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Rapid Shot
Archers have double attack speed, but they have to recharge their quivers after 5 shots. Recharging takes 3s.
Banner of Luck
Flag Bearers grant nearby allies +4% critical hit chance plus an additional +1% per tier. Lingers 3s. (Base crit chance is 1%).
Sneak Attack!
Rogues increase their critical hit chance by +9% (base chance is 1%).
Tungsten Swords
Tanks deal triple damage, but their attack speed is three times slower.
Soldier of Fortune
Warriors increase their critical hit chance from by +4% and their critical hits deal 5x damage. (Base crit chance is 1%).
Glorious Death
Barbarians inspire all allies in medium range when they die. Inspired units gain +5% damage per Barbarian tier.
Danger Zone
Bombers gain +5% attack speed and +1 range after a kill.
Combat Medic
Healers gain 3x movement speed. They also have +10% resistance vs Ranged per tier.
Sarissa Spears
Lancers have +1 range.
Lay On Hands
Paladins restore 5 Health per tier to a nearby non-Paladin ally when their own Health is restored. 1s cooldown.
Exalt
Saints grant +10% damage and resistance per tier to a nearby Armored, Melee or Ranged unit at the start of the battle.
Dark Wings
Vampires have 2x speed.
Rancor
Berserkers gain +25% damage per tier the first time an ally dies nearby.
Tactician
Centurions apply +20% vulnerability per tier for 30s to an enemy in medium range every 1s.
Firefly Conjuration
Fairies summon a Firefly Minion when they heal an ally.
Aggravate
Flying Rogues' attacks apply 3x speed to enemies and +10% vulnerability per tier for 9s.
Browbeat
Gladiators apply -25% attack speed reduction plus -5% per tier to nearby enemies. Lingers 5s.
Stop the Flow
Monks reduce healing of all nearby enemies. They apply a reduction of 30% plus 10% per tier for 10s.
Rapid Reload
Musketeers have +30% attack speed.
Shadow Strike
Shinobis deal 7 damage per tier to a nearby enemy after a kill. Cooldown 4s.
Ignore Pain
Charge
Ranger Gloves
Agility
Dooming Song
Giant’s Brew Zero
Epic units have +20% damage and +20% resistance.
Enchanted Ammo
Archers enchant their next arrow when they are safe and outside of combat, gaining +100% Damage.
Rally Defense
Flag Bearers' aura grants +20% resistance.
Momentum
Rogues gain +20% damage every 4s (up to +200%).
Ironclad
Tanks gain 10% defense and 5% max defense but move 30% slower.
Second Wind
Warriors gain Regeneration. They recover 4 Health per tier every 4s when they are outside of combat and below 50% Health.
Bring the Pain
Barbarians execute a slash attack after they receive a hit that surpasses their damage threshold. Cooldown 0.2s. Their threshold is 7 damage + 3 per tier.
Concentrated Burst
Bombers deal 100% more damage but have 1 reduced area of effect.
Land Mines
Busters have +2 area of effect and are untargetable and immobile for 120s.
Arrogant Medium
Healers have +50% Healing but curse one ally for 30s when they heal. Whenever a cursed unit dies, it spawns a mad Ghost Minion that attacks enemies and allies alike.
Spear of Vengeance
Lancers execute an attack after a nearby ally receives a hit that surpasses their damage threshold. Their threshold is 3 damage per tier.
Divine Wrath
Paladins take massive damage to deal massive damage to nearby enemies every 30s.
Surge of Confidence
Saints' protection grants +50% damage.
Lord of the Dead
Vampires spawn a Skeleton Minion after defeating a non-Undead enemy.
Enrage
Berserkers gain 100% damage after 30s. Berserkers gain another 200% damage after 60s.
Juggernaut
Centurions buff nearby Armored unit damage by 50%.
Hocus-Pocus
Fairies turn a Regular enemy at medium range into a Frog every 15s.
Preparation
Flying Rogues deal 150% more damage on match start for 15s.
Son of Thunder
Gladiators' attacks also deal 2 damage per tier to a nearby Ranged or Flying enemy.
First Strike
Monks increase the range of nearby non-ranged units by 1.
Grapeshot
Musketeers shoots three times against enemies at range 2 or less.
Fire Technique
Shinobis shoot a fireball at range 8 every 5s. Fireballs deal 3 damage per tier to all enemies caught in the blast.
Shield Bash
Follow-Up
Refined Ammo
Disappearing Act
Enchanted Staves
Dawn of Victory
All units gain Regeneration and recover 32 Health after 60s. Regeneration recovers 4 Health per Tier every 4s when the unit is outside of combat and below 50% Health.
Giant's Blessing
Epic units gain +20% Damage and +1 Range.
Evasive Maneuvers
Flying units gain +8% Resistance every 6s (up to +40%).
Fragile Commander
Captain units take 50% increased damage but grant 35% attack speed in a large area.
Elven Immortality
Elves have +20% resistance and Regeneration. They recover 4 Health per tier every 4s when they are outside of combat and below 50% Health.
Undead Resilience
Undead have 50% resistance for 2s and recover 13 Health per tier when they at 15% Health or less. Cooldown 15s.
Robot Authority
Robots increase their critical hit chance by +20% plus +2% per tier (base chance is 1%).
Soul Penetration
Archers' attacks curse enemies. When a cursed enemy dies, a Skeleton Minion is summoned.
Holdfast
Flagbearers increases nearby allied defense by 20%.
Shadow Cloak
Grounded Rogues are untargetable for 15 seconds on match start.
Guardian
Tanks grant +15% resistance to nearby Non-Armored allies.
Sword of Ruin
Warriors apply a debuff which shock enemies dealing 45 damage chains twice to nearby enemies.
Giant Swings
Barbarians have +2 area of damage but -40% attack speed.
Avatar Power
Bombers have 1000% increased damage but are stunned for 6s when they attack.
Carbon Plating
Busters reduce all damage they receive to 1. Every time they receive damage, they gain +50% damage (stacks 5 times).
Aggressive Healing
Healers also boost the attack power of nearby allies by 15%
Igniting Strike
Lancers' attacks Curse enemies. Cursed enemies spawn a flame every 2s. Flames deal 3 damage per Lancer tier and last 30s.
Holy Force
Paladins reduce all damage taken to 1 when they are below 20% Health.
Godspeed
Saints grant +30% speed and +10% attack speed per tier to their protected units. Lingers 9s.
Aerial Fiend
Vampires who are flying grant nearby allies +500% damage for their next attack.
Eye of the Storm
Berserkers grant permanent +75% damage to nearby
Unstoppable Force
Centurions grant all nearby allies +100% damage and +1 range.
Gift of the Wind
Fairies grant allies they healed +50% attack speed for 5s.
Air Snipers
Flying Rogues have infinite range and can't move, but are stunned for 10s when they get a kill.
War Machine
Gladiators gain +100% attack speed after killing an enemy. Decays over 5s.
Pure Focus
Monks lose 75% attack speed. When a Monk attacks, it gets +1 range, up to 10 times.
Hunter's Mark
Musketeers mark their targets, making them priority targets for Ranged units. Marked targets have +15% vulnerability vs Ranged.
Blink
Shinobis' teleport towards Ranged and Support enemies has infinite range.
Vine Clone
Amazons create a Vine Clone when they receive damage. Vine Clones disappear after 10s. Cooldown 15s.
Short-Range Nuke
Artilleries lose 8 range, but gain 200% damage and 1 area of effect.
Nanobuster Drop
Balloon Busters spawn 1 Nanobuster every 5s.
Parasite
Tiny Blobs' attacks mind-control their targets. Parasited units are healed and, if they die, spawn a new Tiny Blob. Parasite does not affect Epics, Robots nor other Blobs.
Meditation
Mages start stunned for 30s. Then, they gain 200% attack speed and 2 range.
Sepulchral Eye
Necromancers lose 50% summon and attack speed, but can summon from infinite range.
Counterstance
Orc Slayers reduce nearby enemy damage by -20% for every 10% missing health, up to -80%.
Incite Revolution
Spies lose undercover but gain +80% Resistance vs Ranged and their sabotaged targets are EXTORTED instead.
Don't Forget Me
Templars deal 100% increased damage but move 75% slower.
Underworld Beast
Warbeasts spawn 3 Skeleton Minions afer each kill. Cooldown 3s.
Epic Aspirations
Regular units gain +100% Damage when they are near an Epic unit.
Common Specialists
Common units have +20% Damage, Resistance and Speed. They also recover 20% more Health when Healed.
Armored Giants
Glory of Victory
Dragon Arrows
Human Destiny
Humans increase their critical hit chance by +1% per tier (base chance is 1%).
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