Trent
High HP tank with healing and crowd control. Slow but resilient with regeneration abilities and root prison.
Unit Stats
Abilities
Deals 1 + STR physical damage to enemies in a 2-tile line. Basic attack with small AOE potential.
Target ally heals HP equal to Trent's PSI at turn start for 3 turns. Powerful healing over time for frontline allies.
Gain +PSI to max HP and heal equal to PSI. Temporarily increases maximum HP and heals simultaneously.
Immobilizes target enemy for 2 turns. Powerful crowd control to lock down key threats.
Tactical Tips
Branch Spear Line Damage
Hits enemies in a 2-tile line. Position to hit multiple enemies when possible. Low cost (1E) makes it spammable for consistent damage output.
Ally Healing with Regeneration
Target allies in range 1-3 to apply Regeneration. Heals HP equal to Trent's PSI for 3 turns. Pair with Pyromancer's Amplify PSI to boost healing output.
Bark Growth for Survivability
Gain +PSI to max HP and instant heal. With 7 base HP and PSI buffs, Trent becomes extremely tanky. Use before taking heavy damage.
Root Prison Lockdown
Immobilize key threats for 2 turns. Target mobile enemies like Berserker or Sprite, or lock down high-damage targets while your team focuses them.
Counters & Matchups
Strong Against
- Sustained damage: 7 HP and Bark Growth outlasts attrition comps
- Mobile enemies: Root Prison shuts down fast units like Sprite, Berserker
- Fragile allies: Regeneration keeps squishy DPS units alive
Weak Against
- Burst damage: High damage in single turn can overwhelm before healing kicks in
- True damage: Burn and Bleed bypass HP pool, no defensive stats
- Debuffs: Reducing PSI weakens both healing and Bark Growth