Armor and Defensive Tool Notes¶
Armor and defensive tools should be evaluated by what they provide to the zerg, not only by personal survival.
Broad tool families¶
| Tool family | General value |
|---|---|
| Defensive armor | reduces burst, protects clumps, or buys time |
| Utility armor | purge, aura, resistance, displacement, or control value |
| Helmets | cleanse, immunity, vision, utility, survival, or setup |
| Boots | movement, rotations, angle access, disengage, or tempo |
| Capes | defensive, offensive, or utility support |
| Food/potions | cooldown, cast speed, sustain, resistance, or burst setup |
How these tools create value¶
Utility helmets vs selfish immunity habits¶
Immunity helmets can become a crutch when players rely on individual survival instead of team positioning, support systems, and role discipline.
Framing:
- do not teach players to ignore personal survival
- do teach players that high-level value often comes from utility that helps the zerg
- explain why team systems reduce the need for panic/selfish defensive habits
Jacket of Tenacity¶
Jacket of Tenacity users should understand target selection and resistance/damage interactions rather than pressing it randomly.
Verify current item behavior before making exact mechanic claims.
Knight Armor / Royal Armor-style public framing¶
Knight Armor / Royal Armor examples belong to applied-package build logic. Keep them as package information, not universal tank doctrine.
Boots / caller mobility¶
Caller mobility examples teach a general principle: mobility, vision, rotations, and angles can sometimes matter more than raw cooldown or personal survivability. Exact build choices belong in applied package pages.
Framing¶
Do not teach players to pick only selfish survival if that removes group value. Also do not remove survivability from roles that must survive to function.