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.
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.
3 moves from the first match.
Unlocked from your first game. Every talent you invest after launch bends these into something sharper.
Shield Charge
10-meter dash that knocks back everything in the line.
Fortress
Plant the shield. 4 seconds of heavy damage reduction with a 5-meter taunt pulling enemies in.
Ground Slam
6-meter radius knockdown that interrupts casts. The answer to enemy ultimates.
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.
4 variants. 4 playstyles.
- Tower ShieldUnlockable
- Spartan SpearUnlockable
- Bulwark MaulUnlockable
- Phalanx PikeUnlockable



