Gharol Bloodmaul

Mythical

HP / Attack

Orcs faction banner

Orcs

HP aura

Increases Ally HP in All Battles by 35%

The story of Gharol Bloodmaul begins in the bloody months of slaughter that followed the failed invasion of Kaerok by the Gaellen Pact. Gharol’s clan wandered for years, assuming a nomadic existence. Eventually, they found a place to call their own: an oasis in the Krokhan Desert. Surrounded by stony crags and trackless wastes, the water was nonetheless pure and cool, the soil around was rich and fertile, and wild game was plentiful. The Orcs built a new life for themselves, isolated from all those who might wish them harm. For centuries, they lived in peace, but they never forgot the lessons of war; the clan maintained a readiness for battle, though many hoped never to have to fight again. It was into this idyllic if somewhat hardscrabble life that Gharol was born. The daughter of the clan chieftain, Gharol grew to adulthood knowing that she was destined to lead her people. But she desired more. Weaned on the tales of the Gaellen War, and the heroes of old, Gharol desired to taste the fruits of battle for herself. When she at last assumed the mantle of Chieftain, Gharol gathered a band of young warriors around her and led raiding parties against the Nomads that roamed the desert. Soon, she set her sights on the trade caravans of Velyzar and Ireth. This was to be her undoing, and the undoing of her clan. When Gharol made an attack on a particularly tempting slave-caravan bound for Ireth, she and her band found themselves outmatched for the first time. They were driven back by Undead guards, who felt neither pain nor fatigue, as well as the dark magic of the sorcerers who controlled them. Orcs were seared to ashes or combusted into clouds of blood. Many were captured. Gharol and her remaining warriors retreated to the safety of the oasis, but the mage-Iords of Ireth had no intention of letting potential specimens get away. They questioned those Orcs they captured and forced them to reveal the location of their home. The mage-Iords acted quickly. Picturing the oasis in their mind’s eyes, they turned the water of its many pools into foaming, fiery blood, from which Undead warriors erupted by the score, attacking the inhabitants. Taken by surprise, the Orcs nonetheless fought bravely in defense of their homes and families. But they were no match for the Undead horde. After a fierce conflict, Gharol’s clan was reduced to a few bloodied individuals, captured for the amusement of lreth’s mage-lords, including Gharol herself. Gharol and her fellow captives endured months of torture at the hands of their captors. The mage-lords conducted experiments to test the limits of the Orcs’ endurance and strength. One by one, Gharol’s companions succumbed to their captors’ attentions and perished, until only she remained. Gharol could not say whether her survival was due to some twist of fate, or her own resilience, but it did not come without a price. The alchemical experiments of her captors had taken their toll on her body, changing it in strange ways. When angered or hurt, Gharol’s blood burned like fire and became mutable. Her musculature swelled, she sprouted a thick, whip-like tail and bony protrusions erupted from her flesh, forming a carapace that merged with the tattered armor she still wore. Her feet twisted into hooves, and her features warped into a monstrous visage. To say her captors were pleased was an understatement. The only flaw from their perspective was that Gharol returned to normal after a period of time. But they were certain that with further experimentation they could prevent this. They would not get the chance. Gharol was not idle in her captivity. After some experimentation of her own, she found that she could channel her fury and pain and willingly activate the transformation, by slicing her flesh and spilling her own flame-blood. She hid this discovery from her captors and ceased her resistance, so that they came to believe she was broken in both mind and spirit. As a result, the guards became lax in their duties, seeing her as just another cowed slave. She gave them no trouble as they escorted her to and from the laboratories of the mage-lords day in and day out, until they ceased paying attention to her entirely. Gharol seized her chance. One day when the guards came to take her to the laboratories, she transformed. Gharol smashed the life from the guards and used her great hooves to kick herself a path to freedom over their mangled corpses, claiming an immense hammer from one and coating it in her magma-like life-force to lend it even more might. She then freed other captives in the slave-pens, Orc, Human, and otherwise, and a general revolt ensued, in which Gharol messily slew many guards and, in the confusion, escaped with as many of the slaves as would follow her. Gharol led her ragtag band of survivors out of Ireth and into the desert. She guided them to the oasis where her clan had made their home, hoping that it would provide them a refuge as it had her people once before, and ordered her sorcerers to ensure never again could the oasis waters be used by the necromancers. Since then, she has drawn others to her banner: Orcs, Skinwalkers, and Ogryn seeking a strong leader and a place to settle; Nomads, hoping to plunder the riches of Ireth, and other escapees. Her tiny band has swelled into an army; one with the potential to be a true threat to the authority of Ireth. In the months since, Gharol and her forces have defeated no fewer than three expeditions sent to capture or destroy them, leading to much consternation among the mage-lords. So much so, in fact, that some claim that Vizier Ovelis himself has now taken an interest in the matter. Regardless, Gharol Bloodmaul now prepares her new clan for all-out war against Ireth, and woe betide any who stand in her way…

Champion Stats


HP23,955
ATK958
DEF1,299
SPD102
C. RATE15%
C. DMG50%
RES50
ACC20

Champion Stats


HP23,955
ATK958
DEF1,299
SPD102
C. RATE15%
C. DMG50%
RES50
ACC20

Skills

  • Foecrusher

    Multiplier: 0.28*HP+1*ATK
    Attacks 1 enemy. Before attacking, removes all buffs from the target.

    Increases the cooldown of a random skill on the target by 2 turns.

    Damage based on: [ATK] [HP]


    Lvl. 2 Damage +10% Lvl. 3 Ignore RES +20%

  • Hammerquake

    4 turns
    Multiplier: 0.25*HP+1*ATK
    Attacks all enemies. Places a [Provoke] debuff on all enemies for 1 turn. This debuff will ignoer [Block Debuffs] 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 based on: [ATK] [HP]


    UnkillableUnkillable
    CounterattackCounterattack
    ProvokeProvoke

    Lvl. 2 Damage +20% Lvl. 3 Ignore RES +20%

  • Bonded by Blood

    5 turns
    Removes all debuffs from all allies. Places a 50% [Ally Protection] buff on all allies except this Champion for 2 turns.

    Places a [Shield] buff equal to 30% of this Champion's MAX HP on all allies for 2 turns. Incerases the value of the [Shield] by an additional 3% of this Champion's MAX HP per each debuff removed by this skill.

    Ally Protection 50%Ally Protection 50%
    ShieldShield

    Lvl. 2 Cooldown -1 Lvl. 3 Cooldown -1

  • Metamorphic

    4 turns
    Transforms this Champion into their Alternate Form. Then grants an Extra Turn.
  • 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.

Masteries

  • Generic - PvE


  • Generic - PvP


Generic Builds

  • Generic - PvE


    Artifacts & Accessories

    Main Stats

    C. DMG

    Gauntlets

    ATK%

    Chestplate

    SPD

    Boots

    ATK

    Ring

    C. DMG

    Amulet

    ATK

    Banner

    Set Priorities

    1. 1Savage
    2. 2Cruel
    3. 3Merciless

    Substat Priorities

    1. 1C. DMG
    2. 2C. RATE
    3. 3ATK%
    4. 4SPD

    Relic & Blessings

    Nature’s Wrath

    Epic

    1-4★
    Increases the damage inflicted by this Champion for every debuff they successfully place, except debuffs placed by Gear Sets.

    Crushing Rend

    Epic

    5-6★
    Each Round, a number of this Champion’s hits will ignore a percentage of the target’s DEF. The percentage of ignored DEF depends on the Level of the target.

    High Awakening Bonus

    Every hit this Champion inflicts will ignore a percentage of the target’s DEF.

    Irethi Coronet

    Epic

    Wearer’s damage increases by 1% each time they place a debuff (stacks up to 30%).
  • Generic - PvP


    Artifacts & Accessories

    Main Stats

    C. DMG

    Gauntlets

    ATK%

    Chestplate

    SPD

    Boots

    ATK

    Ring

    C. DMG

    Amulet

    ATK

    Banner

    Set Priorities

    1. 1Lethal
    2. 2Stone Skin
    3. 3Savage

    Substat Priorities

    1. 1C. DMG
    2. 2C. RATE
    3. 3ATK%
    4. 4SPD

    Relic & Blessings

    Soul Reap

    Legendary

    1-4★
    When this Champion hits an enemy target and decreases their HP to a certain threshold, a Reaper will appear and deal extra damage equal to the target’s remaining HP.

    For AoE attacks, each target that has its HP reduced to the threshold in the attack, will be visited by a Reaper.

    The Reaper will ignore DEF, as well as all damage reduction skills, effects, and buffs. Will not ignore damage reduction skills, effects and buffs if the target is a Boss.

    High Awakening Bonus

    If the target survives, has a chance of placing a [True Fear] debuff for 1 turn. This debuff cannot be resisted or blocked.

    Lightning Cage

    Legendary

    5-6★
    Whenever an enemy receives a buff or has their Turn Meter filled, place one [Lightning Orb] stack on this Champion.

    When activated, a [Lightning Orb] stack randomly protects one other active buff from being removed, stolen, or transferred. After activation, the Lightning Orb stack disappears. A Champion can have a maximum of 3 [Lightning Orb] stacks at one time.

    Whenever a Champion with 3 [Lightning Orb] stacks hits enemy targets, inflicts Bonus Damage to them based on their MAX HP. Bonus Damage can occur on each hit of a Skill, but does not count as an extra hit. After the Bonus Damage is applied, all active [Lightning Orb] stacks are removed from this Champion.

    The Deathdealer

    Mythical

    Wearer’s attacks will always be critical hits, but the wearer receives 200% more damage. The type of hit may still be changed by other effects.