The Brute has the biggest health pool in the game and the worst defensive kit: a single protective spell, no invisibility, no way to escape. They do not need one. They close the distance, break their opponent’s legs, and count on the match being decided before they fall.
In short
Role — the Brute is the melee area class of Solwaris: the biggest health pool in the game, and a single protective spell.
Stats — the Brute has 980 health, 12 AP and 6 MP, with 45% resistance to MP steal but only 20% on AP.
Passive — their Rage gives them +4% damage dealt per 10% slice of health lost, that is +36% at best; it never reduces the damage taken.
Closing — Charge costs 4 AP, reaches 7 tiles in a straight line, has no cooldown, and brings the Brute into contact before hitting for 23 to 34.
Control — Quake (3 AP), Stomp (4 AP and 1 MP) and Roar (4 AP) strip MP from your opponent and pull them towards the point you picked.
Weakness — Stoneskin — 45% resistance until the next turn, 3-turn cooldown — is their only protection.
980health
12action points
6movement points
20%resistance to AP steal
45%resistance to MP steal
The passive: Rage
Rage
The more hurt you are, the harder you hit: +4% damage dealt per 10% slice of health lost, that is +36% at best. Rage never reduces the damage you take.
At half health the Brute hits 20% harder; at 200 health left, 28%. The bonus rises in steps, a whole 10% slice of lost HP at a time, and caps at +36%. It is the only passive in the game that rewards having been hit, and it completely changes how you read the health bar: a Brute at 300 HP is not a Brute about to die, it is a Brute hitting 24% harder.
Watch the missing half: Rage is offensive only. It makes up for nothing, it speeds up the race. A Brute that commits too early dies with its best bonus active.
The Brute’s eight spells
Mace smash
4 AP · range 1 · 1 cast per turn · no cooldown
31 to 44 damage on an adjacent enemy, and the target loses 12% resistance for 2 turns: everything that hits it afterwards hurts more. The effect does not stack — a second hit only refreshes the duration. So it is an opening spell, not a spell to repeat.
Charge
4 AP · range 2 to 7 · in a straight line · 1 cast per turn · no cooldown
You rush in a straight line to the tile next to the enemy, then hit them for 23 to 34. The path has to be completely clear. Seven tiles without spending a single MP, and no cooldown: it is the best closing tool in the game, and the spell your whole placement is built around.
Quake
3 AP · range 1 to 4 · cross of 2 tiles · 2-turn cooldown
17 to 24 damage to everything inside a cross of 2 tiles around the target point, then pulls each target 2 tiles towards the centre. The damage is low; the pull is not. Aim at the tile where you want your opponent to end up, not the one they are on.
Roar
4 AP · range 1 to 5 · 2-turn cooldown
17 to 24 damage that you get back entirely as health, and the target loses 2 to 4 MP during its next 2 turns (it can partly resist). A maintenance spell: it heals you, it slows them, and it reaches 5 tiles — so it works even on the turn you could not close.
Pit
4 AP · range 1 to 6 · free tile · 2-turn cooldown
Places a trap your opponent cannot see. It goes off as soon as someone comes within 2 tiles: 22 to 34 damage and 2 to 4 MP less for 2 turns. It lasts 8 turns and you set it off too. Its 2-tile area makes it the widest trap in the game: placed in a corridor, it is almost impossible to avoid.
Stomp
4 AP + 1 MP · around you, 2 tiles · 2-turn cooldown
30 to 42 damage to everything 2 tiles or less from you, and each target loses 1 to 2 MP on its next turn. The only spell in the class that also costs a movement point: count it in your movement, not just in your AP.
Intimidate
3 AP · range 1 to 3 · 2-turn cooldown
No damage: pulls the target one tile towards you, and it deals 20% less damage during its next 2 turns. Three AP to cut a fifth off two turns of enemy attack is the best deal in the class — and the tile you gain is often enough to put your opponent inside Stomp’s area.
Stoneskin
3 AP · self · 3-turn cooldown
45% damage resistance until your next turn. Your only protection, and it lasts a single opponent’s turn: do not cast it as a precaution, cast it on the turn you have just closed in on someone who still has all their AP.
Three combos
Full close (12 AP, 1 MP)
Charge (4 AP): you arrive adjacent, up to 7 tiles away, without touching your MP.
Mace smash (4 AP): the damage, and above all the 12% resistance less for 2 turns.
Stomp (4 AP and 1 MP): it already hits a weakened target, and strips more MP still.
All your AP go into it and you have 5 MP left. That is deliberate: keep them to end the turn on the right side of your opponent, out of the line of fire of any retreat.
Setup turn at range (11 AP)
Roar (4 AP) at 5 tiles: you heal and they lose 2 to 4 MP for 2 turns.
Pit (4 AP) placed behind them, on the tile they would back onto.
Intimidate (3 AP): they move one tile towards you and will hit 20% softer.
No big damage this turn, and that is exactly the point: your opponent starts theirs with less MP, less damage, and a single direction to flee in — the one where the Pit is waiting.
Locking down a tile (9 AP)
Stoneskin (3 AP) before the exchange, not after.
Quake (3 AP) centred on the tile where you want them: they are pulled 2 tiles towards that point.
Mace smash (4 AP) if they have reached contact.
Quake is the only Brute spell that moves the enemy towards a chosen point rather than towards themselves. Centred on a Pit already placed, it does the work on its own.
Their weaknesses
What beats a Brute
AP steal. With 20% resistance, this is the most vulnerable class in the game on that front. The Clockmaker’s Hourglass costs them whole turns: a Brute on 9 AP can no longer chain Charge and Mace smash.
The straight line. Charge needs a completely clear path, in line. An opponent who stays behind a corner forces you to walk — and walking means arriving with 4 MP less and no damage.
Traps and charges. You always advance towards the same tile, predictably, and you have no way to jump over. The Shade and the Artificer charge you for every approach.
A single protection. Stoneskin covers one opponent’s turn in three. The other two, you take it all.
Who you face, and how
Against the Arcanist, the Brute is the favourite if they close early: their 980 health absorbs two turns at range, and once in contact the enemy’s Focus pays nothing any more. Against the Shade, the problem is not hitting them but following them — keep Roar to punish them the moment they reappear 5 tiles away.
Against the Warrior, you hit harder but they last longer: Mace smash, which lowers their resistance, is worth more than usual. Against the Clockmaker and the Artificer, never stay lined up with what they have placed, and accept spending a turn destroying an Automaton or a charge rather than chasing the hero.
Frequently asked questions
How do you play the Brute in Solwaris?
The Brute is played by closing the distance as early as possible with Charge: 4 AP, 7 tiles in a straight line, no cooldown. Once in contact they chain Mace smash, which strips 12% resistance from the target for 2 turns, then Stomp. Their 980 health lets them absorb the two turns of approach that the other classes do not survive.
How much HP does the Brute have?
The Brute has 980 health, the biggest pool in the game, with 12 action points and 6 movement points. Their Rage turns every point lost into damage: +4% per 10% slice of missing health, up to +36%. A Brute at half health therefore hits 20% harder.
How does the Brute’s Rage work?
Rage gives +4% damage dealt per 10% slice of health lost, that is +36% at most. It is purely offensive: it never reduces the damage taken and heals nothing. It is the only passive in the game that rewards having been hit.
What is the Brute’s weakness?
AP steal: with 20% resistance, this is the most vulnerable class in the game on that front, and the Clockmaker’s Hourglass costs them whole turns. Their Charge also needs a completely clear path in a straight line, which an opponent who plays the angles denies them. And Stoneskin only covers one opponent’s turn in three.
Is the Brute a good class to start with?
Yes, it is the most forgiving class for learning Solwaris. Its 980 health forgives placement mistakes, and its eight spells do exactly what they say, with no chain to keep alive and no hidden resource to count.
The Brute forgives beginner mistakes better than any other class: it is the best one for learning the game.