Class 14 of 15
Vanguard
Engage tank / diver
Starts fights and breaks backlines.
Poor sustained damage, long cooldowns.
- Class hall
- Forgecross
- R / T damage type
- Physical
- Ultimate charge from
- damage taken / mitigated, crowd control applied
Stat profile and weapon rules
The profile multiplies on top of gear. Buffs scale from 70 % at class level 1 to 100 % at level 21; debuffs are always 100 %.
Buffs
- CC power+8 pp
- move speed+6 %
- max HP+6 %
- CC reduction+12 pp
- shield+8 %
Debuffs
- damage−5 %
- cooldown reduction−4 pp
- energy regen−8 %
Weapon families
Allowed
Penalized
Forbidden
Own class weapons are Exclusive: full kit, class passive, class IP.
Class skills
R is the signature skill from level 1; T is the ultimate, unlocked at class level 20.
Slot RMythicRam Quake
Mythic form: Landslide
Earth16 sVanguard · class
Slot TMythicJuggernaut Rush
Mythic form: Juggernaut Rush
Earth100 chargeVanguard · class
Siege Gauntlets
two-handedForgecrossGauntlets heavy enough to punch through a gate.
Passive
Momentum
After a dash or leap: +20 pp CC reduction and -10 % damage taken for 3 s.
Slot ZMythicHaymaker
Mythic form: Haymaker
Vanguard · Siege Gauntlets
Slot XMythicMeteor Charge
Mythic form: Meteor Charge
Vanguard · Siege Gauntlets
Slot CMythicGrapple
Mythic form: Grapple
Vanguard · Siege Gauntlets
Ram Shield
two-handedForgecrossA tower shield with an iron ram's head bolted to its face.
Passive
Spearhead
Allies behind you within 6 blocks take -8 % projectile damage.
Slot ZMythicShield Charge
Mythic form: Shield Charge
Vanguard · Ram Shield
Slot XMythicBreakthrough
Mythic form: Breakthrough
Vanguard · Ram Shield
Slot CMythicIron Wall
Mythic form: Iron Wall
Vanguard · Ram Shield
Talents
Twelve nodes in five tiers; the tree opens at class level 10, and only one of the two capstones can be active.
Tier 1
Heavy Frame
+1 % max HP per rank.
Stampede
+1 % move speed per rank.
Tier 2
Long Reach
Grapple pulls +1 block per rank.
Impact
Your stuns last +0.1 s per rank.
Reinforced
Iron Wall shield +2 % max HP per rank.
Tier 3
Chain Charge
Meteor Charge travels +2 blocks per rank (the design's rank-3 recast within 3 s is not supported yet).
Shockproof
Momentum lingers after it ends: 3 s of one third of its effect per rank.
Battering Ram
+10 % damage vs structures and siege engines per rank.
Tier 4
Unstoppable Force
Breakthrough lasts +0.5 s per rank.
Disruptor
Your stuns drain 10 energy from players hit (applied once learned, not per rank).
Capstone
Wrecking Ball
Meteor Charge leaves a 3-block shockwave at its end: 50 % slow for 2 s.
Shield of the Line
Allies behind you within 6 blocks take a further -7 % projectile damage, magic projectiles included (Spearhead totals -15 %).