Grimm Forge
Grimm Disciplines
Grimm Forge does not use a forced class structure. Every Grimm can be built differently. You start with one of four disciplines and unlock more as your Grimm levels up, mixing and matching to create a deck that fits your playstyle and no one else's.
Four starting disciplines. Unlimited combinations.

Combat
Strike Hard. Defend Harder.
The Combat discipline is the backbone of any Grimm who values raw power and resilience. Combat Grimms hit hard, block harder, and outlast their opponents through sheer physical dominance. Whether you're building around Strength buffs, Dexterity stacking, or high-cost execute attacks, Combat offers a direct and punishing playstyle.
Playstyle
Aggressive and reliable. Combat decks reward players who want to feel every hit. High damage ceilings with defensive options to match.
Starter Cards
Key Cards
- ✦Execute: 16 damage, Exhaust
- ✦Iron Will: +3 Dexterity
- ✦Battle Cry: +2 Strength
- ✦Whirlwind: 8 AoE damage
Synergies
Strength buffs multiply all attack damage. Dexterity adds Block to every defensive card. Combine both for a Grimm that hits like a hammer and shrugs off punishment.
Available from the start. All Grimms begin with access to Combat.

Flame
Burn Everything.
The Flame discipline trades sustained damage for explosive burst and the Burning status effect. Flame Grimms apply stacks of Burning that tick down every turn, dealing damage without spending energy. The deeper you go, the more enemies you'll face that are vulnerable to fire, and the more devastating your deck becomes.
Playstyle
Status-focused and explosive. Flame rewards patience. Stack Burning early, then let it do the work while you build toward your finishers.
Starter Cards
Key Cards
- ✦Fireball: 8 AoE + 3 Burning to all
- ✦Inferno: 15 AoE, Exhaust
- ✦Combustion: Power, enemies take damage when Burning applied
- ✦Molten Core: Power, +1 damage per Burning stack
Synergies
Burning stacks multiply with Combustion and Molten Core. Pair with AoE cards to apply status to multiple enemies simultaneously.
Available from the start. One of the four starting disciplines.

Stone
Unbreakable.
The Stone discipline is built for players who want to outlast everything the miasma throws at them. Stone Grimms generate massive Block values, apply Thorns to punish attackers, and use endurance-based powers that reward surviving long combats. A well-built Stone deck can make even the deepest floors feel manageable.
Playstyle
Defensive and methodical. Stone rewards careful sequencing. Know when to block, when to counter, and when to let your thorns do the work.
Starter Cards
Key Cards
- ✦Earthquake: 10 AoE damage
- ✦Avalanche: 20 damage, Exhaust
- ✦Stone Skin: Power, +1 Thorns per turn
- ✦Fortify: 12 Block + 2 Thorns
Synergies
Thorns deal damage back to attackers on every hit. Stack with high-Block cards and Stone Skin to create a Grimm that punishes aggression.
Available from the start. One of the four starting disciplines.

Storm
Speed and Lightning.
The Storm discipline is the most technical of the four, rewarding players who can chain cards together for explosive multi-hit turns. Storm Grimms draw extra cards, generate bonus energy, and deal chain lightning damage that bounces between enemies. A perfectly sequenced Storm turn can end a fight before the enemy acts.
Playstyle
Fast and combo-driven. Storm rewards card draw and energy management. The ceiling is the highest of any discipline, and so is the skill floor.
Starter Cards
Key Cards
- ✦Chain Lightning: bounces between enemies
- ✦Tempest: 6 damage x 3 hits
- ✦Eye of the Storm: Power, draw 1 extra card per turn
- ✦Thunder Clap: 10 AoE + draw 1
Synergies
Draw cards to find your combo pieces. Surge generates extra energy. Eye of the Storm makes every turn feel like a hand-crafted sequence.
Available from the start. One of the four starting disciplines.
Ready to Choose?
Your Grimm Awaits
Sign in to create your first Grimm, choose your starting discipline, and begin your first run into the miasma.
