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When this unit damages a champion with a basic attack, the target is Bloodied (This unit cannot stealthed) for 6 turns and a blood ball is created in an adjacent space. Demons and Vampyres that capture the blood ball heal an amount equal to 50% of the damage that caused the blood orb. Other champions that capture it take that same amount in disease damage. Only one blood ball per enemy can be active at a time.

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