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PLAYSTYLE / CLASS
The class archive.
A class defines a way to act—not your entire identity. Explore its toolkit, its resources, and the specializations that give it focus.
30 OF 30 CLASSES

ClassAll-Stars use athletic movement, crowd response, and coordinated plays.

ClassBards use songs and sonic attacks to support allies and disrupt opponents.

ClassBeast Masters fight alongside a companion.

ClassBerzerkers gain Rage by dealing or taking damage.

ClassCard Mages play cards from a deck through a managed hand.

ClassCraftsmen turn gathered Materials into gear, consumables, and structures during a match.

ClassCyber Icons turn audience Engagement into support and control.

ClassDancers chain Steps within Dance Styles to build Flow, then spend it on finishers.

ClassDruids use Primal Energy for shapeshifting and nature magic.

ClassElementalists use Mana and elemental attunement.

ClassGunslingers manage Ammunition and Focus.

ClassHealers use Healing Energy to restore allies, remove harmful effects, or prevent damage.

ClassHobbyists make combat tools from Components and Inspiration.

ClassJesters use Mirth and Tricks for projectiles, copying, and evasive defense.

ClassKnights build Resolve by blocking and taking enemy pressure.

ClassLancers use polearm reach and movement to build Momentum for charges.

ClassLibrarians collect information, analyze opponents, and manage resources or recorded abilities.

ClassMerchants use Gold and Inventory to supply players and influence the match economy.

ClassMonks switch Martial Arts Styles and build Chi through attacks and defense.

ClassNecromancers use Mana and Death Essence for undead minions, diseases, curses, and draining effects.

ClassNinjas use Chakra and Ninja Tools for stealth, mobility, sabotage, and ninjutsu.

ClassPaladins combine Seals, Judgments, Blessings, and Auras.

ClassRangers use ranged weapons, traps, and tracking.

ClassSamurai rely on parries, stances, and draw strikes.

ClassShamans use Mana and Spirit Energy for totems, elemental spells, and spirit summons.

ClassSpellslingers load spells into firearms as Arcane Cartridges.

ClassSword Mages combine blade attacks with enchantments and Spell Weaving.

ClassThieves use Energy for actions and Combo Points for finishers.

ClassWarlocks receive power through patron pacts.

ClassWizards prepare spells from a Spellbook before a match.
The class pool and the slotted loadout are separate layers. A class’s pool abilities do not each consume one of the ten slots.
Learn the distinction