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The Abilities is one of the Combat Abilities in Battle Chasers: Nightwar. Discovering the lore and items and Locations will both provide deeper insight into the mysterious Lost Vale, and also reward Lore Points, which are used to upgrade the Heroes' different Abilities.
Description[ | ]
Abilities are more powerful than Actions. but have a cast time and will cost Mana. Overcharge will always be used up before Mana. so you can be efficient by using Actions to build Overcharge before performing your more powerful Abilities.
Gully Abilities[ | ]
Starts at level 1.
Name | Level | Description | Mana Cost | Speed |
---|---|---|---|---|
Protection | 1 | Places a Damage Shield on an ally that absorbs damage. | 15 | Very Fast |
Scatter Shot | 1 | Deals light damage to the target, and light damage to a nearby enemy. | 10 | Very Fast |
Scatter Shot II | 6 | Deals light damage to the target, and increased damage to a nearby enemy.
Requires Scatter Shot II perk. |
10 | Very Fast |
Quakefist | 2 | Deals moderate damage to a target. | 15 | Fast |
Barrier Swing | 3 | Deals moderate damage, converting 75% of the damage into a Damage Shield, applied to the most damaged hero at the time. | 15 | Fast |
Barrier Swing II | 10 | Deals moderate damage, converting 100% of the damage into a Damage Shield, applied to the most damaged hero at the time.
Requires Barrier Swing II perk. |
15 | Fast |
Guard Punch | 7 | Deals light damage and reduces Gully's damage taken by 10% for 3 turns. | 10 | Very Fast |
Heroism | 9 | Places a Damage Shield on all allies that absorbs damage on each. | 20 | Slow |
Earthquake | 11 | Hits all enemies, dealing light damage to each enemy. | 20 | Slow |
Earthquake II | 18 | Hits all enemies, dealing light damage plus 20% of Damage taken while casting, to each enemy.
Requires Earthquake II perk. |
20 | Slow |
Mantle of Aramus | 13 | Places a Damage Shield on Gully that absorbs damage. For the next 3 turns, anytime Gully receives damage, she will be Healed for a small amount of health. | 25 | Fast |
Cripple | 17 | Deals moderate damage and weakens an enemy, reducing their Attack Power by 15% for 2 actions. | 10 | Fast |
Shatter | 19 | Deals light damage and Sunders an enemy, making them take 20% more Physical Damage for 3 actions. | 10 | Very Fast |
Gravity Punch | 21 | Deals 5% of an enemy's remaining HP plus moderate damage. | 15 | Fast |
Gravity Punch II | 22 | Deals 5% of an enemy's remaining HP plus moderate damage.
Requires Gravity Punch II perk. |
15 | Fast |
Reckoning | 23 | Deals moderate damage plus 15% of Gully's missing Health. | 25 | Slow |
Trivia[ | ]
Calibretto Abilities[ | ]
Starts at level 1.
Name | Level | Description | Mana Cost | Speed |
---|---|---|---|---|
Healing Wave | 1 | Heals an ally greatly. | 15 | Fast |
Obliterate | 1 | Deals light damage over 4 hits. If Sundered or Bleeding, the enemy takes additional damage. | 20 | Very Fast |
Obliterate II | 6 | Deals light damage over 4 hits. If Sundered, Bleeding, Poisoned, or Ignited, the enemy takes additional damage. Requires Obliterate II perk. | 20 | Very Fast |
Nature's Boon | 2 | For the next 3 turns, any time an ally receives damage, they are Healed lightly. | 10 | Very Fast |
Nature's Boon II | 16 | For the next 3 turns, any time an ally receives damage, they are Healed a bit more. Requires Nature's Boon II perk. | 10 | Very Fast |
Wild Fire | 3 | Fires 8 shots, hitting random targets dealing light damage each, for moderate total damage done. | 14 | Fast |
Wild Fire II | 16 | Fires 8 shots, hitting random targets dealing light damage each, for moderate total damage done. Each hit will also add a stacking Sunder, making them take 2.5% more Damage per stack for 3 Turns. Requires Wildfire II perk. | 14 | Fast |
Gaia's Fist | 7 | Deals light damage, and applies Gaia's Grasp on the target for 3 turns. Any allies attacking a target with Gaia's Grasp will be Healed lightly. | 15 | Fast |
Gaia's Fist II | 10 | Deals light damage, and applies Gaia's Grasp on the target for 3 turns. Any allies attacking a target with Gaia's Grasp will be Healed a bit more. Requires Gaia's Fist II perk. | 15 | Fast |
Healing Touch | 9 | Heals an ally moderately, and for an additional small amount of health over 4 turns. Stacks 3 times. | 10 | Very Fast |
Healing Touch II | 14 | Heals an ally moderately, and for an additional small amount of health over 4 turns. Stacks 3 times. Also Reduces all Damage taken by the target by 5% while under the effects of Healing Touch. Requires Healing Touch II perk. | 10 | Very Fast |
Piercing Rounds | 11 | Deals light piercing damage over 8 shots. | 15 | Very Fast |
Guardian's Song | 13 | Heals all allies moderately. | 20 | Slow |
Cannon Blast | 17 | Deals moderate magic damage and Ignites the enemy dealing light magic damage over 4 turns. | 25 | Slow |
Cannon Blast II | 22 | Deals moderate magic damage and Ignites the enemy dealing moderate magic damage over 4 turns. Requires Cannon Shot II perk. | 25 | Slow |
Cleansing Rain | 19 | For the next 3 turns, removes 1 debuff from each ally and Heals them lightly at the start of their turn. | 25 | Slow |
Cleansing Rain II | 22 | For the next 3 turns, removes 1 debuff from each ally and Heals them moderately at the start of their turn. Requires Cleansing Rain II perk. | 25 | Slow |
Reincarnate | 21 | Revives an ally with 40% health and Heals them for 33% of their max health over 3 turns. | 25 | Slow |
Nature's Wrath | 23 | Increases Critical Chance of All Allies by 22% for 2 attacks. | 15 | Fast |
Trivia[ | ]
- When Obliterate is used against Sundered or Bleeding enemies, the base damage of all hits is increased. It does not gain additional hits.
- Wildfire is the only ability that costs 14 mana. When coupled with Innervating Mist II, it is free after 2 turns.
- Gaia's Grasp will only heal an ally once per attack, regardless of how many times they hit an enemy.
Garrison Abilities[ | ]
Starts at level 2.
Name | Level | Description | Mana Cost | Speed |
---|---|---|---|---|
Rallystrike | 1 | Deals moderate damage and increases Haste for all party members by 10% for 2 turns. | 15 | Fast |
Rallystrike II | 6 | Deals moderate damage and increases Haste for all party members by 10% for 2 turns, 30% if the attack is a critical strike.
Requires Rally II perk. |
15 | Fast |
Cleave | 1 | Deals light damage to the target and a nearby enemy. | 10 | Very Fast |
Cleave II | 10 | Deals light damage to the target and a nearby enemy, causing them to Bleed for light damage over 4 turns. Stacks 3 times.
Requires Cleave II perk. |
10 | Very Fast |
Warblade | 2 | Consumes up to 40 Overcharge, dealing moderate damage and adding damage for each Overcharge consumed. | 15 | Fast |
Warblade II | 6 | Consumes up to 60 Overcharge, dealing moderate damage and adding damage for each Overcharge consumed.
Requires Warblade II perk. |
15 | Fast |
Rage Wave | 3 | Hits all enemies, dealing light magic damage to each. | 25 | Slow |
Rage Wave II | 18 | Hits all enemies, dealing light piercing magic damage to each.
Requires Rage Wave II perk. |
25 | Slow |
Siphon | 7 | Deals light magic damage to all enemies. Restores a small amount of health for each enemy that is Bleeding. | 15 | Very Fast |
Siphon II | 22 | Deals light magic damage to all enemies. Restores a moderate amount of health for each enemy that is Bleeding.
Requires Siphon II perk. |
15 | Very Fast |
Rupture | 9 | Deals light damage. If the target is Sundered or Poisoned, also adds a Bleed dealing moderate damage over 5 turns. Stacks 3 times. | 10 | Very Fast |
Warrior's Resolve | 11 | Removes up 2 debuffs from self. | 10 | Instant |
Warrior's Resolve II | 16 | Removes all debuffs from self.
Requires Warrior's Resolve II. |
10 | Instant |
Berserk | 13 | Swings 3 times, hitting a target for moderate damage. Gains an additional attack dealing light damage for each critical strike, up to 4 extra attacks total. | 20 | Slow |
Berserk II | 22 | Swings 3 times, hitting a target for moderate damage. Gains an additional attack dealing light damage for each critical strike, up to 4 extra attacks total. If the target is Bleeding, increase Crit chance by 15% for this attack.
Requires Berserk II perk. |
20 | Slow |
Feint | 17 | Deals light damage and increases Attack Power by 25% for 1 action. | 15 | Very Fast |
Slash | 19 | Deals light damage and increases Critical Chance by 10% for the next 3 attacks. | 10 | Very Fast |
Blood Bath | 21 | Strikes all enemies dealing light damage, and applies a Bleed to each dealing moderate damage over 5 turns. | 20 | Slow |
Impale | 23 | Deals moderate piercing damage. | 15 | Fast |
Trivia[ | ]
- Warrior's Resolve is the only Instant ability. Combined with his Battle Ready perk, he can ensure an "Overcharge Only" XP bonus.
Red Monika Abilities[ | ]
Stars at level 13.
Name | Level | Description | Mana Cost | Speed |
---|---|---|---|---|
Ambush | 1 | Deals moderate damage. If Stealthed, deals heavy damage instead. | 20 | Slow |
Ambush II | 21 | Deals moderate damage. If Stealthed, deals heavy damage instead. Has an additional 35% chance to crit. Requires Ambush II perk. | 20 | Slow |
Stealth | 1 | Gains the Stealth buff, making Red Monika untargetable by single target attacks, and increasing her Evasion by 25% for her next action. | 10 | Very Fast |
Stealth II | 6 | Gains the Stealth buff, making Red Monika untargetable by single target attacks, and increasing her Evasion by 25% and Crit Chance by 10% for her next action. Requires Stealth II perk. | 10 | Very Fast |
Frost Bomb | 2 | Deals light magic damage to each enemy and Chills them, reducing Haste by 10% for 2 turns to each. Stacks 3 times. | 10 | Fast |
Frost Bomb | 22 | Deals light magic damage to each enemy and applies 2 stacks of Chill, reducing Haste by 10% for 2 turns to each. Stacks 3 times. Requires Bomb Expert II perk. | 10 | Fast |
Lightning Reflexes | 3 | Increases Haste by 35% and Evade Chance by 10% for 3 turns. | 10 | Very Fast |
Lightning Reflexes II | 6 | Increases Haste by 35% and Evade Chance by 10% for 3 turns. Has a 20% reduced recovery time. Requires Lightning Reflexes perk. | 10 | Very Fast |
Cleansing Bomb | 7 | Removes 1 debuff from all allies. | 10 | Very Fast |
Cleansing Bomb II | 16 | Removes 2 debuffs from all allies. Requires Cleansing Bomb II perk. | 10 | Very Fast |
Fire Bomb | 9 | Deals light magic damage to each enemy and Ignites them, dealing light magic damage over 3 turns to each. Stacks 3 times. | 10 | Fast |
Fire Bomb II | 22 | Deals light magic damage to each enemy and applies 2 stacks of Ignites, dealing light magic damage over 3 turns to each. Stacks 3 times. Requires Bomb Expert perk. | 10 | Fast |
Riposte | 11 | Deals light damage. If the Counter! buff is active, instead deals moderate damage and applies the Sunder debuff, increasing their Physical Damage taken by 10% for 3 turns. | 10 | Very Fast |
Riposte II | 14 | Deals light damage. If the Counter! buff is active, recovery time from Riposte will be cut in half, and it will instead deals moderate damage and applies the Sunder debuff, increasing their Physical Damage taken by 10% for 3 turns. Requires Riposte II perk. | 10 | Very Fast |
Distracting Shot | 13 | Deals light damage and draws the next attack to Red Monika. Also increases her Evade Chance by 30% for the duration. | 10 | Very Fast |
Distracting Shot II | 16 | Deals light damage and draws the next 2 attacks to Red Monika. Also increases her Evade Chance by 30% for the duration. Requires Distracting Shot II perk. | 10 | Very Fast |
Exploit Weakness | 17 | Deals light damage to an enemy. If the target is Bleeding, Poisoned, or Sundered, will spread a light Bleed damage to other enemies, deal light damage per stack of Poison, or will be a guaranteed critical hit, respectively. | 15 | Fast |
Execute | 19 | Deals heavy damage over 8 Hits. If the target is below 30% Health, the damage is slightly increased. | 20 | Slow |
Execute II | 21 | Deals heavy damage over 8 Hits. If the target is below 60% Health, the damage is slightly increased. Requires Execute II buff. | 20 | Slow |
Basilisk Shot | 21 | Deals moderate damage and Stuns the target for a Medium Duration. | 15 | Fast |
Death Blossom | 23 | Deals light damage to each enemy and applies 2 random debuffs to each from Poison, Bleed, Sunder, Ignite, Chill, Arcane Sickness, or Stun. | 25 | Slow |
Trivia[ | ]
- Without Counter!, Riposte deals the same damage as Wild Shot.
- The bonus damage Exploit Weakness deals to Poisoned enemies is a second hit that be evaded.
- If she has Venom Coated Weapons perk active, a critical Exploit Weakness will also apply Poison and deal its bonus damage. Against a Sundered enemy, both hits are crits.
Knolan Abilities[ | ]
Starts at level 11.
Name | Level | Description | Mana Cost | Speed |
---|---|---|---|---|
Fire Storm | 1 | Deals light magic damage to all enemies and Ignites them, dealing light magic damage over 3 turns to each. | 20 | Slow |
Fire Storm II | 6 | Deals light magic damage to all enemies and Ignites them, dealing a bit more magic damage over 3 turns to each. Requires Fire Storm II perk. | 20 | Slow |
Mend Wounds | 1 | Heals a target for a moderate amount of health. | 20 | Very Fast |
Mend Wounds II | 16 | Heals a target for a moderate amount of health and remove 1 debuff from them. Requires Mend Wounds II perk. | 20 | Very Fast |
Mana Shield | 2 | Places a Shield on an ally that absorbs damage. While the target remains shielded, each time the target is attacked, they gain 10 Overcharge, and apply Arcane Sickness to the attacker. | 10 | Very Fast |
Mana Shield II | 6 | Places a Shield on an ally that absorbs damage. While the target remains shielded, each time the target is attacked, they gain 10 Overcharge, and apply Arcane Sickness to the attacker. Requres Mana Shield II perk. | 10 | Very Fast |
Elemental Shield | 3 | Places a Shield on an ally that absorbs damage. While the target remains shielded, attackers will suffer from Ignite and Chill. | 20 | Very Fast |
Elemental Shield II | 14 | Places a Shield on an ally that absorbs damage. While the target remains shielded, attackers will suffer from Ignite and Chill. When the shield expires, it will explode, dealing Light Magic Damage to All Enemies. Requires Elemental Shield II perk. | 20 | Very Fast |
Ice Lance | 7 | Deals moderate magic damage. If an enemy is under the effect of a Sunder or Chill debuff, deals extra light damage. | 20 | Fast |
Ice Lance II | 7 | Deals moderate magic damage. If an enemy is under the effect of a Sunder, Chill, Poison, or Arcane Sickness debuff, deals extra light damage. Requires Ice Lance II perk. | 20 | Fast |
Mass Heal | 9 | Heals all allies for a small amount of health. | 15 | Fast |
Mass Heal II | 21 | Heals all allies for a moderate amount of health. Requires Mass Heal II perk. | 15 | Fast |
Cleanse | 11 | Removes all debuffs from an ally. | 20 | Fast |
Arcane Explosion | 13 | Deals light magic damage to an enemy. If they are under the Ignite, Chill, or Arcane Sickness effect, will deal light magic damage to all enemies, Stun the target, or restore 15 Overcharge and deal light magic damage to the enemy. | 20 | Fast |
Mana Magnet | 17 | Draw the next attack to Knolan, reducing its damage to Knolan by 40%. If attack is magical, it grants Knolan 15 Overcharge. | 10 | Very Fast |
Arcane Power | 19 | Empowers all allies, increasing attack power by 15%, haste by 15% and critical chance by 15% for 2 actions. | 20 | Slow |
Ressurect | 21 | Revive an ally with 65% of their maximum health. | 25 | Slow |
Arcane Storm | 23 | Deals heavy magic damage to a target and applies Ignite, Chill and Arcane Sickness debuffs on them. | 25 | Slow |
Trivia[ | ]
- Arcane Explosion is the only ability with that can build Overcharge without the use of Perks, when hitting an enemy with Arcane Sickness. Additionally, its bonus damage comes in the form of an additional hit.
- Ice Lance on the other hand, increases its base damage against Sundered or Chilled enemies without adding additional hits.
- Unlike enemies, the Arcane Sickness effect of Mana Shield and Arcane Storm? cannot stack with the effect of his Arcane Bolt action.
Alumon Abilities[ | ]
Ability | Level | Description | Mana Cost | Speed |
---|---|---|---|---|
Devastation | 1 | Deals heavy damage to an enemy, but also deals light piercing damage to Alumon. | 20 | Slow |
Devastation II | 22 | Deals heavy damage to an enemy plus 50% of Damage taken while casting to any enemy, but also deals light piercing damage to Alumon. Requires Devastation II perk. | 20 | Slow |
Vampiric Assault | 1 | Deals light magic damage and Heals the most damaged ally lightly. | 25 | Very Fast |
Vampiric Assault II | 6 | Deals light magic damage and Heals the most damaged ally at an increased rate. Requires Vampiric Assault II perk. | 25 | Very Fast |
Shield of Vengeance | 2 | Places a Damage Shield on an ally that absorbs a moderate amount of damage. While the target remains shielded, attackers will suffer light magic damage. | 15 | Very Fast |
Shield of Vengeance II | 6 | Places a Damage Shield on an ally that absorbs a larger amount of damage. While the target remains shielded, attackers will suffer light magic damage. Requires Shield of Vengeance II perk. | 15 | Very Fast |
Dark Triage | 3 | Heals all allies lightly. | 20 | Very Fast |
Dark Triage II | 10 | Heals all allies at an increased rate. Requires Dark Triage II perk. | 20 | Very Fast |
Dark Mending | 7 | Heals an ally moderately. Any overhealing will be converted into a Damage Shield. | 20 | Fast |
Dark Mending II | 21 | Heals an ally at an increased rate. Any overhealing will be converted into a Damage Shield.
Requires Dark Mending II perk. |
20 | Fast |
Night's Blessing | 9 | Removes 1 debuff from each ally. If a debuff was removed, increases their Attack Power by 15% for 2 actions. | 15 | Fast |
Night's Blessing II | 18 | Removes 2 debuffs from each ally. If a debuff was removed, increases their Attack Power by 15% for 2 actions. Requires Night's Blessing II perk. | 15 | Fast |
Blood Boil | 11 | Deals moderate magic damage. If the target is under the effect of Ignite, the attack will be a guaranteed critical hit. | 15 | Fast |
Blood Boil II | 22 | Deals moderate magic damage and additional light magic damage on a Crit. If the target is under the effect of Ignite, the attack will be a guaranteed critical hit. Requires Blood Boil II perk. | 15 | Fast |
Sanguine Embrace | 13 | Heals all allies moderately. Any overhealing will be converted into a Damage Shield. | 20 | Slow |
Sanguine Embrace II | 22 | Heals all allies at an increased rate. Any overhealing will be converted into a Damage Shield. Requires Sanguine Embrace II perk. | 20 | Slow |
Soul Stagger | 17 | Deals light damage, removes 1 buff from an enemy, and applies Arcane Sickness to them, increasing their magic damage taken by 20% for 3 turns. | 20 | Very Fast |
Mass Haste | 19 | Increases Haste for all party members by 30% for 3 Actions. | 30 | Slow |
Avatar of Darkness | 21 | Revive an Ally with 65% of their maximum Health. They will be granted a 20% Attack Power buff for 2 Actions, after which, they will suffer 50% of their maximum Health in damage. | 25 | Slow |
Avatar of Darkness II | 21 | Revive an Ally with 65% of their maximum Health plus a moderate amount of Health. They will be granted a 20% Attack Power buff for 2 Actions, after which, they will suffer 50% of their maximum Health in damage. Requires Avatar of Darkness II perk. | 25 | Slow |
Crushing Darkness | 23 | Deals light magic damage. If the target is under effect of Arcane Sickness, Ignite, or Chill, they will also be Sundered, Increasing Physical Damage taken by 25% for 3 Turns. | 20 | Fast |
Effects[ | ]
Trivia[ | ]
- Shield of Vengeance will only deal damage to an enemy once per attack, regardless of how many hits its attack is.
- Despite the description, Night's Blessing will increase all heroes' attack power, regardless of whether or not a debuff is removed.
- Soul Stagger and Devastation are his only two abilities that deal Physical Damage. Soul Stagger deals less damage than his Shadow Whip action.
- Blood Boil II deals its bonus damage by adding an additional hit, which is also a crit.
- Avatar of Darkness does not deal its curse damage if the battle ends before the curse triggers. If the cursed character deals the final blow in an encounter, they will still take curse damage.