FANDOM


Heads up!
Anna Dialog
This page a work in progress.
Feel free to help out by clicking any of the the "Edit" links!

A given unit's class defines the general trend of its stats and the Skills and/or Abilities it may have, and thus its role on a map. Being in a class, in itself, gives a unit special effects that influence either itself or other units. These effects are distinct from the aforementioned Skills and Abilities, and have not been given an official term, so on this wiki they've been called a variety of names to distinguish them, such as Class Characteristics, Class Traits, Class Effects, etc.

For a list of the lists of the units in each class, see Category:Units by class. This page is meant to go further than the basics covered in Class Guide, as well as to make a convenient spot for each class' sub-pages.

Classes are sorted on this page first by the Melee/Range divide, then by the order they appeared on gcwiki's all units summary page, where they sorted by the order the classes were released.

When considering the roles of each class, please keep in mind that:

  1. Inter-class comparisons are usually done at the same rarity level.
  2. Event units tend to be weaker than same-class, same-rarity units from the Shrine. Exceptions exist, however.

Melee UnitsEdit

Soldier/Soldier ChiefEdit

For a summary table of viable Soldiers and their stats, see Category:Soldiers.

Class Name (edit info) Traits/Effects Notes
Junior Soldier Can block up to 2 enemies
Soldier
Soldier Chief
Can block up to 3 enemies
Elite Soldier
Faster Attack Speed than a Soldier Chief.

Soldiers are the most staple of units, and a serious team will generally need at least one in them.

A soldier's advantages is that they always have one form of the Call for Reinforcements skill, allowing Unit Points to be gathered quickly so more units may be deployed. They have multiple block counts; two at Soldier level or below, and three at Soldier Chief level and above. They're the best bets for stemming an early swarm of weak enemies.

On the other hand, soldiers don't often have the defense to support their high block count, unlike Heavy Infantries. Thus, they're not suitable for blocking heavy hitters without support, and being mobbed by anything other than weak enemies may end up getting the soldier quickly overwhelmed.

And quick-and-dirty strategy with soldiers is to simply deploy them first, as soon as the mission starts, which gives them the most time over the course of the battle to generate Unit Points.

Heavy Infantry/Battle MasterEdit

For a summary table of viable Heavy Infantries and their stats, see Category:Heavy Infantries.

Class Name (edit info) Traits/Effects Notes
Junior Heavy Infantry Can block up to 3 enemies
Heavy Infantry
Battle Master
Faster Attack Speed than a Heavy Infantry.
Gigant Armor
Can block up to 4 enemies
Unit Cost +2

Heavy Infantries - also known as Heavy Armors, from the Japanese term for the class - are the backbone of a team's defensive strategy. As with Soldiers, a serious team will generally require at least one.

Heavy Infantries will most likely have the highest defenses out of a given team, as well as high HP and a block count of 3 before being class-evolved. Most also have Skills related to increasing their defense further, allowing for further survivable against multiple heavy hitters.

However, they have little in the way of defense against magical attacks except for their high HP, which may turn dangerous should an enemy with a magical attack attack a Heavy Infantry while they are already taking damage from multiple enemies. They also have a higher deployment cost than a Soldier of the same rank; as such, Soldiers are best suited for playing defense against numerous enemies, while Heavy Infantries are for numerous and strong.

Heavy Infantries are best reserved for when tough enemies appear or are expected to appear. Their high block count are also best paired up with units with Area-of-Effect attacks, such as mages.

Valkyrie/Unicorn KnightEdit

For a summary table of viable Valkyries and their stats, see Category:Valkyries.

Class Name (edit info) Traits/Effects Notes
Valkyrie
Killing enemies recovers
unit points
Withdrawing recovers 70% of the unit's Unit Points.
Unicorn Knight
Withdrawing recovers 80% of the unit's Unit Points.
Brunhild
Withdrawing recovers 100% of the unit's Unit Points.

Rogue/AssassinEdit

For a summary table of viable Rogues and their stats, see Category:Rogues.

Class Name (edit info) Traits/Effects Notes
Rogue
Chance to avoid enemy attacks
  • 50% chance to dodge physical attacks
Assassin
Master Assassin
Chance to avoid enemy attacks;
Rare one-hit kills

PrincessEdit

For a summary table of viable Princesses and their stats, see Category:Princesses.

Class Name (edit info) Traits/Effects Notes
Princess
Can ignore enemy defense
Considered a magic attack in damage calculation.
Enemies with Magic Resist will take reduced damage.
High Princess

Princesses are a niche unit that are fairly expensive, in terms of Unit Points required, but also fairly powerful. Their presence is not usually required in a team, but they may make certain missions easier if one is included.

A princess will always ignore defense when attacking; pitting this fact against armored enemy units all but guarantees damage that pulls ahead of witches, the traditional magic attackers, as well as outperforming mages in a 1 vs 1 situation. Aside from their high attack they also have moderate HP and Defense as well as some Magic Resist, decent enough for both physical and magical tanking. Finally, the fact that they do not class-evolve means that less total Unit XP is necessary for them to reach their peak compared to other classes.

On the other hand, as their attacks seem to be considered as magic during damage calculation, enemies with Magic Resist will take reduced damage - and unlike a witch's slowing effect or a mage's splash attacks, Princesses have no way of being effective in general outside of pure damage. Furthermore, they are only capable of blocking one unit at a time. Even in this, a Valkyrie may be better situated when fighting mobs with little defense; their stats are roughly equivalent to a princess', though they have slightly more defense and cost less Unit Points to deploy, as well as - more importantly - recovering UP for each enemy they kill. Valkyries are also more readily available, having Silver-rarity versions that are given without having to go to the Shrine.

As Princesses are something of a specialized unit, they are generally not ideal to open the battle with. Better that they are held in reserve until enemies that they perform well against make an entrance.

Vampire Princess & Immortal PrincessEdit

For a summary table of viable Vampire Princesses and their stats, see Category:Vampire Princesses.

Class Name (edit info) Traits/Effects Notes
Vampire Princess
Immortal Princess
No HP recovery; Can ignore enemy defense
  • Unable to be healed by any friendly recovery units.
  • Attacks are considered magic in damage calculation.
    • Enemies with Magic Resist will take reduced damage.
Vampire Queen
Immortal Queen

Bandit/BerserkerEdit

For a summary table of viable Bandits and their stats, see Category:Bandits.

Class Name (edit info) Traits/Effects Notes
Junior Bandit Attack-focused melee fighter;
Attack up vs. armor type units
  • Attack up 50% vs armored units
Bandit
Berserker
Destroyer
  • Attack up 80% vs armored units

Intermediate Dragon Officer/Advanced Dragon OfficerEdit

For a summary table of viable Bandits and their stats, see Category:Dragon Soldiers.

Class Name (edit info) Traits/Effects Notes
Junior Dragon Officer Can block up to 2 monsters
Intermediate Dragon Officer
Advanced Dragon Officer

Dragon Soldier/Dragon PrincessEdit

For a summary table of viable Dragon Princesses and their stats, see Category:Dragon Princesses.

Class Name (edit info) Traits/Effects Notes
Dragon Soldier Full power has been sealed away
Dragon Princess
Blocks 2 enemies and can ignore enemy defense
  • Considered a magic attack in damage calculation.
  • Enemies with Magic Resist will take reduced damage.
True Dragon Warrior
Blocks 2 enemies and can ignore enemy defense

Can attack all blocked enemies

Samurai/Samurai MasterEdit

For a summary table of viable Samurai and their stats, see Category:Samurai.

Class Name (edit info) Traits/Effects Notes
Junior Samurai Can attack all blocked enemies Can block up to 2 enemies.
Samurai
Samurai Master
Shogun
Can block up to 3 enemies.

Ninja/Ninja MasterEdit

For a summary table of viable Ninjas and their stats, see Category:Ninjas.

Class Name (edit info) Traits/Effects Notes
Junior Ninja Can use projectiles to attack
  • 200 range
  • Prioritizes ground units
Ninja
Ninja Master
Ultimate Ninja

Pegasus Rider/Pegasus KnightEdit

For a summary table of viable Pegasus Riders and their stats, see Category:Pegasus Riders.

Class Name (edit info) Traits/Effects Notes
Pegasus Rider
Can use skills to fly
Killing enemies recovers unit points
  • Withdrawing recovers 70% of the unit's Unit Points.
Pegasus Knight
  • Withdrawing recovers 80% of the unit's Unit Points.
Pegasus Lord
  • Withdrawing recovers 100% of the unit's Unit Points.
  • Slightly faster attack speed than a Pegasus Knight.

AvengerEdit

For a summary table of viable Avengers and their stats, see Category:Avengers.

Class Name (edit info) Traits/Effects Notes
Avenger
Damage up at 50% HP or lower
50%: ATK x2
30%: ATK x3
10%: ATK x4
Death Avenger

Monk/Master MonkEdit

For a summary table of viable Monks and their stats, see Category:Monks.

Class Name (edit info) Traits/Effects Notes
Monk
Chance to avoid enemy attacks
  • 50% chance to dodge physical attacks
Master Monk
Holy Fist

Advance Guard/Advance StrategistEdit

For a summary table of viable Advance Guards and their stats, see Category:Advance Guards.

Class Name (edit info) Traits/Effects Notes
Advance Guard
Lowers the cost to deploy other units
Reduces UP cost by 1
Advance Strategist
Reduces UP cost by 2
Military Strategist
Reduces UP cost by 3; can attack all blocked enemies

Magic Fencer/Rune FencerEdit

For a summary table of viable Magic Fencers and their stats, see Category:Magic Fencers.

Class Name (edit info) Traits/Effects Notes
Magic Fencer
Ranged attack of half attack power
Rune Fencer
Ranged attack of 60% attack power
Rune Lord
Ranged attack of 70% attack power
Faster Attack Speed than a Rune Fencer.

Angel/Arch AngelEdit

For a summary table of viable Angels and their stats, see Category:Angels.

Class Name (edit info) Traits/Effects Notes
Angel
Uses skill to lift seal for a certain time
  • Until skill use, is ignored by melee units.
  • Can still be targeted by enemy ghost-types and ranged units.
Arch Angel
Dominion

Puppeteer/Master of AutomataEdit

For a summary table of viable Puppeteers and their stats, see Category:Puppeteers.

Class Name (edit info) Traits/Effects Notes
Puppeteer
Can't be healed;
Regenerates HP while idle.
Decrease enemy speed while skill is in effect.
  • Regens at a rate of 4 HP/0.5 seconds
  • During skill use, 70% slow for .25 seconds
Master of Automata
  • Regens at a rate of 6 HP/0.5 seconds
Master of Powered Automata
  • Regens at a rate of 8 HP/0.5 seconds

Sailor/Sailor ChiefEdit

For a summary table of viable Sailors and their stats, see Category:Sailors.

Class Name (edit info) Traits/Effects Notes
Sailor
Can block up to 1 enemy
Decrease enemy speed while using skill
  • Attack up 30% vs sea creatures
  • During skill use, 70% slow for .25 seconds
Sailor Chief
Sailor Elite
Can block up to 1 enemy
Decrease enemy speed and do splash attack while using skill
  • Attack up 50% vs sea creatures
  • During skill use, splash radius is 80
  • During skill use, 40% slow for .25 seconds

Priest Warrior/Priest Warrior LeaderEdit

For a summary table of viable Priest Warriors and their stats, see Category:Priest Warriors.

Class Name (edit info) Traits/Effects Notes
Priest Warrior
Can block up to 2 enemies;
When not blocking enemies,
can restore ally HP
Priest Warrior Leader
Can block up to 3 enemies;
When not blocking enemies,
can restore ally HP
Divine Armor

Mage Armor/Battle MageEdit

For a summary table of viable Mage Armors and their stats, see Category:Mage Armors.

Class Name (edit info) Traits/Effects Notes
Mage Armor
Can block up to 3 enemies.
Splash attack that ignores defense only when skill is in use.
Battle Mage
Magical Infantry General
Can block up to 4 enemies.
Splash attack that ignores defense only when skill is in use.

Dragon Rider/Dragon KnightEdit

For a summary table of viable Dragon Riders and their stats, see Category:Dragon Riders.

Class Name (edit info) Traits/Effects Notes
Dragon Rider
Withdrawing recovers 70% of the unit's Unit Points.
Prioritizes ground enemies during skill use
Dragon Knight
Withdrawing recovers 80% of the unit's Unit Points.
Dragon Lord
Withdrawing recovers 100% of the unit's Unit Points.

Vampire LordEdit

For a summary table of viable Vampire Lords and their stats, see Category:Vampire Lords.

Class Name (edit info) Traits/Effects Notes
Vampire Lord
Cannot receive HP regenaration
Enemies who received few attacks get paralysed
  • Unable to be healed by any friendly recovery units.
  • Enemies are paralyzed for 12 seconds after 6 hits.
    • Paralyzed enemies cannot take action and have halved defense (stacks with the Alchemist class attribute).

Sword Master/Holy SwordsmanEdit

For a summary table of viable Sword Masters and their stats, see Category:Sword Masters.

Class Name (edit info) Traits/Effects Notes
Sword Master
Can use sword Secret Skill with skills
Holy Swordsman

Fox Spirit/Heavenly FoxEdit

For a summary table of viable Fox Spirits and their stats, see Category:Fox Spirits.

Class Name (edit info) Traits/Effects Notes
Fox Spirit
Chance to avoid
Can attack all blocked units
  • 50% chance to dodge physical attacks
  • Can block up to 2 enemies
Heavenly Fox

Bow Rider/Bow Rider Chief/Elite Bow RiderEdit

For a summary table of viable Bow Riders and their stats, see Category:Bow Riders.

Class Name (edit info) Traits/Effects Notes
Bow Rider
70% costs recovered at retreat
Arrows capable of long range
Attacks down to 50% when blocked
Bow Rider Chief
80% costs recovered at retreat
Arrows capable of long range
Attacks down to 60% when blocked
Bow Rider Elite
All costs recovered at retreat
Arrows capable of long range
Attacks down to 70% when blocked

Royal Guard/Royal OrderEdit

For a summary table of viable Bow Riders and their stats, see Category:Royal Guards.

Class Name (edit info) Traits/Effects Notes
Royal Guard
Can block up to 2 enemies.
 
Royal Order

Ranged UnitsEdit

Archer/SniperEdit

For a summary table of viable Archers and their stats, see Category:Archers.

Class Name (edit info) Traits/Effects Notes
Junior Archer Prioritizes flying units
  • Attack up 20% vs flying units
Archer
Sniper
  • Attacks more slowly than Archer
Artemis
  • Attack up 40% vs flying units
  • Arrows travel faster

Archers are a general-purpose ranged unit that does physical damage. Generally a team will need one, most likely two in the absence of pirates and/or vampire hunters.

Archers have respectable range and moderate attack, as well as low Unit Points cost. They attack fairly quickly, and can maintain steady damage within their range, which can turn into the entire map if multiple archers are deployed.

However, they do less burst damage against low-defense units compared to Vampire Hunters, and do have less range and attack than Pirates, who are likely better to use against armored targets.

Archers are one choice to open a battle with, due to their low Unit Points cost and their tendency to be capable of handling an opening wave of goblins by themselves. They can also be placed near escape points, in case an enemy manages to slip by the last melee position on the route leading up to said escape point.

Mage/WarlockEdit

For a summary table of viable Mages and their stats, see Category:Mages.

Class Name (edit info) Traits/Effects Notes
Junior Mage Splash attack that ignores defense
  • Splash radius is 133
Mage
Warlock
Arch Mage

Healer/Priest(ess)Edit

For a summary table of viable Healers and their stats, see Category:Healers.

Class Name (edit info) Traits/Effects Notes
Healer
Heals allies
Priestess
Saint
Heals allies and hastens recovery from status affects
  • Status effect duration of allies in range is halved (does not affect self)

Witch/Lode WitchEdit

For a summary table of viable Witches and their stats, see Category:Witches.

Class Name (edit info) Traits/Effects Notes
Witch
Slows enemies
50% slow for 1.33 seconds.
Lode Witch
Arch Witch
Greatly slows enemies
65% slow for 1.33 seconds.

Pirate/CaptainEdit

For a summary table of viable Pirates and their stats, see Category:Pirates.

Class Name (edit info) Traits/Effects Notes
Junior Pirate Prioritizes flying units
Decrease enemy speed
Slows enemies by 70% for .25 seconds
Pirate
Captain
King of the Pirates

Dragon ShamanEdit

For a summary table of viable Dragon Shamans and their stats, see Category:Dragon Shamans.

Class Name (edit info) Traits/Effects Notes
Dragon Shaman
Heals allies
  • During skill use, attacks with a splash magic attack
  • Splash radius is 133
Dragon Shaman Lord

Vampire Hunter/Vampire KillerEdit

For a summary table of viable Vampire Hunters and their stats, see Category:Vampire Hunters.

Class Name (edit info) Traits/Effects Notes
Vampire Hunter
Fires 2 arrows in one attack
  • Attack up 50% vs undead units
Vampire Killer
Fires 3 arrows in one attack
  • Slower attack speed than a Vampire Hunter.
  • Attack up 50% vs undead units
Undead Killer
Fires 3 arrows in one attack
and attack up vs. Undead
  • Attack up 80% vs undead units

Shaman/High ShamanEdit

For a summary table of viable Shamans and their stats, see Category:Shamans.

Class Name (edit info) Traits/Effects Notes
Shaman
Slows enemies
  • Attack with single-target magic
  • 50% slow for 1.33 seconds
  • During skill use, recovers allies' HP instead
High Shaman
Shaman Lord

Bishop/High BishopEdit

For a summary table of viable Bishops and their stats, see Category:Bishops.

Class Name (edit info) Traits/Effects Notes
Bishop
Splash attack that ignores defense
  • Fires splash magic attacks
  • Splash radius is 133
  • During skill use, heals allies' HP instead
High Bishop
Elder Bishop

Yin Yang MasterEdit

For a summary table of viable Yin Yang Masters and their stats, see Category:Yin Yang Masters.

Class Name (edit info) Traits/Effects Notes
Yin Yang Master
Can employ tokens.
AOE attack that ignores defense
and greatly reduces enemy speed.
  • Fires splash magic attacks
  • Splash radius is 80
  • 75% slow for 0.917 seconds
  • Summons up to 3 Demon Familiar tokens
Yin Yang Chief

Rear Guard/Rear StrategistEdit

For a summary table of viable Rear Guards and their stats, see Category:Rear Guards.

Class Name (edit info) Traits/Effects Notes
Rear Guard
Skill cooldown reduced by 10%
  • Fires 2 projectiles in one attack.
  • Skill cooldown ability applies to all sortied units.
  • Only affects Reuse timer, NOT initial.
Rear Strategist
Skill cooldown reduced by 20%
Tactician
Skill cooldown reduced by 30%

SummonerEdit

For a summary table of viable Summoners and their stats, see Category:Summoners.

Class Name (edit info) Traits/Effects Notes
Summoner
Can attack with summon magic only while skill is in use
  • The summoner will not attack unless their skill is active
  • Fires splash magic attacks during skill use
  • Splash radius is 200
Summon Master

Feng Shui User/Feng Shui MasterEdit

For a summary table of viable Feng Shui Users and their stats, see Category:Feng Shui Users.

Class Name (edit info) Traits/Effects Notes
Feng Shui User
30% global reduction to terrain effects
Reduce bad weather time by 50%
Heal up to 2 surrounding allies
Terrain and weather effects include:
Poison, Blizzards, Desert, etc.
Feng Shui Master
50% global reduction to terrain effects
Reduce bad weather time by 50%
Heal up to 2 surrounding allies
Feng Shui Instructor
70% global reduction to terrain effects
Reduce bad weather time by 50%
Heal up to 3 surrounding allies

Artillery Officer/Heavy Artillery OfficerEdit

For a summary table of viable Artillery Officers and their stats, see Category:Artillery Officers.

Class Name (edit info) Traits/Effects Notes
Artillery Officer
Long range physical splash damage
  • Splash radius is 80
Heavy Artillery Officer
Cannon Master
  • Splash radius is 120

Dancer/Top DancerEdit

For a summary table of viable Dancers and their stats, see Category:Dancers.

Class Name (edit info) Traits/Effects Notes
Dancer
Allies in range gain 10%
of the dancer's defense and attack
Top Dancer
Super Dancer

NecromancerEdit

For a summary table of viable Necromancers and their stats, see Category:Necromancers.

Class Name (edit info) Traits/Effects Notes
Necromancer
Can employ tokens.
Ranged attack that ignores defense.
Hell Necromancer

DruidEdit

For a summary table of viable Druids and their stats, see Category:Druids.

Class Name (edit info) Traits/Effects Notes
Druid
Can summon a token that heals allies.
When a token is summoned, heal all allies for 300 HP.
Attacks ignore defense.
Attacks root enemies for a moment (99% slow for .23 seconds).
Can employ up to 5 tokens.
Elder Druid
Can summon a token that heals allies.
When a token is summoned, heal all allies for 500 HP.
Attacks ignore defense.

Ranger/High RangerEdit

For a summary table of viable Rangers and their stats, see Category:Rangers.

Class Name (edit info) Traits/Effects Notes
Ranger
Trap token are usable
Attack in priority flying unit
No bad weather effect are felt
  • Can employ up to 9 Trap tokens.
    • Deals true damage.
    • Enemies struck are rendered immobile for a short time.
      • Root duration: 2.5s.
    • Traps cannot be targeted, but are removed upon attacking an enemy.
    • Cannot be placed on a slot occupied by an enemy.
High Ranger
  • Can employ up to 9 Enhanced Trap tokens.
    • Root duration: 3.0s.
Master Ranger
  • Can employ up to 9 Superior Trap tokens.
    • Root duration: 3.5s.

Alchemist/High AlchemistEdit

For a summary table of viable Alchemists and their stats, see Category:Alchemists.

Class Name (edit info) Traits/Effects Notes
Alchemist
Attack of splash which reduces enemies' defense by half for a short period.
  • Splash radius is 80
High Alchemist
Master Alchemist

Dark Priest/Dark High PriestEdit

For a summary table of viable Dark Priests and their stats, see Category:Dark Priests.

Class Name (edit info) Traits/Effects Notes
Dark Priest
Should the enemy be in range and there is no defense ignoring range attack, HP of allies is healed. (Heal allies when no enemies in range. Attack enemies when enemies are in range.)
Dark High Priest

Curse User/Curse MasterEdit

For a summary table of viable Curse Users and their stats, see Category:Curse Users.

Class Name (edit info) Traits/Effects Notes
Curse User
Enemies in range have lowered attack.
When an enemy's HP has been greatly reduced, an attack from either this unit or an ally will kill the enemy in one hit.
  • Singe-target magical ranged attack.
  • Enemy attack is reduced by 10%.
  • Instant-death threshold is 5% HP.
Curse Master
Great Curse Master

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.