Docs  /  Gameplay  /  Leader

Leader

Each player commands a single hero unit — the Leader. The Leader is the only piece under direct moment-to-moment control, free of the path/flow system. They aren't the main attacker; they're the swing piece that buffs the army, taxes enemy logistics, and turns flashpoint fights.

Spawn

Movement & Control

Buff Aura

All friendly units within 2 tiles of the leader receive buffs. The aura affects every unit type — but the buff content is tailored per type so the leader genuinely supports whatever's nearby, not just the army:

Unit typeBuff flavor
ArmyCombat — attack and/or HP boost
DefenderDefensive — HP / attack / regen-contribution boost
GatherUtility — carry capacity or move speed
EngineerWork efficiency — ~1.5× engineer-time multiplier; accelerates projects on tiles within aura
ScoutVision range / move speed

Specific values per leader kit at M16. Implementation: aura is a TInstancedStruct<FAxonAuraSpec> carrying a per-unit-type buff map so per-leader kits can emphasize different unit types.

Leveling

The leader gains XP from:

At an XP threshold the leader must return to the home base to apply the level-up. Positional commitment — you can't level up in the field.

Training tiles no longer give the leader XP. Training is now a special tile type whose default rule is Upgrade — it upgrades transiting units of the configured type. The leader-XP-via-training mechanic was retired in the Phase 1 redesign.

Vulnerability Matrix

A leader is near-immortal in friendly and generic territory but vulnerable at flashpoints. Leaders being mutually vulnerable everywhere creates a cross-map hunting meta.

Tile being occupied by leaderLeader takes damage?
Owned tile (any rule, any type)No
Generic neutral tileNo
Special neutral tile (Trap, etc.)Yes
Generic enemy tileNo (passes safely)
Special enemy tile / enemy baseYes
Any tile with enemy leader presentYes — leaders can hit each other anywhere on the map

Leader as Supply-Line Tax

A leader parked on a passthrough tile of an enemy path damages transiting enemy units, but per-type pass-through rules apply:

A hero tax on enemy logistics is still a strong harassment role that doesn't require a full army diversion — and against enemy scouts, a tile-camping leader is an absolute scout-killer.

Combat Presence

Death and Respawn

The leader is a high-stakes investment; losing it stalls expansion and tempo. The escalator means second and third deaths cost increasingly more match time, so leader preservation matters more as a match drags on.

Required Claim Role

The leader's presence is a major bonus to claiming enemy or special tiles, but is not strictly required. Units alone can grind through, slower and more costly. On generic tiles, the leader provides no claim bonus.

Roster

The full launch roster is 12 leaders with distinct ability kits and identities. The MVP ships 3 leaders; the remaining 9 land across Phase 3.

Read next: Economy for what fuels leader unlocks and ability costs, or Match Flow for how the leader fits into the T=0 → win-condition arc.