Fighter
"Punch your way to victory! Simple, brutal melee stats monster."
Strengths
- High damage and mobility
- Buffs scale extremely well
- Immune to projectile reflection
Weaknesses
- High early-game attrition (takes too much damage)
- Vulnerable to equipment breaking and instant death mechanics
Recommended Meta Build
Meta Build: Mobility is mandatory. Prioritize Speed (aim for 7 SPD), then Strength. Get the "Cleanse Debuff" skill (upgraded version grants immunity stacks per cleanse). Spam basic attacks.
fighter Ability Codex
Melee Attack
Attack an adjacent unit.
Melee Attack / Heal
Heals allies but damages enemies.
Ranged Attack / Heal
Heals allies but damages enemies.
Bull Rush
Dash forward and attack with knockback.
Bull Rush
Dash forward and attack with knockback. Repeat this if you hit something.
Spin
Attack everything around you 3 times.
Spin
Attack everything around you in a wide area 3 times.
Fire Punch
A melee attack that inflicts Burn 3.
Fire Punch
A melee attack that inflicts more Burn the more you have.
Ice Punch
A melee attack that inflicts Freeze.
Ice Punch
A much stronger melee attack that inflicts Freeze.
Thunder Punch
A melee attack that has a 25% chance to inflict Stun.
Thunder Punch
A melee attack that inflicts Stun.
Fury Swipes
A weak melee attack that has a chance to hit multiple times.
Fury Swipes
A melee attack that has a chance to hit multiple times.
Side Slash
An attack that hits a half circle around you.
Side Slash
An attack that hits a half circle around you and inflicts Bruise.
Leap
Jump to an open tile within range, then inflict Bruise on all adjacent units.
Leap
Jump to an open tile within range, then damage and inflict Bruise on all adjacent units.
Uppercut
Punch a unit into the air, lobbing it back 3 tiles.
Uppercut
Punch a unit into the air, lobbing it back 3 tiles. Refresh your movement action.
Counter
Counterattack all attacks until your next turn.
Counter
Preemptively counterattack all attacks until your next turn.
Tail Whip
An attack that hits 2 tiles in front of and behind you.
Tail Whip
An attack that hits 4 tiles in front of and behind you.
Poke
A melee attack that deals 1 damage.
Poke
A melee attack that deals 1 damage. (This spell costs less.)
Nip
Inflict Bruise on a unit.
Nip
Deal 1 damage and inflict Bruise on a unit.
Push
Knockback a unit 2 tiles.
Push
Turn an adjacent unit around and knock it back 2 tiles.
Falcon Punch
Charge up a mega punch. (This punch will be unleashed on your next turn.) (Castable once per turn.)
Falcon Punch
Charge up a mega dash attack. (This punch will be unleashed on your next turn.) (Castable once per turn.)
Exert
Refresh your basic attack and movement action. Fall asleep at the end of the turn.
Exert
Refresh your basic attack and movement action. Gain +2 and +4 until end of turn. Fall asleep at the end of the turn.
Enrage
Give a unit +4 and Confusion 2.
Enrage
Give a unit on any tile +4 and Confusion 2.
Tumble
Move one tile diagonally.
Tumble
Move two tiles diagonally.
Confront
Move in front of an enemy.
Confront
Move in front of an enemy. Your next action has +30% critical chance. (This spell costs less.)
Juiced
Your movement range is doubled until the end of the turn.
Juiced
Your movement range is doubled and you get +4 until the end of the turn.
Cosmic Punch
Punch a unit into SPACE! They will fall back down at the end of the round.
Cosmic Punch
Punch a unit into SPACE! They will fall back down at the end of the round. (This spell costs less.)
Taunt!
All enemies within 3 tiles move toward you.
Taunt!
All enemies within 5 tiles move toward you.
Gravity Slam
Jump to a tile and pull enemies toward you when you land.
Gravity Slam
Jump to a tile and pull enemies toward you when you land. (This spell costs less.)
Berserk
Gain +5 and Bruise 5. This ability becomes Berserker Dash.
Berserk
Gain +7 and Bruise 3. This ability becomes Berserker Dash+.
Berserker Dash
A short range dash attack.
Berserker Dash
A dash attack with infinite range.
Mock
Force a unit to move towards you. RELOAD: Kill something.
Mock
Force a unit to move towards you. RELOAD: Kill something. Bonus Ability: Slap.
Slap
A weak melee attack. RELOAD: Kill something.
Stoopzerk
Your becomes 0. You can attack an extra time each turn for the rest of the battle. This ability becomes MORE ANGRIER!!!
Stoopzerk
Your becomes 0. You can attack an extra time each turn for the rest of the battle. This ability becomes MORE ANGRIER!!!+
MORE ANGRIER!!!
Lose all of your mana and gain that much until the end of the turn.
MORE ANGRIER!!!
Lose all of your mana and gain that much , , and until the end of the turn.
Sleeper Hold
Inflict Sleep on an adjacent unit.
Sleeper Hold
Inflict Sleep and Bruise on an adjacent unit.
Grapple
Immobilize an adjacent unit for as long as you remain adjacent.
Grapple
Immobilize an adjacent unit for as long as you remain adjacent. (This spell costs less.)
Think Too Hard
Take damage equal to your . The next spell you cast this turn is free.
Think Too Hard
Take damage equal to your , then your becomes 0. The next spell you cast this turn is free.
Zoomzerk
Your movement action becomes a dash attack. This ability becomes Reposition.
Zoomzerk
Your movement action becomes a dash attack. Restore all your mana. This ability becomes Reposition+.
Reposition
Move up to two tiles.
Reposition
Move up to two tiles.
Bloodzerk
Drop to 1 HP. Damage you deal to bleeding units has Lifesteal. This spell becomes Lacerate.
Bloodzerk
Drop to 1 HP. Damage you deal to bleeding units has Lifesteal. This spell becomes Lacerate+. (This spell costs 0 mana.)
Lacerate
A melee attack that inflicts Bleed 2.
Lacerate
A stronger melee attack that inflicts Bleed 2.
Exhausting Blow
Dash forward one tile and attack with knockback. (This spell's mana cost increases by 2 at the end of each of your turns.)
Exhausting Blow
Dash forward any number of tiles and attack with knockback. (This spell's mana cost increases by 2 at the end of each of your turns.)
Chaos Rampage
Take an extra turn. You have Madness 1 and Confusion 1 on that turn. (This spell can't be cast on extra turns.)
Chaos Rampage
Take an extra turn. You have Madness 1 on that turn. (This spell can't be cast on extra turns.)
Meteor Slam
Jump up to 2 tiles. Damage, knockback, and inflict Burn 3 on the unit you land on and all adjacent units. (Adjacent units take half damage.)
Meteor Slam
Jump up to 5 tiles. Damage, knockback, and inflict Burn 3 on the unit you land on and all adjacent units.
Muscle Memory
A melee attack that deals 8 damage. (This spell's damage is reduced by 1 and mana cost is reduced by 2 each time it's cast.)
Muscle Memory
A melee attack that deals 8 damage and inflicts Bruise. (This spell's damage is reduced by 1 and mana cost is reduced by 2 each time it's cast.)
Inhale
Suck all units in a straight line 1 tile toward you.
Inhale
Suck all units in a straight line 3 tiles toward you.
One-Two Punch
A melee attack that hits twice. Each punch inflicts Bruise 1.
One-Two Punch
A melee attack that hits thrice! Each punch inflicts Bruise 1.
Synchro Spin
You and each allied cat do a spin attack at the same time.
Synchro Spin
You and each allied cat do a spin attack at the same time. (This spell costs less.)
Flex Off
You and each allied cat gain +2 and knockback adjacent units 2 tiles.
Flex Off
You and each allied cat gain +2 , +2 temporary Brace, and knockback adjacent units 2 tiles.
Huddle
You and each allied cat give adjacent units +1 Damage and +2 .
Huddle
You and each allied cat give adjacent units +1 Damage and +2 . (This spell is free the first time it's cast each battle.)
Rage Punch
A melee attack that increases its damage by 1 each time you take damage.
Rage Punch
A melee attack that increases its damage by 1 each time you take damage. (This spell starts at 5 damage.)
Breaking Point
Deal damage, knockback, and knockback damage equal to your . Reduce this spell's mana cost by 1 each time you take damage. (Castable once per turn.)
Breaking Point
Deal damage, knockback, and knockback damage equal to your . Reduce this spell's mana cost by 2 each time you take damage. (Castable once per turn.)
Assert Dominance
A weak melee attack. If this kills anything, you become the Alpha. If you are the Alpha, this spell deals 5 additional damage and inflicts Bruise.
Assert Dominance
A weak melee attack. If this kills anything, you become the Alpha and gain +2 . If you are the Alpha, this spell deals 5 additional damage and inflicts Bruise.
1D Chess
Move toward the closest enemy. The dumber you are, the farther you move.
1D Chess
Move toward the closest enemy. The dumber you are, the farther you move. (This spell costs less.)
Sucker Punch
The next time an enemy moves through an adjacent tile, cancel its movement and attack it.
Sucker Punch
The next time an enemy moves through an adjacent tile, cancel its movement and attack it. Bonus Passive: While it's not your turn, your basic attack inflicts Bruise 2.
Stick!
Equip a temporary Stick! (Your weapon slot must be empty.)
Stick!
Equip a temporary Stick! Maybe even a big one? (Your weapon slot must be empty.) (This spell costs less.)
Hurl
Toss an adjacent unit at a random unit.
Hurl
Toss an adjacent unit at a random unit. (This spell costs less.)
Big Punch
A melee attack. This spell's mana cost increases by 2 each time it's cast.
Big Punch
A melee attack. This spell's mana cost increases by 1 each time it's cast.
Paw Breaker
A huge punch that breaks your paw... (You get -1 permanently.)
Paw Breaker
A huge punch that inflicts Bruise and Stun, and breaks your paw... (You get -1 permanently.)
Ram
Knock back a unit 4 tiles, then dash forward and attack it.
Ram
Knock back a unit 10 tiles, then dash forward and attack it.
Healing Word
Heal a unit at range.
Healing Word
Heal other units in an area at range.
Cure Wounds
Heal an adjacent unit.
Cure Wounds
Heal all adjacent units.
Malaise
Inflict Weakness on units in an area.
Malaise
Inflict Weakness and Poison on units in an area.
Open Wounds
An attack that deals more damage the less health the target unit has. (based on their health percent)
Open Wounds
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Prayer
Heal units in an area.
Prayer
Heal units in a larger area. Infinite range.
Convert
Inflict Charm 2 on an adjacent unit.
Convert
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Cleanse
Remove all debuffs from units in an area.
Cleanse
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Purge
Remove all buffs from a unit.
Purge
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Heretic Mark
Inflict Ostracized 2 on a unit.
Heretic Mark
Inflict Ostracized 4 on a unit.
Zealot
Gain +1 .
Zealot
Gain +1 . (This spell costs less.)
Haste
Give a unit +10 until the end of its next turn.
Haste
Give units in an area +10 until the end of their next turns.
Rally
Force a unit to attack one of its enemies.
Rally
Force units in an area to each attack one of their enemies.
Buddy Up
Jump to an open tile next to an ally.
Buddy Up
Jump to an open tile next to an ally. (This spell costs less.)
Healing Fall
Jump to an open tile, then heal each adjacent unit.
Healing Fall
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Holy Dash
Dash forward, heal a unit and give it a random stat up.
Holy Dash
Dash forward, heal a unit and give it 3 random stat ups.
Reverse Damage
Reverse the last damage an adjacent unit took.
Reverse Damage
Reverse the last damage a unit within range took.
Rebuke
Deal damage to a unit equal to the damage that unit last dealt.
Rebuke
Deal damage to a unit equal to twice the damage that unit last dealt.
Wish
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Wish
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Witch Hunt
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Witch Hunt
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
Friend or Foe
A ranged spell that heals allies and damages enemies.
Friend or Foe
An infinitely ranged spell that heals allies and damages enemies.
Revive
Revive a body to 50% HP and cure one of its injuries.
Revive
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Ethereal
Gain 4 , 3 , heal 2 HP, and Brace 1.
Ethereal
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Born Again
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Born Again
Revive a body to 100% HP and give it All Stats Up.
Benediction
Heal EVERYTHING for 2 HP.
Benediction
Heal EVERYTHING for 2 HP. (This spell costs less.)
Crusade
You and your allies move toward the nearest enemy.
Crusade
You and your allies move toward the nearest enemy and gain +1 .
Hallowed Ground
Spawn a blessing pickup on an empty tile in range.
Hallowed Ground
Spawn a blessing pickup on any empty tile.
Enlighten
Another unit's next spell is free.
Enlighten
Another unit's next spell is free. Infinite range. (This spell costs less.)
Anoint
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Anoint
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
An Eye for an Eye
A melee attack that inflicts Blind 5 and Bleed 1.
An Eye for an Eye
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Wrath of God
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Wrath of God
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Adoubment
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Adoubment
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Divine Protection
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Divine Protection
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Chosen Warrior
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Chosen Warrior
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Divine Gift
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Divine Gift
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Stand In
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Stand In
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Awaken
Revive a body to 1 HP.
Awaken
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Fury Heal
Heal an adjacent unit 2 to 6 times.
Fury Heal
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Pray
Give another unit +5 until the end of its next turn.
Pray
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Emergency
Run next to the ally with the most missing health. Trample all in the way.
Emergency
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Guardian Angel
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Guardian Angel
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Booster
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Booster
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
Stimulants
You and adjacent units gain +2 .
Stimulants
You and adjacent units gain +2 and +1 .
Blinding Lights
Inflict Blind 1 on each unit in an area.
Blinding Lights
Inflict Blind 2 on each unit in a larger area.
Circle of Protection
Give +1 to each unit within 2 tiles of you.
Circle of Protection
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Call Over
Make an ally move toward you.
Call Over
Make an ally move toward you. Infinite range.
Grace
You or an adjacent unit gains a random positive effect.
Grace
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Turn Foe
Force a nearby unit to move away from you.
Turn Foe
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
Healing Salve
You or an adjacent unit gains +1 Health Regeneration.
Healing Salve
You or an adjacent unit gains +2 Health Regeneration.
???
Becomes a random Fighter starter ability when you lock in your team's collars.
???
Becomes a random Cleric starter ability when you lock in your team's collars.