The three core classes
The wiki defines three classes by the effect they provide, shown by a symbol under each spell’s graphic:
- Attack — offensive abilities that deal Damage, reducing enemy Health.
- Defense — abilities that provide Block against incoming Damage.
- Utility — Status Effects and other supportive effects that strengthen your abilities or weaken the enemy’s intents.
A fourth group, Other (27 spells), holds spells that don’t map cleanly onto those three roles.
How the 408 spells split
| Class | Count | Role |
|---|---|---|
| Attack | 144 | Damage dealers |
| Utility | 129 | Control and support |
| Defense | 108 | Block and survivability |
| Other | 27 | Misc / hybrid |
Reading a class in context
- Attack is your win condition but has no staying power on its own. Blaze (Attack/Fire/Starter) deals 3 Damage and grows as its Countdown is reduced; Blinding Brilliance (Attack/Fire/Common) deals 3 Damage and applies 2 Weak.
- Defense keeps you alive between attacks. Ablution (Defense/Water/Common) gains 8 Block and lowers its own Countdown cost every time you roll.
- Utility sets up the rest. Dark Arts (Utility/Void/Uncommon) applies 2 Rupture and grows it by 3 for the battle.
Building with classes
A reliable loadout usually pairs Defense (so you don’t die) with Attack (so you win), and slots Utility for control or ramp. Because Attack is the largest pool, you can usually find an on-theme Attack spell for any element or socket you are building around.
For element and socket synergy on top of class, see the spell elements guide and the socket guide.