Character Classes

All playable characters from Songs of Greavesoyl are separated into 7 main classes. Each class has a specific role in the game and different strenghts, weaknesses, and different approach to combat. This page explains all character classes in greater detail.

## **Fighters**

**Fighters** are jack of-all-trades melee combatants. Fighters offer both respectable damage and durability, sometimes even situational mobility (like Guide) however they don't excel in none of those attributes. Most fighters can also serve as secondary/followup crowd control.

**Pros:**

* Good dueling
* Usually very simple to play
* Flexible playstyle combining damage and durability

**Cons:**

* Archers and assassins outdamage them
* Vulnerable to kiting
* No mobility/conditional mobility

## **Marksmen**

**Marksmen** are ranged damage dealers. Their base weapon is always a ranged one (bow, crossbow or trident), Archers serve as primary sustained damage dealers and sacrifice any durability for their offensive capabilities, resulting in them being very easy to take down (with one exception).

**Pros:**

* High damage output
* Long range
* Usually armed with escape tools or some form of crowd control

**Cons:**

* Require careful positioning and decent archery skills
* Very vulnerable in melee range
* Can't defend altars alone

## **Tank**

**Tanks** are the most durable class in the game. Tanks boasts above average health and exceptional crowd control at the cost of very low damage and no mobility. Their job is to protect their less durable teammates from danger and engage fights, but can't do much at their own and lose most 1v1 encounters.

**Pros:**

* Reliable crowd control
* High defensive attributes
* Can defend captured altars

**Cons:**

* Lowest damage output in the game
* Very team dependent
* Lack of mobility

## **Assassin**

**Assassins** are melee damage dealers who sacrifice durability and crowd control in exchange for mobility and/or stealth. Armed with dashes, blinks and even access to safe underground area they aim to eliminate their enemies as quickly as possible by getting in melee range of vulnerable enemies. Skilled assassin players can also easily duel most fighters thanks to their superior DPS. High risk - high reward.

**Pros:**

* Very high damage output
* Highest mobility of all classes
* Access to invisibility and stealth

**Cons:**

* Low durability
* No hard crowd control
* Very dependant on their mobility/stealth spells to survive

## **Mage**

**Mages** are a combination of damage and crowd control. Unlike other classes, they rely on their abilities as main damage source which makes their playstyle very unique compared to regular Minecraft PVP. Their low attack speed and damage puts them in great disadvantage in melee encounters and all mage players should avoid direct confrontation, like archers (although not to that extent).

**Pros:**

* Armed with both damage and crowd control
* Main source of AOE damage
* Not as helpless in melee combat as archers

**Cons:**

* Not begginer friendly
* Lower range and projectile speed than archers
* Still as vulnerable to assassins as archers

## **Support**

**Supports** are focused on empowering their teammates or countering their enemies. At the cost of their own offensive and defensive capabilities supports provide valuable help in form of healing, shielding and sometimes crowd control. Their effectiveness isn't as clearly noticeable as with damage dealers, but in the right hands supports can turn the game around.

**Pros:**

* Can heal, shield and buff their allies
* Can make up for their teammate's lack of durability
* Some supports directly counter specific mechanics (Neyir counters projectile users, Harin counters shields)

**Cons:**

* Even more team depentent than tanks
* Their crowd control is usually mostly defensive
* Counterpicks aren't nearly as strong against other characters than those they're supposed to counter

## **Specialist**

**Specialists** are characters who don't fit in any other class archetype. Their zone control and unique ways of inficting damage or crowd control is makes playing specialists unlike any other characters, and what causes them to perform what no other characters can do.

**Pros:**

* Unique forms of crowd control
* Great altar defense/recapture

**Cons:**

* Arguably the hardest class to learn
* Usually can do one thing and one thing only

## **Subclasses**

**Subclasses** are additional, secondary way to classify characters based on their optimal playstyle.

* **Skirmishers** are all-purpose melee damage dealers.
* **Battlemages** are all-purpose damage dealers who rely on their abilities.
* **DPS** are sustained damage dealers who rely on basic attacks.
* **Nukers** are burst-focused damage dealers.
* **Catchers** are all-purpose crowd control providers.
* **Juggernauts** are teamfight-oriented, durable secondary crowd control providers.
* **Duelists** are damage dealers who excel in 1v1 combat.
* **Keepers** are intended for defending their team and altars.
* **Healers** are healing-focused supporters.
* **Enchanters** are shielding/buff-focused supporters.
* **Summoners** are minion-based damage dealers.
* **Disruptors** are the providers of unconventional crowd control and general hindrance for the enemy team.