Ranger Abilities
Last updated
Last updated
Icon | Ability Name | When Playable | Description |
---|---|---|---|
Anchor Trap
Trap
When heads up, 3x raise your opponent, they are forced to call.
Animal Companion
Automatic
If you control 5 or less minions at the start of the event, create a bear minion under your control. (Brittle)
Bait
Preflop Ability Phase
The next hand, player two spaces to your right gains the button. Anyone who raises your big blind and does not win the hand takes damage equal to the final pot.
Bleed
Preflop Ability Phase
Target opponent receives the bleeding debuff for 12 hands, everyone else gets the bleeding debuff for 4 hands.
Blood Offering
Flop Ability Phase
Opponents choose to either show both hole cards or get the Heavy Bleeding debuff for 6 hands.
Bloody Arrow
Triggered
Make a raise, any opponent that does not fold receives the bleeding debuff for 12 hands.
Bloody Goblin Sapper
Preflop Ability Phase
End of hand, Sapper explodes dealing 10% of opponents health in damage. Winning the hand, opponents get Bleeding debuff for 8 hands.
Decoy Trap
Trap
If you lose a showdown, heal for 75% of your bets in the hand. (Brittle)
Feign Injury
Flop Ability Phase
Half of your health pool is exiled for the remainder of the hand.
Fickle Nature
River Ability Phase
Steal any sheltering buffs, whatever duration is left add an additional 2 hands and double the healing bonus.
Find Shelter
Flop Ability Phase
Shelter for 6 hands, 3 at the final table. Cannot use when heads up. (Brittle)
Guerilla Tactics
Post Flop Ability Phase
Pay 10% of the pot into the pot. Fold your hand. All money you invested in the pot to this point is removed from the pot and added to the following hands pot preflop. If you win this pot, you win 200%.
Hemorrhage
Preflop Ability Phase
Target player and the players to the left and right get the bleeding debuff until they win a hand.
Herbal Remedies
Flop and River Ability Phase
Remove any debuffs on your Hero.
Marked Prey
Flop Ability Phase
Target opponent gains the Omen debuff (additional 25% showdown loss) until the end of hand.
Mud Trap
Flop Ability Phase
If you have previously folded you may re-enter the hand by paying 25% of the entire pot. Deactivated if cards are turned up.
Natural Recovery
Showdown
Receive 200% of the pot when winning heads up with a minion.
Pitfall Trap
Trap
All opponents who call your raise take 35% of the pot in health damage.
Plague
Flop Ability Phase
Target opponent who has debuffs on them, apply 1 randomly to everyone else at the table at 50% the duration and damage.
Poaching
Preflop Ability Phase
Destroy Target Minion that has less than 50% of your health pool. Receive 70% of their health pool.
Pressure Plate
Preflop and UTG
Call BB for free, anyone folding gives you 2% of their health.
Rain Arrows
Preflop and UTG
Straddle for free, any opponent folding preflop gains the bleeding debuff for a cycle.
Root
Postflop and UTG
Make a 400% bet and force the next player to call.
Scent of Blood
Flop Ability Phase
50% damage increase and duration increase to all active bleed debuffs at the table.
Shadow Trap
Preflop Ability Phase
Choose an opponent post flop still in the hand. If they don't win the hand then you can reactivate 1 ability of your choice.
Smoke Trap
Trap
Fold to any bet and recover all health previously invested in the pot.
Spellslick Trap
Trap
The controller of any ability that damages you, receives 150% of that damage instead.
Stun Shot
Triggered
Call up to a 3x bet for free and prevent opponents from raising for the rest of the hand.
Tiger Form
Preflop and UTG
Raise the Big Blind 300% without costing yourself health.
Venom Arrow
Preflop Ability Phase
Target opponent takes 20% of their health pool in damage and gains the poison debuff for 6 hands.
Veterinary Skill
Activated
Minions you control gain the Healing buff for 12 hands.