Polearms is the weapon school everyone touches and almost nobody reads. Ninety-six percent of players carry the root skill from ordinary play; 6,658 accounts have taken it past level 40, and about nine hundred active players hold real investment in the tree. In the last thirty days the live shard saw roughly fifty distinct polearm casters, and the school's six actives were 1.3 percent of all skill casts. The specialization itself is healthy: 206 of the 433 players who ever learned it reached rank 80, one of the better conversion rates in the game. What the numbers cannot show is that the school's identity is written in invisible ink. No polearm hit can be blocked by a shield, and no tooltip says so. The reach that defines the weapon lives in a single innate that grows at half the rate of the Ranged school's equivalent. Spinning Attack advertises a bleed that is a zero percent chance without specialization, and Leg Sweep is the only active the specialization does not touch at all. The school has no combos of its own; the only two that exist both require Water magic. Nine years of forum history asked for damage the school now has and identity it still cannot see. This page is the manual the school never shipped, and thirty proposals to make the manual unnecessary.
The genre has spent twenty-five years learning what a polearm is for, and the record is unusually consistent. Ultima Online proved that spear identity needs no geometry at all: two special moves per weapon, drawn from a small shared vocabulary, carried the para-spear and the wound-you-cannot-heal through two decades of PvP. Dungeons and Dragons, and Baldur's Gate 3 faithfully after it, proved the opposite end: reach as a rule, a ten-foot kill zone the enemy pays to cross. Monster Hunter and Elden Ring built the wall with a point on it, defense that answers instead of enduring. And the myths the whole arsenal descends from keep repeating four properties: the strike that cannot miss, the wound that will not close, the rider unseated, the one body that holds the bridge. Shroud's Polearms school already owns two of those four in its data, the unseating and the wall, and it tells the player about neither. The other two slots are empty.
Thirty days of live telemetry, a full census of the live database, the school's complete data surface, and nine years of forum record put the school's condition in three clusters:
The deal that runs through all thirty proposals: Tier 1 makes the school legible, tooltips that state the avoidance doctrine, icons and names that stop lying, the manual finally shipped. Tier 2 completes the existing kit, a specialization that touches Leg Sweep, a bleed gradient instead of a cliff, a Push that respects its own reach, a Reach worth its experience. Tier 3 gives the school its missing verbs, the brace, the barbed wound, the momentum ladder into intra-school combos, the formation line. Tier 4 puts the owner's questions on the table and composes the whole kit into one fight. First the school tells the truth; then it learns the rest of its trade.
Ninety-six percent of players touch the root through ordinary play. About nine hundred active players hold level-40 investment, yet thirty days of live telemetry saw roughly fifty distinct casters: a large invested-but-parked population. Specialization conversion, 206 of 433, is among the healthiest in the game. The school's problem is nobody arriving, and nobody who arrived being told what they own.
| # | Proposal | Tier | Size | Server | One-line pitch |
|---|---|---|---|---|---|
| S1 | Say what nothing can stop | 1 | S | none | every tooltip states the avoidance doctrine: cannot be blocked |
| S2 | Every rider on the label | 1 | S | none | Push's hidden debuff, Skewer's heal cut, the capped resist, printed |
| S3 | Range numbers that tell the truth | 1 | S | none | weapon range display computed live; Reach shown in meters |
| S4 | The manual, corrected Built | 1 | S | none | the school doc's six errors fixed, its four missing facts added |
| S5 | Name the hidden strikes | 1 | S | none | three unnamed weapon attacks get names and item-tooltip lines |
| S6 | Pin the machine | 1 | M | none | a golden test suite pins today's behavior before anything changes |
| S7 | Wilhelm teaches the doctrine | 1 | S | none | the halberd master finally explains his school |
| S8 | Leg Sweep learns the discipline | 2 | S | changeset | the one active the specialization skips gets its terms |
| S9 | A knockdown that means it | 2 | M | server | honest tooltip, unresistable against sprinters, a real interrupt |
| S10 | A bleed without a toll gate | 2 | S | changeset | Spinning Attack's zero-percent bleed becomes a gradient |
| S11 | Push that keeps them on the point | 2 | S | changeset | knockback capped at your own reach |
| S12 | Pull finishes what it starts | 2 | M | changeset | the yank leaves them off balance; the tooltip stops pretending |
| S13 | A capstone within reach | 2 | S | changeset | Leg Sweep unlocks from either branch, not both |
| S14 | Reach worth its levels | 2 | M | changeset | the rate question, and Reach finally feeds Pull's grab |
| S15 | Block, reborn as the Haft Guard | 3 | M | registry | the ghost skill returns as a held guard that can still jab |
| S16 | Set against the charge | 3 | L | enum mirror | brace: the first enemy to close on the point pays for it |
| S17 | The barbed wound | 3 | M | registry | Skewer on a caught target leaves a wound that will not close |
| S18 | First Spear | 3 | L | enum mirror | the third innate: the first enemy into your reach is struck |
| S19 | The cast that cannot miss | 3 | M | enum mirror | a hurled thrust that skips every avoidance roll |
| S20 | Fighting at the tip | 3 | M | changeset | hits at the outer band of your reach gain critical chance |
| S21 | Momentum | 3 | M | registry | varied glyphs build stacks; the finisher spends them |
| S22 | Combos of our own | 3 | M | changeset | three intra-school combos; the verbs finally speak to each other |
| S23 | The phalanx | 3 | M | registry | resistance per nearby spear or shield ally; the line becomes a fact |
| S24 | The vault | 3 | XL | enum mirror | plant the haft, arrive point-first |
| S25 | An answer for bone | 3 | M | server | against undead the bleed becomes brittleness |
| S26 | The grip decides | 3 | L | changeset | one hand jabs, two hands own the arc |
| S27 | Monsters that know the school | 3 | M | changeset | creature leg sweeps that sweep, spins that spin |
| S28 | Is unblockable on purpose? | 4 | S | none | the doctrine decision that gates the telling |
| S29 | Spears with names | 4 | L | changeset | artifact signatures riding the new verbs, with the weapons program |
| S30 | The complete spear | 4 | — | — | the kit composed into one fight |
Most of the catalog is data. Nine cards are pure client and content work, nine ship as changesets through the balance program, and the new verbs price out as buff-registry work. Four cards add new skill identifiers, and three touch server logic in one small place each.
Eleven skills on the Combat tab: a root, six active glyphs in two branches that meet twice, three innates, and the specialization. The Push branch moves enemies; the Puncture branch wounds them; they converge at Leg Sweep and finish at Skewer. The innates are the school's quiet argument: the only defensive passive layer in any weapon school, a reach bonus no other melee weapon can have, and a crit-damage rider wearing its sibling's icon. There is also a twelfth skill identifier, an unbuilt Block, that has been routed to this school in data since the beginning and was never made. The catalog decides its fate.
[ Polearm Combat ] ............ (1)
/ | \
[ Push ] (2) [ Puncture ] (3) ( Reach ) (6)
| | / \
[ Pull ] [ Spinning ( Defensive ) ( Bec de )
| Attack ] (4) ( Positions ) ( Faucon ) (7)
\ / |
[ Leg Sweep ] (5) ( Polearm
| Specialization )
[ Skewer ] (8)
[ ] active glyph ( ) innate
Target: Obsidian Golem
[##########______] 62%
On target: Puncture wound x3
Rooted 2.1s
.--------.--------.--------.
|Puncture| Pull |Spinning|
| 8 focus| 8 focus|30 focus|
'--------'--------'--------'
.--------.--------.
|LegSweep| Skewer |
| 6 focus|12 focus|
'--------'--------'
Free attack: Halberd
(hits up to 4 targets)
Spinning Attack's 30 focus is five times the school norm. Nothing on this bar tells you that not one of these five glyphs can be blocked by a shield.
Every attack in the game carries flags that decide which defenses are allowed to answer it. Decoded from the school's data, this is the doctrine polearms actually ship with today:
| Attack | Block | Parry | Dodge |
|---|---|---|---|
| Free attacks (every polearm weapon) | ○ | ● | ● |
| Push, Pull, Leg Sweep, Skewer | ○ | ○ | ● |
| Puncture (hit, bleed, heal cut) | ○ | ○ | ● |
| Spinning Attack | ○ | ● | ○ |
| Blade and Bludgeon equivalents | ● | ● | ● |
Shields are inert against this school. The four single-target glyphs can only be dodged; the spin can only be parried. Nothing in the game says any of this. All three checks are skipped when the attacker strikes from behind. Card S1 puts the doctrine on the tooltips; card S28 asks the owner whether the doctrine is the intended identity, because this page argues it should be.
you
V
+-----+-----+-----+-----+-----+-----+
0m 1m 2m 3m 4m 5m 6m
1H sword =========>| 3.0
1H spear ==========>| 3.25
2H halberd =============>| 4.0
+ Reach 80 ================>| 5.0 (+25%)
Pull, any polearm =====================>| 6m and past
Base ranges are near-identical across melee until Reach is trained: a halberd out-reaches a two-handed sword by exactly nothing. Only polearm range expressions carry a bonus term at all, so the innate is the entire identity. Pull is the longest melee touch in the game, and it positions rather than wounds; its damage needs point blank. In 2014 the innate was called overpowered kiting; by 2017 it was called worthless. Reach has never felt right, and cards S14 and S20 are about making it felt instead of merely large.
flowchart LR A["Skill sheet row
(levels, costs, prereqs,
card rewards)"] --> B["Rune data
(effects, arcs, targets,
chances, riders)"] B --> C["Cast resolution
(hit, avoidance flags,
damage roll)"] C --> D["Effect application"] D --> E["Buff registry
(debuffs, durations,
stacking)"] D --> F["Stat transforms
(resistance, range,
mastery terms)"] G["Language files
(names, tooltips)"] --> H["What the player reads"] B -. "must agree with" .-> H
The dashed edge is the thesis. The school's mechanics live entirely in data, there is no bespoke polearm code anywhere in the client, and the strings the player reads have drifted from the data they describe. Tier 1 repairs that edge; Tiers 2 and 3 work almost entirely inside the rune-data and stat-transform boxes, which is why most of this page needs no server logic at all.
Ultima Online is the ancestor, and its lesson is the cheapest one on this page. UO launched with weapon skills but no weapon identity; specials fired randomly and players never noticed them. Age of Shadows in 2003 rebuilt the arsenal on a small shared vocabulary, roughly twenty-nine active moves, two per weapon: the spear drew Armor Ignore and Paralyzing Blow, the pike drew paralysis and infection, the lance drew Dismount, the short spear drew Mortal Strike, a wound that simply refuses healing for eight seconds. That hand of moves, with zero reach geometry of any kind, carried spear identity through twenty years of play. The para-spear lockdown, the bleed you must staunch, the rider knocked from the saddle: every one is a two-line data change wearing a legend's name. Shroud's glyph system is the same shape, which is why most of Tier 3 costs data, not systems.
FFXIV's Dragoon owns the most iconic spear verb in the genre, the jump, and a rotation with a heartbeat: build toward the Life of the Dragon window, then spike. It is also the genre's clearest warning label, because Dawntrail cut half the job's positional requirements after a decade of players experiencing them as homework. Spike windows and spectacle aged well; positional bookkeeping did not, and this page imports the heartbeat while leaving the homework. Guild Wars 2 put a spear in all nine professions' hands in 2024 and proved one weapon can host many identities; its thief kit, lead attacks that empower a finisher, is the modern spear combo done right and maps directly onto a glyph deck. The Elder Scrolls Online never shipped a polearm weapon line at all; the fantasy lives in one class's Aedric Spear line, whose jab flurry became one of the most-pressed buttons in the game and whose planted Spear Shards turned the weapon into a group tool allies pick up. World of Warcraft's Survival hunter contributes the ramp: consecutive strikes stack a short frenzy that decays the moment you disengage, the spear that hunts, encoded entirely in buff bookkeeping.
Dungeons and Dragons, and Baldur's Gate 3 as its faithful renderer, is the only mainstream implementation where a polearm controls space by rule: reach plus Polearm Master plus Sentinel builds a ten-foot zone where the first enemy to enter is struck and stopped. Players describe the build as playing a tower. Monster Hunter's lance is the wall with a point on it, the highest guard in the game whose block becomes the wind-up for a counter-thrust; its insect glaive is the cautionary sibling, a wonderful aerial kit gated behind an essence-collection chore. Elden Ring's spears attack from behind a raised shield and its Impaling Thrust ignores shields outright, the same identity hook this school already owns in secret; the poke-turtle's PvP reputation is the warning that defense-into-offense needs a price. Path of Exile 2's huntress parries into a punish and mints a resource from it, and its documented mistake is instructive: the reward pays out through a follow-up-target requirement that breaks in crowds. Pay rewards at the moment they are earned. Nioh built the deepest stance system ever shipped and most players never touched it; this school has no stances and a deck that already fills the which-mode-am-I slot, so the import is the rhythm, never the stances. Mordhau and Chivalry are the physical truth underneath all of it: the spear is spacing, deadly at the tip, awkward inside the haft, and second-rank poking over a shoulder is the digital phalanx.
The myths keep repeating four properties. Cu Chulainn's Gae Bolg opens into thirty barbs inside the wound and can only be cut out: the wound that will not close. Odin's Gungnir never misses, and an army it is thrown over is consecrated to death: the strike that cannot be answered. Bradamante's golden lance unhorses every rider it touches, no contest, and the brace-against-charge rule that runs from the phalanx to fifth-edition tabletop turns the enemy's own momentum into the wound: motion, unseated. Benkei dies on his feet holding the bridge at Koromogawa, arrow-studded and still blocking the crossing, and Zhang Fei turns back an army at Changban with a leveled spear and a shout: one body as a wall. Shroud's school already owns the second pair in its data, knockdown and root on the control ladder, damage resistance on the innate layer. The first pair, inevitability and the unhealing wound, are the two empty slots in the kit, and Tier 3 fills exactly those.
| Capability | UO | FFXIV | GW2 | ESO | WoW | BG3 | MH | ER | PoE2 | SotA today | SotA proposed |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Reach that matters in play | ○ | ○ | ◔ | ◔ | ○ | ● | ● | ● | ◔ | ◔ | ● |
| Zone control, area denial | ◔ | ○ | ◔ | ◔ | ◔ | ● | ◔ | ◔ | ○ | ◔ | ● |
| The unhealing wound | ● | ○ | ○ | ○ | ◔ | ○ | ○ | ○ | ○ | ◔ | ● |
| Anti-mobility, unseating | ● | ○ | ◔ | ◔ | ◔ | ● | ○ | ○ | ◔ | ◔ | ● |
| Guaranteed or armor-piercing strike | ● | ○ | ○ | ○ | ○ | ◔ | ○ | ◔ | ○ | ◔ | ● |
| Shield bypass | ○ | ○ | ○ | ○ | ○ | ○ | ○ | ● | ○ | ● | ● |
| Defense into offense | ○ | ○ | ◔ | ◔ | ○ | ◔ | ● | ● | ● | ◔ | ◔ |
| Formation and group play | ○ | ◔ | ◔ | ● | ○ | ◔ | ○ | ○ | ○ | ○ | ● |
| Combo discipline, lead into finisher | ○ | ● | ● | ◔ | ● | ○ | ◔ | ○ | ◔ | ○ | ● |
| AoE crowd identity | ◔ | ◔ | ● | ◔ | ◔ | ◔ | ○ | ◔ | ◔ | ● | ● |
Cell judgments worth defending: SotA's shield-bypass cell is already full, true on every hit today and stated nowhere; the proposed column keeps the mechanic and adds the telling. The AoE cell is already full too, six-target Spinning Attack plus a four-target halberd free attack, the strength the school's defenders argued in 2017. The proposed defense-into-offense cell stays half full on purpose: the counter-play the canon loves belongs to the game-wide reaction program, and this page only coordinates with it. UO scores full on wounds and unseating with zero reach geometry, which is the whole argument that most of Tier 3 is cheap. Baldur's Gate 3 is the one full house on reach and zone: territory by rule.
Everything in this tier is client and content work. It ships the school's missing manual: tooltips that state the doctrine, names for the nameless, numbers that match the data, and a test suite that pins the machine before anyone touches it.
data: free attacks carry parry and dodge flags only; the four single-target glyphs carry dodge alone; no polearm attack carries the block flag
Every polearm hit in the game ignores shields, and no tooltip says so. Push, Pull, Leg Sweep, and Skewer can only be dodged; Spinning Attack can only be parried; nothing a polearm does can ever be blocked. This card puts one honest avoidance line on every polearm rune and free attack: "Cannot be blocked. Avoided by: dodge." The school's single most distinctive property becomes something a player can learn by reading their own hotbar.
A piercing strike that ignores armor. Deals 74 to 96 damage. Bleed: 12 damage every 2 sec for 8 sec. Healing received reduced for 18 sec. Bleed and heal reduction do not affect Undead. --------------------------- Cannot be blocked by shields. Avoided by: Dodge only. --------------------------- Requires: Polearm Focus: 8 Cooldown: 5 sec
Seen in: Elden Ring's Impaling Thrust, where shield-piercing is a headline feature, and Ultima Online's Armor Ignore, a named and advertised special. Trihugger named "can't be blocked by shields" as the school's only benefit in July 2017, then he and Cryodacry dismissed it; no thread since has surfaced it as the anti-tank identity it is.
The tooltip builder reads each rune's avoidance bits and generates the line, so the words can never drift from the data. Localization rows for the line variants. Cites the filed tooltip-truth defect (#4521) as the same trust surface. Test: tooltip snapshot cases asserting the line matches the bitfield per rune.
data: Push's 30-second dodge debuff appears nowhere in its tooltip; Skewer carries an always-on 15% heal cut; Defensive Positions' value is silently capped
Push applies a thirty-second dodge debuff its tooltip never mentions; the community wiki lists it, the game does not. Pull's text says "dodge" while the effect is damage avoidance. Skewer quietly carries a healing cut on every hit, root or no root. Defensive Positions' damage-resist value is capped by a scaling curve nobody can see, so its raw number overpromises at every level past the knee. This card puts every real rider, and the real capped value, on the label.
Seen in: the Tactics page's tooltip-honesty card, applied here to polearm-only content. The players' wiki has maintained a truer manual than the game ships for years.
Tooltip effect enumeration for the Push, Pull, and Skewer riders from the rune data; the Defensive Positions innate tooltip computes and displays the post-cap effective value instead of the raw curve. Localization additions. Test: the S6 snapshot suite covers the rider lines.
data: all four polearm weapon archetypes display range strings from an older balance era, 40 to 60 percent below the live values
All four polearm weapon archetypes still display range strings from an older era of the game: the two-hander shows 2.5 where the live value is 4.0. Meanwhile the Reach innate, the entire reach fantasy, shows a percentage with no anchor. Fix both: derive the weapon's displayed range from the live value, and make Reach's tooltip say what your reach actually is right now, in meters, with the innate's share broken out.
Seen in: the 2014 to 2017 reach whiplash, first feared as overpowered kiting, later dismissed as worthless, never once understood, because nobody could see the number. A 2020 release touched only the tooltip's wording.
Replace the static range display with a computed readout from the live range expression and the current range bonus; the Reach innate tooltip shows current meters. This is the design-level fix for the stale-strings defect (#4523): generate the number, never hand-author it again. Test: displayed range equals computed range for all four archetypes.
Built 2026-08-14. The school reference document was rewritten alongside this page: six errors fixed, and the missing chapters added, the avoidance doctrine, the free-attack family, the Carpentry crafting line, and the ghost skill. The corrected document is the truth source the S1 to S3 tooltips can be checked against.
data: the old document misstated the specialization's gold cost by twenty times, Puncture's bleed length, Skewer's targeting, and Push's knockback geometry
The school's reference document carried at least six errors, including a specialization gold cost overstated by a factor of twenty, and omitted the school's four most important facts: nothing polearms do can be blocked, polearms are crafted under Carpentry, the free-attack rune family exists, and an unbuilt Block skill sits in the tree's routing. One errata pass makes the document the standard the game's own text gets held to.
Seen in: the Tactics page's school-doc errata card, the pattern's second shipping.
30 days live: the Vile and Supreme execute strikes logged zero casts; the trident's triple hit logged 60,351 across 14 players
Polearm weapons carry a family of distinct free-attack behaviors: the trident's triple hit, the execute strike on Vile and Supreme weapons, the Sol halberd's stat drain. Three of them have no localization rows at all, so the game literally cannot name them, and two of those logged zero casts in thirty days; the weapons that carry them are absent from play. It is hard to want a weapon whose signature the game never mentions. Add the missing strings and put each weapon's free-attack signature on its item tooltip.
Seen in: Ultima Online, where every weapon's special moves are named, listed, and browsable, and that legibility is the itemization hook. The trident itself was a telethon ask.
Localization rows for the three unnamed runes (#4522's design-level fix) plus a short signature line on the item tooltip, resolved from the weapon's basic-attack rune. The Sol halberd's hidden dexterity drain is tracked as #4279 with a root-cause note from this page's audit; its fix ships there. Format coordinates with the weapons program's throughput readout so the two lines share the card cleanly.
data: the school's mechanics are one hundred percent data, thirteen specialization terms across five runes, and no school-wide test suite exists
Before any card below changes a number or a shape, pin today's behavior in a test suite: the thirteen specialization terms, the avoidance flags on every rune, Pull's point-blank damage gate, Spinning Attack's specialization-gated bleed, Leg Sweep's absent terms, the radius and target-count expressions. Every later card then lands as a deliberate diff against a pinned baseline instead of a silent drift.
Seen in: the Subterfuge school's shipped balance suite and the Tactics page's planned one; this is the pattern's third school.
An editor-mode suite that parses the six active runes, four innates, and the free-attack family, and golden-pins their expressions and flags. Runs scoped to its own class, never as a full-suite sweep.
census: 96% of players touch the root skill; 5.7% ever take it to level 40
Wilhelm of Jaanaford, by his own reputation truly a master of the halberd, currently teaches skills and says nothing. Give him a short doctrine conversation: why nothing blocks a polearm, why you fight at the tip, how the control ladder chains from push to pull to sweep to skewer. The funnel says the school's problem starts at comprehension: nearly every character touches the root skill, and almost none learn what the school is for.
Seen in: the Tactics page's trainer teaching card; the same pattern, this school's teacher.
Conversation content only; no code. The doctrine lines wait for the S28 sign-off so the teacher never teaches something the owner then unships.
The existing six verbs, their gaps closed. These are the school's first balance changesets ever; every number below is an illustrative shape, and the balance program ships the real ones against the S6 pins.
census: the smallest-learned active, 2,595 buyers, but 94% of them reach level 40, the best conversion in the school
Polearm specialization touches five of the six actives. Leg Sweep, the school's iconic control verb, the cheapest glyph in the tree, the one whose buyers commit hardest, is the one it skips entirely: not one term in its expressions reads mastery. Add the natural pair: knockdown chance and knockdown duration scale with specialization. The players who invest most in the school's signature move should be the last ones it forgets.
Seen in: every sibling active's specialization riders, and Ultima Online's Paralyzing Blow as the spear lockdown standard. In the January 2022 specialization thread, nobody, including a polearm-build poster, could name what polearm specialization does.
Expression edits in the Leg Sweep rune data; the school has no bespoke code, so this is a changeset. Illustrative shape: chance gains a mastery term, duration becomes three seconds scaled by half the mastery value. The S6 suite gains the terms as deliberate diffs.
30 days live: Leg Sweep 15,578 casts by 29 players; the knockdown cannot touch flying creatures and the tooltip does not say so
Three honest fixes to the school's signature control. First, Leg Sweep cannot affect flying creatures today and the tooltip does not say so; say it, until the day that changes. Second, give the sweep one clean condition worthy of its legend: against a sprinting or fast-moving target, the knockdown cannot be resisted. The sweep that catches you mid-charge is the one that puts you down. Third, knocked-down enemies should actually stop acting; players have reported for eight years that swept enemies keep striking from the flat of their backs. A multi-target variant is flagged as a balance option, not promised here.
Seen in: Bradamante's golden lance in Orlando Furioso, which unhorses any rider it touches, no contest, and Ultima Online's Dismount niche. Requested by jammaplaya (2017, the knockdown that does not interrupt) and Cryodacry (2017, multi-target).
The tooltip line is client work. The sprint condition reads the target's movement at impact and skips the resist roll above a threshold; the knockdown applies through the existing effect channel. The interrupt is the card's real cost: the knockdown state cancels the target's in-flight action, which is server-side state work on the action loop, scoped carefully and rolled out behind the S6 pins. Leg Sweep's existing cooldown stays as the governor.
data: the bleed chance expression is twenty times mastery, a literal zero for everyone unspecialized; the self-debuff is nested inside it
Spinning Attack's tooltip promises a bleed and a defensive rider. For everyone without specialization the bleed chance is a literal zero, and the rider is nested inside the bleed, so it can never fire either. The tooltip advertises effects the majority of the school's players can never see. Convert the gate to a gradient: a modest baseline chance for everyone, multiplied by specialization, and un-nest the self-rider so it triggers on its own terms. Specialization should multiply what a skill does, not invent it.
Seen in: the Tactics page's finding that boolean specialization gates read as broken to everyone on the wrong side of them; this is the polearm instance. Cryodacry called Spinning Attack the best melee ability for crowds while its rider sat hollow for the unspecialized.
Two edits in the Spinning Attack rune data: the bleed chance gains a baseline term, and the self-rider moves from the bleed's nest to the parent hit. This is the design-level fix for the filed tooltip defect (#4521): make the words true by making the effect real. The undead immunity gate on the bleed is untouched.
30 days live: Push 13,592 casts by 38 players, the school's second-most-used glyph
Push can shove a target beyond the pusher's own melee range: the polearm politely removes its victim from its favorite place, the tip. Cap the knockback distance at the pusher's current reach, weapon range including the Reach innate, so a landed Push always leaves the target standing exactly where every polearm verb works best. The innate that lengthens your spear then also lengthens your shove.
Seen in: the spacing truth from Mordhau and Chivalry, where the spear wants you at the tip, never past it. Requested by Cryodacry, twice in one 2017 thread. Mugly Wumple's Push-into-Impale duo play survives the change; the target lands closer, not farther.
The knockback distance expression in the Push rune data gains a reach-capped term. Distance resolves the same way all knockback geometry does today. The S6 pin records the shape.
30 days live: Pull is the least-cast active, 8,560 casts by 21 players, despite its bread-and-butter reputation
Pull is the longest-reaching melee opener in the game, and the pull itself tickles: its damage only fires if the target was already point-blank, the one place a Pull is pointless. Make the glyph honest and give the yank a payoff: a pulled target arrives off balance for a few seconds, briefly unable to dodge, so the glyph you land next is the reward for the fetch. The tooltip states plainly that Pull is a positioning tool with an arrival debuff, not a damage skill.
Seen in: World of Warcraft's Harpoon, the fetch that starts the kill. Requested by Cryodacry, who called Pull the school's best ability while asking why its damage never mattered; majoria70 liked Pull enough in 2014 to ask for it in another school.
An off-balance rider on a successful pull, a short dodge suppression through the existing debuff channel, single stack, short window. The vestigial point-blank damage is recommended dropped, its budget folded into the debuff; the balance program makes that call. Rider timing respects the dodged-swing rule the school already passed through once.
census: Skewer is the least-learned active, 2,010 players ever, behind a prerequisite that demands both branches at 40
To learn Skewer, the school's finisher, you must first take both branches to level 40, because Leg Sweep demands Pull 40 and Spinning Attack 40 together. No other melee school makes its capstone a two-branch toll booth, and the census shows the tax working exactly as designed: Skewer is the least-learned active in the tree, and the players who do get there cast it constantly. Relax the gate to either branch at 40 and let players reach the finisher through the branch they actually play.
Seen in: the single-track prerequisites of every sibling weapon school. Katu skipped Skewer entirely in 2018; Cryodacry told believers to train it to 110. The believers pay the toll, everyone else walks away.
One prerequisite row in the skill sheet: both-at-40 becomes either-at-40, or both-at-25 as the conservative variant. Pure data; a relaxation, so nobody loses anything and no refunds are needed.
data: Reach grows at 0.3125% per level, half the Ranged school's rate; census: Reach is the most-learned non-root skill in the tree, 6,536 buyers
The Reach innate is the reach fantasy: the weapon's base range matches a two-handed sword, and only the innate separates them. It accrues at half the rate of the Ranged school's equivalent, eighty levels for a quarter more reach, the deal players called worthless in 2017, and they were doing the math right. Two shapes, both or either: bring the per-level rate toward parity with Ranged, and give the innate a second payoff, Reach also extends Pull's grab range through the stat that today exists with no writer at all. The innate that lengthens your spear should lengthen your hook.
Seen in: the whole 2014 to 2017 arc, Sunswords' out-kiting demonstration against Cryodacry, Nikko, and Toadster's worthless verdicts; Numa's defense that medieval polearms ran five to sixteen feet is the fantasy's advocate. Bowen Bloodgood's dual-mode idea is answered instead by S20's sweet spot.
The rate change is a changeset; the balance program ships the number. The grab-range feed prefers a term in Pull's range expression reading the range bonus directly, zero new identifiers; the orphan grab-range stat gets documented either way. Capped, so 2014 does not come back.
The genre and the myths, imported at data prices. Two slots the old stories say a spear school must fill, inevitability and the unhealing wound, plus the guard, the brace, the line, and the leap.
data: a skill named Block has sat in the school's routing since the beginning, an identifier with no skill attached
A skill called Block has sat in the Polearms routing table for years, a ghost in the tree. Revive it as the Haft Guard: a held self-buff, take the haft in both hands and gain avoidance against melee while it is up, and Puncture can be thrown without dropping the guard, at a damage tax. The polearm becomes the weapon that jabs from behind its own shaft. This is a guard state, not a reaction window; if the game-wide reaction program ships its maneuver pool, the Haft Guard registers as the polearm entry rather than a rival mechanic.
Seen in: Elden Ring's spears, the only weapon class there that attacks while guarding, beloved and eventually taxed, and the tax is the lesson; Monster Hunter's lance wall. No player asked for this one. The code's own ghost did.
A new rune asset, skill-sheet row, and localization against the existing identifier, the cleanest revival in the series, no new identifiers at all. The guard is a self-buff through the effect channels; the jab-while-guarding is a usability condition plus a damage multiplier on Puncture. The damage tax and a focus drain while held are load-bearing against turtle play.
census: the school's most common pairings are Tactics and Heavy Armor; the frontline audience already lives here
The oldest truth about spears: a set spear receives a charge with the horse's own momentum. Brace is a short readied state, plant your feet and level the point, and the first enemy who closes on you while braced takes heavy bonus damage and a knockdown. Hold the brace past a few seconds and you become the bridge-holder: a small aura that makes nearby attackers hesitate, dealing less to you, for as long as you stand your ground. Standing still on purpose, for the first time in the game's melee.
Seen in: the phalanx, the Swiss pike square, and the tabletop set-versus-charge rule; Zhang Fei alone at Changban Bridge and Benkei's last stand at the Koromogawa are the held-brace's card. Trihugger called the school the tank weapon tree with no practical application; this is the application.
A new skill identifier. The brace detects the closing target and fires the set strike through the normal hit pipeline; the held aura is a self-buff that decays on movement. The strike costs the brace's cast and a real windup, so it is never passive damage; the aura caps alongside Defensive Positions. Watch door-camping in PvP; the chokepoint stand is the intended win.
30 days live: Skewer 21,091 casts by 33 players; the delivery verb is already in hands
Myth gives the spear one property this game has never shipped: the wound that will not close. The Gae Bolg opened into thirty barbs; the only way out was to cut the flesh away. As a specialization-era upgrade, Skewer against an already-rooted or knocked-down target leaves the Barbed Wound: a bleed that cannot be cleansed, that cuts healing received while it runs, and whose early removal costs blood of its own. The school that owns control finally owns the consequence of being caught.
Seen in: the Gae Bolg of the Ulster Cycle, and Ultima Online's Mortal Strike, the no-heal window that defined spear dueling for twenty years. Bow Vale, the school's one PvP-positive voice in 2017, valued polearms precisely for the healing debuff.
A new debuff on Skewer's rider chain, conditioned on the target carrying a root or knockdown state. Uncleansable is a flag on the buff record; the heal cut reuses the school's existing modifier; removal-costs-health needs one new effect behavior if no existing one fits. Undead-immune under the same mask as the other riders. Counterplay note for the card: a bandage staunch at partial value, the old game's own answer.
data: the only weapon school with no damage, speed, or crit-chance innate; the innate ledger has an open slot and a stated identity to fill it
The third-innate answer, and the strongest statement available that reach is territory: First Spear, a new innate. The first enemy to enter your polearm's reach every several seconds is automatically struck by the point. At low levels a graze; trained, a real hit. Your reach stops being a number and becomes a toll: the ground your spear covers is ground that costs something to cross.
Seen in: the Polearm Master and Sentinel feats of the tabletop and Baldur's Gate 3, the one mainstream implementation where a polearm controls space by rule; players describe the build as playing a tower. Requested in spirit by Cryodacry's 2017 drumbeat for a third innate and mass's new-passive proposals in the same thread.
A new innate identifier. A proximity trigger injects a strike from the equipped weapon's own free-attack rune through the normal hit pipeline, with an internal per-enemy cooldown in the buff registry, so S5's naming work carries here too. The internal cooldown and the graze-until-trained curve are load-bearing against passive-damage concerns; the card adds a hit, never an aggro rule, and defers aggro tuning to the Tactics program.
data: polearm crit multiplier is half the blade schools'; the guaranteed hit is the school-flavored answer to the crit builds it cannot join
Odin's spear had one property: thrown over the enemy line, it did not miss. Gungnir's Cast: a long-cooldown hurled thrust at mid range. The spear leaves your hand, and the strike cannot miss, cannot be dodged, cannot glance, and, being a polearm, cannot be blocked. It also finally answers a ten-year-old fantasy: the spear you can actually throw, as a strike, not an ammunition system.
Seen in: Gungnir of the Prose Edda, hurled over the host to open the battle; Elder Scrolls Online's Piercing Javelin as the thrown-spear verb. Requested by Ent (2015, throwable spears) and Tsumo2 (2017, new glyphs).
A new skill identifier. The avoidance bypass is flags on the hit resolution, trivial; the real cost is the thrown-spear animation and the weapon's return, accepted as a stylized flash. A serious cooldown is the honesty of the design; the card never claims armor bypass, which is Puncture's identity.
data: the school has no critical-chance source anywhere; 2017's measured gap was a 10 to 15 percent polearm crit rate against sword builds at 38 to 41
Every game that models spears physically arrives at the same truth: the spear wants you at the point. Sweet spot: polearm hits that land in the outer band of your reach, roughly the last fifth, strike true, gaining bonus critical chance, the one thing the school's innates never grant. No penalty up close; punishing players inside a melee scrum is a tax, not a skill. A small at-the-tip flourish on the hit makes the band learnable. Reach stops being a stat and becomes a place you try to stand.
Seen in: Mordhau and Chivalry's tip-range discipline, Monster Hunter's lance spacing. Bowen Bloodgood proposed dual-mode range play in 2014; Sunswords asked for a close-range penalty the same week. This is the gentler descendant of both, a carrot with no stick.
Distance at impact is already computed for every hit; the band feeds a crit-chance bonus term on polearm hits, sized from current reach including the innate. A floatie tag and a tooltip line carry the learnability. Band width tunes against melee-hugging AI, never against player behavior.
data: the school's focus costs already ladder from 6 to 30; the sequence has a natural economy waiting for a mechanic
A spear fights in sequences: beat, thrust, sweep, finish. Momentum: each different polearm glyph you land builds a stack, capped at three, on a generous timer. Skewer and Spinning Attack consume all stacks for a scaled payoff, a longer root, a wider circle. The deck game the school never had: play your verbs in variety and the finisher remembers.
Seen in: Guild Wars 2's 2024 thief spear, lead skills that empower a finisher, the best modern spear-combo shape, and World of Warcraft's Mongoose ramp; Nioh's rhythm imported without its stances. Requested in spirit by null2 and Tsumo2's 2017 combo asks.
Momentum is a self-buff counter in the registry; the consumption terms live in the Skewer and Spinning Attack expressions. The distinct-glyph rule reads the last stack's source. This is a self-buff ramp, mechanically disjoint from the combo-rune system, which S22 handles in coordination with the Tactics program. The timer stays generous so draw luck never starves the ladder.
30 days live: the school's only two combos, both borrowed through Water magic, were used by five players each
Twenty-nine combos exist in the game; polearms appear in two, and both require Water magic's Ice Fist. The school cannot combo with itself at all. Three intra-school pairings, authored in coordination with the Tactics combo program: Push and Pull make To the Point, the shove that snatches them back onto the blade. Puncture and Skewer make Impalement, both riders, extended. Leg Sweep and Spinning Attack make the Reaper's Round, the low circle that sweeps the already-fallen. The school's verbs finally speak to each other.
Seen in: Ultima Online's combinatorial move-hand, identity from combinations, never new systems. Requested by null2 (2017, "Blades also has a ton of combos") and Tsumo2 (2017), in a thread that treated polearm combos as a punchline, which was itself the finding.
Result-rune assets plus combo-set data on the six actives, pure data riding the existing combo mechanism, which the Tactics page's combo card owns; this is polearm-specific content under its explicit carve-out, sequenced after that pattern lands. Mastery terms in the result runes, so specialization finally touches combos. Each rune gets its own icon; the borrowed-icon defect filed with this page is the cautionary example.
census: the school's top pairings are Tactics, Heavy Armor, and Earth, a population that already fights in the front line
Alone, a spearman is a duelist; in a line, spears become a wall, the one truth about polearms every century of warfare agrees on. The Phalanx innate: a small bonus to damage resistance and avoidance for each nearby ally with a polearm or shield drawn, capped at three. The first group-play identity any weapon school has had. Bring spears together and the front line becomes a fact.
Seen in: the phalanx and the Swiss pike square; Mordhau's second-rank spear play is the digital version. Elder Scrolls Online's planted-spear group tool taught the lesson that a spear school can serve the group.
A new innate identifier, kept separate from Defensive Positions, whose cap math is already opaque. Qualifying allies are counted nearby on a slow tick; the tiered self-buff applies through the effect channels. The cap of three and small per-ally values answer raid stacking; counting drawn shields keeps sword-and-board companions in the line.
data: the school's actives are 1.30 percent of all skill use; a marquee verb is the recruitment poster it has never had
The most iconic spear verb in modern games is the leap. The Vault: plant the haft, swing over it, and come down point-first, a short gap-closer with an area landing. Melee players have said for years that the school with the longest reach has no way to arrive. The vault is arrival as spectacle, and the one expensive card in this catalog, priced honestly.
Seen in: FFXIV's Dragoon jump, a decade of affectionate memes and still the class everyone screenshots; World of Warcraft's Harpoon. Requested by Tsumo2 (2017), whose tongue-in-cheek pole-vaulting glyph was the ask wearing a joke, and Kpopgurl (2018) on melee's missing gap-closers; Cryodacry's rebuttal list of the game's gap-closers contained zero polearm skills.
A new skill identifier. Movement is client-driven like all movement; the landing strike is a normal area hit. The real cost is animation, the jump arc and landing pose, camera feel, and the platform and ceiling edge cases. A committed arc with no mid-air steering keeps it honest; medium range and a real cooldown keep the mobility budget sane.
30 days live: Puncture is the school's most-cast glyph, 44,813 casts by 49 players, and both its riders are dead in every crypt
Skeletons do not bleed, correctly, since the undead-immunity fixes, which leaves the school's signature Puncture a hollow hit against a third of the game's enemies, and players have grumbled about polearms against undead for nine years. Do not reopen the immunity; convert it. Against the undead, Puncture's bleed becomes Shatter, a brittleness that increases physical damage taken, and Skewer's root becomes a pinning that does the same. The spear that cannot make bone bleed can still crack it.
Seen in: the genre's whole undead-design convention, inverted into a polearm answer, with a nod to the Lance of Longinus, the spear that wounds what cannot be wounded. Trihugger flagged the school's undead problem in 2017; the immunity masks fixed this year made the riders correctly dead and the school's answer correctly absent.
The undead gate on the Puncture and Skewer riders branches to an alternate vulnerability debuff instead of a no-op, through the buff registry; the creature-type check stays a mask test. Shatter's value stays at or below the bleed's, never a bonus, so crypt farming does not tilt. Tests extend the existing undead-immunity suite to pin bleed-absent and shatter-present together.
data: one-handed and two-handed polearms exist in every data table and play identically through every glyph; the free attacks already differ, 2 targets against 4
One-handed and two-handed polearms exist everywhere in the game's data and play identically through every glyph. Split the identity along the grip. In one hand, the spear-and-board fantasy players have asked for since 2015: the school jabs, a faster Puncture, stronger single-target riders, the mage-killer's tempo. In two, the halberdier owns the arc: a wider Spinning Attack, more free-attack targets, the crowd's answer. The split already half-exists in the free-attack data; finish the thought in the glyphs.
Seen in: Guild Wars 2's proof that one weapon hosts many identities; the jab tempo is Elder Scrolls Online's flurry, the arc is the guandao of Dynasty Warriors. Requested by Ent (2015, "one handed spear with a shield, very fast and nimble, a mage killer"); Numa fought spear-and-board on record, and Cryodacry's guide blessed shields as extremely viable.
Per-grip terms in the glyph expressions keyed off the equipment requirement, data-driven; at most one grip-differentiated term per glyph, identity rather than a second balance pass. No itemization: stat pools, masterworks, and new weapon types stay with the weapons program. Dual-wield polearms, fully supported in the data and never surfaced, are noted for the owner as a curiosity, not designed here.
data: the three creature polearm attacks are byte-identical plain hits; the kobold's leg sweep does not sweep, its spinning attack does not spin
Three creature attacks are named for the school's moves, Pierce, Leg Sweep, Spinning Attack, and all three are identical plain hits. The kobold's leg sweep does not sweep; the spinning attack does not spin. Give creature polearms the real verbs, gently tuned: a knockdown that teaches you to keep your feet, an arc that teaches you to spread out. Players learn a school fastest from the receiving end, and the game's spearmen currently teach nothing.
Seen in: Monster Hunter's entire pedagogy, where the monsters demonstrate the movesets. The crowd learns to respect the arc by standing in it once.
Author the three creature runes with scaled-down effect data, a short knockdown, a small arc, enabled scene by scene so difficulty never jumps globally. No new AI states; each creature's animator is verified to have the attack states before wiring, because a missing state plays nothing, silently.
data: no polearm attack carries the block flag; the sibling melee schools all do; nothing anywhere states it either way
The catalog's one true owner call. Every polearm hit lacks the block flag; shields are inert against the entire school. If that is doctrine, and this page argues it should be, it is the school's sharpest surviving identity, then S1 prints it on every tooltip, Wilhelm teaches it, and the sibling weapon-school pages inherit the pattern when they are written. If it is an accident, the flag lands quietly through a balance changeset and this page's identity chapter is rewritten. Either answer is fine. The unwritten middle, where the game's most distinctive weapon property is invisible and possibly unintended, is the only wrong state. Two adjacent questions park here for later coordination: whether the bypass should ever extend to magical shielding, which brushes another school's territory, and the open oddity that offhand polearm swings can be blocked, which belongs to the Tactics offhand program.
Seen in: the series' owner-desk idiom. The 2017 dismissals are what a confirmed and advertised doctrine would finally overturn.
A decision, then either localization work proceeds under S1, or a one-line changeset adds the flag and S1 ships as ordinary avoidance display. The sibling-school question is recorded for those pages; no sibling cards are spent here.
data: the game's shelf already holds a Halberd of the Sun, a Darkstarr Spear, and a Silver Serpent Spear; eighty artifact weapons sit outside any progression ladder
When the new verbs exist, the artifact shelf can carry the myths themselves: a barbed spear with a chance to leave the unhealing wound, a cast-spear whose sure strike returns sooner, an ash spear that only a master's hands can use at full strength. This is a coordination card. Artifact itemization belongs to the weapons program; this page contributes the polearm-flavored signature effects those rails can carry, and nothing else. One design rule, learned from the Halberd of the Sun's hidden drain: every signature goes on the tooltip.
Seen in: the Gae Bolg, Gungnir, and Achilles' Pelian ash spear, which no other Achaean could lift; Ultima Online's artifact meta as the shelf that carried its move vocabulary into legend.
Signature effect data riding shipped mechanics only; no mechanic debuts on an artifact. Handed to the weapons program as a polearm effect menu against its unique-component and artifact-bridge cards. Sequenced after the barbed wound and the sure cast exist.
The kit, played as one fight: you read your weapon and it tells the truth. You fight at the tip and the tip rewards you. The first enemy to cross your ground pays the toll; the one who charges you meets the set point; the one who reaches you meets the guard. Pull fetches them off balance, the sweep puts them down and means it, and the skewer leaves the wound that will not close. Your verbs chain, your line holds, and when you need to arrive, you vault. Rank thirteen of twenty-one, fifty casters a month, a school everyone respects and nobody reads, because until now there was nothing to read. Section 4 shows the fight.
One fight, everything above it in play. Every callout on this screen is a card in section 3; nothing here is decoration.
Target: Kobold Vanguard [############____] 71%
On target: Barbed Wound 14s (cannot be cleansed,
healing reduced) Off Balance Rooted 2.4s
AT THE TIP + critical chance Momentum ( * * * )
.----------.----------.----------.----------.----------.
| Puncture | Brace | Spinning | Leg Sweep| Skewer |
| | SET vs | Attack | | FINISHER |
| 8 focus | CHARGE | 30 focus | 6 focus | READY |
| | held 3s | bleeding | | 12 focus |
'----------'----------'----------'----------'----------'
Phalanx: 2 allies in line (+resist) Focus 198 / 310
Read the screen beat by beat. The target arrived at a sprint and met the set point of the Brace, S16, which is why it is rooted now. It was fetched the last few meters by Pull and landed Off Balance, S12. The wound line reads Barbed Wound, S17: it was skewered while caught, and the wound will not close until it runs out. The AT THE TIP banner, S20, says the fighter is holding the outer band of a reach the tooltips now print in meters, S3, at a rate worth training, S14. Momentum sits at three stacks, S21, so the skewer glyph reads FINISHER READY. Spinning Attack shows its bleed for a fighter with no specialization at all, S10. The Phalanx line, S23, counts two allies holding the line beside you. And none of the five glyphs on this bar can be blocked by a shield, which the tooltips finally say, S1, because the owner said the doctrine out loud, S28.
| Phase | Theme | Cards | Character |
|---|---|---|---|
| 1 | Read the weapon | S28 decision, then S1–S7 | client + content only; ships with or right after this page; the doctrine sign-off gates S1 and S7 |
| 2 | Repair the verbs | S8–S14 | the school's first balance changeset wave ever, plus two small server touches; S6 pins land first |
| 3 | Cheap steel | S15, S17, S19, S21, S25 | new verbs at buff-registry prices; one new identifier, one revival |
| 4 | Territory | S16, S18, S20, S22, S23, S26, S27 | the spatial identity wave; S22 waits for the Tactics combo pattern |
| 5 | Spectacle and signatures | S24, S29, S30 | animation budget and weapons-program coordination; nothing earlier depends on them |
flowchart TD S28["S28 doctrine decision"] --> S1["S1 avoidance tooltips"] S1 --> S7["S7 Wilhelm teaches"] S6["S6 pin the machine"] --> S8["S8 Leg Sweep spec"] S8 --> S9["S9 honest knockdown"] S6 --> S10["S10 bleed gradient"] S3["S3 range readout"] --> S14["S14 Reach value"] S14 --> S20["S20 the tip"] S14 --> S18["S18 First Spear"] S12["S12 Pull payoff"] --> S21["S21 Momentum"] S21 --> S22["S22 combos"] S15["S15 Haft Guard"] --> S16["S16 Brace"] S17["S17 barbed wound"] --> S29["S29 named spears"] S19["S19 sure cast"] --> S29
| Source | Window | What it grounds |
|---|---|---|
| Live cast telemetry | 30 days ending 2026-08-14 | 8,869,734 skill-use events; per-glyph counts and 7-day trends; distinct-caster estimates from randomized samples; the zero-use weapon runes; the five-player combos |
| Live database census | dump dated 2026-08-14 | 120,337 characters across 116,361 accounts; per-skill learned and level-40 counts with a deliberate-investment experience bar; the specialization funnel; the pairing table |
| Game data and client code | current build | every rune's effects, flags, costs, and expressions; the thirteen specialization terms; the avoidance bitfields; the free-attack family; the ghost identifier |
| Forum record | 13 threads, 2013–2022 | every named ask and its date; the school's rise, teardown, partial redemption, and disappearance from the meta conversation |
| Genre and myth survey | Ultima Online's move vocabulary through Path of Exile 2's parry economy; the four mythic properties and which two the school is missing |
Five defects came out of this page's audit, filed on the tracker alongside it: the shared innate icon (#4520), the specialization-gated tooltip promises on Spinning Attack (#4521), the three unnamed weapon runes and a shipped typo (#4522), the stale range strings on all four weapon archetypes (#4523), and the dead identifiers catalogued for cleanup (#4524). A root-cause note was added to the Halberd of the Sun's hidden drain (#4279). The school reference document was corrected in the same change as this page; card S4 ships Built.
The school has defect-pin coverage today, the undead immunity gate, the rider apply-time rule, the nova geometry rule, the bleed-clear mask, and no school-wide suite. S6 proposes the golden suite; every Tier 2 and Tier 3 card names its pin. The suite runs scoped to its own class, never as a bare full-suite sweep.
The forum record this page stands on is mostly one player's decade: Cryodacry, whose 2017 teardown, 2018 stickied guide, and honest retraction are the school's community history. Named asks are credited on their cards: jammaplaya, Tsumo2, null2, Ent, mass, Katu, Sunswords, Carlin the Druid Archer, Drocis the Devious, Numa, Bowen Bloodgood, Nikko, Toadster, Casey McCormick, Turk Key, FrostII, Boris Mondragon, Trihugger, Daxxe Diggler, Innascual Inch, Sillyfish, Cora Cuz'avich, Kpopgurl, Mugly Wumple, majoria70, Bow Vale, Sara Dreygon, Andrew Silverston, Myth2, redfish, Count Napoli, Curt, Cordelayne, Spoon, Browncoat Jayson, Parson Barr, Black Tortoise, Cinder Sear, Retro, and yobtar. The wiki's editors kept a truer manual than the game shipped, and this page owes its Push debuff line to them.
No account needed. Every proposal above also has its own Discussion box for talking about that one alone; this thread is for the plan as a whole. Comments are plain text, held to basic decency, and may be trimmed.