Overview Grizzled Jarl is an Epic Magic Defense champion from the Dwarves, built as a debuffer and buffer. In battle the kit destroys enemy MAX HP, places [Decrease ATK], [Heal Reduction] and gives allies [Block Debuffs], [Increase DEF].
Debuffer Buffer
Where Grizzled Jarl 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
8/10 Book value Worth books early. 13 skill books to max every skill; each book upgrades a random skill.
A2 Ancestral Shield: cooldown 5 → 3 A3 Earthstomp: cooldown 5 → 4 A3 Earthstomp: effect chance 75% → 100% A1 Massive Halberd: effect chance 35% → 50% +30% damage / healing in total across the skills
A1
Massive Halberd Attacks 1 enemy.
Has a 35% chance of placing a 100%
[Heal Reduction] debuff for 2 turns.
Skill books (4) Level 2: Damage +5% Level 3: Damage +5% Level 4: Buff/Debuff Chance +5% Level 5: Buff/Debuff Chance +10% A2
Ancestral Shield Cooldown 5 → 3 with books Skill books (2) Level 2: Cooldown -1 Level 3: Cooldown -1 A3
Earthstomp Ascension 3 Cooldown 5 → 4 with books Attacks all enemies.
Has a 75% chance of placing a 50%
[Decrease ATK] debuff on all enemies for 2 turns.
Destroys each target’s MAX HP by 30% of the damage inflicted.
Skill books (7) Level 2: Damage +5% Level 3: Damage +5% Level 4: Damage +5% Level 5: Damage +5% Level 6: Buff/Debuff Chance +10% Level 7: Buff/Debuff Chance +15% Level 8: Cooldown -1
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 Grizzled Jarl'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. ACC - To land [Decrease ATK], [Heal Reduction]. DEF% - The damage scales from DEF - and it keeps the champion alive. RES - Shrugs off enemy debuffs.
Gear set combinations As fast as possible while still landing debuffs.
Gives: SPD +29%, ACC +40
More ACC when targets have high RES.
Gives: SPD +17%, ACC +80
Stays alive in long boss fights and lands its debuffs.
Gives: ACC +40, SPD +5%, Lifesteal effect
Main stats Weapon ATK Fixed Helmet HP Fixed Shield DEF Fixed Gauntlets DEF% Survivability and the DEF-based skills Chestplate ACC To land the kit's debuffs Boots SPD Always - turns win fights Ring DEF Flat DEF Amulet DEF Flat DEF Banner ACC To land the kit's 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 Pinpoint Accuracy ACC for its debuffs. T2 Charged Focus More ACC when no skill is on cooldown. 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 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
Stat priority SPD - A support's value is how often it acts - and acting first in the Arena. ACC - To land [Decrease ATK], [Heal Reduction]. DEF% - The damage scales from DEF - and it keeps the champion alive. RES - Resists enemy crowd control.
Gear set combinations As fast as possible while still landing debuffs.
Gives: SPD +29%, ACC +40
More ACC when targets have high RES.
Gives: SPD +17%, ACC +80
SPD, ACC and a [Shield] for the opening turns.
Gives: SPD +29%, ACC +40, Divine Speed effect
Main stats Weapon ATK Fixed Helmet HP Fixed Shield DEF Fixed Gauntlets DEF% Survivability and the DEF-based skills Chestplate ACC To land the kit's debuffs Boots SPD Always - turns win fights Ring DEF Flat DEF Amulet DEF Flat DEF Banner ACC To land the kit's 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 Pinpoint Accuracy ACC for its debuffs. T2 Charged Focus More ACC when no skill is on cooldown. 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 Delay Death Takes less damage from the same enemy over time. 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