A Basic Melee Physical attack with a chance for Radiance, reducing the target's ATK by 20% for 3 turns. Radiance stacks up to 3 times.
Effects | Radiance
Daunting Gleam
Special Attack (4 turns)
3 Melee Physical attacks that lower defense by 25% for 2 turns. Gives allies and self Reflective Plate, a buff that reflects the next debuff on the hero back at the character who tried to apply it. Cannot be copied, purged of stolen. Lasts until consumed.
Effects | Reflective Plate
Crystallized Carapace
Special Attack (4 turns), requires 1st Ascension
Taunts, gains 75% Damage Reduction, and heals allies the damage taken. Enemies who hit him have their attack lowered by [15]% (55% @ lvl 80) while the taunt is active. Starts Powered.
Effects | Damage Reduction| Heal| ATK reduced| Starts Powered
Vital Vigilance
Special Attack (5 turns), requires 2nd Ascension
This hero prepares to defend target ally. The next 3 times they are attacked, he will block the attack, preventing damage for BOTH heroes. After defending, he will make a revenge attack for [100%-250%] damage (% increases with level). Can't be stolen, purged of copied.
Effects | Protect| Parry| Revenge Attacks
Armored
Trait (Passive)
Takes 25% less damage from Physical attacks.
Effects | Damage Reduction
One for All (I/II/III)
Trait (Passive), upgrades with Ascensions
I: When killed, heals 25% of damage taken from the killing blow split between all allies. 1st Ascension: II: When killed, heals 35% of damage taken from the killing blow split between all allies. 2nd Ascension: III: When killed, heals 45% of damage taken from the killing blow split between all allies.
Self and allies do not trigger enemy Revenge attacks.
Effects | Retaliation Immune
Slow Poke
Trait (Passive)
Attacks last, but Max Health and DEF are increased by [25%], and this Hero will also take no damage from the first killing blow. (Percentage is increased by Skill.)
Effects | Unbreakable Heart
Scaled Response
Trait (Passive), requires 1st Ascension
Reflects 50% of damage taken and 5% more for each allied Reptile.
Effects | Damage Reflection
Divine Intervention
Trait (Passive), requires 2nd Ascension
At the start of a dungeon the ally with the lowest DEF becomes untargetable until Grondar dies. AOE can affect the hero, Taunt or Provoke on the ally will remove the buff. Can’t be stolen, copied or purged.
Effects | Divine Intervention
At the start of a dungeon, the two allies with the lowest DEF becomes untargetable until Grondar dies. AOE can affect the hero, Taunt or Provoke on the ally will remove the buff. Can’t be stolen, copied or purged. (This trait replaces the trait 'Divine Intervention' when the Epic is unlocked.)
Effects | Divine Intervention
Can't be burned and/or takes no damage from Burn debuffs. Damage Over Time caused by Burn debuffs doesn't occure but can take damage from Fire attacks. See also Fire Immune.
Target reflects a % of the damage received back at the attacker.
Divine Intervention - buff (Crowd Control)
At the start of a dungeon, the ally with the lowest DEF becomes untargetable until Grondar dies. AoE attacks can affect the hero, Taunt or Provoke on the ally will remove the buff. Can’t be stolen, copied or purged.
The hero guards their allies, and will jump in front of an endangered ally to protect them and take the hit.
Radiance - debuff (Attack/Stack)
-20% ATK for 3 turns, stacks up to 3 times.
Reflective Plate - buff (Status Effect)
A buff that reflects the next debuff on any ally or team and apply it to the attacker or enemy team instead. Lasts until consumed, can’t be stolen, copied or purged.
If the target (or an ally) is hit there is a chance for a Revenge attack, a basic attack. Buffs (like Pumped) or traits (like Slow) can grant Revenge attacks. Revenge attacks can trigger Epics but not another Revenge attack of the enemy to prevent endless loops.
Becomes Invincible (immune to all damage) for 2 turns if an allied Reptile dies. Invincibility will only be applied if an allied Reptile of an equal or greater level dies.
Immune to Spirit, Lightning, and Light attacks. High resistance (75%) to Paralysis. [Light allies start Dungeons with +1 extra energy]. The text in [brackets] is of rank II of this trait (I/II).
All allies heal [25/35/50]% of their maximum health when inflicted with Frozen. Enemy and ally skills inflicting Frozen on allies will trigger this effect. The gained health depends on rank (I-III) of this trait.
Melee physical attack on target enemy, OR heals target friendly construct, OR target ally gains a class-specific buff (Tanks get DEF+, Healers get CRIT+ and SKL+, Casters get +1 ENERGY, all others get ATK+.)
Self and allies are immune to Exhaustion (=Energy Loss that is caused by use of abilities). Note: Passive traits like epic Malice "All Hope is Lost" can still drain energy.
Heals allies when Venom is applied on the enemies by Cobressa. The heal amount increases with the rank (I/II) of this trait. Enemies immune to Venom prevent the heal effect.
All allies and self gain an additional [5%/10%/15%] Chaos Damage Reduction (max 50%), depending on the rank of this trait (I/II/III). Skill increases the percent value.
Silences all enemies and Buffs allies' Damage. This Hero gains stacks of Storm Power equal to the number of Light or Honorbound Heroes on the team. Starts Powered. (The Empowered Buff to applied to all allies and the caster to double (2x) their damage.)
Counters:
Grondar can be countered by making use of the following traits and special attacks:
Immune to Spirit, Lightning, and Light attacks. High resistance (75%) to Paralysis. [Light allies start Dungeons with +1 extra energy]. The text in [brackets] is of rank II of this trait (I/II).
Armor piercing Ranged Physical attack for [92.5% ATK] base damage that Blinds the target (lowering their attack and defense, 73%@lvl 80) and reduces the target's energy by 1. Starts Powered.
Self and allied Constructs gain 1 Energy, then does a Ranged Lightning attack on all enemies with a chance to Fear. Deals boosted damage to Armored targets.
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Skill Breakdown[]
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Synergy With Other Heroes[]
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Uses in PVP[]
Grondar is best on defence In PVP and is best on a reptile team (Zola, Viperia and Cobressa) as he can buff many of them, for example, Zola's Reptilian Alliance makes her fast when on a team with Grondar, and if Grondar is killed on team with Zola, Viperia and Cobressa would become invincible for two turns if Grondar was killed, and as Grondar is good at taunting this has a high chance to happen.
Grondar also has amazing synergy with all his allies because of many of his traits. For example, File:??one for all iii????one for all iii?? One For All III will heal all allies a little bit when he is killed, but if hit with chaos missile, all allies heal about a thousand health, assuming that chaos missile does 12000 damage. Also, his Shell Power basically grants impervious to all his allies. Most of all, stops revenge attacks with Reptilian Retaliation for all his allies. Also, his Epic passive Epic Divine Intervention helps glass cannon build heroes like Archon, Alrakis, Serenity, and others. They cannot be targeted, and it's like Aversion for the first round.
Notes and Tips[]
Grondar is a Legendary Reptile Tank, and he is slow. Guessed that? But he is not Slow. He is Slow Poke slow. That includes an improved version of Unbreakable Heart: He takes 0 damage from the first hit that would kill him.
He rolled into the game on 2019-05-25 during the Kargle Event and is the 90th hero in the game.
Grondar is an unarmed, a boxing fighter
The top 100 guilds in the "Kargle's Revenge" event will unlock him. He is also featured in the Portal during the event.
Turn a Blind Eyecannot by-pass Divine Intervention