classes

Ocean Classes

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    Six classes cover Ocean's core roles: defensive tank, crowd control, aquatic DPS, executioner, healer, and mobility.

    #NameWeaponKey Ability
    1DefenderWooden tools + chain chestplateGuardian's Warp + Conduit HP scaling
    2ImmobilizerSingle-target stun + AoE slow
    3NeptuneStone sword + tridentGround Freeze + Tidebringer
    4SirenExecute + life drain
    5HealerBlood bagTeam heal + cleanse
    6TransporterWooden tools + Nether QuartzLinked portals

    Ocean's lifeline block is the Conduit.


    Defender

    Spawns with a set of wooden tools, a chain chestplate, a lime dye named Guardian's Warp, and a prismarine shard named Alert Item.

    Conduit Regen

    While within 50 blocks of the friendly Conduit, the Defender has Regeneration I.

    Conduit HP Scaling

    The Defender's bonus max HP scales with missing Conduit HP:

    bonusHearts = floor( (200 - conduitHP) / 20 )     // capped at +10 hearts (+20 HP)
    • At full Conduit (200 HP) → no bonus.
    • At half Conduit (100 HP) → +5 hearts.
    • At 0 Conduit (the "next death is final" threshold) → +10 hearts.
    • Only applies while within the 50-block Conduit radius.

    Because the Conduit only loses HP (never repairs), the Defender's max HP is monotonically non-decreasing during a match — a pure Ocean comeback mechanic.

    Guardian's Warp

    Right-click the lime dye to teleport to a safe point near the Conduit. 20-second cooldown.

    Alert Item

    Right-click the prismarine shard to place it at your feet.

    • Plays an alert sound to all Ocean teammates if an enemy picks it up.
    • An enemy holding an item in their off-hand or main hand cannot pick it up.

    Immobilizer

    Spawns with no unique weapon — standard starter kit only.

    Right-Click: Single-Target Stun

    Point at an enemy within 5 blocks and right-click.

    • Both the Immobilizer and the target get Slowness XI + negative Jump Boost (full movement lock) for 2–5 seconds, scaled with the target's armor.
    • Target additionally gets Mining Fatigue II + Absorption II for the same duration.
    • During the stun, both players can drink potions, throw potions, or eat food.
    • The target cannot be re-immobilized for 15 seconds after release.

    Left-Click: AoE Slow

    Left-click to apply Slowness III for 5 seconds to all enemies within 5 blocks.

    Cooldown

    30 seconds per use (shared between right-click and left-click).

    Right-click stun can only be triggered during a PVP window. Outside PVP the cooldown does not start, and the ability simply fails with a "Not in combat phase" message. (The stun is a hostile effect; firing it in peace has no meaningful target.)


    Neptune

    Spawns with a stone sword, basic tools, a block of ice called Ground Freeze, a trident called Tidebringer, and 10 lily pads.

    Aquatic Passive

    Cannot take drowning damage in water.

    Ground Freeze

    Right-click the ice block to toggle.

    • While toggled on, walking over water or lava freezes it up to 8 blocks ahead (11×7 area), or up to 6 blocks diagonally.
    • Does not trigger while the player is submerged — must be walking above the surface.
    • Ground Freeze is compatible with Cold Season: Neptune's active freeze overrides in-biome heat sources, so the player can still cut paths through friendly water near a heat-touched furnace.

    Tidebringer

    Right-click to toggle between two trident modes.

    Riptide — Launches the player through the air while in water or during rain. 20-second cooldown.

    Curse of the Sea — Thrown at an enemy: on hit, inflicts drowning damage over 8 seconds (ignored if the target is already underwater). Returns on hit or miss. 20-second cooldown.

    Curse of the Sea damage is PVP-gated; an out-of-combat hit registers the return animation but deals no damage over time.


    Siren

    Spawns with a red dye as the cooldown indicator and standard starter tools.

    See Enemy Health

    At all times, the Siren sees each enemy player's current HP as a hearts bar above their head.

    Drain (Right-Click)

    Right-click an enemy within line of sight.

    • If the target is at 30% HP or less, they die instantly and the remaining HP is transferred to the Siren as healing.
    • If the target is above 30% HP, the Siren takes the shortfall as true damage (armor and resistance ignored).
    • The 30% threshold is relative to the target's current max HP, not the vanilla 20 HP bar — e.g., a Mountain Berserker at 40 HP max triggers the execute at 12 HP or lower.
    • Requires line of sight.
    • 60-second cooldown. The red dye's durability bar shows time remaining.

    Drain can only fire during a PVP window. Outside PVP, right-click does nothing and the cooldown is not consumed.


    Healer

    Spawns with a blood bag and the ability to see teammates' health bars.

    Right-Click: Team Regen

    • Grants Regeneration III for 3 seconds to up to 3 of the lowest-HP allies within 6 blocks.
    • Other Healers in range only receive 1.5 seconds of Regeneration III from this use.
    • 15-second cooldown.

    Left-Click: Focused Heal

    • Heals one targeted teammate for 15 HP (7.5 hearts).
    • Cleanses all negative potion effects from both the Healer and the target.
    • 45-second cooldown.

    Healer XP

    Healing another player awards the Healer 2 XP per player healed.

    Healer abilities are friendly-only and fully usable during peacetime (e.g., topping off teammates after mob encounters or cold-water damage).


    Transporter

    Spawns with wooden tools and a piece of Nether Quartz used to create portal pairs.

    Creating a Portal

    Right-click the Nether Quartz on a block to convert it to nether quartz ore — this is the first portal block. Right-click a second block to create its pair; both begin emitting white smoke.

    • Only one portal pair can be active at a time.
    • Cannot place underwater.
    • Cannot place if there's a block within 2 blocks directly above the portal block.
    • Portals cannot be placed inside any Protected Area.

    Using a Portal

    • Sneak over a portal block to travel to its partner.
    • 2-second cooldown per portal (on the block, not the player).
    • Enemies cannot use the portal.
    • Every time you or a teammate travels through your portal, you gain 1 XP.

    Breaking a Portal

    • Right-click the Quartz on an existing portal block to dismantle it.
    • Create a new first portal to replace an existing pair.
    • Mine one of the portal blocks.
    • Enemies can break portals (teammates cannot).
    • When a portal is broken by an enemy, you are alerted in chat and by an audio cue.
    • If a regenerating ore deposit (see Deposits) would spawn blocks overlapping a portal, the portal is instantly destroyed.

    Persistence and Death

    • A completed portal pair lasts forever — dying does not break it.
    • However, if only one side has been placed and the Transporter dies before placing the second, the unpaired block is destroyed on death.

    Naming

    • Run /portal <name> to name the portal. The name shows as a hologram above the block and when standing on it.

    The kit is traversal/utility; portals can be laid during peace for Cold Season preparation.