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STEP Into The Dungeon

Class Guide

Every skill. Every combo. Every matchup.

Choose Your Class

Each class has a distinct playstyle and a natural advantage over one other class — and a weakness against the third. No class is strictly better. A skilled Rogue can beat a Paladin with twice the steps.

⚔️ Paladin
✓ Beats Rogue ✗ Weak vs Battle Mage
⚡ Battle Mage
✓ Beats Paladin ✗ Weak vs Rogue
🗡️ Rogue
✓ Beats Battle Mage ✗ Weak vs Paladin
In Duels, the class matchup applies a +10% damage / −10% damage received modifier in the favored direction. The modifier is meaningful but not decisive — walking more always matters more.
⚔️ Paladin
Tank & Healer
✓ Beats Rogue ✗ Weak vs Battle Mage

The Paladin is built to endure. Slow, powerful strikes backed by holy magic and constant recovery. Where other classes burn fast, the Paladin grinds — absorbing damage, healing up, and outlasting opponents through sheer attrition. Divine Shield in particular is practically mandatory against hard-hitting bosses and Rogue burst damage.

Passive (Duels): +10% damage dealt to Rogues. −10% damage received from Rogues.
Skills
Eff. = damage dealt per step spent. Higher is more efficient. Utility skills (blocks, heals) show — since their value isn't raw damage.
Skill Cost Effect Eff.
Cleave 100 200 damagePhysical 2.00/step
Holy Bolt 380 850 damageHoly 2.24/step
Judgment 550 1,350 damageHoly 2.45/step
Heaven's Wrath 950 2,400 damageHoly 2.53/step
Divine Shield 80 Blocks the boss's next attack entirely
Lay on Hands 250 Restore 600 HP
Resurrection 900 Revive at 600 HP when knocked out
Tips

Efficiency scales up with more expensive skills — Heaven's Wrath is your best damage per step, but you need the step budget for it. Use Cleave to spend spare steps that don't quite reach 380.

Divine Shield at just 80 steps is one of the best value plays in the game. Late-game bosses charge up attacks that exceed your max HP — shielding them is mandatory, not optional.

⚔️ Duels Mode Skill changes in multiplayer
Skill Duels Effect
Judgment Deals 1,000 Holy damage (reduced) and stuns the opponent — stun resets the Rogue's Combo Counter to zero.
Divine Shield Absorbs up to 5,000 Physical and Holy damage before breaking. Heals 400 HP on activation. Recasting resets the pool — it does not stack. Elemental attacks (Battle Mage) bypass it entirely.
Lay on Hands Heals 2% HP instantly, then 0.5% HP each time you take another action, for 4 more actions (4% total, ~2,000 HP). Also cleanses 3 Burn stacks from Battle Mage's Apocalypse.
In Duels, Divine Shield absorbs both Physical (Rogue) and Holy (mirror Paladin) damage — but does nothing against a Battle Mage's elemental attacks. Plan your shields accordingly.
⚡ Battle Mage
Charge Builder · Burst Damage
✓ Beats Paladin ✗ Weak vs Rogue

The Battle Mage plays the long game. Weak individual hits disguise what's coming — every Shock and Electrocute builds a charge, and when the charges are spent on Arcane Blast or Apocalypse, the damage is devastating. Patience is the class mechanic. The Restoration skill is your mid-combo recovery option, and it builds charges too.

Passive (Duels): +10% damage dealt to Paladins. −10% damage received from Paladins.
How Charges Work

Charges are accumulated by using Shock, Electrocute, and Restoration. They persist until you spend them with Arcane Blast or Apocalypse, which consume all your current charges. The max charge cap is 5.

The more charges you've saved when you unleash, the higher your damage. A 5-charge Arcane Blast deals 2,000 damage. A 5-charge Apocalypse deals 2,000 fire damage plus 1,250 burn damage over time.

Skills
Skill Cost Effect Eff.
Shock 100 150 damageLightning +1 charge 1.50/step
Electrocute 350 750 damageLightning +3 charges 2.14/step
Arcane Blast 550 1,000 damageArcane + 200 per charge (consumes all) Varies
Apocalypse 1,200 2,000 damagePhysical + 250 burnFire per charge (consumes all). Burn splits over 4 turns. Stacks. Varies
Mirage 80 The next boss attack misses entirely
Restoration 250 Restore 400 HP +2 charges
Charge Combo Efficiency
Shock + Electrocute + Arcane Blast (4 charges)
100 + 350 + 550 = 1,000 steps → 150 + 750 + 1,800 = 2,700 damage2.70/step
Shock + Electrocute + Shock + Arcane Blast (5 charges)
100 + 350 + 100 + 550 = 1,100 steps → 150 + 750 + 150 + 2,000 = 3,050 damage2.77/step
2× Electrocute + Apocalypse (5-charge burn setup)
700 + 1,200 = 1,900 steps → 1,500 + 2,000 instant + 1,250 burn = 4,750 total2.50/step incl. burn
Electrocute + Restoration + Arcane Blast (5 charges, heals mid-combo)
350 + 250 + 550 = 1,150 steps → 750 + 400 heal + 2,000 damage = 2,750 damage + 400 HP
⚔️ Duels Mode Skill changes in multiplayer
Skill Duels Effect
Arcane Blast Deals 1,000 Arcane damage, then removes one active opponent buff per charge consumed (targets Divine Shield absorption pool, Lay on Hands regen). When no buffs remain, deals 200 damage per charge instead.
Apocalypse Deals 2,000 Physical damage + 250 burn per charge. The Physical hit is blocked by Divine Shield — strip it with Arcane Blast first. Burn is a debuff and bypasses Divine Shield entirely, applying regardless of the opponent's defensive state. Burn splits over the opponent's next 4 actions. Multiple Apocalypse casts stack independently. No stack cap.
Mirage Costs 80 steps × number of charges available (charges are NOT consumed). Each charge spawns one illusion that absorbs a single incoming hit. Strong against Paladin's big single hits; fragile against Rogue's multi-hit attacks.
Restoration Heals ~500 HP (1% of max HP) and gains 2 charges. Does not cleanse Burn.
Burn is a debuff, not a damage type — it bypasses Divine Shield and any other defense. The Physical hit from Apocalypse can be blocked, but the burn always sticks. Stacks accumulate with no cap; each heal cleanses only 3. Keep applying Apocalypse — the pressure compounds even through a shield.
🗡️ Rogue
Fast Attacker · Combo · Evasion
✓ Beats Battle Mage ✗ Weak vs Paladin

The Rogue rewards momentum. Every attack builds a Combo Counter, and each tier unlocks a stronger bonus. The longer you stay aggressive — avoiding heals, avoiding disruption — the more dangerous you become. Fragile against the Paladin's holy attacks (which Evasion can't dodge) but a nightmare for the Battle Mage, whose carefully stacked charges can be wiped out with a single Execute.

Passive (Duels): +10% damage dealt to Battle Mages. −10% damage received from Battle Mages.
Skills
Skill Cost Effect Eff.
Double Stab 100 75 + 75 = 150 damagePhysical (2 hits) +1 Combo 1.50/step
Back Stab 400 800 damagePhysical. 2% chance of double damage. From Behind (after Shadowstep): guaranteed 1,600 damage. +1 Combo 2.00/step (4.00 from Behind)
Shadowstep 320 Evade the next attack. You move Behind the target. Your next hit has a 10% chance of double damage. +1 Combo
Execute 1,000 500 × 5 = 2,500 damagePhysical. If the target's HP falls below 10%, they are instantly killed. Does not build Combo. 2.50/step
Evasion 80 Evade the next incoming attack entirely
Healing Potion 200 Restore 450 HP. Resets Combo Counter to 0.
The Combo System

The Combo Counter is a persistent number (0–5) that tracks your momentum. It builds each time you attack and unlocks bonuses at each tier. Healing Potion resets it — so every time you heal, you're trading your streak for HP.

2

Flurry

Double Stab lands a third hit for an additional 75 damage (total 225 at 100 steps).

3

Shadow's Edge

The 10% double-damage chance from Shadowstep upgrades to 30% on your next non-Back Stab attack.

4

Predator's Mark

Back Stab deals guaranteed double damage (1,600) even without using Shadowstep first.

5

Assassination

Execute's instakill threshold rises from 10% to 20% HP — a much easier condition to trigger.

Combo resets when: you use Healing Potion · Paladin's Judgment stuns you (Duels) · 48+ hours pass without attacking (Duels only)
Key Combos
Shadowstep → Back Stab (the core combo)
320 + 400 = 720 steps → guaranteed 1,600 damage + 1 evade = 2.22/step
Shadowstep → Back Stab → Execute (finisher)
720 + 1,000 = 1,720 steps → 1,600 + 2,500 = 4,100 damage + 1 evade. Execute instakills if target is below 10% HP.
Double Stab × 2 → Back Stab at Combo 4 (no Shadowstep needed)
100 + 100 + 400 = 600 steps → 150 + 225 (Combo 2 bonus) + 1,600 (Combo 4 guaranteed double) = 1,975 damage3.29/step
⚔️ Duels Mode Skill changes in multiplayer
Skill Duels Effect
Execute Deals 250 × 10 = 2,500 Physical damage. Consumes all of the opponent's Battle Mage charges — wiping out their charge engine in one move. Does NOT reset your own Combo Counter.
Evasion Evades the next incoming attack — except Holy damage. The Paladin's Holy Bolt, Judgment, and Heaven's Wrath cannot be dodged.
Healing Potion Heals ~750 HP (1.5% of max HP). Removes 3 Burn stacks. Resets Combo Counter to 0.
Execute's charge-wipe in Duels is the Rogue's defining counter to the Battle Mage. Time it after the Battle Mage has built up maximum charges — a fully stacked charge pool deleted right before their Apocalypse is devastating.

Class Interactions

These are the mechanics that make the matchups feel distinct. Knowing them is the difference between a lucky win and a decisive one.

⚡ Battle Mage vs ⚔️ Paladin

Arcane Blast strips the shield for Apocalypse

Arcane Blast removes one Paladin buff per charge — stripping Divine Shield. This is the setup move: once the shield is gone, Apocalypse's 2,000 Physical hit lands in full. Strip first, then unleash.

⚡ Battle Mage vs ⚔️ Paladin

Lightning chips through; Apocalypse burn always sticks

Shock and Electrocute are Lightning (elemental) — they bypass Divine Shield entirely. Apocalypse's Physical hit is blocked by the shield, but the burn is a debuff and bypasses all defenses regardless. The Paladin can't shield out of a burn stack.

⚔️ Paladin vs 🗡️ Rogue

Divine Shield absorbs all Rogue hits

Rogue attacks are purely Physical. Divine Shield blocks Physical damage in Duels — and since the Rogue relies on multi-hit skills, a single shield can absorb the entire combo.

⚔️ Paladin vs 🗡️ Rogue

Holy damage can't be dodged

Rogue Evasion only blocks non-Holy attacks. Holy Bolt, Judgment, and Heaven's Wrath all bypass Evasion — the Rogue cannot rely on evasion against a Paladin.

⚔️ Paladin vs 🗡️ Rogue

Judgment erases Combo

Paladin's Judgment stun resets the Rogue's Combo Counter to zero. Dropping a Rogue from Combo 5 back to 0 right before they execute a finisher is the Paladin's best counter-play.

🗡️ Rogue vs ⚡ Battle Mage

Execute wipes Battle Mage charges

Execute's Duels version consumes all of the opponent's Battle Mage charges. Wait until the Battle Mage has a full 5-charge stack, then Execute — their Apocalypse is gone before it fires.

🗡️ Rogue vs ⚡ Battle Mage

Multi-hit burns through Mirage

Battle Mage Mirage creates one illusion per charge. Double Stab hits twice per cast, and Execute hits ten times. These shred Mirage illusions far faster than single-hit Paladin skills.

🗡️ Rogue vs ⚡ Battle Mage

Evasion wastes charge-spenders

If the Rogue evades an Arcane Blast or Apocalypse, all the charges the Battle Mage spent to fire it are consumed for zero damage. One Evasion at the right moment resets the entire charge cycle.

⚔️ Paladin vs ⚡ Battle Mage (Duels)

Lay on Hands cleanses Burn

Each use of Lay on Hands in Duels removes 3 Burn stacks. The Paladin can partially hold back Apocalypse's damage-over-time, but the Battle Mage can keep stacking faster than the Paladin can cleanse.