>_ DRY RUN
A safe dry-run of every kit. Pick an operator, cast its abilities, and watch the real outcomes resolve on the 4-second scheduler — learn the heroes before you queue.
Teguh's chrome is industrial. It is not combat hardware and does not pretend to be — a four-point handling harness issued to line workers at a fabrication plant so that one body could tend the machines four bodies used to. He kept the job eleven years past the point it should have gone to an automation contract, purely by being faster than the contract's projected savings, and then the plant closed anyway and he walked out still wearing it because nobody came to collect. He works crowds now. He is unfailingly polite and does the work of four people, because it is the only way he has ever known how to work.
why the handle: Concurrency. Multithread, Fork, Sync Barrier — a harness built so one body could tend the machines four used to.
HOW THE KIT READS
Multithread splashes to a second target, and a third at level 10, because the harness was built to do several things at once and does not care that the things are now people. Fork is him spinning up another line. Sync Barrier scales with allies in the zone — a man off a shop floor, whose safety was always other workers standing near him. Yield marks a target so the whole TEAM hits it harder: a foreman's call. Thread Pool is the harness fully open, four ticks of him not picking targets at all, just working the room at rate.
Mark with Yield first: the 25% bonus damage taken applies to your whole team's damage, and Thread Pool turns every basic attack into a zone-wide hit.
Basic attacks splash to 1 additional enemy in the zone for 40% damage. At level 10+, splashes to 2 additional enemies.
Click a slot or press Q / W / E / R to cast — or C for the opening combo.
TALENTS
Each tier is one permanent choice. Pick a side with talent <tier> <left|right> and the other side is gone for the rest of the match — there is no respec.
+15 Attack — more right-click + Multithread splash
+200 INTEG for the fragile carry
Fork (Q) deals 30% more burst
Sync Barrier (W) shield cooldown reduced
+20 Attack — scales the splash carry into the late game
Yield (E) mark cooldown reduced — keep targets vulnerable
Thread Pool (R) AoE-attack ultimate cooldown reduced
+18 Iceance
Each cycle refills BW so the sandbox can't lock up. Heroes have no innate regen in a real match — your anchor, items and the regen cache are the only recovery. See Sustain.
Impact shows each ability's rank-1 base values — no armor, ice or amp, and no per-rank scaling. A feel for each kit, not a combat sim.
>_ Thread at level 1 — click an ability or press Q/W/E/R to cast.