Stonewake Charge
Drive the shield into the front rank and churn the ground, slowing the enemy advance.
Isekai VanguardHeroes · Earth
A wall does not ask how many are coming.

Base values before level scaling and combat bonuses. Actual battle attributes can differ.
A granite-armored gate captain who turns every step forward into a barricade, trading speed for brutal staying power.
Thorne was commander of a moving fortress in a world where cities crawled across poisoned plains on stone legs. When his citadel's heart-engine failed, he ordered the civilians inside and walked out alone to hold the breach. The summoning caught him beneath a rain of siege bolts. He arrived with his shield still raised and asked only one question: where is the gate?
Game guide
Drive the shield into the front rank and churn the ground, slowing the enemy advance.
Trade speed for a denser front line.
Measured shieldwork turns blocked pressure into cleaner counter swings.
A shield-rooted block chance that keeps the line from folding.
Bring the shield down hard enough to crack the packed front line.
Below half health, Thorne remembers the failing heart-engine and refuses to stop.
Anything that breaks against the wall is added to the supply ledger.
Every surviving breach teaches the next barricade where to stand.
Anchor the party behind a final slab of living stone — the advance all but stops against it.
The capstone: a tank who advances without ever opening the road behind him — allies take -4% damage per level while Thorne stands (caps at -12%).
Plant the shield so deeply that every next hit has less room to move him.
A compact shield strike that keeps single targets honest between larger quakes.
Turns incoming pressure into a cleaner, harder counter rhythm.
Orderly advances waste less ground and recover more from every broken push.
Force the front rank into a narrow breach where the party can punish every step.
The first stone of a better wall is always the one that refuses to crack.
Drop a city-slab across the enemy approach and leave the packed line broken.
Guarding the heart-engine teaches him to keep himself and the march moving.
A late defensive doctrine for boss waves that try to erase the front line.
The true capstone: Thorne carries the gate, the road, and everyone behind it.
Give every living ally a barrier absorbing 2.4× Thorne's ATK (+12% at rank 2) for 6s. Stronger barriers replace weaker pools; pools do not stack. Cooldown 18s.
At 40% HP or less, take 8% less damage per rank (16% at rank 2).
While Thorne is alive, other allies take 12% less damage. This does not protect Thorne; combined guardian auras cap at 30%.
Hit the front foe for 3.5× ATK (+12% at rank 2) and up to two nearby foes for 60% of that hit. Cooldown 18s.
At 40% HP or less, deal 10% more damage per rank (20% at rank 2).
Reflect 20% of damage taken back to the attacker. Reflection cannot trigger another reflection; combined reflection caps at 75%.
Reduce front foes' movement speed to 45% for 6s (+8% duration at rank 2). Deals no damage. Cooldown 17s.
After Thorne gets a kill, gain 6% attack speed per rank (12% at rank 2) for 4s.
Deal 16% more damage to foes at 35% HP or less.