Overview Dune Lord Greggor is a Legendary Force Defense champion from the Barbarians, built as a buffer, crowd control and turn meter. In battle the kit calls allies into a team attack, strips enemy buffs, brings skills back off cooldown sooner, fills allies' Turn Meters, places [Provoke] and gives allies [Increase ACC], [Increase ATK], [Increase DEF]. As leader: increases allies' DEF in all battles by 30%.
Buffer Crowd control Turn meter
Where Dune Lord Greggor helps Worked out from the kit: each area lists what helps there (from our mode guides), and these are the matches in this champion's skills. Not a hand-made rating - gear, speed and the team matter more.
Skills
7/10 Book value Worth books once it is a core champion. 9 skill books to max every skill; each book upgrades a random skill.
A3 Bestial Yell: cooldown 6 → 4 A2 Earthcleave: cooldown 4 → 3 +40% damage / healing in total across the skills
A1
Desert Ax Attacks 1 enemy. Has a 100% chance of placing a
[Provoke] debuff for 1 turn.
If the
[Provoke] debuff was successfully placed, the ally with the highest C. DMG will team up and join the attack.
Skill books (4) Level 2: Damage +5% Level 3: Damage +5% Level 4: Damage +5% Level 5: Damage +5% A2
Earthcleave Cooldown 4 → 3 with books Attacks all enemies.
Removes all buffs from all enemies, and increases the duration of all ally buffs by 1 turn.
Also places a
[Shield] buff on all allies for 2 turns, proportional to this Champion's DEF.
Skill books (3) Level 2: Damage +10% Level 3: Damage +10% Level 4: Cooldown -1 A3
Bestial Yell Cooldown 6 → 4 with books Skill books (2) Level 2: Cooldown -1 Level 3: Cooldown -1 Passive
Desert Monolith [P] When attacked, has a 50% chance of placing a
[Provoke] debuff on the attacker for 1 turn. Occurs once per hit.
Passive
Desert Monolith [P] Skill 7000004 description
Skill texts, cooldowns and book upgrades are the game's own. "Damage" is the skill's multiplier
(for example 4×ATK = four times this champion's ATK, before the target's DEF) - see
how damage works .
Suggested build A starting point worked out from Dune Lord Greggor's own skills - not a hand-tested build. Each line says why it was picked; your gear and team decide the rest. See what stats each champion needs .
PvE: dungeons, bosses, campaign Arena
Stat priority SPD - A support's value is how often it acts. DEF% - Heals or shields scale from DEF. RES - Shrugs off enemy debuffs. ACC - Optional - only the A1 places [Provoke], so other stats come first.
Gear set combinations Maximum SPD - a support's value is how often it acts.
Gives: SPD +36%
Fast, with HP and a heal every turn.
Gives: SPD +24%, HP +15%, Immortal effect
Sustain in long boss fights.
Gives: SPD +12%, Lifesteal effect
Main stats Weapon ATK Fixed Helmet HP Fixed Shield DEF Fixed Gauntlets DEF% Survivability and the DEF-based skills Chestplate DEF% Survivability Boots SPD Always - turns win fights Ring DEF Flat DEF Amulet DEF Flat DEF Banner RES Resists enemy debuffs
Masteries The key pick in each tier of the two trees - hover or tap a mastery for the game's own
text. How masteries work
Support T1 Steadfast MAX HP. T2 Shieldbearer Stronger [Shield] buffs. T3 Rapid Response Turn meter when its buffs expire. T4 Lore of Steel Stronger set bonuses (Speed...). T5 Lasting Gifts Its buffs can last a turn longer. T6 Timely Intervention Turn meter when an ally drops low. Defense T1 Defiant RES. T2 Blastproof Less AoE damage taken. T3 Resurgent Can shake off a debuff after a big hit. T4 Delay Death Takes less damage from the same enemy over time. T5 Cycle of Revenge Turn meter when allies are crit. T6 Fearsome Presence Better odds for its crowd control.
Blessings Temporal Chains - Speed control for the whole team: slower enemies act less often, which is why it is a staple for support and control champions. Intimidating Presence - A good fit on a leader whose aura is worth boosting; wasted on a champion that is not leading. Commanding Presence - The simpler aura booster for a leader; useless unless the champion is leading the team. How blessings work
Relics Journal of Necrotos - Boosts every heal and every turn-meter fill the wearer gives its allies, so the more of those a kit has, the more it gets. Harp of Kasbiel - Support skills that do no damage still refill a little turn meter, so buffers and healers act more often. Volcardiac Heart - Puts a protective buff on the whole team as the fight opens, which helps most when the first rounds are the dangerous ones. How relics work
Stat priority SPD - A support's value is how often it acts - and acting first in the Arena. DEF% - Heals or shields scale from DEF. RES - Resists enemy crowd control. ACC - Optional - only the A1 places [Provoke], so other stats come first.
Gear set combinations Maximum SPD - a support's value is how often it acts.
Gives: SPD +36%
Fast, with HP and a heal every turn.
Gives: SPD +24%, HP +15%, Immortal effect
SPD and a [Shield] to survive the opening.
Gives: SPD +24%, HP +15%, Divine Speed effect, Immortal effect
Main stats Weapon ATK Fixed Helmet HP Fixed Shield DEF Fixed Gauntlets DEF% Survivability and the DEF-based skills Chestplate DEF% Survivability Boots SPD Always - turns win fights Ring DEF Flat DEF Amulet DEF Flat DEF Banner RES Resists enemy debuffs
Masteries The key pick in each tier of the two trees - hover or tap a mastery for the game's own
text. How masteries work
Support T1 Steadfast MAX HP. T2 Shieldbearer Stronger [Shield] buffs. T3 Rapid Response Turn meter when its buffs expire. T4 Lore of Steel Stronger set bonuses (Speed...). T5 Lasting Gifts Its buffs can last a turn longer. T6 Timely Intervention Turn meter when an ally drops low. Defense T1 Defiant RES. T2 Improved Parry Less damage from crits. T3 Wisdom of Battle Can block debuffs after crowd control ends. T4 Harvest Despair Its crowd control can also place [Leech]. T5 Cycle of Revenge Turn meter when allies are crit. T6 Unshakeable +50 RES.
Blessings Temporal Chains - Speed control for the whole team: slower enemies act less often, which is why it is a staple for support and control champions. Intimidating Presence - A good fit on a leader whose aura is worth boosting; wasted on a champion that is not leading. Commanding Presence - The simpler aura booster for a leader; useless unless the champion is leading the team. How blessings work
Relics Journal of Necrotos - Boosts every heal and every turn-meter fill the wearer gives its allies, so the more of those a kit has, the more it gets. Harp of Kasbiel - Support skills that do no damage still refill a little turn meter, so buffers and healers act more often. Volcardiac Heart - Puts a protective buff on the whole team as the fight opens, which helps most when the first rounds are the dangerous ones. How relics work