RAID OPTIMIZERFree RAID guide
Spirit

Gharol Bloodmaul

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%.

DebufferBufferHealerCleanserCrowd controlProtector

Where Gharol Bloodmaul 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

5/10

Book value

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)
  1. Level 2: Damage +10%
  2. 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.

Also places a protected [Unkillable] buff and a [Counterattack] buff on this Champion for 3 turns.
Damage 0.25×HP + 1×ATK
Skill books (2)
  1. Level 2: Damage +20%
  2. Level 3: Ignore RES +20%
A3

Bonded by Blood

Cooldown 5 → 3 with books
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)
  1. Level 2: Cooldown -1
  2. 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)
  1. Level 2: Damage +10%
  2. 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)
  1. Level 2: Damage +10%
  2. 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).
A4

Skill 882201 name (CLONE)

Skill 7000003 description
Damage 2.7×ATK + 0.12×HP
A5

Cornered Animal

Cooldown 2
Removes all debuffs from this Champion.

Places a 50% [Increase ATK] buff, a 30% [Increase C. DMG] buff, and a 30% [Increase C. RATE] buff on all allies for 3 turns.

Grants an Extra Turn.

[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

  1. HP% - Bigger HP pool to soak hits for the team.
  2. DEF% - Every point of DEF cuts the damage taken.
  3. SPD - Protection, taunts and buffs only help if they come in time.
  4. RES - Shrugs off enemy debuffs.
  5. ACC - To land [Provoke].

Gear set combinations

Main stats

WeaponATKFixed
HelmetHPFixed
ShieldDEFFixed
GauntletsHP% or DEF%Survivability
ChestplateHP% or DEF%Survivability
BootsSPDAlways - turns win fights
RingHP or DEFFlat survivability
AmuletHP or DEFFlat survivability
BannerRESResists 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

Defense

  1. T1Tough SkinDEF.
  2. T2BlastproofLess AoE damage taken.
  3. T3ResurgentCan shake off a debuff after a big hit.
  4. T4Delay DeathTakes less damage from the same enemy over time.
  5. T5Selfless DefenderTakes part of an ally's first hit each round.
  6. T6BulwarkTakes 5% of the team's damage for them.

Support

  1. T1SteadfastMAX HP.
  2. T2Charged FocusACC for its debuffs.
  3. T3Rapid ResponseTurn meter when its buffs expire.
  4. T4Lore of SteelStronger set bonuses.
  5. T5Lasting GiftsIts buffs can last a turn longer.
  6. T6Elixir of Life+3,000 MAX HP.

Blessings

  • Chainbreaker - Keeps a key champion from being locked down by Stun, Freeze, Fear and similar effects.
  • Polymorph - A deterrent against enemy debuffers - best in the Arena and against ordinary enemies, not bosses.
  • 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.

How blessings work

Relics

  • 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.

How relics work

Arena

Stat priority

  1. HP% - Bigger HP pool to soak hits for the team.
  2. DEF% - Every point of DEF cuts the damage taken.
  3. SPD - Protection, taunts and buffs only help if they come in time.
  4. RES - Shrugs off enemy debuffs and crowd control.
  5. ACC - To land [Provoke].

Gear set combinations

Main stats

WeaponATKFixed
HelmetHPFixed
ShieldDEFFixed
GauntletsHP% or DEF%Survivability
ChestplateHP% or DEF%Survivability
BootsSPDAlways - turns win fights
RingHP or DEFFlat survivability
AmuletHP or DEFFlat survivability
BannerRESResists 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

Defense

  1. T1Tough SkinDEF.
  2. T2BlastproofLess AoE damage taken.
  3. T3ResurgentCan shake off a debuff after a big hit.
  4. T4StubbornnessMore RES while debuffed.
  5. T5RetributionCounterattacks after a big hit.
  6. T6Unshakeable+50 RES.

Support

  1. T1SteadfastMAX HP.
  2. T2Charged FocusACC for its debuffs.
  3. T3Rapid ResponseTurn meter when its buffs expire.
  4. T4Lore of SteelStronger set bonuses.
  5. T5Lasting GiftsIts buffs can last a turn longer.
  6. T6Elixir of Life+3,000 MAX HP.

Blessings

  • Chainbreaker - Keeps a key champion from being locked down by Stun, Freeze, Fear and similar effects.
  • Polymorph - A deterrent against enemy debuffers - best in the Arena and against ordinary enemies, not bosses.
  • 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.

How blessings work

Relics

  • 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.

How relics work

Champions with a similar kit

Share the most buffs, debuffs and abilities with Gharol Bloodmaul.

More from Orcs

See all →