Kindred Will

"At the start of the battle, adjacent units with Kindred Spirit gain the specified ability"
Mechanics
- Kindred Will and Kindred Spirit are granted at the start of the battle. Units cannot gain the linked ability if they are not adjacent at the start of battle.
- Kindred Will and Spirit cannot be dispelled or removed. However, the gained abilities can be countered as usual.
- Any unit with Kindred Will can pair with any unit with Kindred Spirit. There are no elemental or bloodline limitations to activating these abilities as long as the units are adjacent.
- If two adjacent units have Kindred Will and are not adjacent to a unit with Kindred Spirit, Kindred Will will not activate. Kindred Will and Kindred Spirit must be adjacent for the abilities to activate.
- Units with Kindred Will and Spirit can be adjacent to up to two units with Kindred will and Spirit. Depending on the battle conditions, it may be possible to build and entire team made of alternating Kindred Will and Spirit units.
- Units with Kindred Will or Spirit can only grant the ability specified in the description.
- Hover or tap the ability icon to reveal which ability Kindred Will and Spirit grant.
Kindred Will: Abilities
Units with Kindred Spirit can gain an ability listed below if they are adjacent to a unit with Kindred Will carrying that specific ability.
- Ambush - Takes an extra turn prior to the first round of battle.
- Shatter - Successful attacks destroy the target's armor.
- Deflection Shroud - At the start of battle, adjacent units gain Deflect.
- Triage - Each round, restores 1/3 of max health (rounded down) to the allied backline unit that has taken the most damage.
- Rebirth - Self-resurrects once per battle with 1 health and 100% armor. All magic debuffs are removed, and all magic buffs are reapplied. Skips turn.
- Life Leech - Increases health and max health by 50% of damage dealt (rounded up).
- Mimic - At the beginning of round 2 and each following round, gain a random ability from the enemy team. Dispel removes one mimicked ability in the reverse order they were gained. Debilitations, Targeting abilities, Ambush, Weapons Training, Flank, Reach, Charge, Recharge, and Taunt cannot be mimicked.
Kindred Spirit

"At the start of the battle, adjacent units with Kindred Will gain the specified ability"
Kindred Spirit: Abilities
Adjacent units with Kindred Will can gain the abilities listed below.
- True Strike - Attacks will never miss.
- Blast - Deals an additional 50% damage (rounded up) to units adjacent to the target.
- Stun - 50% chance to apply Stunned for one round after a successful attack. Stunned units skip their turn and cannot Retaliate.
- Poison - 50% chance to apply Poisoned after a successful attack. Poisoned units lose 2 health at the beginning of each round.
- Relentless Strike - If an attack's damage would be reduced by Void, Shield, or Forcefield, it deals true damage +1 instead.
- Strengthen - +1 max health to all allied units.
- Execute - If the target has 2 or less health after a successful attack, perform another attack against the same unit.