Class Kits & Meters
Every Avatar has a class and a role. Together they decide the one thing that makes your fighter feel unique in a fight: its class meter.
The decision this page helps with: what does your fighter's signature meter actually do, and how do you read it in battle? This is the "class identity" layer that sits on top of your stats and skills — it plays out automatically, but knowing it lets you build teams that lean into it.
How class meters work
Here's the whole idea in one sentence:
Your class gives you ONE signature meter. Your Avatar's role decides what that meter does.
Every class has a single meter that builds during a fight — a combo, a charge, a cold snap, a shield pool. That meter never changes. What changes is the payoff, and the payoff is chosen by the Avatar's role:
| Role | What the meter becomes |
|---|---|
| 🛡️ Anchor | Turns into protection — shields, thorns, defense, and staying power for the front line. |
| ⚔️ Striker | Turns into offense — attack, crits, and big spend-it-all detonations. |
| ✨ Mender | Turns into sustain — heals that also shield, cleanse, or veil your allies. |
Same meter, three completely different fighters. That's the point: you can field the same class three ways and get a wall, a nuke, or a medic.
Worked example — one meter, three fighters
Take the Brawler, whose meter is Momentum (a combo that builds as you fight and never resets mid-Sprint). Here's the exact same meter resolving three ways depending on the Brawler's role:
| Brawler role | What Momentum does |
|---|---|
| ⚔️ Striker | Every point of Momentum adds Attack and Crit; past the thresholds it erupts into a big flat Attack + Speed spike, and crits stun. |
| 🛡️ Anchor | A crit banks a self-shield; holding high Momentum grants thorns and regen while you brawl. |
| ✨ Mender | Healing itself builds Momentum, and a full meter makes each heal also shield the ally. |
The Brawler didn't change. The role changed what the Momentum was for.
The nine meters
Each class owns exactly one meter. Here's the full set:
| Class | Meter | In one line |
|---|---|---|
| Brawler | Momentum | A combo that builds as you fight and never resets mid-Sprint. |
| Servitor of Frost | Permafrost | Cold accretes, then discharges as armor-ignoring Entropy. |
| Shaman | Spirited (Communion) | Buff → blast: channel the spirits, then spend them Empowered. |
| Divine Soldier | Blessed | Blessings for a healthy party, then detonate. |
| Tectonic Sage | Stone | A shield pool read as shield → defense → attack (the wall is the meter). |
| Sky Knight | Soaring | Steal tempo, take flight. |
| Warlock | Soul Shatter | Closer to death = deadlier — Soul Shatter is your missing-HP %. |
| Conjurer | Static (Polarity) | A signed charge: attacking drives one pole, supporting the other; the bigger the swing, the bigger the payoff. |
| Wave Dancer | Fluid Form (Swift) | Weak while empty, dangerous once flowing (each action = +1, up to 5). |
See the class cards for how each meter is built and all three role payoffs of every meter — and Team Composition for how to pair classes for a given fight. Want the complete skill list for a class — every move, grouped by role? Open its detail page from the class cards or the Class Details shelf in the sidebar.
A class's meter doesn't only fuel its passive payoff — a few of its most powerful finisher skills are locked until the meter is high enough (a Warlock skill that "Requires 30 Soul Shatter," a Sky Knight dive that needs banked Soaring). Those skills sit greyed out until you've built the resource, then unlock to be spent. See Skills → Resource gates.
Momentum climbs by hitting; Permafrost ticks up once per turn; Blessed flows only while your party is healthy and clean; Soaring charges by stealing the enemy's tempo. Knowing how your class fills its meter tells you which fights it's good in. Each class card has a "How you build it" breakdown.
Reading the combat HUD
Everything that matters in a fight — meters, buffs, debuffs, and cooldowns — surfaces as a small pill (a chip) on the combat HUD. Once you learn the icons, you can read the whole battle at a glance.
Class meter pills
Each class's meter shows up as its own pill:
| Class | Meter pill |
|---|---|
| Brawler | 🔥 Momentum |
| Servitor of Frost | ❄️ Permafrost |
| Shaman | 👻 Spirited |
| Divine Soldier | ✨ Blessed |
| Sky Knight | 🌀 Soaring |
| Conjurer | ⚡ Static |
| Wave Dancer | 💧 Swift (Fluid Form) |
| Warlock | 💀 Soul Shatter |
| Tectonic Sage | 🛡️ reads off the Shield pill |
The Tectonic Sage's meter is its shield pool, so it doesn't get its own chip — you read it straight off the Shield 🛡️ pill. A bigger Shield pill means a bigger Stone meter.
Shared status pills
These pills can appear on any fighter, whatever their class. Learn them once and you'll recognise every buff and debuff on the field:
| Pill | Meaning |
|---|---|
| 🛡️ Shield | Absorbs incoming damage before it touches health. |
| 🌵 Thorns | Whoever hits the holder takes damage back. |
| 💚 Regen | Heals a little every round. |
| ☠️ Damage Over Time | Ticks damage every round for a few rounds. |
| 💫 Stun | The unit loses its turn. |
| ⭐ Invincible | Takes no damage for the effect's duration. |
| 💨 Evasion | A chance to dodge incoming hits entirely. |
| ⚔️ ATK Up / 🗡️ ATK Down | Attack raised or lowered. |
| 🛡️ DEF Up / 🪓 DEF Down | Defense raised or lowered. |
| 🌀 SPD Up / 🐌 SPD Down | Speed raised or lowered. |
| 🎯 Vulnerable | The target takes a % more damage from every hit for a few rounds. The reworked "shred their Defense" skills (Erosion, Whiteout, Sunder, Hex, Seismic Slam, the frost veils…) apply this instead — enemy Defense is now flat, so amplifying your damage beats trying to lower theirs. |
Two things players should know
Slows are a tempo tax, not a lock
Slows and turn-order drains diminish with repetition, and there's a hard speed floor underneath every unit. That means no fighter can ever be permanently frozen out of its turn — a stack of slows costs an enemy tempo, but they always get to act eventually. Don't fear stun-lock or slow-lock comps: they buy time, they don't delete a unit from the fight.
Menders throw punches now
A support Avatar with nothing to heal and its buffs already up will attack instead of idling. So don't be surprised to see your Mender land a hit — it's making its turn count when there's no one to mend.
Next steps
- Class Cards — every class's meter, how it's built, and all three role payoffs, with its honest counterplay.
- Class Details — the full kit for each class, every skill broken out by role: Divine Soldier · Warlock · Brawler · Wave Dancer · Sky Knight · Servitor of Frost · Tectonic Sage · Conjurer · Shaman.
- 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.