Demonic Defense

Compendium

Playable characters, unlocked by account level, by descending in the campaign, or by a strong Arena run. They differ in more than a stat line: what you're really picking is a weapon (arrows, a sword wave, fire, frost bolts, a piercing bolt driver), how fast the cold gets to you, and how much mana you have to spend before you have to walk to the fire — and, once you build an Armory, two hand-authored upgrade ladders that nobody else can buy. Jump to the ladders.

Ash the Ranger

Ash the Ranger

Balanced hunter with a quick bow.

Available from the start
Health 20
Mana 3
Damage 2.25
Speed 5.60
Armor 0
Cold Resist 0%
Damage1.5
Attack rate1.50/s
Range15 m
Projectile speed22
Knockback1
Theoretical DPS2.25

The weapon a hero starts with — projectile arrow. Everything past this is bought a rung at a time on the Upgrades tab.

Weapon 10 rungs

Keen Broadheads Quick Draw Bodkin Points Practiced Draw Fletcher's Rhythm Longbow Stave Hawk's Cadence Storm of Arrows Split Nock Hunter's Mark

Armor 7 rungs

Padded Leathers Studded Jerkin Light Step Bracers Hardened Vest Wind Runner Steadfast
Starts the match with 62
Sir Baldric

Sir Baldric

Armored bruiser. Slow, sturdy, hits hard up close.

Unlocks at level 4
Health 32
Mana 2
Damage 4.00
Speed 5.00
Armor 4
Cold Resist +10%
Damage4.0
Attack rate1.00/s
Range5 m
Projectile speed15
Knockback1
Theoretical DPS4.00

The weapon a hero starts with — projectile sword wave. Everything past this is bought a rung at a time on the Upgrades tab.

Weapon 10 rungs

Whetstone Heavy Edge Cleaving Arc Tempered Steel Two-Handed Swing Wide Cleave Runed Blade Greatsword Reaping Sweep Concussive Blow

Armor 7 rungs

Buckler Straps Chain Skirt Pauldrons Plate Cuirass Greaves Full Harness Last Breath
Starts the match with 662
Vex the Pyromancer

Vex the Pyromancer

Frail flame-caster with deep mana and inner warmth.

Unlocks at level 7
Health 16
Mana 4
Damage 3.13
Speed 4.50
Armor 0
Cold Resist +25%
Damage2.5
Attack rate1.25/s
Range10 m
Projectile speed12
Knockback1
Theoretical DPS3.13

The weapon a hero starts with — projectile fire bolt. Everything past this is bought a rung at a time on the Upgrades tab.

Weapon 10 rungs

Hotter Bolts Kindling Fanned Flame Forked Fire Pyre Brand Triple Cinder Emberheart Firestorm Scattered Sparks Conflagration

Armor 7 rungs

Singed Robes Ashcloth Inner Furnace Emberweave Slagplate Ashen Vigor Cinder Shroud
Starts the match with 62
Yll the Frost Warden

Yll the Frost Warden

Icy sentinel whose bolts chill everything they touch.

Unlocks at level 10
Health 25
Mana 3
Damage 2.81
Speed 4.60
Armor 2
Cold Resist +35%
Damage2.3
Attack rate1.25/s
Range11 m
Projectile speed16
Knockback1
Theoretical DPS2.81

The weapon a hero starts with — projectile frost. Everything past this is bought a rung at a time on the Upgrades tab.

Weapon 10 rungs

Sharpened Rime Chillbite Skating Bolts Glacial Edge Deep Chill Icepick Shards Winter's Weight Shatterpoint Hailstorm Deep Freeze

Armor 7 rungs

Frostmail Rime Guard Coldblood Glacier Plate Icebound Mail Hoarfrost Skin Glacial Aura
Starts the match with 621
Copper the Tinker

Copper the Tinker

Rapid-fire bolt driver that drills through ranks.

Unlocks at descent depth 10
Health 30
Mana 2
Damage 1.56
Speed 4.25
Armor 3
Cold Resist 0%
Damage1.3
Attack rate1.25/s
Range10 m
Projectile speed12
Knockback2
Theoretical DPS1.56

The weapon a hero starts with — projectile wrench. Everything past this is bought a rung at a time on the Upgrades tab.

Weapon 10 rungs

Drill Bits Oiled Action Hardened Bolts Auger Tips Belt Feed Sledge Heads Runaway Governor Tungsten Cores Rail Spikes Overdrive

Armor 7 rungs

Scrap Plating Riveted Vest Plated Frame Boiler Guard Bolted Bracing Field Repairs Reactive Plating
Starts the match with 683
Daemon the Infernal

Daemon the Infernal

Fiery incubus wielding powerful short-ranged magics.

Unlocks at descent depth 25
Health 25
Mana 3
Damage 3.00
Speed 4.50
Armor 1
Cold Resist +20%
Damage5.0
Attack rate0.60/s
Range8 m
Projectile speed9
Knockback2
Theoretical DPS3.00

The weapon a hero starts with — projectile meteor. Everything past this is bought a rung at a time on the Upgrades tab.

Weapon 10 rungs

Molten Core Heavier Stone Crushing Fall Hellforged Mass Hellbrand Quickened Summons Doomstone Worldbreaker Rain of Fire Cataclysm

Armor 7 rungs

Charred Hide Sulphur Scales Bloodfeast Obsidian Horns Basalt Carapace Brimstone Hide Demonic Rebirth
Starts the match with 1032
Sable the Riftborn

Sable the Riftborn

Rift-touched skirmisher. Attacks fast and is never short of mana.

Unlocks at descent depth 50
Health 20
Mana 5
Damage 1.88
Speed 5.00
Armor 0
Cold Resist -15%
Damage1.5
Attack rate1.25/s
Range12 m
Projectile speed20
Knockback0
Pierce1
Theoretical DPS1.88

The weapon a hero starts with — projectile shadow bolt. Everything past this is bought a rung at a time on the Upgrades tab.

Weapon 10 rungs

Flicker Cast Void Lance Slipstream Doubled Cadence Rift Spike Umbral Weight Blurred Hands Fractured Volley Throughline Rift Siphon

Armor 7 rungs

Shadowcloth Umbral Wrap Voidskin Riftweave Nullshroud Warded Flesh Phase Guard
Starts the match with 61
Mori the Gravechant

Mori the Gravechant

Soul-singer of the Arena. Slow health regeneration, but high cold resistance.

Unlocks after a 7-win arena run
Health 20
Mana 3
Damage 2.20
Speed 4.80
Armor 0
Cold Resist +50%
Damage2.2
Attack rate1.00/s
Range13 m
Projectile speed14
Knockback1
Theoretical DPS2.20

The weapon a hero starts with — projectile soul orb. Everything past this is bought a rung at a time on the Upgrades tab.

Weapon 10 rungs

Grave Weight Dirge Tempo Wailing Orb Funeral Toll Reaper's Toll Requiem Cadence Deathknell Chorus of Ruin Split Chant Soulblade

Armor 7 rungs

Shroudcloth Bone Fetish Grave Vigor Barrow Wrap Cairn Plate Soulsheath Grave Ward
Starts the match with 662

Every card has three views. Stats is the same six bars the lobby draws, on the same scales. Weapon is what the hero starts holding. Upgrades is both Armory ladders — ten rungs of weapon, seven of armor, walked strictly in order, with a gold double arrow where the next block needs a Grand or Runed Armory. Hover any tile for its name, what it does and what it costs.

Side by side

HeroUnlocksHealthArmorManaSpeedWeapon DPSRangeFreeze rate
Ash the Ranger—20035.602.2515 m1.00×
Sir BaldricUnlocks at level 432425.004.005 m0.90×
Vex the PyromancerUnlocks at level 716044.503.1310 m0.75×
Yll the Frost WardenUnlocks at level 1025234.602.8111 m0.65×
Copper the TinkerUnlocks at descent depth 1030324.251.5610 m1.00×
Daemon the InfernalUnlocks at descent depth 2525134.503.008 m0.80×
Sable the RiftbornUnlocks at descent depth 5020055.001.8812 m1.15×
Mori the GravechantUnlocks after a 7-win arena run20034.802.2013 m0.50×

Freeze rate multiplies how fast warmth drains — below 1.00 is warmer. Weapon DPS is damage × attack rate for the weapon a hero starts with, before a single Armory rung, so it says much less about a hero than it looks like it does — see each card's Upgrades tab.

What a hero doesn't decide

Your deck is separate

Character and deck are picked independently in the lobby, so any hero can run any of the prebuilt decks or anything you build yourself. A frail Pyromancer behind a fortification deck plays nothing like the same character behind a raid deck.

Fixed ladders, your own pace

What a hero can buy is authored; how far up they get is the match. A Runed Armory on day six is a different character from a tier-1 one on day two — and the two tracks compete for the same gold, so climbing the weapon ladder is a decision not to be wearing the armour. See the Upgrades tab on any card and the Armory.