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:
1. Tanks / Generalists
1. Classic (~7 range primary)
2. Long-Range (8+)
3. Mid-Range (~6)
4. Short-Range (~3)
5. Hunters (single-target focus)
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.
Chaddington – The Bear – EASY
Aggressive frontline with crowd control and good damage, but limited defensiveness and must choose his dashes carefully.
Delphinia – The Avenger – MEDIUM
Tanky fighter that is a bit light on damage but has strong CC and a dash that rewards bodyblocking.
Barb – The Barbarian – EASY/MEDIUM
Frontline/Firepower hybrid. Very simple character. No dash but big hp and big damage – though needs to position well to be in range of his enemies.
Vex – The Predator – HARD
Good damage and utility, with some ability to benefit from enemy healing. Non-traditional defensive options may require some ability to predict enemies.
Quorlon – The Wrath of Nature – MEDIUM
Very tanky, generating tons of shields. Can protect his allies. Drops seeds to chain his attacks to enemies and root them.
Abraxas – The Magician – MEDIUM
Frontline who specializes in vision and mobility over general tankiness. Low CC, but offers good vision, and is evasive and hard to kill.
Classic (~7 range):
Lilvana – The Anarchist – EASY
Simple firepower emphasizing fundamentals. Great for beginners and experienced players alike.
Flora – The Flowerpower – MEDIUM
Firepower specializing in camouflage and buff-stealing. She can even pass powerups to her allies.
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. Is Blind and has no vision of his own, but can hear enemies (nearby enemies will have an arrow pointing to their general direction). Has great range and consistent damage (if he can figure out where you are), but limited defensive options if the enemy is able to get close.
Scrapper – The Demolitionist – EASY
Classic firepower with heavy area-of-effect damage and some self-sustain.
Violetta – The Gunslinger – EASY
Puts up some big damage, and has the ability to power up during down turns. A good dash option makes her quite survivable, and her ult is a strong trap.
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 high damage.
Sephelene – The Succubus – HARD
Mid-range firepower with abilities that weaken and disrupt enemies. Her ultimate allows her to steal an enemy ultimate.
Xio – The Supervillain – HARD
Burst assassin. Has limited ranged options and requires careful setup, but his powerful ult allows him to dish out all of his abilities at once for devastating damage.
Haka – The Shadow Beast – HARD
Relies on his smoke to remain unseen and strike down his foes.
Hunters (single-target specialists):
Izzine – The Assassin – MEDIUM
Assassin that relies on stealth and poison to subdue her foes and prevent them from healing.
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.
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.
Galactos – The Galaxy Brain – HARD
Highly complex firepower that must mark tiles in advance to unlock future powerful effects.
Ezmi – The Field Medic – MEDIUM
Hybrid (firepower/support) with an excellent primary that she relies on for most of her damage. Stronger support capabilities than other firepowers, able to heal and shield her teammates, and has a support-oriented ult. However, she heals in large part by dealing damage, and has limited sustain between engagements. Accordingly, her ability to solo support a team may be limited, though it can be done in a pinch. She excels at complementing a true support by providing reliable damage while patching up any holes where they need assistance.
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 gains.
Agnar – The Firelord – HARD
Gains energy (which increases the power of his abilities) by taking damage, and can absorb damage that would be dealt to his teammates. Must strike a balance in powering up, as overdoing it will get him quickly killed.
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 excellent positioning of Vega to maximize her abilities.
Nephrys – The Doom Seer – HARD
Gets a significant boost to his damage and healing on any turn where he took damage the previous turn. Several abilities have effects on future turns. Must balance aggression and survival.
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, but very low healing. His main draw is the powerful amplified buffs he gives to his allies.
Nadia – The Sensei – HARD
Fairly short-range, but makes up for it with her utility, which includes AoE healing and a trap that offers cover. Has the unique ability to both cleanse negative status effects from allies and purge positive ones from enemies, and can deny healing and shielding from enemy supports with her powerful ultimate.