ASSIMILATION
COMBAT

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:

HeroClassDoctrineHPAttackActive 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
Knell Resonant control 240 support Sundering Peal
Cinderwyrm Caustic swoop 205 34 / 0.8s Pyroclastic Breath
Riptide Kinetic control 260 support Maelstrom
Carrion Vital control 235 support Mass Rebirth
Fovea Neural siege 190 95 / 2.4s Apex Stare
Chimera Viral dive 300 22 / 0.8s Trophy Slam

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.