Agile (buff): The target has a 25% chance to Dodge Ranged attacks. Boosted Damage (effect): The target suffers boosted damage from the attack. A fly-out text of a multiplier or percentage paired with the icon of the trait or debuff that caused the extra damage is shown (Damage 1.75x [Mythical Icon], +140% [Feared Icon], etc.). Burned (debuff): Target suffers Fire damage each round until the effect expires. During this effect, its DEF is also lowered. Subsequent applications of the effect refreshes the Burn effect back to its maximum duration. Feared (debuff): Feared targets take 2x more damage from all sources of damage for two turns. In addition, there is a chance that they run away defeated at 20% or less health. Subsequent applications of the effect refreshes its duration. Silenced (debuff): Target can't use special abilities for three turns and is forced to use basic attacks. Subsequent application of the effect refreshes its duration.
A basic Melee Physical Bite attack doing [30% ATK] base damage. Upgrading the skill increases damage output up to [49.5% ATK] base damage. Marked enemies (by Hopper's Just a Taste) take 2x Bite damage.
Special Attack (5 turns)
Launches a mound of coals as a Ranged Fire attack on all enemies for [45% ATK] base damage with a chance to Burn and Slow non-flying enemies. At end of every turn, those non-flying enemies take burn damage with a chance to inflict Burn. As long as coals are present, the duration of the Burn debuff adds another turn. Upgrading increases damage dealt and its chance to inflict Burn.
Special Attack (3 turns), requires 1st Ascension
Silencing Bite Attack on an enemy for [67.5% ATK] base damage. Upgrading increases the damage output. Adds Silence to a successful attack, lasting 1 turn. This ability starts powered at the start of a fight.
Special Attack (3 turns), requires 2nd Ascension
Melee Physical Bite on target and 1 random enemy for [39% ATK] base damage, chance to fear. Fear increases all damage taken by 1.5x. In addition, every strike including the initial strike that brings its health down to within 20%, has a chance to cause the feared target to flee from battle. Upgrading increases damage dealt and the success of inflicting Fear on higher leveled targets.
Quick feet that give a 25% chance to Dodge Ranged attacks.
Fire Eater (I/II/III)
Trait (Passive), upgrades with Ascensions
I: Gains 10% health from dealing damage to a burning target. 1st Ascension: II: Gains 20% health from dealing damage to a burning target. 2nd Ascension: III: Gains 50% health from dealing damage to a burning target.
Trait (Passive), requires 1st Ascension
2x damage vs Non-Armored Targets
Grill Master (I)
1st Ascension: I: Chance to Burn on any CRIT.
Trait (Passive), requires 2nd Ascension
Immune to Fear and chance to Fear Beasts on attack.
Gains a stack for each new Buff applied to this Hero, +5% Skill per stack. When at 5 stacks, Intellect is removed and Monster and Caster allies gain Hive Mind (+25% Damage Penetration, +25% Damage Reduction, and +25% Skill).
This hero gains 10% damage reduction for each other fire hero on the team. Attacks have a [25/50/100]% chance to burn on hit. The percentage depends on the rank (I-III) of this trait. Each Ascension increases the boost.
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+.)
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.)
Mangle Jaw can be countered by making use of the following traits and special attacks:
He is now a Monster and no longer a Beast. His stats have increased and he had some changes to his abilities.
His Lock Jaw will prove useful in PVP Raids as it can Silence enemies on hit, preventing them from using their annoying Special Attacks which can do all sorts of disturbances to your Heroes. An example is To War! Artillery as it has a really high chance to Freeze.
If using Mangle Jaw as a PVP Defender, put him first, as if attackers don't have any Fast Heroes in their team, Mangle Jaw will attack with Hot Coals first. Moreover, Hot Coals has a relatively high chance to Slow, which means that more of your Defenders will attack and deal damage. The result? A few dead attackers.
If you decide to use Mangle Jaw in tough Campaign Dungeons, pair him with someone who can keep him alive as he has extremely low HP and DEF. Executum is a good choice as he can Debilitate (decreased ATK, DEF, SKL and CRIT) attackers when hit with his Void Taunt and Void Strike, as well as buff team DEF with his Void Strike, significantly reducing taken damage. This will definitely keep the very damaging Mangle Jaw alive for as long as possible.