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Class · Mid-range · Traps / Chance

The Shade

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.

In short

Six movement points: the game’s standard, no longer a tile ahead. Their mobility now rests on one spell — Shadow veil and its 2 immediate MP, once every six opportunities — and on their 40% resistance to MP removal, which leaves them their legs more often than the others.

The passive: Dodge

Dodge

8% chance to dodge the direct damage of an enemy spell that hits you, as its target or in its area. The damage, not the effects: push, pull, removal, poison, mark or position swap still apply.

Eight percent cannot be planned around. It is a passive that spares you a blow now and then, and it must never enter a calculation: play as if it did not exist. It only cancels the spell’s direct damage — the AP removal, the push or the pull of a damaging spell (Quake) still apply — and nothing else can be dodged: not ticking poison, not traps, not glyphs, not collisions, not charge explosions, not turret shots or the Artificer’s Command volley.

The Shade’s eight spells

Quick dagger

3 AP · range 1 · 2 casts per turn · no cooldown

24 to 34 damage in melee, 35% more if the target is poisoned, and 30% more if they are below 40% of their health — the two multiply: 75% more on a poisoned, wounded target. 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 two AP less each.

Quick dagger: the target tile, adjacent to the Shade
Range 1: the target must be adjacent to you.
Quick dagger on a Brute in full health
Normal target: 30 damage.
Quick dagger on a poisoned Brute
Poisoned (by a Venom): +35%, 41 damage.
Quick dagger on a Brute below 40% of their HP
Below 40% of their HP: +30% — but the Brute’s Rage then gives them +20% resistance: 31 damage.
Quick dagger on a poisoned, wounded Brute
Both: the bonuses multiply, but so does Rage’s resistance: 42 damage, 40% more.

Lifesteal

5 AP · range 1 to 5 · 1 cast per turn · 1-turn cooldown

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.

Lifesteal: the 1-to-5-tile range
Range 1 to 5, with line of sight.
Lifesteal: the Brute hit from range
35 damage, half of which comes back to you as health.

Creeping venom

4 AP · range 1 to 6 · 2-turn cooldown

No immediate damage: the target loses 19 to 27 health at the start of each of its next 2 turns. Its peculiarity: the damage lands on the victim’s turn, so far from you. Nothing within reach, nothing to strike back at — and nothing that can make you reappear.

Creeping venom: the 1-to-6-tile range
Range 1 to 6: you poison from afar.
Creeping venom: the poison at the start of the opponent’s turn
At the start of their turn: 24 poison damage, far from you.

Poison trap

4 AP · range 1 to 6 · cross of 1 tile · 1 placement per turn · no cooldown

17 to 25 immediate damage to everyone inside the cross when someone enters it, then a poison of 15 to 24 per turn for 2 turns. Poisons from several traps stack: two poison traps set off one after the other hurt for a long time. It lasts 8 turns, and you set it off too.

Poison trap: the five-tile cross
The cross of 1 tile: five trapped tiles, invisible to your opponent.
Poison trap laid
Laid: you can see it, your opponent cannot.
Poison trap: the Brute steps into the cross
Triggered: one step into the cross, 22 damage.
Poison trap: the Brute poisoned
After: the trap is gone, and the poison eats at the Brute for two turns.

Blade trap

4 AP · range 1 to 6 · cross of 1 tile · 1 placement per turn · no cooldown

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.

Blade trap: the five-tile cross
The cross of 1 tile: one step on any of the five tiles is enough.
Blade trap laid
Laid: you can see it, your opponent cannot.
Blade trap: the Brute steps into the cross
Triggered: one step into the cross, 54 damage.
Blade trap: the Brute pushed out of the centre
After: the Brute is pushed one tile, away from the centre.

Hook trap

4 AP · range 1 to 6 · cross of 1 tile · 1 placement per turn · no cooldown

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.

Hook trap: the five-tile cross
The cross of 1 tile, placed up to 6 tiles from you.
Hook trap laid
Laid: you can see it, your opponent cannot.
Hook trap: the Brute steps into the cross
Triggered: one step into the cross, 36 damage.
Hook trap: the Brute pulled to the centre
After: the Brute is pulled one tile, to the centre of the cross.

Fear

3 AP · range 2 to 6 · in a straight line · no line of sight · 1 cast per turn · no cooldown

Cast from melee: target a free tile in a straight line behind the entity adjacent to you; they flee there and stop on the first trap they set off — it is that trap’s hooks and blades that send them on to the next ones. If an obstacle cuts their flight short, they take 12 collision damage per missing tile. Three AP that turn a mined zone into an execution: see “Building a trap combo”.

Fear: the targeted flight line
In a straight line, from melee: the target tile is the end of the flight.
Fear: the Brute flees
The target flees towards the target tile — and stops at the first trap they set off.

Shadow veil

4 AP · self · 5-turn cooldown

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 a spell aimed at a tile or an area can still hit you. Two things reveal you: taking damage, or an enemy aiming at your tile with a spell that needs a free tile (a trap, a summon, a leap) — they run into you and lose their spell. Attacking gives nothing away, and neither does standing next to the opponent. Five-turn cooldown: it is once every six opportunities, not a play style.

Shadow veil: the Shade turns invisible
Invisible until your next turn, and 2 more MP straight away.

The variants

Each spell slot has a second version, and so does the passive: before the fight, in the grimoire, you pick one version per slot. The Shade’s variants play with luck, and luck nobody knows in advance: each luck spell draws its outcome the moment you cast it — one time in two it succeeds, otherwise it is a Miss. The tooltip and the preview show the odds and the outcomes, never the result. A Miss is not entirely wasted: each one gives you 10 crit points until the end of the turn, 30 at most. Its base kit doesn’t change. The choice is locked when the fight starts, and the opponent sees it. All are available, in every mode.

Lucky hand (passive variant)

Replaces Dodge.

Luck is on your side: your chance spells succeed 60 times out of 100 (instead of 50) — Luck of the draw and Evil eye keep their odds. Your critical hits rise to 20% (instead of 10%), and a critical always lands in the upper half of the spell’s damage.

Twist of fortune

3 AP · in melee · one chance in two · 1 per turn

Replaces Quick dagger.

A 50/50 bet on an enemy next to you. Success: they take again half of the damage YOU dealt to them between the start of their second-to-last turn and the start of their last turn — your previous turn, in other words: this turn’s damage does not count yet. Miss: you take a quarter of it yourself, and you gain +10 crit points for this turn (30 at most). Nothing dealt: nothing happens.

Tip. Cast it on the turn after a big damage turn: on a Success, it replays half of what you dealt to them on your previous turn — what you deal this turn does not count yet. Its catch: on a Miss, you are the one who pays — do not try it when the backlash can finish you.

Fickle blade

4 AP · range 1 to 5 · one chance in two · 1 per turn

Replaces Lifesteal.

An unpredictable blow on an enemy up to 5 tiles away, 50/50: 80 to 100 damage, or only 8 to 16 — a Miss, which gives you +10 crit points for this turn (30 at most).

Tip. Your big ranged hit, one time in two. Play it early in the turn: if it misses, your critical hit chance goes up for what follows. Its catch: you lose the heal from Lifesteal, and a turn built on it alone can yield almost nothing.

Lucky charm

1 AP · on self · 1 per turn

Replaces Creeping venom.

Your critical hit chance rises by 15 points, for this turn only.

Tip. Almost free: cast it first, before all your hits of the turn. Even better with Lucky hand. Its catch: it only affects critical hits, not the success chance of your chance spells.

Luck of the draw

2 AP · on self · one random outcome out of 8 · 1 per turn

Replaces Poison trap.

One outcome drawn at random out of eight, revealed when the spell is cast. Hot blood (16%): +30% damage until the end of the turn. Second wind (16%): you recover 45 to 60 HP. Surge (14%): +2 AP right away. Light feet (14%): +2 MP right away. Thick hide (14%): 40 armour until your next turn. Hex (10%): the nearest enemy loses 2 MP on its next turn (it can resist). Jackpot (4%): +2 AP, +2 MP and +30% damage. Miss (12%): nothing, except +10 crit points for this turn (30 at most), like any Miss.

Tip. Cast it at the start of every turn, to adapt the rest to what comes out: AP, movement, damage, armour or a heal. Its catch: never count on a specific outcome — plan a turn that holds even if nothing comes out.

Loaded die

2 AP · on self · one chance in two · 1-turn cooldown

Replaces Blade trap.

A 50/50 chance to recast for free, on the same tile, the last spell cast this turn (if it can still target it); otherwise, nothing: a Miss, which gives you +10 crit points for this turn (30 at most). A chance spell can only be recast if it has just failed: it then tries its luck again. Impossible after a trap, a self-buff spell or Twist of fortune.

Tip. It tries to replay your last spell of the turn for free: cast it right after your most expensive hit, or right after a lost gamble — it tries it again. Its catch: it cannot follow a trap, a self-buff or Twist of fortune, and a chance spell that has just succeeded cannot be replayed. Keep an original attack spell, such as Lifesteal or Quick dagger, so you always have something to replay.

Evil eye

4 AP · range 1 to 6 · free tile · 2 per turn

Replaces Hook trap.

Trap invisible to the opponent, on its tile and the 4 tiles diagonally around it, twice per turn. Whoever enters its area stops there and triggers it: everyone in it takes 20 to 28 damage and a 1-turn penalty (their next turn) drawn at random at that moment: −2 AP or −2 MP, 50/50. You trigger it too. Lasts 8 turns.

Tip. Two traps per turn that the opponent cannot see: sow them on the tiles they must cross when you have nobody to hit. The penalty falls at random, on AP or on movement. Its catch: you trigger them too, and it no longer pulls the victim towards your other traps as Hook trap did.

Sidestep

2 AP · range 1 · free tile · 1-turn cooldown

Replaces Fear.

You jump to a free tile next to you (not diagonally) and gain 1 MP right away. Until your next turn, the next enemy spell that wounds you, poisons you, removes AP or MP from you or pushes you deals 40% less direct damage to you. A poison or a removal on its own uses up this parry without reducing anything; traps and turret shots ignore it.

Tip. A step that gives movement back, plus a parry: to get out of a line or an area, or to end the turn out of range. Its catch: a single tile, and the parry only covers the next enemy spell that hits you — even a mere poison uses it up, and the next hit lands in full.

Double or nothing

3 AP · range 1 to 5 · one chance in two · 1-turn cooldown

Replaces Shadow veil.

A 50/50 chance to deal 65 to 80 damage to an enemy; otherwise, nothing — and you will have 1 fewer AP on your next turn. That Miss gives you +10 crit points for this turn (30 at most).

Tip. A big ranged hit, or nothing. Try it when it can finish the opponent, or when a failure does not cost you the next turn. Its catch: it takes the slot of Shadow veil — no more invisibility — and on a Miss it takes one AP from your next turn.

Playing the variants

The Shade’s variants replace poison and almost all her traps with gambles. Her turns no longer look alike: some yield almost nothing, others decide the match. It is a kit for players who accept losing a turn to a Miss.

The lucky turn (10 AP)

  1. Lucky charm (1 AP) — first: your critical hit chance goes up for the whole turn.
  2. Luck of the draw (2 AP) — depending on what comes out, you get more AP, movement, damage or protection for the rest.
  3. Fickle blade (4 AP) — the big hit, one time in two.
  4. Double or nothing (3 AP) — the second gamble.

Every Miss adds crit points until the end of the turn: a turn that starts badly often ends better. You have a little AP left, sometimes more if Luck of the draw gave you some.

Double the last turn’s stake (10 AP)

  1. Twist of fortune (3 AP) — in melee, first: on a Success, it repeats half of what you dealt to them on your previous turn.
  2. Fickle blade (4 AP) — next: what it deals will count for next turn’s gamble.
  3. Double or nothing (3 AP) — the second gamble, which will count too.

Twist of fortune only counts the damage of your previous turn, never the current one: after a turn of Misses, keep your AP. And on a Miss it sends part of the stake back at you — do not try it when you are nearly dead.

Building a trap combo

A single trap deals 17 to 63 damage. Five traps set off at once deal nearly 200, eight nearly 300. That is the whole art of the Shade: lay the crosses, link them together, then send your opponent in. Every scene in this section is played by the game engine, and every number is the one it calculated.

The trap rules

Overlapping the crosses

Three overlapping trap crosses
Two traps placed, the third being aimed: the shared tile is covered by all three crosses. Whoever steps in sets them all off at once.

The chain: pull, then push

Spread-out crosses cover more ground than overlapping ones. You just have to link them: the hooks bring the victim onto the neighbouring cross, the blades drive them on to the next.

  1. Three traps spread out around the Brute
    Three spread-out traps: hooks in the middle, blades on the left, venom on the right. Together they cover 12 tiles.
  2. The hooks go off and pull the Brute
    One step into the hooks’ arm: they go off and pull the Brute towards their centre…
  3. The blades go off and push the Brute
    …which lies in the blades’ cross: they push them to the right…
  4. The venom goes off in turn
    …straight into the venom. Three traps for a single step.

99 damage and a poison, for a single step from your opponent.

The wall: the push that slams

  1. A blade trap placed in front of a pillar
    Blades laid in front of a pillar, in the Brute’s path.
  2. The blades push the Brute towards the pillar
    They step into the cross: the blades push them towards the pillar…
  3. The Brute slams into the pillar
    …and they hit it: 12 collision damage on top of the blades’.

72 damage: 54 from the blades, 18 from the collision (an impact of 12, critical here). Against a wall, the push becomes guaranteed damage.

In 1 turn: two traps and Fear (11 AP)

  1. First trap: the blades
    Blade trap (4 AP), a few tiles in front of the Brute.
  2. Second trap: the hooks, right next to the blades
    Hook trap (4 AP) just above: its centre lies in the blades’ cross.
  3. Fear aimed towards the traps
    Fear (3 AP): right next to the Brute, aim at the hooks’ tile.
  4. The two traps go off
    They flee into the hooks’ cross, which pull them onto the blades’: both traps go off.

78 damage from the very first turn, for 11 AP.

In 2 turns: five traps at once

  1. Turn 1: three traps placed
    Turn 1 — three traps (12 AP), which your opponent cannot see.
  2. Turn 2: two more traps and Fear
    Turn 2 — two more traps (8 AP), then Fear (3 AP). They do not run to the end of the arrow: the flight stops at the first trap.
  3. The Brute stops in the first cross
    Two tiles of flight, and there they are in the first cross: the venom and the hooks go off.
  4. The hooks pull them onto three more traps
    The hooks pull them to their centre, where three crosses overlap: two blades and more hooks go off together.
  5. All five traps have gone off
    The pushes and the pull follow one another, and they end up at the centre of the last hooks: five traps, from a single Fear.

195 damage and a poison, from a single Fear.

In 3 turns: eight traps at once

  1. Turn 1: three traps
    Turn 1 — three traps.
  2. Turn 2: six interlocking traps
    Turn 2 — three more: six interlocking crosses.
  3. Turn 3: eight traps and Fear being aimed
    Turn 3 — the last two traps (8 AP) and Fear (3 AP).
  4. The Brute stops in the first cross
    One tile of flight: Fear stops at the first trap. The venom and the hooks go off.
  5. The hooks pull them onto three traps
    The hooks pull them to their centre, where three crosses overlap: two blades and a venom.
  6. The blades push them into two more crosses
    The blades push them back one tile, into two more crosses: hooks and blades.
  7. The upper hooks, the eighth trap
    These hooks pull them one more tile, into the last ones: the eighth trap.
  8. The Brute slams into the edge of the arena
    The last push throws them against the edge, which counts as a wall: 11 collision damage to finish.

307 damage up front, plus two poisons that keep eating away for two more turns: nearly a third of a Brute’s health, without them ever seeing you.

These three layouts were found by the game engine, which tried thousands of placements: every trap placed goes off. They assume your opponent stays where they are; in a real match, mine the tile they have to cross — they cannot see your traps — and save Fear for the turn they get there.

Poison and invisibility

Poison, then vanish (8 AP)

  1. Creeping venom (4 AP) at 6 tiles.
  2. Shadow veil (4 AP): invisible, and +2 MP straight away — 8 MP for this turn.
  3. All your MP, far from your last known position.

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. Order no longer matters: attacking does not reveal you, so the Veil can come first.

Combos that work

These lines are the ones that come up most often, and pay off most, across several thousand training matches played by the game’s automatic opponents at their best level. For each one: the spells in order, what you need, what you get out of it, the most common follow-up, and when to do without it. A sequence missing from this list is not necessarily a bad one.

Into the trap, then the dagger (9 AP)

Fear (3 AP)

Quick dagger (3 AP)

Quick dagger (3 AP)

Bleed and heal (11 AP)

Lifesteal (5 AP)

Quick dagger (3 AP)

Quick dagger (3 AP)

Two gambles and a trap (12 AP)

Lucky charm (1 AP)

Fickle blade (4 AP)

Double or nothing (3 AP)

Evil eye (4 AP)

The dagger and the die (12 AP)

Fickle blade (4 AP)

Quick dagger (3 AP)

Quick dagger (3 AP)

Loaded die (2 AP)

The trap field (12 AP)

Poison trap (4 AP)

Blade trap (4 AP)

Hook trap (4 AP)

Their weaknesses

What beats a Shade

What beats the variants

Who you face, and how

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: 6 MP and one Veil are enough to cross the gap, and only their Elemental can 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 removal is your best asset: yours is the class that takes their Hourglass best.

The variants change the timings. Against the Warrior, wait for Bulwark to end before your big gambles, and do not strike into a Holy respite: nobody takes damage there. Against the Brute and her beasts, Pack bond shares your hits: wait for it to end, or aim at the most wounded beast. Against a healing Arcanist, Twist of fortune counts what you dealt, even if it was healed in the meantime. Against the Artificer’s turrets, keep Evil eye for the hero’s path: a turret does not walk.

Frequently asked questions

How do you play the Shade in Solwaris?

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. No spell you cast breaks invisibility: you can strike without reappearing, as long as nothing hits you back.

How much HP does the Shade have?

The Shade has 700 health, 12 action points and 6 movement points: the game’s norm, and one tile more than the Clockmaker every turn.

How does the Shade’s invisibility work?

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 a spell aimed at a tile or an area can still hit them. Two things reveal them: taking damage, or an enemy aiming at their tile with a spell that needs a free tile. Attacking gives nothing away, and neither does standing next to the opponent. The spell has a 5-turn cooldown.

What is the Shade’s best trap?

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.

How do you beat a Shade?

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.

Is the Shade’s luck known in advance?

No. Each chance spell draws its outcome at the moment it is cast: neither you nor your opponent knows it beforehand. The tooltip and the preview give the chances and the possible outcomes, never the result. A chance spell succeeds one time in two, and a little more often with the Lucky hand passive.

The Shade rewards patient players: their best turns are the ones where they deal no damage at all.

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