Combat in Bound Wars is tactical, party-based, and skill-driven.
You build a bar of eight skills for your character, your Bound Hero and any other Heroes you own. Other players do the same, every fight becomes a puzzle of movement, timing, synergy, and execution rather than button-mashing.
There are eleven fully-designed classes, each with complete trait lines, weapon sets, and role identities. Classes can be played alone or combined through a Primary/Secondary system, allowing deep buildcraft like GW1, but with new systems layered over the top, expanding what a CORPG can do.
You don’t choose a lone Character.You choose a pair, and combat is built around that foundation.
The Eleven Class Archetypes
Warrior: Frontline pressure fighter. Fury-based aggression, weapon mastery in sword/axe/hammer, combat styles and battleroars, high endurance.
Ranger: Ranged hunter with bow mastery, traps, stances, pets, nature-driven disruption.
Elementalist: High damage spellcaster. AoE pressure, battlefield control, defensive fields across four elements.
Illusionist: Interrupt/control specialist. Phantasms, mirages, jinxes, charm-style boons, clone summons.
Cleric: Primary healer. Strong direct heals, protection, cleansing, holy-damage hybrid builds.
Alchemist: Construct engineer. Deployable arc pylons, catalysts, volatile bursts, bio-infusion healing and utility.
Animaeon: Summoner and field controller. Constructs summoned from Singularity Events, event-driven energy, lawful binding effects.
Rogue: Precision assassin. Critical-focused chain attacks, stealth, poison, burst execution.
Exemplar: Heavy-armored battlefield leader. Spear and shield, battleroars, cadences, party-wide boons.
Champion: Virtue-transformation fighter. Polearms, sweeping AoE, timed form bursts for pressure and sustain.
Soldier: The most versatile class in the game. Heavy armor, six weapon doctrines, improvised tools, suppression, battlefield discipline.
Primary + Secondary Class System
You choose one primary class and one secondary. Primary determines your core trait scaling and mechanics. Secondary grants you access to weapons + skill lines from another discipline.
Examples:
• Cleric/Soldier = healer with melee weapon options. Traditional fantasy Mace and Shield wielding healer
• Warrior/Rogue = bruiser with assassination burst windows
• Exemplar/Soldier = commander-tank hybrid with combat presence auras
• Ranger/Elementalist = trap + AoE battlefield lockdown
Every combination is functional, not just flavourful.
The Player Pair — Combat Between Two Souls
You fight as two, but you control one.
Your Player Character is the active unit.Your Bound Hero runs under AI logic using the skillbar you built for them. Both characters have full 8-skill bars, gear, weapons and traits, the difference is only in control, not depth.
• You build both loadouts
• You control only your own character in real-time
• The Bound Hero acts autonomously using your chosen skills and AI profile
• Party is flexible, but some Tidebound systems require both present
This isn’t two protagonists under one keyboard.It’s one fighter with a second build at their flank — a pair designed in creation, expressed in combat.
Glamourbond — Paired Skills Unique to Tidebound
Tidebound pairs unlock combat interactions no other faction can use.
These aren’t romance mechanics, they’re skill-linked actions between two independently built characters.
Glamourbond skills come in three forms:
Resonance — you use the skill, your Bondmate gains a brief window to follow with the paired response.
Dualcast — one skill split in two halves, activated one half and the paired response fires from the Bondmate’s bar automatically.
Finisher — unlocked after Ascension, replacing Dualcast temporarily with a combined final effect.
The player builds both bars.
The AI executes its half of the chain.
One trigger. Two effects.
No other party in the game can do it.
AI, Party & Role Design
A full party can include:
• You
• Your Bound Hero
• Story-unlocked Heroes
• Tidebound Hero Pairs
• Academy Heroes
• Hidden Heroes
• Henchmen
• Other players (online co-op)
Maximum combat party size = 8.
Missions, Environs, and high-tier content rely on synergy, not stats.
Positioning, counters, support timing, and buildcraft decide outcomes, not grinding.