Anchor

Tank

The wall your team fights behind.

Shield-focused, control-immune, aura-broadcasting. A Tank does not win duels. They decide where the war happens.

Class Ultimate

Judgment Chain

Leap. Slam. Leap again.

18-meter leaping slam. On impact, chain to a second slam, then a third. Each one wider and heavier than the last. A tank that dives instead of anchors.

Core abilities

3 moves from the first match.

Unlocked from your first game. Every talent you invest after launch bends these into something sharper.

Initiate

Shield Charge

10-meter dash that knocks back everything in the line.

Defensive anchor

Fortress

Plant the shield. 4 seconds of heavy damage reduction with a 5-meter taunt pulling enemies in.

Interrupt

Ground Slam

6-meter radius knockdown that interrupts casts. The answer to enemy ultimates.

Biome flavor

Same kit. 4 elemental effects.

Across the 4 faction biomes, damage and cooldowns stay the same. Your assigned faction decides whether a tick burns, freezes, shocks, or poisons. The Capital is the shared fifth biome.

Weapons

4 variants. 4 playstyles.

  • Tower ShieldUnlockable
  • Spartan SpearUnlockable
  • Bulwark MaulUnlockable
  • Phalanx PikeUnlockable