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Shortsword & Shield weapon icon

← Hero Guides · Weapon

Shortsword & Shield

By Amya · Updated 2026-08-03

AAHeavy ArmorHP / Armor build: Full Armor / Full AGI
Where this weapon shines
Hero Killing7/10
Units Killing7/10
Dueling8/10
Crowd Control7/10

Loadouts

pick one column

Flameshackle

Anti-unit

Anti-unit frontline control and diving high-value targets. You make squishy units explode with your spells and unbrace braced units.

Spells
Shielded ChargeQShield ChargeShielded ChargeIII20sControlCharges forward with the shield, slamming the first enemy encountered to deal 216% Base + 1568 Blunt Damage and inflict Knockdown. Then bashes the enemy, dealing 204% Base + 1475 Blunt Damage. Finally slams the ground, dealing 116% Base + 1561 Slashing Damage.BuffIncreases Defences by 50% during the charge.Effects on EnemiesSpooks and slows hit cavalry.KickEKickKickIII8sCleanseControlKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.Second pressDelivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.Control RemovalRemoves Dazed, Knockdown, and Concussed upon use.BuffIncreases Defences by 40% for 3 seconds.Effects on EnemiesSpooks and slows hit cavalry.IronsidesRIronsidesIronsidesIII24sCleanseEnhanceUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies.Control RemovalRemoves Dazed, Knockdown, and Concussed upon use.BuffIncreases Defences by 200% for 10 seconds.DebuffWeakens after the Buff expires, reducing Defences by 20% for 4 seconds.Effects on EnemiesSpooks and slows hit cavalry.ThunderstruckTThunderstruckThunderstruckIII45sControlUltimateDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early.Control RemovalRemoves Dazed and Knockdown upon use.BuffIncreases Defences by 20% for 4 seconds.Effects on EnemiesSpooks and slows hit cavalry.

Shield Bash can replace Shield Charge or Kick, and deals high damage plus flames. Not recommended, no cleanse and easily interrupted.

Attributes
Full Armoror Armor + Toughness

Full Strength is more damage but risky. You become squishy, and you can kill exotics before they explode.

Stoneguard

Best for beginners

Frontline tank, the most common build. Very hard to kill, so you stay in fights and pressure heroes and units over time.

Spells
Shielded ChargeQShield ChargeShielded ChargeIII20sControlCharges forward with the shield, slamming the first enemy encountered to deal 216% Base + 1568 Blunt Damage and inflict Knockdown. Then bashes the enemy, dealing 204% Base + 1475 Blunt Damage. Finally slams the ground, dealing 116% Base + 1561 Slashing Damage.BuffIncreases Defences by 50% during the charge.Effects on EnemiesSpooks and slows hit cavalry.KickEKickKickIII8sCleanseControlKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.Second pressDelivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.Control RemovalRemoves Dazed, Knockdown, and Concussed upon use.BuffIncreases Defences by 40% for 3 seconds.Effects on EnemiesSpooks and slows hit cavalry.IronsidesRIronsidesIronsidesIII24sCleanseEnhanceUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies.Control RemovalRemoves Dazed, Knockdown, and Concussed upon use.BuffIncreases Defences by 200% for 10 seconds.DebuffWeakens after the Buff expires, reducing Defences by 20% for 4 seconds.Effects on EnemiesSpooks and slows hit cavalry.ThunderstruckTThunderstruckThunderstruckIII45sControlUltimateDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early.Control RemovalRemoves Dazed and Knockdown upon use.BuffIncreases Defences by 20% for 4 seconds.Effects on EnemiesSpooks and slows hit cavalry.

Barricade can replace Shield Charge. It debuffs, breaks shields and cleanses, but you lose an important mobility tool.

Attributes
Full Armoror Armor + Toughness

Epic Set

More risk

Aggressive hybrid for duels and supply point control. No debuff after Ironsides, so you stay aggressive longer.

Spells
Shielded ChargeQShield ChargeShielded ChargeIII20sControlCharges forward with the shield, slamming the first enemy encountered to deal 216% Base + 1568 Blunt Damage and inflict Knockdown. Then bashes the enemy, dealing 204% Base + 1475 Blunt Damage. Finally slams the ground, dealing 116% Base + 1561 Slashing Damage.BuffIncreases Defences by 50% during the charge.Effects on EnemiesSpooks and slows hit cavalry.KickEKickKickIII8sCleanseControlKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks.Second pressDelivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown.Control RemovalRemoves Dazed, Knockdown, and Concussed upon use.BuffIncreases Defences by 40% for 3 seconds.Effects on EnemiesSpooks and slows hit cavalry.IronsidesRIronsidesIronsidesIII24sCleanseEnhanceUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies.Control RemovalRemoves Dazed, Knockdown, and Concussed upon use.BuffIncreases Defences by 200% for 10 seconds.DebuffWeakens after the Buff expires, reducing Defences by 20% for 4 seconds.Effects on EnemiesSpooks and slows hit cavalry.ThunderstruckTThunderstruckThunderstruckIII45sControlUltimateDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early.Control RemovalRemoves Dazed and Knockdown upon use.BuffIncreases Defences by 20% for 4 seconds.Effects on EnemiesSpooks and slows hit cavalry.

Shield Bash can replace Shield Charge or Kick. High damage and breaks shields, still no cleanse.

Attributes
Full Armoror Armor + Toughnessor Full Strength

Full Strength increases damage but makes you more vulnerable. For experienced players.

Same weapon for all three

roll it once, it carries every loadout

NEED: Slashing Dmg / Slashing Pen ; Bonus: Blunt DMG&Pen & Armor / Toughness

Also true whatever you slot

Best gender
Female (Small dash forward with shield charge). Some prefer Male as this little Dash make them miss the charge.
Aiming (Hero)
Assisted on, Locked off
Aiming (Units)
Assisted off, Locked off
Armour class
S LeadershipLeadership increases the number of units you can take into battle, making it the best value out of every stat you could wish to get. · AA HP · A Piercing def / Slashing def · B Rest

Gear Which set to build, cheapest first, and what to roll on the weapon. Leadership is a reforged armour stat you grind (lock it on every piece), not a flat set bonus. New to it? See crafting and honing.

Roll forSlashing damage and slashing pen on the weapon. Bonus, blunt damage and pen, armour and toughness. Lock leadership on every armour piece.

Best runes this season Amya's picks for Chaos: A Realm Divided. Every piece holds at most 5 Rune Power, so each slot is a budget call. Open a rune for its full effect, or read the whole seasonal set on the Hero Runes page.

Weapon5/5

Peerless Warrior

3

Gain immunity to all control effects except [Winded] when using [Centurion's Battle Drill] and [Thunderstruck].

Eight Gates Formation

2

When attacked by Units, all defense values increase by 20 points for 7 seconds. Stacks up to 8 times. Upon reaching max stacks, restores 2% maximum Health per second for 5 seconds (triggers once).

Helm5/5

Severed Hair

3

Damage taken from Units is reduced by 20%. When Health is below 50%, damage taken from Units is additionally reduced by 10%.

Yang Fire VIII

1

Increases Agility and Armour by 2 points.

Yang Fire VII

1

Increases Strength and Toughness by 2 points.

Armour5/5

Art of Stillness

3

Damage taken is reduced by 10%. While in a Knockback, Knockdown, Knockup, or Concussed state, damage taken is additionally reduced by 5%.

Peach Garden Oath

2

Maximum Health increased by 5%. Upon death, surrounding allies immediately restore 10% maximum Health.

Bracers5/5

Line Breaker

2

Damage dealt to Units is increased by 6%.

Unexpected Strike

2

Damage dealt to Heroes is increased by 6%.

Yang Fire VII

1

Increases Strength and Toughness by 2 points.

Boots5/5

Fight to the Death

3

When Health is below 25%, damage taken from Heroes is reduced by 50%.

Cyan Satchel

2

Bandage duration is reduced by 40%, but the total healing amount remains unchanged.

Guide

Shortsword is a brawler class focused on tanking and disruption. Your role is to absorb damage, control fights, and prevent enemy heroes from playing effectively.

Playstyles & Builds

  • Flameshackle (Anti-Unit): Strong vs units, great for clearing high-value and squishy targets (Zykalian, Sipho and rattans) since you make them explode with your spells and unbrace units like Stalwarts or other anticav
  • Stoneguard (Tank/Brawler): Most common, very tanky, strong frontline presence (best for beginners)
  • Deathmatch Epic (Hybrid): More aggressive, no debuff after the ult and heal, most hybrid build

It all depends on your playstyle and preference.

Matchups

  • Strong vs light/medium armor (easy to chase and stagger with good damage burst)
  • Weak vs heavy armor (focus on disrupting, not killing)

Auto-Attack Technique (Important)

Auto-attacks are used to stagger and control enemy heroes in a faster and more reliable way. Instead of spamming, use a timed rhythm to keep enemies constantly interrupted and unable to react.

  • Left-click -> short pause (under 1s) -> repeat
  • For timing practice -> Hold right-click whenever you see your shield moving up -> instantly left-click -> repeat
  • Add Sprint + Autoattack to chain staggers and control enemies in duels

Gameplay

  • Focus on disruption and pressure, not damage (Flameshackle still does decent damage vs Units)
  • Dive fights to create chaos and force reactions
  • Target vulnerable units behind enemy lines or clean up squishy units

Full Strength Build

  • More damage but much less tanky
  • Relies heavily on IronsidesIronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 200% for 10 seconds. Debuff: Weakens after the Buff expires, reducing Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry. and hero gameplay
  • Requires good armor and weapon

Not recommended for beginners.

Standard Control / Brawler (Flameshackle)Anti-unit frontline control and diving high-value targets.

Purpose:

  • Anti-unit frontline control: Use KickKickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks. Second press: Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 40% for 3 seconds. Effects on Enemies: Spooks and slows hit cavalry. to break shields and apply flames on units to unbrace braced units. Use ThunderstruckThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early. Control Removal: Removes Dazed and Knockdown upon use. Buff: Increases Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry. to open the frontline for your units and your team.
  • Dive: Target enemy high-value units (exotics). Always engage with a horse jump to apply flames on impact, followed by KickKickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks. Second press: Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 40% for 3 seconds. Effects on Enemies: Spooks and slows hit cavalry. or ThunderstruckThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early. Control Removal: Removes Dazed and Knockdown upon use. Buff: Increases Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry.. Very effective against Zykalian, Siphos, Rattan units, and other squishy ranged units that take increased flame damage.

Tips:

  • Shield Charge: Save it for engage or escape to buy time (applies flames on hit)
  • KickKickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks. Second press: Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 40% for 3 seconds. Effects on Enemies: Spooks and slows hit cavalry.: Use it to cleanse stuns, break shields, and apply flames on units (applies flames on every hit)
  • IronsidesIronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 200% for 10 seconds. Debuff: Weakens after the Buff expires, reducing Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry.: Use when focused. After it ends, you get -20% armor for 4s, but you can mitigate this debuff with KickKickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks. Second press: Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 40% for 3 seconds. Effects on Enemies: Spooks and slows hit cavalry. (+40% defense for 3s) and ThunderstruckThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early. Control Removal: Removes Dazed and Knockdown upon use. Buff: Increases Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry. (+20% defense for 4s)
  • ThunderstruckThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early. Control Removal: Removes Dazed and Knockdown upon use. Buff: Increases Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry.: Try to always use it behind enemy units to knock them into your own braced units. Jump into multiple units to apply flames and CC on all units you hit

Playstyle advice:

  • Focus on unit damage and disruption, not dueling heroes
  • Prioritize high-value and squishy units
  • Don’t overcommit alone: you are not as tanky as Stoneguard
  • Create chaos, force reactions, and open space for your team
  • Play around your cooldowns to maximize pressure on units
  • Recommended stats: Full Armor / Armor + Toughness. Full Strength is more damage but risky (you become squishy + can kill exotics before they explode, reducing their AoE impact)

Alternative skill:

  • Shield Bash can replace Shield Charge or KickKickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks. Second press: Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 40% for 3 seconds. Effects on Enemies: Spooks and slows hit cavalry. and deals high damage + applies flames

Not recommended: no cleanse, long animation, easily interrupted, and vulnerable to chain CC, but fun to play and may work in some specific scenarios.

Standard Control / Tank (Stoneguard)Frontline tank, most common and best for beginners.

Purpose:

  • Frontline control: Stay in the frontline to absorb damage and constantly disrupt enemy units with KickKickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks. Second press: Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 40% for 3 seconds. Effects on Enemies: Spooks and slows hit cavalry. and ThunderstruckThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early. Control Removal: Removes Dazed and Knockdown upon use. Buff: Increases Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry.. Use your CC to protect your team and create space. You become a dangerous target to focus, and while enemies try to kill you, your team gets free space to engage.
  • Sustain & pressure: You are very hard to kill, allowing you to stay longer in fights and slowly pressure enemy heroes and units over time.

Tips:

  • Shield Charge: Use it to engage, catch enemies, or escape when needed: very important mobility tool overall
  • KickKickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks. Second press: Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 40% for 3 seconds. Effects on Enemies: Spooks and slows hit cavalry.: Use it to cleanse stuns and break shields against heroes and units
  • IronsidesIronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 200% for 10 seconds. Debuff: Weakens after the Buff expires, reducing Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry.: Use when focused by multiple units to maximize survivability. Try to fight inside low-damage units (e.g. Imperial Spearmen, Spear Sergeants): after 15 hits you recover 5% of your max HP, and combined with IronsidesIronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 200% for 10 seconds. Debuff: Weakens after the Buff expires, reducing Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry. you can quickly heal back to full HP
  • ThunderstruckThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early. Control Removal: Removes Dazed and Knockdown upon use. Buff: Increases Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry.: Best used during engages or on grouped enemies. Try to jump into multiple units, and try to always use it behind enemy units to knock them into your own braced units. Be careful: you can still get one-shot if you are not paying attention where you dive in

Playstyle advice:

  • Don’t overextend alone: you are tanky but not unkillable
  • Focus on disruption over damage
  • Stay close to your team and enable them to fight safely: since you do low damage, you count on your units and your team to win fights
  • Recommended stats: Full Armor or Armor + Toughness

Alternative skill:

  • Barricade can replace Shield Charge: provides debuff on enemies, breaks shields and cleanses, increasing survivability

Not recommended: awkward animation, hard to aim, easy to interrupt, and you lose an important mobility tool, overall less reliable than the standard setup.

Hybrid / Dueler / Brawler (Epic Set)Aggressive hybrid, duels and supply point control.

Purpose:

  • Dueler / Brawler: More aggressive playstyle focused on fighting enemy heroes and applying constant pressure.
  • Hybrid role: Balanced between survivability and damage, allowing you to both disrupt and deal meaningful damage.
  • Supply point control: Very effective at contesting and blocking supply points, preventing enemies from pulling units thanks to IronsidesIronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 200% for 10 seconds. Debuff: Weakens after the Buff expires, reducing Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry. debuff removal and healing.

Tips:

  • Shield Charge: Use it to engage, chase, or escape: prioritize targeting heroes for maximum impact
  • KickKickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks. Second press: Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 40% for 3 seconds. Effects on Enemies: Spooks and slows hit cavalry.: Use it frequently to stagger enemies, increase your defense, and cleanse stuns
  • IronsidesIronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 200% for 10 seconds. Debuff: Weakens after the Buff expires, reducing Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry.: Use when trading or being focused: no debuff after IronsidesIronsidesUnleashes Qigong, dealing 67% Base + 391 Blunt Damage to all nearby enemies. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 200% for 10 seconds. Debuff: Weakens after the Buff expires, reducing Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry. (Epic set bonus) allows you to stay aggressive longer, and the reduced cooldown is very valuable in fights
  • ThunderstruckThunderstruckDashes forward and leaps, slamming the ground with the shield to deal 412% Base + 6238 Blunt Damage to all nearby enemies and inflict Knockup. Press again during the dash to unleash the slam early. Control Removal: Removes Dazed and Knockdown upon use. Buff: Increases Defences by 20% for 4 seconds. Effects on Enemies: Spooks and slows hit cavalry.: Use to engage, apply CC, and pressure both heroes and grouped units: can also be used to escape when combined with Shield Charge

Playstyle advice:

  • Play more aggressive than other builds, but don’t overcommit
  • Focus on duels vs light/medium heroes
  • Use your sustain to win extended fights
  • Very strong in small fights and supply point control
  • Recommended stats: Full Armor / Armor + Toughness or Full Strength. Full Strength increases damage but makes you more vulnerable (recommended for experienced players)

Alternative skill:

  • Shield Bash can replace Shield Charge or KickKickKicks forward, dealing 160% Base + 964 Blunt Damage, inflicting Knockback, and breaking blocks. Second press: Delivers a roundhouse kick, dealing 172% Base + 1084 Blunt Damage and inflicting Knockback. Third press:: Delivers a flying kick, dealing 186% Base + 1107 Blunt Damage and inflicting Knockdown. Control Removal: Removes Dazed, Knockdown, and Concussed upon use. Buff: Increases Defences by 40% for 3 seconds. Effects on Enemies: Spooks and slows hit cavalry.: deals high damage and breaks shields

Not recommended: no cleanse, long animation, easily interrupted, and vulnerable to chain CC, making it overall unreliable (can still be useful in Deathmatch and fun vs low armor targets).

Balance history Official balance changes for this weapon, newest first. Each entry's Source opens the real patch notes.

25 changes
  1. Source ↗
    • Optimized the skill description for [Shortsword & Shield] by adding the missing anti-cavalry effect (actual effect remains unchanged).
  2. Source ↗
    • Throw Shield: Applies an additional movement speed reduction effect to Cavalry Units.
    • Shielded Charge: First hit Blunt Damage: 134/134/134% of base + 687/805/923 → 216/216/216% of base + 1168/1368/1568; second hit Blunt Damage: 77/77/77% of base + 395/463/531 → 204/204/204% of base + 1098/1287/1475; third hit Blunt Damage: 268/268/268% of base + 1374/1610/1846 → Slashing Damage: 116/116/116% of base + 1180/1357/1561; applies an additional movement speed reduction effect to Cavalry Units after the control effect ends.
    • Ironsides: Defense boost increased from 75/100/125% → 200/200/200% for 6/8/10 seconds; defense reduction after Weakness lowered from 15% → 20% for 4 seconds; if Cavalry Units are within range, they will be Startled.
    • Shield Bash: The first two shield bash hits can both leave enemies [Concussed]; skill cooldown: 14s → 8s; applies an additional movement speed reduction effect to Cavalry Units after the control effect ends.
    • Barricade: First hit Blunt Damage: 134/134/134% of base + 652/746/844 → 208/208/208% of base + 1114/1275/1446; second hit Blunt Damage: 134/134/134% of base + 652/746/844 → 254/254/254% of base + 1348/1544/1768; skill cooldown: 8s → 6s; drastically reduces Block value → leaves enemies [Pierced]; decreases enemy attack power by 30/40/50% → Piercing and Slashing Armour Penetration reduced by 40/40/40% for 3/4/5 seconds; casting removes the [Concussed] state.
    • Kick: Skill cooldown: 12s → 8s; drastically reduces Block value → leaves enemies [Pierced]; the first and second attacks feature a [Knockback] effect; personal Defense boost increased from 20% → 40% for 3 seconds; casting removes the [Concussed] state; skill Type: Damage → Control Cleanse and Control; applies an additional movement speed reduction effect to Cavalry Units after the control effect ends.
    • Centurion's Battle Drill: Slashing Damage: 50/50/50% of base + 729/838/944 → 136/136/136% of base + 1378/1583/1784; hitting Cavalry Units will trigger [Startle the Horses].
    • Thunderstruck: Blunt Damage: 281/281/281% of base + 4024/4540/4954 → 412/412/412% of base + 5030/5675/6238; applies an additional movement speed reduction effect to Cavalry Units after the control effect ends.
  3. Source ↗
    • Fixed an issue where the [Shortsword & Shield] skills [Kick I] and [Kick II] failed to knock down enemies on the third input.
  4. Source ↗
    • Shield Bash I: Adds an effect when pressed twice and three times.
    • Shield Bash II: Adds an effect when pressed three times.
    • Kick I/II: Adds an effect when pressed three times.
    • Barricade I: Adds an effect when pressed twice.
  5. Source ↗
    • [Shielded Charge]: Charges forward while blocking against frontal attacks.
  6. Source ↗
    • [Shielded Charge]: I and II increase all types of defenses by 50%; III increases defenses by 50% (previously reduced damage taken by 90%). Adjusted the hitbox of the second shield bash. Blunt damage adjusted to I 77% + 395 (was 67% + 344); II 77% + 463 (was 67% + 402); III 77% + 531 (was 67% + 461).
    • [Shield Thump]: concusses if both attacks hit.
  7. Source ↗
    • Fixed an issue where the Shortsword & Shield hero's [Ironsides] III skill didn't gain increased duration from the set effect as intended when equipping the [Wargod's Bulwark] rune along with an epic set.
  8. Source ↗
    • [Throw Shield]: Slow duration adjusted to 3/3/3 seconds (was 2/3/4).
  9. Source ↗
    • You can now use [Sprint Attack] even if you don't have enough stamina, but doing so expands all remaining stamina. [Sprint Attack]'s stamina cost increased to 250 (was 185) for all weapons.
  10. Source ↗
    • [Thunderstruck] Thunderstruck I: Adjusted the blunt damage to 281% + 4,024 (was 281% + 3,697 points). Thunderstruck II: Adjusted the blunt damage to 281% + 4,540 (was 281% + 4,086 points). Thunderstruck III: Adjusted the blunt damage to 281% + 4,954 (was 281% + 4,407 points).
  11. Source ↗
    • Fixed an issue where the Shortsword & Shield's [Thunderstruck] increased defense by less than what the description said. Fixed an issue where the Shortsword & Shield's [Barricade] increased attack by more than what the description said.
  12. Source ↗
    • [Kick] III: first strike blunt damage to 160% + 963 (was 150% + 994); second strike to 172% + 1,083 (was 164% + 1,084); third strike to 186% + 1,107 (was 177% + 1,174).
  13. Source ↗
    • Fixed an issue where the [shortsword & shield] hero's Shielded Charge didn't work fully as described.
  14. Source ↗
    • Blunt skill change, Thunderstruck: Attribute Bonus 401% and Skill Damage 3,240 changed to 281% and 4,407.
  15. Source ↗
    • Resolved an issue where the shared cooldown of the shortsword & shield hero's [Thunderstruck] and [Centurion's Battle Drill] skills differed from other skills. Their shared cooldowns are now 0.5 seconds.
  16. Source ↗
    • Resolved an issue where the effect of the [Echoes of the Dead] (shortsword & shield) rune would override shortsword & shield set effects.
  17. Source ↗
    • Based on player feedback and gameplay data, the Shortsword & Shield skill [Ironsides] is currently performing better than expected.
    • [Ironsides]: Once its defense buff runs out, you will be weakened for 4 seconds, reducing the hero's defence by 15%.
    • Increase the block break of basic attacks.
  18. Source ↗
    • Kick I: One-hit attack, 147% Basic + 756 Blunt Damage changed to Two-hit Combo, with the first attack dealing 130 Basic + 806 Blunt Damage, and the second hit dealing 154% Basic + 842 Blunt Damage
    • Kick II: Two-hit Combo of 147% Basic + 864 and 161% Basic + 942 Blunt Damage changed to Two-hit Combo of 140% Basic + 954 and 159% Basic + 1,034 Blunt Damage
  19. Source ↗
    • Resolved an issue where the skill "Shielded Charge" would knock enemies back when it shouldn't.
  20. Source ↗
    • The skills "Throw Shield I" and "Throw Shield II" will now display the right skill descriptions.
  21. Source ↗
    • Fixed a bug where the skill "Kick III" wouldn't knock down enemies correctly.
    • Fixed a bug where you would not gain acceleration when hitting an enemy with the skill "Throw Shield".
  22. Source ↗
    • Multi-step skill cooldowns now start every time a step of the skill is cast.
    • Shield Bash I/II/III: Changed from 18 seconds to 14 seconds.
    • Kick I/II/III: Changed from 16 seconds to 12 seconds.
  23. Source ↗
    • Thunderstruck: Warlords can press T again to jump and smash to the ground while sprinting.
    • Warlords can adjust the camera to choose their jump location, before jumping.
    • Added a defence buff and slightly decreased the move speed upon the moment of using the skill.
    • Increased the movement distance.
  24. Source ↗
    • Shield Bash III: Increased blunt damage by 5%
    • Kick III: Increased blunt damage by 3%
  25. Source ↗
    • Attacks against other warlords no longer cause stagger effects and the effect is reduced against enemy units.
    • Increased the cooldown to 24, 22 and 20 seconds for Shielded Charge I, II and III
    • Increased the cooldown from 20s to 30s for Ironsides I
    • Increased the cooldown from 20s to 27s for Ironsides II
    • Increased the cooldown from 20s to 24s for Ironsides III
    • Decreased the cooldown from 20s to 18s for Procris's Gift II
    • Decreased the cooldown from 20s to 16s for Procris's Gift III
    • 4 item bonus effect now has 120 armor points preventing penetration, slashing and stabbing

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CBCREATOR020
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  • and more

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SEVENYEARSAll players
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