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Barbarian is an extremely simple beatdown

hero with little nuance or experience required


to pound opponents into the dirt.

Strengths: Extremely high dmg output,


multiple fallbacks if you miss a powerful ability

Weaknesses: Defense is mediocre, doesn’t


excel at anything other than dmg

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One of the most consistent defensive heroes in


the game, the Moon Elf is great at making
opponents pull their hair out.

Strengths: Powerful defense, multiple


annoying status effects

Weaknesses: Little undefendable dmg,


dependent on rolling sixes

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A great example of the “glass cannon”
archetype, the Pyromancer uses Fire Mastery
to deal an insane amount of dmg.

Strengths: High dmg output, easy access to


undefendable dmg

Weaknesses: Defense prevents no dmg,


3-1-1-1 dice anatomy is difficult to work with

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Shadow Thief rapidly gains CP and cards


during the game, and his abilities deal more
dmg the more CP he has.

Strengths: High dmg output once set up,


defense can prevent all dmg

Weaknesses: Requires setup, needs to roll


specific abilities at specific times

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Monk can use Chi to deal more dmg or prevent
more dmg, letting him respond to the situation.

Strengths: Very versatile, potential for


powerful defense using Chi and Evasive

Weaknesses: Mediocre dmg without Chi,


going for Ultimates is risky

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Paladin gains strength from his powerful status


effects, his consistent CP and card gain, and
his somewhat effective defense.

Strengths: High burst-like dmg, can use


economy to guarantee an Ultimate

Weaknesses: Prone to missing abilities,


upgrades are expensive

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Treant can grow and upgrade Spirits for
various effects, and occasionally sacrifices
them for a huge attack.

Strengths: Variety of effects available,


potential for high undefendable dmg

Weaknesses: Can’t use Spirit effects if


sacrificed for dmg, not incredibly good at
anything in particular

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Ninja’s low dmg seems insignificant, but adds


up quickly from a variety of sources.

Strengths: Consistent undefendable dmg, can


prevent all dmg with Smoke Bomb

Weaknesses: Smoke Bomb is inconsistent,


outpaced by glass cannons and rushdowns

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Gunslinger adds slight randomness to her
attacks using Reloads. She’s extremely
powerful… if she gets lucky.

Strengths: Good at everything, easy access


to undefendable dmg and Evasives

Weaknesses: Needs luck to perform well,


defense is extremely inconsistent

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Samurai is rewarded with Honor for not using


his third Roll Attempt. His reliable dmg and
defense are potent in all matchups.

Strengths: Consistent dmg and defense,


occasionally bursts for high dmg

Weaknesses: Needs Honor to excel, prone to


getting stuck with basic attacks

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With his Tactical Advantage tokens, the
Tactician has access to a variety of effects. He
can often chain Ultimates together.

Strengths: Reactive defense, potential for


more than one Ultimate

Weaknesses: Needs Tactical Advantage to


excel, very dependent on sixes

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Huntress uses Nyra to tank hits and outlast the


opponent. However, her dmg is horrible
without Nyra, making every dmg point count.

Strengths: Very durable, does especially well


against heroes with burst-like dmg

Weaknesses: Needs Nyra to deal effective


dmg, dice anatomy is difficult to work with

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Cursed Pirate is a ticking time bomb. When
she runs out of Doubloons, she flips her board
over, dealing and receiving even more dmg.

Strengths: Easy roll objectives, multiple


annoying status effects

Weaknesses: Is eventually forced to flip, can


easily be stalled to death

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Artificer builds, upgrades, and activates his


Bots using Synth, letting him constantly invoke
their deadly effects.

Strengths: High dmg after 1-2 turns of setup,


consistent flow of Synth

Weaknesses: Defense is terrible, prone to


status effect removal

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With her dmg-avoiding Flight tokens and the
ability to blind opponents, Seraph is a pain in
the neck to fight.

Strengths: Can avoid and prevent dmg with


multiple sources, access to undefendable dmg

Weaknesses: Mediocre dmg, defense is


mediocre without Flight

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Vampire Lord uses Blood Power for a variety


of effects, from adding dmg to drawing cards to
leeching health from the opponent.

Strengths: Relatively high versatility, potential


for landslide games using heals

Weaknesses: Defense is usually uneventful,


potential for getting crushed due to bad luck

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