Team Sanctum
Three heroes, three roles — built for tight teamfights and objective discipline.
Kyrr
Assault Commander
A disciplined royal tactician built for precision engagements. Kyrr thrives when he controls lanes, cuts angles, and punishes overextensions with surgical burst.
- Signature: IR threat isolation
- Mobility: dash-jet repositioning
- Win condition: picks → collapse
Ashfall
Ember Juggernaut
A fire-forged frontline breaker fueled by ancient ember sprites. Ashfall owns close quarters — absorbing punishment, then turning momentum into impact.
- Signature: shield-forward durability
- Threat: explosive strikes
- Control: molten zone pressure
Eloya
Sanctuary Support
A graceful support operative whose diadem channels orbiting energy to sustain allies. Eloya stays in motion to keep the team online.
- Signature: mobile healing
- Defense: protective overshields
- Utility: buff orbs & disruption
Team Cybin
The Mycelial trio — Damage, Control, and Support, grown for disruption and zone control.
Shardjaw
Splinter Stalker
A chitin-shelled predator that hunts from the edges of the fight. Shardjaw tracks prey by scent, erupts with splinter volleys and corrosive spray, then molts away before the trade comes back.
- Signature: scent-tracked ambush
- Mobility: molt-shed escape
- Win condition: isolate → shred
KnotHulk
Mycelial Bulwark
A spore-born colossus grown from the Mycelial bloom. KnotHulk anchors the frontline — harpooning stragglers into the grinder, soaking burst in a living guard, and seeding the floor with explosive pods.
- Signature: harpoon pull → collapse
- Defense: damage-absorbing core sac
- Control: spore mines & zone denial
Lumenwing
Luminous Mender
A winged, light-shedding caretaker that drifts above the fray. Lumenwing marks the wounded, threads precision heals to whoever needs them most, blooms area restoration, and slips away on a band of light.
- Signature: targeted precision heals
- Utility: AoE chime restoration
- Mobility: sky-band teleport
Kyrr — Assault Commander
Role: Damage • Mobility DPS / Space Control
Kyrr thrives when he can control lanes, cut angles, and punish overextensions. He anchors pushes with clean pressure and collapses on targets before they can react.
Gear Upgrades
| Gear | Base | Scaling |
|---|---|---|
| Relent Defense | Melee Shield % = 25% | +5% per level |
| Dash | Cooldown = 15s | -1s per level |
| Decoy | Cooldown = 30s | -2s per level |
| Jump Jet | Cooldown = 20s | -1s per level |
Weapon Upgrades
| Weapon | Base | Scaling |
|---|---|---|
| Single | Damage | +10% per level |
| Burst | Damage | +10% per level |
| Shotgun | Damage | +10% per level |
Ashfall — Ember Juggernaut
Role: Control • Tank / Breach & Denial
Ashfall absorbs punishment, then turns momentum into impact—shattering lines, forcing space, and turning chokepoints into a furnace.
Gear Upgrades
| Gear | Base | Scaling |
|---|---|---|
| Siphon Control | Cooldown = 120s | -5s per level |
| Embracer | Max Pool = 200 | +50 per level |
| Dash | Damage = 150 | +20 damage per level |
| Fire Feet | Damage = 50 | +25 damage per level |
Weapon Upgrades
| Weapon | Base | Scaling |
|---|---|---|
| Slow | Duration = 1s | +0.5s per level |
| Steal | 50% | +5% per level |
Eloya — Sanctuary Support
Role: Support • Heals / Overshields / Team Utility
Eloya stabilizes fights, amplifies pushes, and disrupts enemy advances by turning the frontline into a moving safe zone.
Gear Upgrades
| Gear | Base | Scaling |
|---|---|---|
| Diadem Support | Distance aware = 10 | +14 per level |
| Jump Jets | Fuel capacity = 100 | +10 per level |
| Core Link | Buff/Heal amp = 12% | +3% per level |
| Overshield | HP = 50 | +5 HP per level |
Weapon Upgrades
| Weapon | Base | Scaling |
|---|---|---|
| — | None | — |
Shardjaw — Splinter Stalker
Role: Damage • Ambush DPS / Poison Skirmish
Shardjaw thrives in the margins — tagging targets through walls by scent and collapsing on anyone caught alone with splinter bursts and acid, then shedding its shell to reposition.
Gear Upgrades
| Gear | Base | Scaling |
|---|---|---|
| Scent Crown Recon | Cooldown = 24s | -1s per level (min 8s) |
| Snap Tendons | Cooldown = 14s Splinter cap = 3 |
-1s per level +1 cap every 2 levels |
| Molt Carapace | Cooldown = 18s | -1s per level (min 6s) |
| Silent Pads | Non-melee DR = 10% | +2% per level |
Weapon Upgrades
| Weapon | Base | Scaling |
|---|---|---|
| Acid Spray | Damage | +10% per level |
KnotHulk — Mycelial Bulwark
Role: Control • Tank / Zone Denial
KnotHulk turns any choke into a kill box — pulling targets out of position, eating burst with a regenerating guard pool, and denying ground with spore pods. Its Spike doubles as a deployable shield.
Gear Upgrades
| Gear | Base | Scaling |
|---|---|---|
| Spore Bellow Control | Cooldown = 20s | -1s per level (min 8s) |
| Harpoon Hand | Cooldown = 10s | -1s per level (min 4s) |
| Core Sac | Pool Max = 200 Absorbs 60% |
+20 per level |
| Spore Pod | Cooldown = 4s | Faster deploy per level (min 2s) |
Weapon Upgrades
| Weapon | Base | Scaling |
|---|---|---|
| Spike | Damage Doubles as a shield |
+10% per level |
Lumenwing — Luminous Mender
Role: Support • Heals / Disruption / Mobility
Lumenwing keeps the team alive from the air — single-target healing the most injured, dropping AoE bursts when the fight breaks, spoofing enemy vision, and repositioning with a teleport. Her Wyrm Pistol heals allies as readily as it harries enemies.
Gear Upgrades
| Gear | Base | Scaling |
|---|---|---|
| Echo Mask Support | Cooldown = 22s | -1s per level (min 8s) |
| Silk Needle | Cooldown = 16s | -1s per level (min 6s) |
| Chime Sac | Cooldown = 20s | -1s per level (min 7s) |
| Sky Band | Cooldown = 22s | -1s per level (min 8s) |
Weapon Upgrades
| Weapon | Base | Scaling |
|---|---|---|
| Wyrm Pistol | Damage Heals allies on hit |
+10% per level |
Global Skills
Skill upgrades apply across the game.
| Skill | Base | Scaling |
|---|---|---|
| Speed | — | +10% per level |
| Peripherals | 15° | +10% per level |
| Aim | Strength = 5 | +10% per level |
| Resilience | — | +15 HP per level |
| Damage | — | +10% per level |
| Melee Arc | 80° | +10° per level |
| Shield HP | 500 | +20 HP per level |
| Heal/Buff | — | +2 distance per level |
