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Abilities[]

All cards have Abilities that determine what it does in battle. Your Characters can oftentimes be more than just a meaty cleaver. Everything from a Character’s basic attack, one that it does naturally every turn, is a form on Ability of another.


Abilities: Unique Requirements[]

There are specific keywords in the game that further applies to each card. The Unique keyword appears on very special cards with special personalities. Hence, each deck may only have ONE copy of this card. Some Abilities may have further requirements.

These requirements are categorized into 5 types:

  • Character Requirement - These requirements are always found on Support cards and the Abilities on the card will only activate when the Support card is matched to the required Character. For example, Raad’s Vambraces will only work for Raad the Character.


  • Clan Requirement (Character Card) - Some Abilities on Character and Support cards have a clan requirement. When this symbol appears on a Character card, the Ability will only activate if there is another Character of the same clan present on the player’s side of the battlefield (opponent’s Characters of the same clan do not count). Shula’s Poison All Ability is an example of a clan requirement Ability on a Character.


  • Clan Requirement (Support Card) - Support cards with the clan requirement must be assigned to a Character Card with the same clan symbol to activate the Abilities on the card. Crescent Bow is an example of a Support card with a clan requirement.


  • Tag Requirement (Character Card) - Some Abilities on Characters only works on Characters with a specific tag. These Abilities only activate when there are other Characters with the specified tag in play. An example would be Snipe 6 Protean, which would be an Ability that only triggers when there’s a Character with the Protean tag on the opposing side. Another example would be the Heal All 2 Court, where the healing only activates for allies with the Court tag.


  • Tag Requirement (Support Card) - Some Support cards have Abilities that require a tag for the Ability to activate. This means the Support card must be assigned to a Character with the required tag to activate the Support card. Some cards have two different tag requirements for two different Abilities. If one of the tags are present on the assigned Character but not the other, the Ability that has the matched tag will activate. An example of tag requirements is the Tiger-Defense Claw Support card.


Ability Classification[]

Icon Name Description Abilities
Mp Melee Physical Deals Melee Physical Damage
  • Basic Attack
  • Assassinate
  • Backstab
  • Cleave
  • Double Strike
  • First Strike
  • Skirmish
  • Wrath
Rp Ranged Physical Deals Ranged Physical Damage
  • Basic Attack
  • Archery
  • Pumpkin
  • Snipe
Mm Melee Magical Deals Melee Magical Damage
  • Basic Attack
  • Discharge
  • Runeblade
Rm Ranged Magical Deals Ranged Magical Damage
  • Basic Attack
  • Blast
  • Death Blast
  • Drain Bolt
  • Explode
  • Shock
  • Wildfire
St mod State Modifier Modifies State/Attributes
  • Banding
  • Command
  • Commune
  • Conscript
  • Constrict
  • Corrupt
  • Cure
  • Cure All
  • Dissipate
  • Enlightened
  • Gigantic
  • Give All
  • Guard
  • Knighthood
  • Pierce
  • Preceptor
  • Precise
  • Sanctuary
  • Sigil
Eva Evasion Ignores Physical Damages
  • Dodge
  • Evade
  • Parry
  • Shadowstep
Red Reduction Reduces Physical Damages
  • Block
  • Tough
  • Vigilance
Immune Immunity Ignores Magical Damages, Conditions and Penalties
  • Immune All
  • Immune Fear
  • Immune Magic
  • Immune Status
Resist Resistance Reduces Magical Damages, Conditions and Penalties
  • Resist All
  • Resist Magic
  • Resist Status
Boon Boon Temporary Buff
  • Gain Might
  • Overwhelm
  • Rally
  • Rampage
  • Sanguine
  • Slayer
  • Strike
Bonus Bonus Permanent Buff
  • Berserk
  • Bloodlust
  • Charge
  • Devour
  • Enrage
  • Fanaticism
  • Fatigue
  • Frenzy
  • Grow
  • Power
  • Prosperity
  • Umbrage
  • Vanguard
  • Vengeance
Cond Condition Temporary Status Debuff
  • Gouge
  • Freeze
  • Trap
  • Trap All
Pen Penalty Permanent Status Debuff
  • Burn Bolt
  • Cripple Bolt
  • Envenom
  • Envenom Bolt
  • Envenom All
  • Fear
  • Flaming
  • Infect
  • Maim
  • Mesmer
  • Mesmer All
  • Terror
  • Vile
  • Vile All
Counter Counter Counters Attacks
  • Counter All
  • Counter Arrow
  • Counter Magic
  • Counter Meleelee
Heal Healing Healing Allies
  • Endure
  • Heal
  • Heal All
  • Heal Self
  • Invoke Heal Self
  • Death Heal
  • Regen
  • Vampiric
Rez Resurrection Revives Dead Allies
  • Animate
  • Blood Ritual
  • Necros
  • Rez
  • Rez All
  • Death Rez
Mrl Morale Effects Affects a Troop's Morale
  • Demoralize
  • Death Morale
  • Gain Morale
  • Gifting
  • Invoke Demoralize
  • Martyrdom
  • Sadist
  • Siege
Eng Energy Effects Affects a Troop's Energy
  • Absorb
  • Drain Attack
  • EC -
  • Energy Drain
  • Energy Siphon
  • Death Energy
  • Gain Energy
  • Reduce
Tdef Troop Defense Protects a Troop's Morale
  • Ward
Hlth Health The Maximum Health of a Character
  • Health

Abilities: Activation[]

Activation Order List

The activation of Abilities can be categorized into 3 major types - Activated, Reactive and Static. 

  • Activated Ability – Abilities that trigger on their own (e.g. [Shock], [Regen], [Grow])
  • Reactive Ability – Abilities that trigger in reaction to the game (e.g. [Block], [Retaliate], [Counter All])
  • Static Ability – Abilities that carry an effect as long as the card is not dead. (e.g. [Vanguard], [Command], [Give all])

Golden Rule[]

If the description of any ability clashes against a rule, the effect of the ability follows its description.

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