Elemental signature skills are nice, but we could spice it up even more with Quirk skills, which are non-elemental signature skills.
Beastmaster Summon beast skills:
-Houndmaster
-Crowmaster
-Spidermaster I
-Panthermaster
TotallynotJedi:
Pull: GET OVER HERE: the skill. Needs a clear line.
Push: punch enemy, fall animation, falls back two hexes. If no free hexes, stays in the same place. It doesn't stun.
Toss: Tosses a friendly unit 2 hexes in the direction they're facing. Doesn't work with giants or large units
Crunch: Lifts enemy in the air, dealing damage overtime and preventing them from attacking.
Willpower surge: Can be cast when this unit is stunned, frozen or under any effect. It removes all the negative effects even if you're not supposed to be able to act.
Jump: Jumps a few hexes. Basically demonic step but with that cool jump animation.
Fencing:
Feint: quick attack that deals little damage but triggers a counterattack. Might kill very weak units and leaves melee troops vilnerable to another attack.
Onslaught: Anime move. Teleports in a straight line, 1 to 4 hexes and damages up to 3 units in front of them. Much like Dragon line breath+teleport.
Omniparry: It's not really a parry, but it counterattacks every melee attack on them for a single turn.
Overdrive: Regains all its action points for one turn. Next turn you will be stunned.
Life skills:
Circle of Protection: defense mode affects all units around hero, they all heal 10 hp when the hero enters defense mode.
Herbalist: Consumes a plant on the battlefield, charges a skill that lets them heal an ally.
Lifedrinker: Consumes humanoid ally and turns its max hp into temporary hp