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defender Defender

Difficulty:
8/10
Even though this champions name would indicate that they are sworn protectors of the innocent, do not be fooled. Well versed in the art of single handed combat, the Defender can give just as much as it can take! Striking the enemies repeatively grants them further stacking bonuses to their defenses whilst also dealing heavy damage and granting a momentary boost to their movement speed! The bulwark they carry isn't just for blocking attacks and looking valourous, it's weight is key allowing the Defender to hurl it at enemies which will rebound back granting a seemless fighting style never before seen! The Defender, a vanguard of the battlefield, can leap into the midst of the fight forcing all enemies to turn on him or towards an ally to close the gap and get closer to them. If the odds are stacked against the party, the Defender can raise up their shield to create a holy echo of it blocking all attacks and abilities from passing through - truely living up to the Defender name!

Abilities

Champion Strike
q

Champion Strike

The Defender empowers their next basic attack, resetting the auto-attack timer, receiving +20 increase in for 2 seconds. An empowered basic attack during 7 seconds permits them to hit a target with a powerful strike dealing = (100 + 120% ). After this empowered strike, the Defender buffs themself with Offensive Fortitude, which reduces incoming damage by 2.5% (multiplicative). This effect lasts 12 seconds, stacks up to 3 times, and refreshes its effect period with each stack. Generates 130% aggro.
If Defender kills a target with Champion Strike, instantly reset Assault's/Sweeping Strike's cooldown.

Weapon Specialization Bonus 0.15% incoming damage reduction per stack.

Additional 10% of
is consumed along with your base .
Scaling:
Cost
[ 5 / 10 / 15 / 20 / 25 ]
[ 13 / 12 / 11 / 10 / 9 ]
Base Damage
[ 50 / 75 / 100 / 125 / 150 ]
bonus Damage
[ +100% / +100% / +100% / +100% / +100% ]

Blademaster
1

Blademaster

The Defender performs the first dash combo hit, dealing = 106.4 + 19.2% to all enemies on his way.
Scaling:
cost
[ 0 ]
[ 9 ]
Blademaster
2

Blademaster

The Defender performs the first dash combo hit, dealing = 106.4 + 19.2% (20% more) to all enemies on his way.
Scaling:
cost
[ 0 ]
[ 9 ]
Blademaster
3

Blademaster

The Defender performs the first dash combo hit, dealing = 109.7 + 19.2% (40% more) to all enemies on his way.
Scaling:
cost
[ 0 ]
[ 9 ]
Shield Throw
w

Shield Throw

The Defender throws their shield at a target within a 6 meter radius. When the shield hits the target, it bounces back to the Defender, dealing = (80 + 90% + 30% ) and stunning the target for 2 seconds.

Weapon Specialization Bonus +0.15 seconds to stun duration.
If the shield hits the target, reduce Shield Throw's cooldown by 30%, upon returning or picking up the shield. If the skill shot misses, the Defender loses the shield's
bonus and must pick up the shield by running over it. The ability generates a significant amount of aggro.

Additional 10% of
is consumed along with your base .
Scaling:
Cost
[ 5 / 10 / 15 / 20 / 25 ]
[ 17 / 16 / 15 / 14 / 13 ]
Base Damage
[ 20 / 40 / 60 / 70 / 80 ]
bonus Damage
[ +70% / +75% / +80% / +85% / +90% ]
bonus Damage
[ 30% / 30% / 30% / 30% / 30% ]

Shiled Block
1

Shiled Block

Increases Shield Block Chanse to 100%

cost is increased by 10% of your .
Scaling:
cost
[ 30 / 40 / 50 / 60 / 70 ]
[ 17 / 15 / 13 / 11 / 9 ]
Roll-out maneuver
W2

Roll-out maneuver

If the Defender misses the skill, they can roll towards the shield and pick it up within a 6 range.
Scaling:
cost
[ 0 ]
[ 13 ]
Shield bash
W3

Shield bash

For 4 seconds after hitting a target with a skill, the Defender can strike with their shield. The strike hits all enemies in front in a semicircle dealing = 85.2 + 90% + 50% , knocks them back by 1 meter, and stuns for 1 second (this stun does not trigger diminishing returns on crowd control). Resets the auto-attack.
Scaling:
cost
[ 0 ]
[ 0 ]
Front Kick
W4

Front Kick

For 4 seconds after a Shield Throw or Shield Bash, the Defender can kick the target dealing = 85.2 + 14.4% , knocking them back by 1 meter and stunning them (this stun does not trigger diminishing returns on crowd control). Resets the auto-attack.
Scaling:
cost
[ 0 ]
[ 0 ]
Intervene
W5

Intervene

If the skill is used on an ally, the Defender jumps to them and shields them by taking a defensive stance. They absorb all incoming damage directed at the ally for 2 seconds.
Scaling:
cost
[ 0 ]
[ 13 / 12 / 11 / 10 / 9 ]
Assault
e

Assault

The Defender jumps 5 meters to a target location and in 1.5 meters radius deals = (75 + 80% ), taunting all damaged enemies to attack them for 2 seconds.

Weapon Specialization Bonus +0.2 seconds to taunt duration.

Additional 10% of
is consumed along with your base .
Scaling:
Cost
[ 10 / 15 / 20 / 25 / 30 ]
[ 17 / 16 / 14 / 13 / 12 ]
Base Damage
[ 15 / 30 / 45 / 60 / 75 ]
bonus Damage
[ +40% / +50% / +60% / +70% / +80% ]

Sweeping Strike
E3

Sweeping Strike

The Defender jumps 7 meters to a target location, where they unleash a semicircular sword strike with a 2.5 meter radius, dealing = (110 + 100% ) and taunting all damaged enemies to attack them for 3.6 seconds.

Weapon Specialization Bonus +0.2 seconds to taunt duration.

Additional 10% of
is consumed along with your base .
Scaling:
cost
[ 10 / 15 / 20 / 25 / 30 ]
[ 15 / 14 / 12 / 11 / 10 ]
Base Damage.
[ 30 / 50 / 70 / 90 / 110 ]
bonus Damage
[ 60% / 70% / 80% / 90% / 100 ]
Intimidator
E5

Intimidator

Within 3.6 seconds, the Defender can unleash a loud battle cry, causing taunted enemies around them to flee in fear for 1 second. The duration of the fear effect depends on the damage the Defender has taken from taunted enemies. For every 10% of their max health lost, the fear duration is extended by +0.5 seconds.
Scaling:
cost
[ 0 ]
[ 6 ]
The Defende gains 3% bonus and for each enemy or allied hero (up to 6 enemies) in the 6 meters radius around the Defender.
Additionally for each stack Defender gains aggro generation = ((2.5%) for every 1000
) and abilities damage = ((1.16%for every 1000 ).

Weapon Specialization Bonus +0.5m to aura radius.

Stand Behind Me
r

Stand Behind Me ULTIMATE

Raises the shield and for a short duration reflects all the incoming damage from the front back to an enemy. The Defender is still able to move while reflecting the damage. Preserving the type of reflected damage, the Defender becomes immune to crowd control and damage. They also create an area behind their backs in which allies take 40% less damage (multiplicative). Must have shield in hand to activate the R ability.

cost is increased by 10% of your .
Scaling:
Cost
[ 50 / 70 / 90 / 110 / 130 ]
[ 180 / 150 / 120 / 90 / 60 ]
Base damage reduction (multiplicative)
[ +20% / +25% / +30% / +35% / +40% ]

Celestial Barrier
R2

Celestial Barrier

The Defender raises his shield and receives a beam of light from the sky, which, upon striking the shield, forms an energy dome lasting 5 seconds. Under the dome, allies gain +60% and +60% , an amount equal to the Defender's defensive stats.

cost is increased by 10% of your .
Scaling:
cost
[ 50 / 70 / 90 / 110 / 130 ]
[ 180 / 150 / 120 / 90 / 60 ]
Defensive bonus
[ +20% / +30% / +40% / +50% / +60% ]
Vanguard
T

Vanguard SPECIAL

The Defende gains 3% bonus and for each enemy or allied hero (up to 6 enemies) in the 6 meters radius around the Defender.
Additionally for each stack Defender gains aggro generation = ((2.5%) for every 1000
) and abilities damage = ((1.16%for every 1000 ).

Weapon Specialization Bonus +0.5m to aura radius.

Weapon Mastery

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