Hero Guide — Living Weapons
The hero roster, their doctrines and abilities, and how equipment, stars and forks build them out.
The roster
Generated from the live build:
| Hero | Class | Doctrine | HP | Attack | Active Ability |
|---|---|---|---|---|---|
| Ravager | Kinetic | dive | 230 | 19 / 0.6s | Apex Leap |
| Shepherd | Vital | guard | 300 | support | Bloom |
| Overseer | Neural | control | 200 | support | Mass Override |
| Vitriol | Caustic | siege | 210 | 30 / 1.5s | Corrosive Cataclysm |
| Revenant | Viral | phase | 195 | 44 / 0.7s | Plague Rupture |
Doctrines
A hero’s behavior is a doctrine, not a leash. Dive heroes hunt kills aggressively. Guard heroes anchor the Core and regenerate its integrity. Control heroes emit disruption fields that slow the tide. The Revenant’s phase doctrine blink-strikes priority targets. Pick the doctrine that patches your build’s weakness, not the biggest number.
Equipment, stars and forks
Each hero carries a Weapon / Armor / Relic loadout with behavioral affixes and set bonuses — and visibly wears it on the battlefield. Hero Stars (★1–10) climb a permanent upgrade path; at ★5 and ★8 each hero chooses between two ability forks that re-author their kit. Duplicate-set pooling across the team unlocks the deep 4-piece bonuses.
Micro that wins runs
Two inputs separate good hero play from great: the rally point and the ability cast. Rally your hero where the wave preview says the pressure will land, not where the last wave hit. Cast the active ability on the breach that is HAPPENING, never the one you fear — a banked ability costs nothing, a wasted one can cost the Core. When a hero goes down mid-wave, their respawn timer is a resource too: pull the rally back to the Core so they return into safety, not into the same claw that dropped them.