“The soldier’s mission is to defend his country”
Overview
Coleman
Chariot
Minutemen
Rare
Tank
Debuffer
1: Primary tank slot. Coleman needs to absorb damage to fill his focus bar for Charge, which targets a random backrow enemy. Pos 1 fills focus fastest and keeps him in his intended role.
2: Secondary tank slot. Slightly slower focus fill but still absorbs enough damage to function. Preferred when a stronger tank takes pos 1 in mixed lineups.
3: Emergency off-tank placement. Coleman’s 894 AGI makes him relatively evasive, but pos 3 wastes his tanking potential and delays his focus skill significantly.
Coleman is a Rare Minutemen tank who charges into the enemy backrow with a single powerful hit and applies a panic debuff that reduces the target’s DMG Bonus by 35%. His Dashing Chariot passive provides small WPN DMG and DMG Mitigation bonuses. He is a serviceable early-game tank for Minutemen lineups but lacks the scaling to remain viable past S2.
Pros & Cons
- Charge targets a random backrow enemy — one of the few Rare tanks that threatens enemy carries directly.
- Terror Chariot panic debuff reduces target DMG Bonus by 35% for 1 round, effectively neutering an enemy carry’s burst turn.
- Dashing Chariot passive provides +4% WPN DMG and +4% DMG Mitigation with no activation cost.
- Chariot’s Crush grants +40 Destructive Might, useful for rally and siege content.
- High AGI (894) provides natural evasion and reduces targeting from AGI-based attacks.
- Only 447 VIT — very low HP pool for a tank, making him fragile against sustained damage.
- Charge hits only 1 enemy; no AOE threat or crowd control beyond the single panic debuff.
- Panic debuff lasts only 1 round, providing minimal disruption in longer fights.
- No self-heal or shield skill; relies entirely on gear and supports for survivability.
- Completely outclassed by Epic Minutemen tanks in S3+.
Skills
Deals 135/152/170/188/225% WPN DMG to 1 random back-row enemy.
+2/2.4/2.8/3.2/4% WPN DMG Bonus and +2/2.4/2.8/3.2/4% DMG Mitigation for this Hero.
Lineup Destructive Might +20/24/28/32/40/
The target hit by the skill "Charge" will be panicked, with its DMG Bonus -18/21/25/28/35% for 1 round.
Gear
Castle is the default choice for Coleman because the block proc directly compensates for his low HP pool. Tough Wall is stronger in prolonged fights but requires Coleman to survive enough hits to stack DEF. Heal is best when a dedicated support hero is present in the lineup.
+24% DEF base and +18% DEF per hit stacking 5 times. Strong for prolonged fights where Coleman survives long enough to build stacks. Best when facing multi-hit enemies.
#1 Best+10% HP and +45% Healing/Shield effect. Amplifies any healing Coleman receives from supports or APC parts. Useful when paired with a healer in the lineup.
#2+8% DMG Mitigation and 40% chance to block 60% of incoming damage. Castle is the best tank set for Coleman because it directly addresses his low VIT with damage reduction.
#3Every substat should prioritize survivability. Coleman’s damage contribution is minimal compared to his tanking role. Stack HP%, VIT, DEF, and DMG Mitigation across all slots. Do not invest in STR, DMG Bonus, or Crit Rate — those substats are wasted on a Rare tank.
HP%, VIT, DMG Mitigation
HP% and VIT directly increase Coleman’s survivability. DMG Mitigation reduces all incoming damage. Avoid offensive substats — Coleman’s primary job is to tank, not deal damage.
HP%, VIT, AGI
HP% and VIT stack more raw durability. AGI leverages Coleman’s naturally high AGI (894) to further reduce targeting priority and improve evasion.
DEF, VIT, DMG Mitigation
Pure defense substats. Body armor is Coleman’s main source of DEF, and stacking it here compounds with Castle and Tough Wall set bonuses.
HP%, VIT, Skill Effect Enhancement
HP% and VIT for raw survivability. Skill Effect Enhancement increases the panic debuff effectiveness and Charge damage, though Coleman’s primary value is tanking.
Recommended lineups
Archetype tags describe playstyle. Each card shows recommended gear (helmet icons), APC parts, and War Beast. Open APC · View details for part skills and calculator link.
Primary tank. Charge hits a random backrow enemy and applies panic (-35% DMG Bonus) to disrupt the enemy carry. Castle block chance keeps Coleman alive despite low VIT.
Secondary tank. Provides Minutemen DMG buff to the lineup, increasing overall team damage output. Double-tank front ensures backrow heroes survive.
Backrow sniper. Targets enemy backrow heroes directly, bypassing their tanks. High single-target damage finishes enemies softened by Coleman’s Charge.
INT-based AOE damage dealer. Diversifies the lineup’s damage type to counter enemies stacking WPN DMG Mitigation. Adds Minutemen faction count.
Supplementary support. Provides healing or shield effects to keep the double-tank frontline sustained. Fifth Minutemen hero for the +20% ATK/HP faction bonus.
A budget Minutemen lineup for early seasons. Coleman and Benson form a double-tank frontline with Minutemen faction synergy. Rebecca snipes the backrow, Chihiro adds INT-based damage, and Alisa provides supplementary support. The lineup relies on outlasting enemies through raw durability rather than burst damage.
Synergies
Benson provides a Minutemen faction DMG buff that increases the entire lineup’s damage output. Combined with Coleman’s tanking, the pair forms a durable frontline that also amplifies backrow carry damage.
Coleman’s Charge targets a random backrow enemy and applies panic. Rebecca’s sniper skill also targets the backrow. Together they pressure enemy carries from two angles, potentially eliminating a key DPS hero before it can act.
Ultimate weapons
No ultimate weapon data.
Counters
- Kelly (Hard Counter) — Kelly’s backrow-targeting sniper skills bypass Coleman entirely, killing his carries while he tanks uselessly. Coleman has no way to protect backrow allies from targeted attacks.
- Casino (Soft Counter) — Casino’s focus drain delays Coleman’s Charge, preventing the panic debuff from landing early. Without his focus skill, Coleman is just a low-HP body with no utility.
- Slow DPS lineups (Situational Counter) — Coleman’s panic debuff (-35% DMG Bonus for 1 round) is most effective against lineups with a single slow carry. If Charge hits that carry before it acts, the entire enemy burst turn is neutered.
Rating
C Tier. Coleman is a functional but unremarkable Rare tank. His Charge skill deals decent single-target damage to the backrow, and the panic debuff (-35% DMG Bonus) is genuinely useful, but his overall stats and kit are too shallow to compete with Epic tanks. He is a placeholder until better Minutemen tanks become available.
Videos
Official: (none in data)
Unofficial:
Skins
None
Trivia
None


