Leader auraIncreases allies' HP in all battles by 35%
Overview
Gharol Bloodmaul is a Mythical Spirit HP champion from the Orcs, built as a debuffer, buffer and healer. In battle the kit strips enemy buffs, lengthens enemy cooldowns, removes debuffs from allies, heals allies, places [Provoke] and gives allies [Ally Protection], [Increase ATK], [Increase C.DMG]. As leader: increases allies' HP in all battles by 35%.
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.
Worth books once it is a core champion. 10 skill books to max every skill; each book upgrades a random skill.
A3 Bonded by Blood: cooldown 5 → 3
+70% damage / healing in total across the skills
Form 1 (Spirit)
A1
Foecrusher
Attacks 1 enemy. Before attacking, removes all buffs from the target.
Increases the cooldown of a random skill on the target by 2 turns, even if this attack lands as a weak hit.
Damage 0.28×HP + 1×ATK
Skill books (2)
Level 2: Damage +10%
Level 3: Ignore RES +20%
A2
Hammerquake
Cooldown 4
Attacks all enemies. Places a [Provoke] debuff on all enemies for 1 turn. This debuff will ignore [Block Debuffs] buff and can be placed even if this attack lands as a weak hit.
Removes all debuffs from all allies and places a 50% [Ally Protection] buff on all allies except this Champion for 2 turns.
Also places a [Shield] buff on all allies equal to 30% of this Champion's MAX HP for 2 turns. Increases the value of the [Shield] by an additional 3% of this Champion's MAX HP per each debuff removed by this skill.
Skill books (2)
Level 2: Cooldown -1
Level 3: Cooldown -1
A4
Metamorph
Cooldown 4
Transforms this Champion into their Alternate Form. Then grants an Extra Turn.
Passive
Kill or Cure [P]
When attacked, decreases the duration of all buffs on the attacker by 1 turn. Occurs once per hit.
Also heals all allies except this Champion by 50% of the damage taken, and heals this Champion by 25% of the damage taken, whenever this Champion is hit. Occurs once per hit.
Form 2 (Spirit)
A1
Magma Slam
Attacks all enemies. Has a 25% chance of repeating the attack. Will ignore [Block Damage] buffs.
Damage 2.7×ATK + 0.12×HP
Skill books (2)
Level 2: Damage +10%
Level 3: Damage +10%
A2
Calamitous Maul
Cooldown 3
Attacks all enemies. Damage of this skill increases by 10% for each buff on this Champion and on the target.
Will ignore 30% of the target's DEF. Will ignore 50% of the target's DEF instead if this Champion has more buffs than the target.
Damage 4×ATK + 0.12×HP
Skill books (2)
Level 2: Damage +10%
Level 3: Damage +10%
A3
Metamorph
Cooldown 4
Transforms this Champion into their Base Form. Then grants an Extra Turn.
Passive
Crimson Haze [P]
Whenever an ally attacks, this Champion has a 50% chance to team up with them and join their attack.
This Champion inflicts more damage as their HP decreases (by 1% for every 1% of HP lost).
This Champion receives less damage as their HP decreases (by 0.5% for every 1% of HP lost).
[This skill unlocks when this Champion has 3 or more debuffs, or when this Champion has 50% or less HP.]
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 Gharol Bloodmaul'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
Stat priority
HP%- Bigger HP pool to soak hits for the team.
DEF%- Every point of DEF cuts the damage taken.
SPD- Protection, taunts and buffs only help if they come in time.
Hand of Uncreation- Makes enemy debuffs, buff removal, turn-meter steals and cooldown increases land less often on the wearer - protects the champion that holds the team together.
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.
Tempus Morbidia- Enemy turn-meter reduction and steals work less well on the wearer - useful where a slow support is easy prey.
Hand of Uncreation- Makes enemy debuffs, buff removal, turn-meter steals and cooldown increases land less often on the wearer - protects the champion that holds the team together.
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.
Tempus Morbidia- Enemy turn-meter reduction and steals work less well on the wearer - useful where a slow support is easy prey.