Shadow
A mobile assassin who weaves between shadows. The Shadow spends the Umbra resource on its signature plays: symmetric teleportation, vision-denial mist trails, and per-target invisibility marks.
It is a glass cannon — devastating burst when it strikes from an enemy's rear hex, but fragile if it is ever caught in the open. Managing Umbra and picking the right moment to commit is the whole game with a Shadow.
Role
- Archetype: Mobile assassin
- Strengths: Mobility, rear-hex burst, vision denial, repositioning
- Weaknesses: Very fragile; dependent on the Umbra resource
Base Stats
| Stat | Value |
|---|---|
| Health | 70 |
| Movement Points | 5 |
| Action Points | 3 |
| Attack | 22 |
| Defense | 8 |
| Magic Power | 0 |
| Magical Resistance | 5 |
| Vision Range | 6 |
| Attack Range | 1 |
Skills
See the Shadow skills page for the same list in the Skills section.
| Skill | Slot | AP | Cooldown | Range | Target | Description |
|---|---|---|---|---|---|---|
| Affliction | Fight | 1 | 1 | 1 | Single Enemy | Enemy: 11 physical, 22 from the hex directly behind it. UNHEALABLE 2 rounds. A kill from behind grants +1 Umbra. |
| Ecliptic Strike | Fight | 1 | 2 | 4–5 | Single Enemy | Enemy: 20 physical, then UMBRA MARK 2 of its turns: the Shadow is invisible to that enemy only. Replaces any earlier mark. No mark if the hit kills. |
| Spectrum | Fight | 1 | — | 0–3 | Single Enemy | Without DARKEN, on self: gain DARKEN (fails if an enemy sees you). With DARKEN, on an enemy 2-3 away: 1 Umbra, teleport to the mirror hex on its far side. |
| Traversombre | Fight | 1 | 2 | 1–4 | AoE Enemy | Free tile in a line: dash there, 15 physical to every enemy crossed. With DARKEN and 1 Umbra: also leave MIST on every crossed hex until round end (vision 1 for units in it). |
| Umbral Blade | Fight | 1 | 2 | 1 | Single Enemy | Adjacent enemy: 17.5 physical. BURDEN 2 rounds: it keeps its AP but gains none. |
| Ethereal | Ultimate | 0 | — | Self | Self | Self, until your turn ends: ETHER, move through units and impassable terrain (must still end on a free tile). +2 team movement points. |
| Wandering | Reaction | 0 | — | Self | — | Gaining DARKEN (Chiaroscuro or Spectrum): +2 team movement points. Once per turn. |
| Chiaroscuro | Innate | 0 | — | Self | — | Round start, unseen by every enemy: gain DARKEN (hidden from enemies); seen: lose it. Ending a step in enemy sight breaks DARKEN. |
| Sixth Sense | Passive | 0 | — | Self | — | See the vision zones (red borders) of every enemy your side can currently see. Enemies hidden in fog show none. |