Ambris
Support and healing
« Resin seals it all. »
Amber is resin that sealed a wound forty million years ago, and still keeps it. Ambris kills almost no one and makes allies very hard to bring down.
Join the beta
Spells
Five pairs of spells. Before every fight, you take one spell per pair: the base or its variant. The fifth pair is the Ultimate.
Pair 1
Base · Damage
Amber Shard
A shard of hardened resin, hurled at the target. Nothing more, ever.
- 2 AP
- Range: 2 to 6 tiles, modifiable range
Variant · Damage
Accusing Seal
A resin seal settles on the target and steals part of its momentum.
- 4 AP
- Range: 1 to 5 tiles, modifiable range
- 2-turn cooldown
Pair 2
Base · Support
Mending Sap
A trickle of sap. On a scratch it restores almost nothing; on the dying, it brings them back.
- 3 AP
- Range: 0 to 6 tiles, modifiable range
Variant · Support
Resin Dew
A dew that heals turn after turn. Lay it before the blow, while no one is bleeding yet.
- 3 AP
- Range: 0 to 5 tiles, modifiable range
Pair 3
Base · Support
Amber Aegis
An amber shell around an ally: it absorbs, and it toughens the skin.
- 4 AP
- Range: 0 to 5 tiles, modifiable range
- 2-turn cooldown
Variant · Support
Inclusion Swap
Ambris and an ally swap places: one steps out of danger, the other steps in.
- 3 AP
- Range: 1 to 6 tiles, modifiable range
- 2-turn cooldown
Pair 4
Base · Support
Purifying Seal
The seal dissolves the ills gnawing at an ally and eases them a little.
- 2 AP
- Range: 0 to 5 tiles, modifiable range
- 1-turn cooldown
Variant · Damage
Spreading Seal
The seal spreads in a cross, wounds, and wipes out nearby buffs.
- 3 AP
- Range: 2 to 5 tiles, modifiable range
- 2-turn cooldown
Ultimate
Base · Support
Amber Oath
Amber closes over the whole side: healing, protection and cleansing in a single motion, once every five turns.
- 6 AP
- Range: 0 to 3 tiles
Variant · Support
Whole Sap
The amber surges back at once and fills the body to the last shard. Nothing that was lost stays lost.
- 6 AP
- Range: 0 to 5 tiles
Passives
Pick just one, before the fight.
Nourishing Sap
Every heal from Ambris restores 1 more HP.
Hardened Resin
Healing from Ambris beyond max HP hardens into a shield, up to 6 points, for two turns.
Amber Tear
When an ally falls, Ambris and the allies within two tiles gain 1 shield point for two turns.
Play Ambris before anyone else.
Join the beta











