Undodgable Melee Light attack on target enemy that Consumes all Buffs, healing and gaining 1 Energy for each Buff Consumed, and Paralyzes target enemy for 3 turns.
Effects | Paralysis| Undodgeable| Purge| Energy Gain
Light Nova
Special Attack (3 turns, AoE), requires 1st Ascension
Ranged Light attack on all enemies that grants the team Shocking Touch (chance to Shock on Basic Attacks).
Effects | Shocked
Invigorate
Special Attack (5 turns), requires 2nd Ascension
Fully energizes target ally and buffs their CRIT for 3 turns.
Effects | CRIT+| Energy Gain
Electric Feel
Trait (Passive)
Chance to Shock Melee attackers when hit and chance to Shock on hit.
Effects | Shocked
Monster Scout (I/II/III)
Trait (Passive), upgrades with Ascensions
I: +15% SKL for self and Monster allies. 1st Ascension: II: +20% SKL for self and Monster allies. 2nd Ascension: III: +25% SKL by for self and Monster allies.
Mystical (I/II/III)
Trait (Passive), upgrades with Ascensions
I: 1.25x damage against Tanks and Slow targets. 1st Ascension: II: 1.5x damage against Tanks and Slow targets. 2nd Ascension: III: 1.75x damage against Tanks and Slow targets.
This hero deals boosted damage against certain targets or under certain circumstances. See the description of the respective Trait or Ability for details. If you see this icon during events, it means that the hero gets a special event buff.
CRIT+ - buff (Attack)
Target has a boosted CRIT Chance.
Energy Gain - effect (Energy)
The hero gains some extra energy, which is required to use their special attacks/abilities.
Energy Loss - effect (Energy/Disable)
The attacked target loses some of the Energy that is required to use their Abilities.
Target has a chance to lose next turn and take damage. Paralyzed targets cannot Dodge, follow-up, or Revenge attack. This debuff can be resisted by a high Light Resistance.
Gains 1 stack of Intellect for each Buff applied on Iris, each stack granting +5% SKL. When at 5 stacks, Intellect is removed and allied Monsters and Casters gain Hive Mind (+25% Damage Penetration, +25% Damage Reduction, and +25% SKL).
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).
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+.)
Gains 1 stack of Intellect for each Buff applied on Iris, each stack granting +5% SKL. When at 5 stacks, Intellect is removed and allied Monsters and Casters gain Hive Mind (+25% Damage Penetration, +25% Damage Reduction, and +25% SKL).
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:
Marrow 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).
3 Melee Physical attacks on target enemy that deals 3x damage to non-Armored targets. If target dies, all other enemies' HP is set to 75% of their current HP.
Notes and Tips[]
Marrow is quite underrated, along with Ekko, as due to their abilities to shock, they become quite a powerhouse for damage when not dealt with by opponents.
With his first ascension, Marrow is able to put taunt on the highest health allies, allowing for tanks to automatically gain taunt, which is quite beneficial in PvP.