Clatterclank
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- Set
- Campaign: Chapter 2
- Played in
- The Campaign, in your party
- How obtained
- Adventure Zone II (the game's own note)
Default form (level 1)
- Health
- 26
- Hand size
- 8
- Charges
- 1
One Robot's Trash - : Put a random non-resource card from your deck into your hand. It gets cost .
Diverse Threats - At the start of your turn, if you control an artifact, constant, and non-artifact troop, draw a card.
Party passive
At the start of the game, if you have more cards in your deck than each opposing champion, gain a charge.
Upgraded form (level 2)
- Health
- 26
- Hand size
- 8
- Charges
- 1
One Robot's Trash - : Put a random non-resource card from your deck into your hand. It gets cost .
Diverse Threats - At the start of your turn, if you control an artifact, constant, and non-artifact troop, draw a card.
Energy Conduit - When an opposing champion uses a charge power, gain a charge.
What upgrading changes
- New
Energy Conduit - When an opposing champion uses a charge power, gain a charge.
Upgrade Your Mercenary: how it worked
Complete a Mercenary Challenge node in a dungeon to earn upgrade marks. Earn 2 marks and pay the mercenary’s fee to upgrade them permanently for your account.
Dungeon encounters can now be marked as a Mercenary Challenge. Defeating that encounter with a Mercenary will award bonus gold and grant progress towards upgrading that Mercenary.
The game's own words. The fee was set by the game's server, so its amount isn't in the game files. A mercenary could be upgraded once.
Party passive
At the start of the game, if you have more cards in your deck than each opposing champion, gain a charge.
Deck rules
- Your deck must contain at least 150 cards.
- Your deck must contain at least 75 non-resource cards.
Shard Alignment
| Shard | Common | Uncommon | Rare | Legendary |
|---|---|---|---|---|
| 4 | 4 | 4 | 4 | |
| 4 | 4 | 4 | 4 | |
| 4 | 4 | 4 | 4 | |
| 4 | 4 | 4 | 4 | |
| 4 | 4 | 4 | 4 | |
| Artifact | 4 | 4 | 4 | 4 |