Classes
The six classes — their roles, strongest stats and trade-offs.
The six classes#
Every hero belongs to one of 6 classes. A class decides how the hero fights — its weapon and reach, what it is good at, and how its stat budget is spent. A class is not a ranking: all six are meant to be competitive, in every rarity.
| Class | Role | Reach | Strongest stats |
|---|---|---|---|
| Warrior | Bruiser | Melee | STR · HP |
| Mage | Caster | Ranged | INT · CHA |
| Rogue | Assassin | Melee | AGI · STR |
| Ranger | Marksman | Ranged | AGI · STR |
| Tank | Defender | Melee | DEF · HP |
| Cleric | Support | Ranged | CHA · INT |
Warrior#
Front-line brawler. Wins by being the loudest thing in the room.
- Role
- Bruiser
- Reach
- Melee
- Strongest stats
- STR · HP
A front-line brawler that charges in and trades blows. When it gets badly hurt it fights even harder, so a wounded Warrior is still dangerous.
Strengths
- Plenty of HP and heavy physical damage
- Closes distance with a charge that staggers its target
- A sweeping strike that hits every enemy around it
- Fights harder as the fight turns against it
Trade-offs
- Short reach: it has to get close to do anything
- Can be kited by ranged heroes
- Little defence against magic
Mage#
Glass cannon. Detonates the arena from a safe distance.
- Role
- Caster
- Reach
- Ranged
- Strongest stats
- INT · CHA
A glass cannon. It stays at range and detonates the arena from a safe distance, with bursts of magic and a freezing nova to buy space.
Strengths
- The biggest magic damage and a long reach
- Burst that can finish a fight quickly
- Slows enemies that get too close
Trade-offs
- Low HP and low DEF: a few hits can end it
- Has to keep moving to stay out of reach
- Struggles when cornered
Rogue#
Opportunist. Hunts the wounded and vanishes before the counter.
- Role
- Assassin
- Reach
- Melee
- Strongest stats
- AGI · STR
An opportunist. Fast and quick to strike, it hunts the wounded and slips away before the counter-attack.
Strengths
- High speed, and critical hits that hurt
- Hunts the weakest target on the field
- Vanishes behind a target for one heavy strike, and can become hard to hit
Trade-offs
- Medium HP and low DEF
- Must be in melee range to deal damage
- Relies on timing and a little luck
Ranger#
Kites and snipes. Never fights where the enemy wants.
- Role
- Marksman
- Reach
- Ranged
- Strongest stats
- AGI · STR
A marksman that kites and snipes. It never fights where the enemy wants, loosing arrows from a distance and snaring anyone who closes in.
Strengths
- Long reach and good speed
- Volleys that hit several targets
- Snares to control a chase
Trade-offs
- Low HP and low DEF
- Stands still for a moment after each shot
- Can be run down by fast melee heroes
Tank#
Immovable. Soaks up punishment and makes everyone fight on its terms.
- Role
- Defender
- Reach
- Melee
- Strongest stats
- DEF · HP
Immovable. It soaks up punishment and makes everyone fight on its terms, taking less damage from every hit.
Strengths
- The most HP and the best DEF
- Takes reduced damage from every source
- Can raise a barrier, and slams the ground to hit and slow nearby enemies and draw their attention
Trade-offs
- Slow, and not much damage
- Needs time to win a fight
- Can be outlasted by sustain or kited from range
Cleric#
Sustain specialist. Outlasts the chaos with radiant tricks.
- Role
- Support
- Reach
- Ranged
- Strongest stats
- CHA · INT
A sustain specialist. It outlasts the chaos with radiant tricks, recovering health over time and punishing enemies with holy bolts.
Strengths
- Recovers health as it fights, and its holy strike heals it
- Good INT and CHA, so its skills come around faster
- A sanctuary that both heals and shields it when things go badly
Trade-offs
- Moderate damage
- Medium reach, so it has to keep its distance
- Needs a long fight to show its strength
Matchups#
Some classes are naturally better against others — a Ranger can punish a slow Tank, a Rogue can hunt a Mage — but nothing is guaranteed. Where the heroes stand, who they choose to attack, when their skills come off cooldown and a little luck all matter, and every battle has eight heroes, not two.