The Wielder gains 40% Run Speed. Every 4 seconds, he Dashes to the farthest enemy from himself.
Trinkets
Each Roster Dude type can have one Trinket bound during a run.
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Every second, the Wielder gains 5% Attack Power and 5% Run Speed that lasts for the rest of the battle, stacking up to 10 times.
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50% of the Wielder's incoming damage gets Stored and spread out over 4 seconds. Every second, he has a 50% chance to Expel 50% of the Stored Damage onto the Best Fit enemy as Direct Damage.
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The Wielder has a 5% chance when dealing Direct Damage to go nuts, gaining 50% Attack Speed for 2 seconds.
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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.
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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.
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Every second, the Wielder alternates between gaining 20% Evasion and 20% Deflection.
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The Wielder gains 10% Lifesteal. When he Lifesteals, he gains 5% Crit Chance for 3 seconds, stacking up to 2 times.
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For every 25 feet the Wielder travels, he gains a stacking 1% Attack Power for the rest of the battle.
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The Diss Track copies 30% of damage dealt by all of its Wielders and Stores it. Every second, the Stored damage is Expelled onto the Best Fit enemy.
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When the Wielder takes Fatal Damage, he fully Heals and gains 30% Attack Power for the rest of the battle. Once per battle Cooldown.
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The Wielder gains 10% Deflection, and all Deflected Damage now gets redirected to him. When he takes Deflected Damage, he gains 5% Toughness for 4 seconds, stacking up to 5 times.
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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.
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When the Wielder deals Attack Damage, he has a 20% chance to strike again for 30% of his Max HP as Direct Damage.
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When the Wielder takes Fatal Damage, he survives by Equalizing his HP with the Dude who has the highest HP. This has a 2 second Cooldown.
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The Wielder gains 10% Crit Chance and 15% Attack Power and can no longer be Cleaved.
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When the Wielder lands a Critical Hit, he gains a stacking 5% Attack Power and 1% Vulnerability for the rest of the battle.
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When the Wielder Heals any target, he has a chance equal to his Crit Chance to also Heal the most-injured Roster Dude for the same amount.
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Every second, each Wielder has a 20% chance to teleport a random Dude of the Dude Type below him on the Roster to a random distant Dude or enemy and grant him 20% Attack Speed for 2 seconds, stacking up to 3 times.
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For every 100 damage the Wielder deals, he Heals a random injured Roster Dude for 15.
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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.
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The Wielder gains 10% Block Chance. When he Blocks, he gains 10% Crit Chance and 20% Crit Damage for 2 seconds.
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When the Wielder lands a Direct Crit, he has a 50% chance to Taunt 2 nearby enemies and gain 10% Toughness and 5% Lifesteal for 4 seconds, stacking up to 2 times.
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Dudes adjacent to the Wielder on the Roster gain 1% Crit Chance and 1% Evasion for every 2 Wielders, stacking up to 10 times.
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The Wielder gains 20% Deflection. When he Deflects, he has a 20% chance to gain 30% Attack Power for 2 seconds.
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When the Wielder deals Attack Damage, he has a chance equal to the target's missing HP Percentage to strike again, dealing Direct Damage equal to 60% of his Attack Power.
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The Wielder gains a stacking 20% Cleave during battle for every Unconscious Dude on your Team.
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Every 2 seconds, the Wielder grants Temporary Health for 25% of his Max HP to a random injured Roster Dude for 3 seconds.
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For every 50 feet traveled, the Wielder shocks a nearby enemy for 50% of his DPS.
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The Wielder gains 10% Attack Power and 3% Deflection for every nearby Dude of the same Dude Type during battle. This effect stacks up to 4 times.
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While the Wielder is above 70% HP he gains 30% Toughness. This benefit decreases to 10% Toughness as his HP approaches 20%.
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The Wielder gains 30% Toughness and 30% Attack Power but loses 50% Run Speed.