Class Cards
One card per class. Each shows the class's meter pill, how you actually build that meter, all three role payoffs (⚔️ Striker · 🛡️ Anchor · ✨ Mender), and the honest weakness that counters it.
New to meters? Read How class meters work first — the same meter resolves three different ways depending on the Avatar's role. Ready to build a squad around them? See Team Composition.
Each card below is the summary. For every skill in a class's kit — all three roles, each skill broken out by role, with its type, targets, cooldown, and mechanics — open that class's detail page: Divine Soldier · Warlock · Brawler · Wave Dancer · Sky Knight · Servitor of Frost · Tectonic Sage · Conjurer · Shaman.
Every meter fills and pays off on its own as you play — a casual player never has to think about it. Knowing how it builds is the mastery layer: it tells you which fights a class is good in, and how to build a team that leans into it.
🔥 Brawler — Momentum
→ Full 🔥 Brawler kit — every skill, grouped by role.
A rising combo meter (0–100) that builds as you fight and never resets mid-Sprint.
How you build it: dealing damage builds Momentum, and a critical hit builds a lot more. Taking damage bleeds it — with one crucial exception: the Anchor gains Momentum from being hit instead of losing it. It only resets between Sprints, never decays mid-fight, and it crosses two key thresholds (around 50 and around 75) that unlock its bigger payoffs. So a Striker builds by landing hits and dodging damage; an Anchor builds by soaking hits; a Mender builds by healing. Same meter, opposite fill — that asymmetry is the class.
| Role | Payoff |
|---|---|
| ⚔️ Striker | Every point of Momentum adds Attack and Crit Rate; past the thresholds it erupts into a big flat Attack + Speed spike, and crits deal double damage and stun (the stun is resisted by bosses and elites; the double damage still lands). A bruiser — it heals for ~15% of the damage it deals on every connecting hit, so it self-sustains and outlasts glass-cannon Strikers without a Mender. |
| 🛡️ Anchor | The only role that lives at the top of the meter — it feeds on being hit. A crit banks a self-shield; above the first threshold you gain Thorns, above the second you gain Regen, both live only while Momentum stays high. |
| ✨ Mender | Healing builds Momentum exactly like attacking. A well-fed meter makes each heal also shield the ally, and at the top threshold heals grant a short Attack + Crit buff too. |
Countered by: burst / alpha-strike (kill it before Momentum escalates); evasion (no hits landed → no Momentum); Attack/Crit debuffs (blunt the threshold payoffs).
❄️ Servitor of Frost — Permafrost
→ Full ❄️ Servitor of Frost kit — every skill, grouped by role.
Cold accretes into a bank of fuel (0–5) that discharges as defense-ignoring Entropy.
How you build it: you gain +1 Permafrost at the start of every turn the Servitor takes — no more, no less — and it caps at 5 with no decay. Unlike most meters it grants no passive stat bonus; it is pure fuel that you spend on skills. Some skills consume the whole bank (the bigger the bank, the bigger the effect) and some spend a small chunk. So you build it simply by taking turns, and the skill you cast decides how it's cashed out. It rewards patience: let it fill, then dump it.
| Role | Payoff |
|---|---|
| ⚔️ Frostbite | Spending the bank on an attack adds power and seeds a stacking, defense-ignoring frost damage-over-time — the "Entropy" that keeps ticking the target down whether or not you act again. Glacial Lance consumes the whole bank for a massive tick, then re-freezes. |
| 🛡️ Glacier | Bank behind the wall, then spend a chunk to raise a Thorns aura. Attackers also lose Speed for hitting you. |
| ✨ Preserver | Spend the meter to drain an enemy's turn-meter and shred its Speed — pure tempo denial. (Against elites and bosses the drain is partly resisted, so it slows but never fully locks them out.) |
Countered by: cleanse (wipes the stacking slow/decay that is its whole game); debuff-immune targets; burst (end the fight before the attrition "concludes").
👻 Shaman — Spirited (Communion)
→ Full 👻 Shaman kit — every skill, grouped by role.
A small bank of spirit-charge (0–2). Buff, then blast.
How you build it: a non-attack channel action ("Channel Spirits") grants +1 Spirited, capping at 2. While you hold a stack, every skill you cast hits noticeably harder (roughly +50%); only the payoff skill consumes the stack. The Anchor builds differently — it banks Spirited by taking hits: weathering a big hit earns it a free channel and a stack. So Striker and Mender channel-then-spend; the Anchor earns stacks by taking punishment. The held stack is upside, never a tax — your skills all work without it.
| Role | Payoff |
|---|---|
| ⚔️ Channeler | Channel on the setup turn, then unleash a +50% Empowered spender on the execution turn — half as many active turns, twice as punishing. A party-caster: its strikes carry team Attack buffs and small team heals. |
| 🛡️ Totem | The roster's only team-wide damage-reduction Anchor — a party-wide damage cut that protects the whole squad, not just itself. It defends through reflection, not a personal wall: it plants team Thorns and, when it's struck, a proc doubles its own Thorns for a few turns — so the harder it's focused, the more it punishes back. |
| ✨ Ancestor | The only team-wide heal-over-time Mender. Every heal also shields the mended ally, and it can reach across to revive-heal a downed lane. |
Countered by: burst or interrupt on the setup turn (punish the channel before the payoff lands); crowd-control or silence on the channel (deny the stack entirely); fast enemies that act twice inside one channel→execute loop.
✨ Divine Soldier — Blessed
→ Full ✨ Divine Soldier kit — every skill, grouped by role.
Blessings (0–3) that accrue for keeping the party healthy, then detonate.
How you build it: each turn you gain +1 Blessed for every "clean" ally — an ally above about 90% HP with no debuffs — capping at 3. There is no floor: spends can drain it to 0, and if the team takes damage or gets debuffed, the tap shuts off. The meter is a live readout of your party's purity — stay healthy and clean and Blessed pours in; fall behind and it starves exactly when you need it. Two of the three roles spend it to keep the team clean, so a team that's ahead snowballs.
| Role | Payoff |
|---|---|
| ⚔️ Zealot | Spends Blessed to plant a holy damage-over-time on every enemy (regardless of the skill's normal scope), stacking it. At 3 stacks the next attack detonates for ×2.5 damage (and it can crit). A bruiser — it heals for ~15% of the damage it deals on every connecting hit, so it grinds through long fights without leaning on a Mender. |
| 🛡️ Sentinel | A cleanse engine: every turn it strips a debuff from the party for free, keeping the team clean (which keeps Blessed flowing). It defends itself not with a standing armor wall but with Divine Aegis — a periodic proc, armed off its Radiant Dome shield kit, that banks a short personal shield worth a slice of its max HP when it's hit. |
| ✨ Cleric | Heals twin-heal the rest of the party, and shielding spells mass-cleanse — every cast pushes purity back onto the team so Blessed keeps flowing. |
Countered by: cleanse / status-immune enemies (nullify both the damage-over-time detonate and the debuff-clean economy); crowd-control (lock it before it can spend Blessed).
🛡️ Tectonic Sage — Stone
→ Full 🛡️ Tectonic Sage kit — every skill, grouped by role.
One number drives the whole class: your held shield pool IS the meter, read as shield → defense → attack.
How you build it: you stack shield every turn — the Gift of Stone aura shields the whole party, and the Sage tops up its own shield each turn on top of that. For the offense-facing roles, held shield converts into Defense, and Defense converts into Attack — the wall grows thicker and hits harder the longer it stands. Spending shield on an offensive skill trades some wall for a burst of power. The Anchor can hold a bigger-than-normal shield pool (above the usual cap), which is why it's nearly immovable.
| Role | Payoff |
|---|---|
| ⚔️ Landslide | Pure wall-into-damage: a large share of your Defense is added to Attack, and every hit feeds the wall back. Dump the shield for a power spike, rebuild, repeat. |
| 🛡️ Mountain | Treats the wall as a pure battery: no free stat payoff for holding — the shield is either held to survive or spent for burst (its finishers auto-consume the biggest chunk of wall they can, scaling with it, and it can even split the wall to the party as shields). A wall this big makes it the toughest single body in the game, but offense costs it that survival — heavy spend, heavy return. |
| ✨ Roots | Defense drives healing: the wall radiates sapping thorns that scale with your Defense, and the thorns damage heals the shielded ally they protect. |
Countered by: fast enemies and damage-over-time (they tick health directly, bypassing the shield); slows (kneecap the attrition clock); shield-breakers (strip the shield at the root and survival, offense, and healing all collapse at once). Strong vs single big hits, unwound by a flurry or an armor-strip.
The Tectonic Sage's meter, aura, and Mender kit are all live now — the fix shipped in this patch. Its Roots (Mender) payoff radiates sapping, ally-healing thorns exactly as described. Treat every payoff above as fully functional.
🌀 Sky Knight — Soaring
→ Full 🌀 Sky Knight kit — every skill, grouped by role.
Not a counted pool — a state you charge toward by stealing the enemy's tempo.
How you build it: every hit steals about 10% of the target's turn-meter (ATB). That stolen tempo is summed across all enemies into a battle-long tally and split among your living allies. When the tally reaches a full turn's worth, your next action becomes Soaring — Attack and Speed doubled for exactly one action — and the tally resets to 0. So you build it just by attacking often; the more enemies and the more hits, the faster it fills. Bosses and elites resist the steal, so it fills more slowly against them (by design — otherwise tempo theft would trivialize those fights).
| Role | Payoff |
|---|---|
| ⚔️ Dive | The Soaring action lands invincible — the doubled Attack + Speed hit can't be traded into. A guaranteed burst window. |
| 🛡️ Vanguard | The Soaring action becomes a huge shield + Regen on top of the stat doubling — bank tempo into survival. |
| ✨ Updraft | Routes Soaring into support: every heal adds a twin shield and every shield adds a twin heal, stacked on the doubling. |
Countered by: status-immune / cleanse enemies (resist the steal, so the tally never fills); high-HP walls (survive the single Soaring action and it's spent); the built-in boss/elite steal resistance.
💀 Warlock — Soul Shatter
→ Full 💀 Warlock kit — every skill, grouped by role.
Power scales with your missing HP — your own health is the fuel, and there is no safety floor.
How you build it: Soul Shatter is your missing-HP % — the closer to death, the harder you hit. Every skill — attack, defense, even heals — can cost a slice of your maximum HP (heavier skills cost more) in exchange for a big power boost (+33%), and paying HP also lays a self-damage-over-time that cannot be cleansed and only clears the instant you return to full HP. There's no floor — a paid skill can drop you to 0 and kill you. So the meter is your own health bar, and the kit is a loop: HP-spending builder skills raise Soul Shatter, then your heaviest drain nukes are gated on it — a skill like Soul Harvest reads "Requires 30 Soul Shatter" and stays locked until you're at least that deep — so you spend down, unlock the gated lifesteal spenders, cash them in for huge damage, and heal yourself back on the drain. The intended line is pairing with an aggressive Mender to bank you back to full and wipe the stacks between spends.
| Role | Payoff |
|---|---|
| ⚔️ Reaper | Pays HP up front for the biggest single hits in the game, with lifesteal; a kill refunds the HP cost and heals you. Whiff the kill (dodge, over-shield) and you keep the bleed for nothing. Highest risk, highest ceiling. |
| 🛡️ Martyr | Stronger the closer to death — offense scales up as HP drops (roughly doubling near death). Pays HP for self-shields and interception, so bleeding is the plan, not the accident. |
| ✨ Bloodbinder | Pays its own HP for the party's biggest heals, and claws HP back with enemy-facing drain attacks to reach the full-HP Soul Shatter clear. |
Countered by: anti-heal / healing-reduction (can't recover what it burns → spirals straight to death); percent-HP damage-over-time (stacks on top of the self-damage); execute thresholds (punish the low-HP state it courts).
⚡ Conjurer — Static (Polarity)
→ Full ⚡ Conjurer kit — every skill, grouped by role.
One signed charge meter — a capacitor that swings between two poles.
How you build it: Static is a single charge that runs positive or negative like AC current. Attacking drives the offense pole; healing drives the support pole — and the bigger the swing (|charge|), the bigger the payoff. Whichever role you field commits to its pole and lets the charge climb. Your strikes also stamp a Thunderstruck damage-amplify mark on the enemy that escalates each time you hit them — focus one target and the mark roughly doubles the damage it takes at max. A base chance on each skill fires extra strokes scaled by your Speed (a faster Conjurer procs more often). So the recipe is: pick a pole, commit to it, focus a target, and stack Speed.
| Role | Payoff |
|---|---|
| ⚔️ Chain | Commits the offense pole by attacking: it feeds a crit aura and stacks the Thunderstruck damage-amp mark toward double-damage, paying off in a chain-lightning nuke that spreads between enemies. |
| 🛡️ Capacitor | An offensive caster Anchor — it charges the offense pole by striking (being hit no longer charges it) and discharges an AoE shockwave across all enemies at full charge. Its defense isn't on the meter: it's Discharge, a timed phase-dodge that fully voids the next incoming hit and banks that damage as a shield. Mastery is timing it into a big blow. |
| ✨ Spark | Commits the support pole by healing: the shields it grants stun the attacker who hits them and grant a Speed buff (the stun is resisted by bosses and elites; the recoil still lands). |
Countered by: evasion / dodge (procs whiff, so no extra strokes and no charge); single-target fights (the chains have nothing to spread to); a hit landed while Discharge is down (the Capacitor's only wall is that dodge — catch it off-cooldown); burst (kill it before the charge ramps).
💧 Wave Dancer — Fluid Form (Swift)
→ Full 💧 Wave Dancer kit — every skill, grouped by role.
Weak while empty, dangerous once flowing — a tempo meter (0–5) you fill by out-acting the enemy.
How you build it: you gain +1 stack whenever you land more actions than the enemy between their turns (a multi-hit skill counts as one action). Each stack grants +15% evasion, capping at 5 stacks = 75% — the game's evasion ceiling, hit by design rather than by an arbitrary clamp. Speed and extra-hit skills fill it; being slow starves it. The catch is on the Anchor: a direct hit wipes ALL your stacks and lands amplified (the more stacks cleared, the harder that hit). Evasion is the Anchor's only defense, so it's a high-ceiling, low-floor gamble — untouchable while dodging, very fragile the moment something connects.
| Role | Payoff |
|---|---|
| ⚔️ Thousand Cuts | Stacks ramp Attack + Speed hard (a single-target menace, weak AoE by design) and shred the enemy's tempo; the Tsunami finisher dumps the whole bank into a burst. Rides the stacks — it does not lose them when hit. |
| 🛡️ Undertow | Each dodge buys a shield + Regen; Drowning Pull cashes your whole Fluid Form into a heavy panic-shield. A real choice: hold stacks to wreck, or dump them for defense. |
| ✨ Tide | Consumes stacks to amplify heals, and veils allies in evasion (Mistify) between heals. |
Countered by: multi-hit / AoE / guaranteed-hit enemies (they connect often — every connect on the Anchor is a reset and an amplified hit); high-HP enemies (a huge health pool outlasts the small, fast chip hits); slows (deny the extra actions that fuel the stack). Strong vs single big hits, fragile vs a flurry.
See also
- Class Kits & Meters — how meters work and how to read the combat HUD pills.
- Team Composition — how to pick and pair classes for each kind of fight.
- Skills — the always-active kit each Avatar fields, plus cooldowns and resource gates.
- How Combat Works — turn order, move selection, and status effects.
- Glossary — quick definitions of the terms above.