
Ironclad
An oathbound bodyguard who intercepts a threatened ally’s punishment and protects the approach with his two-handed blade.

Abilities.
In developmentExample recording · Ability-specific video coming later.

Crossguard Cut
Sweep the greatsword through a short arc. The cut consumes part of your remaining Resolute Guard to increase its damage, trading protection for pressure.
Bait him into spending his guard, leave the short frontal arc, or attack after the conversion weakens his remaining defense. A missed cut still spends the shield.
- Cooldown
- 13s / 12s / 11s / 10s
- Cost
- 60 / 70 / 80 / 90
- Range
- 240 cm
- Cast time
- 0.35s
- Base physical damage
- 60 / 90 / 120 / 150; one 100 degree frontal cut
- Maximum physical damage
- 100 / 150 / 200 / 250 per target if the full conversion cap is available; with no E pool the cut deals only base damage
- Restriction
- No second cut, enemy mark, taunt, stun, slow, attack proc or automatic attack
Example recording · Ability-specific video coming later.

Resolute Guard
Brace the blade across your body to absorb a finite amount of physical damage arriving from the front. Flanking attacks and magic bypass the guard.
Flank him, use magical damage, or exhaust the pool.
- Cooldown
- 20s / 18s / 16s / 14s
- Cost
- 55 / 65 / 75 / 85
- Range
- 0 cm
- Cast time
- 0.3s
- Frontal physical shield
- 100 / 140 / 180 / 220 HP; 120° arc
- Duration
- 2.5 s; no Flow scaling; one finite pool
- Dispel
- Enemy basic dispel removes the remaining beneficial shield; no burst or refund.
Example recording · Ability-specific video coming later.

Oathbound Advance
Guard one nearby allied hero by taking a limited share of their incoming damage. Stay close enough to maintain the link.
Separate the pair or pressure the Ironclad. Transferred damage can kill him, so saving an ally is a commitment.
- Cooldown
- 26s / 24s / 22s / 20s
- Cost
- 80 / 90 / 100 / 110
- Range
- 450 cm
- Cast time
- 0.3s
- Share
- 20 / 25 / 30 / 35% of the ally’s eligible post-mitigation, post-shield damage that would otherwise reduce HP, for 3 s.
- Transfer cap
- 120 / 160 / 200 / 240 HP total
- Tether
- Breaks beyond 600 cm; cannot target self; no chaining between Knights
Example recording · Ability-specific video coming later.

Royal Judgment
Commit to a heavy melee judgment that holds one enemy hero in a long stun. A weaker follow-through damages enemies behind the primary victim without disabling them.
Back out of the 250 cm reach or deny team vision during the 0.9-second raise. A strong ally dispel ends the stun; ranged pressure can punish the Ironclad for committing to melee.
- Cooldown
- 125s / 115s / 105s
- Cost
- 150 / 195 / 240
- Range
- 250 cm
- Cast time
- 0.9s
- Primary physical damage
- 120 / 170 / 220 once.
- Primary Stun
- 2.5 / 3.25 / 4 s, strong-dispellable; primary hero only. Damage first, then one Stun. Status resistance applies once; no refresh.
- Secondary cleave
- 180 cm cone behind primary, 40% damage: 48 / 68 / 88 physical; no Stun, no attack procs.
Build a guide.
Ability order Levels 1–22
Choose a cell to learn a rank; choose it again to clear. Scroll for later levels. Arrow keys move between cells.
Levels 1–22