Five BladesWiki

Reference

Glossary

The vocabulary of a fight, read from the game: the counters that appear coloured in ability text, every passive, and the ways a blow can leave a hand. Ability text across the wiki links back to these entries.

Counters

Stacks that come and go during a fight. Counters do not decay within a battle, exist only inside a battle, and can only be gained inside one. Two exceptions decay: Poison and Healing.

StaminaStamina -> Gain a burst of attack speed
RageRage -> Weapon attacks deal extra damage equal to the number of stacks. Loses 1 stack per attack
SlowSlow -> Slows attacks by 1s. Each extra stack is less effective than the last
SpikesSpikes -> When hit by a melee attack, deal damage equal to the number of stacks back to the attacker
PoisonPoison -> Deals damage equal to the number of stacks every 0.5 seconds, ignoring armor. Loses 1 stack per second
SapSap -> Weapon attacks deal less damage equal to the number of stacks. Loses 1 stack per attack
HealingHealing -> Restores health equal to the number of stacks every second. Loses 1 stack per tick
BurnBurn -> Deals damage equal to the number of stacks every 2 seconds. Does not decay
SilenceSilence -> Ignores its own ability triggers while it has stacks. Loses 1 stack every 0.5 seconds

The three timed counters

Seven of the nine counters are state: they change a number and sit still. Three are clocks. The axis, in one line: poison acts fast and goes through armour; fire is slow and eternal. Choosing between them is choosing when the damage lands, not how much. Healing is poison's mirror, on the side of whoever carries it.

BurnPoisonHealing
Effect per tickdamage = stack countdamage = stack counthealing = stack count
Interval2 s0.5 s1 s
First tickafter a full windowimmediateimmediate
Decaynone−1 per tick−1 per tick
Armourabsorbs the tick (consumed 1:1)ignores it, and does not consume it—
Total at N stacksN × fight duration (no cap)N(N+1)/2 in ~N/2 sN(N+1)/2 in ~N s
Amplify / Aegisnonoyes
ImmunityFireproofAntidote—
The dial is time, not power

All three ticked at 1 s / 1 s / 2 s until August 2026, and in that configuration the axis above was false: Burn overtook Poison within one to two seconds. In an eight-second fight with a hero attacking every 3.4 s, Scorch delivered 4.7× the damage of Venomous for the same 20%; it now delivers about 1.8×, and Venomous wins the first four seconds.

Every per-tick mechanic has between 6 and 20 ticks in which to exist. That is the number any interval is calibrated against.

Passives

Always on: they need no trigger. The racial passive — Fireproof on Lizard, Antidote on Undead — comes free across the whole line.

FortifyFortify -> Convert 20% of weapon attack damage into armor
ReachReach -> Melee attacks take longer, but this unit cannot be hit while lunging
BloodlustBloodlust -> Each weapon attack that deals damage grants Rage equal to 30% of its Attack
ReflectReflect -> When hit by a melee attack, deal 20% of that damage back to the attacker
HasteHaste -> Perform an attack at the start of battle
StunStun -> On weapon attack, empties the target's attack bar
KnockbackKnockback -> Push back 1s of the target's attack bar on weapon attack
FocusFocus -> Immune to attack bar reduction effects
EvasionEvasion -> 15% chance to evade incoming attacks
ScorchScorch -> Applies 15% of weapon attack damage as Burn
FireproofFireproof -> Immune to Burn
LifestealLifesteal -> Recover 20% of weapon attack damage as health
FreezeFreeze -> Applies Slow counter on weapon attack
ResurrectResurrect -> Comes back to life with 50% HP once per battle after being defeated
BodyguardBodyguard -> Takes all attack damage aimed at the ally directly behind it
SoulboundSoulbound -> Upon death, grants all counters — good or bad — to the ally behind
AmplifyAmplify -> Increase healing received by 15%
Double TapDouble Tap -> Performs two attacks instead of one
TauntTaunt -> Enemies are forced to attack this unit, and ally heals and shields are drawn to it
BladesmithBladesmith -> Gain critical chance while wielding a melee weapon (20%)
RangerRanger -> Gain critical chance while wielding a ranged weapon (20%)
AegisAegis -> Excess healing is converted into armor
VenomousVenomous -> Applies 20% of weapon attack damage as Poison
AntidoteAntidote -> Immune to Poison
CleaveCleave -> Every weapon attack also hits the enemy behind the target for 25%
Second WindSecond Wind -> While at 50% health or less, attack is increased by 50%
Last StandLast Stand -> The first blow that would be lethal each battle leaves this unit at 1 health instead
MomentumMomentum -> Each weapon attack that deals damage grants 0.5s of Stamina
WitherWither -> Applies 20% of weapon attack damage as Sap
BarbedBarbed -> Its Spikes deal 2x damage
RuthlessRuthless -> Critical hits are 50% stronger, damage and healing alike
DeadeyeDeadeye -> Attacks are aimed at the character with the lowest health
SilencerSilencer -> Weapon attacks apply 1 Silence before dealing damage
ScurryScurry -> At 50% health or less, swaps places with a character in your stash that also has Scurry. Once per combat
ProspectorProspector -> Winning a battle grants your team a Treasure that sells for 30 gold. One per battle
ScapegoatScapegoat -> Takes the Burn, Poison, Sap, Slow and Silence that adjacent allies would receive
BlazescaleBlazescale -> When hit by a melee attack, apply 1 Burn to the attacker

Being wounded

What it isThreshold
onLowHPTrigger. Fires on crossing the threshold downward.30%
Second WindPassive. +50% Attack while at or below the threshold.50%
Last StandPassive. The first blow that would be lethal each battle leaves the hero at 1 HP.—

onLowHP fires on the crossing, not while low — if it were state, every Burn tick on a wounded hero would queue the ability again. The latch rearms when healing lifts HP back above the threshold, which is what lets it fire several times in one battle. Last Stand resolves before death and Resurrect after: a hero with both survives twice.

Attack types

How the blow leaves and who it looks for. Only melee aims at the front of the line — everything else draws, respecting Taunt.

MeleeAttacks the enemy at the front of the line
StaffGrants HEAL to a random wounded ally instead of damage
BowAttacks a random enemy from a distance
FireChance to hit every enemy instead of the one in front (50%)
SquidInkAttacks a random enemy from a distance
ScratchHits the target and the enemies in front of and behind it
Bolt1Attacks a random enemy from a distance
Bolt2Attacks a random enemy from a distance
Bolt3Attacks a random enemy from a distance
Bolt4Attacks a random enemy from a distance
FireCicleStrikes a random enemy and applies Burn, sometimes hitting a second
FireBallAttacks a random enemy from a distance
ShieldGrants ARMOR to a random ally instead of damage