All classes in numbers

ReferenceBuilt from the game’s data

All 10 classes side by side: group roles, resource, armour, Health at level 60 without gear and the number of cards in the deck.

A class decides your deck, your armour and which roles you can take in a group. Health is the hero’s own at level 60 — gear adds a lot on top. How to choose — in How to choose a class.

Comparison table

ClassRoles in a groupResourceArmourHealth at 60Class cardsTalent cards
Barbariantank, damageRagePlate632213
Lightbringertank, healer, damageManaPlate545233
RangerdamageFocusMail482220
RoguedamageEnergyLeather457213
Priesthealer, damageManaCloth356212
Revenanttank, damageRagePlate606224
Stormbringerhealer, damageFocusMail446223
MagedamageManaCloth331203
WarlockdamageManaCloth370246
Druidtank, healer, damageFocusLeather446224

Every class

Barbarian

Clad in blackened steel, the Barbarian is an unbreakable wall between the darkness and those who shelter behind him. He seeks no glory in swift strikes, but takes upon himself the full fury of the enemy, holding the line where others would long since have fallen. His shield bears more scars than the chronicles remember of the fallen, and each one is a life saved.

The Barbarian draws enemies' attention onto himself with taunts and raises shield walls, soaking damage and protecting allies. He is for those who love to keep the pace of battle under control and walk out of the most hopeless fights as the last one left standing.

  • Roles in a group: tank, damage
  • Resource: Rage
  • Armour: Plate
  • Health at level 60 without gear: 632
  • Strengths: An enormous pool of durability and armor; Taunts pull enemies onto himself; Shields absorb damage aimed at allies; Irreplaceable on the defensive front line
  • Signature cards: Bulwark, Ruinous Strike, Resounding Clash

Lightbringer

In a world where darkness devours the stars one by one, the Lightkeeper carries the last ember of hope. Clad in radiant steel, he stands as a wall between the fallen and the abyss, turning others' pain into healing light and his own faith into a punishing hammer. His radiance does not warm — it burns corruption to ash.

A flexible class poised between protection and retribution: with one hand he holds allies up with shields and healing, with the other he rains bursts of holy fire upon the enemy. He rewards those who feel the rhythm of battle and switch between defense and attack at the right moment.

  • Roles in a group: tank, healer, damage
  • Resource: Mana
  • Armour: Plate
  • Health at level 60 without gear: 545
  • Strengths: Sturdy protection and shields for the whole team; Holy healing of allies in the thick of battle; Punishing damage against the undead and the dark; Flexibility between tank, healer, and damage dealer
  • Signature cards: Pillar of Dawn, Judgment, Bulwark of Faith

Ranger

A child of the deep thickets and beast-trails, the Tidehunter reads an animal's tracks as easily as others read a book. He strikes from afar, with the cold calm of a hunter who waits for hours for a single sure shot. At his side ever prowls a tamed predator — fang and shadow, faithful to the last breath.

He keeps his distance and wears the enemy down with an unbroken stream of shots while his beast companion tears into the front line. He is intriguing because you play as a pair — a marksman-and-pet duo — building a steady, relentless pressure.

  • Roles in a group: damage
  • Resource: Focus
  • Armour: Mail
  • Health at level 60 without gear: 482
  • Strengths: Steady damage at long range; The beast companion distracts and finishes off enemies; Field control with trap and slow cards; Survivability through mobility and kiting
  • Signature cards: Steadied Shot, Hunter's Due, Feral Kinship

Rogue

The Rogue comes from the back alleys, where names are forgotten before bodies are found. He moves like a draft between the torches, and you see the first blade only once it is already between your ribs. To him, another's blood is not a price but a currency; of his own, almost none remains.

He lurks in the shadows and stockpiles advantage to dump all his damage on a faltering target in a single flourish of cards. Swift and deadly at the right instant, yet the very first blow he fails to dodge can sever his own fragile thread.

  • Roles in a group: damage
  • Resource: Energy
  • Armour: Leather
  • Health at level 60 without gear: 457
  • Strengths: An explosive burst of damage from stealth; Vanishing into shadow and ambushes; Bleeding, poisoned blades; Finishes off the weakened and the fleeing
  • Signature cards: Blindside Hit, Annihilating Cut, Fade to Black

Priest

Priests of the Light draw their power from the Light itself — an ancient force that heals and punishes with a single word of prayer. Their prayers pour forth in warm radiance: closing wounds, burning away corruption, and clothing flesh in armor of pure light. Where a Priest treads, both pain and darkness retreat — yet all who draw upon the Light sooner or later peer into the Dark as well.

The play is built on the rhythm of the Light: you store up waves of healing and warding shields to unleash a flood of restoration over the whole party at the crucial moment. He is intriguing for his protective wards and corruption cleansing — the Priest does not merely patch up allies, but raises barriers of light against the damage to come.

  • Roles in a group: healer, damage
  • Resource: Mana
  • Armour: Cloth
  • Health at level 60 without gear: 356
  • Strengths: Powerful group healing in waves of light; Warding shields that absorb damage before it lands; Cleansing poisons, corruption, and curses with the Light; Reliably sustains the party through long, drawn-out battles
  • Signature cards: Tide of Life, Brine Ward, Mental Fracture

Revenant

A warrior risen from the frozen earth, his heart long since stilled, yet his will to war only hardened in the dark. His blade carries a black frost that turns the enemy's blood to ice, and every life he takes returns to him like a stolen breath. He does not heal — he steals, feeding on others' death amid the slaughter.

He plunges into the thick of melee, freezing and grinding down his foes, while closing his own wounds with vampiric leech from the damage he deals. He is intriguing because the longer and bloodier the fight drags on, the stronger and more durable he becomes.

  • Roles in a group: tank, damage
  • Resource: Rage
  • Armour: Plate
  • Health at level 60 without gear: 606
  • Strengths: Powerful melee damage with black frost; Self-healing through stealing the enemy's life; Binds opponents with ice and slows; Survivability in long, drawn-out battles
  • Signature cards: Virulent Slash, Brittlefrost, Numbing Grasp

Stormbringer

The Stormbinder has locked the tempest within his own flesh — now lightning courses through his veins, and thunder answers every beat of his heart. He speaks with the elemental spirits and drives into the ground totems that sing with the wind and strike with a charge. A lone wanderer on the edge between man and element, he carries an eternal storm that may one day consume even himself.

A flexible fighter who reshapes himself on the fly: planting totems for field control, striking groups of enemies with chain lightning, or switching to heal allies when the storm becomes a shield. He rewards players who can read the flow of a duel and shift roles to fit the situation.

  • Roles in a group: healer, damage
  • Resource: Focus
  • Armour: Mail
  • Health at level 60 without gear: 446
  • Strengths: Chain lightning strikes several targets at once; Totems provide field control and buffs; Switches flexibly between damage and healing; Strong against clustered enemies
  • Signature cards: Cascading Arc, Glimmer of Health, Burning Idol

Mage

The Mage is a master of arcane magic and bone-chilling frost, frail of body yet sharp of mind as a blade's edge. He weaves spells from the pure energy of the Arcane, raining bursts of starfire upon his foes and binding them in eternal cold. One miscalculation in a duel, and his own power turns against him — for between triumph and doom, the Mage has but a single instant.

The Mage is played through precise tempo: you store up arcane energy and unleash it in a devastating chain of spells able to destroy an opponent in a single explosive turn. He is intriguing for the fine balance between greed for damage and fragility — survival rests on control, frost shackles, and a well-judged moment to strike.

  • Roles in a group: damage
  • Resource: Mana
  • Armour: Cloth
  • Health at level 60 without gear: 331
  • Strengths: Colossal burst damage in a short window; Control through freezing and arcane shackles; Long-range spells — strikes while keeping the enemy at bay; Flexible schools of magic: Arcane and Frost
  • Signature cards: Searing Orb, Ice Shard, Calamitous Flame

Warlock

The Voidbinder does not strike — he weaves. From the rifts between worlds he draws out hungry darkness, entangles the enemy in rotting corruptions, and slowly dissolves their flesh while creatures summoned from nothing finish what he began. Where he has passed, only silence remains, and the smoldering threads of the Void.

A game of distance and patience: stack up corruptions and curses, keep your distance behind summoned demons, and watch the enemy bleed out from damage over time. He comes into his own in long fights, where each thread of corruption strengthens the next.

  • Roles in a group: damage
  • Resource: Mana
  • Armour: Cloth
  • Health at level 60 without gear: 370
  • Strengths: Powerful damage over time (DoT) that ticks while you are busy with something else; Summoned creatures hold the line and draw the enemy onto themselves; The strongest pressure in drawn-out wars of attrition; Field control through curses and corruptions at range
  • Signature cards: Mire, Pact with the Abyss, Vitality Siphon

Druid

Those whose blood remembers a time when the line between man and beast had not yet been drawn. The bearer of the Wildshape tears off the skin of reason and pulls on the hide of a predator, the bark of an ancient tree, or the mist of a night swamp — as many times as the hunt demands. In their eyes smolders the green fire of withering forests, and behind them sounds the whisper of creatures that long ago ceased to be merely creatures.

He flows between forms mid-battle: now tearing the enemy with claws, now shielding a comrade with bark and healing dew, now soaking a blow with a beast's bulk — one deck, four masks. He rewards those who read a duel a turn ahead and change shape at the right moment.

  • Roles in a group: tank, healer, damage
  • Resource: Focus
  • Armour: Leather
  • Health at level 60 without gear: 446
  • Strengths: Shapeshifting to fit any role on the fly; Healing and plant poisons in a single deck; The survivability of beast form under damage; Unpredictable — the opponent never knows which form will strike
  • Signature cards: Feasting Strike, Falling Star, Nature's Balm

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