Heroes

Heroes are playable characters in Gordian Quest.
==List of Available Heroes==
As of July 2022 there are a total of 10 available heroes in Gordian Quest.
Difficulty refers to 'skill floor' of learning and playing the class at a reasonable level; actual difficulty is highly variable with cards/synergies and enemies encountered.
	
===Lucius, the Swordhand===
* Difficulty: Easy/Medium
* Synergies: Critical, Might, Vulnerable, Ally Draw + AP gain
A straightforward melee hero who uses Openers and Finishers: Attacks that discount other attack cards, and powerful attacks that leverages excess AP (and Offensive Buffs) efficiently. Lucius can also bring some decent defensive and utility abilities for his team.
See Lucius's main page for notable cards and some deck/party ideas.
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===Catherin, the Cleric===
* Difficulty: Easy
* Synergies: Guard, Channel, Ally Healing + Might + Critical
A supportive hero who excels in healing, buffing and front-lining while dealing damage. Highly recommended for newer players trying out Campaign or Realms. 
See Catherin's main page for notable cards and some deck/party ideas.
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===Bertrand, the Ranger===
* Difficulty: Medium
* Synergies: Summoning, Vulnerable, Ally Healing + Bonus Draw + Haste
A specialist who can create and maintain Turrets, empower a Prime Shot with Arrows, or take advantage of Vulnerable with Mercy Kills.
See Bertrand's main page for notable cards and some deck/party ideas.
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===Alphonse, the Scoundrel===
* Difficulty: Medium/Hard
*Synergies: Draw, Vulnerable, Critical, Traps
The Scoundrel has a number of cards (from the 'Assassin' deck) that Draw and generate AP.
With a balance of both one can chain these together to draw through their whole deck, which can be rewarded with Tricks of the Trade to end the turn with a Crit-empowered attack.
Notable cards:
* Draw: Hidden Blades, Ploys, Fade To Shadows, Deadly Graces 
* AP Generation: Clarity's, Opportune Moments, Reorganizes
* Critical: Finalize Plans, Stealth Attack/Assassinate, Target Preys
* Vulnerable: Finalize Plans, Target Recognitions, Jump Slash + Fade To Shadows, Rebounding Bola/Heavy Boomerangs, Back Kicks/Bola Shots
* Poison: Expunge, Applied Poisons/Noxious Bombs, Epidemic + Venomous Edge + Dual Wields
* Stabs: Stabs + Dual Wields
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===Pierre, the Spellbinder ===
* Difficulty: Medium/Hard
* Synergies: Channel, Burn, Shock, Might
Pierre specializes in dealing damage by applying and attacking enemies with Burn/Shock, or by duplicating Magic Missiles or Magic Swords. Pierre also has access to some decent Guard Trigger cards, which can potentially turn a large hand into defence.
Notable Cards:
* Draw: Forked Thought, Triple Cast
* Generally Powerful: Mana Charge, Glass Cannon, The World
* Burn: Absorb Fire, Explosion, Balefire(s), Bringer Of Flame + Flaming Grasps (with draw)
* Shock: Storm Pulse, Conduction, Split Lightnings, Thunder Herald + Static Fields (with draw)
* Magic Missile: Energy Tap, Magic Missiles/Conjure Barrage(s)/Multi Missile, ++Draw/AP+SP generation
* Magic Sword: Invoker of Blades', Conjure Blades', ++Draw/AP+SP generation
* Might: Heart Of Winters
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===Ida, the Druid===
* Difficulty: Medium
*Synergies: Bleed, Summoning, Rage/Fury, Channel, Ally Healing, AP Gain
A well-rounded Hero who can provide/be a fearsome frontline by Summoning Beasts and/or transforming into a Bear. She can also focus on 'juicing' a powerful AOE spell, or supporting allies with helpful cell effects.
Notable cards:
* Draw: Eyes of the Wolf's, Natural States
* Generally good: Savage Roar, Summon Spirit Bear/Wolf/Hawk + Wild Cunning
* Transform: Primal Aspect(s), Wounds/Wide Swipes
* Wolves: Summon Spirit Wolf's + Master of Wolves, Animal Instinct
* Spells: Volcano/Tornado/Earthquake(s), Seismic Shatter + Molten Rock + Thunderclap + Wisdom Of The Lands, Nature's Ires, Channel + Crit
* Support: Harmonize, Bed of Flowers (if allies have Agility), Spirit Walk (with Purge rune handy)
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===Naran, the Bard===
* Difficulty: Hard
* Synergies: Vulnerable, Ally Guard + Draw + AP gain
A complex support hero who can specialize in Offensive utility, Defensive utility and ramping damage.
Her unique 'song' mechanic may be difficult to grasp initially. Essentially:
* Start with an Intro to set a Tone
*# Play Tones/Verses to build Inspiration, ideally until the Inspiration limit is met exactly
*# Play a Chorus, expending Inspiration for an enhanced effect
*# Repeat if possible
* Finally:
*# At 0 Inspiration: Play 'leftover' Choruses that don't need enhancing
*# Aim to end the turn with 0 Inspiration, or 2+ to set up next turn (as Inspiration decays by 1)
Notable cards:
*Draw + Inspiration: Final Verses/Concert Performances, Basses/Etudes/A Capela's
*Team Synergy: Chorus of Swiftness, Chorus of Reflex, Verse of the Breeze, Chorus of Communion
*Damage: Multi Pellets', Skiffle
*Vulnerable: Chorus of Intimidation, Chorus of Empathy, Fully Winded Hits
*Situational: Songstress' Glamor, Chorus of Confusion, Siren Song, Chorus of Evocation, Jack of All Trades/Song Mashup (hybrid)
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===Kudo, the Warlock===
* Difficulty: Medium/Hard
* Synergies: Bleed, Vulnerable, Fury, ally Stat boosting + Healing
Kudo's playstyles all revolve around applying Bleed to enemies, allies and/or himself. He can then capitalize on it with Damage, Vulnerable, bonus party-wide Stats, Other Debuffs (Burn/Poison/Shock/Chill) and Guard.
In the early game Bleed is acquired efficiently from Circle of Agony, as well as the Savage Strikes Talent later. An end-game deck can aim to have multiple Draw Lifes to trigger his 'tick' Passives and Totem.
Notable Cards: 
* Bleed: Draw Lifes, Energy/Power from Blood, Strength/Int/Dex Totem
* Damage: Blood Rain, Void Orb
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===Jendaya, the Golemancer ===
* Difficulty: Hard
* Synergies: Critical, Vulnerable, Ally Healing, Draw, AP Transfer
A unique Hero which requires a player to control her and her golem Rocky in tandem, and maintain a deck for each. Both characters can provide support to each other and allies, and Jendaya can empower Rocky by providing draw, AP, destructible rocks and Crit.
Mistakes can be punishing since Jendaya's base health is very low, and losing Rocky will result in their absence in the next combat. 
Notable cards:
* Generally good: Deep Bond
* Support: Inventive Solutions's, Brainstorm, Impart, Rejuvenating Fist, Tranquil Repose, Replete
* Crit/Vulnerable: Rocky, Finisher!, Rocky, Haymaker, Epicenter + Seismic Ground generators
* Draw: Just Like Old Times, Reorient, Reformulate, Time Of Need 
* Hand Size: Amplify, Weighted Fist
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===Stroud, the Monk===
* Difficulty: Medium/Hard
* Synergies: Vulnerable, Channel, Agility, ally Regen
Stroud has a number of damage cards that 'ramp up' with various conditions. These include: gaining Agility, playing Combination Strikes, having unique/dex cards in hand/discard pile, and having a large discard pile or large deck.
Notable cards:
* Draw: Rupas, Qi Surges (2x when mastered) (Hurricane Rushes/Rising Suns with large hand sizes)
* Generally good: Leopard Forms, Strength Charges, Luminous Minds/Inner Resonances (with Draw + Channel spells)
* Agility: Rupas, Four Sided Fists, Muscle Memory, Dragon Form(s?)
* Combination Strikes: Combination Strikes, Lotus Forms
* Vulnerable/Discard: Dominating Will, Qi Orb, shift effects, Radiant Fists, Discard-to-draws
* Support: Temple's Grace