DEFEND / CHARGE
Forsworn
Forsworn lets defending contribute to the next Ultimate
PREVIEW · Official Steam listing · Not played · Sources checked Oct 9, 2026. Our method.

Forsworn gives defending a contribution beyond the immediate threat. The official description says every move earns Ultimate Charge, explicitly including attacks, spells and defense. Choosing to defend therefore still participates in building toward a hero’s Ultimate.
That is useful information when comparing actions. Defense can be assessed for what it does now and for its stated contribution to a future ability. It does not have to be described as an empty turn while the party waits to attack again. Each hero has a distinct Ultimate, so the eventual use of that charge belongs to the hero as well as the party’s current situation.
The missing amounts matter. Nothing here establishes that defending earns as much charge as attacking, that charge survives between encounters or that repeatedly defending is a winning strategy. Those rules would determine whether a particular defensive turn brings a meaningful timing advantage. The description supports a contribution, not an exploit.
Forsworn also advertises simultaneous turns in co-op, giving friends a shared phase in which to consider their actions. Whether playing alone or with others, the specific attraction to inspect is the same: when defense is the sensible immediate choice, how does its charge change what the party can do next?
Sources & context
The official description explicitly includes defending in Ultimate Charge generation. It does not specify equal charge amounts, thresholds, carryover or whether repeat defending is viable. Simultaneous co-op turns are a separate advertised rule, not evidence of measured pace.
- Official Steam description Checked Oct 9, 2026
One mechanic, the decision it creates, and a little dry humor.

