Agent Dude › GET DOWN!
When he deals Direct Damage, he has a 15% chance to Dash to a Roster Dude in danger. Any Dude he Dashes to becomes an Asset for 8 seconds, gaining Temporary Health for 20% of his Max HP.
How much damage you can take.
The following items refer to Max HP.
Agent Dude › GET DOWN!
When he deals Direct Damage, he has a 15% chance to Dash to a Roster Dude in danger. Any Dude he Dashes to becomes an Asset for 8 seconds, gaining Temporary Health for 20% of his Max HP.
Regular Dude › Mob Mentality
Gains 2% Attack Power and Max HP for every additional Regular Dude on your Roster.
The Spartan Dude gains 10% Max HP and 10% Deflection, and he Spawns near other Dudes.
The Psionic Dude gains 30% Max HP. When a Psionic Dude takes Deflected Damage, he gains Temporary Health equal to 20% of his Max HP for 2 seconds. 1 second Cooldown.
When a Dude arrives after being Lassoed, he damages up to 10 nearby enemies for 100% of his Max HP, split between them.
The Pirate Dude gains 20% Max HP. When he lands a Critical Hit, he gains 5% Healing Received for the rest of the battle, stacking up to 5 times.
The Alien Dude's Tractor Beam now targets an additional Dude, and it applies Temporary Health equal to 10% of the target Dude's Max HP for 2 seconds.
Bear Form now grants 20% Toughness, and the Druid Dude gains Temporary Health for 30% of his Max HP for 3 seconds when entering Bear Form.
The Knight Dude gains 30% Max HP. When he lands a Direct Crit, he deals bonus damage equal to 40% of his current Temporary Health.
The Samurai Dude gains 20% Attack Power, 30% Max HP, and 20% Deflection.
Dudes gain 1% Max HP for every Dude of the same Family on your Team, up to a maximum of 20%.
The Paladin Dude gains 10% Healing Received. When a Paladin Dude takes Fatal Damage from his Blessing, he Heals for 50% of his Max HP.
The Construction Dude gains 30% Max HP and 20% Attack Speed.
The Dude Type at the end of your Roster gains 30% Max HP.
The Skeledude gains 60% Max HP, and the Necrodude gains 30% Max HP. When a Skeledude takes Fatal Damage, he Heals the 5 most-injured Roster Dudes for 100% of his Max HP, split evenly among them.
Cave Dude have friends! All Dude get 1% Max HP for every Cave Dude on Team! Stack 15 time.
When the Knight Dude takes damage greater than 5% of his Max HP, he gains Temporary Health for 3 seconds equal to 40% of the damage taken.
The Time Dude gains 30% Max HP and summons an additional Time Anomaly.
The Bard Dude gains 20% Max HP and 10% Evasion, and he has a 50% chance to play his Four Chord Song whenever he Evades.
The Agent Dude gains 20% Deflection and 20% Max HP, and he grants 20% Deflection to his Assets.
All Dudes gain 1% Attack Power, 1% Max HP, 2% Cleave, and 4% Run Speed for every Finance Dude on your Team, stacking up to 10 times.
The Quantum Dude and his Echo Dudes gain 30% Max HP. In addition, the Quantum Dude's Healing through Quantum Echo grants 20% Deflection for 2 seconds.
The Manager Dude and the Dude Type immediately below him on the Roster gain 20% Max HP and 10% Deflection.
When the Wizard Dude takes Fatal Damage, he teleports to safety and gains Temporary Health for 100% of his Max HP that lasts until depleted. 10 second Cooldown.
Each Fireball the Wizard Dude casts grants him Temporary Health equal to 25% of his Max HP that lasts until depleted.
When a Dude gains an Exploit, he has a 30% chance to gain Temporary Health for 25% of his Max HP for 3 seconds. 2 second Cooldown.
When the Zombie Dude takes Direct Damage, he has a 0.5% chance to explode, dealing damage to surrounding enemies equal to 200% of his Max HP. This explosion Knocks Out the Zombie Dude.
The Hacker Dude gains 30% Max HP and 50% Crit Damage, and he can no longer be Cleaved.
The Skeledude burns for 10% of his Max HP every second, dealing damage to surrounding enemies for the same amount.
All Dudes gain 10% Max HP. In addition, the Ghost Dude gains 10% Evasion, and he has a 20% chance to cast Phase Shift when he Evades.
The General Dude's Tactical Command now Heals for 20% of the target Dude's Max HP, and he gains that amount as Temporary Health for himself for 4 seconds. Overhealing on the target Dude converts to Temporary Health.
The Paladin Dude gains 30% Max HP and can Bless 2 additional Dudes.
The Mummy Dude gains 30% Max HP, and his Direct Damage generates 30% more Doom.
When any Dude Taunts an enemy, he gains 3% of his Max HP as Temporary Health for 3 seconds.
When a Dude takes damage that brings his HP below 50%, he Heals for 15% of his Max HP. 5 second Cooldown.
The Medic Dude gains 20% Max HP. When he casts Triage, he gains Temporary Health for 2 seconds equal to 10% of his Max HP.
When the Construction Dude takes Fatal Damage, he gains Temporary Health for 80% of his Max HP and Dashes away, Stunning enemies he passes through. 10 second Cooldown.
The General Dude gains 20% Max HP, and his Tactical Command targets an additional Dude.
The Ranger Dude gains 20% Max HP and 10% Crit Chance. When he lands a Direct Crit, he has a 50% chance to fire a Magic Arrow.
All Dudes gain 2% Regeneration. When a Dude Heals through Regeneration, he has a 10% chance to Heal for an additional 20% of his Max HP.
The Frankendude gains 30% Max HP, and his Blood Pump grants 3% Toughness and 4% Attack Speed for 5 seconds, stacking up to 5 times.
The Electrician Dude gains 20% Max HP, and his Static Discharge has a 50% chance to jump to an additional enemy. Chained Effect.
When the Ghost Dude takes damage for more than 10% of his Max HP, the excess damage gets Transferred and split between 3 random other Roster Dudes.
Every time the Construction Dude deals a total of 250 damage, he makes it to his next lunch break and Heals for 100% of his Max HP.
The Cyborg Dude gains 20% Deflection and 30% Max HP, and he is no longer Stunned after being Thrown.
All Dudes gain Temporary Health equal to 6% of their Max HP every 2 seconds. This Temporary Health lasts until it is depleted.
When a Necrodude takes Fatal Damage, he sacrifices a Skeledude to Heal himself for 100% of the Skeledude's Max HP. 5 second Cooldown.
If a Medic Dude is hit by damage for more than 15% of his Max HP and survives, he Heals himself for 50% of the damage taken.
The Psionic Dude gains 20% Max HP. When any Dude Taunts an enemy, he gains 3% Deflection for 3 seconds, stacking up to 10 times.
The Psionic Dude gains 20% Max HP. When a Psionic Dude takes Attack Damage, he gains 1% Toughness for 2 seconds, stacking up to 20 times.
When the Bard Dude Evades, he has a 40% chance to gain Temporary Health for 2 seconds equal to 10% of his Max HP.
If the first Direct Damage a Samurai Dude deals after Dashing is a Critical Hit, he Heals for 50% of his Max HP, he instantly uses Swift Pursuit, and he gains a stacking 50% Run Speed for 5 seconds.
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 Zombie Dude gains 20% Max HP and 30% Healing Received.
When a Dude gets Thrown, he gains 100% Run Speed, 30% Attack Speed, and Temporary Health equal to 10% of his Max HP for 4 seconds.
The Pirate Dude gains 20% Max HP. When he Evades, he has a 10% chance to Taunt 2 nearby enemies for 3 seconds.
The Assassin Dude gains 30% Max HP. When an enemy receives a Killing Blow, half of its Toxin stacks get reapplied to other enemies at random.
Every 2 seconds, any Dude with Temporary Health for less than 25% of his Max HP will Siphon some from other Dudes who have extra to spare until he reaches this threshold. This Siphoned Temporary Health lasts for 4 seconds.
The Alien Dude gains 30% Max HP. For 2 seconds after he uses Tractor Beam on a Dude, the Alien Dude's Direct Damage deals bonus damage equal to 25% of that Dude's Attack Power.
When any Dude lands a Critical Hit, he gains Temporary Health for 2 seconds for 10% of his Max HP. 2 second Cooldown.
The Dentist Dude gains 20% Attack Speed, and each stack of Novocaine Injection now also Heals for up to 3% of the Dude's Max HP every second, increasing based on his missing HP Percentage.
The Paladin Dude gains 20% Max HP and 20% Healing Received.
The Viking Dude has a 50% chance to go Berserk when battle starts. In addition, Dudes who go Berserk now gain 10% of their Max HP as Temporary Health for 4 seconds.
The Lich Dude gains 30% Max HP, and he Taunts 6 enemies for 6 seconds when battle starts.
The Knight Dude gains 20% Max HP, and any enemies he Taunts gain 10% Crit Exposure for 3 seconds.
The Lich Dude gains 30% Max HP, and Revenant now grants an additional 5% Attack Power and 1% Crit Chance per stack.
The Trooper Dude gains 20% Max HP. When he uses Orbital Strike, he gains an Independently Stacking 10% Toughness for 10 seconds.
The Zombie Dude gains 20% Max HP and 4% Regeneration.
When a Dude gets Knocked Out, he has a 15% chance to revive and instantly Heal for 40% of his Max HP.
The Farmer Dude gains 30% Max HP, and all Dudes gain 0.2% Regeneration for every Farmer Dude on your Team.
All Dudes gain 5% Run Speed and 2% Max HP for each Zombie Dude on your Team. This effect stacks up to 5 times.
All Dudes gain 1% Max HP for every $500 spent this run, stacking up to 20 times.
When the Samurai Dude reaches his Dash target, he gains Temporary Health equal to 30% of his Max HP for 4 seconds.
The Ninja Dude gains 20% Max HP. When he uses Shuriken Throw, nearby Dudes gain 5% Attack Speed for 4 seconds, stacking up to 4 times.
When the Spartan Dude uses Phalanx to Block for another Dude, he has a 30% chance to grant Temporary Health equal to 10% of his Max HP for 3 seconds.
All Dudes gain 10% Max HP.
The Warlock Dude gains 20% Max HP. Every 2 seconds, all Warlock Dudes reallocate their Stored Pact damage evenly amongst themselves.
The Viking Dude gains 20% Max HP, and Berserk grants 20% Toughness.
The Wielder gains 3% Attack Power and 1% Max HP multiplied by the difference between the count of the most prevalent Dude Type on the Roster and the Wielder's Dude Type.
When the Wielder deals Attack Damage, he has a 20% chance to strike again for 30% of his Max HP as Direct Damage.
The Wielder gains 20% Max HP. When he takes damage that drops him below 30% HP, he gains Temporary Health for 50% of his Max HP for 4 seconds. 4 second Cooldown.
Every 2 seconds, the Wielder grants Temporary Health for 25% of his Max HP to a random injured Roster Dude for 3 seconds.
Teleports a group of Dudes to a location of your choosing and grants them Temporary Health equal to 25% of their Max HP that lasts until depleted.
Heals half of your Roster Dudes for 50% of their Max HP, prioritizing those that are the most injured. Any Overhealing is converted to Temporary Health.
Every second, you will passively Heal for this percentage of your Max HP.
Your current HP divided by your Max HP.
The Dude Type below the Lich Dude on the Roster. The Lich Dude can Store damage in a Thrall up to 200% of the Thrall's Max HP.