Organized by role. Each role is subdivided by sub-role and/or simplicity. In general, you should expect to see simpler characters towards the top of each section.
Important: Range conventions. There are generally two ways to describe range, either as absolute distance written as a decimal, or based on the grid location relative to the caster, written as A+B. For example, 3 over and 1 up is a grid range of 3+1, whereas an ability that hits 3+1 might have an actual (absolute) range of 3.5. Having range 3.5 doesn’t mean the ability hits 3+5 (duh).
In the write-ups linked below, ability ranges are written as decimals (e.g., 7.3) for precision. In general, you can use the Pythagorean theorem (a^2 + b^2 = c^2) to determine whether a certain grid location will be hit. For example, does absolute range 7.3 hit the square at grid range 6+4? 6 squared = 36. 4 squared = 16. Sum is 52. Square root of 52 is about 7.211. So yes, 7.3 should hit 6+4.
The categories (click to jump to one) are:
Frontline:
1. Tanks / Generalists
2. Knockbacks
3. Damage
4. Utility
Firepower:
1. Classic (~7 range primary)
2. Long-Range (8+)
3. Mid-Range (~6)
4. Short-Range (~3)
5. Hunters (single-target focus)
6. Combo
Support:
1. Classic
2. Long-Range
3. High-Offense
4. Utility
Frontline:
Tanks / Generalists:
Krakk – The Enforcer – EASY
Simple but effective. Has short cooldowns, good defense, and some CC. Thrives in the fray when his ult is up.
Imuchin – The Gladiator – EASY
Duelist with a balanced kit, and a strong passive if he’s adjacent to enemies.
Juliette – The Monk – MEDIUM
Flexible character with a balanced kit that can reward smart and creative play.
Knockbacks:
Chaddington – The Bear – EASY
Aggressive frontline with crowd control and good damage, but limited defensiveness and must choose his dashes carefully.
Dargrym – The Centaurpagus – MEDIUM
Strong close-combat fighter that relies on good positioning to maximize his damage.
Barb – The Barbarian – MEDIUM
No dash, but big hp, good damage, good CC, and a very satisfying ult.
Delphinia – The Avenger – MEDIUM
Tanky fighter that is a bit light on damage but has strong CC and a dash that rewards bodyblocking.
Damage:
Vex – The Predator – HARD
Good damage. Hits through walls. Steals enemy healing. Reflects damage. Webs enemies. What more do you want? Well – she doesn’t have great self-defense, so be careful.
Utility:
Abraxas – The Magician – MEDIUM
Specializes in vision and mobility. Has a little self-healing and can shield allies, but not super tanky for a frontline. Survives by being evasive.
Firepower:
Classic (~7 range):
Lilvana – The Anarchist – EASY
Simple firepower emphasizing fundamentals. Great for beginners and experienced players alike.
Scrapper – The Demolitionist – EASY
Heavy area-of-effect damage and some self-healing.
Tiemnata – The Shadowlord – EASY
Simple abilities with quite a bit of depth. Has some smoke-making and hits around walls extremely well.
Flora – The Flowerpower – MEDIUM
Specializes in camouflage and buff-stealing. She can even pass powerups to her allies.
Omikron – The Laser Bot – MEDIUM
Prediction-based firepower that has lots of next-turn effects. Can hit multiple times in the same turn for big burst.
Long-Range (8+):
Regulator – The Sniper – EASY
Sniper that relies on his range and smoke to remain unseen.
Yuri – The Blind Archer – HARD
Long-range archer that can shoot over walls and cover. Blind! (Can’t see except what teammates see!) Has a special passive that lets him “hear” enemies instead.
Mid-Range (~6):
Violetta – The Shotgun – EASY
Great damage and can power up during “off” turns. Her ult is one of the strongest traps in the game.
Tasha – The Eye of the Storm – MEDIUM
Mixed-range firepower with combo potential. Her ult lets her dash a variable distance based on the energy she pays for it.
Rahayu – The Flames of Justice – MEDIUM
High-damage firepower that stacks up Plasma on enemies to burst them down.
Aris – The Elemental Archmage – MEDIUM
Unusual firepower that uses the 4 elements instead of normal cooldowns. Requires some thought to manage her abilities, but has a unique feel and some solid damage. (Careful – no dash!)
Sephelene – The Succubus – HARD
Likes to weaken and disrupt her enemies. Rewards cunning and prediction. Her ultimate allows her to steal an enemy ultimate.
Short-Range:
Xio – The Supervillain – HARD
Burst assassin. Requires some careful setup, but powerful ult makes all his abilities free actions.
Haka – The Shadow Beast – HARD
Relies on his smoke to remain unseen. Has quite a lot of smoke.
Hunters (single-target specialists):
Izzine – The Assassin – MEDIUM
Assassin that relies on stealth and poison to subdue her foes and prevent them from healing.
Combo (abilities heavily interact with each other but can set up insane plays):
Aftan – The Spearfisher – MEDIUM
Throws spears that stay on their tile. When he has 3+, he recalls them, dealing extra damage. Abilities combo well with the spears.
Frugg – The Frugg – MEDIUM-HARD
Stalwart dashless firepower that throws rocks that bounce to hit additional tiles. Has a tidal pool and a wave wall that interact with his rocks. Also has some ability to support allies with shields.
Galactos – The Galaxy Brain – HARD
Highly complex firepower that must mark tiles in advance to unlock future powerful effects.
Support:
Classic:
Mtuku – The Paladin – EASY
Tanky paladin support with very high burst healing and a solid all-around kit.
Zaej – The Biochemist – EASY
Classic/pure support, with a focus on consistent healing and energy gain.
Agnar – The Firelord – HARD
Gains energy by taking damage, and abilities gain power when at high energy. Can also absorb damage that would be dealt to his teammates. But if he goes over 100 energy, he’ll take significant damage, so must carefully balance his energy gains and expenditures.
Long-Range:
Wenifrey – The Prismatic – EASY
Solid all-around support with a signature ability that grants lots of shielding. Also has some ability to get vision for their team. Other abilities may require good positioning from allies.
MEBS – The Mechanized Energy Beam Support – MEDIUM
Through-walls support with good long-range capabilities. Good at running away and playing safe.
Chloe – The Rising Star – MEDIUM
Able to act at a distance through her drone, Vega, as well as bolster her damage and support capabilities. Requires good positioning of Vega.
High-Offense:
Ezmi – The Field Medic – MEDIUM
Hybrid with an excellent primary that she relies on for most of her damage. Has great damage and healing, but utility and emergency options for allies are limited.
Nephrys – The Doom Seer – HARD
Significant boost to damage/healing on any turn where he took damage the previous turn. Several abilities have effects on future turns. Must balance aggression and survival.
Utility:
Ozyvania – The Ice Queen – MEDIUM
Support with good healing and shielding, as well as crowd control (root) for enemies and cooldown reduction for allies. The catch? She herself can’t be healed, so tread carefully.
Leonhardt – The DJ – HARD
Enhancement support. Has medium amounts of shielding and fairly low healing. His main draw is the powerful amplified buffs he gives to his allies.
Nadia – The Sensei – HARD
Short range, high utility. Has AoE healing, a trap that offers cover, cleansing buffs from allies and enemies, and denying enemies healing and shielding with her ultimate.