Cleric

Be the best friend! Clerics are great at keeping your team alive and helping them recover from taking hits!

52 abilities 25 passives Magic 19 Melee 12 Heal 6 Misc 5
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Compare ability and passive effects below, alongside mana, movement costs and damage. Click a card for a closer look, or search by name or effect.

Values come from the game-data snapshot maintained on this site; its game build was not recorded. Patches or mods can change effects, so compare with your in-game tooltip. Official update history

Adoubment

Adoubment

Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.

MP 5 HEAL 4
An Eye for an Eye

An Eye for an Eye

A melee attack that inflicts Blind 5 and Bleed 1.

MP 5 DMG 2 + Melee Ability Dmg Bonus
Anoint

Anoint

Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.

MP 4 HEAL 0
Awaken

Awaken

Revive a body to 1 HP.

MP 1 HEAL 1
Benediction

Benediction

Heal EVERYTHING for 2 HP.

MP 5 HEAL 2
Blinding Lights

Blinding Lights

Inflict Blind 1 on each unit in an area.

MP 4
Booster

Booster

Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.

MP 6 HEAL 4
Born Again

Born Again

Revive a body to 100% HP and give it All Stats Up, then you fall asleep.

MP 10 HEAL 0
Buddy Up

Buddy Up

Jump to an open tile next to an ally.

MP 4
Call Over

Call Over

Make an ally move toward you.

MP 2
Chosen Warrior

Chosen Warrior

Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.

MP 6
Circle of Protection

Circle of Protection

Give +1 Divine Shield to each unit within 2 tiles of you.

MP 8
Cleanse

Cleanse

Remove all debuffs from units in an area.

MP 3
Convert

Convert

Inflict Charm 2 on an adjacent unit.

MP 6
Crusade

Crusade

You and your allies move toward the nearest enemy.

MP 3
Cure Wounds

Cure Wounds

Heal an adjacent unit.

MP 5 HEAL 10
Divine Gift

Divine Gift

Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)

Divine Protection

Divine Protection

Give a unit +1 Divine Shield and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.

Emergency

Emergency

Run next to the ally with the most missing health. Trample all in the way.

MP 5 Move 1
Enlighten

Enlighten

Another unit's next spell is free.

MP 8
Ethereal

Ethereal

Gain 4 Divine Shield, 3 Shield, heal 2 HP, and Brace 1.

MP 16 HEAL 2
Friend or Foe

Friend or Foe

A ranged spell that heals allies and damages enemies.

MP 5 DMG 3
Fury Heal

Fury Heal

Heal an adjacent unit 2 to 6 times.

MP 5 HEAL 2
Grace

Grace

You or an adjacent unit gains a random positive effect.

MP 3 HEAL 0
Guardian Angel

Guardian Angel

Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.

MP 8
Hallowed Ground

Hallowed Ground

Spawn a blessing pickup on an empty tile in range.

MP 5
Haste

Haste

Give a unit +10 Speed until the end of its next turn.

MP 3
Healing Fall

Healing Fall

Jump to an open tile, then heal each adjacent unit.

MP 8 HEAL 5
Healing Salve

Healing Salve

You or an adjacent unit gains +1 Health Regeneration.

MP 4 HEAL 0
Healing Word

Healing Word

Heal a unit at range.

MP 5 HEAL 5
Heretic Mark

Heretic Mark

Inflict Ostracized 2 on a unit.

MP 10
Holy Dash

Holy Dash

Dash forward, heal a unit and give it a random stat up.

MP 8 HEAL 5
Holy Light

Holy Light

Heal allies and damage enemies in an area. This spell has half effect outside its center.

MP 12 DMG 10
Holy Weapon

Holy Weapon

A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)

DMG X
Malaise

Malaise

Inflict Weakness on units in an area.

MP 5
Melee Attack / Heal

Melee Attack / Heal

Heals allies but damages enemies.

DMG 5 + Melee Dmg Bonus
Open Wounds

Open Wounds

An attack that deals more damage the less health the target unit has. (based on their health percent)

MP 8 DMG 0-25
Pray

Pray

Give another unit +5 Luck until the end of its next turn.

MP 4
Prayer

Prayer

Heal units in an area.

MP 4 HEAL 2
Rally

Rally

Force a unit to attack one of its enemies.

MP 8
Ranged Attack / Heal

Ranged Attack / Heal

Heals allies but damages enemies.

DMG 5 + Ranged Dmg Bonus
Rebuke

Rebuke

Deal damage to a unit equal to the damage that unit last dealt.

MP 5 DMG ?
Reverse Damage

Reverse Damage

Reverse the last damage an adjacent unit took.

MP 4 HEAL 0
Revive

Revive

Revive a body to 50% HP and cure one of its injuries.

MP 8 HEAL 0
Stand In

Stand In

Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.

MP 2 Move 1
Stimulants

Stimulants

You and adjacent units gain +2 Speed.

MP 4
Swift Servant

Swift Servant

Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.

MP 4
Turn Foe

Turn Foe

Force a nearby unit to move away from you.

MP 2
Wish

Wish

Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)

MP 3 HEAL 10
Witch Hunt

Witch Hunt

Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.

MP 4
Wrath of God

Wrath of God

Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.

MP 10 DMG 6
Zealot

Zealot

Gain +1 Divine Shield.

MP 7

Passives (25)

Alms for the Poor

Alms for the Poor

When you gain coins, all allies heal +1 HP and gain +1 Luck.

Angelic Inspiration

Angelic Inspiration

When you heal an ally, they also gain +2 mana.

Blessed

Blessed

Gain +1 to 2 random stats at the start of each turn.

Blessing of Holy Fire

Blessing of Holy Fire

Holy-element spells deal double damage to enemies instead of healing and inflict Burn 2. This blessing is lost when you kill a unit.

Blessing of Spirit

Blessing of Spirit

When you end your turn, you and all allies heal 2 HP and gain 2 mana. This blessing is lost when you cast a spell.

Breath of Life

Breath of Life

When you heal a downed unit, revive it.

Caretaker

Caretaker

When you heal another unit, heal yourself for half that amount.

Enchanted Relic

Enchanted Relic

Your trinket's passive and active effects are doubled.

Eternal

Eternal

When you are downed for the 1st time each battle, take no injuries and revive with half HP.

Evil Patron

Evil Patron

Your healing abilities deal damage to enemies. Gain +2 range on tile-targeted healing spells.

God Warrior

God Warrior

When you kill an enemy, gain +1 Divine Shield.

Godspeed

Godspeed

When you heal something, gain +2 Speed.

Healing Aura

Healing Aura

+1 Health Regeneration Your Health Regeneration also applies to your allies.

Heathens!

Heathens!

At the start of the battle, inflict Weakness 3 on all enemies.

Morale Boost

Morale Boost

Allies gain All Stats Up whenever you kill something.

Natural Healer

Natural Healer

Your heals heal for 2 extra.

Protect the Weak

Protect the Weak

Allies with 5 or fewer HP gain +50% dodge chance.

Purifier

Purifier

Your basic attack removes debuffs from allies.

Ranged Medic

Ranged Medic

Your basic attack is a ranged lobbed attack that heals allies and damages enemies.

Sharing is Caring

Sharing is Caring

When you pick up a non-coin pickup, allies gain the same effects.

Thou Shalt Not Covet

Thou Shalt Not Covet

When an enemy takes damage from an ability, it drops a random pickup.

Thou Shalt Not Kill

Thou Shalt Not Kill

When an enemy downs another unit, they take 10 holy damage.

Thou Shalt Obey

Thou Shalt Obey

At the end of each round, inflict Charm on a random adjacent enemy.

Top Off

Top Off

When you heal another unit over their max HP, you both gain +1 Shield.

Venerated Touch

Venerated Touch

Your basic attack inflicts Confusion 2 on enemies and gives +2 Shield to allies.