Clerics

Class Growth

ClassHPSTRMAGDEFFORDEXMASSPDLCKMOV
Cleric3530302515252010305
Tier 2
Inquisitor4045303545251515106
Guardian4035205015152510257
Priest5025451030151510305
Acolyte152040510353540456
Tier 3
Crusader3545303545252515107
Paladin3535304515252510258
Prophet5015401040152510356
Phantom155401010303045507

Character Growth

CharacterHPSTRMAGDEFFORDEXMASSPDLCK
Maren403040301515204015
Lincoln503535453015101510
Samara203535202035252040
Vesta253530505015151515
Faust153030151550155015

Skills

ClassSkill NameExplanation
ClericHealHeal adjacent ally based on magic
Tier 2
InquisitorInquisitionPower increased by 40% of target’s magic
InquisitorRighteous CauseHealing doubles accuracy for next enemy phase
GuardianResonanceHealing power +25%, divided over 3 turns
GuardianLast to FallDefense increased by % of missing health
PriestRighteous HorizonIncrease healing range by 1
PriestLight’s RiverDodge increased by 15% of power
AcolyteConsumptionHeals for 20% damage done
AcolyteUnholy FurorHealing increases crit 6% for next attack, stacks 4 times
Tier 3
CrusaderDivine PurposeAttacking increases next heal by 10%, stacks
CrusaderZealous RushMovement +3 when bonded unit below 20% hp
PaladinIndomitableDamage over 20% max hp is halved
PaladinSavior’s GraceHealing increases target unit’s healing taken for 3 turns
ProphetLight of ShalizIncrease healing range by 1
ProphetHand of GodDodge increased by 15% of power
PhantomEtherealPass through enemies
PhantomReaperPower increased 0.4% of foe’s missing health
CharacterSkill NameExplanation
MarenCaretakerWhen healing, heal self for 40% of raw heal ability
LincolnVindicationMagic is increased by 20% of strength
SamaraRoyal GraceMovement +1
VestaEternal ResolveDefense and Fortitude +15% when below half HP
FaustChaotic EnergyAllies within two squares gain 8% crit

Standard Paths

Dark deity’s cleric tree has a lot more options than just healing & reminds me quite a bit of the flexibility of rolling a D&D cleric. That being said, a cleric’s healing skill is vital to keeping the party alive.

Class: Inquisitor to Crusader

Best Characters: Vesta, Lincoln

Aspect: Yl’undera’s Drift

Weapon: Power

Inquisitor to crusader is the best dual defenses path. If you take the most defensive cleric, Vesta, down it she will have growths of 85 defense and 95 fortitude to form a veritable wall. Lincoln’s defensive growths are slightly lower, but his personal skill (20% of strength to magic) will make Yl’undera’s Drift even more powerful. Healing is reduced by using this aspect, but it won’t be zero. You can also carry a second aspect and swap them when you need to heal someone more than you need the defense bonus for a particular turn.

Accuracy will be a struggle on player phase, but I recommend leaning into that by healing someone on player phase to get the 100% accuracy bonus for enemy phase. Positioning is key to ensure enemies will actually attack your battle cleric.

Class: Guardian to Paladin

Best Characters: Vesta, Lincoln, Samara

Aspect: Ellis’s Light, Koeli’s Spirit

Weapon: Accuracy

Guardian to paladin is the mobile healer path and has even higher defense than the inquisitor path, at the cost of much lower fortitude. Spreading healing over three turns is extremely helpful to keep multiple tanks from dying while rotating between healing them & Ellis’s Light makes it work even better. Lincoln & Vesta make a good high defense tanks on this path & Samara is interesting to push the mobility to it’s max with her +1 movement skill.

Lincoln can make great use of Koeli’s spirit here, since his total defense growth will be 95% while his fortitude will be only 45%. Without the ability to respond to ranged attacks, you’d still prefer someone else to tank them, but he can do it in a pinch.

Class: Priest to Prophet

Best Characters: Samara, Any

Aspect: Supportive like Huss’s Hush

Weapon: Accuracy

The pure healer path of priest to prophet may seem a little boring compared to trying to take on multiple roles, but I did find that at least one of my clerics spent most of their time healing. Higher magic results in a little more healing, but all characters are pretty close. I’d recommend Samara: her +1 movement skill pushes priest to 6 movement, so she won’t fall behind the group and can reach others to heal them.

Class: Acolyte to Phantom

Best Characters: Faust, Maren

Aspect: Orion’s Pursuit, Ancara’s Glow

Weapon: Balanced

Two characters tilt toward speedy offensive caster: Maren and Faust. While this path has almost no bulk, speed will allow dodging and the life steal often allows them to sustain between attacks. They can even be used as enemy phase characters against the right foes. However, you have to be really careful: if they miss they won’t sustain hp back & if they go up against enemies with higher fort, they might not do enough damage to heal back significantly. To mitigate those problems, this path needs accuracy and damage. Orion’s Pursuit and balanced weapon might be one way to go about that and balanced weapon will enable doubling to give two chances to hit & thus sustain. Ancara’s Glow leans more into dodge and power instead of accuracy, but trades off critical chance by draining luck.

Other Builds

Class: Priest to Paladin

Best Characters: Samara

Aspect: Kitara’s Chord

Weapon: Accuracy

Priest for healing range into paladin for movement rate provides flexible long range healing. Samara’s +1 movement makes it even more flexible with a crazy end game movement rate of 9.

With a little investment into accuracy weapon, Samara’s high dex and luck growths expand her role into a dodge tank utilizing Kitara’s Chord to swap accuracy and dodge. As a healer she’ll rarely attack anway, so the drawback of Kitara’s Chord is bypassed.

Class: Inquisitor to Paladin

Best Characters: Vesta

Aspect: Yl’undera’s Drift

Weapon: Power

This plays like Inquisitor to Crusader, except you are trading off some fortitude for greater movement rate and a reduction on damage over 20% of max health. The latter works best for Vesta since she has high defense and fortitude but low health growth. She’ll be more likely to hit the 20% threshold against some bosses and exceptional casters.