A front line fighter who leads his allies to victory.
Stance | Champion also has | Effect | Notes |
---|---|---|---|
Adrenaline | Yes |
+100 Stun Evasion (Immunity unless debuffed)
|
This the go-to stance for dealing damage, or avoiding losing turns to stun effects |
Guard | Yes | +20% Damage Protection to back row | Useful if you have two or more allies in the back row. Inefficient if used to protect only one ally, except in extreme circumstances |
Inspiring | No |
Damaging attacks grant "Insiration" to adjacent allies
+15% Damage |
Adds 15% damage to ALL attacks those allies deal, which is highly useful on rogues and mages in particular |
Skill |
Power
|
Effect | Notes |
Strike |
0
|
A basic attack | All classes start with this |
Power Attack |
40
|
A strong attack for 130% weapon damage |
Sometimes means the difference between an enemy seeing another turn or not
Stacks nicely with the cleric's Anoint |
Cleave |
60
|
Strikes all enemies in melee range for 80% weapon damage |
Put your warrior front and center, and this will allow him to sweep the entire enemy front line
|
Kick |
35
|
A quick, but weak attack that knocks the target into the back row if that space is unoccupied
|
Handy for getting front line foes out of reach of your allies |
Resolve |
20
|
Recover some health and remove negative Mental and Wound conditions
|
Sometimes this will be just enough to keep your warrior alive until the cleric or ranger can cast a proper heal |
Hold The Line |
30
|
Heals all front row allies for a small amount and increases their Damage Protection by 20%
|
Good for shrugging off area spells and keeping your party alive against hard-hitting front line foes |
Shrug It Off |
30
|
A moderate heal which removes negative Mental and Wound conditions from an ally
|
Cannot use on self
|
Push Harder |
10
|
Target Ally takes damage equal to 1/5 of their max health, but gains 40 power and "Push Harder" buff until they take action (or 3 clock seconds)
Mental Condition
+50 Stun Evasion
+50% Resist Mental |
This is really nice to use on your rogue or mage since they have strong attacks that cost a lot of power, and they generally have low health totals anyway, so healing them is not difficult, and they don't lose a lot in the first place. |
Keep Up |
25
|
Target ally gains a half action | Useful mainly in allowing your cleric or ranger to get a clutch heal off. Otherwise not generally worth losing a whole turn from your warrior. |
Change Formation |
10
|
Allows party formation to be rearranged during battle | Very powerful when used at the right time. For example, your rogue or ranger needs to be in melee range to use abilities, but they started the battle in the back row. |