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Characters / Legends Of Idleon

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In Idleon, there are 3 main classes, namely the Archer, Warrior and Mage. These further branch out into unique subclasses. Additionally, there is a secret class obtainable by doing a secret questline.


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Beginner

    Beginner 

Begineer

https://static.tvtropes.org/pmwiki/pub/images/beginner.png
The beginner is the class you start with. As the name implies, it is a beginner class which specializes in nothing and has no attack skills whatsoever. It scales off the Luck stat for both damage and accuracy.
  • Beginner's Luck: The reason why it scales off the Luck stat.
  • Propeller Hat of Whimsy: This class is represented by a character wearing a propeller cap on its portait to represent them being a inexperienced newbie.

Main Classes

    Warrior 

Warrior

https://static.tvtropes.org/pmwiki/pub/images/warrior_29.png
The Warrior is the melee class of the three main classes you promote to. It uses spears and swords to hit multiple opponents in melee range. It scales off the Strength stat for damage and Wisdom for accuracy. It specializes in Mining.
  • Blade Spam: The talent "Double Strike" gives the warrior a chance to hit 2 times for an attack.
  • Fighter, Mage, Thief: The fighter. Hits fairly hard and can soak up damage as well
  • Herd-Hitting Attack: Warrior can hit multiple enemies with their basic attacks, and are the only class that can do so.
  • Mighty Glacier: They have high health and decent damage, but painfully slow movement speed.
  • Weapon Specialization: The Warrior class and its subclasses exclusively use melee weapons.

    Archer 

Archer

https://static.tvtropes.org/pmwiki/pub/images/archer_1.png
The Archer is the ranged class of the three main classes you promote to. It uses bows to shoot its target at a distance. It scales off the Agility stat for damage and Strength for accuracy. It specializes in Smithing.
  • Critical Hit Class: Between having the highest AGI and "I See You" giving pure Crit Rate, Archer characters tend to become this.
  • Fighter, Mage, Thief: The thief. Attacks from a range and is quick on their toes.
  • Fragile Speedster: Meant to be this in-game, but averted. They have high HP thanks to investing into the Strength stat.
  • Lightning Bruiser: Has good health by investing into strength for accuracy, high speed and great damage thanks to the talent "Have Another" and high attacking rates. The only limiting factor is the lack of AoE.
  • More Dakka: The talent "Have Another" allows the Archer to have a chance to shoot a 2nd arrow for its basic attack.
  • Punched Across the Room: "Kung Fu Kick" can launch enemies back quite a distance. Useful in the Worship minigame for keeping a lone Giant Mook at bay.
  • Weapon Specialization: The Archer class and its subclasses exclusively use bows.

    Mage 

Mage

https://static.tvtropes.org/pmwiki/pub/images/mage_64.png
The Mage is the magic class of the three main classes. It uses wands to cast high damaging bolts at it's target, albeit at a slower rate than other classes. It scales off the Wisdom stat for damage and Agility for accuracy. It specializes in Chopping.
  • Fighter, Mage, Thief: The mage, obviously. Uses magic to attack enemies afar but can't take a hit.
  • Fireballs: It can shoot a fireball with a spell.
  • Squishy Wizard: Deals high damage with its attacks, but has low HP by comparison to other classes.
  • Teleportation: It has a teleportation spell, though it can only use it when walking and it only teleports a few pixels, so it just serves to travel slightly faster.
  • Weapon Specialization: The Mage class and its subclasses exclusively use magic wands and staves.

    "The Secret Class" 

Journeyman

https://static.tvtropes.org/pmwiki/pub/images/journeyman.png
The Journeyman is the secret fourth main class in the game. It continues to use the boxing gloves as its weapon to strike enemies at a fast rate. Like the beginner, it scales off the Luck stat for both damage and accuracy. It specializes in looting rare drops from mobs.
  • Always Accurate Attack: Because the Journeyman gains both damage and accuracy off Luck, it's extremely hard to find enemies that a levelled Journeyman can't hit. Being able to adequately damage them, however...
  • Can't Catch Up: The class only has 2 subpar attacking skills (1 is actually a passive) and lacks any talents that boosts the effect of weapon power. This means the damage of this class will fall behind your other characters and subsequently fall behind in levels.
  • Crippling Overspecialization: Most of its talents are for looting. This leaves its damage output to be lackluster.
  • Good Old Fisticuffs: After a certain point, Fisticuffs become Beginner-only, cementing the class as this.
  • Open Secret: The only thing that's really "secret" about the class is how to unlock it in the first place. Due to the high utility of your Beginner character, the community doesn't really bother to hide anything else about it.
  • Spam Attack: The talent "Two Punch Man" adds a 2nd punch to its basic attack while also boosting it.
  • Trademark Favorite Food: Peanuts
  • Weak, but Skilled: A general theme of the Beginner line is that it will always lag behind in damage and skill efficiency, but when facing content it CAN do it has benefits no other class can replicate.
  • Weapon Specialization: The Journeyman class and its upgrades exclusively use gloves as weapons.
  • You Shall Not Evade Me: Journeyman's only attacking talent lets them whip a bunch of enemies towards the character, bringing them in range to be punched down.

Second Subclasses

    Warrior-derived 

Barbarian

https://static.tvtropes.org/pmwiki/pub/images/barbarian_4.png
One of the two subclasses of the warrior, the Barbarian is the damage-oriented class of the warrior. Focusing more into improving the damage of the warrior, it is capable of dealing huge damage. This subclass specializes in the skill Fishing.
  • Awesome, but Impractical: The passive talent "No Pain No Gain". While it increases the barbarian's damage output, it also reduces your HP while simultaneously doubling your damage taken. This makes you extremely vunerable to enemies, and simultaneously reduces the effectiveness of the "Meat Shank" talent meaning you don't gain as much damage as expected. Averted once you reach endgame, where you have high defence to nullify the damage and higher HP to make the lost health not matter as much.
  • Bears Are Bad News: One of the Berserker's attacks summons a giant bear paw to slash at a bunch of enemies.
  • The Berserker: Has a passive talent that can further improve its damage by sacrificing HP and doubling damage taken.
  • Difficult, but Awesome:
    • Almost Awesome, but Impractical territory, the attack "Axe Hurl" is this. While it has high damage multipliers and hits multiple enemies, it is thrown in an arc upwards. You need to properly angle it to hit enemies.
    • The passive "Apocalypse Zow" requires you to kill a mob 100k times for it to take effect. It requires time to grind for it, but will boost your damage exponentially in the long run.
  • Magikarp Power: Barbarians are difficult to get damage with earlygame, but "No Pain No Gain" and "Apocalypse Zow" become very powerful later on, making it very easy to farm the amount of kills they need to operate lategame.
  • Throwing Your Sword Always Works: Well an axe in this case. "Axe Hurl" is an attack that throws axe to the enemy.

Squire

https://static.tvtropes.org/pmwiki/pub/images/squire.png
One of the two subclasses of the warrior, the Squire is the defensive-oriented class of the warrior. It adds more defensive prowess into the warrior, while the skills adds more crowd control. This subclass specializes in the town skill Construction.
  • Boring, but Practical: Endgame cog boards are built entirely around boosting your Squires, while non-Squires produce cogs.
  • Sword Beam: Has an attack that launches a shockwave attacks in a straight line.
  • Stone Wall: When compared to barbarian. It even has a skill named after this trope.
  • Throwing Your Sword Always Works: The attack "Daggerang" throws a dagger at the enemies which flies like a boomerang, and can be caught to eliminate the cooldown.

    Archer-derived 

Bowman

https://static.tvtropes.org/pmwiki/pub/images/bowman_9.png
One of the two subclasses of the archer, the Bowman is the speed-oriented class of the Archer. Its damage increases with speed and has a talent to reduce skill cooldown. This subclass specializes in the skill Catching.
  • Collector of the Strange: Catching's materials in worlds 2 and 3 are quite unusual, to say the least. Flying butter, cereal, fruit, and icicles can all be caught with the Catching skill.
  • More Dakka: A lot of its skills shoot a lot of arrows.
  • Rain of Arrows: "Homing Arrow" spits out a load of arrows that go after nearby targets, giving the Bowman impressive single-target damage.
  • Super-Speed: As Movement Speed amplifies the damage of the class, most if not all builds of this class involves maximizing its speed. With enough Speed Potions and boosts to food effects, Bowman can find themselves with over a 10x damage bonus from this skill alone in the lategame, and it's the only tab 3 damage boosting passive talent that lacks any sort of cap on scaling.

Hunter

https://static.tvtropes.org/pmwiki/pub/images/hunter_60.png
One of the two subclasses of the archer, the Hunter is the damage-oriented class of the archer. It has passives that amplifies the damage of the Archer and is capable of dealing huge damage comparable to the barbarian. This subclass specializes in the skill Trapping.
  • Awesome, but Impractical: The skill "Bear Traps". It places down multiple traps on the map that has high damage multipliers. However, you cannot control where it's placed (except for one that's guaranteed to be placed at your feet) and enemies need to step on it for it to even deal damage. It also drains MP very fast, as it has high MP costs and a low cooldown on a class with low MP to begin with. If you can build enough MP to make it work, however, active Hunter will likely be the character that clears World 3 for you.
  • More Dakka: Has a talent "Have Another... Again!", which adds another chance to fire a 3rd arrow in its basic attack.
  • Not the Intended Use: Despite not being the Worship specialist, Hunter winds up being used to play the tower defense minigame due to having superior crowd control with "Stop Right There", a rooting skill with a large AoE and no mob limit, and "Kung Fu Kick", which can knock monsters back a fair distance on a low cooldown.
  • Overshadowed by Awesome: Is the only subclass with any form of respawn enhancer for active play with "Uwu Rawr". However, the respawn mechanics found on elite classes are far more powerful.
  • Trap Master: Has multiple attacks that lays out traps and specializes in trapping.

    Mage-derived 

Shaman

https://static.tvtropes.org/pmwiki/pub/images/shaman_8.png
One of the two subclasses of the mage, the Shaman is a mix of nature and alchemy type of mage. This subclass has unique attacking skills such as throwing potions, which are capable of high damage. This subclass specializes in the town skill Alchemy.
  • Chain Lethality Enabler: "Tenteyecle" has a chance to shave a few seconds off all of your cooldowns with each kill.
  • Difficult, but Awesome: The skill Crazy Concoctions. It's an attack involving 3 potions where you have to aim manually. On top of that, there are 5 types of potion that can be thrown, each with its own powerful effects.
  • Magikarp Power: Shaman is fairly unassuming outside of the occasional Cranium Cooking when you first get it, but several Shaman talents become absolute powerhouses later on.
  • Squishy Wizard: Due to STR being a dump stat and their only defensive ability being extended Mercy Invincibility, Shamans have to tread carefully when pushing difficult content, lest they suffer a One-Hit KO from a crystal mob.
  • Witch Doctor: Has skills that uses alchemy and nature to attack and heal itself.

Wizard

https://static.tvtropes.org/pmwiki/pub/images/wizard_09.png
One of the two subclasses of the mage, the Wizard is the elemental-oriented class of the mage. This subclass utilizes elements which provide crowd control. This subclass specializes in the skill Worshipping.
  • Badass Bureaucrat: Played with. The passive talent "Paperwork, Great..." increases the damage per number of stamps handed in.
  • Diverting Power: Wizards can channel worship charge from all other characters onto themselves. This lets you maximize your soul gain, but you lose some of the charge in the process and doing this too much can starve everyone else of Worship EXP to upgrade their skulls.
  • Elemental Powers: As mentioned above, it controls elements such as ice, fire and wind to attack enemies.
  • Overshadowed by Awesome: While not a bad class, the Shaman can do what it can do better due to better skills. The one area where it is not outclassed by the Shaman is its speciality skill, Worshipping.
    • Unfortunately even there, the Wizard is slightly outclassed by the Hunter when playing the minigame due to having better crowd control.
    • Subverted with the update to the "Mana Is Life" talent, which now gives extra Multikill Per Tier while active instead of the previously-useless Mana Regen. This update has turned the Wizard into the best farmer of basic monster materials and Green Mushroom kills, which later converts into extra money gain.

    The "Secret" Class But Upgraded 

Maestro

https://static.tvtropes.org/pmwiki/pub/images/maestro_2.png
Maestro is the successor class of the beginner lineup, after Journeyman. While the damage is still not on par on the other classes, it has the utility of helping your other classes in skilling. Like the Journeyman, it is unlocked by a tedious questline.
  • Lethal Joke Character: Maestros have loads of unique disadvantages, but can punch way above their listed damage range and have very valuable support talents, such as loads of extra skill efficiency for the rest of your family and generating extra printer output.
  • Master of None: Maestro is explicitly designed to require levelling all skills, but does not have any specialized skills. If you can make it work, however, the boosts you get are incredible.
  • Money Mauling: Has an attack that throws coins.
  • Renaissance Man: Endgame Maestros will have very high levels in all skills, both to enable various talents and farm cards on even the most difficult resource nodes to obtain even more buffs.
  • Spam Attack: "Triple Jab" adds a 3rd punch in its basic attack while boosting the previous two. Maestros also have extremely high attack speed thanks to their fisticuff weaponry.
  • Utility Party Member: The main use of this class is to support your other classes in skilling.

Elite Classes

    Elite Classes in General 
  • Status Buff:
    • Each elite class (except the secret class) has a talent that boosts the weapon power, based on every 10 levels of their specialized skills. The only exception is the beastmaster, as they will receive more weapon power by every 10 pet power of the pet in the first slot.
    • Three of their talents focuses on their primary stat:
      • Charred/Stacked/Memorial Skulls increases the amount of kills performed for each 1000 of STR/AGI/WIS.
      • Skill Strenghten/Ambidexterity/Wiz makes so that STR/AGI/WIS has a bigger impact of the class's specialized skills, while also increasing the stat.
      • Overblown Testosterone/Adaption Revelation/Utmost Intellect boosts the class's main stat, while also increasing the max level of the respective talents.
    • And finally, there's the "Symbols of Beyond" talent which gives bonus talent levels to all acquired talents. These levels are simply added on, meaning you can have a skill that is at level 170 out of 160, for instance.

    Warrior-derived 

Blood Berserker

https://static.tvtropes.org/pmwiki/pub/images/blood_berserker.png
The elite class of the Barbarian. Blood Berserkers fight with a burning rage, adding fire to many of their attacks. This subclass specializes in the skill Cooking.
  • Boring, but Practical: The life of a Blood Berserker tends to be a simple one: (Super) Chow everything, and then sit in the world 4 cooking area forever. Occasionally go get fishing/lab/divinity exp. Considering that endgame Blood Berserkers can produces WEEKS worth of ladles every day, it's hard to justify doing anything else.
  • Chef of Iron: A fire-wielding berserker that is your Cooking specialist that excels at producing ladles, which are basically Cooking-specific time candy.
  • Playing with Fire: Can ignite themselves to increase attack speed and enable a talent that causes a massive explosion, and another talent allows their bear swipe to hit more enemies by setting it on fire.
  • Serial Escalation: The "Apocalypse Chow" ability now requires one million kills on a mob to gain a stack. Downplayed compared to when you got Apocalypse Zow due to the fact that you've gained a lot of ways to increase the value of kills compared to world 2, then played straight again when you unlock Super Chows that require 100 million kills.
  • Supreme Chef: The dishes produced by Cooking give a MASSIVE range of account buffs almost comparable to Alchemy. Played With in that some of the flavor texts poke fun at the bonus or the competency of the cook.
    Yea those red marks are grill marks, our chef doesn't know what he's doing - Description of the Soda dish

Divine Knight

https://static.tvtropes.org/pmwiki/pub/images/divine_knight.png
The elite class of the Squire. Can use divine power to resurrect slain monsters, and summon disciples that launch shockwaves. This subclass specializes in the skill Gaming.
  • Boring, but Practical: The Divine Knight gets a respawn gimmick and some basic Gaming enhancers, but other than that everything else about the class is simply enhancements on the Squire's moveset, from the Shockwave spam and Daggerang improvements right down to King of the Remembered being a printer buff. It's all still very effective, provided you don't run into...
  • Crippling Overspecialization: Because Divine Knights are so dependent on Shockwave Slash, they suffer greatly the more vertical the map is. This was especially true before the Game-Breaking Bug was fixed that would cause Daggerang to crash the game if you did autocombat for too long, as Daggerang is the Divine Knight's only attack that can hit enemies that are anywhere that isn't directly in front of them.
  • Exactly What It Says on the Tin: Averted. The Divine Knight is not the Divinity specialist, instead specializing in Gaming.
  • Spam Attack: Has two new methods of launching the Squire's Shockwave Slash attack.
  • Super-Empowering: The Divine Knight's "King of the Remembered" grants account-wide boosts to 3D Printer output based on their total number of Orb Kills.
  • The Turret Master: Can place knightly statues that automatically fire Shockwave Slashes on both sides of it. When fully upgraded, you can have two out at once.

    Archer-derived 

Siege Breaker

https://static.tvtropes.org/pmwiki/pub/images/siege_breaker.png
The elite class of the Bowman. Goes to battle against valuable Plunderous mobs with a wide array of cannon-based attacks. This subclass specializes in the skill Sailing.
  • BFG: Siege Breaker's attack talents are fired out of a giant cannon
  • Hook Hand: According to the "Crew-Rowing Strength" talent, at least.
  • Pirate Booty: Sailing's resources are gold bars, various island-specific resources, and account-boosting Artifacts.
  • Power-Up Letdown: Depending on your activity, it may actually be detrimental to take the "Unending Loot Search" talent instead of letting your ships dock with an extra chest.
  • Required Secondary Powers: Having the cooldown reductions from Post Office and the "Whoa That Was Fast" talent is practically mandatory for using Siege Breaker actively. With insufficient cooldown reduction, the coin-generating buff from "Plunder Ye Deceased" is likely to fall off before you can place another Pirate Flag, meaning you start from square one with each flag.
  • Super-Empowering: The Siege Breaker's "Archlord of the Pirates" grant account-wide boosts to EXP and Drop Rate based on their total Plunderous Mob Kills.
  • Throw Down the Bomblet: Siege Breaker has much better Area of Effect capabilities thanks to his explosive Cannonball and the ability to chuck Firebombs everywhere for a few seconds.

Beastmaster

https://static.tvtropes.org/pmwiki/pub/images/beast_master.png
The elite class of the Hunter. Summons various critters to help battle foes. This subclass specializes in the skill Breeding.
  • Attack Animal: Can drop whales on enemies, send out a boar to run into enemies, and summon a sentient bag of nacho chips to drop projectiles onto enemies.
  • The Beastmaster: Between the previous Trapping focus, the new Breeding focus, and the critter-summoning talents, we can conclude that the Beastmaster is appropriately named.
  • Crippling Overspecialization: Outside of the Breeding talents and the universal tab 4 talents, every Beastmaster talent is an attacking talent. This means the Beastmaster lacks any sort of new extra kill-increasing utility, only carrying over the outdated "Uwu Rawr" talent with a 90 second downtime. Even the Blood Berserker can potentially gain extra afk Kills Per Hour by activating Inflame. It also lacks any new payouts from afk mob farming until you advance far enough in a different class.
  • Weaksauce Weakness: The Nacho Box summon only has 2 HP, causing it to die very quickly if placed where monsters can get to it. This makes it completely useless for Killroy challenges since there's nowhere to safely place the box. Averted if you happen to get The Birch Enclave area, where it's possible to climb certain trees and safely place a Nacho Box.

    Mage-derived 

Bubonic Conjuror

https://static.tvtropes.org/pmwiki/pub/images/bubonic_conjuror.png
The elite class of the Shaman. Bringing poison and necromancy into the mix, the Bubonic Conjuror raises dead monsters and attacks with poisonous gas and injections. This subclass specializes in the skill Laboratory.
  • Elite Tweak: Bubonic Conjuror has the greatest money farming potential of all classes, but requires tons of damage and a lot of skills at or above 200 to make it work efficiently compared to other classes.
  • Fartillery: One of the Bubo's talents allows him to spawn a fart cloud that will stay for some seconds. Said fart cloud will also fart gas clouds, and deal damage to already poisoned enemies.
  • Gradual Grinder: Bubos throw out gas clouds that inflict Poison, dealing a fraction of the character's listed damage every so often. Peak grinding happens when this small amount of damage is still enough to kill the monster in one hit.
  • Mad Scientist: Can be though of as a Mad Chemist with a dash of Mad Biologist (raising dead and all that), if their focus on the world 4 Lab is anything to go by.
  • Plague Doctor: Dressed like one according to their login portrait.

Elemental Sorcerer

https://static.tvtropes.org/pmwiki/pub/images/elemental_sorcerer.png
The elite class of the Wizard. Adding lightning, pure energy blasts, and meteors to the elemental mix, this class can also directly summon monsters to farm. This subclass specializes in the skill Divinity.
  • Awesome, but Impractical: The "God's Chosen Children" talent. It's a family-wide damage boost on top of Wormhole Emperor! Too bad it runs off God Ranks, meaning you have to effectively finish all the Divinity content to even activate the talent. At that point, it takes millions of Divinity points to make even the smallest attempts at a God Rank, and you have to keep characters at Divinity to farm those points instead of freeing them up for other tasks.
    • High levels of Dimensional Wormhole can become this if you fight too powerful of a monster. It's very easy to waste a lot of time plinking away at a monster that has scaled to have billions of HP, thus rapidly losing the benefit of the portal in the first place. The fact that Wormhole monsters don't count towards opening new portals means Elemental Sorcerer suffers greatly when it comes to pushing to the next map with active play.
  • Boring, but Practical: Has the simplest extra spawn mechanic out of all of the world 5-focused classes: Simply open up a portal and spawn a bunch of extra mobs!
  • Elemental Powers: Gains a lightning attack, and enhances the previous Wizard talents by giving a chance of autocasting Tornado and Floor Is Lava when using basic attacks.
  • Gone Horribly Right: Elemental Sorcerer is so good at farming basic drops off weaker monsters that an overnight auto session could easily overflow your inventory and lag the game with floor drops unless you specifically take Carry Capacity buffs, even with a Colossal pouch.
  • Meteor-Summoning Attack: "Meteor Shower" causes lots of meteors to randomly bombard the area. It has the most potential hits of any talent in the game, with high levels of the talent allowing for over 45 meteors in one cast.
  • Pinball Projectile: Radiant Chainbolt is an energy blast that starts bouncing around to new targets after it hits something.
  • Power-Up Letdown: The skill enhancement Elemental Sorcerer gets is simply "Radiant Chainbolt loses less damage each bounce" with no other effects, which is a little disappointing compared to the other enhancements.
  • Super-Empowering: The Elemental Sorcerer's "Wormhole Emperor" and "Gods Chosen Children" grant account-wide damage buffs based on their total Wormhole Kills and GOD Rank.

    The "Secret" Class's second upgrade 

Voidwalker

https://static.tvtropes.org/pmwiki/pub/images/voidwalker.png
The elite Beginner class, and the upgrade to Maestro. Voidwalkers can initiate Speedruns: They temporarily "reset" the game all the way back to Green Mushrooms and are tasked with opening as many portals as possible. The more progress you make, the more talent points you get to obtain powerful support talents.
  • Difficult, but Awesome: Speedrunning is a tricky affair that requires loads of preparation and a good plan, but Voidwalker's support talents are some of the most powerful talents available.
  • Empty Levels: Literally every source of talent points that isn't "One Step Ahead", "Void Trial Rerun", or the Voidwalker unlock achievement won't award tab 4 talent points because Voidwalker talents explicitly run off "Void Talent Points". All sources of Extra Talent Levels are also ineffective on the majority of Voidwalker's skills.
  • Mechanically Unusual Class: It doesn't get more unusual than having to replay the game to gain stat points.
  • Not the Intended Use: Void Radius provides a massive bonus to Multikill Per Tier when cast during a speedrun, while Bossing Vain massively improves respawn rate when you kill major bosses. While this quickly got Voidwalker locked to a maximum of 2m kills of credit towards Death Note, there's nothing preventing you from starting a speedrun just to take samples.
  • Readings Are Off the Scale: The class unlock selection, which usually rates classes on a scale of 3, rates Voidwalker's difficulty as a 7.
  • Spam Attack: Now hits four times with "Quad Jab".
  • Super-Empowering: "Enhancement Eclipse" grants a powerful buff to a specific skill from a certain class per 25 levels it has, up to Level 250. At maximum level, it buffs all other Elite classes once, but it also buffs the Voidwalker's own skills four times, with all 4 upgrades greatly amplifying their skilling prowess.
  • Utility Party Member: Outside of three talents related to Speedrunning, "Quad Jab", and "Species Epoch", all of Voidwalker's talents are designed to enhance the rest of your characters. Lampshaded when you unlock the Voidwalker: The game gives the character a 0/3 on Damage and a 3/3 on Family.

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