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All the bug fixes to Cleric made them way too strong. I first time won every single Tank+Cleric+DPS setup I've tried so far, and I've essentially tested all of them. Only run I lost was one where the game just never gave me my 4th Footman, so I got stuck on T1s until they got one-shot.

Cleric AI is still pretty dumb and it will just overheal away all its mana instantly. But with enough mana regen, since they actually use their 0.3s CD now. They just out sustain everything except crits on the last boss (because, it's pretty hard to out-sustain oneshots).

Archer still feels very weak compared to the other DPS. Sacrificing the AOE the others gives, feels like it should come with premium single target DPS. But the Archers do not bring that.

Fire Mage is in a weird spot. Upgrading it you get negligible damage increase on the fireball and NO increased mana regen. Whereas if you just leave your Fire Mages at T0, their fireball still does comparable damage. But you now have 4x as much Mana regen (since they gain no mana regen on level up). Which means 4x as many fireballs.

Berserker feels like it's very strong, currently. Since Cleric is OP it means you have enough time for RNGsus to smile upon ye and spin2win. If you get Divine Protection on your cleric(s), he can even main tank just fine since the boss deals less damage to him.

Strongbowmen are nutty as they always have been.

Swordmen are probably better now than they've ever been. Since Fire Mage can't just AOE permastun anymore, to do their job better than them. I particularly find Giant Killer cleave to be hilarious. As they hit the final boss and 1-2 shot all the adds due to that damage being added to the cleave.

Footmen are way too consistently amazing at tanking. They need at least one more Uncommon emblem, so you can't just pick Armor Shred and then have deterministic 15% block every single uncommon sigil after that.

Knights are fine, just great tanks. But when Footmen is enough, cheaper and easier to get in the shop. Why bother?

Thanks for feedback! :)