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Not to be confused with Guardian, a similarly-named Tank class that is significantly more defense-oriented, utilizing its giant shield to power through attacks and corner opponents.

"He played Defender and committed to it. Others saw him go off and switched to Defender. They are not the same. We salute to you, Zizzagy56."
―Critical Hell



Defender, along with Knight, is one of the free basic Tank-type classes in CRITICAL STRIKE.

Appearance[]

Defender's armor is large and bulky, and its legs are completely covered from the waist down.

Two large gauntlets with rounded knuckles are attached at its both arms, and acted as its weapon.

The gauntlets extend past the shoulder and appear to act as full arm and shoulder padding.

Overview[]

Summary: Well rounded offensive and defensive capabilities, but lacks of walkspeed and wind-up.

Defender excels at both Offense and Defense; boasting strong damage potential, area denial, and a very favorable health pool. Overall, this allows Defender to excel at overpowering enemies and win in close quarters by trading blows with the enemy, winning through a higher HP pool or stronger combo potential. To force this advantageous situation, Defender has movement impairing abilities, in the form of a Slow and Grab.

Unfortunately, Defender suffers from some of the poorest mobility in the game, being tied with Juggernaut, due to the lack of a dash. To add insult to injury, Defender's attacks all have windup and limited range overall, causing Defender to have poor neutral and leaves it weak to being chipped down by classes with more range or other zoning tools.

Strengths[]

  • High damage potential
  • Anti-escape capabilities
  • Very high HP pool
  • Area denial
  • Fairly large attacks

Weaknesses[]

  • Below average mobility, even for Tanks.
  • Limited range
  • All attacks are telegraphed and/or reduce movement speed.
  • Slightly long cooldowns
  • Weak against terrain abuse
  • Very hard to replenish health post-fight.

Movesets[]

Attack Name / Preview Description Status Effects Damage Cooldown
ATK Heavy Gauntlet
DefenderLMB
Punch to deal 12 damage. Has a short wind-up. N/A 12 0.7s
AB1 Rippling Tremor
DefenderQ

After a delay, while being slowed down, create a wave that deals damage and slows players hit for 1s.

The wave's height reduces while traveling.

Slowed (Target) 6 6s
AB2 Grappling Gauntlet
DefenderE

After a slight delay, fire your gauntlet forwards on a chain.

Once a target is struck they get pulled towards you while being inflicted with Stun.

Can grab health cubes, which then reset this ability's cooldown.

Jumping is removed during the ability.

Stunned (Target) 10 6s
CRT Tectonic Toss
DefenderF

After a slight delay, dig up a rock from the ground, gaining 15 Shield HP, dealing 10 neutral damage and knocking nearby players backwards.

During holding the rock, other abilities are disabled and unable to jump.

On recast, knock the rock forwards at your cursor, dealing 10 damage.

N/A 10 7s

Note[]

  • The rock will travel in a fixed-aim but afterwards it will be affected by physics.

Attack Name / Preview Description Status Effects Damage Cooldown
ATK Defender Punch
DefenderLMB
Punch and deal damage. Has a short wind-up. N/A 14 0.5s
AB1 Rocket Bash
DefenderQ Old
On click, charge up. On release, dash forward and punch, dealing knockback and stun based on the Charge. Stunned (Target) 5 - 15 5s
AB2 Brace
DefenderE Old

Gain +6 Defense during 1-second delay.

After the delay, while unable to attack, create an AoE around you that deals 5 damage.

Deals more if you taken damage during the delay.

Stunned (Target) 5 + ?? 6s
CRT Mega Impact
DefenderF Old

After 0.5s delay, punch forward, creating a huge shockwave that deals damage and knock back players hit.

Damage dealt depends on the shockwave's traveled range.

N/A 9 - 15 12s

Tips and Tricks[]

  • When playing this class, a good strategy is to use your environment to your advantage. This is especially useful for forcing ranged classes closer
  • Compared to other tanks, Defender's ATK has a low cooldown and good damage per hit. Alongside the deceptive hitboxes and high HP pool, it's a force not to be underestimated!
  • Defender's ability to stop foes from escaping allows Defender to maintain close combat, despite it's very poor mobility. This can even allow it to out-speed foes.
  • Defender's attacks have good reach, but are predictable. Landing these allow you to get close however, where Defender excels.
    • These moves can also act like combo starters, so don't use them prematurely!
  • Fighting near an HP cube is generally a good idea as a Defender. That way, if you're at red, you can used a well timed AB2 to grab some HP and get back into the game.
  • Play passively when waiting for your cooldowns, it can save you sometimes.
  • Turning your screen while AB2's gauntlet is grappling an enemy allows you to reposition where they will be pulled. This can potentially move them into the void, although this is situational.
    • In Final Strike however, can force them closer to the edge, making their options to get away from your more limited, as they cannot back away.
  • Avoid fighting in extensive hallways. Enemies can constantly back away from your attacks and chip you down easily. It's best to corner your foes at the edges of the map, or near the void. The center of the map is also a viable option on certain maps, such as Valentina Garden.
  • You can add more damage by using left click and CRT at the same time, not only is this hard to see because of the animation and effects. The damage can stack up from the regular 18 damage, to a stunning 42 damage (if you land 2 left clicks while doing the move of course.)
  • When aiming AB1 or AB2, try aiming at where your enemy is going to be instead of where they are at. It makes it more accurate and likely to land.

Combos[]

AB2 > AB1 > CRT

  • Your main combo, use AB2 to pull in foes, then use AB1 to make sure they stay near you and don't run away. After that use CRT to deal damage. Deals 38 damage.
  • Additionally, you can add 2 ATKs during the CRT animation since other moves can be used during CRT. This makes the total damage go up to 62 damage if you land 2 ATKs.

AB1 > AB2 > CRT

  • A variant of the main combo, you can use AB1 to slow down enemies, then grab them using AB2 and finish it off with CRT. Adds up to the same 38 damage. (or 62 using the ATK during CRT trick).
  • If you have high ping, be sure to wait before you use AB2 as the slow effect doesn't instantly take effect.

Skins[]

  • Valentine: 100 Charming Tokens
    • WIP

Gallery[]

Trivia[]

  • In April Fools 2023, Defender was reverted to pre-rework.
  • Defender's name was Heavy during CS2 through early CS3, and was changed because heavy isn't a real name and Knight already had that design.
  • Apparently there's an OP combo that deals a lot of damage with Snowman (someone confirm this. -YoGotBadDabbed)
    • Confirmed, if you have a Snowman buddy with you, you can use Defender's AB1 for slowness, stack a Snowy x5 with snowman, attack the snail-paced enemy with Defender's CRT, then finish it off with a fat 30 damage from adding in a Snowman's AB2 and CRT. This combo makes someone so slow a slow Juggernaut could outrun them.
  • Defender's ATK is deceptively long, and has active damage frames for a long period of time compared to other ATKs.
  • Senthe, a charcter from the roblox game, Encounters, may have taken inspiration from Defender, they both use gauntlets, have a similar moveset, and both perform better in CQC, although this is most likely coincidence.
  • If two Defenders happen to land their AB2 on each other, the game will freak out and send both of the Defenders into the void different from the ones in-game, killing both Defenders in the process.
  • In CS2 and early CS3, Defender wields Greatsword and Shield.
  • Defender is seperated from a class called Heavy which is exact same, but has most health (1500/150) out of all classes in CS2.
  • Defender's AB2 ability is based on Blitz crank from League of Legends, as they can both pull in enemies.
    • Defender's old AB1 ability is currently in Charger's ATK ability.

Update History[]

  • v5.8.0
    • Blank Image AB1's damage is reduced from 8 to 6.
    • NeutralChange AB2 damage is decreased from 12 to 10, can jump during ability delay.
    • Regen CRT's damage is changed from 6/6/6 to 6/6/8, making the total damage increased from 18 to 20.
  • v5.8.2 - v5.8.5:
    • Blank Image AB2 no longer grabs health cubes.
  • v5.8.6:
    • Blank Image HP is reduced from 150 to 125.
    • Blank Image AB2's cooldown is increased from 5s to 6s.
  • v5.8.7:
    • Blank Image CRT's total damage is reverted to early access of v5.8.0, which is 18. CRT's damage is also changed from 6/6/8 to 5/6/7.
  • v5.9.1:
    • Blank Image AB2's jumping is disabled.
    • Blank Image AB1's Slow's duration is reduced from 3s to 2.5s.
    • Blank Image AB1's cooldown is increased from 5s to 6s.
    • Regen AB2 now grabs health cubes.
  • v5.9.3:
    • NeutralChange ATK: Sound delay removed.
    • Blank Image ATK: ATK hitboxes disabled while other abilities are winding up.
    • Blank Image ATK: Hitbox width reduced by 15%.
    • Blank Image AB1: Now only hits with the wave visual.
    • Blank Image AB1: Wave height reduces the further the wave travels.
    • Blank Image AB1: Wave width reduced by 10%.
    • Blank Image AB1: Slowness duration reduced. (1.5s -> 1s)
    • NeutralChange CRT Reworked.
  • v5.9.5:
    • Regen Speed: Walkspeed increased. (25 -> 30) - The game displayed their speed as 30 despite being 25
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