
The Tank is Guildrun's Defense class: front-line heroes who protect allies and disrupt enemies rather than race for kills. Tanks scale Defense and lean on Stall, Poison, and Frost to slow the fight down until your carries take over. In Demo 0.5.7 a Tank is the piece that lets fragile Mages, Assassins, and Duelists survive the opening exchange — draft one whenever your board would otherwise fold to early burst.
At a glance
- Role
- Defensive front-line disruptor — Stall / Poison / Frost
- Strength
- Buys time: high Defense plus Stall/Frost control keeps carries alive through the dangerous opening seconds
- Weakness
- Low solo damage — a Tank with no carry behind it stalls fights it cannot actually win
How to play this class
Draft, shop, and formation notes for building around the class.
Drafting
Take a Tank the moment your board is dying to first contact. One reliable wall usually beats a second glass carry. Rank B toward Defense growth and Stall thresholds that fix your current losses.
Shop priorities
Prioritize Defense, Stall enablers, and Tank banners. Frost and Poison relics turn your wall into passive disruption. Economy help matters so you can afford Rank spikes.
Positioning
Front-center on the enemy engage path so the Tank soaks the opening dive and holds bodies in place for Stall / field effects behind it.
What to buy first
- Defense and Max Defense-after-Stall pieces (Tank banners)
- Stall enablers so Tank abilities trigger faster and more often
- Frost / Poison relics to convert tankiness into disruption
- Economy relics to fund Rank spikes before challenge nodes
Signature picks
Skorn
Retaliation Tank that punishes enemies for attacking into the wall.
Pimenta
Formation Tank that anchors the front tile (great with Sal's Lover pairing).
Zuri
Tank / Assassin hybrid that gives durability plus Crit-scaling pressure.
Rowan
Vanguard / Tank flex when you want a Max HP wall instead of pure Defense.
Heroes
Heroes that start in the Tank class (including dual-class picks).
Pimenta
Front-line Poison Tank and formation anchor
Rowan
Dual-class defensive anchor
Skorn
Retaliation Tank and status front line
Zuri
Crit-scaling hybrid Tank and Assassin
Synergy Relics
Relics that explicitly reference this class or its signature keywords.

Tank Crest
Get an item which makes a Hero count as a Tank during combat.

Tank Equipment
Get an item which benefits Tanks. Start with 1 fewer Shards.

Tank's Enchanted Reflection
Tanks gain 30 Defense and 25 Magic.

Tank's Frostplate Banner
Whenever a Tank is auto attacked, they apply 1 Frost to the attacker.

Tank's Patience Banner
After Stall (1), Tanks permanently gain 0 Defense.

Tank's Poisonplate Banner
Whenever a Tank is auto attacked, they apply 1 Poison to the attacker.

Tank's Readiness Banner
Tank's Stall abilities trigger 1 seconds faster.

Tank's Resilience Banner
Whenever a Tank is auto attacked, they gain 2 Defense.

Tank's Vital Reflection
Tanks gain 30 Defense and 200 Max HP.

Tank's Absolution Engine
Heroes gain 60 Defense. Every 8 times a Tank is auto attacked, Stun that attacking enemy for 1.5 seconds.

Defensive Backup Prism
Heroes gain 1 Defense per rank of each Tank in the reserves and 1 Max HP per rank of each Vanguard in the reserves.

Tank's Intercession Prism
Tanks gain 1 Defense per enemy targeting them. Every 0 Seconds, the Tank with the highest current HP Taunts all enemies.
Tips
- A Tank without a carry behind it just delays a loss — pair the wall with a real damage source.
- Stall thresholds are the payoff clock; buy Stall enablers before stacking raw Defense.
FAQ
What is the Tank class in Guildrun?
Tanks are a Defense-based front-line class that protects allies and disrupts enemies using Stall, Poison, and Frost. They win by outlasting the enemy spike, not by dealing burst damage.
What are the best Tank heroes in Guildrun?
Skorn (retaliation), Pimenta (formation anchor), Zuri (Tank/Assassin hybrid), and Rowan (Vanguard/Tank flex) are the standout picks depending on whether you want disruption, formation, or hybrid damage.
What relics work with Tanks?
Defense and Stall-scaling Tank banners, plus Frost and Poison relics that turn durability into disruption. Economy pieces help you afford Rank spikes.
Do I need a Tank in every comp?
Not always, but any board with fragile back-line carries usually wants one wall. If you keep losing because carries die on contact, a Tank fixes it faster than more damage.
Other Classes

Assassin
Assassins use Crit to deal bursts of damage with their auto attacks and active abilities. Assassin Mechanics: Crit, Shards, Poison, Rush, Stealth.

Duelist
Duelists use Attack Speed to rapidly auto attack. Duelist Mechanics: Stall, Rush, Debuffs, Crit, Shards.

Mage
Mages use Magic to deal damage and disrupt enemies with their active abilities. Mage Mechanics: Stall, Burn, Frost.

Mystic
Mystics use Mana Regen to repeatedly cast their active ability, aiding allies and disrupting enemies. Mystic Mechanics: Shields, Shards, Debuffs, Stall.

Vanguard
Vanguards use Max HP to absorb and dish out damage. Vanguard Mechanics: Rush, Shields, Burn.

Warrior
Warriors use Attack to deal damage with auto attacks and active abilities. Warrior Mechanics: Crit, Rush, Shields.