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).
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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