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It makes you attack again if the enemy counterattacks. Giving you 2 attacks in one turn.
S tier
-Overlord: OP by design.
-Sharpshooter: Range bonus is extremely useful for concentrating firepower and killing a target in one turn, avoiding ranged counterattacks and allowing you to stay a bit further away from trouble. The Marksman abilites to mark an unit makes this class synergise well with itself. I also use 3 of those in my team in all circumstances.
-Warlock: excellent damage output by itself, but what makes him really OP are some incredible disabling spells that are extremely handy when dealing with Bosses. Somnolence, Bind and Dark Grasp can all 3 disable a boss while you kill their retinue in order to weaken them, which is invaluable in some missions where you have a melee boss that goes right in your face while his mage troops bully you from behind. Somnolence can also disable some very dangerous targets like elemental mages that are about to land a firestorm on your units thanks to its range of 5. Finally, Dark veil allows you to completely deny a zone, which is also incredibly useful in some missions where you have to reach a zone objective, but you can also use it to "funnel" enemy through narrow passes where they block each others, allowing you to not be overrun.
A tier
-Bishop: considering that it takes usually 2 to 3 hits to down a target, it's often hard to avoid getting hit entirely. And on Maniac, having a character being downed is out of the question. Therefore, having a Bishop in a team is almost mandatory in order to counteract attrition, except for some missions where you can manage with one or two Templars.
-Sorcerer: Hard hitting and one of the few classes dealing AoE damage, with a few tricks up his sleeve that makes him more than a simple damage dealer. First, cold spells can freeze targets, which is by far the most useful elemental interaction. Second, Ice wall is extremely useful in all circumstances: you can sometimes use it to delay enemy advance, but in my opinion, the most useful way to use this spell is to simply summon an ice wall inside the aggro zone of an enemy pack, in order to trigger them without exposing one of your characters to an attack.
-Templar: good tank that can also heal, taunt and attack with a range of 1 or in diagonal, which allows you to avoid most counterattacks, making him a bit better when it comes to dealing with attrition.
B tier
-Vanguard: a less useful Templar overall, with a bit more damage and resilience, but no range or healing magic. It's not a bad class overall, it's just that the Templar is better at doing what a tank is supposed to do.
-Ranger: the Ranger is to the Sharpshooter what the Vanguard is to the Templar: a slightly worse version. It deals more damage and has a Frost arrow, but overall the +1 range of the Sharpshooter is much more useful in a game where space is scarce and it's often crowded.
-Assassin: I'm torn between putting the Assassin at the bottom of B tier or top of C tier. Overall, the class is a bit underwhelming: heavily geared towards offense with very bad defensive capabilities, which is very inefficient in this game: even with better damage, an Assassin won't be able to one-shot most full-health targets, meaning that you will still need 2 characters to kill one enemy. On the other hand, two hits will be more than enough to kill the Assassin, especially when you consider that he needs to go close and personal. The only redeeming quality an Assassin have is mobility, which makes him suited for getting optional chests, and the only real reason to field one sometimes.
C tier
-Battle mage: I'm really not a big fan of the Battle mage: it's basically a much weaker version of the Overlord. He's supposed to be versatile, but from my experience, this added versatility doesn't really open new strategic venues. Also, considering how the damage/damage reduction works in the game, a character who isn't heavily specialized in a damage dealing method will deal significantly less damage. The freezing attack is nice though, but not enough to make the class worthwhile.
-Berserker: much like the Assassin, betting on offense at the expense of defense is a bad wager in this game. Still, paired with a good healer, a Berserker can stack some nice damage buffs and be quite efficient at dispatching the very resilient enemy Templars that you start encountering during the later stages of the game. It's by far the best axe wielder in the game, which makes him useful to bring for monster hunts, but besides that, I tend to avoid him.