Hold the Line
Vanguard — Melee Tank / Frontline
Every team needs someone willing to eat arrows with their face so the Pyromancer can finish casting. That's you. The Vanguard walks into a 3v1 and somehow walks out with everyone else dead. No flashy magic. Just a sword, a shield, and an allergy to dying.
The Immovable Object
The Vanguard is Tarnished Crown's frontline anchor. No special resource, no mana bar — just melee weapons and the will to use them. Salvaged sword for speed, mace for raw damage, shields for Shield Wall, and enough backup options (cleaver, machete, spears) that you'll never run out of ways to hurt someone.
In team fights you create the space everyone else needs. You absorb damage, buff your allies' output, and punish anyone foolish enough to stand within sword range. The Vanguard doesn't just survive — he makes the entire team scarier by being in the room.
What You Bring to the Fight
War Cry
You and every ally within 20 meters get +20% damage for 15 seconds. Pop this before a push and watch your team melt everything in the area. On a 60-second cooldown, it's ready for every major engagement. The Vanguard doesn't just tank — he's a force multiplier.
Fortify
8 seconds of 50% damage reduction. You move slower, but you become nearly unkillable. Pop this in a doorway and you are the barricade. Pair it with Shield Wall's additional 30% reduction and you're soaking damage that would drop any other class twice over. 40-second cooldown.
Devastating Blow
A 2-second windup that makes your next melee hit deal 3× damage. Time it after Berserker Charge — the speed burst closes the gap and the Charge's own 2× multiplier stacks into absurd burst. 25-second cooldown means you always have a finisher ready.
Rallying Banner
Plants a banner that heals everyone within 10 meters for 3 HP per second over 20 seconds — that's 60 HP of free AoE healing. Don't drop it on yourself. Drop it where your team will be fighting for the next 20 seconds: behind cover, near a doorway, on a roof. It's a healing campfire you can place mid-combat.
Refusing to Die
The Vanguard's passives are what make the class terrifying in extended fights. Unbreakable triggers once per life when you drop below 15 HP — you gain 80% damage reduction for 5 seconds, buying time to pop Cauterize, land a kill, or just refuse to give anyone the satisfaction. It's saved more Vanguards than any spell ever will.
Heavy Strikes makes every melee hit slow the target for 2 seconds. They can't kite you. They can't run. Every swing is a mini-root that keeps them in your kill zone. Rangers and Ninjas hate this passive more than anything else in the game.
Leading from the Front
Always carry a shield — Shield Wall is one of your best cooldowns and it literally doesn't work without one equipped. Keep it in your hotbar even if you prefer the sword. The Berserker Charge into Devastating Blow combo is your bread and butter for single-target burst: Charge closes the gap with +30% speed, then Blow delivers the 3× hit while they're still processing what happened.
The Warfare tree runs 16 nodes across 5 tiers, building from raw melee empowerment at the base into the full frontline commander package at the top — War Cry, Rallying Banner, and the tools that turn a solo brawler into a team-wide force multiplier.
The Vanguard is available now on Tarnished Crown. See the full Warfare tree at the Vanguard class page.