Active Skills
Casts that cost your class resource — cast times, default rules, and the Cast Order that decides which one casts.
Active skills are the casts the hero fires for you. They sit in the side columns of your class’s three skill trees; the nodes and their exact values at rank 1 and rank 20 live on the class pages:
Cost, cast time, and no cooldowns
Actives cost 20 of your class’s resource — Rage for the Berserker and Duelist, Valor for the Sentinel, Enlightenment for the Monk (Class Resources); the capstone buffs cost 40. Gear and a few passives cut the Monk’s costs. Casting pauses your attack timer: buffs take 1 second, debuffs 0.5 s, and damage skills and heals cast near-instantly in ~0.33 s.
Every debuff also lands a hit at 50% weapon damage (Taunt swings the shield) — the debuff is the point, the hit just keeps the cast from being dead time. Some actives have a condition of their own: Decapitate only fires on an enemy below 30% life, and the stun of Shield Charge and Staggering Blow can land at most once every 5 seconds.
There are no cooldowns — your resource, cast time and the trigger rule are the entire pacing.
The Cast Order
Every active switches on the moment you learn it, with a default rule that fits it:
| Kind | Default rule |
|---|---|
| Buffs | Not on you — only when this skill’s buff isn’t already on you |
| Debuffs | Not on the enemy — only when this skill’s debuff isn’t on the enemy |
| Damage skills | Always — whenever the resource allows |
| Releasing Palm | Enemy DoT stacks at least 2 |
| Decapitate | Enemy life below 30% |
| Renewal | Your life below 75% |
| Mercy | Your life below 50% |
The Cast Order tab in the Skills panel (under the three tree tabs; on smaller screens the bar above them) lists one line per active, top to bottom; the ⚙ on an active in its tree opens its line. Pick a line to switch it off or to choose when it casts:
- Always — fire as soon as the resource allows.
- Not on you / Not on the enemy — only while its buff or debuff is not up.
- Enemy life below %, Your life below % — threshold rules.
- Rage / Valor / Enlightenment at least — wait until the bar holds that much (up to your maximum).
- Enemy DoT stacks at least — only while the enemy carries at least the set number of stacks (1–50). Every burn, poison and bleed application is its own stack and they all count together: 2 poisons + 1 bleed = 3.
Drag a line by its ⋮⋮ to move it (on a desktop also ▲ / ▼).
The list is strict: each tick the top line whose rule is met gets the resource — if it can’t pay yet, the lines below wait while it builds up. A line whose rule is not met (e.g. Not on you while its buff is up) lets the next one fire. Exactly one cast resolves per tick: casts are serialised, so the next skill only starts once the current one has finished. The resource is deducted the moment a cast begins, and a stunned hero starts no casts at all. Buffs and heals also cast while you wait for the next spawn, so leftover resource goes into them instead of fading; debuffs, damage actives and rules that read the enemy are skipped in that gap (without blocking a buff below them), and a buff mid-cast when the enemy dies still finishes. A newly learned active joins the list above your first Always line unless its own rule is Always (then it goes to the bottom), so a damage skill learned earlier can’t keep a buff, debuff or heal learned later from ever casting.
Full Cast Order
Settings → Character → Full Cast Order (this hero only, off until you turn it on) opens the list up:
- Up to 3 lines per active. Another line is an “or”: the same skill at a second place with other conditions — e.g. Bloodbath high up below 25% enemy life, and lower down while Bloodrush is on you. + Add line puts a new line at the bottom; Copy line, Delete line and Clear all are there too. An active without a line never casts; its ⚙ in the tree adds one.
- Up to 3 conditions per line, all of which must fit:
- Your life below or above X%, or below Auto: the potion’s Auto line (the enemy’s worst hit + 2%, rounded up to the next 5%) plus one 5% step, so the heal comes first and the potion stays the backup.
- Rage / Valor / Enlightenment at least.
- A buff on you (or not on you) — any of your buffs, e.g. Bloodrush on you on a Bloodbath line.
- DoT on you — a burn, poison or bleed.
- Enemy life below or above X%.
- Enemy is Common, Rare, Special or Boss (any mix; a dungeon boss counts as Boss).
- A debuff on the enemy (or not on it) — e.g. Expose on the enemy on a Lacerate line.
- Enemy DoT stacks at least.
- Enemy hits for X%+ of your life — the worst hit the enemy panel shows.
- Save up per line: on (as always) the lines below wait while it saves up; off lets them cast in the meantime.
A removed condition or a deleted line leaves an Undo in its place until your next change. Turned off, the Full Cast Order’s extra lines and conditions pause (kept, not used): each active runs its top line with its first condition.
Rows, prerequisites, the rank cap and the hand requirements work exactly as for every node — see Skill Trees: rows unlock at hero level 1 / 5 / 10 / 20 / 30, rank 1 in the node above, per-node cap rank 20, maximum rank = hero level − node level + 1, and “+To Skills” gear pushes the effective rank past 20.
Rank scaling
Rank 1 is the skill’s base value; every rank after it adds the per-step amount, and later ranks
add more. Magnitudes therefore ride the rank’s accumulated effect steps S(rank) rather than the
raw rank — S(1) = 0, S(16) = 19, S(20) = 27. See Skill Trees for the
full bracket table.
magnitude = base + S(rank) × perStep
Durations don’t scale with rank. Every buff lasts a flat 30 s at any rank, and so does Taunt — its Debuff missing rule casts it again whenever it runs out. Every other debuff holds until the enemy dies (the card says permanent): no timer, so a Debuff missing rule casts it once per enemy. Rank only raises the effect.
Worked example — Freezing Veins. It lands a 70% physical hit plus a share of your weapon’s damage as cold: 25% at rank 1, 55% at rank 20 (of the weapon’s card damage, times your Strength bonus) — plus a 10% chance to freeze that does not scale with rank. Your class page shows the same two endpoints for every active it owns.