A stalwart defender of his allies, the Bastion excels when surrounded by enemy forces.
Knight · Knights target adjacent tiles after moving.
Force of Will — Attacks adjacent enemies and hits the highest-health targets harder. Place Bastion beside several enemies when protection and the incoming attacks allow it.
Butcher
Mindless or ruthless, the Butcher will go to extreme lengths to kill her target.
Rogue · Rogues target traveled tiles after moving.
Carve Up — Alternates weaker and stronger hits along the movement path. Check the order of enemies on the path before committing; crossing more enemies is not automatically a better move.
Druid
The longer the Druid's roots weave, the stronger her command over growth and decay.
Mage · Mages target distant lines after moving.
Bloom — Damage increases with distance to the target. Use the ends of open firing lines, while keeping the next turn’s movement options available.
Gladiator
The Gladiator lives for the fight, turning the tide of battle with each battlecry and crushing blow.
Rogue · Rogues target traveled tiles after moving.
Momentum Slam — Damage depends on the distance traveled to each target. A longer path can improve the hit, but the end position also determines enemy targeting.
Sorcerer
A magical prodigy, the Sorcerer commands a barrage of destruction from the skies.
Mage · Mages target distant lines after moving.
Thunder Wave — Attacks distant lines and hits the closest target in each direction harder. Move nearer threats into those first-hit positions before Sorcerer acts.
Tyrant
The Tyrant crushes lone challengers and saps the enemy army of its strength.
Knight · Knights target adjacent tiles after moving.
Dark Grip — Splits his attack among affected targets. Isolating a priority enemy concentrates the attack; surrounding Tyrant with enemies spreads it out.