Apeiron Whitepaper
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Skills and Deckbuilding

While our battle system is currently undergoing internal testing, we can provide some more detailed information on Skills and give you a head start on theory-crafting your own Combat Deck. Below you will find descriptions of (1) Avatar Elemental Types, Boons, Perks, and Skills, (2) Apostle Skills and (3) some deckbuilding ideas.
Please note that all of the information provided below is a work in progress, and may be subject to change as we continue to iterate on our battle system.

Avatar Skills

Elemental Archetypes

Each Avatar can draw from Skills from the four elemental archetypes, each of which has its own strategic strengths and weaknesses.
  1. 1.
    Earth Earth Element is a natural defender, having skills to boost health and defence, while applying shields to its ally. It also has aggressive skills to disable enemies by stunning and rooting them, with utility spells to spawn forests for some interesting battle dynamics. Avatars with predominantly Earth skills might look to complement their innate tankiness and crowd control abilities (CC) by bringing Apostles that need some protection but have high damage potential — the Mage or the Summoner, for example. OR you could go in the other direction and bring some Warriors and Guardians for a team that is just extremely hard to break down.
  2. 2.
    Water Water Element excels in magical power. With substantial cooldown reduction and versatile magical skills, it offers both sustainable damage to enemies and support to allies. Avatars with predominantly Water skills offer a lot of different deckbuilding possibilities, given that they can either act as supports for an aggressively slanted frontline of Knights, Rogues, and Dragoons, or as the primary damage dealer protected by Guardians, Knights, and Warriors. Conversely, you could utilize the cooldown reduction and bring along some Shamans and Bards to start spamming powerful skills at a higher rate.
  3. 3.
    Fire Fire Element is raging and destructive. With a collection of AOE damaging skills, enemies turn into ashes in a glimpse, even if it sometimes means sacrificing allies… Avatars with predominantly Fire skills will certainly bring the pain to the opponent, but at what cost? You could offset the friendly-fire AoE damage by bringing Priests and Guardians to heal and survive through the onslaught. On the other hand, you could lean into the danger and bring along some Berserkers, who thrive on low health, for a high risk, high reward strategy!
  4. 4.
    Air Air Element pursues speed. Faster movement, faster attack, faster to stampede the enemies. While it is too fast for the opponent to respond, the controller also has to be quick enough to handle all of the game actions. Avatars with predominantly Air skills are fast moving but will require good micro and targeting of abilities to have their maximum effect on the battlefield. These skills are more challenging for players to master, but will reward those who spend the time to learn them. Given that players will be spending their time during battle maneuvering their Avatar, they may wish to select easier to use Apostles, such as the Warrior or the Hunter, who can mostly take care of themselves.

Boons

Boons are special passives and energized abilities (passives are always active, energized will activate under certain conditions, usually related to taking or dealing a certain amount of damage) that offer powerful effects for you to build around. Each of the passive Boons are linked with a Planet type, while the energized Boons are defined by the Avatar’s class. Here are some examples of passive Boons for different planet types:
  • Oasis — Lifestealing Water The Avatar has 25% Vamp, and its basic attacks ignore 25% of the target's DEF.
  • Delta — River Run — After casting an Avatar Skill, the Avatar's next movement within a certain range executes in the form of a Blink.
  • Leviathan — Crushing Blows— The Avatar deals x% increased damage to immobilized (CC'd) targets.

Perks

Perks are another set of passives — but rather than being unlocked automatically, these are unlocked by investing elemental points. Elemental points are gained through leveling up your Avatar, and are spent on unlocking and improving different perks — up to 20 elemental points can be spent upgrading the effects of each perk. Perks are divided between the four elemental skill trees of Earth, Water, Air, and Fire. Perks are pretty much straight upside - they just make your Avatar stronger! Below are some examples of different tiers of Perks from the different elemental trees:
  • Ignited Savagery (Fire Perk Level 2) — The Avatar’s Skills ignore a % of enemies’ defense and resistance.
  • Burning Fury (Fire Perk Level 4) — The Avatar gains a stack of Burning Fury every 30 seconds, stacking up to 10 times. Each stack grants the Avatar a % of their ATK as a bonus.
  • Blazing Pride (Fire Perk Level 6) — Discard actions now cost an amount of the Avatar’s flat HP rather than Mana.

Skills

Skills are unlocked in a similar fashion to Perks. Every 20 points a new tier within an elemental tree will unlock, and each tier will come with more Skill cards for the player to choose from to add to their deck. There will be four tiers.
Additionally, Skill cards are linked to both element and class. There will also be special skills unlocked through reaching certain alignment levels (between good and evil), but we’ll have more information on Alignment Skill cards at a later date.
In contrast to Apostle Skills, Avatar Skills are significantly more powerful and impactful as befits a god's divine might!
  • Unyielding Rock — Earth Tier 1 Skill/The Fury — Creates an immovable rock at the target location for 5 seconds, knocking back all units directly from it to a location 1 unit from its center on-cast, dealing [x](+50%INT) magic damage to all enemies hit, while slowing them by 40%.
  • Snowball of DOOM — Water Tier 1 Skill/The Fate — Throws a snowball to the target enemy, dealing [x] physical damage. The snowball then falls near the target after 1 second, where it remains for up to 4 seconds. Upon retrieving the snowball, the Avatar summons a Snow Thrall Apostle, while also granting the Avatar a shield equivalent to 20% of the Avatar’s max HP for 3 seconds. If the snowball kills the target, it bounces back to the top of your deck.
  • Nightmarish Bubble — Water Tier 2 Skill/The Wisdom — Shoots a nightmarish bubble in the target direction that deals x magic damage to the first enemy hit, fearing and slowing them by 65% for 2 seconds.
  • Rising Sun Slash — Fire Tier 1 Skill/The Fury — Slashes the area around the caster, dealing [x] magic damage to enemies within, then jumps to the target location, and deals the same amount of damage to enemies hit on impact and slowing them by 60%.
  • Gust of Wind Dance — Air Tier 1 Skill/The Wisdom — Dashes to an allied Apostle, gaining ghosted (ignores unit collision), while granting 20% bonus movement speed and a shield equivalent to [x](+80%INT) to the target and itself upon arrival for 3 seconds.

Apostle Skills

Each Apostle will come with a set of Skills derived from its class. There are 12 Apostle classes, and each class has a Skill Card pool of 8 unique skills. When you obtain an Apostle, it will come with 3 random skills from its class’ pool, which you can then add to your 15-card battle deck by bringing along that Apostle into battle. Each of the classes serves slightly different functionalities…
This table should give you a rough idea! Besides their Skills, Apostles also have their own innate abilities that will trigger when an Apostle is energized (having received and dealt a certain amount of damage).
Once in battle, you won’t control your Apostles directly, instead giving orders through using their Skills. When not using Skills, your Apostles will walk forward across the battlefield until they come in range of an enemy unit, which they’ll then start to auto-attack.
Below you'll find some of the Skills available to each Apostle class.

Warrior

Warriors are masters of both offensive and defensive combat, making them reliable frontline heroes. They come with a diverse mix of close-combat Skills and have decent health and armor, helping them to sustain themselves during drawn out fighting.
Sample Skills:
  • Jump’n’Bash — Leaps to the target enemy’s location and strikes them to deal [x] physical damage. If the target is slowed or stunned, they take double damage instead.
  • Flying Axe — Throws an axe in the target direction, dealing damage to the first enemy hit and slowing them 20% for 2 seconds.
  • Slamma Jamma — After 2 seconds, the Warrior flails its weapon in a cone in the target direction, dealing [x](+75%ATK) physical damage to enemies hit and knocking them up for 0.5 seconds. If any of the enemies are slowed or stunned, they take double damage instead. Damage dealt to Avatars increases to 150%.

Mage

Mages are intelligent wizards that can call upon various elemental powers. The majority of Mage Skills do Area of Effect (AoE) damage. A well-timed Fireball could be all you need to win, but missing it could also lose you the fight…
Skills:
  • Lift // Fall — Knocks up all enemy Apostles within target area for 3 seconds, dealing [x](+15% Max HP) magic damage upon landing.
  • Danger Circle — Flings a magical circle in the target direction, dealing [75](+30%INT) magic damage to the first 2 enemies it passes through and stunning them for 1.5 seconds.
  • Starcaller — Calls down 10 Meteors over 5 seconds that randomly strike the target area, each dealing [60](+50%INT) magic damage.

Rogue

Rogues excel in assassinations. Using sneaky and stealthy Skills, Rogues slide into position and then burst squishy targets, such as enemy casters. Taking out a Mage can be very powerful, but getting out from behind enemy lines can be the tricky part.
Skills:
  • Sneaky Strike — The Rogue gains +50% bonus attack speed on its next 4 basic attack within 4 seconds. The final basic attack deals +50% bonus damage.
  • Can’t Touch This — Dodge all incoming basic attacks for 3 seconds. At the end of the effect, deal [40](+20% ATK) physical damage to nearby opponents, increased by 20% for each attack dodged.
  • Ninjutsu — The Rogue targets a position and blinks there, leaving behind a Shadow Clone in its original place. The clone has 100% of the caster’s attributes, loses 10% of its maximum HP per second, and auto-attacks the closest enemy.

Guardian

Guardians protect their allies with defensive skills, acting as the team’s primary Tank. They will stick near allies that need the most help and offer additional sustainability to the whole team with life-saving buffs and light healing.
Skills:
  • I’m Coming! — Dashes to the ally with the lowest HP in range, prioritizing the Avatar, and shields both for [60](+20%INT) for 3 seconds.
  • Day of Judgement — Calls upon a heavenly strike to the target enemy, dealing [150](+30% of target’s missing health) magic damage. Avatars take half damage.
  • Big Ol' Bash — Leaps to the target enemy’s location, dealing [60](+50%DEF) physical damage and stunning it for 2 seconds.

Hunter

Hunters snipe out distant enemies. Using allies as cover, Hunters can take down the enemy team one-by-one. They have Skills which allow them to Lock-On to certain targets, providing even MORE damage. However, in close combat, they’ll fall pretty quickly.
Skills:
  • Piercing Shot — The Hunter takes aim, and after 1.5 seconds, shoots a piercing arrow at the enemy Avatar, dealing [100](+40%ATK) physical damage to the first 2 enemies hit along the arrow's path. Damage dealt is doubled if the shot hits the enemy Avatar.
  • In the Zone — Enter “focus mode” for 6 seconds. The Hunter becomes rooted and gains 45% attack speed, while empowering its basic attacks, which fire additional arrows at up to 2 enemies in front of it, each dealing [0](+40%ATK) physical damage.
  • Slip'n'Slide — The Hunter becomes untargetable for 0.75 seconds, blinks to the target location, and stuns all enemy Apostles with 50% or less HP upon arrival. The Mana cost of “Slip'n'Slide” is reduced by 1 for every auto-attack the Hunter makes while the Skill card is in hand.

Priest

Priests are your healers. They have the most powerful healing Skills out of all Apostles, and can even instantly resurrect fallen allies. On top of that, offensively speaking, they also have Skills that will deal massive damage to enemies that kill allies.
Skills:
  • Doody Vengeance — Selects an ally, dealing [50](+10%INT) magic damage to all enemies near it. Damage dealt increases proportional to the targeted ally’s missing HP, up to 150%.
  • Puddle o' Healing — Creates a zone at the target location for 10 seconds, healing all allies for [10](+15% INT) HP within the area every second.
  • Cheerleading — Enhances the Priest's and an ally’s attack speed by 25% and 30INT for 6 seconds.

Bard

Bard possesses musical power that can inspire allies to their fullest potential. With a collection of aura Skills, Bards can buff allies in various ways (e.g. quickening abilities, healing or stat boosts) or debuff enemies with a nightmarish cacophony of noise.
Skills:
  • Encore! - When this is drawn, Encore! transforms into a copy of a random card in your hand. The cost and effect will be the same as the random card. While Encore! is in hand, it transforms into a copy of the next card you play. The cost and effect will be the same as the played card.
  • Anti-Hater Orb — Fires an orb in the target direction, dealing 80 magic damage to the first enemy hit and reducing their energy by 20.
  • Lullaby-bye - After channeling for 1.5 seconds, the Bard puts all Apostles to sleep for 3 seconds. Sleeping units are awakened when damaged.

Summoner

Summoners manipulate nature to the fullest - and that means both life AND death. While other heroes fight as a unit, Summoners represent a horde of forces, including tanky beasts, healing fairies self-exploding bugs, or even the spirits of departed Doods! Spooky.
Skills:
  • Juiced Up - Heal target ally for 80 HP. If it is a summon you control, heal it to full health.
  • Ready, Yeti, Go! - Summons an Ice Yeti. Enemies around the Yeti are slowed for 20%.
    Ice Yeti Stats- Health: 220 ATK: 25 Attack Speed: 0.7 Range: 1
  • Mushroom Infection - Target area becomes a fungal swarm for 8 seconds. Enemies on the swarm take [2%] maximum health magic damage for each second standing in the swarm. Enemies dying on the swarm create another fungal swarm with the same effect.

Shaman

Shamans call upon the powers of dark magic and hexes to control the mind and spirit. They sacrifice blood for dangerous demonic strength and corrupt enemies with powerfully poisonous debuffs making them a potent threat in drawn out engagements.
Skills:
  • Mandated Chill Out - Applies rooted, disarmed and silenced to the Shaman and the targeted enemy Apostle for 5 seconds.
  • Chonkify — Target ally knocks back surrounding enemies. It also gains 210 bonus health and 20% size for 8 seconds.
  • Shake It Off - Removes all debuffs on the Shaman and deals 110 magic damage to surrounding enemies. This damage is increased by 20% for each removed debuff.

Knight

Knights charge forward and disrupt enemy formations. Protected by heavy armor atop their mighty mounts, Knights use their mobility and inherent tankiness to constantly harass enemy units and expose weaknesses allowing the rest of the team to press the advantage.
Skills:
  • Get Over Here! - Flings the target enemy over the Knight's shoulder, dealing 80 physical damage.
  • Tough as Nails — Shields the Knight for 150DEF, lasting for 5 seconds. After the shield breaks, shields all allies for the same amount.
  • CHAAARGE! — Charges to the target enemy, dealing 80 physical damage and stunning for 1.5 seconds. All enemies along the way take the same amount of damage and are knocked back.

Dragoon

Dragoons are versatile survivalists. With its mid-ranged attack, it bridges the gap between frontline and backline, providing both offensive and defensive potential to your team as and when you need it on the ever-changing battlefield.
Skills:
  • Whack! — The Dragoon strikes its target, dealing physical damage and healing itself for 150(+50%INT) HP.
  • Thar She Blows — Throws the spear in the target direction, dealing X magic damage to the first enemy hit, then pulling them in his direction for 3 units, slowing them by 90% for 1 second.
  • The Dragon's Shadow — Calls upon a dragon that flies across the battlefield, fearing all enemy Apostles for 1.5 seconds.

Berserker

Berserkers live (and die) by the motto “Attack is the best defense”. Berserkers are natural brawlers, dealing massive melee damage to the enemy with fists of fury - and the more damage they take, the more damage they deal.
Skills:
  • Double Fisting — Slams the target enemy with both hands, dealing 150 physical damage and gaining Attack Speed for 4 seconds.
  • Ultimate Uppercut — Performs a rising uppercut, dealing 100 physical damage to all nearby enemies, as well as stunning and knocking them up for 1 second.
  • Butterfly // Bee — Dashes to the target enemy and grants the Berserker (10 - 50ATK) based on missing HP.

Building your Deck

When you go into battle, you'll bring your Avatar and four Apostles from your collection to create your Combat Deck. One of the most fun parts of building your deck is trying out various synergies and combos to dominate the battlefield! Here are some examples of potential team compositions and decks:

Deck #1 - Way of Water

Avatar Planet Type: Leviathan — Crushing Blows — The Avatar deals x% increased damage to immobilized (CC'd) targets.
Key Avatar Skill: Nightmarish Bubble — Water Tier 2 Skill/The Wisdom — Shoots a bubble of nightmare in the target direction that deals x magic damage to the first enemy hit, fearing and slowing them by 65% for 2 seconds.
Apostles Key Skills:
Warrior - Slamma Jamma — After 2s, the Caster flails its weapon in a cone in the target direction, dealing [x](+75%ATK) physical damage to enemies hit and knocking them up for 0.5s. If any of the enemies are slowed or stunned, they take double damage instead. Damage dealt to Avatar increases to 150%.
Dragoon - Thar She Blows — Throws the spear in the target direction, dealing X magic damage to the first enemy hit, then pulling them towards his direction for 3 units, slowing them by 90% for 1 second.
Berserker - Ultimate Uppercut — Performs a vertical punch from bottom, dealing 100 physical damage to all nearby enemies and stunning and knocking them up for 1 second.
Knight - CHAAARGE! — Charges to the target enemy, dealing 80 physical damage and stunning for 1.5 seconds. All enemies along the way took the same amount of damage and knocked back.
Explanation: This deck looks to leverage Warrior's powerful "Slamma Jamma" Skill as well as our Avatar's "Crushing Blows" Boon to deal massive damage to CC'd enemies. All of our team - including our Avatar - has ways to stun or slow, making it trivial to set up for our Warrior and Avatar to dish out the pain in a massive wombo-combo. Additionally, as our team are all tanky melee types, we're looking to charge into the fray and upset enemy formations with our innate survivability.
Avatar Planet Type: Delta — River Run — After casting an Avatar Skill, the Avatars next movement within a certain range executes in the form of a Blink.
Key Avatar Skill: Snowball of DOOM — Water Tier 1 Skill/The Fate — Throws a snowball to the target enemy, dealing [x] physical damage. The snowball then falls near the target after 1 second, where it remains for up to 4 seconds. Upon retrieving the snowball, the Avatar summons a Snow Thrall Apostle, while also granting the Avatar a shield equivalent to 20% of the Avatar’s max HP for 3 seconds. If the snowball kills the target, it bounces back to the top of your deck.
Apostles Key Skills:
Guardian - I’m Coming! — Dashes to the ally with the lowest HP in range, prioritizing the Avatar, and shields both for [60](+20%INT) for 3s.
Summoner - Ready, Yeti, Go! - Summon an Ice Yeti. Enemies around the Spirit are slowed for 20%. Ice Spirit Stats Health: 220 ATK: 25 Attack Speed: 0.7 Range: 1
Priest - Puddle o' Healing — Creates a zone at the target location for 10s, healing all allies for [10](+15% INT) HP within the area every second.
Knight - Tough as Nails — Hardens the armor, shielding the caster for 150DEF that lasts for 5 seconds. After the shield breaks, shields all allies for the same amount.
Explanation: This is more of a midrange build - which means it has a little of everything, giving it the flexibility to adapt to whatever the enemy is bringing to the table. We start with a neat synergy between our Avatar Planet Type and Key Skill - after we cast Snowball of DOOM, we can use our passive River Run to blink to wherever the snowball lands, letting us consistently summon a Snow Thrall Apostle to our side. As this may leave our Avatar exposed among enemy combatants, our Apostles play supporting roles: the Guardian and Knight both help to shield our Avatar, the Priest heals, and the Summoner - while the attention is elsewhere - makes even more summons to overwhelm our opponent!

Deck #3 - Glass Cannon

Avatar Planet Type: Oasis — Lifestealing Water — The Avatar has 25% Vamp, and its basic attack ignore 25% target's DEF.
Key Avatar Skill: Rising Sun Slash — Fire Tier 1 Skill/The Fury — Slashes the area around the caster, dealing [x] magic damage to enemies within, then jumps to the target location, and deals the same amount of damage to enemies hit on impact and slowing them by 60%.
Apostles Key Skills:
Dragoon - Whack! — The Caster strikes its target, dealing physical damage and healing itself for 150(+50%INT) HP.
Mage - Starcaller — Calls down 10 Meteors over 5s that randomly strike over the target area, each dealing [60](+50%INT) magic damage.
Shaman - Mandated Chill Out - Applies rooted, disarmed and silenced to on the caster and targeted enemy Apostle for 5s.
Bard - Encore! - When this is drawn, it transforms into a copy of random card in your hand. Cost and effect will be the same. When this is in hand, it transforms into the last card you play. Cost and effect will be the same.
Explanation: This is an interesting glass cannon build - glass cannon because we're bringing a lot of potential damage, but not that much frontline. We rely on our Avatar to hold the line alongside the survivalist Dragoon, supporting themselves with their lifestealing Skills while our backline threats pump out the damage. The Dragoon is actually key to our strategy, as he can either go forward aggressively or play more defensively as the situation requires. Meanwhile, the Shaman locks down enemies for our Mage to annihilate with powerful spells. The Bard gives us utility: more of whatever we need to let the Mage do the dirty work.