

Drokgul the Gaunt
Legendary/Spirit/SupportC tier
Introduction
Drokgul the Gaunt is a Legendary Spirit character in RAID: Shadow Legends. Drokgul the Gaunt's role is Support. Faction: Ogryn Tribes.
On the combined RAID: Shadow Legends tier list Drokgul the Gaunt is C tier, 601st of the 1029 characters ranked, from where 3 community tier lists put Drokgul the Gaunt.
Other Spirit characters in RAID: Shadow Legends: Abyssal, Acelin the Stalwart, Acolyte of the Slither, Admiral Blacktusk, Alatreon Blademaster, Anax and 265 more.
What Drokgul the Gaunt does
A
Shield support.
Runestone Blessing gives every ally a 3-turn
Shield worth 15% of Drokgul's max HP, and when that
Shield breaks, expires or gets removed the ally heals for another 15%, with a counterattack if an enemy broke it.
Eldritch Ground adds team-wide 50% ATK and 60% DEF, plus Block Damage for anyone under 30% HP.
Background
Drokgul the Gaunt appears in legends spanning almost all of Teleria, renowned as a lonely Ogryn who wanders the wilderness. Most believe that in his quest for enlightenment he has become part of the landscape itself, as natural a phenomenon as the sunrise over the mountains, snows in winter, or the crash of the waves against Aravia's craggy coast. Less known is that his wanderings were born out of rage.
Like many Ogryn during the Gray Age, Drokgul was restless and quick to anger. After one clash too many with his kin, he was exiled from his home in the Redspike Mountains. In his rage he stormed away with no clear destination in mind, and simply kept going. On Drokgul walked, driven by his prodigious Ogryn stamina, encountering many peoples and places he had known nothing of before. He trekked with the Orcs in Kaerok, through the blistering sands of the Krokhan with the desert Nomads, and even reached the far-off Mistwood, where he lived for a while with the Sylvan, traveling from treetop to treetop.
Step by step, the rage that had once defined him drained away. How could there be a place for thoughtless anger in a world as vast and varied as the one he now wandered? Over the years, Drokgul witnessed kindness and happiness and the desire of other communities to live peacefully. His travels brought him an inner stillness, and a new enlightenment that he slowly but surely explored. As his appreciation for the nature of Teleria itself grew, he felt a response from the magics of the land, from the rock and soil, and wind and rain. The energies of the elements filled him with fresh vigor, allowing him to continue what was now a quest for deeper understanding. Age and weariness became as unknown to him as they were to the great stones of the earth. For many years he walked, and life was good, though always he sought a keener knowledge of the meaning of his existence.
Eventually, Drokgul returned to the Redspike Mountains, to the great rock that was the seat of his tribe. He hoped to find the descendants of his people there, to express his regret at his past rage and share what he had learned, perhaps setting them upon their own path to enlightenment. To his dismay, however, he discovered that they were gone, their fate unclear, perhaps driven away or dispersed. Filled with sorrow, Drokgul settled upon the outcrop he had once played atop as a child, his back against a stony pinnacle, and reached into the earth with his elemental powers. He sought to be subsumed by Teleria itself, to become truly one with its nature, and so pass over into the magics of the land beneath him.
Drokgul's efforts were only partially successful. He awoke after centuries to find that his body and mind remained separate from the natural forces around him, though he was more connected to them than ever before. His skin was now rugged and rock-like, and his mind sang with the wind, cognizant of every blade of grass, every bird call.
Drokgul was also aware of great pain. His spirit now bound so thoroughly to Teleria, he felt not only its untamable and wild soul but also its agony. Discord was growing across the land, as forces led by Siroth conspired to rip apart the world Drokgul knew and cherished. He realized he could not remain in the Redspike Mountains forever. If he was to ensure that Teleria was not destroyed, he would have to leave his home once more and fight.
When Drokgul broke his stony bonds and dragged himself to his feet, it took time for him to fully awaken his own senses and overcome his shared agony. When he eventually did, he discovered that a new people had sprung into being around him. These people bore a striking resemblance to the roving Norr Drokgul had met on his ancient wanderings, and they had settled around his rock, not realizing that he was anything other than an extension of the stone beneath. At first they were terrified, but Drokgul convinced them that he meant no harm. Drokgul set about teaching them the ways of Teleria, seeing in them a kindred, wandering spirit, but he knew he could not remain for long. Bidding his new friends farewell, Drokgul recommenced his great trek. He took with him a boulder from the pinnacle he had rested against and chained it to his back as a symbol of his link to Teleria, determined to carry it with him always. His purpose now he believes is to preserve the sanctity and existence of Teleria, in defiance of the forces that would wreak destruction upon it.
Stats
- HP34th of 1,05122,965
- ATK568th of 1,051991
- DEF490th of 1,0511,057
- SPD106th of 1,051107
- C. RATE15%
- C. DMG50%
- RES183rd of 1,05140
- ACC0
At 6 stars, level 60 and fully ascended, before gear, Masteries and Blessings. Each bar is measured against the highest value in the RAID: Shadow Legends roster, and the place is out of every character with that stat.
6 stars, level 60
- HPNo Ascension: 20,805Ascension 1: 20,970Ascension 2: 21,135Ascension 3: 21,480Ascension 4: 21,810Ascension 5: 22,305Ascension 6: 22,965
- ATKNo Ascension: 925Ascension 1: 936Ascension 2: 947Ascension 3: 958Ascension 4: 969Ascension 5: 980Ascension 6: 991
- DEFNo Ascension: 991Ascension 1: 1,002Ascension 2: 1,013Ascension 3: 1,024Ascension 4: 1,035Ascension 5: 1,046Ascension 6: 1,057
- SPDNo Ascension: 97Ascension 1: 97Ascension 2: 97Ascension 3: 97Ascension 4: 97Ascension 5: 97Ascension 6: 107
- C. RATENo Ascension: 15%Ascension 1: 15%Ascension 2: 15%Ascension 3: 15%Ascension 4: 15%Ascension 5: 15%Ascension 6: 15%
- C. DMGNo Ascension: 50%Ascension 1: 50%Ascension 2: 50%Ascension 3: 50%Ascension 4: 50%Ascension 5: 50%Ascension 6: 50%
- RESNo Ascension: 30Ascension 1: 30Ascension 2: 30Ascension 3: 30Ascension 4: 30Ascension 5: 30Ascension 6: 40
- ACCNo Ascension: 0Ascension 1: 0Ascension 2: 0Ascension 3: 0Ascension 4: 0Ascension 5: 0Ascension 6: 0
- HPNo Ascension: 20,805Ascension 6: 22,965
- ATKNo Ascension: 925Ascension 6: 991
- DEFNo Ascension: 991Ascension 6: 1,057
- SPDNo Ascension: 97Ascension 6: 107
- C. RATENo Ascension: 15%Ascension 6: 15%
- C. DMGNo Ascension: 50%Ascension 6: 50%
- RESNo Ascension: 30Ascension 6: 40
- ACCNo Ascension: 0Ascension 6: 0
Base values before gear, Masteries, Blessings and Great Hall bonuses.
Skills
Upgrade planner
Bonebreak Boulder
A1Attacks 1 enemy. Has a 20% chance of placing a Stun debuff for 1 turn.
- Damage
- 0.2 x MAX HP
- Level 2 Damage +5%
- Level 3 Damage +5%
- Level 4 Damage +10%
- Level 5 Buff/Debuff Chance +10%
- Level 6 Buff/Debuff Chance +10%
Stun The Champion with Stun debuff is unable to act X Turns. Cooldowns are not refreshed while Stun is active.

Eldritch Ground
A2Cooldown 5 turns, 3 fully booked
Places a 50% Increase ATK buff and a 60% Increase DEF buff on all allies for 2 turns. Also places a Block Damage buff for 1 turn on allies with less than 30% HP.
- Level 2 Cooldown -1
- Level 3 Cooldown -1
Block Damage Makes the Champion immune to all forms of damage. Its duration cannot be increased.
Increase ATK Increases the Champion's Battle ATK (current ATK value) by 25% or 50%.
Increase DEF Increases the Champion's Battle DEF by 30% or 60%.

Runestone Blessing
A3Cooldown 5 turns, 4 fully booked, Upgraded at Ascension 3
Active Effect Places a Shield buff equal to 15% of this Champion's MAX HP on all allies for 3 turns. Passive Effect Heals each ally by 15% of this Champion's MAX HP whenever a Shield buff placed by this Skill expires, is removed, or is broken by an enemy attack. Allies whose Shield buffs are broken will also counterattack the enemy that breaks the Shield. When a Shield is broken, the heal occurs instantly before any remaining damage from the Shield-breaking attack is taken.
- Level 2 Shield +5%
- Level 3 Shield +5%
- Level 4 Shield +10%
- Level 5 Cooldown -1
Before Ascension 3
Cooldown 5 turns
Active Effect Places a Shield buff equal to 15% of this Champion's MAX HP on all allies for 3 turns. Passive Effect Heals each ally by 15% of this Champion's MAX HP whenever a Shield buff placed by this Skill expires, is removed, or is broken by an enemy attack. When a Shield is broken, the heal occurs instantly before any remaining damage from the Shield-breaking attack is taken.
- Level 2 Shield +5%
- Level 3 Shield +5%
- Level 4 Shield +10%
- Level 5 Cooldown -1
Shield The Champion's HP bar is reinforced with a Shield for the indicated number of turns. Damage is calculated as normal but is first applied to the Shield (unless the attack is stated to ignore Shields). When the Shield buff expires, or the value of the Shield reaches 0, the buff is removed and any further damage is applied as normal.

Almighty Immunity [P]
ExtraImmune to Stun, Freeze, Sleep, Provoke, Block Active Skills, Block Passive Skills, Fear, True Fear, Petrification, Berserk, Enfeeble, Nullify, Ensnare, Fatigue, and Hunter's Gaze debuffs. Also immune to HP exchange effects, HP balancing effects, and cooldown increasing effects.
Almighty Tolerance [P]
ExtraDecreases the damage taken from Poison debuffs by 90%.

Grim Fortitude [P]
ExtraDecreases the damage taken from Smite debuffs by 70%.

Awakened Weakness [P]
ExtraDecreases the damage inflicted by the Boss for each Awakening Level on the target Champion (2.5% for Levels 1-2 and 5% for Levels 3-6, stacks up to 25%). Increases the damage received by the Boss for each Awakening Level on the attacking Champion (5% for Levels 1-2 and 10% for Levels 3-6, stacks up to 50%).

Almighty Strength [P]
ExtraDamage from skills that scale based on enemy MAX HP cannot exceed 5% of the Boss' MAX HP when attacking the Boss.

Unfaltering Speed [P]
ExtraImmune to Decrease SPD debuffs and Turn Meter reduction effects.

Flameproof [P]
ExtraDamage from HP Burn debuffs cannot exceed 1% of the Boss' MAX HP.
Aura: Increases Ally HP in all Battles by 25%.
How to get Drokgul the Gaunt
Drokgul the Gaunt can be summoned from Ancient Shard, Sacred Shard and Primal Shard as a Legendary champion.
Skins
1Drokgul the Gaunt heroboss Skin.
Upgrade costs
Open in the plannerAscension
- Ascension 1
Superior Spirit Potion ×1
Greater Arcane Potion ×5 - Ascension 2
Superior Spirit Potion ×2
Superior Arcane Potion ×2 - Ascension 3
Superior Spirit Potion ×3
Superior Arcane Potion ×2 - Ascension 4
Superior Spirit Potion ×4
Superior Arcane Potion ×3 - Ascension 5
Superior Spirit Potion ×5
Superior Arcane Potion ×4 - Ascension 6
Superior Spirit Potion ×6
Superior Arcane Potion ×4















