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.
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.
| Burn | Poison | Healing | |
|---|---|---|---|
| Effect per tick | damage = stack count | damage = stack count | healing = stack count |
| Interval | 2 s | 0.5 s | 1 s |
| First tick | after a full window | immediate | immediate |
| Decay | none | −1 per tick | −1 per tick |
| Armour | absorbs the tick (consumed 1:1) | ignores it, and does not consume it | — |
| Total at N stacks | N × fight duration (no cap) | N(N+1)/2 in ~N/2 s | N(N+1)/2 in ~N s |
| Amplify / Aegis | no | no | yes |
| Immunity | Fireproof | Antidote | — |
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.
Being wounded
| What it is | Threshold | |
|---|---|---|
onLowHP | Trigger. Fires on crossing the threshold downward. | 30% |
| Second Wind | Passive. +50% Attack while at or below the threshold. | 50% |
| Last Stand | Passive. 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.