OverviewNAME: Dune Lord Greggor AbilitiesRSL_AllBattles_DefenseAura Faction Unity AbilitiesRSL_AllBattles_AccuracyAura Obtain fromPrism Shard Blessings RecommendationCruelty (Debuffer) |
Grinding★★★✰✰ Campaign Dungeons★★★★✰ Minotaur Potion★★★★✰ Arcane Keep Doom Tower★★★★✰ Floors |
Dune Lord Greggor Skills
Desert Ax
Attacks 1 enemy. Has a 50% chance of placing a [Provoke] debuff for 1 turn.
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Damage +5%
Level 5: Damage +5%
Damage Multiplier: 3.6 DEF
Earthcleave (Cooldown: 4 turns)
Attacks all enemies. Decreases the duration of all enemy buffs by 1 turn, and increases the duration of all ally buffs by 1 turn. Also places a [Shield] buff on all allies for 2 turns, equal to 20% of this Champion’s MAX HP.
Level 2: Damage +10%
Level 3: Damage +10%
Level 4: Cooldown -1
Damage Multiplier: 3.8 DEF
Bestial Yell (Cooldown: 6 turns)
Places a 50% [Increase ATK] buff and a 50% [Increase ACC] buff on all allies for 2 turns.
Level 2: Cooldown -1
Level 3: Cooldown -1
1 Faction Ally: Decreases the cooldown of all ally skills, except this Champion’s, by 1 turn.
2 Faction Ally: Fills the Turn Meters of all allies by 20%.
3 Faction Ally: Activates an [Instant Turn] effect on the ally with the highest C. DMG, except this Champion.
Desert Monolith (Passive)
When attacked, has a 20% chance of placing a [Provoke] debuff on the attacker for 1 turn. Occurs once per hit.
1 Faction Ally: Allies deal 25% more damage to enemies under [Stun], [Sleep], [Fear], [True Fear], [Provoke], [Freeze], and [Petrification] debuffs. If there are multiple Champions on the team with this skill, this effect will only activate once.
2 Faction Ally: Allies ignore 50% of target’s RES when applying [Stun], [Sleep], [Fear], [True Fear], [Provoke], [Freeze], and [Petrification] debuffs.
3 Faction Ally: When counterattacking, instant effects and debuffs placed by ally skills cannot be resisted or blocked.
Aura
Increases Ally DEF in All Battles by 25%
Unity Aura
Increases Ally ACC in All Battles by 40 for Barbarians.
Dune Lord Greggor Build Guide
Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars | |
Recommended ArtifactsPvE: Impulse, Reflex, Relentless |
Stats AllocationWeapon (ATK) |
Stats PriorityDebuffer: ACC, SPD, HP%, DEF% |
Dune Lord Greggor Masteries Guide
Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars
Offense
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Support
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Dune Lord Greggor Champion Lore Synopsis
During the Second Great War, the Arbiter sought a leader to unite the fiercely independent Nomads of the Krokhan Desert, a people splintered into countless rival clans. The only man capable of such a task was Greggor, the “Great Claw” of the Sand Bear Clan, known for his strength, booming voice, and political acumen. Unlike other chieftains, Greggor had forged bonds across clans by offering his children in marriage and leading his warriors to fight alongside allies without expecting rewards. Over time, even the most skeptical Nomads came to trust him as the peace he brokered allowed his coalition to thrive.
The Arbiter approached Greggor with an extraordinary Dwarven-made battleax, promising it to him if he could unite the Nomads and lead them as a unified force. Greggor, seeing in the Arbiter’s offer a chance to fulfill his vision of a united Nomad people, accepted the challenge. As the desert was invaded by Demonspawn, Greggor rode from battle to battle, uniting warriors from every clan and turning the tide of the war. His shining ax and unyielding bravery inspired others, especially during the Battle of Bloody Ridge, where he single-handedly defended an encampment of wounded soldiers. His ferocious defense earned him the title “Dune Lord” and solidified his status as a hero.
However, even as Greggor’s fame grew, opposition mounted. His old rivals began to view him as a threat, accusing him of tyranny. Foreign rulers, wary of a powerful and united Nomad army, sent agents to undermine his efforts. One by one, Greggor’s allies turned against him, pressured by outside forces or simply unwilling to follow him once the immediate danger had passed. By the end of the war, Greggor’s dream of uniting the Nomads was shattered. His warriors were scattered or dead, and his once-powerful position was lost to the shifting sands. Greggor was left consumed with regret, blaming himself for the destruction of his clan.
Broken and defeated, Greggor cursed the Arbiter, accusing her of using him for her own ends. Though he lashed out in anger, the Arbiter forgave him, explaining that true unity among the Nomads could not be forced. Change, she said, must come from the people themselves, not from a single leader or a temporary alliance formed in the heat of war. Greggor understood her wisdom but felt empty, a warrior with no more battles to fight.
In his despair, the Arbiter offered Greggor a final choice. She presented a Shard, explaining that it could grant him eternal life and a chance to continue fighting against the forces of Darkness. Greggor accepted, hoping that one day, he would see his people unite and fulfill the dream that had eluded him in life.