Leader auraIncreases allies' HP in all battles by 30%
Overview
Matriarch Zarguna is a Legendary Force HP champion from the Orcs, built as a buffer, healer and crowd control. In battle the kit heals itself, keeps the team healing over time, heals allies, places [Provoke] and gives allies [Continuous Heal], [Shield], [Strengthen]. As leader: increases allies' HP in all battles by 30%.
BufferHealerCrowd controlProtector
Where Matriarch Zarguna 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.
Worth books early. 8 skill books to max every skill; each book upgrades a random skill.
A3 Maternal Force: cooldown 5 → 3
A2 Clanmother: cooldown 5 → 4
A1 Battlethrum: effect chance 25% → 40%
+25% damage / healing in total across the skills
A1
Battlethrum
Attacks 1 enemy 2 times. Heals this Champion by 5% of their MAX HP after each hit.
Each hit also has a 25% chance of placing a [Provoke] debuff on the target for 1 turn.
Damage 0.13×HP
Skill books (4)
Level 2: Heal +5%
Level 3: Heal +10%
Level 4: Buff/Debuff Chance +5%
Level 5: Buff/Debuff Chance +10%
A2
Clanmother
Cooldown 5 → 4 with books
Decreases the duration of all ally debuffs by 1 turn.
Places a 15% [Continuous Heal] buff on all allies for 2 turns. Also places a [Taunt] buff and an [Unkillable] buff on this Champion for 2 turns.
Skill books (1)
Level 2: Cooldown -1
A3
Maternal Force
Cooldown 5 → 3 with books
Attacks all enemies.
Places a [Shield] buff on all allies, equal to 25% of this Champion’s MAX HP, for 2 turns.
Whenever a [Shield] buff placed by this Champion expires or is removed by damage, heals that ally by 15% of their MAX HP and places a 25% [Strengthen] buff on them for 1 turn.
Damage 0.27×HP
Skill books (3)
Level 2: Damage +10%
Level 3: Cooldown -1
Level 4: Cooldown -1
Passive
Maternal Force
Skill 7000004 description
Passive
Refuge From Pain [P]
Ascension 3
Allies under [Shield] buffs receive 10% less damage.
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 Matriarch Zarguna'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.
RES- Shrugs off enemy debuffs.
ACC- Optional - only the A1 places [Provoke], so other stats come first.
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
T1Tough SkinDEF.
T2BlastproofLess AoE damage taken.
T3ResurgentCan shake off a debuff after a big hit.
T4Delay DeathTakes less damage from the same enemy over time.
T5Selfless DefenderTakes part of an ally's first hit each round.
T6BulwarkTakes 5% of the team's damage for them.
Support
T1SteadfastMAX HP.
T2Lay On HandsStronger heals.
T3Rapid ResponseTurn meter when its buffs expire.
T4Lore of SteelStronger set bonuses.
T5Lasting GiftsIts buffs can last a turn longer.
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.
Ward of the Fallen- Damage reduction that grows as the fight turns bad - good on a champion that must survive to keep the team's buffs and heals flowing.
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.
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
T1Tough SkinDEF.
T2BlastproofLess AoE damage taken.
T3ResurgentCan shake off a debuff after a big hit.
T4StubbornnessMore RES while debuffed.
T5RetributionCounterattacks after a big hit.
T6Unshakeable+50 RES.
Support
T1SteadfastMAX HP.
T2Lay On HandsStronger heals.
T3Rapid ResponseTurn meter when its buffs expire.
T4Lore of SteelStronger set bonuses.
T5Lasting GiftsIts buffs can last a turn longer.
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.
Ward of the Fallen- Damage reduction that grows as the fight turns bad - good on a champion that must survive to keep the team's buffs and heals flowing.
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.