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