The Iron family: 32 active cards, all melee, and 8 passives. Actives come first, in the order of the game's table, then the passives. Damage figures are at hero level 1 before gear and the Forge, as a draft card prints them at level 1.
Iron CleaveMelee, cone, 4 s cooldown. Casts when a foe is in front of you within 3 m.
Iron familyMeleeCone4 s cooldown
On the card
Card text
A wide arc; damage climbs with each enemy caught (capped at 5).
When it casts
Casts when a foe is in front of you within 3 m.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062.
Rank
1
2
3
4
5
Damage
18
22
28
35
44
In play
First blood
Can be offered by the first-blood draft (cooldown 6 s or less).
Enemies
Guardians and bosses can roll this card into their own kit.
Whetstone EdgeMelee, self, 12 s cooldown, empower 6 s. Casts when a foe is within 12 m of you.
Iron familyMeleeSelf12 s cooldownEmpower 6 s
On the card
Card text
Your next 3 hits deal double damage.
When it casts
Casts when a foe is within 12 m of you.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062. A self card deals none of it: the figure sizes its heal, burn or grave-warden.
Rank
1
2
3
4
5
Damage
35
43
54
68
85
In play
Shape
Self: it hits no one. It is worn, not thrown; any effect it has on foes lands on those within 3 m of you.
Empower
Your damage rises by 12% for 6 s.
Gutter SwingMelee, cone, 5 s cooldown. Casts when a foe below 35% health is in front of you within 3 m.
Iron familyMeleeCone5 s cooldown
On the card
Card text
A low arc; deals triple damage to anything under 35% health.
When it casts
Casts when a foe below 35% health is in front of you within 3 m.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062.
Rank
1
2
3
4
5
Damage
31
39
49
61
76
In play
Finisher
Hits for 3× its card figure. At rank 5 it kills outright a foe at or below 20% health.
First blood
Can be offered by the first-blood draft (cooldown 6 s or less).
Enemies
Guardians and bosses can roll this card into their own kit.
OverhandMelee, cone, 11 s cooldown. Casts when a foe is in front of you within 3 m.
Iron familyMeleeCone11 s cooldown
On the card
Card text
A slow heavy overhead arc; no rider - all of its weight is damage.
When it casts
Casts when a foe is in front of you within 3 m.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062.
Rank
1
2
3
4
5
Damage
42
53
66
82
103
In play
Enemies
Guardians and bosses can roll this card into their own kit.
Ironclad StanceMelee, self, 7 s cooldown, ward 4 s. Casts when a foe is within 12 m of you.
Iron familyMeleeSelf7 s cooldownWard 4 s
On the card
Card text
Plant your feet for 4s; each hit taken is partly absorbed and returns armour to you.
When it casts
Casts when a foe is within 12 m of you.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062. A self card deals none of it: the figure sizes its heal, burn or grave-warden.
Rank
1
2
3
4
5
Damage
18
22
28
35
44
In play
Shape
Self: it hits no one. It is worn, not thrown; any effect it has on foes lands on those within 3 m of you.
Ward
You take 16% less damage for 4 s.
Condition
Its description asks for a foe that is still; the fight does not check that, so it fires at any foe in reach.
Piledriver StakeMelee, summon, 8 s cooldown, mark 8 s. Casts when a foe is in front of you within 3 m.
Iron familyMeleeSummon8 s cooldownMark 8 s
On the card
Card text
Drive a stake into a spot; it pulses every 2s stripping armour from anything near it.
When it casts
Casts when a foe is in front of you within 3 m.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062.
Rank
1
2
3
4
5
Damage
22
28
35
44
55
In play
Shape
Sets down a zone 3 m in radius (wider with Area) for 6 s. Every foe standing in it takes the card's damage, spread over the zone's life.
Mark
Marks each foe it hits for 8 s: it takes 3.4% more damage.
Ringing IronMelee, nova, 16 s cooldown, displace 0.5 s. Casts when a foe is within 3 m of you.
Iron familyMeleeNova16 s cooldownDisplace 0.5 s
On the card
Card text
A full-circle hammerblow that knocks back everything it catches.
When it casts
Casts when a foe is within 3 m of you.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062.
Rank
1
2
3
4
5
Damage
50
62
78
98
122
In play
Displace
Knocks each foe it hits back as far as it walks in 0.4 s.
Enemies
Guardians and bosses can roll this card into their own kit.
Maul ThrowMelee, line, 14 s cooldown. Casts when a foe is in front of you within 3 m.
Iron familyMeleeLine14 s cooldown
On the card
Card text
Hurl your weapon down a lane; it hits harder the further it flies and returns to you.
When it casts
Casts when a foe is in front of you within 3 m.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062.
Rank
1
2
3
4
5
Damage
58
72
90
112
140
In play
Condition
Its description asks for a foe that is distance; the fight does not check that, so it fires at any foe in reach.
Enemies
Guardians and bosses can roll this card into their own kit.
Siege AnchorMelee, placed, 13 s cooldown, displace 1.4 s. Casts when a foe is in front of you within 3 m.
Iron familyMeleePlaced13 s cooldownDisplace 1.4 s
On the card
Card text
Plant an anchor; for 8s it drags every enemy within 6m toward it and strips their armour.
When it casts
Casts when a foe is in front of you within 3 m.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062.
Rank
1
2
3
4
5
Damage
20
26
32
40
50
In play
Shape
Sets down a zone 3 m in radius (wider with Area) for 6 s. Every foe standing in it takes the card's damage, spread over the zone's life.
Displace
Knocks each foe it hits back as far as it walks in 1.3 s.
Tyrant's CoilMelee, chain, 15 s cooldown. Casts when a foe is in front of you within 3 m.
Iron familyMeleeChain15 s cooldown
On the card
Card text
A heavy chain looping four enemies together; damage to one is felt by all of them.
When it casts
Casts when a foe is in front of you within 3 m.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062.
Rank
1
2
3
4
5
Damage
57
71
89
112
140
In play
Enemies
Guardians and bosses can roll this card into their own kit.
ImmovableMelee, self, 20 s cooldown, mark 6 s. Casts when a foe is within 3 m of you.
Iron familyMeleeSelf20 s cooldownMark 6 s
On the card
Card text
For 6s you cannot be moved and every hit that lands strips armour from its source.
When it casts
Casts when a foe is within 3 m of you.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062. A self card deals none of it: the figure sizes its heal, burn or grave-warden.
Rank
1
2
3
4
5
Damage
44
55
68
86
107
In play
Shape
Self: it hits no one. It is worn, not thrown; any effect it has on foes lands on those within 3 m of you.
Mark
Marks each foe within 3 m of you for 6 s: it takes 16.5% more damage.
Condition
Its description asks for a foe that is still; the fight does not check that, so it fires at any foe in reach.
Low SweepMelee, cone, 7 s cooldown, stun 0.5 s. Casts when a foe is in front of you within 3 m.
Iron familyMeleeCone7 s cooldownStun 0.5 s
On the card
Card text
A low arc that knocks down everything it catches.
When it casts
Casts when a foe is in front of you within 3 m.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062.
Rank
1
2
3
4
5
Damage
29
36
45
56
70
In play
Stun
Stuns each foe it hits for 0.5 s.
Enemies
Guardians and bosses can roll this card into their own kit.
HammerfallMelee, placed, 5 s cooldown. Casts when a foe is in front of you within 3 m.
Iron familyMeleePlaced5 s cooldown
On the card
Card text
A quick overhead onto a chosen spot; solid damage in a tight circle.
When it casts
Casts when a foe is in front of you within 3 m.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062.
Rank
1
2
3
4
5
Damage
16
21
26
32
40
In play
Shape
Sets down a zone 3 m in radius (wider with Area) for 6 s. Every foe standing in it takes the card's damage, spread over the zone's life.
First blood
Can be offered by the first-blood draft (cooldown 6 s or less).
Enemies
Guardians and bosses can roll this card into their own kit.
BreakerMelee, line, 18 s cooldown. Casts when a foe is in front of you within 3 m.
Iron familyMeleeLine18 s cooldown
On the card
Card text
A lane of raw force that ignores armour entirely.
When it casts
Casts when a foe is in front of you within 3 m.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062.
Rank
1
2
3
4
5
Damage
71
89
111
139
174
In play
Enemies
Guardians and bosses can roll this card into their own kit.
Blood TollMelee, single, 5 s cooldown, heal. Casts when a foe is in front of you within 3 m.
Iron familyMeleeSingle5 s cooldownHeal
On the card
Card text
A heavy blow; a share of the damage it deals returns to you as health.
When it casts
Casts when a foe is in front of you within 3 m.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062.
Rank
1
2
3
4
5
Damage
30
37
47
59
73
In play
Heal
Also heals you for 6% of the damage it deals.
First blood
Can be offered by the first-blood draft (cooldown 6 s or less).
Marrow DraughtMelee, nova, 14 s cooldown, heal. Casts when a foe is within 3 m of you.
Iron familyMeleeNova14 s cooldownHeal
On the card
Card text
Smash the ground; every enemy caught returns a sliver of your health.
When it casts
Casts when a foe is within 3 m of you.
Damage by rank
The card's figure at hero level 1, before gear and the Forge; every hero level multiplies it by 1.062. A sustain card deals none of it: the figure sizes its heal.
Rank
1
2
3
4
5
Damage
18
22
28
35
44
In play
Heal
Heals you for 80% of its damage figure instead of dealing damage.
Heavy Hands+12% damage.
Iron familyPassiveAlways onEmpowerMax rank 5
By rank
Rank
The card says
1
+12% damage
2
+15% damage
3
+19% damage
4
+23% damage
5
+29% damage
In play
Uptime
Always on: it renews itself the moment it lapses.
Dead WeightOn every kill: +18% damage for 6s.
Iron familyPassiveOn every killEmpowerMax rank 5
By rank
Rank
The card says
1
On every kill: +18% damage for 6s
2
On every kill: +23% damage for 6s
3
On every kill: +28% damage for 6s
4
On every kill: +35% damage for 6s
5
On every kill: +40% damage for 6s
In play
Re-fire
After it fires it waits 6 s before it can fire again, whatever the card's trigger says.