Professions

Each card has a specific profession that comes with two different skills. Before the start of a game round, the player can choose one of these two skills.

All of the cards' abilities are currently in the testing phase and have not yet been finalized. For this reason, it is currently only possible to reveal a limited amount of details about these abilities.

Each card has exactly one profession. Profession effects trigger automatically at specific hooks (Battle Start, Before/After Attack or Defense, After‑Cycle).

Profession
Role & Type
Passive
Active / On‑Hit
Positioning
Tips & Counters

Analyst

Melee Damage Dealer · Offensive Drive

Executioner: +20% final damage vs targets with 0 Defense

Twin Strike: +60% ATK as a second hit to the same target

Front/Mid

Great finisher; pairs well with Pierce or armor‑break (e.g., Thraul synergies)

Guardian

Tank/Support · Defensive Drive

Bulwark: Defense damage reduction +50%; Armor Penetration disabled

Cone: up to 2 adjacent enemies take 25% ATK each

Front

Counter with Pierce or focused burst

Herbalist

Ranged Support · Defensive AOE

After‑Cycle: adjacent allies restore 20% of their max Health and Defense

After own hit: 30% of dealt final damage heals the lowest‑Health adjacent ally

Back (protected)

Snipe the backline (Informer) or apply AOE pressure

Informer

Ranged Damage Dealer · Offensive Drive

Target Lock: +20% per consecutive hit on the same target (max +100%)

Targeting: attacks the backmost alive enemy

Back

Break line‑of‑sight or force target swaps to reset stacks

Linker

Tank/Support · Offensive AOE

Damage Reduction: 40% on both Defense and Health; After‑Defense: ~1/3 redirected to ally behind (same row) + 1/3 as Health‑only to the attacker

Tether Strike: 60% to target + 40% to the enemy behind it (same row)

Mid, with an ally behind

Split/Flank or burst before redirection stacks value

Summoner

Ranged Support · Mixed

Souls: collects 25% of damage taken by allies in the same row; first ally in that row revives once at 50% HP

After own hit: releases stored souls as damage evenly across all enemies (empties pool)

Back/Mid (safe)

Punish with AOE or fast picks to prevent big soul dumps

Supporter

Melee Support · Mixed

Battle Start: Health damage reduction +30%; After‑Defense: frontmost ally restores 30% of damage received

After own hit: heals self + adjacent allies for 30% of dealt final damage

Front/Mid

Strong sustain for tanks; counter with anti‑heal or focus fire

Warrior

Melee Damage Dealer · Offensive Drive

Every 2nd attack: extra +75% hit to the defender

Sweeping Arc: adjacent enemies take 30% ATK each

Front

Loves clustered enemies; time bursts around its extra‑hit windows

Wizard

Ranged Damage Dealer · Offensive AOE

Arc Split: 200% ATK to all enemies in the same row, split evenly; otherwise performs a normal attack

Back

Punishes row stacks; less value versus spread formations

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