Monster Skills
Monsters fight with a basic attack plus one special - two skills total. They don't use charges; their specials are gated by cooldowns measured in the monster's own turns. Between special uses, monsters fall back to their basic attack, which produces a natural rhythm of ordinary hits punctuated by bigger moments.
Bosses are the exception - they carry no specials and only use their class basic attack. See Boss Fights.

Basic Attacks by Class
Every monster class has its own basic attack, always free, no cooldown.
| Skill | Class | Target | Damage Type | Flavor |
|---|---|---|---|---|
| Savage Strike | Brawler | Front only | Physical | Brutal frontline slash |
| Void Bolt | Magical Beast | Any row | Magical | Dark-magic projectile |
| Swoop Swipe | Flying | Any row | Physical | Fast aerial strike, slightly reduced power |
| Hex Strike | Shaman | Front only | Physical | Cursed strike at reduced power - Shamans aren't damage dealers |
The reduced Shaman power is intentional - Shamans are healers, not damage dealers. Their contribution to a fight is keeping the rest of the monster team alive.
Special Skills
Monsters draw their specials from a shared pool. Any given monster has one; different monsters across the roster reuse specials.
Damage-Only
Pure-damage specials with no rider effect.
| Skill | Target | Damage Type | Notes |
|---|---|---|---|
| Crushing Blow | Front only | Physical | A single heavy hit |
| Rending Claw | Any row | Physical | Reaches back-row targets |
| Dark Burst | All enemies | Magical | AoE magic damage |
Damage + Debuff
A damage hit with a status effect rider.
| Skill | Target | Damage Type | Debuff |
|---|---|---|---|
| Shadow Dive | Any row | Physical | Brief Speed debuff |
| Corrosive Venom | Any row | Magical | Armor debuff for a short duration |
| Frost Nova | All enemies | Magical | AoE Speed debuff |
| Venom Cloud | All enemies | Magical | AoE Armor debuff |
| Blinding Flash | All enemies | Magical | AoE Luck debuff |
Resource Denial
| Skill | Target | Effect |
|---|---|---|
| Mana Siphon | Any enemy | Blocks all charge gain on the target for a short duration. Doesn't consume existing charges - just stops new ones from coming in. |
Since monsters don't use charges themselves, Mana Siphon is strictly asymmetric - it only hurts the player. It's specifically a counter to "save up for a big spell" play patterns.
Healing
| Skill | Target | Effect |
|---|---|---|
| Dark Mend | Single ally | Heals a wounded monster, capped per cast so no single heal can undo a whole turn of player damage |
| Soul Siphon | Any enemy | Deals magic damage and heals the caster for a portion of the damage dealt. A life-drain. |
Position Manipulation
| Skill | Target | Effect |
|---|---|---|
| Unwilling Pull | Any enemy | Swaps the target with whoever is currently in the player's front slot. No damage. Ignores Taunt. |
Unwilling Pull is the monster roster's formation attack - enemies use it to drag your squishy back-liner into the front line, within range of Brawlers.
Monster AI Personality
Monster classes have distinct personalities driven by how their AI picks actions:
- Brawlers care about finishing off wounded targets. Consistent damage, low interest in AoE or healing.
- Magical Beasts maximize total damage output. They actively prefer AoE when multiple targets are available.
- Shamans prioritize keeping allies alive, especially any monster below a low HP threshold. They barely care about dealing damage themselves.
- Flying monsters are opportunistic: they value status effects highly, hunt kill opportunities aggressively, and move flexibly around the player's formation.
These personalities are what make a Shaman feel like a healer and a Brawler feel like a finisher even when their options overlap - see Monster Classes for the full role breakdown.
Bosses Don't Have Specials
Bosses are elite monsters with different rules. Specifically: a boss has no special skill. It only uses its class basic attack, and the boss phase itself is an auto-resolved strict-alternation fight - no skills, no cooldowns, no status effects.
This keeps the boss phase narratively climactic but mechanically simple. Your avatar class, equipment, and build decide the outcome, not tactical play during the fight.
Related Pages
- Cooldowns - how monster specials are gated
- Monster Classes - the four classes and their personalities
- Soldier Skills - the player-side counterpart
- Status Effects
- Boss Fights
