Tarin
Mobile pressure for a lane that is safe to advance into. Twin Dash gives two strikes when this Strider can attack.
Quickstep — On deployment, advance one empty square.
Twin Dash — Strike: attack twice each round.
Common foundations. Useful Epics. A team you can make your own.
These beginner cores demonstrate faction synergies with Common, Rare and Epic champions. They are starting points for the campaign, not rankings or optimized endgame teams. Use the heroes you own; no Legendary is required.
Each example uses eight champions. Start with the available members and fill missing jobs with similar heroes. Expand toward the 16-character limit as you need reserves and answers to different opponents. You do not need to recruit everyone shown before playing.
Rarity below means recruitment rarity, not a champion’s current promoted stars. Skill descriptions show base effects; promotion can strengthen them. Reference roster: v0.10.13.
Give your crew protection, reliable damage, healing and a way to apply pressure. Two heroes doing the same job are useful reserves, but should not crowd out every other job.
You draw three cards at the start and two each turn. An opening full of expensive cards can leave you waiting. Keep affordable options alongside your higher-cost Epics.
Protect ranged attackers and wounded allies. Use deployment heals after allies have taken damage; deploy attack buffs when useful allies are already on the board. New champions do not inherit earlier deployment buffs.
A smaller crew finds its members sooner, but has fewer distinct replacements. Add reserves deliberately. A champion already on the field cannot be deployed again until they fall.
The faction traits listed here belong to their champions. Some other skills reward multiple faction allies, so read their requirements when expanding a crew. Mixed crews can work too. An enemy anywhere in a lane blocks that lane’s attacks on the captain, so clear it before committing a finisher.
Scorch: attacks apply 1 burn for two rounds.
Use protected attackers to land repeated hits while Scorch adds pressure. Affordable buffs and healing help the board survive long enough to finish a lane.
Mobile pressure for a lane that is safe to advance into. Twin Dash gives two strikes when this Strider can attack.
Quickstep — On deployment, advance one empty square.
Twin Dash — Strike: attack twice each round.
A low-rarity attack buffer. Deploy after useful allies are on the board so Battle Cry has targets.
Battle Cry — On deployment, your allies gain 1 attack for this battle.
Pressure Drive — Strike: gain +1 attack after each strike, without a stacking limit.
A shielded Sentinel for contesting a lane and protecting allies that need more time.
Bulwark — On deployment, gain 4 shield.
Anchor Taunt — Strike: target cannot change lanes for two rounds.
A deployment heal plus ongoing Mender support. Use the initial heal when allies have health to recover.
Mending Hymn — On deployment, restore 4 health to all allies.
Repair Pulse — Turn end: heal the most wounded ally within two tiles.
A ranged shield answer: direct hits ignore the target’s shield. Keep this Ranger protected.
Piercing Shot — Ignore the target’s shield on direct hits.
Rail Pierce — Strike: hit every enemy in your lane within range.
A reserve Sentinel whose turn-start shield helps maintain protection over several rounds.
Aegis — At turn start, gain 1 shield.
Anchor Taunt — Strike: target cannot change lanes for two rounds.
Ranged damage with every-second-attack lane splash. Useful when opponents occupy neighbouring lanes.
Chainlight — Every second attack splashes 2 damage into adjacent enemy lanes.
Aether Blast — Strike: adjacent enemies take half damage.
An Epic ranged control option. Its first attack stuns a target, so timing that first contact matters.
Disruption — The first attack stuns the target for one round.
Aether Blast — Strike: adjacent enemies take half damage.
Missing a member? Bren can cover a missing Sentinel and restore captain health; Neris can cover a missing healer with repeated triage. Ilyra is a Common ranged alternative while you work toward Maelis or Nimra.
Room to grow: Try a second source of ranged damage or a reserve protector. Keep an affordable attacker so your first hand is not all expensive support.
Try one change at a time and keep the jobs your crew still needs.
This keeps the Vanguard and deployment-buff job, adding attack and shield to allies on the field. Allow for the higher command cost; an earlier affordable buffer may be easier to play in a tight opening.
Legendary · Vanguard · 3 energy. Champion’s Call — On deployment, allies gain 2 attack and 2 shield.
Try this in Maelis’s ranged slot for deployment-wide enemy damage and an allied heal. You give up that slot’s every-second-attack splash: the deployment pulse is not a replacement for every recurring effect. Keep a dedicated healer and a protector.
Legendary · Arcanist · 4 energy. Sovereign Pulse — On deployment, deal 3 damage to every enemy and heal all allies by 3.
Burn pressure still needs living attackers. Do not leave Tarin exposed just to advance quickly.
Back to faction choices ↑Renewal: recover 1 health at round end. Overheal: excess healing on any Verdant champion becomes shield, capped at 4 (5 at promotion rank 2, 6 at rank 3).
Pair Renewal with repeat healing so your protectors can keep a lane occupied. Excess healing on Verdant champions becomes capped Overheal shield; ranged allies give that durable front a purpose.
A low-rarity attack buffer. Deploy after useful allies are on the board so Battle Cry has targets.
Battle Cry — On deployment, your allies gain 1 attack for this battle.
Pressure Drive — Strike: gain +1 attack after each strike, without a stacking limit.
A shielded Sentinel for contesting a lane and protecting allies that need more time.
Bulwark — On deployment, gain 4 shield.
Anchor Taunt — Strike: target cannot change lanes for two rounds.
A deployment heal plus ongoing Mender support. Use the initial heal when allies have health to recover.
Mending Hymn — On deployment, restore 4 health to all allies.
Repair Pulse — Turn end: heal the most wounded ally within two tiles.
A ranged shield answer: direct hits ignore the target’s shield. Keep this Ranger protected.
Piercing Shot — Ignore the target’s shield on direct hits.
Rail Pierce — Strike: hit every enemy in your lane within range.
Repeated extra triage for the most wounded ally, alongside the Mender class heal.
Field Triage — At turn end, heal the most wounded ally an extra 2 health.
Repair Pulse — Turn end: heal the most wounded ally within two tiles.
A reserve Sentinel whose turn-start shield helps maintain protection over several rounds.
Aegis — At turn start, gain 1 shield.
Anchor Taunt — Strike: target cannot change lanes for two rounds.
Ranged damage with every-second-attack lane splash. Useful when opponents occupy neighbouring lanes.
Chainlight — Every second attack splashes 2 damage into adjacent enemy lanes.
Aether Blast — Strike: adjacent enemies take half damage.
An Epic Arcanist that adds team-wide healing at turn end while retaining ranged attacks.
Radiance — At turn end, restore 1 health to every ally.
Aether Blast — Strike: adjacent enemies take half damage.
Missing a member? Oaken is a Common protection alternative if Garric is missing. Mirelle can take a ranged slot until Elowyn or Orlith is available. You can start without either Epic.
Room to grow: Add damage or a mobile attacker before adding a third dedicated Mender. Watch which lanes actually need another protector.
Try one change at a time and keep the jobs your crew still needs.
This keeps the Vanguard and deployment-buff job, adding attack and shield to allies on the field. Allow for the higher command cost; an earlier affordable buffer may be easier to play in a tight opening.
Legendary · Vanguard · 3 energy. Champion’s Call — On deployment, allies gain 2 attack and 2 shield.
Try this in Elowyn’s ranged slot for deployment-wide enemy damage and an allied heal. You give up that slot’s every-second-attack splash: the deployment pulse is not a replacement for every recurring effect. Keep a dedicated healer and a protector.
Legendary · Arcanist · 4 energy. Sovereign Pulse — On deployment, deal 3 damage to every enemy and heal all allies by 3.
Overheal has a cap. More healing is not always the answer if your crew cannot clear the opposing lane.
Back to faction choices ↑Undertow: first strike on each enemy slows its next move.
Undertow slows an enemy’s next move on the first strike against them. Protected ranged attacks and an optional stun help you manage the approach while a mobile ally threatens an opened lane.
Mobile pressure for a lane that is safe to advance into. Twin Dash gives two strikes when this Strider can attack.
Quickstep — On deployment, advance one empty square.
Twin Dash — Strike: attack twice each round.
A low-rarity attack buffer. Deploy after useful allies are on the board so Battle Cry has targets.
Battle Cry — On deployment, your allies gain 1 attack for this battle.
Pressure Drive — Strike: gain +1 attack after each strike, without a stacking limit.
A shielded Sentinel for contesting a lane and protecting allies that need more time.
Bulwark — On deployment, gain 4 shield.
Anchor Taunt — Strike: target cannot change lanes for two rounds.
A deployment heal plus ongoing Mender support. Use the initial heal when allies have health to recover.
Mending Hymn — On deployment, restore 4 health to all allies.
Repair Pulse — Turn end: heal the most wounded ally within two tiles.
A ranged shield answer: direct hits ignore the target’s shield. Keep this Ranger protected.
Piercing Shot — Ignore the target’s shield on direct hits.
Rail Pierce — Strike: hit every enemy in your lane within range.
A reserve Sentinel whose turn-start shield helps maintain protection over several rounds.
Aegis — At turn start, gain 1 shield.
Anchor Taunt — Strike: target cannot change lanes for two rounds.
Ranged damage with every-second-attack lane splash. Useful when opponents occupy neighbouring lanes.
Chainlight — Every second attack splashes 2 damage into adjacent enemy lanes.
Aether Blast — Strike: adjacent enemies take half damage.
An Epic ranged control option. Its first attack stuns a target, so timing that first contact matters.
Disruption — The first attack stuns the target for one round.
Aether Blast — Strike: adjacent enemies take half damage.
Missing a member? Rovan can replace a missing protector; Nessa can fill the healing role. Aulie is a Common ranged option if Iselle or Talise has not joined you.
Room to grow: Add reserves for your weakest lane or another damage type. Keep a way to finish a lane once control has bought time.
Try one change at a time and keep the jobs your crew still needs.
This keeps the Vanguard and deployment-buff job, adding attack and shield to allies on the field. Allow for the higher command cost; an earlier affordable buffer may be easier to play in a tight opening.
Legendary · Vanguard · 3 energy. Champion’s Call — On deployment, allies gain 2 attack and 2 shield.
Try this in Iselle’s ranged slot for deployment-wide enemy damage and an allied heal. You give up that slot’s every-second-attack splash: the deployment pulse is not a replacement for every recurring effect. Keep a dedicated healer and a protector.
Legendary · Arcanist · 4 energy. Sovereign Pulse — On deployment, deal 3 damage to every enemy and heal all allies by 3.
Slowing movement does not stop ranged attacks. Protection and target selection still matter.
Back to faction choices ↑Plating: reduce each incoming direct hit by 1, minimum 1.
Plating reduces incoming direct hits, with a minimum of one damage. Pair it with shields and healing so protected attackers have time to work, while a shield-piercing Ranger answers opposing shields.
Mobile pressure for a lane that is safe to advance into. Twin Dash gives two strikes when this Strider can attack.
Quickstep — On deployment, advance one empty square.
Twin Dash — Strike: attack twice each round.
A low-rarity attack buffer. Deploy after useful allies are on the board so Battle Cry has targets.
Battle Cry — On deployment, your allies gain 1 attack for this battle.
Pressure Drive — Strike: gain +1 attack after each strike, without a stacking limit.
A shielded Sentinel for contesting a lane and protecting allies that need more time.
Bulwark — On deployment, gain 4 shield.
Anchor Taunt — Strike: target cannot change lanes for two rounds.
A deployment heal plus ongoing Mender support. Use the initial heal when allies have health to recover.
Mending Hymn — On deployment, restore 4 health to all allies.
Repair Pulse — Turn end: heal the most wounded ally within two tiles.
A ranged shield answer: direct hits ignore the target’s shield. Keep this Ranger protected.
Piercing Shot — Ignore the target’s shield on direct hits.
Rail Pierce — Strike: hit every enemy in your lane within range.
A reserve Sentinel whose turn-start shield helps maintain protection over several rounds.
Aegis — At turn start, gain 1 shield.
Anchor Taunt — Strike: target cannot change lanes for two rounds.
Ranged damage with every-second-attack lane splash. Useful when opponents occupy neighbouring lanes.
Chainlight — Every second attack splashes 2 damage into adjacent enemy lanes.
Aether Blast — Strike: adjacent enemies take half damage.
An Epic protection option with a large deployment shield and captain recovery.
Crown Ward — On deployment, gain 6 shield and heal your captain by 4.
Anchor Taunt — Strike: target cannot change lanes for two rounds.
Missing a member? Holt is a Common protector with captain healing if Ulric or Keldon is missing. Molli can cover Tilda; Anika can cover Yadra as a Common ranged option.
Room to grow: Add another attacker if your protected front survives but makes no progress. A reserve healer is useful if your existing one keeps falling early.
Try one change at a time and keep the jobs your crew still needs.
This keeps the Vanguard and deployment-buff job, adding attack and shield to allies on the field. Allow for the higher command cost; an earlier affordable buffer may be easier to play in a tight opening.
Legendary · Vanguard · 3 energy. Champion’s Call — On deployment, allies gain 2 attack and 2 shield.
Try this in Yadra’s ranged slot for deployment-wide enemy damage and an allied heal. You give up that slot’s every-second-attack splash: the deployment pulse is not a replacement for every recurring effect. Keep a dedicated healer and a protector.
Legendary · Arcanist · 4 energy. Sovereign Pulse — On deployment, deal 3 damage to every enemy and heal all allies by 3.
Plating does not make a unit invulnerable and does not reduce every kind of damage. Avoid treating one protector as an answer to all three lanes.
Back to faction choices ↑Leech: heal 1 health after dealing a direct hit. Soul Rend: all Veilborne direct HP hits mark enemies for two rounds (up to 2 stacks). Veilborne hits against marked enemies gain +1 damage (+2 at promotion rank 3).
Leech rewards direct attacks with healing. Soul Rend marks enemies through direct HP hits, and later Veilborne hits against marked targets deal extra damage. Protect your attackers so they can keep connecting.
Mobile pressure for a lane that is safe to advance into. Twin Dash gives two strikes when this Strider can attack.
Quickstep — On deployment, advance one empty square.
Twin Dash — Strike: attack twice each round.
A low-rarity attack buffer. Deploy after useful allies are on the board so Battle Cry has targets.
Battle Cry — On deployment, your allies gain 1 attack for this battle.
Pressure Drive — Strike: gain +1 attack after each strike, without a stacking limit.
A shielded Sentinel for contesting a lane and protecting allies that need more time.
Bulwark — On deployment, gain 4 shield.
Anchor Taunt — Strike: target cannot change lanes for two rounds.
A deployment heal plus ongoing Mender support. Use the initial heal when allies have health to recover.
Mending Hymn — On deployment, restore 4 health to all allies.
Repair Pulse — Turn end: heal the most wounded ally within two tiles.
A ranged shield answer: direct hits ignore the target’s shield. Keep this Ranger protected.
Piercing Shot — Ignore the target’s shield on direct hits.
Rail Pierce — Strike: hit every enemy in your lane within range.
A reserve Sentinel whose turn-start shield helps maintain protection over several rounds.
Aegis — At turn start, gain 1 shield.
Anchor Taunt — Strike: target cannot change lanes for two rounds.
Ranged damage with every-second-attack lane splash. Useful when opponents occupy neighbouring lanes.
Chainlight — Every second attack splashes 2 damage into adjacent enemy lanes.
Aether Blast — Strike: adjacent enemies take half damage.
An Epic ranged control option. Its first attack stuns a target, so timing that first contact matters.
Disruption — The first attack stuns the target for one round.
Aether Blast — Strike: adjacent enemies take half damage.
Missing a member? Dask can fill a protection slot, Moraia can provide repeated healing, and Elyss is a Common ranged alternative to Ashael or Nereth.
Room to grow: Try a second affordable attacker or a reserve protector. Look for direct hits against marked targets instead of relying entirely on splash damage.
Try one change at a time and keep the jobs your crew still needs.
This keeps the Vanguard and deployment-buff job, adding attack and shield to allies on the field. Allow for the higher command cost; an earlier affordable buffer may be easier to play in a tight opening.
Legendary · Vanguard · 3 energy. Champion’s Call — On deployment, allies gain 2 attack and 2 shield.
Try this in Ashael’s ranged slot for deployment-wide enemy damage and an allied heal. You give up that slot’s every-second-attack splash: the deployment pulse is not a replacement for every recurring effect. Keep a dedicated healer and a protector.
Legendary · Arcanist · 4 energy. Sovereign Pulse — On deployment, deal 3 damage to every enemy and heal all allies by 3.
Leech requires direct hits; splash is not a substitute for the direct HP hits that apply Soul Rend. Shields and dangerous enemy bursts can still disrupt your plan.
Back to faction choices ↑Momentum: gain 1 attack after moving. No stacking limit.
Momentum grants attack after moving and has no stacking limit. Give attackers safe routes to advance rather than racing every hero forward at once; protectors, healing and ranged coverage keep that movement useful.
Mobile pressure for a lane that is safe to advance into. Twin Dash gives two strikes when this Strider can attack.
Quickstep — On deployment, advance one empty square.
Twin Dash — Strike: attack twice each round.
A low-rarity attack buffer. Deploy after useful allies are on the board so Battle Cry has targets.
Battle Cry — On deployment, your allies gain 1 attack for this battle.
Pressure Drive — Strike: gain +1 attack after each strike, without a stacking limit.
A shielded Sentinel for contesting a lane and protecting allies that need more time.
Bulwark — On deployment, gain 4 shield.
Anchor Taunt — Strike: target cannot change lanes for two rounds.
A deployment heal plus ongoing Mender support. Use the initial heal when allies have health to recover.
Mending Hymn — On deployment, restore 4 health to all allies.
Repair Pulse — Turn end: heal the most wounded ally within two tiles.
A ranged shield answer: direct hits ignore the target’s shield. Keep this Ranger protected.
Piercing Shot — Ignore the target’s shield on direct hits.
Rail Pierce — Strike: hit every enemy in your lane within range.
A reserve Sentinel whose turn-start shield helps maintain protection over several rounds.
Aegis — At turn start, gain 1 shield.
Anchor Taunt — Strike: target cannot change lanes for two rounds.
Ranged damage with every-second-attack lane splash. Useful when opponents occupy neighbouring lanes.
Chainlight — Every second attack splashes 2 damage into adjacent enemy lanes.
Aether Blast — Strike: adjacent enemies take half damage.
An Epic ranged control option. Its first attack stuns a target, so timing that first contact matters.
Disruption — The first attack stuns the target for one round.
Aether Blast — Strike: adjacent enemies take half damage.
Missing a member? Rusk covers a missing protector; Saela offers repeated healing. Mavelle is a Common ranged option until Aestra or Eirael is available.
Room to grow: Add a reserve damage dealer or protector for lanes where movement gets blocked. A mixed-faction utility hero can be useful without invalidating your Stormwing core.
Try one change at a time and keep the jobs your crew still needs.
This keeps the Vanguard and deployment-buff job, adding attack and shield to allies on the field. Allow for the higher command cost; an earlier affordable buffer may be easier to play in a tight opening.
Legendary · Vanguard · 3 energy. Champion’s Call — On deployment, allies gain 2 attack and 2 shield.
Try this in Aestra’s ranged slot for deployment-wide enemy damage and an allied heal. You give up that slot’s every-second-attack splash: the deployment pulse is not a replacement for every recurring effect. Keep a dedicated healer and a protector.
Legendary · Arcanist · 4 energy. Sovereign Pulse — On deployment, deal 3 damage to every enemy and heal all allies by 3.
Momentum needs movement. Blocking your own route or advancing into concentrated enemy damage can waste the benefit.
Back to faction choices ↑If you lose lanes, look at protection and healing. If enemies survive too long, improve damage or add a shield answer. If your hand sits unused, revisit energy costs. Judge a swap at comparable levels and promotions, not just by its rarity.
Learn how levels and promotions increase stats, then invest in the heroes you enjoy using. Common champions can grow beyond their starting rarity; replacing a trained Common with an untrained Legendary is not automatically an improvement.
Keep a working crew in Crew → Saved teams before experimenting. The in-game guided tutorial also teaches training, promotion and crew selection.