Brawler
A pit fighter with gauntlets on both fists. Fights up close in chains of blows, sturdier than a rogue and quicker than a warrior.
Base skills
Punches in the aimed direction, reaching up to 2 foes: the nearest takes the full blow, the other 30%. A jab, a cross, then a heavy hook that knocks back. A landed punch may strike the same foe again at half weight (Flurry).
Charges ahead behind a straight punch, striking the first 2 foes in the path and knocking them back.
Drives a palm forward and lets out a wave of force that passes through every foe in its path, knocking them back.
Spins on one heel with a sweeping kick, striking everything around the body twice.
Ultimate: a storm of punches into the cone in front, 8 blows in under a second.
Buff: steadies the breath and narrows the eyes, raising Attack speed and Crit chance for 10 seconds.
Iron Fist
The pit champion: stays on one foe and never lets the chain drop. Every punch that lands adds to the Combo, and the finishers spend it for blows that break bone.
Combo · Maximum 10
Every blow that lands adds to the chain, up to 10 Combo; three seconds without one and it starts to fall away. Chain Breaker and Mountain Breaker spend all of it, each point making the blow 15% harder.
Punches in the aimed direction, reaching up to 2 foes: the nearest takes the full blow, the other 30%. A jab, a cross, then a heavy hook that knocks back. A landed punch may strike the same foe again at half weight (Flurry).
Drops low and drives a fist up under the chin of the foe in front, stunning it for a beat. Builds 2 Combo.
Plants the feet and hammers the foe in front with 10 punches in under a second; every one that lands keeps the chain.
A finishing hook that breaks the chain over the foe in front: needs 3 Combo and spends all of it, each point making the blow 15% harder.
Ultimate: gathers the whole body behind one straight punch that could split a hillside, stunning and flinging the foes in front. Spends all Combo, each point making it 15% harder.
Buff: the blood of the pits rises, raising Attack, Crit damage and Attack speed for 20 seconds. Builds 4 Combo.
Level 60 awakening: Thousand Fists
While Combo stands full, every basic punch that lands throws a phantom fist after it into the same foe, at 40% of the punch.
Iron Body
The monk of the iron shirt: stands in the front and takes what is meant for the others. Taking blows and holding the stance gathers Chi, and a timed parry stops a blow dead and strikes back. Parry (Ctrl, every 3 s): for 0.4 s after the press any blow is turned aside, and its striker is stunned and struck back.
Chi · Maximum 100
Taking blows, landing them and standing in the stance gather Chi. Iron Skin cuts blows for 2 seconds; one caught in its first 200 ms grants 30 Chi. Parry (its own key) turns one blow aside whole, stuns the striker and strikes back for 15 Chi. Chi Burst and Ten-Ton Palm spend it.
Punches in the aimed direction, reaching up to 2 foes: the nearest takes the full blow, the other 30%. A jab, a cross, then a heavy hook that knocks back. A landed punch may strike the same foe again at half weight (Flurry).
Surges forward low in the stance and drives an open palm through every foe in the path, stunning them. Hits harder the higher your Defense. Builds Chi.
A roar from the belly that forces nearby foes to face you, freezing them in place for a beat. Hits harder the higher your Defense.
Lets the gathered Chi out through the skin in one burst, flinging everything around and restoring 6% health. Spends all the Chi gathered, each point making it 0.8% harder. Hits harder the higher your Defense.
Ultimate: turns every blow aside for a moment, then pushes a palm as heavy as a millstone across the whole half-circle in front, stunning and flinging all of it. Hits harder the higher your Defense, and spends Chi for more.
Buff: hardens the body — blows are cut by 60% for 2 seconds, and one caught in the first instant gives Chi — and greatly increases Defense (and with it every skill's damage) and Health for 20 seconds.
Level 60 awakening: Unbroken
The blow that would bring the body under 30% health finds it unbroken: for 6 seconds every blow taken is 40% lighter. Once a minute.
Wind Step
The kicking school of the hill roads: never where the blow lands, always in the middle of the crowd. Moving and rolling build Momentum, and the kicks sweep whole rings of foes.
Momentum · Maximum 100
Moving builds Momentum, and a blow turned aside by a roll gives 12 more; the kicks add their own. Storm Descent spends all of it, each point making it 1% harder.
Punches in the aimed direction, reaching up to 2 foes: the nearest takes the full blow, the other 30%. A jab, a cross, then a heavy hook that knocks back. A landed punch may strike the same foe again at half weight (Flurry).
Leaps forward foot first, kicking through every foe in the path. Builds Momentum.
Drops and sweeps a leg round in a full circle, knocking down every foe around. Builds Momentum.
Spins up off the ground into a whirl of kicks, striking everything around the body four times.
Ultimate: springs to the spot you pick and comes down heel first in a clap of wind, stunning and flinging everything around it. Spends all Momentum, each point making it 1% harder.
Buff: lets the wind take the weight off the feet, raising Attack speed, Crit chance and Move speed for 15 seconds. Builds 25 Momentum.
Level 60 awakening: Gale Feet
Every dodge roll leaves a kick behind: a moment after it starts, a gust of wind strikes every foe within 44 units of where the roll began, at the full Attack.
