Ranger Abilities

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

Straddle for free anyone folding you get 4% 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 and River 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.

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