Quick dagger
24 to 34 damage in contact, and 35% more if the target is poisoned. It is the only reason to go into melee with this class: on a target under Venom, two Daggers do far more than a Lifesteal, for one AP less each.

The Shade never wins a straight exchange. They vanish, they poison, and they turn the ground into a minefield the opponent cannot see. Their typical win does not look like a fight: it is a run of turns where the other player loses health without ever having anyone to hit.
Seven movement points: one tile more than the norm, every turn. It is not a passive bonus, it is a class stat — and over a whole match that extra tile is worth more than any spell.
12% chance to dodge entirely a spell aimed at you: no damage, no effect, nothing.
Twelve per cent cannot be planned for. It is a passive that hands you a turn now and then, and that must never enter a calculation: play as if it did not exist, and treat every dodge as a turn won. Note all the same that it cancels the effect too, not only the damage — a dodge can cancel an AP steal, a push, a pull.
24 to 34 damage in contact, and 35% more if the target is poisoned. It is the only reason to go into melee with this class: on a target under Venom, two Daggers do far more than a Lifesteal, for one AP less each.
28 to 41 damage at range, and you get half of it back as health. Your only heal. Five AP is expensive for the Shade: keep this spell for the turns when you are already hurt, not for opening turns.
No immediate damage: the target loses 19 to 27 health at the start of each of its next 2 turns. Its peculiarity is worth the spell on its own — the damage over time does not break your invisibility. It is the only way to deal damage without ever reappearing.
17 to 25 immediate damage to whoever walks into it, then damage over time of 15 to 24 per turn for 2 turns. Damage over time from several traps stacks: two poison traps set off one after the other hurt for a long time. It lasts 8 turns, and you set it off too.
42 to 63 damage, and the victim is pushed one tile away from the centre — 12 extra collision damage if it hits an obstacle. The most brutal trap in the game. Placed against a wall, the push becomes guaranteed damage.
29 to 42 damage, and the victim is pulled one tile towards the centre of the trap. Less damage than the Blades, but it moves inwards: it is the piece that links two traps together, by bringing your opponent onto the next cross.
Cast from contact: aim at a free tile in a straight line behind the entity adjacent to you, it flees all the way there and sets off every trap on its path. If an obstacle cuts its flight, it takes 12 collision damage per missing tile. Three AP that turn a row of traps into an execution.
You become invisible until your next turn and gain 2 MP right away. Your opponent no longer sees you and can no longer target you — but an area spell cast on an empty tile can still hit you. Attacking, or ending the turn next to an enemy, reveals you. Five-turn cooldown: it is once every five opportunities, not a play style.
Each of the three traps is placed once a turn, but none of them has a cooldown: a single turn is enough to mine a crossroads. The hooks pull towards the centre, and so towards the other two crosses. An opponent who walks into that area rarely leaves it without setting off two traps.
Your opponent starts their turn losing 19 to 27 health, with no target to hit and no idea which side to look for you on. Watch the order: cast Venom before the Veil, otherwise the attack reveals you immediately.
They cross both crosses as they flee. If an obstacle stops them on the way, they pay another 12 damage per tile not travelled. It is the most profitable combo in the class, and the one that takes the most preparation.
Against the Warrior and the Brute, mine the path rather than the destination: they advance in a straight line and both have a long-range closing spell. The Blade trap placed against a wall punishes them twice, with the damage and then with the collision.
Against the Arcanist, the Shade is at ease: 7 MP and one Veil are enough to cross the gap, and they have nothing to push you away. Against the Artificer, beware of Shove — it sends you onto your own traps just as readily as onto their charges. Against the Clockmaker, your 40% resistance to AP steal is your best asset: yours is the class that takes their Hourglass best.
The Shade is played by preparing the ground before striking: place the traps on the tiles people walk through, poison from range, then vanish. Their three traps cost 4 AP each, are placed once a turn and have no cooldown, so a single turn is enough to mine a crossroads. Creeping venom is the only spell that deals damage without breaking invisibility.
The Shade has 700 health, 12 action points and 7 movement points. That seventh MP is a class stat and not a passive bonus: it is one tile more than every other class, every turn.
Shadow veil costs 4 AP, makes the Shade invisible until their next turn and gives them 2 MP immediately. Your opponent can no longer target them, but an area spell cast on an empty tile can still hit them. Attacking, or ending the turn next to an enemy, reveals them — and the spell has a 5-turn cooldown.
The Blade trap: 42 to 63 damage, plus a one-tile push away from the centre that adds 12 collision damage if the victim hits an obstacle. The Hook trap pulls one tile towards the centre instead, which serves to bring your opponent onto another cross. All three traps cost 4 AP, last 8 turns and go off under your own feet too.
With area spells aimed at an empty tile, which hit without needing to see it: the Arcanist’s Blast and Comet, the Brute’s Quake, the Artificer’s charges. Refusing to enter the mined area works too: an opponent who attacks from far away forces the Shade to leave the ground they prepared.
The Shade rewards patient players: their best turns are the ones where they deal no damage at all.
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