Cameloid Skills
The complete Cameloid kit across all five skill slots. For lore and stats, see the Cameloid class page.
| Skill | Slot | AP | Cooldown | Range | Target | Description |
|---|---|---|---|---|---|---|
| Clone | Fight | 1 | 2 | 0–4 | AoE Ally | Empty tile: clone of self or an ally at half its max HP. Max 2 clones. A clone moves on its origin's turn; the origin can swap places with it (consumes the clone). |
| Darwinism | Fight | 0 | — | Self | Self | Self: +1 to one stat, -1 to another (ATK, DEF, MAG, MR), for the battle; stacks, each within base ±3. Once per turn; charges no Overheat. |
| Mind Lash | Fight | 1 | — | 1–5 | Single Enemy | Enemy: 6 + 1.2 per target Overheat tier (0-3) magic, flat base. Does not break Disguise. |
| Psionic Illusion | Fight | 1 | — | 0–99 | Single Ally | Ally: re-disguise as it, copying its weapon, armour and zone of control, and borrow one of its class's fight skills (borrowed cooldowns persist). Once per turn; charges no Overheat. |
| Telepathy | Fight | 1 | 2 | 0–6 | Single Enemy | Enemy: until the end of the Cameloid's next turn, its vision is removed from its side's fog and added to the Cameloid's side. |
| Living Decoy | Ultimate | 0 | — | 0–5 | AoE Enemy | Empty tile: two decoys there and on the next hex, each mirroring the current Disguise. Die to one hit, vanish at the end of the next own turn; they move and cast Mind Lash on the Cameloid's turn. Once per battle. |
| Skin Shed | Reaction | 0 | — | Self | — | While Disguised: the first enemy hit is cut by 30%, then Disguise drops. Re-arms with each new Disguise. |
| Shapeshifter | Innate | 0 | — | Self | — | At battle start, disguise as a chosen ally: copies its weapon, armour and zone of control, and borrows one of its class's fight skills. |
| Mind Reader | Passive | 0 | — | Self | — | Hovering an enemy in sight shows its AP, Overheat and skill cooldowns (own player only). |