Cleric Dude › Divine Pulse
Every 2 seconds, the Cleric Dude creates a Pulse at the most-injured Roster Dude. The Pulse Heals injured Dudes within its radius for 100% of the Cleric Dude's DPS, split evenly among them.
How much damage you deal per second while Attacking, determined by multiplying your Attack Speed and Attack Power.
The following items refer to DPS.
Cleric Dude › Divine Pulse
Every 2 seconds, the Cleric Dude creates a Pulse at the most-injured Roster Dude. The Pulse Heals injured Dudes within its radius for 100% of the Cleric Dude's DPS, split evenly among them.
Explorer Dude › Canteen
When a Roster Dude takes damage below 30% HP, the Explorer Dude gives him a Sip from his Canteen to Heal him for 150% of his DPS. His Canteen can hold 2 sips and refills one sip every 3 seconds.
Hacker Dude › Exploit
Every 4 seconds, each Hacker Dude gains an Exploit. When a Dude Attacks, his Exploits are consumed to deal 100% of his DPS each, combined into one Direct Damage strike.
Quantum Dude › Quantum Echo
Every 5 seconds he Summons an Echo Dude if he doesn't have one active. For each of his Echo Dudes, the Quantum Dude Heals the most-injured Roster Dude for 50% of his DPS every second.
Trooper Dude › Orbital Strike
When battle starts and every 10 seconds, he calls down an Orbital Strike on a random enemy, damaging all enemies caught in the blast for 100% of his DPS.
Wizard Dude › "I Cast Fireball"
The Wizard Dude casts a Fireball every 3 seconds at a random enemy, dealing damage equal to 50% of his DPS to all enemies in the blast area.
When a Dude gets Knocked Out, he creates a burst of toxic gas when he lands, dealing damage equal to 400% of his DPS to nearby enemies.
When he takes Fatal Damage, the Druid Dude fully Heals, enters Bear Form, and Dashes to the farthest enemy, damaging enemies in his path for 50% of his DPS. 10 second Cooldown.
The Druid Dude gains 10% Crit Chance. When he takes damage from an enemy, he has a 10% chance to counterattack for 200% of his DPS as Direct Damage.
The Frankendude gains 4% Regeneration. When he Donates HP to a Dude through his Blood Pump, he also deals Direct Damage to a nearby enemy for 10% of his DPS.
When the Electrician Dude takes Fatal Damage, he survives by releasing a burst of electricity, damaging all nearby enemies for 100% of his DPS and Throwing himself back. 10 second Cooldown.
When the Agent Dude Dashes, he has a 20% chance to cause an explosion, damaging up to 10 nearby enemies for 1,000% of his DPS, split among them.
When the Explorer Dude uses Canteen, he has a 30% chance to Dash to the target Dude and grant him Temporary Health for 300% of the Explorer Dude's DPS that lasts until depleted.
All Dudes gain 5% Evasion. When a Dude Evades, he has a 10% chance to deal Direct Damage to his attacker for 100% of his DPS. This damage always Crits.
When a Paladin Dude's Bless target takes Direct Damage, the Paladin Dude has a 10% chance to smite the attacker, Stunning it and dealing damage equal to his DPS.
The Cooldown of Tractor Beam is reduced by 1 second. When a Dude arrives at his Tractor Beam destination, he causes an explosion that deals damage split between surrounding enemies for 50% of his DPS.
The General Dude commands Dudes to Taunt 2 more enemies at a time, and he deals damage around the Taunter equal to 300% of his DPS, split among enemies hit.
When any Dude Deflects, there is a 5% chance that your Psionic Dudes simultaneously counterattack, each dealing damage to the attacker for 50% of their DPS.
When a Dude takes Fatal Damage, he has a 20% chance to shock a nearby enemy for 100% of his DPS as Direct Damage. He then survives by teleporting away with Temporary Health equal to 25% of his Max HP.
The Bard Dude's Four Chord Song deals damage for 200% of his DPS, split between 3 nearby enemies.
When an Asset takes damage, his Agent Dude has a 20% chance to retaliate, damaging the attacker for 200% of his DPS.
The Cleric Dude gains 10% Toughness, and his Divine Pulse now applies Temporary Health for 20% of his DPS to up to 5 Roster Dudes within its radius for 3 seconds.
Every 5 seconds, for each of his active Echo Dudes, the Quantum Dude grants Temporary Health equal to 100% of his DPS to 2 random Roster Dudes for 5 seconds.
All Dudes gain 2% Regeneration. When a Dude Heals through Regeneration, he has a 20% chance to throw a dagger at a random enemy for 100% of his DPS as Direct Damage.
When the Mummy Dude takes Fatal Damage, he damages the enemy with the most Doom for 500% of his DPS. If the enemy dies, the Mummy Dude fully Heals. 5 second Cooldown.
When a Dude Blocks, he has a 25% chance to deal damage equal to 200% of his DPS back to the attacker.
When he catches a Dude with his Lasso, the Cowboy Dude also shoots up to 6 nearby enemies for 100% of his DPS, splitting the damage between them. This damage always Crits.
When a Thrall gains a stack of Revenant, he causes a necrotic explosion that damages surrounding enemies for 300% of his DPS, split among them.
Every 5 seconds, each Roster Dude has a 20% chance to set off a bomb at his location, damaging nearby enemies for 500% of his DPS, evenly split among them.
Every 3 seconds, the Wielder strikes the nearest 4 enemies, dealing Direct Damage equal to 25% of his DPS to each. This damage always Crits.
The Wielder gains 10% Evasion. When he Evades, he has a 20% chance to strike back, dealing Direct Damage equal to 100% of his DPS.
For every 50 feet traveled, the Wielder shocks a nearby enemy for 50% of his DPS.
When the creature deals Attack Damage, it has a 10% chance to latch onto its target for 3 seconds. While latched, it damages the target for 75% of its DPS every half-second.
The creature gains 10% Piercing, and it has a 15% chance when receiving Attack Damage to deal damage to the attacker for 30% of its DPS.
When its HP drops below 50%, it Dashes rapidly between 5 random Dudes, slashing them for 60% of its DPS.
When the creature walks over Dudes, it damages them for 20% of its DPS and Stuns them briefly.