Shield Bash
Slam the front rank for burst damage.
Isekai VanguardHeroes · Physical
The shield who names the next defender.

Base values before level scaling and combat bonuses. Actual battle attributes can differ.
A broad-shouldered knight in dented plate who takes the exposed position, checks the route behind him, and absorbs blows meant for those moving under his cover.
Aster held the gate of a falling kingdom while families fled toward the river. The call took him mid-swing, before he could learn whether they arrived. In Enodia he checks exits, shelter rows, loads, and relief before every watch. His shield still takes the first impact, but he is learning that a line holds through handovers, not one body refusing to leave it.
Game guide
Slam the front rank for burst damage.
Aster keeps his shield raised as a knight's default stance, gaining health and armor every level.
Upgrade Knight's Guard into a perfect read — a passive chance to fully negate an incoming hit.
After Aster lands a kill, he surges forward: up to 25% faster attacks (+5%/lvl) for 4s.
When a foe winds up a special aimed at one ally, Aster challenges it — the special slams into the Knight instead, and he takes 45% less damage while the challenge holds.
Wounded below 40% HP, he digs in: takes up to 32% less damage (+8%/lvl) — refuses to fall.
Disciplined blocks create clean counter windows.
Brace the party behind a wall of steel — a shield-wall that soaks the incoming burst before it lands.
While Aster stands, the whole party behind him takes -5% damage per level (caps at -15%).
A damage branch for players using Knight as a bruiser.
Measured footwork keeps the shield up between swings.
Formation discipline — push forward without opening gaps.
A wind-up overhead blow that punishes a guarded enemy after a clean block.
Charge shield-first into the front rank, slamming the lead enemies off their feet — stunned and unable to move or strike for a beat.
The deeper the wounds, the heavier the answer — damage climbs as the Knight's HP falls.
Whoever holds the field keeps what falls on it.
Every wound taken is repaid in kind — and pocketed.
Swear the blade to a brief burning oath — every swing bites harder while it holds.
Once per fight the line should break and simply doesn't — Aster shrugs off a killing blow, stays standing at 1 HP, and each level steels more of the heart back.
The capstone vow: the line does not move.
Intercept a targeted enemy special, redirect it to Aster and take 55% less damage for 5s (+8% duration at rank 2). The intercept also strikes the foe for 2.8× ATK (+12% at rank 2).
With a shield equipped, add 6% block chance per rank (12% at rank 2). A successful block negates one incoming hit.
While Aster is alive, other allies take 10% less damage. This does not protect Aster; combined guardian auras cap at 30%.
Strike the front foe once for 3.6× ATK (+12% at rank 2). Cooldown 16s.
At 50% HP or less, deal 8% more damage per rank (16% at rank 2). The bonus ends above that threshold.
Reflect 18% of damage taken back to the attacker. Reflection cannot trigger another reflection; combined reflection caps at 75%.
Stun the two front foes for 1.8s (+8% duration at rank 2). Deals no damage. Cooldown 20s.
After Aster gets a kill, gain 6% attack speed per rank (12% at rank 2) for 4s.
Deal 18% more damage to foes at 30% HP or less.
The final shield doctrine: return up to 16% of every hit to its attacker (+8%/level).