Runes

Every Mob carries 2 runes into a match, on top of its own abilities. Runes cost soul — your pool holds 200 — and a rune's soul cost is also its cooldown in seconds. Every rune is aimed with the crosshair and flies to the tile you release on.

  • Enemyhits a foe on the aimed tile — it can be dodged
  • Allylands on you or an ally on the aimed tile
  • Groundlands on the aimed tile and never misses
  • Sudden Death Rune

    Enemy
    150 soul · 150s cooldown · range 6

    A guaranteed death-damage nuke on a single target.

    • 260–340 death damage
  • Ultimate Healing Rune

    Ally
    100 soul · 100s cooldown · range 5

    Hurls a large heal at the aimed ally (or yourself) and cures their paralyze.

    • Heals 300–400
  • Paralyse Rune

    Enemy
    110 soul · 110s cooldown · range 5

    Drastically slows the target's movement for a few seconds.

    • Slows by 70% for 5s
  • Soulfire Rune

    Enemy
    110 soul · 110s cooldown · range 5

    Sets the target ablaze, dealing fire damage over time.

    • 18 fire damage every 1s, 10 times
  • Magic Wall Rune

    Ground
    160 soul · 160s cooldown · range 5

    Conjures a 5-tile wall perpendicular to your aim (an L-corner on a diagonal).

  • Stalagmite Rune

    Ground
    50 soul · 50s cooldown · range 3

    Short-range teleport to a nearby tile to reposition or escape.

    • Goes through walls
  • Fire Field Rune

    Ground
    30 soul · 30s cooldown · range 5

    A burning tile that scorches anyone standing on it for 7 seconds.

    • 20 fire damage every 0.5s to enemies standing in it, for 7s
  • Heavy Magic Missile Rune

    Enemy
    70 soul · 70s cooldown · range 6

    A strong bolt of energy damage to a single target.

    • 150–210 energy damage
  • Light Magic Missile Rune

    Enemy
    20 soul · 20s cooldown · range 5

    A quick bolt of energy damage to a single target.

    • 80–120 energy damage
  • Intense Healing Rune

    Ally
    40 soul · 40s cooldown · range 5

    Throws a moderate heal at the aimed ally (or yourself).

    • Heals 150–220
  • Antidote Rune

    Ally
    60 soul · 60s cooldown · range 5

    Cleanses all negative effects (paralyse, snare/root, burn, traps, etc.) from the aimed ally or yourself.

  • Fireball Rune

    Ground
    60 soul · 60s cooldown · range 6

    A burst of fire damage over a small area.

    • 85–120 fire damage
    Area — the gold tile is where you aim.
  • Great Fireball Rune

    Ground
    120 soul · 120s cooldown · range 6

    A powerful burst of fire damage over a large area.

    • 150–210 fire damage
    Area — the gold tile is where you aim.
  • Explosion Rune

    Ground
    140 soul · 140s cooldown · range 6

    A hard-hitting blast over a cross-shaped area.

    • 170–240 physical damage
    Area — the gold tile is where you aim.
  • Avalanche Rune

    Ground
    80 soul · 80s cooldown · range 6

    Ice damage over an area that also slows those it hits.

    • 100–150 ice damage
    • Slows by 50% for 3s
    Area — the gold tile is where you aim.