
Bastion
Dispel
When a champion gains Protect, execute their adjacent minions. Choose this when protecting allies can also remove nearby reinforcements.
Twelve passive upgrades, their trigger conditions and the team actions that make them useful.

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Bastion
When a champion gains Protect, execute their adjacent minions. Choose this when protecting allies can also remove nearby reinforcements.

Bastion
Guard also covers the last champion to move and their adjacent champions. Move the intended recipient before casting it, and group allies only when incoming attacks permit.

Butcher
A champion who kills an Astral heals by the overkill amount. Give the finishing blow to an injured champion when they can safely exceed the target’s remaining health.

Butcher
Using a scroll executes a random minion. It adds value to scroll use when reinforcements are present; it does not let you choose which minion dies.

Druid
When Druid gains a buff, she copies it to another champion at random. Useful with repeatable buff sources; do not plan around a guaranteed recipient.

Druid
From turn three onward, the first champion to move each turn can move again. Put the champion with the most useful second move first in longer battles.

Gladiator
Gladiator can move again when she lands the killing blow on the first Astral to die. Set up that first kill before using another champion to finish it.

Gladiator
Other champions’ moves make Gladiator damage displaced enemies. Look for paths that shift useful targets, rather than moving an ally only for its destination attack.

Sorcerer
A scroll that kills an Astral returns a scroll of the same level. Use scrolls to finish targets when this passive is active, rather than spending them on damage alone.

Sorcerer
Sorcerer moves to the central tile at the start of the turn, swapping with an occupying unit or destroying an obstacle. Leave room for that automatic rearrangement in your next-turn plan.

Tyrant
When an Astral dies, Tyrant steals health from enemies adjacent to it and destroys adjacent obstacles. The location of the defeated Astral matters as much as the finishing hit.

Tyrant
Ending the turn beside an Astral grants the associated scroll. Balance that reward against becoming the nearest target of an enemy attack.