Reckless Swing
A wild overhead chop that hits hard and leaves him wide open — and he does not care.
Isekai VanguardHeroes · Fire
It only hurts until I stop caring.

Base values before level scaling and combat bonuses. Actual battle attributes can differ.
A scarred axeman who wades into the thickest of it, hitting harder the worse the wound, mending himself on the blood he spills.
Creed fought in the pit-wars of a dying world, where the crowd paid to watch champions kill each other and the losers fed the fire. He won so many nights that the rage stopped switching off — it lived in him now, a banked coal that flared brighter the more he bled, until pain read to him like fuel instead of warning. He had no kingdom to defend and no cause to die for, only the certainty that he would die swinging. The summoning gave him something new and almost frightening: a line worth holding, and people behind it.
Game guide
A wild overhead chop that hits hard and leaves him wide open — and he does not care.
Every wound he opens mends one of his own.
Below half health the banked coal roars: he deals up to +35% damage the more he bleeds (+7%/lvl).
One swing through several bodies, splashing fire across the front of the pack.
Scar over scar until the blows stop mattering much.
A furnace-loud bellow that makes the front ranks hesitate before closing.
Blood runs hot enough to keep wounds closing under pressure.
A short-cooldown breaker that gives Creed reliable single-target pressure.
A foe below 35% HP owes a blood price: he deals up to +35% damage to the wounded (+7%/lvl).
Charred scars harden into practical armor.
Sustain branch payoff for parties that use Creed as a second front-liner.
A rolling chain of strikes that turns one opening into several.
Burn pain into momentum, restoring wounded allies through sheer refusal to fall.
Bury the axe in the ground hard enough to throw fire through the enemy line.
Momentum becomes defense when the berserker controls where the fight happens.
The lower the war drags him, the more each hit feeds the next one.
Drop all guard and hammer one target as if the whole arena is watching.
Defensive late-tree payoff: Creed stays upright when the real boss damage starts.
Below 40% HP, wrath hardens into up to 12% damage reduction (+6%/level) while every hit mends him.
The berserker capstone: enough offense to matter, enough bulk to survive using it.
Restore 2.8× Creed's ATK as own HP (+12% at rank 2), limited to missing HP. Cooldown 17s.
At 45% HP or less, take 8% less damage per rank (up to 16%). The reduction ends above that threshold.
Once per fight, survive a lethal hit at 1 HP and restore 18% max HP. Personal death saves share one trigger; the strongest learned recovery is used.
Hit the front foe for 3.8× ATK (+12% at rank 2) and up to 3 nearby foes for 55% of that hit. Cooldown 19s.
At 50% HP or less, deal 8% more damage per rank (up to 16%). The bonus ends above that threshold.
After the owner gets a kill, gain 18% attack speed for 5s. Further kills refresh the duration; the bonus does not stack.
Mark the front foes to take 25% more damage for 7s (+8% duration at rank 2). Deals no damage itself. Cooldown 18s.
The owner's first hit on each foe deals 10% more damage per rank (up to 20%). Later hits do not repeat it; each new foe has its own opening.
Deal 20% more damage to foes at 30% HP or less.