There is a total of 43 skills currently in the game. These are the skills and what they do.
AntiAir: Combat-Modifier - Always hits flying units and deals extra damage to them.
Armored: Defensive - Reduces damage taken by attacks.
Augment: Activation - Increases the effectiveness of a unit's activation skills, other than Augment
Berserk: Damage-Dependent - When this unit deals attack damage, permanently raise Attack.
Blitz: Triggered - When played, if the Assault unit directly across from this has 0 cooldown, take an action this turn.
Burst: Combat-Modifier - When this unit attacks, if the defending Assault unit's health is at max, this unit deals additional attack damage.
Chaos: Activation - If an enemy Assault unit were to use an activation skill that would target one of its enemies, it targets its ally instead. (The skills used by a Chaosed unit cannot be evaded).
Cleanse: Activation - Remove all negative status effects from an ally Assault unit (Poison, Disease, Immobilize, Jam, Enfeeble, Chaos, Freeze)
Counter: Defensive - When damaged by an attack, deal damage to attacker.
Crush: Damage-Dependent - Damages the enemy Commander when the card destroys an enemy Assault card by attack damage.
Disease: Damage-Dependent - After damaging an enemy from an attack, damaged Assault unit can no longer regain health.
Emulate: Defensive - When an opponent’s card uses a non-chaosed skill that targets the Assault card opposite of this, copy the effect for this card.
Enfeeble: Activation - When enemy unit takes damage, takes additional damage.
Evade: Defensive - 50% chance to negate the effects of an enemy Activation skill to this.
Fear: Combat-Modifier - Attack Commander directly.
Flurry: Combat-Modifier - 50% chance to attack extra times in a turn.
Flying: Defensive - 50% chance to dodge attacks from non-Flying units.
Heal: Activation - Increases health of a random allied Assault card.
Immobilize: Damage-Dependent - After damaging an enemy from an attack, 50% chance of preventing damaged Assault card from attacking.
Intercept: Defensive - If an adjacent Assault unit were (was) to be the target of an Enemy skill while this unit is not the target of the same skill, target this unit instead if this unit is a valid target. (Only 1 Intercept per skill. If two possible Intercepts, oldest unit has priority.)
Jam: Activation - 50% chance of preventing a random enemy Assault card from taking an action next turn.