Chainbreaker
Swing a chain-axe through the front rank with enough force to stagger the line.
Isekai VanguardHeroes · Earth
Break the mountain. Wear what falls.

Base values before level scaling and combat bonuses. Actual battle attributes can differ.
A quarry berserker wrapped in broken chains, growing more dangerous as wounds expose the stone-like scars beneath.
Drake was born in the prison-quarries of a world that carved mountains into crowns. Miners there fought with chain-axes because chains were what they had. On the day of the revolt, Drake split the overseer's anvil and brought half the quarry down with it. The veil took him under the collapse. He still believes every battlefield is a mine, and every enemy is load-bearing.
Game guide
Swing a chain-axe through the front rank with enough force to stagger the line.
The lower his health, the more every old chain pulls him forward.
Scar tissue hardens like quarry slate.
When Drake is near collapse, he becomes the thing holding collapse back.
Bring the chain-axe down like a falling forge block.
The old quarry chant keeps the party moving through exhaustion.
Collapse the ground under a crowded wave.
Everything taken from the quarry comes back with interest.
The strike that started the prison revolt, retold against an army.
The capstone: broken stone, broken chains, broken enemies — all become armor.
A tighter grip turns every dragged chain into extra force.
The quarry left metal in the wounds and patience in the bones.
A brutal single-target chop for anything that still thinks it is in charge.
The revolt chant finds a marching beat even through broken stone.
Rip the ground into stone splinters and leave the front pack exposed.
If the battlefield is a quarry, then every fallen thing has a rightful owner.
A prison-quarry roar that staggers the front rank long enough to breathe.
Royal tribute stone makes ugly armor and excellent proof of survival.
The revolt retold as one falling anvil after another.
The capstone: break the mountain, wear what falls, and keep swinging anyway.
Restore 2.5× Drake's ATK as own HP (+12% at rank 2), limited to missing HP. Cooldown 16s.
At 40% HP or less, take 10% less damage per rank (up to 20%). The reduction ends above that threshold.
Once per fight, survive a lethal hit at 1 HP and restore 15% max HP. Personal death saves share one trigger; the strongest learned recovery is used.
Hit the front foe for 4× ATK (+12% at rank 2) and up to 2 nearby foes for 65% of that hit. Cooldown 20s.
The owner's first hit on each foe deals 8% more damage per rank (up to 16%). Later hits do not repeat it; each new foe has its own opening.
Reflect 20% of damage taken back to the attacker. Reflection cannot trigger reflection; combined reflection caps at 75%.
The selected foe receives 45% less healing for 6s (+8% duration at rank 2). This is one refreshing window, not stacking reductions. Deals no damage. Cooldown 16s.
Deal 10% more damage per rank (up to 20%) to foes at 35% HP or less.
After the owner gets a kill, gain 14% attack speed for 4s. Further kills refresh the duration; the bonus does not stack.