest Hub is more effective early when few Pennies are present. Selling it grants its normal Gold value.

Scrip

  1. 800.33aA Hub is an untargetable Scrip building. It never activates and never charges.
  2. 800.33bIt cannot be targeted, damaged, healed, shielded, or given a status, and it never holds a round open.
  3. 800.33cHubs remain visible to adjacency and effect fan-outs, so cards that count neighbors still see them.
  4. 800.33dEvery Hub strengthens allied Pennies at battle start on top of whatever its ability text says, granting Vitality, Power, Speed, and Armor scaled to the Hub's tier.
  5. 800.33eSeveral Hubs stack with diminishing returns. They apply in descending tier order at 100%, then 50%, then 25%, then 10% of their bonuses, each rounded up. Ties in tier are broken by stable unit id, so a mixed-tier board is deterministic and independent of placement order.
  6. 800.33fDuring match rounds 1 and 2 only, the strongest Hub adds a scarcity supplement when it is supporting one or two allied Pennies. The supplement is 5% per missing Penny below three, multiplied by the number of early rounds remaining including the current one: 20% in round 1 with one Penny, 10% in round 1 with two or in round 2 with one, and 5% in round 2 with two.
  7. 800.33gThe supplement applies only to the strongest Hub — never to the 50%, 25%, or 10% Hubs — and lapses entirely from round 3 on, or as soon as three allied Pennies are on the board.
  8. 800.33hUnlike the stacking percentages, which round up, the scarcity supplement rounds to the nearest whole point. Rounding a 5% kicker up would turn every fractional stat into a full point and make the smallest round-2 case far larger than authored.
  9. 800.33iA Hub prints Settle rather than combat stats. Settle is a card stat with its own icon, not a keyword.
  10. 800.33jSelling a Hub grants its normal Gold sell value. It never inherently spends Dividend or grants Profit.

See also Penny Dividend Profit Markup Settle Franchise Tool

800.34Hugepage

In game

4x4 Giant. Only exchanges positions with another Huge Giant.

Giant

  1. 800.34aA Huge Giant occupies a 4x4 footprint.
  2. 800.34bIt only exchanges positions with another Huge Giant.

See also Large Displace Flank

800.35Ignitedpage

In game

Active while this unit has 3+ Kindled.

Condition

  1. 800.35aIgnited is active while the unit has 3 or more Kindled stacks.
  2. 800.35bIgnited is a live check, so losing Kindled turns it off immediately.
  3. 800.35cSome cards project a keyword aura while Ignited — for example granting Fury to adjacent allies. Auras are recomputed from the board on every refresh, so overlapping sources never stack and movement or death removes a stale grant.

See also Kindled Fury Burn

800.36Initiativepage

In game

Triggers on first activation each battle.

Trigger

  1. 800.36aInitiative effects resolve on the unit's first activation each battle.
  2. 800.36bInitiative is its own first-activation gate and is tracked per unit per ability; it does not consume the separate nth-activation counter that other cards use.
  3. 800.36cAn adjacent ally that grants Initiative repeats causes the Initiative effects to resolve again, once per granted repeat, immediately after the first resolution.
  4. 800.36dEach repeat rolls its own random outcomes, so repeated Focus-weighted picks can select different units.
  5. 800.36eAn effect can also push an ally's Initiative effects to fire early; those resolve on the ally, with the ally's own target and stats.

See also Macabre Cascade Quest

800.37Insurancepage

In game

Each stack prevents up to 10 damage, then is lost. Subrogated Insurance deals it back.

Mitigation

  1. 800.37aInsurance is a pool of points, and each point prevents up to 10 damage from one incoming damage instance by default. Underwriting adds its listed amount to every point's capacity. A point is spent whole even against a smaller instance, so a 3-damage Venom tick costs a full point.
  2. 800.37bWithout Underwriting, one instance can spend several points: a 60-damage hit into 3 points spends all 3, absorbs 30, and lets 30 through to Shield and then Vitality. The same hit into 2 points absorbs 20 and lets 40 through.
  3. 800.37cInsurance is measured after Armor and the incoming-damage cap, and before Shield. Armor is applied first, so points are spent on the reduced amount.
  4. 800.37dDamage a point absorbs is prevented outright. It reaches no Shield and no Vitality, it produces no Feast, and it scores the attacker nothing.
  5. 800.37eAn instance Insurance swallows outright still triggers Thorns and Riposte, which do not read the damage value. Nothing else in the on-damage-taken fanout fires. Both stay silent when there is no hostile actor to answer — an overtime tick — and when the instance is itself a retaliation, as a boss Reflect is.
  6. 800.37fSubrogated points are spent before plain points, and they retaliate for exactly what they absorbed — a Vitality loss on the source, not a damage instance.
  7. 800.37gRelentless does not block Insurance; it is not a negative status.
  8. 800.37hTwo different Scrip patterns read Insurance and they behave differently. "When this gains Insurance" and "When an ally gains Insurance" are one-shot triggers that fire on each positive grant and keep whatever they gave. "While this has Insurance" is a reversible stat layer instead: it is applied once no matter how many points arrive, never stacks on repeated grants, and is removed the moment the last point is spent.

See also Shield Burn Venom Interest Feast

800.38Interestpage

In game

Stacking enemy debuff. On its next activation, the unit pays all Interest through Vitality, Power, Speed, or Armor loss.

Scrip

  1. 800.38aInterest is a stacking enemy debuff with no timer. The whole debt is paid on the debtor's own next activation, at the activation-start step — after its target has been selected, before anything else resolves.
  2. 800.38bThe payment is not chosen by the card that applied it. Each stack of debt rolls independently and takes 1 Vitality, 1 Power, 1 Speed, or 1 Armor, at even odds. A 12-stack debt is therefore a mixed bill, not a single stat's worth.
  3. 800.38cThe Vitality portion is a cost, not a damage instance. It bypasses Armor, Shield, Insurance, damage-ignore charges, and lethal-hit prevention, and it lowers the debtor's maximum Vitality by the same amount for the rest of the battle.
  4. 800.38dA payment can kill the debtor. The activation it interrupted still continues.
  5. 800.38eA Relentless debtor pays nothing, but the debt is cleared all the same — the stacks are zeroed first, then the payment is refused.
  6. 800.38fRelentless also blocks Interest from being applied in the first place.
  7. 800.38gThe Interest-paid channel fires after the bill resolves, carrying the debt amount, and fires even when the payment was lethal.

See also Penny Hub Relentless Insurance

800.39Kindledpage

In game

Each stack: +2 power and +1.5 speed. Total Kindled speed rounds up. Persists for the battle.

Stat

  1. 800.39aEach Kindled stack gives +2 Power and +1.5 Speed. The total Speed contribution rounds up, so an odd stack count still yields a whole point.
  2. 800.39bKindled has no stack cap.
  3. 800.39c3 or more Kindled makes the unit Ignited.

See also Ignited Burn Overclock

800.40Largepage

In game

3x3 Giant. Only exchanges positions with another Large Giant.

Giant

  1. 800.40aA Large Giant occupies a 3x3 footprint.
  2. 800.40bIt only exchanges positions with another Large Giant.
  3. 800.40cAdjacency is measured by shared footprint edge, so a Large Giant is adjacent to every unit along each of its sides.

See also Huge Displace Flank

800.41Lucidpage

In game

Bonus effect triggers while at full vitality.

Condition

  1. 800.41aA Lucid bonus resolves only while the unit is at exactly full Vitality.
  2. 800.41bLucid effects resolve after the ability's ordinary activation effects, and their bonus damage joins the same hit.
  3. 800.41cA card that doubles Power while Lucid applies the doubling to effective Power before Blind's reduction.
  4. 800.41dA unit that has taken any Vitality damage is not Lucid, even if it is Shielded.
  5. 800.41eA boss carrying Lucid doubles its Power on the same terms. Enemy Power drain is subtracted first, so Piercing Roar still bites into a Lucid phase.

See also Blind Bloodlust Fury Piercing Roar

800.42Macabrepage

In game

Triggers when any other unit dies.

Trigger

  1. 800.42aMacabre fires when any other unit dies, on either side.
  2. 800.42bIt does not fire for the Macabre unit's own death.
  3. 800.42cA Cull, a Bloodletting payment, a self-destruct, and ordinary lethal damage all count as deaths.
  4. 800.42dAn Entrapped unit still hears the death and still fires its Macabre line. Entrap gates what a unit receives, not what it listens to.
  5. 800.42eA Macabre clause aimed at the unit itself — a self power or Speed gain, a self heal, granting itself Everlasting — produces nothing while that unit is Entrapped.
  6. 800.42fA Macabre clause aimed elsewhere still lands, filtered per recipient in the usual way. Adjacent-ally buffs reach every adjacent ally that is not itself Entrapped, and board-wide clauses reach every enemy that passes the recipient gate.
  7. 800.42gA dead Macabre unit fires nothing further. Every Macabre clause is refused once its own unit is dead.

See also Cull Everlasting Bloodletting Entrap

800.43Maimpage

In game

Each point prevents 2 Vitality restoration or Shield gain, then is consumed. Persists for the battle and ignores status immunity.

Status

  1. 800.43aMaim is a point pool that lasts the whole battle. It has no timer and never decays on its own.
  2. 800.43bEach Maim point prevents 2 points of Vitality restoration or Shield gain, and is then consumed. Points are consumed only for recovery the target could actually have received, so healing a unit that is already at full Vitality spends no Maim.
  3. 800.43cConsumption is ceil(prevented / 2), so a 1-point overflow still spends a whole point.
  4. 800.43dMaim ignores status immunity. Relentless does not stop it.
  5. 800.43eMaim still requires a legal recipient: it is refused against a dead, Entrapped, or Dormant unit, and against Tools and Hubs.
  6. 800.43fMaim is what makes Cull work. Cull succeeds only while the target's Maim points exceed its current Vitality.
  7. 800.43gMaim reduces Feast, Roost, Hallow, and every other source of Vitality restoration, including a heal delivered by an ally.

See also Cull Relentless Feast Roost Hallow Shield

800.44Markuppage

In game

At battle start, each Markup resolves once in board order: left to right across each row, from top to bottom.

Scrip

  1. 800.44aAt battle start each Markup resolves exactly once, in board reading order: left to right across each row, then top to bottom. Every other battle-start effect resolves in that same pass.
  2. 800.44bThis is the same reading order Bloodletting uses to choose its payer.

See also Franchise Hub Bloodletting

800.45Overclockpage

In game

Each stack: +4 speed, +2 power, +1 armor, and +5% blowout chance. Blowout is rolled after this unit's own activation, stuns 2s, and clears all stacks.

Stat

  1. 800.45aEach Overclock stack gives +2 Power, +1 Armor, and +4 Speed.
  2. 800.45bThe blowout is rolled once at the close of the stack holder's own activation, after every effect that activation authored has already read the stacks. Gaining stacks never rolls, so a unit can be loaded up between its own activations without risk.
  3. 800.45cThe chance is 5% per stack still held at that moment, capped at 100%, which it reaches at 20 stacks. Overclock has no stack cap of its own, so past 20 stacks the holder's next activation is a certain blowout.
  4. 800.45dA blowout Stuns the unit for 2 seconds and clears every Overclock stack, losing all of the accumulated stats.
  5. 800.45eBlowout is separate from Haywire; a unit can carry both.

See also Haywire Kindled Supercharge Stun

800.46Overmatchpage

In game

Triggers when this unit—or the triggering ally for a Tool—has more of the named stat than the compared enemy. Ties do not trigger.

Giant

  1. 800.46aOvermatch gates an effect on a stat comparison: this unit — or, for a Tool, the ally that triggered it — must have more of the named stat than the compared enemy.
  2. 800.46bTies do not trigger. The comparison is strictly greater than.
  3. 800.46cA Tool package whose Overmatch comparison fails does not spend Durability.

See also Tool Durability Tremor

800.47Pennypage

In game

A targetable Scrip combat unit that deals damage and can mint Stock when it activates. Selling it grants its normal Gold value and triggers applicable Penny-sale Dividend effects.

Scrip

  1. 800.47aA Penny is a real, targetable, size-1 Scrip combat unit that occupies a single cell.
  2. 800.47bIt deals damage and, on each activation, has a 25% chance to mint 1 Stock for its owner. That roll is made at the activation-start step, before the attack resolves, alongside the Penny-activated trigger channel.
  3. 800.47cPennies are ordinary units for targeting, damage, statuses, and death.
  4. 800.47dSelling a Penny grants its normal Gold sell value. It never inherently spends Dividend or grants Profit, but authored abilities may react to the sale by adding Dividend.

See also Hub Stock Dividend Profit Markup Poach

800.48Phasebreakpage

In game

At marked vitality thresholds, switch to the next authored loadout without healing. Stagger progress is preserved.

Encounter

  1. 800.48aAt each authored Vitality threshold the boss switches to the next authored loadout: a new ability, and new Power, Armor, Speed, and Focus.
  2. 800.48bA phase change never heals the boss and never resets Stagger progress. The boss's charge progress is preserved as a fraction and re-timed against the new phase's Speed, so a phase change never hands the boss a free activation and never wipes a nearly-full charge.
  3. 800.48cBuffs and debuffs on Focus carry across as a delta from the old base, so a Focus swing that was already on the boss survives the new phase's base Focus.
  4. 800.48dA phase may also change the boss's encounter tribe, which changes what tribe-gated effects see.
  5. 800.48eThresholds are one-way. A boss that is healed back above a threshold does not revert.
  6. 800.48fOne damage instance can cross several thresholds at once. Each crossed phase is applied in order, so a large hit can move a boss through two phases in a single step and only the last one is left standing.
  7. 800.48gThe new phase's Power is resolved after its ability is installed, so a Fury the incoming phase carries is already counted in the first Power the new phase reads.

See also Stagger Fury

800.49Phylacterypage

In game

Starts each battle with one Vessel. Whenever an ally applies Dread or Freeze, every allied Phylactery unit below two Vessels gains Vessel Points toward its next Vessel. On death, spends a Vessel to revive at full vitality.

Death

  1. 800.49aPhylactery is a stored revival charge. It does nothing while the unit is alive, and a Phylactery unit that dies holding no Vessel dies for good.
  2. 800.49bThe starting Vessel is granted when the unit is built for the battle rather than by a battle-start effect, so it cannot be pre-empted or denied.
  3. 800.49cVessel Points are earned by the side, not by the unit that applied the status. Every successful Dread stack and every uniquely Frozen unit inside one batch pools into a single raw total for the applying side.
  4. 800.49dThat pooled total converts once, through the two rate bands, and the result is awarded in full — not divided — to every living Phylactery unit on that side.
  5. 800.49eOne activation and its whole trigger tree is one batch. So is one death and everything it fires, one revival and its listeners, and the battle-start pass. A nested activation joins the batch already open instead of starting a discounted one.
  6. 800.49fConverting once per batch is the rate limit. A board-wide application touching five units is worth exactly the same capped award as a focused one touching a single unit, and a revival's own listeners can never finance the revival after it.
  7. 800.49gReapplying Freeze to a unit already counted this batch adds nothing. Dread is counted by stacks applied, so a larger application is worth more raw — up to the band ceiling.
  8. 800.49hA unit already holding the maximum Vessels ignores incoming points entirely, and its progress toward the next Vessel is held one point short of forming another.
  9. 800.49iThe Vessel is spent only after the death has fully resolved, so deathrattles, Macabre, and kill credit all see a real death first.
  10. 800.49jThe revival is immediate and synchronous. It runs no timer and leaves no pending state, so a Vessel can never hold a round open.
  11. 800.49kThe one death a Vessel is never spent against is the simulator's terminal timeout sweep. That death exists to end the battle.
  12. 800.49lA Vessel revival returns the unit to the cell it died in, so it needs no free slot and cannot fail for want of one. What a revival restores is in 500.9.

See also Everlasting Dread Freeze Macabre

800.50Piercing Roarpage

In game

Reduces all enemies' power by the listed amount.

Giant

  1. 800.50aPiercing Roar reduces every enemy's Power by the listed amount.
  2. 800.50bIt is a stat reduction, so Relentless blocks it outright on that enemy.
  3. 800.50cAgainst a boss it applies as Power drain rather than a Power delta, and only when the effect is explicitly authored to drain boss Power.

See also Crippling Scream Relentless Blind

800.51Poachpage

In game

Triggers when any allied non-Scrip combat unit activates, regardless of position. Unless the ability specifies a first activation, it triggers on every activation.

Scrip

  1. 800.51aPoach fires whenever any allied non-Scrip combat unit activates, regardless of board position.
  2. 800.51bUnlike Supercharge, Poach has no adjacency requirement.
  3. 800.51cScrip units activating do not trigger Poach.

See also Supercharge Penny Hub

800.52Prismbreakpage

In game

For 3s: Burn and Venom ticks deal 50% more damage; Blind and Freeze timers pause while active.

Status

  1. 800.52aFor 3 seconds the target's Burn and Venom ticks deal 50% more damage, rounded up. The amplification is applied before rune and Forge Core tick reduction.
  2. 800.52bWhile Prismbreak is active, Blind and Freeze timers do not advance. Their remaining duration is preserved, not extended.
  3. 800.52cPrismbreak itself is a timed status. Reapplying it adds 3 seconds.
  4. 800.52dRelentless blocks Prismbreak.

See also Burn Venom Blind Freeze

800.53Profitpage

In game

Match-long resource that never decays. Each Dividend actually spent on a shop purchase or reroll adds 1 Profit.

Scrip

  1. 800.53aProfit is a match-long resource that never decays and has no cap of its own.
  2. 800.53bEvery Dividend actually spent on a shop purchase or reroll adds exactly 1 Profit. Spending Gold and selling cards do not add Profit.
  3. 800.53cAbilities may read Profit to scale their effects. Reading Profit does not spend or reduce it.

See also Penny Hub Dividend Markup

800.54Questpage

In game

Progresses independently for each owned copy when its owner causes the listed events. Completed rewards remain tied to that unit.

Structure

  1. 800.54aA Quest progresses independently for each owned copy of the card, and only when its owner causes the listed events.
  2. 800.54bQuest progress and the completed reward stay attached to that specific unit; selling the unit loses them.
  3. 800.54cQuest progress persists across rounds for the rest of the match.

See also Dormant Initiative

800.55Rabidpage

In game

Never targets the same ally or enemy twice in a row, unless no other unit is eligible.

Targeting

  1. 800.55aRabid removes the unit's previous activation target from the candidate pool.
  2. 800.55bThe exclusion is dropped whole when it would empty the pool, so a Rabid unit facing a single survivor still attacks it.
  3. 800.55cThe memory stores the unit that was actually attacked, including an ally hit by a Feral misfire.
  4. 800.55dThe memory is keyed by unit identity, so a revived unit stays excluded for one activation.
  5. 800.55eRabid can be innate to the card or granted during combat.

See also Feral Cull Bloodlust

800.56Relentlesspage

In game

Blocks or reduces most negative status effects.

Mitigation

  1. 800.56aRelentless blocks the application of every negative status effect, stat reductions included. Maim and Smash ignore it.
  2. 800.56bBlocked statuses: Stun, Freeze, Blind, Prismbreak, Burn, Venom, Haywire, Feral, Interest, and Dread.
  3. 800.56cNot blocked: Maim, Smash, Entrap, Insurance, Bloodlust, Roost, and Hallow. Maim and Smash ignore status immunity outright; Entrap is a removal effect rather than a debuff, and is deliberately exempt.
  4. 800.56dBlocked stat reductions include Crush (Armor), Piercing Roar (Power), Crippling Scream (Speed), Repossess (Armor), and any other negative Armor, Power, Speed, or boss Power-drain delta. Smash is the one reduction that is not blocked.
  5. 800.56eCull ignores status immunity entirely. Relentless is a status defense, not a targeting or lethality gate.
  6. 800.56fHarvest cannot select a Relentless unit as a recipient for its transferred Dread; those units are removed from the candidate pool before selection.
  7. 800.56gRelentless can be innate to the unit, granted permanently for the battle, or granted for a duration. An effect may also suppress Relentless for the whole battle; while suppressed the unit is treated as not having it, and a later grant is refused rather than queued.
  8. 800.56hSuppression survives death and revival. Innate Relentless returns after the battle, because suppression never rewrites the card.

See also Maim Cull Crush Smash Dread Harvest Entrap

800.57Repossesspage

In game

The target loses the listed armor, even below zero, and this unit gains it for the rest of the battle.

Scrip

  1. 800.57aThe target loses the listed Armor, even below zero, and this unit gains the same amount for the rest of the battle.
  2. 800.57bNegative Armor amplifies incoming damage rather than reducing it, so Repossess can push a target into taking extra damage.
  3. 800.57cRelentless blocks the loss half of Repossess, because it is a stat reduction. No Armor is taken and none is gained.

See also Crush Relentless

800.58Resonancepage

In game

Equipped in the resonance slot and applied to every allied unit, scaling with your resonance level. Resonance level starts at 1 and rises with the combined tiers of your board runes. Tools and Resonances do not count. Cannot be unequipped or sold, only replaced.

Rune

  1. 800.58aYou have at most one equipped resonance. It is granted by a boss signature reward and applies to every eligible allied unit; Tools do not receive it.
  2. 800.58bClaiming a new resonance replaces the equipped one. A resonance can never be unequipped or sold.
  3. 800.58cResonance level = sum of your player-acquirable board rune tiers + 1, with a floor of 1 and no upper cap.
  4. 800.58dEach active Grohm adds 22 levels in combat. Each active Rune Resonator with its Quest completed adds 4 more; an inactive, dead, or Dormant source contributes nothing.
  5. 800.58eEffect size scales with resonance level — for example Overpower grants level x 3 Power, and Brace Step grants level x 3 Armor and level x 3 Speed for the first 20 seconds of a battle.

See also Runic Tool Quest

800.59Roostpage

In game

Every 1s, heals the total Roost gained. Gains stack additively and last the battle. Affected by Maim.

Healing

  1. 800.59aRoost heals once per second for the total Roost the unit has gained. It lasts the entire battle and never expires on its own.
  2. 800.59bAll Roost gains are additive into one running total rather than separate instances.
  3. 800.59cA unit that brings its own Roost prints it as a battle-start passive, so that gain lands before the first activation of the battle.
  4. 800.59dThe per-tick heal is the summed base amounts plus every additive bonus, then any percentage bonus on top, then a clamp into the range 1 to 20. The cap is applied last, so stacking past 20 is wasted.
  5. 800.59eRoost heals through the normal recovery path, so Maim reduces each tick and is consumed by it.
  6. 800.59fRelentless does not block Roost; it is not a negative status.

See also Hallow Maim Feast

800.60Runicpage

In game

Board runes projected onto this unit apply at full potency, even when the rune covers only one of its rows or columns.

Rune

  1. 800.60aRunic is a projection modifier only. Units never equip runes or resonances.
  2. 800.60bA projected board rune applies to a Runic unit at full potency even when it covers only one row or column of the unit's footprint.
  3. 800.60cRunic does not change rune placement, forging, tribe requirements, or resonance-level contribution.

See also Resonance Tool

800.61Settlepage

In game

Card stat printed on every Hub. At battle end, a Hub converts up to the listed Stock into an equal amount of Dividend.

Scrip

  1. 800.61aSettle is a card stat, not a keyword. A Hub prints it with its own icon where a combat unit prints Vitality, Power, Speed, Armor, and Focus, and it no longer appears as a line of ability text.
  2. 800.61bThe printed number is the Hub's tier ladder. Board-derived bonuses are added on top at Settle time and are not part of the printed value.
  3. 800.61cAt battle end each allied Hub converts up to its listed Settle amount of the shared Stock pool into an equal amount of Dividend, 1:1.
  4. 800.61dHubs settle in a fixed order and each draws from whatever Stock remains, so once the pool is dry later Hubs convert nothing. Stock is never borrowed or driven negative.
  5. 800.61eBoard-derived Settle bonuses — such as a bonus per allied Hub — are resolved at Settle time against the final board.
  6. 800.61fHubs cannot die, so Settle is unconditional.

See also Stock Dividend Hub Penny Profit

800.62Shatterpage

In game

If the target is Frozen, removes Freeze from the target for the specified effect.

Action

  1. 800.62aShatter checks the target for Freeze. If Freeze is present it is removed and the card's specified effect resolves.
  2. 800.62bThe exact Freeze duration that was removed is captured and made available to the effect, so a card can scale its payoff off how much Freeze it consumed.
  3. 800.62cA duration-scaled Shatter payoff floors only after multiplying. A positive fractional total below 1 resolves to 0 rather than being rounded up to a free point.

See also Freeze Prismbreak

800.63Shieldpage

In game

Absorbs damage before vitality. Blocks Burn and Venom ticks.

Mitigation

  1. 800.63aShield is a pool of points that sits in front of Vitality. Armor is applied first, then Shield absorbs what is left, then any remainder reduces Vitality.
  2. 800.63bShield absorbs Burn and Venom ticks even though those ticks ignore Armor. A tick that is fully absorbed deals no Vitality damage and therefore produces no Feast.
  3. 800.63cShield is gained through recovery, so Maim reduces it. Each Maim point prevents 2 Shield and is then consumed.
  4. 800.63dExalt increases Shield received.
  5. 800.63eShield gain is rejected outright while the recipient is dead, Entrapped, Dormant, or is a Tool or Hub.
  6. 800.63fBreaking a Shield to exactly 0 fires on-shield-broken triggers; any absorbed amount fires on-shield-damaged triggers.

See also Maim Burn Venom Exalt Insurance

800.64Shockpage

In game

If the target is Frozen, remove up to 3s of Freeze instead of activating it. Otherwise, force it to activate immediately without changing its normal charge cycle. A forced activation triggers Haywire.

Action

  1. 800.64aIf the target is Frozen, Shock removes up to 3 seconds of Freeze and does nothing else. This is checked first, so Shock never forces an activation on a Frozen unit.
  2. 800.64bOtherwise the target activates immediately. Its charge state is captured before the forced activation and restored afterwards, so its normal cycle is unaffected.
  3. 800.64cA forced activation resolves the full ability: targeting, effects, damage, triggers, and Cascade.
  4. 800.64dA forced activation triggers Haywire using the stack count captured before it started.
  5. 800.64eThe same unit cannot be Shocked twice inside one Shock resolution, and nested forced activations stop at a depth of 10.
  6. 800.64fShock cannot select an untargetable unit, and does nothing to a unit with no ability.

See also Freeze Haywire Cascade Supercharge

800.65Smashpage

In game

Reduces the target's tier by 1 for the listed duration. Reapplying Smash adds its duration. Ignores status immunity.

Giant

  1. 800.65aSmash reduces the target's tier by 1 for the listed duration, scaling its stats down by the standard per-tier factor.
  2. 800.65bReapplying Smash adds its duration to the existing one. It never stacks a second tier reduction.
  3. 800.65cCurrent Vitality is preserved as a fraction across the tier change, so a Smashed unit does not gain or lose relative health when the reduction applies or expires.
  4. 800.65dSmash ignores status immunity. Relentless blocks every other stat reduction, but it does not stop a Smash.
  5. 800.65eAn ordinary activation Smash is hoisted to the front of the activation lane alongside Crush, so the hit that carries it lands against the reduced stats. Both count as armor setup; a Smash simply takes Armor down through its tier reduction rather than directly.
  6. 800.65fSmash requires an authored duration; a card with no duration does nothing.
  7. 800.65gSmash does nothing to a tier-1 unit. There is no tier below 1 to drop to, so the application is refused outright rather than banked.

See also Crush Relentless Tremor

800.66Staggerpage

In game

Direct hits fill the boss's Stagger meter. When full, Stun this boss for 2s.

Encounter

  1. 800.66aStagger is a boss-only meter, and it counts hits rather than damage. Every qualifying hit advances it by exactly 1, whether it took 3 Vitality or 300.
  2. 800.66bThe meter's size is authored per boss, so each encounter takes a different number of hits to Stagger. The codex prints it on the boss.
  3. 800.66cA hit qualifies when it comes from one of your units and actually removes something — Vitality or Shield. A hit Armor reduces to nothing, or one an Insurance point absorbs outright, advances nothing.
  4. 800.66dDamage over time does not fill the meter — only direct hits do. Neither does retaliation, which is a Vitality cost rather than a damage instance.
  5. 800.66eA killing blow does not advance the meter. The boss is already dead by the time the hit is scored.
  6. 800.66fWhen the meter fills it empties to zero and the boss is Stunned for 2 seconds. The Stun is applied over the boss's immunity to negative statuses, which is the only thing that lets it land at all.
  7. 800.66gPhasebreak preserves Stagger progress across a phase change.

See also Phasebreak Stun Insurance Shield

800.67Stockpage

In game

A battle-scoped resource that Pennies can mint when they activate. Read by abilities or spent by a Hub's Settle. Resets after each battle.

Scrip

  1. 800.67aStock is a battle-scoped resource pooled per side, not per unit.
  2. 800.67bPenny activations have a 25% chance to mint 1 Stock.
  3. 800.67cStock is read by ability text and spent by a Hub's Settle. It resets after each battle.

See also Penny Settle Dividend

800.68Stunpage

In game

Cannot act for the duration.

Control

  1. 800.68aA Stunned unit does not advance its charge and cannot activate. Its charge progress is preserved, not reset.
  2. 800.68bDamage over time, heal over time, and timed buffs continue to tick while Stunned.
  3. 800.68cReapplying Stun replaces the remaining duration rather than adding to it. A shorter Stun applied over a longer one therefore shortens it.
  4. 800.68dRelentless blocks Stun.

See also Freeze Haywire Overclock Stagger

800.69Superchargepage

In game

Triggers when an adjacent ally activates.

Trigger

  1. 800.69aSupercharge fires when an adjacent ally finishes an activation.
  2. 800.69bIt resolves in the activation-followup step, after the activating ally's damage, post-damage effects, Tool packages, and Haywire.
  3. 800.69cEach Supercharge unit fires at most once per chain, so two adjacent Supercharge units cannot re-trigger each other forever.
  4. 800.69dA Supercharge that applies Haywire to the activating ally cannot fire that Haywire on the same activation; only Haywire present before the activation began may resolve.

See also Haywire Poach Flank Shock

800.70Threatpage

In game

Triggers when a pair of enemies is Displaced.

Trigger

  1. 800.70aThreat fires when a pair of enemies is Displaced.
  2. 800.70bIt fires once for the pair, after both members have resolved Acclimate.
  3. 800.70cThreat still fires when one of the displaced units died to an Acclimate, because the pair event already occurred.

See also Displace Acclimate

800.71Toolpage

In game

Untargetable, does not activate, and does not count toward resonance level.

Giant

  1. 800.71aA Tool is untargetable, never activates, and does not count toward resonance level as a rune would.
  2. 800.71bTools cannot be damaged, healed, shielded, or given a status by ordinary effects. They are consumed by Durability instead.
  3. 800.71cTools react to authored events through effect packages rather than by taking a turn. A package listens to exactly one of five events: battle start, an ally activating, an ally taking damage, an enemy dying, or a Tool losing its last Durability.
  4. 800.71dA package that listens to an ally activating also declares which of three passes it runs in: immediately at activation start, after the ally's impact, or after the activation completes. Packages on the other four events resolve when that event fires.
  5. 800.71eMost packages require adjacency to the unit the event is about, and a package may also carry a chance roll or an Overmatch stat gate. Adjacency, chance, and the gate are all checked before the package resolves, so a rejected package spends no Durability.

See also Durability Braced Brute Crush Resonance

800.72Tremorpage

In game

Deals the listed damage to each enemy in 2 separate hits, split as evenly as possible. Armor applies separately to each hit.

Giant

  1. 800.72aTremor deals the listed damage to each enemy as two separate hits, split as evenly as possible. On an odd total the first hit takes the extra point — 55 becomes 28 and 27.
  2. 800.72bBecause they are two real damage instances, Armor's flat reduction is applied twice, Shield is consumed twice, Insurance is spent against each half separately, and damage reactions fire twice.
  3. 800.72cSplitting the damage makes Tremor noticeably weaker into high flat Armor. Without Underwriting, Insurance can spend more points because each half rounds separately: two 15-damage hits spend two points each, while one 30-damage hit spends three.

See also AoE Crush Insurance

800.73Venompage

In game

1 damage per stack every 1.5 seconds. Ignores armor. Stacks decay on each tick.

Status

  1. 800.73aVenom is a stack count. Every 1.5s the unit takes damage equal to its current stacks, then loses 20-30% of them (a seeded roll), rounded down but never fewer than 1.
  2. 800.73bVenom ticks slower than Burn, which fires every 0.5s. A Venom of the same size therefore deals its damage over a longer span and decays more slowly in wall-clock time.
  3. 800.73cVenom ignores Armor completely but is still absorbed by Shield.
  4. 800.73dPrismbreak raises Venom tick damage by 50%, rounded up.
  5. 800.73eRelentless blocks Venom.

See also Burn Prismbreak Shield Relentless