HERO CODEX
Skills & ultimates — the full kit of every hero
Choose your champion
Wear it on the SKINS page
Seasonal treasury
Membership
What the membership carries
$5/ month
Payments aren't wired up yet — the membership opens soon.
The fitting room
Choose your hero
✓ EQUIPPED
THE WARDROBE
Hero looks are public — the whole match sees the model you're wearing.
Play together
No one fights alone
Add allies by ID, see who's online, and storm the arena together as a party. Sign in with Discord and rally your squad.
Takes seconds — we only read your Discord name and avatar.
Share this ID with friends so they can find you.
The ladder
Ranked arena victories move your rating — only human opponents count, and only the logged-in may climb.
The ladder is for the logged-in — sign in with Discord to see the board and play ranked.
Nobody on the board yet — win a ranked match and open it.
Your battle record
Legends only
Kills, victories, hero mastery — every battle written to your name, match after match. Sign in with Discord and start your legend.
Takes seconds — we only read your Discord name and avatar.
Match history
Every fight, counted
Battlefield
Legends only
Kills, victories, hero mastery — every battle written to your name, match after match. Sign in with Discord and start your legend.
Takes seconds — we only read your Discord name and avatar.
Ranked standing
Combat record
By hero
Match report
Replay
Field manual
Two warbands, an endless swarm and four battlefields that each ask a different question — this is how a match of Bulwarkie works.
01The battleground
Bulwarkie is a top-down brawler with an endless horde standing in the middle of it. On the classic board two warbands of three fight for control of the map — but nobody fights alone: waves of the dead spill out of the purple wastes and hunt both teams without picking sides.
Combat is simple on purpose: your weapon fires by itself at the nearest threat. You win by moving well — steer with WASD or right-click, aim the fight with your mouse, and dash out of danger on a short cooldown.
02The heroes
Ranger outguns everything at range, Bulwark holds the line behind orbiting orbs and a shield wall, Tempo strikes and vanishes, Rampart cleaves through whole packs, Tesla forks lightning from victim to victim, and Medic keeps the team on its feet — and those are just the first six of a ten-hero roster.
They all share one skeleton: a basic attack that fires itself, a signature skill on Q, and the dash. Everything else — range, damage, playstyle — changes completely. The full kits live on the HEROES page.
03The power curve
Zombies, captures and player kills all feed your XP bar. Every level offers five upgrade cards — take one on the spot, mid-fight: more damage, faster fire, extra projectiles, thicker armor, a longer dash…
At level 5 the match asks its biggest question: pick one of four ultimates and commit — it reshapes how your hero plays. Its card then joins your draws, so you can keep stacking it into something monstrous.
The battlefields
Four boards, four win conditions. Every demo below is the real board, playing its own rule on a loop.
04 THE OSSUARY 3v3 · TERRITORY WAR
Three against three across the Ossuary's twelve outposts, with the dead spilling out of the purple lens between the two territories. Standing on an outpost's plate takes it — and every outpost you hold keeps paying experience for as long as you keep it.
Nothing here ends the match early. Both ledgers feed one score — a head pays one, a tower pays two — and when the ten minutes are up the higher score takes the field. A level score goes to sudden death: the very next point wins it.
05 THE RELIQUARY 1v1 · ROUNDS
A moonlit obsidian square at a quarter of the Ossuary's area: sixteen mirror-placed pillars for cover, a warren north and south still breathing mobs at you, and a moon well in every quadrant. A round goes to the last hero standing.
A round that refuses to end gets ended for you. When the round clock runs out the Judgment Altar wakes at the centre, and holding its plate long enough takes the round outright — so circling forever is not a plan. Three rounds take the match.
06 BONETIDE 2v2v2 · KILL RACE
Six players, three pairs, one disc. Kills are the only score: the neutral camps pay experience and healing but never points, and the whole camp triangle drifts around the board on a slow orbit, so the ground worth holding is never in the same place twice.
Meanwhile the tide comes in. The safe ring creeps inward for the entire match and everything outside it belongs to the dead. First duo to twelve kills takes it — and one kill short of that the board goes to match point and the horde surges.
07 THE CRUCIBLE SOLO · ENDLESS PvE
A shattered caldera you hold alone. Every other board clears its wave before the next one lands; this one never does — the survivors of wave three are still on you at wave nine, so the horde standing on the board only ever grows.
Every fifth wave brings a boss that fills the floor with bullet-hell patterns, and the mobs drop runes worth going out for. There is nothing to win here: you farm, you climb, you fall — and the wave you reached goes on the board.
War journal
Every patch in plain words — what changed on the map, in the heroes, and in the rules of the fight.
Command console
SETTINGS
Keybinds
Camera
Interface
Swipe or use ← → to browse the boards
Duels are 1v1 — leave the party, or fight on The Ossuary
The Ossuary
Matchmaking
LEVEL UP — choose an upgrade
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MATCH COMPLETE
ORANGE TEAM WINS