Heroes · Physical

Aster

The shield who names the next defender.

In-game animationAster
KnightPhysical

Base attributes

HP
560
ATK
26
ATK/s
1.15
MOVE
100

Base values before level scaling and combat bonuses. Actual battle attributes can differ.

About

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.

Origin

  • A fallen kingdom whose last road led from a breached gate toward the river.

Game guide

Skills & abilities

Active · 6 s cooldown

Shield Bash

Slam the front rank for burst damage.

Passive

Knight's Guard

Aster keeps his shield raised as a knight's default stance, gaining health and armor every level.

Passive

Perfect Guard

Upgrade Knight's Guard into a perfect read — a passive chance to fully negate an incoming hit.

Passive

Vanguard

After Aster lands a kill, he surges forward: up to 25% faster attacks (+5%/lvl) for 4s.

Active · 9 s cooldown

Taunting Blow

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.

Passive

Last Stand

Wounded below 40% HP, he digs in: takes up to 32% less damage (+8%/lvl) — refuses to fall.

Passive

Counterguard

Disciplined blocks create clean counter windows.

Active · 14 s cooldown

Aegis Wall

Brace the party behind a wall of steel — a shield-wall that soaks the incoming burst before it lands.

Passive

Hold the Line

While Aster stands, the whole party behind him takes -5% damage per level (caps at -15%).

Passive

Oathbreaker

A damage branch for players using Knight as a bruiser.

Passive

Sentinel's Pace

Measured footwork keeps the shield up between swings.

Passive

Iron Phalanx

Formation discipline — push forward without opening gaps.

Active · 11 s cooldown

Crushing Verdict

A wind-up overhead blow that punishes a guarded enemy after a clean block.

Active · 8 s cooldown

Rampart Rush

Charge shield-first into the front rank, slamming the lead enemies off their feet — stunned and unable to move or strike for a beat.

Active · 10 s cooldown

Defiant Riposte

The deeper the wounds, the heavier the answer — damage climbs as the Knight's HP falls.

Passive

Spoils Warden

Whoever holds the field keeps what falls on it.

Passive

Bloodprice

Every wound taken is repaid in kind — and pocketed.

Active · 16 s cooldown

Oathfire Edge

Swear the blade to a brief burning oath — every swing bites harder while it holds.

Passive

Stubborn Heart

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.

Passive

Unbreakable Oath

The capstone vow: the line does not move.

Active · 18 s cooldown

Guardian Intercept

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).

Passive

Ordered Guard

With a shield equipped, add 6% block chance per rank (12% at rank 2). A successful block negates one incoming hit.

Passive

Oath of Shelter

While Aster is alive, other allies take 10% less damage. This does not protect Aster; combined guardian auras cap at 30%.

Active · 16 s cooldown

Steel Reprisal

Strike the front foe once for 3.6× ATK (+12% at rank 2). Cooldown 16s.

Passive

Wounded Resolve

At 50% HP or less, deal 8% more damage per rank (16% at rank 2). The bonus ends above that threshold.

Passive

Return the Blow

Reflect 18% of damage taken back to the attacker. Reflection cannot trigger another reflection; combined reflection caps at 75%.

Active · 20 s cooldown

Commanding Halt

Stun the two front foes for 1.8s (+8% duration at rank 2). Deals no damage. Cooldown 20s.

Passive

Pursuit Drill

After Aster gets a kill, gain 6% attack speed per rank (12% at rank 2) for 4s.

Passive

Final Sentence

Deal 18% more damage to foes at 30% HP or less.

Passive

Royal Guard

The final shield doctrine: return up to 16% of every hit to its attacker (+8%/level).