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.
Evading (buff): Affected target has an increased Dodge chance for three turns. Additional application refreshes the duration of the effect. Leech / Lifesteal (effect): Leech/Lifesteal is a way to restore the health (HP) of the attacker by attacking an enemy and causing damage. A percentage of damage done will return as healing. There is a chance to score a "CRIT Heal" that leechs 2x the amount of a normal leech. Vampiric runes can have a Leech effect. An animated swarm of green "+" signs indicate the Leech effect. Poisoned (debuff): Target suffers Poison damage each round until effect expires. Subsequent applications refreshes its duration. Purge (effect): This instant effect removes one or more Buffs from an enemy. A 'poof/vanish' animation indicates the effect. See Cleanse for how to remove Debuffs.
Basic Melee Physical Attack for [32% ATK] base damage to a single target. Upgrading increases damage output to [49.5% ATK].
From the Shadows
Special Attack (5 turns)
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.
Special Attack (5 turns), requires 1st Ascension
Ranged Physical attack that hits target and [1+ 1 at lvl 20/40] random enemies for [40% ATK] base damage, gaining health equal to 100% of the damage dealt.
Special Attack (5 turns), requires 2nd Ascension
Melee Physical attack with a chance to Poison.
Attacks first. (Heroes sharing the same speed trait go in order of positioning, left to right, as chosen at the beginning of the battle. Fast is the opposing trait of Slow. If there is no Fast and no Slow trait then the hero goes in normal speed order.)
Increased CRIT (+10%) and Dodge chance (+20%).
Trait (Passive), requires 1st Ascension
Chance to inflict Disease on any CRIT.
Trait (Passive), requires 2nd Ascension
Assassin allies gain Evasion for 1 turn when starting a dungeon.
Melee Spirit Attack on enemy that fears target and Haunts the enemy team, amplifying Dark damage dealt by x2. (In fact the Haunted debuff doubles all damage dealt by Dark heroes including Spirit and Physical damage, not only Dark damage.)
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+.)
If you decide to use Shadowblade in your team, try to increase his ATK as much as possible and fully ascend him. That way he will deal tons of killing blows and gain energy with his Your Loss My Gain, and repeatedly do Special Attacks.
From the Shadows will CRIT even when Shadowblade is Diseased (Disease negates CRIT).
Pairing Shadowblade (in his second ascension) with a team of Assassins will make it extremely annoying for the enemy team as ALL OF THEM will have a boosted Dodge Chance for 1 turn, making them receive very little damage.