Understand Intrepid Stand
Useful when…
- Add personal Overguard while Final Stand javelins damage enemies.
- Provide nearby allies with Overguard from successful javelin hits.
What does Intrepid Stand grant?
Each Final Stand javelin that damages an enemy grants Overguard. At rank 0, Styanax gains 30 and allies within Affinity Range gain 15 per damaging javelin. At rank 3, those amounts are 60 and 30 respectively.
When is the team effect useful?
The augment links protection to Final Stand’s javelins actually damaging enemies. Allies benefit only while within Affinity Range, so distance matters for the team portion. Consider it when you want successful Final Stand hits to contribute Overguard as well as the ability’s attack.
Rank, slot, and investment
Intrepid Stand is a three-rank Styanax augment with Zenurik polarity and base drain 6 in a standard slot. The per-javelin Overguard values increase from 30/15 at rank 0 to 50/25 at rank 2 and 60/30 at rank 3, for Styanax/allies respectively. The listed fusion steps rise from 30 to 60 to 120 Endo, alongside increasing credits.
How does it compare with other Styanax augments?
Axios Javelineers adds Styanax Specters that throw javelins and create impact vortexes; Tharros Lethality increases Critical Damage on enemies hit by Tharros Strike, with a doubled bonus for Spearguns. Those focus on additional javelin control or a Critical Damage effect rather than Intrepid Stand’s Overguard per Final Stand javelin hit.
Limitations and tradeoffs
- Uses a standard mod slot for a Final Stand-specific defensive effect.
- Ally Overguard depends on damaging hits and allies being within Affinity Range.
- Higher ranks cost more fusion resources.
Common mistakes to avoid
- Expecting Overguard from javelins that do not damage an enemy.
- Assuming allies outside Affinity Range receive the listed Overguard.
- Confusing this defensive augment with Styanax augments for vortexes or Critical Damage.






