Hero guide ·
Sorkhi, Zenka & Mauka: Which Defender Fits You?
Three heroes guard the last village, and they are genuinely different games. Same waves, same bosses, three completely different answers. Here's who they are, who they're for, and how to grow whichever one you choose.
SORKHI — the Melee Defender
The red-haired blade of the last village. Sorkhi is the classic action hero: sword and shield, up close, in the swarm's face. His kit rewards rhythm — slash, block, roll, repeat — and his screen-clearing Blade Storm is the payoff for wading into danger. He's the recommended first hero for a reason: everything the game wants to teach you (spacing, block timing, dodge discipline) is loudest when you're in melee range.
Choose Sorkhi if: you like being where the fight is thickest and winning through timing. His hardest test: Vexara, whose dives punish heroes who plant their feet — she will force your dodge game to grow up.
ZENKA — the Ranged Battle Mage
Magic at a distance, discipline up close. Zenka trades Sorkhi's armor-and-shield brawling for range: she punishes enemies before they arrive, controls the roads into the village, and turns open ground into a killing field. Her game is positioning — a Zenka who keeps space is untouchable; a Zenka who gets cornered learns why the range existed. Kiting (fire, step back, fire) is her native rhythm.
Choose Zenka if: you think in angles and distances, and you'd rather prevent damage than block it. Her hardest test: Kra'thor, whose burrow ambushes ignore your beautiful spacing by attacking from directly underneath it.
MAUKA — the Unlockable Earth Hammer
The earthshaking heavy. Mauka locks until you've banked 3,000 coins — and he's the reason your "failed" runs were never failures. He plays like his hammer looks: slower, heavier, and devastating, trading Sorkhi's agility for raw impact and presence. Where Sorkhi surgically manages a crowd, Mauka simply disagrees with its existence.
Choose Mauka if: you want every hit to matter and you're patient enough to swing on his timeline, not the swarm's. Unlock priority: if he calls to you, make the 3,000-coin fund your first savings goal — the earning runs will level your first hero along the way, so nothing is wasted. And keep an eye on the Updates page: three named hammers — the Wind Maul, the Thunder Hammer, and the Worldbreaker — are on his roadmap.
Training to 30: where progress actually comes from
Every hero trains to level 30 on the coins you bank, and levels persist forever — this is the spine of the whole game. Two philosophies both work: specialists pour everything into one hero and hit the level ceiling fast, making mid-tier waves comfortable sooner; collectors spread coins across the roster and always have the right tool for the boss in front of them. Beginners are usually happiest specializing in their first hero to at least the point where waves one through nine feel routine, then diversifying.
Forge before you fight
Coins also feed elemental weapon forging — and a forged weapon is frequently the difference between a wall and a doorway, especially in the later tiers where enemies stop being polite. If you're stuck on a boss, check the forge before you blame your reflexes: the guide you may actually need is a better blade.
The honest comparison
Sorkhi teaches you the game. Zenka rewards mastering its geometry. Mauka is the trophy that turns your persistence into power. There is no wrong pick — your progress is shared through the same coin bank, your saves persist automatically, and your Rescue Code carries the whole roster to any device. The only real mistake is not getting into the fight.