Eight ways to win a siege.
Each class has a base kit, two skill picks that happen inside the match, and a mastery track that unlocks more options over time.
Swipe to browse classes

Aquaman
Strikes afar, heals within.
A frontline anchor with a trident that works at any range. Aquaman drags enemies out of position, soaks damage for the team and turns a held fight into a healing aura — stronger still when the battle moves into water.
“Master of the tides.”
Signature abilities
Wave Pull
Trident hits, melee or thrown, pull the target toward you. Peel divers off your backline or yank a fleeing enemy back into the fight.
Tidal Blessing
Charge the Tidal Core, then release it to heal every ally within five blocks. Charges from the damage you take; much stronger while in water. 40-second cooldown.
Skill upgrades
LV 4Pick I · Level 4

Deep Pull
Pull reaches further with 1.5× the force.

Rich Blessing
Blessing charges 25% faster.

Deep Shooter
Thrown trident deals more damage and returns faster.

Battle Tide
Dealing damage also charges the Blessing.
LV 8Pick II · Level 8

Binding Current
Pulled enemies get Slowness II and Weakness for 5 s.

Flowing Tide
Blessing also grants Speed I for 3 s.

Trident Pull
A thrown hit triggers Wave Pull automatically.

Tide Burst
Casting the Blessing knocks nearby enemies back.
Options marked ★ unlock through class mastery.
