Tank
"Get in the way! Noob-friendly frontline for absorbing damage."
Strengths
- Massive HP pool
- Great base attack template
Weaknesses
- Skill pool is a mess
- Falls off in Act 2 and Act 3
- Thorns build can hurt allies
Recommended Meta Build
Meta Build: Mobility is key. Must reach 7 SPD (max movement). "Petrify" is great for locking down threats. "Swallow Stone" is a hard counter to The Moon boss and Crater enemies.
tank Ability Codex
Melee Attack / Heal
Heals allies but damages enemies.
Ranged Attack / Heal
Heals allies but damages enemies.
Push Attack
Dash forward one space, then melee attack with Knockback.
Suplex
Grab a unit in front of you and slam it into the tile behind you.
Healing Word
Heal a unit at range.
Healing Word
Heal other units in an area at range.
Cure Wounds
Heal an adjacent unit.
Cure Wounds
Heal all adjacent units.
Malaise
Inflict Weakness on units in an area.
Malaise
Inflict Weakness and Poison on units in an area.
Open Wounds
An attack that deals more damage the less health the target unit has. (based on their health percent)
Open Wounds
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Prayer
Heal units in an area.
Prayer
Heal units in a larger area. Infinite range.
Convert
Inflict Charm 2 on an adjacent unit.
Convert
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Cleanse
Remove all debuffs from units in an area.
Cleanse
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Purge
Remove all buffs from a unit.
Purge
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Heretic Mark
Inflict Ostracized 2 on a unit.
Heretic Mark
Inflict Ostracized 4 on a unit.
Zealot
Gain +1 .
Zealot
Gain +1 . (This spell costs less.)
Haste
Give a unit +10 until the end of its next turn.
Haste
Give units in an area +10 until the end of their next turns.
Rally
Force a unit to attack one of its enemies.
Rally
Force units in an area to each attack one of their enemies.
Buddy Up
Jump to an open tile next to an ally.
Buddy Up
Jump to an open tile next to an ally. (This spell costs less.)
Healing Fall
Jump to an open tile, then heal each adjacent unit.
Healing Fall
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Holy Dash
Dash forward, heal a unit and give it a random stat up.
Holy Dash
Dash forward, heal a unit and give it 3 random stat ups.
Reverse Damage
Reverse the last damage an adjacent unit took.
Reverse Damage
Reverse the last damage a unit within range took.
Rebuke
Deal damage to a unit equal to the damage that unit last dealt.
Rebuke
Deal damage to a unit equal to twice the damage that unit last dealt.
Wish
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Wish
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Witch Hunt
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Witch Hunt
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
Friend or Foe
A ranged spell that heals allies and damages enemies.
Friend or Foe
An infinitely ranged spell that heals allies and damages enemies.
Revive
Revive a body to 50% HP and cure one of its injuries.
Revive
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Ethereal
Gain 4 , 3 , heal 2 HP, and Brace 1.
Ethereal
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Born Again
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Born Again
Revive a body to 100% HP and give it All Stats Up.
Benediction
Heal EVERYTHING for 2 HP.
Benediction
Heal EVERYTHING for 2 HP. (This spell costs less.)
Crusade
You and your allies move toward the nearest enemy.
Crusade
You and your allies move toward the nearest enemy and gain +1 .
Hallowed Ground
Spawn a blessing pickup on an empty tile in range.
Hallowed Ground
Spawn a blessing pickup on any empty tile.
Enlighten
Another unit's next spell is free.
Enlighten
Another unit's next spell is free. Infinite range. (This spell costs less.)
Anoint
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Anoint
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
An Eye for an Eye
A melee attack that inflicts Blind 5 and Bleed 1.
An Eye for an Eye
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Wrath of God
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Wrath of God
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Adoubment
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Adoubment
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Divine Protection
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Divine Protection
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Chosen Warrior
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Chosen Warrior
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Divine Gift
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Divine Gift
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Stand In
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Stand In
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Awaken
Revive a body to 1 HP.
Awaken
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Fury Heal
Heal an adjacent unit 2 to 6 times.
Fury Heal
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Pray
Give another unit +5 until the end of its next turn.
Pray
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Emergency
Run next to the ally with the most missing health. Trample all in the way.
Emergency
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Guardian Angel
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Guardian Angel
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Booster
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Booster
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
Stimulants
You and adjacent units gain +2 .
Stimulants
You and adjacent units gain +2 and +1 .
Blinding Lights
Inflict Blind 1 on each unit in an area.
Blinding Lights
Inflict Blind 2 on each unit in a larger area.
Circle of Protection
Give +1 to each unit within 2 tiles of you.
Circle of Protection
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Call Over
Make an ally move toward you.
Call Over
Make an ally move toward you. Infinite range.
Grace
You or an adjacent unit gains a random positive effect.
Grace
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Turn Foe
Force a nearby unit to move away from you.
Turn Foe
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
Healing Salve
You or an adjacent unit gains +1 Health Regeneration.
Healing Salve
You or an adjacent unit gains +2 Health Regeneration.
Push Attack
Dash forward one space, then melee attack with Knockback.
Headbutt
A melee attack that inflicts Stun.
Headbutt
A melee attack that inflicts Stun. (This spell costs less.)
Throw Scrap
Give +3 to a unit or spawn a scrap pickup on an empty tile.
Throw Scrap
Give +3 to units in an area and spawn scrap pickups on the empty tiles in that area.
Chew Cud
Heal yourself.
Chew Cud
Heal yourself more.
Ass Blast
Knock back units in an area near you 2 tiles.
Ass Blast
Knock back units in a larger area near you 10 tiles.
Chew
A melee attack with Lifesteal.
Chew
A melee attack with Lifesteal that inflicts Bleed 2 and ignores shield.
Batter Up
Knock a unit back 10 tiles.
Batter Up
Knock a unit back 10 tiles with Chain Knockback.
Backbreaker
A melee attack that Immobilizes.
Backbreaker
A melee attack that Immobilizes and gives -2 .
Suplex
Grab a unit in front of you and slam it into the tile behind you.
Suplex
Grab a unit in front of you and slam it into the tile behind you, inflicting Bruise 3 and Immobile.
Intimidate
Inflict Fear on an adjacent unit.
Intimidate
Inflict Fear on a unit up to five tiles away.
Toss
Throw an adjacent unit to an open tile.
Toss
Throw an adjacent unit to a tile, dealing bonus damage if it collides with something.
Toss
Throw an adjacent unit to an open tile. (Castable once per turn.)
Toss
Throw an adjacent unit to a tile, dealing bonus damage if it collides with something. (Castable once per turn.)
Toss
Throw your crippled friend to any tile. (Castable once per turn.)
Belly Flop
Jump to a tile and Immobilize anything you land on.
Belly Flop
Jump to a tile and Immobilize units in an area.
Trample Dash
Dash forward with Trample, then spawn a rock.
Trample Dash
Dash forward with Trample, then spawn a rock. Deals more damage and has a 20% chance to inflict Stun.
Swap
Swap positions with any ally.
Swap
Swap positions with any unit.
To the Rescue!
Jump to a tile adjacent to an ally. Damage and displace any units you land on.
To the Rescue!
Jump to a tile adjacent to an ally. Damage and displace any units you land on, or are adjacent to.
Tantrum
Hit all adjacent units, then spawn a rock.
Tantrum
Hit all adjacent and diagonally adjacent units, then spawn a rock.
Earthquake
Deal damage in a cone with a 10% chance to Petrify. Has a chance to spawn rocks. (This spell spawns rocks.)
Earthquake
Deal more damage in a cone with a 20% chance to Petrify. Has a chance to spawn rocks. (This spell spawns rocks.)
Rock Toss
Throw a rock with a 10% chance to Stun.
Rock Toss
Throw a rock with a 33% chance to Stun.
Barbed Wire
Give a unit +5 Thorns until your next turn. (You can target yourself.)
Barbed Wire
Give a unit or object +5 Thorns until your next turn. (You can target yourself.)
Goad
Force an enemy to move towards you.
Goad
Force an enemy anywhere to move towards you. (This spell costs less.)
Bowl Over
Trample over one tile diagonally.
Bowl Over
Trample over two tiles diagonally with a 10% chance to inflict Stun.
Clap
Knock 2 enemies in front of you together.
Clap
Knock 2 enemies in front of you together with +2 knockback damage.
Rock Song
Levitate all rocks. They will automatically fling towards enemies that end movement in line with them.
Rock Song
Levitate all rocks. They will automatically fling towards enemies that end movement in line with them. (This spell costs less.)
Rock Crusher
Jump on top of a rock, exploding it. Deal damage and knock back all adjacent units.
Rock Crusher
Jump on top of a rock, exploding it. Deal high damage and knock back all adjacent units.
Body Guard
The next time an ally is targeted by an enemy, switch places with that ally.
Body Guard
The next time an ally is targeted by an enemy, switch places with that ally and gain +4 .
Gore
Dash 3 tiles, damage, inflict Bruise and throw what you hit towards your original tile.
Gore
Dash 10 tiles, damage, inflict Bruise and throw what you hit towards your original tile.
Rock Blast
Shoot a rock forward.
Rock Blast
Shoot a rock forward with Chain Knockback. (This spell costs less.)
Rock Tomb
Damage and Petrify a unit within 3 tiles of you.
Rock Tomb
Damage and Petrify a unit within 5 tiles of you. (This spell costs less.)
Grab
Pull a unit within 2 tiles towards you, knocking it into you.
Grab
Pull a unit within 4 tiles towards you, knocking it into you and inflicting Grappled.
Fissure
Pull all units in a wide line towards the center of that line. This has a 10% chance to Petrify.
Fissure
Pull all units in a wide line towards the center of that line. This has a 15% chance to Petrify and spawns rocks.
Big Rock
Drop a boulder on an adjacent tile, damaging and displacing units it lands on.
Big Rock
Drop a boulder on an adjacent tile, damaging, Stunning and displacing units it lands on.
Flip Flop
Jump up to 3 tiles away, damage units you land on, then gain -1 . (This spell's mana cost is equal to your . At 0 , this spell is Castable once per turn.)
Flip Flop
Jump up to 4 tiles away, damage units you land on, then gain -1 . If your is 0, this has increased range and damage. (This spell's mana cost is equal to your . At 0 , this spell is Castable once per turn.)
Lunge
Dash forward one tile and attack with Knockback. This spell uses up your movement action.
Lunge
Dash forward one tile, attack with Knockback and inflict Stun. This spell uses up your movement action.
Nudge
Push a unit back 1 tile. (This spell costs 0 mana the first time it's used each turn.)
Nudge
Push a unit back 10 tiles. (This spell costs 0 mana the first time it's used each turn.)
Stone Breath
Inflict Petrify on the first unit in a line.
Stone Breath
Inflict Petrify and Knockback on the first unit in a line. (This spell costs less.)
Gorgon Glare
Inflict Petrify on all units in your line of sight.
Gorgon Glare
Inflict Petrify on all units in your line of sight. (This spell costs less.)
Anchor
Gain +4 Brace until the next time you move.
Anchor
Gain +4 Brace until the next time you move. Bonus Passive: Knockback immunity.
Eat Rock
Eat a rock to gain +5 and +1 .
Eat Rock
Eat a rock to gain +5 and All Stats Up.
Plant Your Feet
Gain +5 and -1 . If you are at 0 , instead cleanse all of your debuffs. (Castable once per turn.)
Plant Your Feet
Gain +6 and -1 . If you are at 0 , instead cleanse all of your debuffs and gain All Stats Up. (Castable once per turn.)
Iron Head
Dash forward up to 3 tiles, gain +4 then damage and knock back adjacent units.
Iron Head
Dash forward up to 10 tiles, gain +4 then damage and knock back adjacent units with +5 knockback damage.
Gang Up
Toss a unit to an empty tile within 3 tiles of you, then your allies attack it if they can.
Gang Up
Toss a unit to an empty tile within 6 tiles of you and inflict Bruise, then your allies attack it if they can.
Aftershock
All units on dirt tiles get tossed to random nearby tiles and take damage when they land.
Aftershock
All units on dirt tiles get tossed to random tiles and take damage when they land. Bonus Passive: All of your spells have Earth element.
Steelskin
Gain +99 Brace until your next turn, then disable this spell until you take a total of 25 damage.
Steelskin
Gain +99 Brace until your next turn, then disable this spell until you take a total of 15 damage.
Fault Line
Fling all units in a straight line onto nearby tiles.
Fault Line
Fling all units in a straight line onto nearby tiles, dealing more damage.
Demolish
Turn a tile into a dirt tile, smashing any inanimate objects into rocks.
Demolish
Turn 3 tiles into dirt tiles, smashing any inanimate objects into rocks.
Push Through
Trample over 2 tiles in a straight line destroying any inanimate objects.
Push Through
Trample over 4 tiles in a straight line destroying any inanimate objects and inflicting Bruise 1 on units you trample.
Pincushion
Gain +3 Thorns. This spell uses up your movement action.
Pincushion
Gain +3 Thorns and +1 Brace. This spell uses up your movement action.
Supper
Heal 15 HP and gain -2 . (Castable once per battle.)
Supper
Heal 15 HP, gain -2 and +5 Health Regeneration. (Castable once per battle.)
Full Force
Deal damage equal to your and inflict Stun. Also stuns yourself.
Full Force
Deal damage equal to your and inflict Stun and Bruise 4. Also stuns yourself.
Sandstorm
Start a sandstorm. (Sandstorm deals 1 damage to all units at the end of round.) If a sandstorm was already active, increase its damage by 1.
Sandstorm
Start a sandstorm. (Sandstorm deals 1 damage to all units at the end of round.) If a sandstorm was already active, increase its damage by 1. (This spell costs 0 mana the first time you cast it each turn.)
Thicken
Gain +1 knockback damage and +1 knockback range until the end of the turn.
Thicken
Gain +1 . Gain +1 knockback damage and +1 knockback range until the end of the turn.
???
Becomes a random Tank starter ability when you lock in your team's collars.
???
Becomes a random Cleric starter ability when you lock in your team's collars.