Chrome Seraph
Holy shields + mana ramp
A cathedral host, fallen from the worlds beyond to answer the Call. They open the fight behind walls of holy light — and every shield that shatters only feeds the choir that raised it.
[ TWELVE FACTIONS ]
Neon Arcana called for allies, and every faction heard something different: duty, opportunity, hunger, vengeance, salvation. Mix and match them on the board; the strongest builds stack bonuses from more than one faction at once.
Holy shields + mana ramp
A cathedral host, fallen from the worlds beyond to answer the Call. They open the fight behind walls of holy light — and every shield that shatters only feeds the choir that raised it.
Neural shields, lifesteal at peak
The first to hear the Arcana's static and live. They fight behind neural shields, turn every strike to power, and at full sync heal from the wounds they deal — time itself is on their side.
Poison execute, dash on kill
Assassins of the violet bloom, who do not fight so much as conclude. Their poison marks the failing for the end, and each kill carries the blade to the next.
Mana drain casters
They came for the spark, and they take it by the strike. Every blow drains the enemy dry and feeds the storm — Voidline casts until there is nothing left to cast against.
Low-HP attack speed, kill heals
Arcadia's pit crew, fastest at the edge of breaking. The closer to ruin they run, the harder they swing — and one clutch kill mends the line and floods the killer with power.
Allies surge on ally death
Underpass echoes who meet every fall with an encore. The moment one goes down, the rest surge — swifter, shielded, louder — a chorus that only rises as it thins.
Gold on win, Crown buff, team armor
Gate brokers who buy the throne and hold it. Every win pays in Arcana, their richest is Crowned in shield and power, and by the summit the whole court is harder to break.
Revive once, backline snipers
Ghosts that upload back into the fight, a guarded line of marksmen that refuses the grave. Fall once, and they return at half strength with power to spend — back on the board before the kill is even called.
Mark weakest, team bonus damage
Arcadia's wardens fight by one law: the kill order. They mark the weakest the instant the line breaks, and every weapon you own answers the mark.
Damage reduction, lifesteal at peak
A blade school sworn to the climb, bound so close that every blow against them lands the lighter for it. At mastery they heal with each strike they land — a long fight is a fight they have already won.
Vitrion shields + damage reflect
Vitrion is the glass that survived the fall from orbit — refined across a thousand reentries into something the void cannot break. The Glass Empire wears it as a wall of living crystal: strike them, and the strike comes home.
Enemy-only antagonist faction
It crossed the dark to drain the Arcana and end the Call. It will not bargain, and it will not tire — it is the reason the Spire has defenders at all.