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Class · Melee · Tank

The Warrior

The Warrior takes hits, advances and strikes. They have no range, no invisibility, no traps: their only question is how to reach contact, and how to stay there. In exchange they are the only one to permanently reduce all the damage they take, and the only one with a spell that grows as long as you never let it cool.

In short

The passive: Cuirass

Cuirass

All the damage you take is reduced by 16%, permanently, with no condition and no duration.

Sixteen per cent looks modest written that way. On 820 health it is worth roughly 130 extra effective health — and above all, the reduction adds to Bulwark’s. A Warrior under Bulwark therefore takes less than half of what hits them, while keeping 70 shield in front of their HP. No other class holds out as long under concentrated fire.

The downside is a quiet one: Cuirass does nothing against MP steal. A Warrior who cannot move keeps all their resistance and does nothing with it.

The Warrior’s eight spells

Lunge

4 AP · range 1 · 2 casts per turn · no cooldown

32 to 46 damage on an enemy adjacent to you. Every hit landed gives you 18 shield for 2 turns. It is the basic attack, and it is also why staying in contact is your best defence: two Lunges a turn make 36 shield that renews itself as long as the exchange lasts.

Warrior’s wrath

7 AP · range 1 · 1 cast per turn · 3-turn cooldown

85 to 110 damage on a tile adjacent to you. The spell remembers the exact turn it comes off cooldown: recast on that very turn, it hits ×2; chained again without ever waiting, ×2.5, then ×2.75, closing on a ×3 ceiling without ever reaching it. A single turn late and it drops back to ×1.

It targets a tile, not an enemy: you can cast it into thin air, on a free tile, purely to keep the chain alive. Seven AP spent for nothing is better than a Wrath fallen back to ×1.

Taunt

3 AP · range 2 to 6 · in a straight line only · 2-turn cooldown

Pulls the enemy into melee, right next to you — they stop if they hit an obstacle. During their next turn they deal 15% less damage. The spell only fires if the target is on your row or your column: that is the constraint that decides your placement every turn.

Warrior’s leap

4 AP · range 2 to 5 · free tile in sight · 1-turn cooldown

You jump to a free tile in sight, without spending MP and without following a path: low obstacles do not stop you. It is your answer to the 5 tiles of distance an Arcanist forces on you, and your only way to cross a line of placed charges without walking into them.

War cry

3 AP · self · 3-turn cooldown

+30% damage dealt this turn and the next. Three well-placed AP are worth more than a Lunge: the bonus applies to everything you cast over two turns, Wrath included.

Bulwark

3 AP · self · 4-turn cooldown

70 shield and 30% damage resistance for 2 turns. With Cuirass, close to half the damage disappears, behind a 70-point buffer. Keep it for the turn when your opponent has full AP, not for the turn when you have already lost half your HP.

Anchor

2 AP · self · 3-turn cooldown

Until your next turn nothing can move you: no push, no pull, no position swap. You also gain 20 shield. Two AP, and the Clockmaker no longer swaps you, the Artificer no longer pushes you onto their charges, the Brute no longer drags you towards their Quake.

War banner

5 AP · range 1 to 3 · free tile · 5-turn cooldown

Plants a banner with 120 health on a free tile: it gives you +20% damage while it stands, disappears after 5 turns, and blocks the tile it occupies. That last point is worth the spell on its own in a corridor: a well-placed banner cuts off an escape line or forces a three-tile detour.

Three combos

Opening in contact (11 AP out of 12)

  1. War cry (3 AP): +30% on everything that follows, this turn and the next.
  2. Warrior’s leap (4 AP) to land adjacent, without touching your MP.
  3. Lunge (4 AP): the damage goes out boosted, and you walk away with 18 shield.

You have 1 AP left and your 6 MP intact — enough to step back one tile out of minimum range, or on the contrary to put yourself back on your opponent’s line for next turn’s Taunt.

Drag back and punish (10 AP out of 12)

  1. Taunt (3 AP): the enemy arrives adjacent to you and will hit 15% softer on their turn.
  2. Warrior’s wrath (7 AP) straight after, on the tile they have just landed on.

Order matters: Taunt requires a straight line, Wrath requires contact. Put yourself on your opponent’s row or column with your MP first, then cast, and keep your last MP so you do not end the turn out in the open.

Keeping Wrath alive

Wrath costs 7 AP and comes back 3 turns later. The chain therefore means recasting it on exactly the fourth turn, every time — ×2, then ×2.5, then ×2.75. Each recast adds half as much as the one before: a Warrior who holds the chain over three cycles hits for 234 to 302 points with one spell, and will never go past ×3. A Warrior who lets it drop even once starts again from 85.

That is why the spell accepts an empty tile. If your opponent is out of contact on the turn Wrath comes back, cast it into thin air anyway: you lose 7 AP, you keep the multiplier.

Their weaknesses

What beats a Warrior

Who you face, and how

Against the Arcanist and the Shade, everything hangs on closing the gap: keep Leap for a long jump, and Taunt for the turn they think they are safe. Against the Brute, you lose the raw damage race but you win the endurance race — Bulwark and Cuirass do more than their Stoneskin over the long run.

Against the Clockmaker and the Artificer, Anchor is your most important spell: two AP that cancel their entire movement plan for a turn. Cast it before you commit, not after you have been swapped.

Frequently asked questions

How do you play the Warrior in Solwaris?

The Warrior is played in contact: you close the distance with Warrior’s leap (4 AP) or Taunt (3 AP), then strike with Lunge, twice a turn. Their Cuirass cuts 16% off all the damage they take, so staying next to your opponent is their best defence. Always keep enough to recast Warrior’s wrath on the exact turn it comes back.

How much HP does the Warrior have?

The Warrior has 820 health, 12 action points and 6 movement points. It is the second biggest pool in the game, behind the Brute’s 980 health. Their Cuirass adds a permanent 16% reduction on top, roughly 130 extra effective health.

What is the Warrior’s best spell?

Warrior’s wrath: 7 AP for 85 to 110 damage on an adjacent tile, with a 3-turn cooldown. Recast on the very turn it comes back, it hits ×2, and the chain keeps climbing as long as you never let it cool; a single turn late and it drops back to ×1. It targets a tile and not an enemy, which lets you cast it into thin air to keep the chain alive.

Is the Warrior good against the Arcanist?

Yes, provided you close the distance without wasting Warrior’s leap. The Arcanist has only 700 health and loses all of their Focus bonus in contact, but their 14 AP and 8-tile range punish every turn spent walking. Keep Leap for a long jump and Taunt for the turn they think they are safe.

Which Warrior spell should you use against the Clockmaker and the Artificer?

Anchor, for 2 AP. Until your next turn nothing can move you: no push, no pull, no position swap, and you gain 20 shield. Cast it before you commit, not after you have been swapped.

The Warrior is the easiest class to pick up: plenty of health, and spells that do what they say.

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