← Hero Guides · Weapon
By Amya · Updated 2026-10-26

Shortsword & Shield
Loadouts
pick one columnFlameshackle
Anti-unitAnti-unit frontline control and diving high-value targets. You make squishy units explode with your spells and unbrace braced units.
QShield ChargeShielded ChargeIII20sCharges forward with the shield, slamming the first enemy encountered to deal 216% Base + 1568 Blunt Damage and inflict Knockdown. Then bashes the enemy, dealing 204% Base + 1475 Blunt Damage. Finally slams the ground, dealing 116% Base + 1561 Slashing Damage.BuffIncreases Defences by 50% during the charge.Effects on EnemiesSpooks and slows hit cavalry.
EKickKickIII8sKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.Second pressDelivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.Control RemovalRemoves Dazed, Knockdown, and Concussed upon use.BuffIncreases Defences by 40% for 3 seconds.Effects on EnemiesSpooks and slows hit cavalry.
RIronsidesIronsidesIII24sUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies.Control RemovalRemoves Dazed, Knockdown, and Concussed upon use.BuffIncreases Defences by 200% for 10 seconds.DebuffWeakens after the Buff expires, reducing Defences by 20% for 4 seconds.Effects on EnemiesSpooks and slows hit cavalry.
TThunderstruckThunderstruckIII45sDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early.Control RemovalRemoves Dazed and Knockdown upon use.BuffIncreases Defences by 20% for 4 seconds.Effects on EnemiesSpooks and slows hit cavalry.Shield Bash can replace Shield Charge or Kick, and deals high damage plus flames. Not recommended, no cleanse and easily interrupted.
Full Strength is more damage but risky. You become squishy, and you can kill exotics before they explode.
Stoneguard
Best for beginnersFrontline tank, the most common build. Very hard to kill, so you stay in fights and pressure heroes and units over time.
QShield ChargeShielded ChargeIII20sCharges forward with the shield, slamming the first enemy encountered to deal 216% Base + 1568 Blunt Damage and inflict Knockdown. Then bashes the enemy, dealing 204% Base + 1475 Blunt Damage. Finally slams the ground, dealing 116% Base + 1561 Slashing Damage.BuffIncreases Defences by 50% during the charge.Effects on EnemiesSpooks and slows hit cavalry.
EKickKickIII8sKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.Second pressDelivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.Control RemovalRemoves Dazed, Knockdown, and Concussed upon use.BuffIncreases Defences by 40% for 3 seconds.Effects on EnemiesSpooks and slows hit cavalry.
RIronsidesIronsidesIII24sUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies.Control RemovalRemoves Dazed, Knockdown, and Concussed upon use.BuffIncreases Defences by 200% for 10 seconds.DebuffWeakens after the Buff expires, reducing Defences by 20% for 4 seconds.Effects on EnemiesSpooks and slows hit cavalry.
TThunderstruckThunderstruckIII45sDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early.Control RemovalRemoves Dazed and Knockdown upon use.BuffIncreases Defences by 20% for 4 seconds.Effects on EnemiesSpooks and slows hit cavalry.Barricade can replace Shield Charge. It debuffs, breaks shields and cleanses, but you lose an important mobility tool.
Epic Set
More riskAggressive hybrid for duels and supply point control. No debuff after Ironsides, so you stay aggressive longer.
QShield ChargeShielded ChargeIII20sCharges forward with the shield, slamming the first enemy encountered to deal 216% Base + 1568 Blunt Damage and inflict Knockdown. Then bashes the enemy, dealing 204% Base + 1475 Blunt Damage. Finally slams the ground, dealing 116% Base + 1561 Slashing Damage.BuffIncreases Defences by 50% during the charge.Effects on EnemiesSpooks and slows hit cavalry.
EKickKickIII8sKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.Second pressDelivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.Control RemovalRemoves Dazed, Knockdown, and Concussed upon use.BuffIncreases Defences by 40% for 3 seconds.Effects on EnemiesSpooks and slows hit cavalry.
RIronsidesIronsidesIII24sUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies.Control RemovalRemoves Dazed, Knockdown, and Concussed upon use.BuffIncreases Defences by 200% for 10 seconds.DebuffWeakens after the Buff expires, reducing Defences by 20% for 4 seconds.Effects on EnemiesSpooks and slows hit cavalry.
TThunderstruckThunderstruckIII45sDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early.Control RemovalRemoves Dazed and Knockdown upon use.BuffIncreases Defences by 20% for 4 seconds.Effects on EnemiesSpooks and slows hit cavalry.Shield Bash can replace Shield Charge or Kick. High damage and breaks shields, still no cleanse.
Full Strength increases damage but makes you more vulnerable. For experienced players.
Good to know
- Best gender
- Female (Small dash forward with shield charge). Some prefer Male as this little Dash make them miss the charge.
- Aiming
- Hero: Assisted on, Locked off · Units: Assisted off, Locked off
Crafting
Weapon
- Must roll
- Slashing Dmg / Slashing Pen
- Aim for
- Slashing Damage~251+max 418Slashing Pen~268+max 447
Rule of thumb: get your main damage and penetration to 60% of max. The ceilings are the Legendary rolls on the Heaven & Earth.
- Also good
- Blunt DMG&Pen & Armor / Toughness
Armour
- Roll order
- SLeadershipLeadership increases the number of units you can take into battle, making it the best value out of every stat you could wish to get.AAHPAPiercing def / Slashing defBRest
- Attributes
- Full Armor (Recommended) / Full AGI for DMG
Eclipse & Dawn affixes
SArmor Sunder5 tiers
- When hit by an enemy's melee attack during Ironsides, reduces their defenses of all types by 20 points for 4 seconds. Stacks up to 5 times.
- When hit by an enemy's melee attack during Ironsides, reduces their defenses of all types by 30 points for 4 seconds. Stacks up to 5 times.
- When hit by an enemy's melee attack during Ironsides, reduces their defenses of all types by 40 points for 4 seconds. Stacks up to 5 times.
- When hit by an enemy's melee attack during Ironsides, reduces their defenses of all types by 50 points for 4 seconds. Stacks up to 5 times.
- When hit by an enemy's melee attack during Ironsides, reduces their defenses of all types by 60 points for 4 seconds. Stacks up to 5 times.
STitan's Quake5 tiers
- After the smash attack of Thunderstruck, reduces the movement speed of enemies within 5 meters by 10%. After 3 seconds, enemies in range are concussed for 0.5 seconds and take 350 bleeding damage.
- After the smash attack of Thunderstruck, reduces the movement speed of enemies within 5 meters by 15%. After 3 seconds, enemies in range are concussed for 0.75 seconds and take 450 fixed bleeding damage.
- After the smash attack of Thunderstruck, reduces the movement speed of enemies within 5 meters by 20%. After 3 seconds, enemies in range are concussed for 1 second and take 550 fixed bleeding damage.
- After the smash attack of Thunderstruck, reduces the movement speed of enemies within 5 meters by 25%. After 3 seconds, enemies in range are concussed for 1.25 seconds and take 650 fixed bleeding damage.
- After the smash attack of Thunderstruck, reduces the movement speed of enemies within 5 meters by 30%. After 3 seconds, enemies in range are concussed for 1.5 seconds and take 750 fixed bleeding damage.
BMountain Crusher5 tiers
- Every hit of Kick will knockdown enemies; skill cooldown is increased by 8 seconds.
- Every hit of Kick will knockdown enemies; skill cooldown is increased by 7 seconds.
- Every hit of Kick will knockdown enemies; skill cooldown is increased by 6 seconds.
- Every hit of Kick will knockdown enemies; skill cooldown is increased by 5 seconds.
- Every hit of Kick will knockdown enemies; skill cooldown is increased by 2 seconds.
FSoul Lock5 tiers
- After hitting an enemy with Throw Shield, if you hit the same enemy 4 more times within 3 seconds, they will be concussed for 1 second. This effect can trigger at most once every 4 seconds.
- After hitting an enemy with Throw Shield, if you hit the same enemy 3 more times within 3 seconds, they will be concussed for 1 second. This effect can trigger at most once every 4 seconds.
- After hitting an enemy with Throw Shield, if you hit the same enemy 3 more times within 3.5 seconds, they will be concussed for 1 second. This effect can trigger at most once every 4 seconds.
- After hitting an enemy with Throw Shield, if you hit the same enemy 3 more times within 4 seconds, they will be concussed for 1 second. This effect can trigger at most once every 4 seconds.
- After hitting an enemy with Throw Shield, if you hit the same enemy 2 more times within 4 seconds, they will be concussed for 1 second. This effect can trigger at most once every 4 seconds.
FVein Rupture5 tiers
- Hitting an enemy with Barricade consumes 300 of your Block to deal bleeding damage equal to 3.5% of their current health.
- Hitting an enemy with Barricade consumes 300 of your Block to deal bleeding damage equal to 4.5% of their current health.
- Hitting an enemy with Barricade consumes 300 of your Block to deal bleeding damage equal to 5.5% of their current health.
- Hitting an enemy with Barricade consumes 300 of your Block to deal bleeding damage equal to 6.5% of their current health.
- Hitting an enemy with Barricade consumes 300 of your Block to deal bleeding damage equal to 7.5% of their current health.
FShield Surge5 tiers
- Hitting an enemy with the first attack of Tremor Strike restores 100 Block.
- Hitting an enemy with the first attack of Tremor Strike restores 200 Block.
- Hitting an enemy with the first attack of Tremor Strike restores 300 Block.
- Hitting an enemy with the first attack of Tremor Strike restores 400 Block.
- Hitting an enemy with the first attack of Tremor Strike restores 500 Block.
Every line here is the official wording, from Conqueror's Blade 7th Anniversary | Brand-New Epic Shortsword & Shield and Dual Blades Arrive! (2026-08-14). The S to F letter beside each name is Amya's own ranking.
Reforge your new epic weapon for 2 passives from S to B tier: get one, lock it, then reforge for the second. Do it on the right side weapon, the one that will inherit the stats from the other. Every weapon · Equipment Inheritance
Best runes this season When a slot says "Pick one", both runes are playable: take the one that fits how you play. Helm: both are playable, but I prefer Crown Soul's extra 10% unit damage reduction over Abyssal Rift's poison, unless you play a diving class. Armour: Flower War triggers on skills whose tooltip shows the DAMAGE tag without RANGED (here: Centurion's Battle Drill), and its +25% defence does not count toward the defence caps on passives. Bracers: Diving Eagle is a must if you run lance cavalry in your warband. It costs 3, so drop Yang Fire VII for it. If you don't run Buckler or Poleaxe units, take Yang Fire VII and VIII on the armour instead.
Guide
Shortsword is a brawler class focused on tanking and disruption. Your role is to absorb damage, control fights, and prevent enemy heroes from playing effectively.
Playstyles & Builds
- Flameshackle (Anti-Unit): Strong vs units, great for clearing high-value and squishy targets (Zykalian, Sipho and rattans) since you make them explode with your spells and unbrace units like Stalwarts or other anticav
- Stoneguard (Tank/Brawler): Most common, very tanky, strong frontline presence (best for beginners)
- Deathmatch Epic (Hybrid): More aggressive, no debuff after the ult and heal, most hybrid build
It all depends on your playstyle and preference.
Matchups
- Strong vs light/medium armor (easy to chase and stagger with good damage burst)
- Weak vs heavy armor (focus on disrupting, not killing)
Auto-Attack Technique (Important)
Auto-attacks are used to stagger and control enemy heroes in a faster and more reliable way. Instead of spamming, use a timed rhythm to keep enemies constantly interrupted and unable to react.
- Left-click -> short pause (under 1s) -> repeat
- For timing practice -> Hold right-click whenever you see your shield moving up -> instantly left-click -> repeat
- Add Sprint + Autoattack to chain staggers and control enemies in duels
Gameplay
- Focus on disruption and pressure, not damage (Flameshackle still does decent damage vs Units)
- Dive fights to create chaos and force reactions
- Target vulnerable units behind enemy lines or clean up squishy units
Full Strength Build
- More damage but much less tanky
- Relies heavily on
Ironsides
IronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 200% for 10 seconds.
Debuff:
Weakens after the Buff expires, reducing Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry. and hero gameplay - Requires good armor and weapon
Not recommended for beginners.
Standard Control / Brawler (Flameshackle)Anti-unit frontline control and diving high-value targets.
Purpose:
- Anti-unit frontline control: Use
Kick
KickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.
Second press:
Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback.
Third press::
Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 40% for 3 seconds.
Effects on Enemies:
Spooks and slows hit cavalry. to break shields and apply flames on units to unbrace braced units. Use
Thunderstruck
ThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early.
Control Removal:
Removes Dazed and Knockdown upon use.
Buff:
Increases Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry. to open the frontline for your units and your team. - Dive: Target enemy high-value units (exotics). Always engage with a horse jump to apply flames on impact, followed by
Kick
KickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.
Second press:
Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback.
Third press::
Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 40% for 3 seconds.
Effects on Enemies:
Spooks and slows hit cavalry. or
Thunderstruck
ThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early.
Control Removal:
Removes Dazed and Knockdown upon use.
Buff:
Increases Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry.. Very effective against Zykalian, Siphos, Rattan units, and other squishy ranged units that take increased flame damage.
Tips:
- Shield Charge: Save it for engage or escape to buy time (applies flames on hit)
Kick
KickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.
Second press:
Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback.
Third press::
Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 40% for 3 seconds.
Effects on Enemies:
Spooks and slows hit cavalry.: Use it to cleanse stuns, break shields, and apply flames on units (applies flames on every hit)
Ironsides
IronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 200% for 10 seconds.
Debuff:
Weakens after the Buff expires, reducing Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry.: Use when focused. After it ends, you get -20% armor for 4s, but you can mitigate this debuff with
Kick
KickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.
Second press:
Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback.
Third press::
Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 40% for 3 seconds.
Effects on Enemies:
Spooks and slows hit cavalry. (+40% defense for 3s) and
Thunderstruck
ThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early.
Control Removal:
Removes Dazed and Knockdown upon use.
Buff:
Increases Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry. (+20% defense for 4s)
Thunderstruck
ThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early.
Control Removal:
Removes Dazed and Knockdown upon use.
Buff:
Increases Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry.: Try to always use it behind enemy units to knock them into your own braced units. Jump into multiple units to apply flames and CC on all units you hit
Playstyle advice:
- Focus on unit damage and disruption, not dueling heroes
- Prioritize high-value and squishy units
- Don’t overcommit alone: you are not as tanky as Stoneguard
- Create chaos, force reactions, and open space for your team
- Play around your cooldowns to maximize pressure on units
- Recommended stats: Full Armor / Armor + Toughness. Full Strength is more damage but risky (you become squishy + can kill exotics before they explode, reducing their AoE impact)
Alternative skill:
- Shield Bash can replace Shield Charge or
Kick
KickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.
Second press:
Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback.
Third press::
Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 40% for 3 seconds.
Effects on Enemies:
Spooks and slows hit cavalry. and deals high damage + applies flames
Not recommended: no cleanse, long animation, easily interrupted, and vulnerable to chain CC, but fun to play and may work in some specific scenarios.
Standard Control / Tank (Stoneguard)Frontline tank, most common and best for beginners.
Purpose:
- Frontline control: Stay in the frontline to absorb damage and constantly disrupt enemy units with
Kick
KickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.
Second press:
Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback.
Third press::
Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 40% for 3 seconds.
Effects on Enemies:
Spooks and slows hit cavalry. and
Thunderstruck
ThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early.
Control Removal:
Removes Dazed and Knockdown upon use.
Buff:
Increases Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry.. Use your CC to protect your team and create space. You become a dangerous target to focus, and while enemies try to kill you, your team gets free space to engage. - Sustain & pressure: You are very hard to kill, allowing you to stay longer in fights and slowly pressure enemy heroes and units over time.
Tips:
- Shield Charge: Use it to engage, catch enemies, or escape when needed: very important mobility tool overall
Kick
KickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.
Second press:
Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback.
Third press::
Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 40% for 3 seconds.
Effects on Enemies:
Spooks and slows hit cavalry.: Use it to cleanse stuns and break shields against heroes and units
Ironsides
IronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 200% for 10 seconds.
Debuff:
Weakens after the Buff expires, reducing Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry.: Use when focused by multiple units to maximize survivability. Try to fight inside low-damage units (e.g. Imperial Spearmen, Spear Sergeants): after 15 hits you recover 5% of your max HP, and combined with
Ironsides
IronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 200% for 10 seconds.
Debuff:
Weakens after the Buff expires, reducing Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry. you can quickly heal back to full HP
Thunderstruck
ThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early.
Control Removal:
Removes Dazed and Knockdown upon use.
Buff:
Increases Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry.: Best used during engages or on grouped enemies. Try to jump into multiple units, and try to always use it behind enemy units to knock them into your own braced units. Be careful: you can still get one-shot if you are not paying attention where you dive in
Playstyle advice:
- Don’t overextend alone: you are tanky but not unkillable
- Focus on disruption over damage
- Stay close to your team and enable them to fight safely: since you do low damage, you count on your units and your team to win fights
- Recommended stats: Full Armor or Armor + Toughness
Alternative skill:
- Barricade can replace Shield Charge: provides debuff on enemies, breaks shields and cleanses, increasing survivability
Not recommended: awkward animation, hard to aim, easy to interrupt, and you lose an important mobility tool, overall less reliable than the standard setup.
Hybrid / Dueler / Brawler (Epic Set)Aggressive hybrid, duels and supply point control.
Purpose:
- Dueler / Brawler: More aggressive playstyle focused on fighting enemy heroes and applying constant pressure.
- Hybrid role: Balanced between survivability and damage, allowing you to both disrupt and deal meaningful damage.
- Supply point control: Very effective at contesting and blocking supply points, preventing enemies from pulling units thanks to
Ironsides
IronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 200% for 10 seconds.
Debuff:
Weakens after the Buff expires, reducing Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry. debuff removal and healing.
Tips:
- Shield Charge: Use it to engage, chase, or escape: prioritize targeting heroes for maximum impact
Kick
KickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.
Second press:
Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback.
Third press::
Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 40% for 3 seconds.
Effects on Enemies:
Spooks and slows hit cavalry.: Use it frequently to stagger enemies, increase your defense, and cleanse stuns
Ironsides
IronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 200% for 10 seconds.
Debuff:
Weakens after the Buff expires, reducing Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry.: Use when trading or being focused: no debuff after
Ironsides
IronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 200% for 10 seconds.
Debuff:
Weakens after the Buff expires, reducing Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry. (Epic set bonus) allows you to stay aggressive longer, and the reduced cooldown is very valuable in fights
Thunderstruck
ThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early.
Control Removal:
Removes Dazed and Knockdown upon use.
Buff:
Increases Defences by 20% for 4 seconds.
Effects on Enemies:
Spooks and slows hit cavalry.: Use to engage, apply CC, and pressure both heroes and grouped units: can also be used to escape when combined with Shield Charge
Playstyle advice:
- Play more aggressive than other builds, but don’t overcommit
- Focus on duels vs light/medium heroes
- Use your sustain to win extended fights
- Very strong in small fights and supply point control
- Recommended stats: Full Armor / Armor + Toughness or Full Strength. Full Strength increases damage but makes you more vulnerable (recommended for experienced players)
Alternative skill:
- Shield Bash can replace Shield Charge or
Kick
KickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.
Second press:
Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback.
Third press::
Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.
Control Removal:
Removes Dazed, Knockdown, and Concussed upon use.
Buff:
Increases Defences by 40% for 3 seconds.
Effects on Enemies:
Spooks and slows hit cavalry.: deals high damage and breaks shields
Not recommended: no cleanse, long animation, easily interrupted, and vulnerable to chain CC, making it overall unreliable (can still be useful in Deathmatch and fun vs low armor targets).















