Battle rules by class, team bonuses by faction

Dragon Traveler classes and factions

Every hero has one of 6 classes, each with its own rule in battle, and belongs to one or two of the 6 factions, each with its own team bonus.

Classes

Guardian

Guardian of the team, master of survival

Guardians can intercept Assassin Heroes in the same lane and temporarily gain damage reduction at the start of battle.

Priest

Merciful supporter, the all-round priest of your ranks

When a Priest is present, the team gains 1 point of starting Energy at the beginning of battle.

Assassin

Lethal trickster, assassin of the shadows

Starts in stealth and cannot be targeted. The first attack breaks stealth and deals bonus damage.

Warrior

Frontline charger, master of close-quarter combat

Charges toward the target enemy. The first charge additionally reduces their Physical and Magic Defense.

Archer

Sniper of the battlefield, long-range physical burst

The farther the distance, the higher the damage. Damage dealt is halved when attacked at close range by an enemy.

Mage

Magic artillery, unleashing magic across the field

Deals higher damage to Warrior Heroes.

Factions

Elemental Echo

Inflict [Ignite], [Shock], or [Chill] to trigger [Elemental Reactions] against enemies, dealing damage while weakening their combat abilities.

Wild Spirit

Accumulate Rage when losing HP. Upon reaching full Rage, enter the [Wild] state, to enhance combat abilities.

Arcane Wisdom

Gain [Awakening] when an ally uses Overdrive. Consume or build up [Awakening] stacks to enhance skills.

Sanctum Glory

By gaining [Morale] and [Fervor], enter the [Grace] state to apply a Self Buff and enhance combat abilities.

Otherworld Return

Gain [Deathrattle] when an ally falls. The more [Deathrattle] stacks you have, the stronger your combat abilities become.

Illusion Veil

Some of your skills will trigger the [Punishment] effect on enemies whose Overdrive Energy Consumption is 4 or higher, applying a Buff to enhance the current skill's effect.