Cinch — Class Compendium
← playGenerated 2026-10-21 from src/main.ts @ 441f7ef by scripts/build-class-compendium.mjs — do not hand-edit this file.
Lineage breadth by tier — foundation family is a class's weighted-dominant fusion
ancestor; "families inherited" counts every family at or above a 15% ancestry
share (dominant always included). Recomputed live from FUSION_TABLE/CLASS_FAMILY on every
build — cross-checks docs/lineage-power-decision-2026-08-07.md RULING 2's own table.
| Tier | Classes | Range | Mean |
|---|---|---|---|
| T0 | 1 | 1 | 1.00 |
| T1 | 11 | 1 | 1.00 |
| T2 | 26 | 1–2 | 1.42 |
| T3 | 8 | 1–4 | 2.50 |
| T4 | 2 | 3 | 3.00 |
Tier 0 TIER_POWER = 1
Warden
Melee
Frontline melee brawler, no special skill.
The starting class.
Melee 100% → CHARGE
FOLLOW— none (asserted, not a gap)
HOLD— none (asserted, not a gap)
Tier 1 TIER_POWER = 1.5 (1.5× a T0 slot)
Alchemist
Tech
Drops a damaging puddle underfoot.
Anoint a capped Warden.
Tech 100% → MINE
FOLLOWDrops a lingering poison puddle at the cinch point.
HOLD— none (asserted, not a gap)
Bard
Support
Auras allies with haste and faster cooldowns.
Anoint a capped Warden.
Support 100% → RALLY
FOLLOWAuras nearby allies and the hero with +15% move speed and +25% faster cinch recovery.
HOLDBulwark — its aura also cuts damage taken inside it by 25% while held.
Engineer
Tech
Deploys a turret that shoots enemies.
Anoint a capped Warden.
Tech 100% → MINE
FOLLOWFights at melee range while following; saves its turret deploy for HOLD.
HOLDDeploys a turret (more with double_turret) that auto-fires at nearby enemies.
Frostweaver
Arcane
Chills enemies in a slowing field.
Anoint a capped Warden.
Arcane 100% → DETONATE
FOLLOWChills every enemy standing in its slow field.
HOLDAnchor — chill field radius x1.5 while held.
Healer
Support
Heals nearby guards every few seconds.
Anoint a capped Warden.
Support 100% → RALLY
FOLLOWPulses a heal burst to itself, nearby guards, and the hero every 3s.
HOLDTriage — heal radius x1.5 while held.
Mage
Arcane
Blasts enemies in a radius with an arcane burst.
Anoint a capped Warden.
Arcane 100% → DETONATE
FOLLOWCasts an arcane nova every 4s, damaging enemies around it.
HOLDChannel — nova radius x1.3 while held.
Necromancer
Dark
Raises slain enemies as fighting ghosts.
Anoint a capped Warden.
Dark 100% → HARVEST
FOLLOWHas a chance to raise a nearby slain enemy as a fighting ghost.
HOLDGraveyard — ghosts it raises last x1.5 longer while held.
Pike & Shield
Melee
Tanky melee that blocks frontal damage.
Anoint a capped Warden.
Melee 100% → CHARGE
FOLLOWBlocks 40% of frontal contact damage and pulses a guarding aura (-15% damage) to itself and allies within 8m, in both modes.
HOLDPhalanx — melee reach x1.3, melee damage x1.15 while held.
Ranger
Ranged
Shoots the farthest enemy in range.
Anoint a capped Warden.
Ranged 100% → VOLLEY
FOLLOWShoots the farthest enemy in range every 1.3s.
HOLDBraced — shot range x1.3, shot damage x1.15 while held.
Rogue
Melee
Fast striker; executes low-HP enemies.
Anoint a capped Warden.
Melee 100% → CHARGE
FOLLOWOn cinch, executes up to 3 staggered enemies caught in the burst.
HOLDAmbush — execute HP threshold x1.5 while held.
Warrior
Melee
Charges the front line, then cleaves.
Anoint a capped Warden.
Melee 100% → CHARGE
FOLLOWCharges to the cinch point and cleaves everything nearby.
HOLDWarcry — never charges while held; pulses the battle cry (+50% own damage, 1.5s) instead.
Tier 2 TIER_POWER = 2.25 (2.25× a T0 slot)
Archmage
Arcane
Amplified Mage burst — bigger blast, wider radius.
Mage ×2 → Archmage
Arcane 100% → DETONATE
FOLLOWCasts an amplified arcane nova — bigger radius, heavier damage — every 4s.
HOLDChannel — nova radius x1.3 while held.
Artificer
Tech
Overclocks its turret to fire faster.
Engineer ×2 → Artificer
Tech 100% → MINE
FOLLOWDeploys overclocked turrets that link in pairs with a damaging lightning fence.
HOLD— none (asserted, not a gap)
Assassin
Melee
Amplified Rogue execute that chains kills.
Rogue ×2 → Assassin
Melee 100% → CHARGE
FOLLOWOn cinch, executes staggered enemies for heavy single-target damage.
HOLDAmbush — execute HP threshold x1.5 while held.
Ballista
Ranged
Single heavy turret firing a piercing bolt.
Engineer + Ranger → Ballista
Tech 50% → MINERanged 50% → VOLLEYFIGHTS DIFFERENT FROM ITS FAMILY
FOLLOWDeploys one heavy turret firing a piercing bolt.
HOLDBraced — widens the turret range and boosts its damage further while held.
Barbarian
Melee
Periodic whirlwind AoE around itself.
Warrior ×2 → Barbarian
Melee 100% → CHARGE
FOLLOWPeriodically whirls, hitting every enemy around it.
HOLDWarcry — while held, pulses the battle cry (+50% own damage, 1.5s) on cinch.
Blademaster
Melee
Charge-cleave that executes already-weakened enemies outright.
Warrior + Rogue → Blademaster
Melee 100% → CHARGE
FOLLOWCharges to the cinch point; its cleave instantly kills anything already below the execute threshold.
HOLDWarcry — never charges while held; pulses the battle cry instead.
Bloodbinder
Support
Auras allies to heal from the damage they deal.
Healer + Necromancer → Bloodbinder
Support 50% → RALLYDark 50% → HARVEST
FOLLOWAuras nearby allies to heal for a fraction of the damage they deal — a different mechanic from a healer's trickle, proportional to damage dealt.
HOLDBond — aura radius x1.3 while held.
Bombardier
Tech
Turret that lobs puddle-spawning shells at range.
Alchemist + Engineer → Bombardier
Tech 100% → MINE
FOLLOWDeploys turrets that lob poison mortar shells with splash damage and a puddle.
HOLD— none (asserted, not a gap)
Chordmaster
Support
Auras allies with bonus crit chance.
Bard + Rogue → Chordmaster
Support 50% → RALLYMelee 50% → CHARGE
FOLLOWAuras nearby allies with bonus crit chance.
HOLDChord — aura radius x1.3 while held.
Chorister
Support
Haste aura that heals allies and snaps enemies.
Bard + Healer → Chorister
Support 100% → RALLY
FOLLOWIts haste aura also heals allies continuously, and it periodically snaps damage at the nearest enemy.
HOLDBulwark — its aura also cuts damage taken inside it by 25% while held.
Cleric
Support
Heal burst that also damages nearby enemies.
Healer + Mage → Cleric
Support 50% → RALLYArcane 50% → DETONATE
FOLLOWHeals nearby allies/hero and smites enemies caught in the same pulse.
HOLD— none (asserted, not a gap)
Deadeye
Ranged
Piercing shot that marks every enemy hit.
Ranger ×2 → Deadeye
Ranged 100% → VOLLEY
FOLLOWFires a piercing ray every 2s that marks every enemy along it for bonus damage.
HOLDBraced — shot range x1.3, shot damage x1.15 while held.
Defiler
Dark
Puddle whose kills rise as ghosts.
Necromancer + Alchemist → Defiler
Dark 50% → HARVESTTech 50% → MINE
FOLLOWDrops a poison puddle on cinch; enemies it kills rise as ghosts.
HOLDGraveyard — ghosts it raises last x1.5 longer while held.
Frostlord
Arcane
Chill field that periodically freezes and shatters.
Frostweaver ×2 → Frostlord
Arcane 100% → DETONATE
FOLLOWChills its field and periodically freezes enemies solid with a shatter hit.
HOLDAnchor — chill field radius x1.5 while held.
Heavy Shield
Melee
High-HP tank that taunts nearby enemies.
Pike & Shield ×2 → Heavy Shield
Melee 100% → CHARGE
FOLLOWSame guarding aura at -25% damage (both modes), plus a periodic taunt pulse that locks nearby enemies onto it.
HOLDPhalanx — melee reach/damage up, and taunt radius x1.4 while held.
Lich
Dark
Amplified Necromancer, doubled ghost-raise chance.
Necromancer ×2 → Lich
Dark 100% → HARVEST
FOLLOWRaises ghosts at double chance; its ghosts explode in a small nova when they expire.
HOLDGraveyard — ghosts it raises last x1.5 longer while held.
Maestro
Support
Damage-pulse aura that can echo nearby skills.
Bard ×2 → Maestro
Support 100% → RALLY
FOLLOWPulses damage to enemies in its aura and can echo any guard skill cast inside it.
HOLDBulwark — its aura also cuts damage taken inside it by 25% while held.
Oracle
Support
Heals allies and grants a retaliating shield.
Healer ×2 → Oracle
Support 100% → RALLY
FOLLOWHeals nearby allies/hero and grants an overheal shield that retaliates when struck.
HOLDTriage — heal radius x1.5 while held.
Paladin
Melee
Charge-cleave that detonates a small blast on hit.
Warrior + Healer → Paladin
Melee 50% → CHARGESupport 50% → RALLY
FOLLOWCharges to the cinch point; its cleave detonates a small arcane nova on every enemy it hits.
HOLDWarcry — never charges while held; pulses the battle cry instead.
Plaguewright
Tech
Amplified Alchemist puddle, hits harder over stacks.
Alchemist ×2 → Plaguewright
Tech 100% → MINE
FOLLOWDrops a poison puddle on cinch that can chain smaller puddles from kills inside it.
HOLD— none (asserted, not a gap)
Requiem
Support
Haste aura that also chills enemies inside it.
Frostweaver + Bard → Requiem
Arcane 50% → DETONATESupport 50% → RALLYFIGHTS DIFFERENT FROM ITS FAMILY
FOLLOWIts haste aura also chills enemies inside it; a slain enemy caught in it detonates a death-burst.
HOLDBulwark — its aura also cuts damage taken inside it by 25% while held.
Spellblade
Arcane
Melee hits alternate fire splash and frost chill.
Warrior + Mage → Spellblade
Melee 50% → CHARGEArcane 50% → DETONATEFIGHTS DIFFERENT FROM ITS FAMILY
FOLLOWMelee strikes alternate FIRE (splash damage) and FROST (chills the target).
HOLDWarcry — while held, pulses the battle cry (+50% own damage, 1.5s) on cinch.
Ward Weaver
Support
Cloaks nearby guards that drop below 30% HP.
Mage + Pike & Shield → Ward Weaver
Arcane 50% → DETONATEMelee 50% → CHARGEFIGHTS DIFFERENT FROM ITS FAMILY
FOLLOWCloaks any guard (itself included) that drops to 30% HP or below while it stands nearby — cloaked guards are hidden from enemies.
HOLDWard — cloak radius x1.3 while held.
Warlord
Melee
Charge-cleave that plants a haste banner.
Warrior + Pike & Shield → Warlord
Melee 100% → CHARGE
FOLLOWCharges to the cinch point, cleaves, and plants a war banner that hastens allies standing in it.
HOLDWarcry — never charges while held; pulses the battle cry instead.
Winterbow
Ranged
Chilling shot that pierces frozen kills.
Ranger + Frostweaver → Winterbow
Ranged 50% → VOLLEYArcane 50% → DETONATE
FOLLOWFires a chilling shot that deals bonus damage to frozen/chilled targets and can pierce through a kill.
HOLDBraced — shot range x1.3, shot damage x1.15 while held.
Wraith
Dark
Rogue-style executes; victims rise as ghosts.
Rogue + Necromancer → Wraith
Melee 50% → CHARGEDark 50% → HARVESTFIGHTS DIFFERENT FROM ITS FAMILY
FOLLOWOn cinch, executes staggered enemies and raises them as fighting ghosts.
HOLDAmbush — execute HP threshold x1.5 while held.
Tier 3 TIER_POWER = 3.375 (3.375× a T0 slot)
Bonemender
Support
Heals nearby allies and raises fallen foes as ghosts.
Oracle + Lich + Requiem → Bonemender
Support 50% → RALLYDark 33% → HARVESTArcane 17% → DETONATE
FOLLOWDirge — fills a meter from damage taken by nearby allies/hero; on fill, unleashes a Requiem burst: one big heal-nova to everyone in radius plus every enemy that died nearby in the last 6s rises as a fighting ghost, all at once.
HOLDVigil — Dirge fills faster, and the Requiem burst also grants a small overheal shield; Graveyard — its ghosts last x1.5 longer, both while held.
Cryocore
Tech
Chill field builds charge, venting a shatter blast at max stack.
Artificer + Frostlord + Winterbow → Cryocore
Arcane 50% → DETONATETech 33% → MINERanged 17% → VOLLEYFIGHTS DIFFERENT FROM ITS FAMILY
FOLLOWIts chill field builds Coolant from every enemy standing inside it (cap 5) — at max Coolant it vents a massive shatter nova on everything in the field, then stalls for 3s with no chill while the core cools back down.
HOLDStabilize — Coolant no longer decays and venting no longer stalls the field, but the turret is gone; HOLD commits fully to Overload.
Deathbolt
Ranged
Heavy piercing turret bolt whose kills rise as ghosts.
Ballista + Wraith + Assassin → Deathbolt
Melee 50% → CHARGETech 17% → MINERanged 17% → VOLLEYDark 17% → HARVESTFIGHTS DIFFERENT FROM ITS FAMILY
FOLLOWBounty: tags the lowest-HP enemy — if it dies within 4s from any source, banks a kill credit (up to 3) and re-tags.
HOLDDeploys one heavy turret firing a piercing bolt, empowered by banked kill credits from FOLLOW — anything it kills rises as a fighting ghost.
Demolitionist
Melee
Charges through crowds planting timed charges that chain-detonate; deploys a splash-mortar turret.
Blademaster + Bombardier + Plaguewright → Demolitionist
Tech 67% → MINEMelee 33% → CHARGEFIGHTS DIFFERENT FROM ITS FAMILY
FOLLOWCharges through the crowd on a cinch, planting up to 3 timed charges (no immediate damage) that detonate together 1.2s later — charges still close to each other when they go off chain, each adding bonus damage to both.
HOLDDet Cord — still charges and plants on a cinch (does not battle-cry in place like the rest of the warrior line while held); a tether yanks its targets together right before detonation, turning a loose scatter into a guaranteed chain. Also deploys a mortar turret that splashes nearby enemies on impact.
Ironsight
Ranged
Piercing shot empowered by nearby melee-family allies.
Deadeye + Heavy Shield + Warlord → Ironsight
Melee 67% → CHARGERanged 33% → VOLLEYFIGHTS DIFFERENT FROM ITS FAMILY
FOLLOWFormation Volley — fires a piercing shot at its nearest enemy; damage and pierce count grow with each melee-family ally fielded within 10m (up to 3 stacks).
HOLDAnchor Line — Formation Volley counts every fielded melee-family ally regardless of distance, but fires 25% slower.
Shadow Stalker
Melee
Self-stealthed; stalks and backstabs the toughest nearby enemy.
Assassin + Ward Weaver + Chordmaster → Shadow Stalker
Melee 67% → CHARGEArcane 17% → DETONATESupport 17% → RALLY
FOLLOWAlways stealthed; stalks the toughest enemy nearby and strikes it from behind for a heavy backstab. Has passive crit chance.
HOLD— none (asserted, not a gap)
Voidcaller
Arcane
Evolved arcane burst with gravity wells that pull enemies.
Archmage ×3 → Voidcaller
Arcane 100% → DETONATE
FOLLOWCasts a nova that also spawns pulling gravity wells at its edges.
HOLDChannel — nova radius x1.3 while held.
Warchanter
Melee
Whirlwind cleave that hastes allies caught in its war-chant.
Barbarian + Maestro + Chorister → Warchanter
Support 67% → RALLYMelee 33% → CHARGEFIGHTS DIFFERENT FROM ITS FAMILY
FOLLOWCall and Response — its war-chant whirl banks a CALL stack (cap 3) on every hit; the next ally to land a hit consumes one and detonates a RESPONSE shockwave at their own position, the chant handed down the line to whoever answers it.
HOLDRally — CALL stacks stop expiring while held, and a consumed stack briefly entrenches the ally that spent it (25% damage reduction, 2s) instead of pulsing a shockwave.
Tier 4 TIER_POWER = 5.0625 (5.0625× a T0 slot)
Frostbastion
Tech
Drops stationary chill anchors; enemies caught in 2+ overlapping pulses shatter instantly.
Ironsight + Cryocore + Demolitionist + Voidcaller → Frostbastion
Arcane 38% → DETONATEMelee 25% → CHARGETech 25% → MINEFIGHTS DIFFERENT FROM ITS FAMILY
FOLLOWCryo Grid — periodically drops a stationary chill anchor at its own position (up to 3 live, oldest expires as a new one drops). Anchors pulse chill on their own, independent of Frostbastion. Any enemy caught inside two or more overlapping pulses at once is shattered instantly; inside just one, it still takes real damage.
HOLDOvercharge — anchors already down stop expiring and pulse continuously with no downtime, trading Frostbastion's mobility (no new drops while held) for a permanent, denser grid exactly where it plants.
Grave Marshal
Dark
Musters the squad's kills into one periodic order: raises the fallen, hastes allies, and shields the retinue.
Warchanter + Bonemender + Deathbolt + Voidcaller → Grave Marshal
Arcane 29% → DETONATESupport 29% → RALLYMelee 21% → CHARGEFIGHTS DIFFERENT FROM ITS FAMILY
FOLLOWNo clock of its own — fills a Muster meter from the whole squad's kills. On fill, one general's order: every recent corpse rises as a ghost, allies get a haste pulse, and everyone gets a small overheal shield.
HOLDStanding Orders: Muster fills faster, and while charging Gravemarshal projects a standing damage-reduction aura to the squad.