The Normal campaign and Challenge mode dungeon tokens are connected. If you got a token from a dungeon in a Normal campaign dungeon, you will not be able to collect tokens from the Challenge mode version of the dungeon (and vice versa) unless you refresh them.
Cleanse (effect): This instant effect removes one or more Debuffs from an ally. An animation indicates the effect. A few initial and automatic Debuffs cannot be cleansed (like Ferno's Aerial Superiority, and debuffs in Boss Mode dungeons). See Purge for how to remove Buffs. DEF+ (buff): Affected target has a boost to DEF stat, reducing the amount of damage they take for the next 3 turns. Additional application of the effect refreshes its duration. The amount DEF boosted is based on the level of the skill. Venom (stacks) (debuff): Gorgons and Reptiles can inflict this debuff on their basic attacks or by touching their skin. It is used to heal their team, boost their damage against the debuffed targets and gain damage reduction from targets with Venom.
A basic Melee Physical attack doing [32% ATK] base damage. Upgrading increases base damage to [49.5% ATK].
Special Attack (5 turns)
Melee Physical Attack for [105% ATK, fully upgraded] on enemy that provokes and doubles the amount of Venom on the target (minimum 2 stacks are applied).
Special Attack (5 turns), requires 1st Ascension
Cleanses all debuffs (on this hero), forces enemies to attack this character (taunt), buffs DEF for [+46% DEF @level 70], starts powered.
Special Attack (5 turns), requires 2nd Ascension
Melee Physical attacks an enemy 2 to 5 times for [35% ATK], adding additional hits as health decreases below 75%. The number of hits are based on current health, lower health results in more attacks.
Will revenge any attack dealt to a Gorgon. Starts Dungeon Taunting if allied with a Gorgon.
Allied Reptiles cannot be Frozen and gain +15% DEF.
Venom Defense (I/II/III)
Trait (Passive), upgrades with Ascensions
I: Reduces damage taken per Venom debuff (on the attacker), chance to apply Venom to melee attackers. 1st Ascension: II: Reduces damage taken per Venom debuff (on the attacker), (better?) chance to apply Venom to melee attackers. 2nd Ascension: III: Reduces damage taken from enemies per Venom debuff (on the attacker), (better?) chance to apply Venom to melee attackers.
Trait (Passive), requires 1st Ascension
Takes 25% less damage from Physical attacks.
Trait (Passive), requires 2nd Ascension
At the end of each turn, cleanse one debuff (from himself).
Gains Invincibility from all Damage for 2 turns if an allied Reptile dies in battle. The Invincibility buff will only be applied if an allied Reptile of equal or greater level dies. Invincibility soaks all damage of an attack (=0 damage). It can be purged like any other buff.
All allies heal [25/35/50]% of their maximum health when inflicted with Frozen. Enemy and ally skills inflicting Frozen on allies will trigger this effect. The gained health depends on rank (I-III) of this trait.
Melee physical attack on target enemy, OR heals target friendly construct, OR target ally gains a class-specific buff (Tanks get DEF+, Healers get CRIT+ and SKL+, Casters get +1 ENERGY, all others get ATK+.)
A Melee Physical attack with a guaranteed CRIT for [85% ATK] base damage that purges 1 buff, ignores armor; with a buff that increases Dodge. Upgrading increases the amount of Dodge gained and the damage output of the skill.
Purging Smash (Special Attack) by
Melee Physical attack for [100% ATK] base damage and removes the one buff from the target. The first buff applied is removed.
Melee Physical attack on a single target for 233 (scaling) base damage and purges [1/2/3] buffs upon hit. 1.5x damage increase towards Demons. Upgrading increases damage to [132% ATK]. The amount of purged of buffs increases with the rank (I-III) of this special attack.
Ranged Physical attack with a guaranteed CRIT for [75% ATK] base damage and purges 1 buff, ignores Armor. Removes the first buff applied. Does not CRIT against opposing elements. Upgrading increases the damage output of the skill.
Melee Spirit attack for [150% ATK] base damage, will purge [1/2/3] buffs and add [1/2/3] elemental buffs. The number of purged and added buffs depends on the rank (I/II/III) of this special attack. The elemental buffs are I=Hunter, II=Resistance, III=Touch. The element will be the same type as the target. Example: If a Dark enemy is attacked the buffs will be: Dark Rancor I, Disease Resistance, and Disease Touch.