Leader auraIncreases allies' DEF in Dungeons by 33%
Overview
Vrask is an Epic Spirit HP champion from the Orcs, built as a healer and protector. In battle the kit heals allies. As leader: increases allies' DEF in Dungeons by 33%.
HealerProtector
Where Vrask 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.
Low priority - books mostly add damage. 8 skill books to max every skill; each book upgrades a random skill.
A2 Lightning Strike: cooldown 4 → 3
+45% damage / healing in total across the skills
A1
Whack
Attacks 1 enemy. Fills this Champion's Turn Meter by 20% if this attack is critical.
Damage 0.1×HP
Skill books (4)
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Damage +5%
Level 5: Damage +5%
A2
Lightning Strike
Cooldown 4 → 3 with books
Attacks 1 enemy.
Damage 0.15×HP
Skill books (4)
Level 2: Damage +5%
Level 3: Damage +10%
Level 4: Damage +10%
Level 5: Cooldown -1
Passive
Cannibalism [P]
Ascension 3
Heals all allies by 10% of this Champion's MAX HP whenever this Champion inflicts a critical hit.
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 Vrask'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.
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.
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.
Iron Will- Helps durable champions that often carry debuffs - against boss debuffs and in the Arena.
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.
The Towerhelm- A damage-reducing Fortify buff every round, plus better odds against DEF-ignoring hits when low on health.
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.
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.
Iron Will- Helps durable champions that often carry debuffs - against boss debuffs and in the Arena.
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.
The Towerhelm- A damage-reducing Fortify buff every round, plus better odds against DEF-ignoring hits when low on health.