Battle - Skills

In Faenora, brute strength gets you nowhere without a little flair. Battle Skills are the refined art of not dying - unique abilities that define your class, enhance your tactics and occasionally blow up more terrain than intended.
These are the signature moves of every Hunter: devastating strikes, restorative miracles elemental havoc and everything in between. Mastering when (and how) to use them is the difference between a legend and a very short obituary.
How Battle Skills Work
Each unit’s available skills depend on class and class rank — or, in the case of Heroes and Villagers, the unit’s level.
Your Cleric’s heal is souped up like a NOS-filled orange Supra, your Knight’s protective streak kicks in like he just got blindsided and your Witch brings more thunder than Thomas Jefferson in a disagreement. (Bonus points if you caught all three references.)
Every skill has three defining traits:
SP Cost
The amount of Skill Points required to use the ability. If you don’t have enough SP, the skill icon greys out faster than your optimism.
Plan around recovery. SP isn’t infinite, but it does recover slowly.
Cooldown
After using a skill, it requires a certain number of turns (Battle Actions) to recharge before you can use it again. The countdown appears directly on the skill.
Watch your timing. The difference between “ready” and “not yet” is often one dead Hunter.
AOE / Effect
The skill’s area of impact and its tactical behavior: single-target, row-wide, column-wide, etc.
A well-placed AOE can turn disaster into glory. Or glory into disaster. Depends on whose on the receiving end.
When a skill becomes available, a ⚡ lightning icon will appear over your unit’s SP bar. That's your cue to unleash something gloriously devastating.
Tactical Mastery
Knowing when to act is only half the battle. Knowing what to unleash and where makes you dangerous. Study each skill’s range, effect, and SP cost carefully. Burning your energy early might leave you empty when the Netherbeast appears with a charging skill ready to pulverize your hope and dreams.
Tips for Tactical Timing:
Anticipate Cooldowns: A skill that’s ready one turn too late is as useful as a shield made of paper.
Chain Skills Across Classes: Coordinate units. A Squire’s stun before a Witch’s AOE makes for great results (and very bad days for monsters).
Mind Your SP: If your Cleric’s out of juice, even healthy optimism and a can-do attitude can’t save you.
AOE with Intent: Hitting multiple enemies is good. Do that. A lot.
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