Champion Archetypes
					Explanation of the Different Kinds of Champions
					
					
					What are the archetypes of champions in this game? They are
					casters, summoners, and fighters. There are halfway/combo champions
					too, but these are the three archetypes. 
					
					Supposedly, casters should beat summoners, summoners should beat
					fighters, and fighters should beat casters. In theory,
					anyway. It depends on the meta game - what cards are out, which
					type is supported better than others, which factions the champion has,
					and skill level of the player. But roughly speaking there is an
					element of rock-paper-scissors. 
					
						
					Who is whom among our champions? Idiris, Erika, Nubia, and Kendra tend
					to be great spell casters - mostly because of their high aura.
					Tsunami and Landslide are great area of effect spells. Low health
					means you don't want to get up close. Zero energy reduction also
					means you don't want to get in a close hand-to-hand fight.
					Casters tend to have a 1 point damage as their primary ability, which
					means casters tend to rely on their secondary ability. 
					
							
					Odara and Long are typical summoners. Summoners want their
					summons to do the fighting. Summoners, of course, need high aura to
					beckon, but not absolutely high. Summoners need expanded
					awareness because they want to play abilities that enhance their
					summons, such as Breath of Jaelara and Instill Vigor. Great summoners
					have second abilities that are oriented towards the summons. 
					
							
					Fighters love getting in close. They have high health in order
					to wade through summons or area effect spells in order to close in on
					their target. They also have high energy reduction in order to
					play more expensive techniques. Feng and Malik are great
					fighters. They tend to have an awareness only to their front, which
					means they can't rely on it. 
					
					
						
					The three archetypes above leave out several champions though.
					Rayne can be called a 'Combo' champion. A little outside the
					norm. Korr, Ra-Ha, and Kunn are halfway between fighter and
					summoner. This sounds optimal - can fight in close and use
					summons to help get in close. And, each has a unique spin
					- use movement to your advantage such as attacking a flank, or pump up
					the health of your summons then charge in, or do range attacks until
					an opening take place? 
					
					Now, how do you use this to your advantage? Know your enemy
					mostly. Once you see your opposing champion step into the arena,
					you can start to guess the strategy used by the champion. Will
					the enemy fighter charge you right away? Will the enemy beckon
					summons for a turn or two? Will the enemy fighter/summoner lead
					the charge in front of their summons? Or, will the enemy summoner lead
					from behind? Or, will the enemy caster keep away from you and run away
					from you charging?