Overlord

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Overlords are the avatars which represent the two players in every match, and each one starts the game with 20 defense. If either overlord is reduced to 0 defense, it is destroyed and the opposing player is the winner. When building a deck, the first choice a player must make is which Overlord will lead it. Each faction has one or more overlords to choose from, but the differences are purely cosmetic.

Each faction has access to a number of powers called Overlord Abilities. When building a deck, the player must choose two Overlord Abilities to use, one as a "primary" ability and one as "secondary". During a match, any ready Overlord Ability may be used at no cost, but it must then "cool down" for a number of turns until they can be used again. Primary abilities take 3 turns to cool down, while secondary ones take 4. Overlord Abilities start the game on cooldown.

Air Faction

Overlords

Kalile, Tempest of Storms
Kalile, Tempest of Storms

Abilities

Push: Return an ally Air zombie to your hand

Draw: Draw a card

Earth Faction

Overlords

Brakuus, The Guardian
Brakuus, The Guardian

Abilities

Harden: Give +2 Def to your Overlord (Can raise total Defense over 20)

Stoneskin: Give an ally Earth zombie +1 Def

Fire Faction

Overlords

Razu, The Fire Daemon
Razu, The Fire Daemon
KS-Exclusive Fire Hero
KS-Exclusive Fire Hero

Abilities

Fire Bolt: Deal 1 damage to target

Rabies: Give an ally Fire zombie Feral

Life Faction

Overlords

Valash, Nature's Warden
Valash, Nature's Warden

Abilities

Healing Touch: Restore 2 Def to an ally zombie

Mend: Restore 2 Def to your Overlord

Toxic Faction

Overlords

Mhalik, Lord of Pestilence
Mhalik, Lord of Pestilence

Abilities

Poison Dart: Deal 1 damage to an enemy

Toxic Power: Deal 1 damage to an ally Toxic zombie and give it +1 Atk

Water Faction

Overlords

Vash'Kala, The Ancient One
Vash'Kala, The Ancient One

Abilities

Freeze: Freeze a zombie

Ice Bolt: Deal 2 damage to a target zombie. If it survives, Freeze it