Aug 14, 2026
Wardens are divided broadly into five different classes. While these classes have no functional gameplay effect, they serve to give a broad understanding of what to expect from each character when they reach the field.
You can build a balanced team by selecting one of each class (or perhaps substituting a Specialist for a second Tank or Bruiser), or you can put together unconventional teams by focusing on one play style.
Tank

Solid defenders who can hold ground and cover their allies.
Tanks are experts at gaining and holding ground. They can fight effectively even when out of position, and have the advantage of some of the best power stats in the game. Often slow and with limited ranges, Tanks win when they get to set the terms of the engagement. With strong engagement and self-positioning tools, they often get to do just that.
Tanks usually excel when defending. When opponents come to them and strike them face-to-face, they can resist the hit and swing back bigger to win combat. They have fewer combat tricks than other classes, and predictability is their major weakness.
Bruiser

All-rounders who specialize in winning fights with other wardens head-on.
All wardens can fight, but Bruisers are especially good at fighting and winning fights. If a Bruiser and another class get into a one-on-one fight, you probably want to put your money on the Bruiser to win that exchange. With reliable numbers, high mobility, and flexible ranges, these wardens form a solid core to the team.
Tactical positioning is incredibly important with Bruisers. Most rely on terrain collisions, ally assists, or artifacts to get the upper hand. Flexibility is key, and Bruisers can fight their opponents where those opponents are weakest. Where other classes need to set up and prepare, Bruisers can win a fight right now, and that’s worth a lot when the moment is right.
Assassin

Attackers who use tricks and advantages to shut down foes.
Assassins are the wardens who don’t fight fair. They specialize in creating and capitalizing on advantages that feel unfair. If an assassin starts a fight with you, either you’ve clearly lost, or they know something you don’t. These are wardens who can pick apart enemy defenses and clear the path to your objectives.
Generally, assassins aren’t good at holding and taking ground. They can win fights and spoil defenses, but when an opposing warden runs up to fight face-to-face, they may have difficulty coming out ahead. Assassins prefer going first, and often have abilities that work brilliantly when they win speed, but are quite useless when they lose the speed game.
Supporter

Stalwart allies who increase the effectiveness of their entire team.
Supporters are capable in combat and can hold their own, but they shine best when they’re working together with team members. These back-line fighters step in to shore up the combat capabilities of their allies and keep the rest of the team functioning. When two teams of two meet, the team with a supporter will probably have the upper hand.
Positioning is very important for supporters, because they need to be able to cover as many of their allies at once to maximize their effectiveness. Supporters also bring some of the best artifacts and normals in the game to their teams, passively improving the quality of a team’s deck.
Specialist

Cunning tacticians who bring unique play styles to the table.
Specialists defy categorization into one of the other classes. Generally, they introduce alternate play styles or warp their team’s decision making process in non-standard ways.
When you see a specialist on the field, make sure you know what they’re capable of. Ignoring these characters and their strategies can be a fast route to defeat. They generally require specific counter-strategies or counterplay to deal with, testing the flexibility of the opposing team.
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