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Support · Heals, empowers.

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.

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Ambris, Support and healing

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.

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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.

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