
At a glance
Guide notes- Role
- Rush Vanguard — Max HP bruiser with Burn aura and Searing Mantra stuns
- Best for
- Rush boards that want a high-HP frontliner who also spreads Burn while stunning the clump
- Strength
- Inner Flame taxes adjacent enemies every second; Rush doubles it and Searing Mantra scales Burn with Rush count
- Weakness
- Needs Rush uptime and adjacency — lonely wing placement wastes the aura
Current Tier Ranking
Full Guildrun tier listAdjacent Burn aura that doubles on Rush — frontliner who also pays damage.
Recommended build: Rush Duelists
How to play
Decision notes for shops and formation — not a copy of the in-game panel.
Early
Strong opener tank/bruiser. Buy Max HP first so he lives on the point. Rush pieces matter as soon as you see them.
Mid
Searing/Inner Flame path = personal Burn aura carry. Tempered = team Vanguard Max HP on Rush. Enlightened = longer Rush and temporary immunity windows. Choose tribal HP, Rush duration, or selfish Burn.
Late
Stack Rush triggers and keep him adjacent to packs. Vanguard Aegis/Rally and Max HP engines beat random Magic.
Positioning
Front row where enemies will stand next to him. Inner Flame is adjacent-only — empty neighbors mean empty damage.
Base Stats
- Max HP
- 1100
- Max Mana
- 70
- Starting Mana
- 30
- Mana Regen
- 4
- Defense
- 41
- Attack
- 0
- Magic
- 0
- Attack Speed
- 0
- Crit
- 15
- Move Speed
- 1.5
- Attack Range
- 1
- Mana Lock (s)
- 1
- Base Attack Speed
- 0.35
- Base Attack Damage
- 37
Ranks C → S
Draft a duplicate or use an eligible campfire event to rank up. Art below shows each rank portrait for Ming.

Rank C
Base kit — the active ability is equipped and the starting stat line applies.
- C — start with the active ability and base kit.
- B — lock one of three specialization paths.
- A / S — take the rank stat package, then draft class modifiers.
Abilities
Kit text from the Demo dump, plus short notes on how to play around each ability.
Active

Searing Mantra
activeChannel flames to deal 3 (+ 25% Max Health , + 100% Magic ) damage, inflict 0.4 Burn per Rush triggered this game, and Stun all surrounding enemies for {4} seconds.
In practice: AoE smash that scales Burn with how many times Rush has triggered this game. More Rush relics make the cast scarier every fight.
Passives

Inner Flame
passiveEach second, inflict 1 (+ 0% Max Health ) Burn on adjacent enemies. For Rush (0), double the Burn.
In practice: Play around Rush windows: pair Rush relics and do not expect burst before the threshold.

The Tempered
passiveFor Rush (1), Vanguards gain 1 (+ 100% rank )% Max HP. Backup.
In practice: Play around Rush windows: pair Rush relics and do not expect burst before the threshold.

The Enlightened
passiveIncrease the duration of Rush abilities by 1 (+ 100% rank ) seconds. For Rush (0), Ming is immune to damage.
In practice: Play around Rush windows: pair Rush relics and do not expect burst before the threshold.
Specializations
Rank B paths that reshape how Ming scales through a run.
The Searing
Passive description pending.
When to pick: Lean into Inner Flame / Burn aura identity — default when Ming is your Burn frontliner.

The Tempered
For Rush (1), Vanguards gain 1 (+ 100% rank )% Max HP. Backup.
When to pick: Team Vanguard Max HP on Rush. Take with multiple Vanguards, not solo Ming greed.

The Enlightened
Increase the duration of Rush abilities by 1 (+ 100% rank ) seconds. For Rush (0), Ming is immune to damage.
When to pick: Rush duration + immunity window. Take when Rush is already the run theme and you need him unkillable during the spike.
Best relics & synergies
Relics that overlap Vanguard keywords and Ming's ability tags. Top matches include a short “why”.

Vanguard's Aegis Banner
At start of combat, Vanguards gain Shields equal to 25% of their Max HP.
Why: Keeps the Max HP frontliner alive on the engage tile.

Vanguard's Amplification Filigree
For Rush (1), Vanguards gain +8% Max HP.
Why: Amplifies the Vanguard tag you drafted him for.

Vanguard's Rally Banner
For Rush (1), Vanguards gain 10 Attack and 0 Defense per 25 Max HP.
Why: Rush/rally tools feed both aura doubling and Mantra Burn stacks.

Defensive Amplifier
Tanks and Vanguards gain 45 Defense and 300 Max HP.

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.

Vanguard's Combative Reflection
Vanguards gain 200 Max HP and 25 Attack.
Shard
Crystal charges spent or consumed for bonus effects.
54 relics · 12 abilities · 3 classes
Crit
Critical strikes and effects that trigger when attacks crit.
49 relics · 19 abilities · 3 classes
Rush
Tempo windows that amp allies for a short burst of aggression.
41 relics · 16 abilities · 4 classes
Stall
Control and delay tools that interrupt enemy pace.
39 relics · 22 abilities · 4 classes
FAQ
Common questions when this hero shows up in the shop or draft.
Is Ming good in Guildrun?
Excellent Rush frontliner. Mediocre if you never hit Rush thresholds or park him away from enemies. Buy him to hold and burn the line, not to snipe backline alone.
What class is Ming?
Vanguard. Role focus: high-health Rush bruiser with adjacent Burn aura.
What relics work with Ming?
Vanguard Rally/Aegis pieces, Rush amplifiers, and Max HP / defensive tools.
How do you play Ming?
Front him into the pack, stack Max HP and Rush, cast Searing Mantra as Rush count climbs, and pick Tempered for tribal HP or Enlightened for Rush duration.
Tips
- Count adjacent tiles before combat — aura DPS is placement, not just stats.
- Tempered without other Vanguards is usually worse than Searing/Enlightened.
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