OverviewNAME: Gharol Bloodmaul Abilities (Base form)RSL_Aoe_AllyProtection_50% Abilities (Alternate form)RSL_Aoe_IgnoreDefense Abilities (Common)RSL_AllBattles_HpAura Obtain fromPrimal Shard Blessings RecommendationCrushing Rend (5-6★ Awakened) |
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Gharol Bloodmaul Skills
Gharol Bloodmaul Skills (Base Form)
Foecrusher
Attacks 1 enemy. Before attacking, removes all buffs from the target. Increases the cooldown of a random skill on the target by 2 turns,
even if this attack lands as a weak hit.
Level 2: Damage +10%
Level 3: Ignore RES +20%
Damage Multiplier: 0.28 HP + ATK
Hammerquake (Cooldown: 4 turns)
Attacks all enemies. Places a [Provoke] debuff on all enemies for 1 turn. This debuff will ignore [Block Debuffs] buff 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.
Level 2: Damage +20%
Level 3: Ignore RES +20%
Damage Multiplier: 0.25 HP + ATK
Bonded by Blood (Cooldown: 5 turns)
Removes all debuffs from all allies and places a 50% [Ally Protection] buff on all allies except this Champion for 2 turns. Also places a [Shield] buff on all allies equal to 30% of this Champion’s MAX HP for 2 turns. Increases the value of the [Shield] by an additional 3% of this Champion’s MAX HP per each debuff removed by this skill.
Level 2: Cooldown -1
Level 3: Cooldown -1
Kill or Cure (Passive)
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.
Gharol Bloodmaul Skills (Alternate Form)
Magma Slam
Attacks all enemies. Has a 25% chance of repeating the attack. Will ignore [Block Damage] buffs.
Level 2: Damage +10%
Level 3: Damage +10%
Damage Multiplier: 2.7 ATK + HP
Calamitious Maul (Cooldown: 3 turns)
Attacks all enemies. Damage of this skill increases by 10% for each buff on this Champion and on the target. Will ignore 30% of the target’s DEF. Will ignore 50% of the target’s DEF instead if this Champion has more buffs than the target.
Level 2: Damage +10%
Level 3: Damage +10%
Damage Multiplier: 4 ATK + HP
Crimson Haze (Passive)
Whenever an ally attacks, this Champion has a 50% chance to team up with them and join their attack. This Champion inflicts more damage as their HP decreases (by 1% for every 1% of HP lost). This Champion receives less damage as their HP decreases (by 0.5% for every 1% of HP lost).
Cornered Animal (Special, Cooldown: 2 turns)
Removes all debuffs from this Champion. Places a 50% [Increase ATK] buff, a 30% [Increase C.DMG] buff, and a 30% [Increase C. RATE] buff on all allies for 3 turns. Grants an Extra Turn. [This skill unlocks when this Champion has 3 or more debuffs, or when this Champion has 50% or less HP.]
Gharol Bloodmaul Common Skills
Metamorph (Cooldown: 4 turns)
Transforms this Champion into their Base/Alternate Form. Then grants an Extra Turn.
Aura
Increases Ally HP in All Battles by 35%
Gharol Bloodmaul Build Guide
Gharol Bloodmaul Masteries Guide
Arena, Campaign, Clan Boss, Dungeons, Doom Tower, Faction Wars

Offense
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Defense
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Gharol Bloodmaul Champion Lore Synopsis
The tale of Gharol Bloodmaul opens after the failed invasion of Kaerok by the Gaellen Pact, a disaster that left her people broken and scattered. Her clan wandered the land for years, struggling to survive until they discovered an oasis deep within the Krokhan Desert. Though surrounded by harsh stone and endless sands, the waters were clear, the soil fertile, and animals were easy to hunt. There, far from enemies, the Orcs settled and slowly rebuilt their lives. While peace endured, they never lost their respect for battle, keeping their skills sharp even as they hoped such days would never return.
Gharol was born into this hard yet hopeful life as the daughter of the clan chieftain. From a young age, she understood that leadership would one day fall to her, but the quiet safety of the oasis did not satisfy her spirit. Raised on stories of the Gaellen War and ancient champions, she longed to prove herself in combat. When she finally became chieftain, she gathered eager young fighters and led raids against desert nomads, then grew bolder by attacking trade caravans bound for Velyzar and Ireth. This ambition soon brought disaster.
During an assault on a slave caravan, Gharol’s warriors faced undead guards and powerful sorcerers unlike any foe they had met. The Orcs were overwhelmed, many burned to nothing or taken alive. Gharol fled with the survivors to the oasis, believing it safe, but the mage lords of Ireth hunted them down. Using dark magic, they turned the oasis waters into burning blood and unleashed undead soldiers upon the settlement. Despite fierce resistance, the clan was destroyed, and the few survivors, including Gharol, were captured.
Months of torment followed. The mage lords tested the limits of Orc strength, killing Gharol’s companions one by one. Experiments altered her body, granting her a terrifying transformation where her blood burned like fire, her form swelled with power, and her features became monstrous. Though the change faded with time, Gharol learned to control it by drawing her own blood. Pretending to be broken, she waited patiently as her guards grew careless.
When the moment came, Gharol transformed, slaughtered her captors, seized a massive hammer, and sparked a prison revolt. She escaped with many freed slaves and returned to the ruined oasis, securing it against further magic. Since then, warriors and outcasts of many kinds have rallied to her cause. Her growing army has crushed several attacks from Ireth, drawing the attention of powerful figures. Now, Gharol Bloodmaul prepares her people for open war, determined that no one will ever take their home again.
Man after the buff she smacks.
try to get her acc over 300.
Its relevant for the counterattacks and the form 1 passive
1 turn stoneskin, 1 turn savage/lethal.
1 turn mecurial 1 turn savage /lethal. focus on atk.
Also felt really hard to build for me. Building for one form really weakens the other form. Disappointing design for a mythical because I built her for damage and I get no use out of her base form. Any team I put her in HAS to have AI programed not to go back to her base form. Does insannneee damage in hydra for me in 6 piece slayer, she just builds turn meter incredibly quick.
Got him today during 2x Primal event. Will build him for his second form with full 9pcs Slayer… I hope he can hit hard and not like a wet noodle. I will come back and tell my thougths after I’ve built him, farmed masteries and had some time to play around with him.
got the guy. feels so hard to build.