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The Beta server has been updated today, May 9. Discover and test the revamped Rogue class!

Among the feedback from all communities, it is the Rogue class revamp that was mentioned most often! And today is their big day. Discover all the changes applied to this class of vile bandits.

We have completely revised Bombs, giving it a unique mechanic. Being the basis of Rogue's gameplay, we also reviewed the effects of most of the Rogue's spells

The changes are detailed in the changelog below.

Note: All spell names and their descriptions are in French in the Beta.

As usual, make sure to test the class and give us your feedback!
 

Main Mechanics

Les Bombes (Bombs)

  • Bombs have 20% of their summoner's HP.
  • Bombs do not block line of sight.
  • When Bombs explode, they do damage in a 2-cell circle depending on their Combo level and their summoner's Masteries.
  • Bombs gain +3 Combo per turn on the field (a maximum of 3 times).
  • A Bomb explosion gives back 1 WP.
  • The number of Bombs on the field is limited to the number of Control Points.
  • There cannot be more than 3 Bombs of the same element on the field.                               

Bombs do not explode when they are destroyed. Bombs are considered direct damage. They do not override Armor, Block, etc.
 

Mur de Poudre (Powder Wall)

  • The glyph element depends on the targeted Bomb.
  • The glyph level depends on the targeted Bomb's Combo level.
  • Each single glyph is triggered at the start of the turn of the fighter that starts on it, and is consumed when triggered.
  • Glyphs disappear at the start of the Rogue's turn (after doing the Rogue damage if the Rogue was on a glyph).
                                                           

Les Combos (Combo)

  • Each Combo point increases the base damage that the Bomb will do, with 1 Combo equaling 10% base Damage.
  • The max Combo for a Bomb is +15. This maximum may be increased with a passive.
  • When a Bomb explodes, it causes the other Bombs in its area of effect to explode, in a chain reaction.
  • When several Bombs of the same element explode, their Combo bonuses are added together.                                                   
For example, if a 4-Combo Bomb and a 2-Combo Bomb (of the same element) explode simultaneously, they will both do damage equal to a 6 Combo. The Combos of bombs of the same element are also added together for single-target detonations.
 

Connexion (Connection)

Is an effect that applies only for the next action. Including when the condition is not met, which means that any other action (another spell, movement, end of turn) causes you to lose the Connection bonus effect that could have been used.
 

Elemental Spells


Fire Branch

Barbrûlé (Barbed Fire): 3 AP
3-4 range (modifiable), line of sight, 2 uses per target.
  • (2 AP) Fire Health Steal (100%).
  • Reduces Damage suffered by the targeted Bomb and returns HP.

Bombe Aveuglante (Blinding Bomb): 2 AP
1-6 range (cannot be modified), line of sight, once per turn on an empty cell.
  • Places a Blinding Bomb.
  • - (2 AP) Fire Damage and -1 Range.
1 Control per Bomb/Boombot on the field.

Exécution (Execution): 2 AP
1-3 range (modifiable), line of sight, 3 uses per target.
  • (2 AP) Fire Damage.
  • Per explosion since the last Execution: (0.5 AP) Fire Damage +10% of Incurable

Tir Croisé (Cross Fire): 4 AP
4-10 range (modifiable), line of sight, twice per turn, diagonal line.
  • (4 AP) Fire Damage.
  • The Bombs in a line are drawn 1 cell toward the targeted cell.

Tir Perforant (Piercing Shot): 1 WP and 6 AP
2-6 range (can be modified), line of sight, once every 2 turns, straight line.
  • -100 to -3000 Armor to the target.
  • (4 AP) Fire Damage. Consumes all WP and increases (2 AP) Fire Damage for each WP consumed.
Per WP consumed in addition to the initial spell cost.

 
Earth Branch

Mitraille (Machine Gun): 3 AP
1-3 range (cannot be modified), line of sight, 3 uses per turn, straight line, AoE (3 cells in a line).
  • (3 AP) Earth Damage in a 3-cell straight line.
  • The Rogue moves back one cell.

Tromblon (Blunderbuss): 4 AP
1-4 range (cannot be modified), line of sight, two uses per turn, straight line, AoE (1-3 cells cone).
  • (4 AP) Earth Damage in a 1-3 cone.
  • +1 Combo to Bombs in the area of effect.

Bombe Paralysante (Paralyzing Bomb): 2 AP
1-6 range (cannot be modified), line of sight, once per turn on an empty cell.
  • Places a Paralyzing Bomb.
  • - (2 AP) Earth Damage and -2 MP.
1 Control per Bomb/Boombot on the field.

Dague Boomerang (Boomerang Dagger): 4 AP
2-4 range (cannot be modified), no line of sight, two uses per turn, straight line, AoE (in a semi-circle).
  • (4 AP) Earth Damage in a semicircle. Base damage *1.75 in critical hits.
  • Connection: Reverses the odds of a critical hit.

Pulsar: 1 WP and 5 AP
1-3 range (modifiable), line of sight, once every 2 turns, straight line, AoE (1 cell circle).
  • (4 AP) Earth Damage in a 1-cell circle.
  • Damage increased by 10% per Bomb Combo in the area of effect.
 

 
Air Branch

Coup Rapide (Slap Shot): 2 AP
1-1 range (cannot be modified), 3 uses per target.
  • (2 AP) Air Damage.
  • Connection: Lowers the cost of Barbecued Ribs by 1 AP.

Entre Côtes (Barbecued Ribs): 3 AP
1-1 range (cannot be modified), 2 uses per turn.
  • (2 AP) Air Damage.
  • Connection: Adds (4 AP) Air Damage on Barbecued Ribs.
  • Connection: 200% Health Steal on Slap Shot.

Grappin (Claw): 2 AP
1-3 range (modifiable), line of sight, straight line, must target a bomb.
  • Gets closer to the target (2 AP) Air Damage.
  • Moves closer to the Bomb. +1 Combo.
  • Connection: Makes the Rogue immune to bomb explosions.

Bombe Asphyxiante (Suffocating Bomb): 2 AP
1-6 range (cannot be modified), line of sight, 1 use per turn on an empty cell.
  • Places a Suffocating Bomb.
  • - (2 AP) Air Damage and -2 WP (1 turn).
1 Control per Bomb/Boombot on the field. Also works for the Huppermage QB.

Evanescence: 1 WP and 2 AP
1-4 range (cannot be modified), line of sight, once every two turns, diagonal line, must target a bomb.
  • Teleports to the other side of the targeted Bomb, at equal distance.
  • Connection: Adds (4 AP) single-target Air Damage to the next spell cast in close combat (1 cell).

Longue Lame (Long Sword): 4 AP
1-1 range (cannot be modified).
  • Inflicts (4 AP) Air Damage. Replicates the last Connection effect.

Unlocked by a passive.

Active Spells


Détonation: 1 AP
1-6 range (modifiable), no line of sight, 2 uses per turn.
  • Can set off a Bomb, inflicting Area Damage.
  • Can set off Bombs close to an opponent, inflicting Single-Target Damage on them.
Automatically unlocked when a Bomb summoning spell is in the deck.

Pétarade (Badabang): 2 AP
1-6 range (modifiable), no line of sight, 1 use per turn, must target a bomb.
  • Can set off a Bomb, adding +2 Combo, inflicting Area Damage.
  • Can set off Bombs close to an opponent, inflicting Single-Target Damage on them.
  • Gives +15% of Damage inflicted to the targeted ally.

Unlocked by a passive (replacing Detonation). +20% at level 2 of the spell. 


Ruse: 1 WP and 2 AP
1-4 range (cannot be modified), no line of sight, once every 3 turns, must target a bomb.
  • Switches places with the targeted Bomb. +2 Combo.

Botte (Boot): 2 AP
2/4-4/8 range (cannot be modified), line of sight, 1 use per turn on an empty cell, straight line and diagonal.
  • Moves the Bomb to the targeted cell. +2 Combo.
Range is therefore twice as long along the diagonal as it is in a straight line.

Mur de Poudre (Powder Wall): 1 WP and 4 AP
1-4 range (modifiable), no line of sight, 1 use per turn, must target a bomb.
  • Places Powder Wall glyphs on each cell between the Bombs that are in a straight line with or diagonal to each other.
The maximum length of a Powder Wall is 4, that is to say a distance of 5 between 2 Bombs.

Roublabot (Boombot): 1 WP and 2 AP
1-1 range (cannot be modified), line of sight, 1 use every 4 turns on an empty cell.
  • Summons a Boombot on the cell.
1 Control per Bomb/Boombot on the field.

Dynamite: 1 WP
1-4 range (modifiable), no line of sight, 1 use every 2 turns, must target a bomb.
  • The targeted Bomb will explode if it is destroyed, or at the start of the Rogue's next turn.
  • If it explodes in this way, +10 Combo.
 

Passive Spells


Roublaboom (Boomarogue)
  • 2 Control.
  • Unlocks the Boombot's Reconversion spell.
At level 2, the Boombot gains an additional 1 AP and 2 MP.                                         

Gadgets évolués (Evolved Gadgets)
  • Increases the Range of the Detonation, Ruse, Dynamite, Powder Wall, and Boombot spells by 2.        
At level 2, increase in values only: 2 Range -> 3 Range.                                        

Bomber Fan
  • Bombs gain +1 Combo per turn on the field. (That is, +4 instead of +3.)                                                  
At level 2, the max Combo for a Bomb increases to +20. (Instead of +15.)                                           

Artificier (Pyrotechnist)
  • Increases the Powder Wall's Damage by 15%.
  • Increases the maximum size of the Powder Wall by 2.
At level 2, increase in values only: +15% Damage from Powder Wall -> +25%.                                        

Tunique renforcée (Reinforced Tunic)
  • Increases the Rogue's HP by 150% of its level.
  • Bombs now have 30% of the Rogue's HP (instead of 20%).
At level 2, increase in values only: 150% -> 300%. 30% -> 35%.                                         

Démineur (Minesweeper)
  • Unlocks Badabang, which replaces Detonator.                                                 
At level 2, Badabang becomes level 2. (Which results in an increase in values only: 15% Damage inflicted -> 20%).                                        

Lunette de visée (Scope)
  • +1 Range.
  • Bomb explosions become Ranged (instead of Close-Combat) Damage.
At level 2, Bombs' maximum Range becomes 3 (instead of 6) but Range is now modifiable.                            
Maître Roublard
  • Effects: Dodge
  • The Rogue gains (1 AP) Armor per Connection achieved in the turn.
At level 2, achieving 5 Connections unlocks the Longsword spell for one use.

K-Boom
  • Dynamite can also be launched on a target (ally/enemy), and on the Rogue.
  • The target becomes Stabilized, immune to Bomb Damage.
  • For each Bomb explosion undergone, the target gains 10% Damage inflicted (1 turn).                             
At level 2, Increase in values only: 10% Damage inflicted -> 15%.
                                        
May be used offensively to Stabilize an opponent, defensively to Stabilize an ally, or even as support (or oneself) to boost damage.​​​​​​​

Fugitif (Fugitive)
  • 1 MP.
  • -20% Damage inflicted.
  • +1 Combo to Bombs placed.
At level 2, increase in values only: +1 Combo -> +2 Combo.                                           

+1 Combo on Bombs offsets the damage penalty rather well, but only on Bombs and Powder Wall.
 

Roublabot (Boombot)                                                   


2 AP - 8 MP - 1 HP. Does not copy any of the summoner's characteristics. Does not evolve with the summoner's level. Dies at the end of the turn.                                                      

Détonation: 1 AP
1-6 range (cannot be modified), no line of sight, must target a Bomb.
  • Can set off a Bomb, inflicting Area Damage.
  • Can set off Bombs close to a target, inflicting Single-Target Damage on it.

Porte-Bombe (Bomb Squad): 1 AP and 4 MP
1-1 range (cannot be modified), must target a Bomb
  • Carries the targeted Fighter.
  • Carries the targeted Bomb. Gains +2 Range on Bombs Away.
If the Boombot dies while carrying a Bomb/Target, it is placed on the cell.​​​​​​​

Lance-Bombe (Bombs Away)
1-4 range (cannot be modified), no line of sight, must target an empty cell.
  • Throws the carried Fighter on the targeted cell.
  • Throws the carried Bomb on the targeted cell.
Needs to be carrying a Bomb/Target.

Surcharge (Overload): 1 AP
1-6 range (cannot be modified), line of sight, must target a Bomb.
  • +2 Combo.                                                  

Reconversion: 1 AP
1-6 range (cannot be modified), must target a Bomb.
  • Turns into the targeted Bomb. (Including Combo bonus.)
  • The Boombot is destroyed, ending its turn.
Unlocked by a passive.​​​​​​​