Choose a Warden to see their opening spell and play style. The first three are available from the start; Trickster and Engineer unlock through campaign progress.
MageArc Bolt · a bolt seeks the nearest foe.
A ranged opener that seeks the nearest enemy. The bolt fires automatically; movement and position decide which enemy is nearest.
All Wardens can draft other spells and passive talents as the mission levels up. The starting spell is the distinctive first choice.
SoldierWarding Cleave · a close-range ring slash.
A close-range opener that strikes around the Warden. Its short reach makes positioning near enemies central to this class.
All Wardens can draft other spells and passive talents as the mission levels up. The starting spell is the distinctive first choice.
ArcherQuarry Volley · a fan of piercing bolts.
A fan of piercing projectiles. Align enemies in a lane to make the most of its line-through hits.
All Wardens can draft other spells and passive talents as the mission levels up. The starting spell is the distinctive first choice.
TricksterChain Spark · lightning jumps between foes.
A lightning opener that jumps between nearby enemies. Dense packs give it more targets for each cast.
All Wardens can draft other spells and passive talents as the mission levels up. The starting spell is the distinctive first choice.
EngineerWar Sentry · a turret fires nearby.
Starts with a turret that fires at nearby foes. The Warden can move while the deployed sentry holds ground.
All Wardens can draft other spells and passive talents as the mission levels up. The starting spell is the distinctive first choice.