An in-depth guide to Godhood's Classes, with power rankings to the abilities and passives, on the Tenets and Traditions update.
In-Depth Class Guide
Welcome. I'm Bruno Carvalho and I'll be your guide (heh) for this small Class Ranking. I got (as of the time of writing this guide) over 210 hours on Godhood, playing over several patches with all commandments. To begin, I'd like to make clear that while I believe that ACAB (All Classes Are Balanced), they have particular niches and roles, and some classes have better/worse options inside them.
The Rating system is structured as follows: S ranking means an absolute fantastic option that can be a cornerstone of your general strategy. A ranking means a great overall option that should be selected at most times, barring some very specific strategies. B ranking means a good, but niche, option, that should be picked if it synergizes with your other picks. C ranking means a bad option that should be avoided unless you have a really good plan for it.
Also, keep in mind that when picking a class, you should think first and foremost on its abilities and the first passive. Most Totems only get enough miracles to achieve the first and second passives, and the second passive is always just a stat buff (and will not be ranked), so the first passive is the most important one. To achieve the third passive you'll need a purple totem or gold totem, and the fourth passive is exclusive to the elusive gold totem, so don't worry about them unless you have a strong enough Adept.
So, without further ado, lets rank the class passives and abilities:
AMBASSADOR - Ancestral (Peace Exclusive)
Main Stats: Devotion and Charisma
- Peace Offer (Reason): Does Ancestral Morale damage, scales with Charisma. Vanilla damage. A-rated.
- Unity (Grace, Reason): Does Direct conversion, heals and increases Devotion and Health to self and all allies. Scales with Devotion. Very strong option against morale teams and even better against physical. Superb when used in a team that scales from Health or Devotion. S-rated
- Divine Peace (Sorcery): Deals Divine Morale damage. Scales with Charisma. Also Vanilla damage, is basicaly a different type of Peace Offer. A-rated.
- Peace for All: Divine Peace and Peace gain -30% hit chance and now target all enemies. This effectively transform those 2 abilities into the highest-scaling Target All abilities in the game. Never pick it if you focus on Unity. A-rated
- Guilt: -15 Physical Accuracy for all opponents each turn. Very strong against physical teams, and can shore up your defences since Peace tends to have a good time against morale oponents due to its good Devotion classes. This plus a Unity Focus can make you very strong against physical teams. A-Rated
- Penetrating Words: Ambassador's Morale attacks are a lot harder to intercept. A good passive on the wrong class. Either you'll want to focus on Unity or you'll pick Peace for All, both options which have negative synergy with this. If you go for Guilt and focus on attacking with your Ambassador, this may be useful. B-rated
- Peace Envoy: Start with an extra turn if there is a Divine Disciple on your side. Incredibly strong ability since its easy to happen and each extra attack helps a lot. S-rated
- Voice of Reason: Gain +25% Knowledge and Charisma whenever an ally uses a Reason ability. Pick this if you did the Reason synergy build. Feels strange it gives Knowledge and not Devotion, but this is strong anyway. A-rated
- Amazing Grace: All Grace abilities gain two extra Devotion scaling. This is another almost game breaking ability if you manage to exploit it with lots of Grace abilities. Very strong when it works. S-rated
ASCETIC - Divine (Chastity Exclusive)
Main Stats: Devotion and Health
- Shame (Fear, Reason):Deals Divine Morale damage and replaces Morale attacks on the target's mind with shame. Scales with Charisma. Another great option on the Clouded strategy. Not as good as the other Clouded options since the high defenses of the Ascetic lower the reward of stopping enemy attacks. Also deals good damage if you have enough Charisma. B-rated
- Purge (Overpower): Deals Dark physical damage. Scales with Health. Vanilla damage, but the only physical-based option on the Ascetic. B-rated
- Purify (Grace): Deals Divine Morale damage and decreases accuracy for 1 turn. Scales with Devotion. Deals lesser damage, but may help with evasion and defy. More useful if you have high cunning or knowledge. B-rated.
- Washing: Heal all alies in all but the first turn. Scales with Health. Unless you're broken in one hit, this makes you almost immune to physical teams. This ability does almost nothing against morale teams. S-rated
- Suffering: Convert based on Devotion when intercepting. Convert less than the equivalent abilities on Guardian or Smitesword, but may be the best ability if you're not fighting physical teams. B-Rated
- Focus: +10 Defy for all allies. A great passive against morale teams, especially if coupled with Purify. Not useful against physical teams. A-rated
- Hardened: Abilities gain extra Physical Armor scaling. This ability can turn the Ascetic from a tank/support class into a good damage dealer. More useful for high-Health Ascetics. A-rated
- Reproach: Follow Up when an ally Defies a morale attack. This would be great if you could get Focus AND Hardened, but as is its either too rare to happen because you'll intercept or the allied Defy will be low, or it'll do too low damage. B-rated
- Chastising Vow: Gain +20% Health and Devotion whenever an ally uses a Fear ability. A great ability that increases defenses and probably the offense of the class depending on your other abilities and passives. A-rated
BEAST WALKER - Nature
Main Stats: Might and Cunning
- Critical Claw (Fear): Deals Nature Physical damage and has extra Crit Chance. Scales with Might. A very strong attack (one of the biggest scaling in the game), and combos very well with the Crit strategy. S-rated
- Invisible Prowl (Sorcery): Does Nature Physical damage and increases all allies' chance to evade physical attacks for 1 round. Scales with Might. This ability suffers from two problems. First, it does nothing against morale attackers, and second it only lasts 1 turn (most buffs lasts the entire sacrament). B-rated
- Agile Claw (Grace): Deals Nature Physical damage. Scales with Cunning. Its a vanilla damage skill and is weaker than Critical Claw even without Critical Claw's extra crit chance. B-rated.
- Swift Hunter: +25 Crit Chance and +25 Evasion on first 2 turns. Deceptively strong. If you're strong enough (and you should be with Critical Claw), you only need 1 critical hit to break the enemy disciples. A-rated
- Counterslash: Counters when an ally evades a physical attack. Looks better than it is on reality. If you face physical enemies AND have high-cunning disciples, it is strong, otherwise it procs too rarely to be useful. B-rated
- Prowlers: Allied Abilities gain +Evasion scaling for damage. If Invisible Prowl lasted the entire sacrament, this would be amazing. As it is now, it is only a mild bonus to damage (unless you have a high-cunning team). A-rated
- God-Hunter: Chance to counter enemy Divine Abilities. Very strong against Divine disciples, especially with Swift Hunter. Useless otherwise. B-rated.
- Swift Judgement: Extra Move on your first turn. As if the early damage on this beast wasn't high enough. Incredibly strong. S-rated
- God Steps: + 20% Might and Cunning every time another ally uses a Grace ability. Strong ability, but not as strong as other similar abilities since this class is not built for long-lasting sacraments. A-rated
CHIEFTAIN - Ancestral
Main Stats: Might and Charisma
- Totem Slam (Overpower): Deals Ancestral Physical damage. Scales with Might and Carisma. Chieftain's only physical attack, but strong enough to warrant its inclusion on physical teams. A-rated
- Intimidate (Fear): Deals Ancestral Morale damage. Scales with Might and Charisma. Another vanilla attack, but deals very high damage. A-rated
- Mighty Rally (Grace): Deals Ancestral Morale damage to all enemies and increases your Disciples' Might and Charisma by 10%. Scales with Charisma on Might Rally and with Charisma and Might on Mighty Rally +/++. Very strong attack that buffs both physical and morale teams. S-rated.
- Leader of God: After using a Fear, Grace or Overpower ability, grant a random ally +25% Might and Health. Very good on physical builds, but still worth it on Morale builds. A-rated
- Bodyguards: Allied Disciples gain +10 morale armor and increased chance to intercept physical. Good defensive ability against physical teams, mostly useless agaisnt morale teams. Chieftains are inherently glass cannons, so having allies able to intercept is great. A-rated
- Wild Envoy: Start with an extra turn if there's a Nature Disciple on your side. Combos very nicely with the plethora of buffs the Chieftain can dish, but requires a nature ally. S-rated
- Courage: Allied abilities gain + Might scaling for damage. Incredibly good on physical teams, but still great on morale ones. S-rated.
- Commander: + 25% Charisma every time another ally uses a Overpower ability. This ability is just icing on the cake. It is powerful, but overshadowed by the Chieftain early abilities. You'll probably want your gold disciples on other classes. B-rated
- Serenity: + 25% Might every time another ally uses a Fear ability. Again, this ability is overkill. It is powerfull, but overshadowed by the Chieftain early abilities. You'll probably want your gold disciples on other classes. B-rated
COOK - Nature (Generosity Exclusive)
Main Stats: Knowledge and Charisma
- Split Meal (Reason): Does Direct conversion, increases Morale damage and heal self and ally, scales with Knowledge. Very strong option for morale teams and even better against physical. A-rated
- Miracle Bounty (Sorcery): Deals Nature Morale damage, but also increases target's physical damage. Scales with Knowledge and Charisma. Great attacking option against teams with no physical attacks and/or low morale defense. Shouldn't be used against Smitesword, even with the type advantage. A-rated
- Nurse (Grace): Deals Divine Morale damage. Scales with Charisma. A vanilla attack, may help against Ancestral disciples. B-rated.
- Banquet: -30% Cunning for all oponents. Good overall passive, as it lowers initiative, crit chance and evade chance for all enemies. Even better if you pair your Cook with physical disciples. A-rated
- Aromas: +25 Morale Accuracy for all allies. Great to morale teams, especially if paired with songsmiths and chieftains (for increasing the hitchance on attack all abilities). S-Rated if going morale, C-rated otherwise
- Good Chef: +10 Devotion and Resistance vs Divine. A superb option since it removes the Cook's type disadvantage, and the +10 devotion helps overall. A-rated
- Force Feed: Counters with Miracle Bounty when enemy Defies. A counterproductive abilitiy, since 2 parts of it synergize with morale attackers (Miracle Bounty increases Morale attack, and the more morale attackers you have there's more Defy opportunities), but if you have lots of morale disciples you'll want the Aromas passive which lower Defy chance. C-rated
- Generous Taste: All allies gain extra morale damage whenever an ally uses Grace ability. Very strong ability that synergize with Grace attacks, which Morale attackers have plenty of. S-rated
- Lively Feast: Gain +10% Knowledge and Charisma whenever an ally uses a Life Ability. Since Guardians do not care about those stats, only useful with Songsmith, who have Grace abilities, so it will be more rarely triggered and give weaker effects than Generous Taste. C-rated
CULTIST - Dark (Madness Exclusive)
Main Stats: Might and Knowledge
- Aberrant Touch (Overpower, Sorcery): Deals Nature Physical damage. Scales with Might. A vanilla damage option, but the only physical damage option for the Cultist. A-rated
- Corrupt Vision (Sorcery): Deals Dark Morale damage and lowers cunning. Scales with Might and Knowledge. Unlike other dual-scaling abilities, has a very low increase in power on the + and ++ versions. More a support ability than a damaging one. B-rated on morale builds, A rated on physical Builds
- Words of Madness (Fear): Deals Dark Morale damage. Scales with Knowledge. Another Vanilla damage option, but has the highest morale scaling. A-rated.
- Corrupt Power: +1 Knowledge per 5 Might in your team at the start of a Sacrament. Lynchpin of the physical madness build. Great when paired with a Rage Prophet. A-rated
- Perfect Fodder: Cannot receive the Broken Faith Status. Do not lose converts when broken. Raises Intercept chance, even if irrational. This ability could be interesting if you have high Knowledge and Cunning and try to make the Cultist an evade/defy tank. As is, it does not help you win most sacraments and should be avoided. C-Rated
- Surge of Might: The Cultist's Abilities gain +Might scaling. The second piece of the mighty cultist puzzle, this ability makes the Cultist a nice damage dealer. Unfortunately not as good as other +scaling abilities since it is not global. B-rated
- Critical Madness: All allies gain + 10 Crit Chance and +25% damage from Critical Hits. Very strong on crit builds, and still good for non-crit builds. Makes Corrupt Vision a S-rated ability on Physical Builds. A-rated
- God of Magic: All Sorcery abilities gain two extra Knowledge scaling. This ability is almost game breaking if you manage to exploit it with lots of Sorcery abilities. Very strong when it works. S-rated
- Force from the Deep: Gain +25% Might and Knowledge whenever an ally uses a Overpower ability. Pick this if you focused more on Overpower rather than Sorcery. Strong for both Morale and Physical builds. A-rated
DRUID - Nature
Main Stats: Knowledge and Devotion
- Entangle (Sorcery): Deals Nature Physical damage, and makes the enemy unable to deal morale damage. Scales with Knowledge. Only physical attack, and mostly useful to defend against morale attackers. B-rated
- Wisdom (Reason): Deals Nature Morale damage, increases morale armor and raices intercept (morale). Scales with Devotion. A great way to protect yourself and your team against sinfle-target morale attackers. B-rated
- Marvel of Growth (Grace): Deals Nature Morale damage. Scales with Knowledge. A vanilla attack, but the strongest the Druid can offer. B-rated.
- Nature's Defiance: +10 Morale Armor for all allies. A great way to help your team fight morale enemies. B-rated
- The Four Truths: Allied Morale abilities gain Knowledge scaling. Great to morale teams, almost useless for physical teams. The only +scaling passive that only target morale attacks, along with Songsmith's Elegance (all other +scaling passives affect morale and physical abilities), which is the thing that prevents it going S-rating. A-rated
- Spell Combo: Uses entangle when another ally uses a Sorcery ability. Great ability if you have enough allies with sorcery. A-rated
- Skeptic: Druid's Morale abilities gain Morale Armor scaling. Druid is guaranteed to have high Morale Armor, so this is always a great pick. S-rated.
- Peacekeeper: Heal and Convert whenever another ally uses a Reason ability. Scales on Devotion. This passive turns the Druid from a Morale tank to a general tank, greatly improving your defense. A-rated
- Serenity: +25% Knowledge each turn after the first. Another superb passive from the druid, since its abilities do scale with knowledge. S-rated
EXECUTIONEER - Dark (War Exclusive)
Main Stats: Might and Health
- War Wind (Sorcery): Deals Dark Physical damage to all opponents. Scales with Might. Great to help other classes to break their opponents. You'll need a good might rating to overcome the -hit chance innate from AoE attacks. A-rated
- Rend (Overpower): Deals Ancestral physical damage and reduces target's Physical Armor. Scales with Health. Low damage, but the armor-reducing effect can really enhance your total damage output. A-rated
- War Reaper (Overpower, Fear): Deals Dark Physical damage. Scales with Might. Vanilla damage, but it is the biggest scaling of the Executioneer. Focus on this if you don't want your Executioneer to be an offensive support class. B-rated.
- Killer: Will be more likely to target a low health opponent. Can be improved with Knowledge. It can help to more quickly break yout opponents, especially if you go with War Reaper. B-rated
- Brutal: +25% Base Physical damage. Helps you breaking your opponents faster. Roughly equal to one extra attack each Sacrament. A-Rated
- Relentless: Small Chance to act twice. Very strong, but only if you manage to get very high faith. A-rated
- Bully: Rend and War Reaper remove converted Followers. Helpful against morale teams, and can generally increase your score, but almost useless against physical teams. B-rated
- Bloodbath: Chance to follow Up when an ally uses an Overpower ability. Very strong since most physical teams have Overpower abilities. Extra strong when you have high Faith. S-rated
- Avatar of War: Gain +25% Might whenever an ally uses a Fear ability. Another piece of the strong Fear synergy this game has. Not as strong as Bloodbath, but usefull if you focus on Fear Abilities for things like the Cult of Silence. A-rated
GUARDIAN - Life
Main Stats: Health and Cunning
- Life Strike (Sorcery): Deals Life Physical damage. Scales with Cunning. A vanilla attack, but the strongest the Guardian can offer. B-rated
- Wall (Grace): Does Healing, increased Physical Armor and chance to intercept to self and does direct conversion. Scales with Health. This ability comboes best with a morale playstyle, but is useful for all teams when facing physical enemies. S-rated
- Shield Bash (Overpower): Deals Life Physical damage. Scales with Health. Deals Damage and may stun the target for 1 round. A-rated.
- Vigilance: +100 Initiative. Synergizes with Shield-Bash health builds since you'll want this extra initiative to stun your enemies before they can act if your cunning is lower. However, It is severely outclassed by Great Defender. B-rated
- Great Defender: Direct conversion based on Health when Intercept physical. Especially strong on Morale teams, but useful in all strategies. Has huge synergy with Wall. S-rated
- Force of God: +50% base physical damage. Great if you somehow have a high Might Guardian and do not use lots of Walls. Mediocre if you go for a morale team with wall/great defender. B-rated
- Spiked Shield: Chance to counter physical attacks. Scales with Health. Again, a mediocre passive for morale builds, but better for Wall Guardians. B-rated.
- Juggernaut: + 20% Might and Cunning every time another ally uses an Overpower ability. A fantastic offensive passive on a defensive class, especially on physical builds. It really shines if you somehow make an offensive Guardian. B-rated
- Mountain of Life: +30% Health. Resistance vs Dark. Synergizes very well with Wall and Shield Bash. Resistance vs Dark is just the icing on the cake. Best passive for morale builds. A-rated
HARBINGER - Dark
Main Stats: Health and Charisma
- Shattering Spell (Sorcery): Deals Dark Physical damage. Scales with Health. Just a basic attack, but is also the only physical option the Harbinger has to offer. Pick this if you really need a Harbinger in your physical team, avoid otherwise. C-rated
- Mortify (Fear): Deals Dark Morale damage and has a chance to Fear. Scales with Charisma. Fear is another clouded thought and should be used on the Clouded strategy. A-Rated
- Demoralize (Reason) Deals Dark Morale damage and lowers Morale armor. Scales with Charisma. Good if you're going morale and do not want to go for the Clouded strategy, but overall weaker than Mortify, unless you have Reason boosters (like School of Philosophy). B-rated
- Heavy Aura: -10 morale armor for all opponents. Great damage booster if you have a morale team. Be careful that the game treats this as an attack to trigger other passives. A-rated
- Weakening Aura: -25% might for all opponents. Helps against physical teams, but mostly useless against morale teams. The passive of choice in case you're going for a physical build and get a Harbinger. B-rated
- Channel Negativity: +5% Charisma and Might per enemy debuff. A great offensive buff that synergize with both the Clouded strategy and Demoralize. A-rated
- Dark Guardian: Increases chance to block Physical attacks and gains resistance vs Dark. A good passive that helps against all physical teams, Dark or otherwise. As the name implies, this loses most of its lust if you have a Guardian on your team. B-rated
- Break & Berate: Follow Up another Ally's Reason ability. A very strong choice if you have plenty of allies with Reason abilities. A-rated, bump to S-rated if you have School of Philosophy.
- Reaper: +20% Might and Health every time another ally uses a Fear ability. Another very strong option, but unfortunately does not synergize with Demoralize and Mortify. However, if you go with a physical Fear team, this ability can make the Harbinger your strongest Disciple. A-rated
LUST PRIEST - Nature (Lust Exclusive)
Main Stats: Charisma and Cunning
- Sensual Touch (Overpower): Deals Light Physical damage and has increased Crit chance. Scales with Cunning. A good damage ability, even greater for a Crit-based build. Not as strong as the Beast Walker's Critical Claw. A-rated
- Seduce (Grace): Deals Nature Morale damage and inflicts the Infatuated debuff. Scales with Charisma. The best Clouded ability, since Infatuated reduces the target's defenses and gives him a clouded thought. S-rated
- Alluring Body (Grace, Sorcery): Deals Nature Morale damage to all enemies, with increased damage to Infatuated targets. Scales with Cunning. Worse than it looks. You need high Charisma to overcome the hit chance debuff, but it does not scale with it. In addition, Cunning does not help with this ability's critical hit chance. B-rated.
- Get Risky: +10 physical crit chance, +5 morale crit chance. Mediocre at best, may be usefull if your entire team really lacks Charisma. B-rated
- Attraction: Allied Abilities gain + Charisma Scaling for damage and conversion. Superb ability since Charisma already increases base morale damage anyway. Makes Alluring Body worth picking. Extra useful on morale teams, but also useful on physical teams. S-Rated
- Sensuality: Allied Grace and Sorcery abilities have 25% chance of inflicting the "infatuated" debuff. Strongest Clouded passive of all if you can focus on Grace and Sorcery. Also makes Alluring Body an S-rated ability. S-rated
- Flexible: +15 Evasion and +15 Defy. Only useful if you focus on Sensual Touch and have no allied grace and sorcery abilities. Good, but pales in comparison to Sensuality. B-rated
- Beguile: Steal Converts when ally evades a Physical Attack. Steal is Life and Charisma Based. Only work against physical, which won't be converting a lot of followers anyway. Also needs an evasion heavy team which may or may not be avaiable. B-rated
- Bacchanalia: +1 Charisma and Cunning for each 5 Charisma in your team before the start of the Sacrament. A huge bonus to the Lust Priest if you go with a charisma-heavy team. Not as good on a charisma-poor physical team, but still good anyway. A-rated
RAGE PROPHET - Ancestral
Main Stats: Might and Health
- Blind Rage (Fear): Deals Ancestral Physical damage to a random opponent and has lower hit chance. Scales with Might. A strong attack, with a few caveats. The lower hit rate is not as limiting since high Might counters it, but the random target may be annoying. B-rated
- Concussion (Overpower): Does Ancestral Physical damage and has 20% chance to Stun. Scales with Health. This ability suffers from being the lowest damage on the Rage Prophet, having only a 20% chance to stun and needing high initiative to be usefil. B-rated unless you have high initiative/cunning, then it is A-rated
- Ancestral Force (Sorcery): Deals Ancestral Physical damage. Scales with Might. Its a vanilla damage skill, but does almost the same damage as Blind Rage without its downsides. A-rated.
- Rage: +25% damage boost after a Rage Prophet gets hit by a physical attack. Does nothing against morale teams, but when it works, it is very strong. High health Rage Prophets are prone to intercept physical attack and trigger this multiple times per round. A-rated
- Sorcerer's Knight: +1 Might per 5 knowledge in your team at the start of a Sacrament. Usually not good, since Knowledge disciples are usually morale-based and you do not want to mix morale and physical disciples. Exception is Madness, where this becomes very strong when paired with a Cultist. B-rated
- Revenge: Chance to counter physical attacks. Counter scales with Health. A very strong option against physical teams. A tankier Rage Prophet can defend its allies, get Rage and counter attack for devastating damage. A-rated
- Wild Eye: 25% of Might added to Critical Hit Chance. A great ability for high might Rage Prophets, making it almost a tankier version of a Beast Walker. A-rated.
- Magic Strike: Gain +25% damage when an aly uses a Sorcery ability. Stronger for health-focused Rage Prophets since it gets stronger the longer the Sacrament goes on. Also, high might rage prophets this strong may be already able to 1-shot most enemy disciples, and would value hit chance more than damage. B-rated
- Avatar of Strife: Resistance vs Life and Chance to Follow Up enemy Life abilities. This is a very strong ability for the class since the light classes are usually well-prepared to fight physical characters, with high evade, and defense or heals. Pick it if you know you'll be facing a lot of light disciples. A-rated
SMITESWORD - Divine
Main Stats: Might and Devotion
- Judgement (Grace): Deals Divine Physical damage. Scales with Might and Devotion. A very strong attack, especially on + and ++ versions. S-rated
- Challenge Heresy (Reason): Does Divine Morale damage and increases chance to block morale attacks. Scales with Devotion. This ability screams "Druid" all over it, and feels out of place in this class. Only redeeming quality is if you pair this with Counter Heresy, and its still janky at best. B-rated
- Smite (Overpower): Deals Divine Physical damage, but deals increased damage if the opponent has Sorcery ability in its mind. Scales with Might. At lower level, it is as strong or sligthly stronger than Judgement, but gets outclassed by Judgement at + and specially ++ ranks. B-rated.
- Counter Heresy: Chance to counter morale attacks that hit the Smitesword. The bread and butter of the Smitesword. Extra useful on physical teams, but also helps morale a lot. S-rated
- Witch Hunter: +25% Might and Devotion if there is an enemy Dark Disciple. Effect is strong, but the fact that it only procs when there are enemy Dark disciples and it does not stands against Counter Heresy makes it a bad choice in most cases. C-rated
- Sword of Religion: The Smitesword's Abilities gain +Might Scaling. Another Might buff. The go-to ability if you're running a physical team. A-rated
- Great Challenger: Convert Based on Devotion when intercept morale Scales with Devotion. The option to go for when running a morale build. A-rated.
- Fist of God: + 25% Might every time another ally uses an Overpower ability. An ok offensive passive if you have enough Overpower abilities, especially on physical builds. A-rated
- Destined: +10% Crit Chance and +25% Critical Damage every time another ally uses a Grace ability. Has a very nice synergy with crit-based Zealot builds, since Blessing is a Grace ability. Unfortunately it comes so late you'll probably not be able to exploit it. A-rated
SONGSMITH - Light
Main Stats: Charisma and Cunning
- Loud Hymn (Overpower): Deals Life morale damage to all opponents and heal all your disciples. Scales with Charisma. A good attack, especially against physical disciples. A-rated
- Beauty of Life (Reason): Does Life morale damage to all opponents. Scales with Charisma. Deals the same damage as Loud Hymn, but without the attached heal. Only useful if you have Reason buffs. C-rated
- Performance (Grace): Deals Life morale damage and increase the Cunning of your team. Scales with Cunning. The only single-target ability this Class have, and a nice global buff. A-rated
- Melodies: Removes Hit Chance penalty for Target All Abilities. This passive suffers from negative synergy. It is least useful for high charisma Songsmiths, who would not need that much the extra hit chance, but if you have a cunning-focused songsmith, you'd rather focus on Performance and not need this passive at all. B-rated
- Elegance: Allied morale abilities gain Cunning scaling for damage. Alongside Druid's Four Truths, this is great to morale teams, almost useless for physical teams. The fact that it only target morale attacks is the thing that prevents it going S-rating. A-rated
- Song: The Songsmith Abilities gain extra Charisma Scaling. Scaling on hit-all abilities is very strong since it is not reduced like base damage. This makes the Songsmith a great attacker instead being just a evasion/support character. S-rated
- Dance of the Religion: Follow Up when an ally evades a physical attack. This is a better version of the Beast Walker's Counterslash, if you have a Performance-heavy Songsmith. A-rated.
- Mirage: + 25% Cunning every time another ally uses a Sorcery ability. An ok passive if you have enough Sorcery abilities, especially against Physical classes. B-rated
- Gloria: + 25% Charisma every time another ally uses a Grace ability. An good offensive passive if you have enough Grace abilities. A-rated
WEAVER - Dark
Main Stats: Knowledge and Charisma
- Nightmare (Sorcery, Fear): Deals Dark Morale damage. Scales with Knowledge. A vanilla attack, but good for sorcery and fear synergies. A-rated
- Mind Stare (Overpower): Deals Dark Morale damage and dazes the opponnent. Scales with Charisma. The basic attack in the Clouded strategy, this ability may make the enemy lose their turn. S-rated
- Scold (Reason): Deals Dark Morale damage. Scales with Charisma. Vanilla attack that is only useful for Reason strategies. B-rated.
- Punish the Feeble: Counter Clouded actions. The lynchpin of the Clouded strategy, it makes you able to really capitalize on clouded actions. S-rated
- Power Word: +25% base Morale damage. Another great offensive passive, it has been nerfed in the last patch but remains a great option if you don't want to capitalize on clouded actions. It is roughly equivalent to 1 Punish the Feeble per fight. A-rated
- Dazing Doom: Nightmare and Doom daze for 1 turn. Only useful if you manage to get your initiative high enough to act before your enemies. If you can do that, this passive is very useful even if you do not go for a Clouded Action. If you can't, this is almost useless. S-rated if you can abuse it, C-rated otherwise
- Foresight: Gain 50% of Knowledge as Initiative. The option to pick if you can't raise your Weaver's initiative otherwise. A-rated.
- Dreamweaver: + 20% Charisma and Knowledge every time another ally uses a Sorcery ability. A fantastic offensive passive if you have enough Sorcery abilities. A-rated
- Whither: Cast Purple Haze in the first turn if there is an enemy Nature Disciple. Purple Haze deals damage and dazes all enemies for one turn. It is powerfull, but only if you face Nature disciples often. B-rated
ZEALOT - Divine
Main Stats: Devotion and Charisma
- Question (Reason): Deals Divine Morale damage and dazes the enemy. Scales with Charisma. A great offensive and defensive tool, very useful in the clouded strategy with Weavers. Your Zealot should either focus on Question or Blessing and not mix the two. S-rated.
- Blessing (Grace): Deals Divine Morale damage and raises critical chance of all allies. Scales with Devotion. This ability enables the crit strategy and is also a great option. Your Zealot should either focus on Question or Blessing and not mix the two. S-rated.
- Castigate (Fear): Deals Divine morale damage. Scales with Charisma, but at Castigate + and ++ gains a minor Devotion scaling. C-rated at Castigate and B-rated at Castigate + and ++.
- Righteousness: Follows Up after another ally scores a critical hit. Lynchpin of the Crit strategy, should be paired with Blessing and Knowledge and/or Cunning disciples. S-rated.
- Zeal: Allied abilities gain + Devotion scaling for damage. Go for this one if you're not doing the crit strategy, as free damage is always great. A-rated.
- Willpower: 40% of Devotion added to Critical Argument Chance. A good buff, especially if you go with double Zealots. Unfortunately it is rare that you can spare 2 purple/gold tokens to have double zealots with this. A-rated.
- Judge Ancestors: Chance to counter opponent Ancestral Abilities. Great if you're fighting lots of Ancestral disciples, useless otherwise. B-Rated.
- Hell: +10% Charisma for all allies whenever another ally uses a Fear ability. Very usefull in the Clouded strategy, as dazing classes have plenty of Fear abilities. A-Rated if going morale, C-rated if going physical
- Forgiveness: +25% Devotion whenever another ally uses a Grace Ability. Only helps against morale teams, unless used alongside Blessing (and/or Castigate +/++). A-rated if going Blessing, C-rated otherwise