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.

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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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