Battle rules by class, team bonuses by faction
Dragon Traveler classes and factions
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.



