Gharol Bloodmaul

Gharol Bloodmaul

MythicalSpiritHPA tier

Introduction

Gharol Bloodmaul is a Mythical Spirit character in RAID: Shadow Legends. Gharol Bloodmaul's role is HP. Faction: Orcs.

On the combined RAID: Shadow Legends tier list Gharol Bloodmaul is A tier, 117th of the 1029 characters ranked, from where 3 community tier lists put Gharol Bloodmaul.

Other Spirit characters in RAID: Shadow Legends: Abyssal, Acelin the Stalwart, Acolyte of the Slither, Admiral Blacktusk, Alatreon Blademaster, Anax and 265 more.

Background

The story of Gharol Bloodmaul begins in the bloody months of slaughter that followed the failed invasion of Kaerok by the Gaellen Pact. Gharol's clan wandered for years, assuming a nomadic existence. Eventually, they found a place to call their own: an oasis in the Krokhan Desert. Surrounded by stony crags and trackless wastes, the water was nonetheless pure and cool, the soil around was rich and fertile, and wild game was plentiful. The Orcs built a new life for themselves, isolated from all those who might wish them harm.

For centuries, they lived in peace, but they never forgot the lessons of war; the clan maintained a readiness for battle, though many hoped never to have to fight again. It was into this idyllic if somewhat hardscrabble life that Gharol was born.

The daughter of the clan chieftain, Gharol grew to adulthood knowing that she was destined to lead her people. But she desired more. Weaned on the tales of the Gaellen War, and the heroes of old, Gharol desired to taste the fruits of battle for herself.

When she at last assumed the mantle of chieftain, Gharol gathered a band of young warriors around her and led raiding parties against the Nomads that roamed the desert. Soon, she set her sights on the trade caravans of Velyzar and Ireth. This was to be her undoing, and the undoing of her clan.

When Gharol made an attack on a particularly tempting slave-caravan bound for Ireth, she and her band found themselves outmatched for the first time. They were driven back by Undead guards, who felt neither pain nor fatigue, as well as the dark magic of the sorcerers who controlled them. Orcs were seared to ashes or combusted into clouds of blood. Many were captured.

Gharol and her remaining warriors retreated to the safety of the oasis, but the mage-lords of Ireth had no intention of letting potential specimens get away. They questioned those Orcs they captured and forced them to reveal the location of their home. The mage-lords acted quickly. Picturing the oasis in their mind's eyes, they turned the water of its many pools into foaming, fiery blood, from which Undead warriors erupted by the score, attacking the inhabitants.

Taken by surprise, the Orcs nonetheless fought bravely in defense of their homes and families. But they were no match for the Undead horde. After a fierce conflict, Gharol's clan was reduced to a few bloodied individuals, captured for the amusement of Ireth's mage-lords, including Gharol herself.

Gharol and her fellow captives endured months of torture at the hands of their captors. The mage-lords conducted experiments to test the limits of the Orcs' endurance and strength. One by one, Gharol's companions succumbed to their captors' attentions and perished, until only she remained.

Gharol could not say whether her survival was due to some twist of fate, or her own resilience, but it did not come without a price. The alchemical experiments of her captors had taken their toll on her body, changing it in strange ways.

When angered or hurt, Gharol's blood burned like fire and became mutable. Her musculature swelled, she sprouted a thick, whip-like tail and bony protrusions erupted from her flesh, forming a carapace that merged with the tattered armor she still wore. Her feet twisted into hooves, and her features warped into a monstrous visage. To say her captors were pleased was an understatement. The only flaw from their perspective was that Gharol returned to normal after a period of time. But they were certain that with further experimentation they could prevent this.

They would not get the chance. Gharol was not idle in her captivity. After some experimentation of her own, she found that she could channel her fury and pain and willingly activate the transformation, by slicing her flesh and spilling her own flame-blood. She hid this discovery from her captors and ceased her resistance, so that they came to believe she was broken in both mind and spirit. As a result, the guards became lax in their duties, seeing her as just another cowed slave. She gave them no trouble as they escorted her to and from the laboratories of the mage-lords day in and day out, until they ceased paying attention to her entirely.

Gharol seized her chance. One day when the guards came to take her to the laboratories, she transformed. Gharol smashed the life from the guards and used her great hooves to kick herself a path to freedom over their mangled corpses, claiming an immense hammer from one and coating it in her magma-like life-force to lend it even more might. She then freed other captives in the slave-pens, Orc, Human, and otherwise, and a general revolt ensued, in which Gharol messily slew many guards and, in the confusion, escaped with as many of the slaves as would follow her.

Gharol led her ragtag band of survivors out of Ireth and into the desert. She guided them to the oasis where her clan had made their home, hoping that it would provide them a refuge as it had her people once before, and ordered her sorcerers to ensure never again could the oasis waters be used by the necromancers. Since then, she has drawn others to her banner: Orcs, Skinwalkers, and Ogryn seeking a strong leader and a place to settle; Nomads, hoping to plunder the riches of Ireth, and other escapees. Her tiny band has swelled into an army; one with the potential to be a true threat to the authority of Ireth.

In the months since, Gharol and her forces have defeated no fewer than three expeditions sent to capture or destroy them, leading to much consternation among the mage-lords. So much so, in fact, that some claim that Vizier Ovelis himself has now taken an interest in the matter.

Regardless, Gharol Bloodmaul now prepares her new clan for all-out war against Ireth, and woe betide any who stand in her way…

Stats

  • HP12th23,955
  • ATK605th958
  • DEF153rd1,299
  • SPD281st102
  • C. RATE15%
  • C. DMG50%
  • RES17th50
  • ACC4th20

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.

Form 1 (Spirit HP): 6 stars, level 60

  • HPNo Ascension: 22,305Ascension 1: 22,470Ascension 2: 22,635Ascension 3: 22,965Ascension 4: 23,295Ascension 5: 23,625Ascension 6: 23,955
  • ATKNo Ascension: 881Ascension 1: 892Ascension 2: 903Ascension 3: 914Ascension 4: 925Ascension 5: 936Ascension 6: 958
  • DEFNo Ascension: 1,211Ascension 1: 1,222Ascension 2: 1,233Ascension 3: 1,244Ascension 4: 1,255Ascension 5: 1,277Ascension 6: 1,299
  • SPDNo Ascension: 102Ascension 1: 102Ascension 2: 102Ascension 3: 102Ascension 4: 102Ascension 5: 102Ascension 6: 102
  • 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: 50
  • ACCNo Ascension: 0Ascension 1: 0Ascension 2: 0Ascension 3: 0Ascension 4: 0Ascension 5: 0Ascension 6: 20
  • HPNo Ascension: 22,305Ascension 6: 23,955
  • ATKNo Ascension: 881Ascension 6: 958
  • DEFNo Ascension: 1,211Ascension 6: 1,299
  • SPDNo Ascension: 102Ascension 6: 102
  • C. RATENo Ascension: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 6: 50%
  • RESNo Ascension: 30Ascension 6: 50
  • ACCNo Ascension: 0Ascension 6: 20

Base values before gear, Masteries, Blessings and Great Hall bonuses.

Form 2 (Spirit Attack): 6 stars, level 60

  • HPNo Ascension: 14,865Ascension 1: 15,030Ascension 2: 15,195Ascension 3: 15,360Ascension 4: 15,525Ascension 5: 15,690Ascension 6: 16,020
  • ATKNo Ascension: 1,498Ascension 1: 1,509Ascension 2: 1,520Ascension 3: 1,542Ascension 4: 1,564Ascension 5: 1,586Ascension 6: 1,608
  • DEFNo Ascension: 1,090Ascension 1: 1,101Ascension 2: 1,112Ascension 3: 1,123Ascension 4: 1,134Ascension 5: 1,156Ascension 6: 1,178
  • SPDNo Ascension: 102Ascension 1: 102Ascension 2: 102Ascension 3: 102Ascension 4: 102Ascension 5: 102Ascension 6: 102
  • 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: 63%
  • RESNo Ascension: 30Ascension 1: 30Ascension 2: 30Ascension 3: 30Ascension 4: 30Ascension 5: 30Ascension 6: 50
  • ACCNo Ascension: 0Ascension 1: 0Ascension 2: 0Ascension 3: 0Ascension 4: 0Ascension 5: 0Ascension 6: 0
  • HPNo Ascension: 14,865Ascension 6: 16,020
  • ATKNo Ascension: 1,498Ascension 6: 1,608
  • DEFNo Ascension: 1,090Ascension 6: 1,178
  • SPDNo Ascension: 102Ascension 6: 102
  • C. RATENo Ascension: 15%Ascension 6: 15%
  • C. DMGNo Ascension: 50%Ascension 6: 63%
  • RESNo Ascension: 30Ascension 6: 50
  • ACCNo Ascension: 0Ascension 6: 0

Base values before gear, Masteries, Blessings and Great Hall bonuses.

Form 1 skills (Spirit HP)

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  • Foecrusher

    A1

    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.

    Damage
    0.28 x MAX HP + 1 x ATK
    1. Level 2 Damage +10%
    2. Level 3 Ignore RES +20%
  • Hammerquake

    A2

    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.

    Damage
    0.25 x MAX HP + 1 x ATK
    1. Level 2 Damage +20%
    2. Level 3 Ignore RES +20%
    • Provoke Champions under a Provoke debuff can only attack the enemy that applied the Provoke debuff to them. A Champion attacking while under a Provoke debuff can only use their default skill.
    • Counterattack When attacked, the Champion with Counterattack buff strikes back at their attacker using their Default Skill. This attack deals 75% of the normal Default Skill damage. Can only counterattack once when attacked with a Multi-hit skill. Does not counterattack in response to the enemy's own counterattack. Does not count as a Turn.
    • Unkillable The Champion cannot fall below 1 HP when the Unkillable buff is active. Its duration cannot be increased.
  • Bonded by Blood

    A3

    Cooldown 5 turns, 3 fully booked

    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.

    1. Level 2 Cooldown -1
    2. Level 3 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.
    • Ally Protection The Caster Champion takes 25% or 50% of direct damage inflicted upon the Target Champion. Self-inflicted damage (HP Burn or Poison) does not trigger this effect. Each Champion uses their own DEF value for mitigating damage.
  • Metamorph

    A4

    Cooldown 4 turns

    Transforms this Champion into their Alternate Form. Then grants an Extra Turn.

  • Kill or Cure [P]

    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.

  • Aura from Ascension 3: Increases Ally HP in all Battles by 35%.

Form 2 skills (Spirit Attack)

5
  • Magma Slam

    A1

    Attacks all enemies. Has a 25% chance of repeating the attack. Will ignore Block Damage buffs.

    Damage
    2.7 x ATK + 0.12 x MAX HP
    1. Level 2 Damage +10%
    2. Level 3 Damage +10%
  • Calamitous Maul

    A2

    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.

    Damage
    4 x ATK + 0.12 x MAX HP
    1. Level 2 Damage +10%
    2. Level 3 Damage +10%
  • Metamorph

    A3

    Cooldown 4 turns

    Transforms this Champion into their Base Form. Then grants an Extra Turn.

  • Crimson Haze [P]

    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

    A4

    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.

    • Increase ATK Increases the Champion's Battle ATK (current ATK value) by 25% or 50%.
    • Increase C. RATE Increases the Champion's C.RATE by 15% or 30%.
    • Increase C. DMG Increases the Champion's C.DMG by 15% or 30%.
  • Aura from Ascension 3: Increases Ally HP in all Battles by 35%.

How to get Gharol Bloodmaul

Gharol Bloodmaul can be summoned from Primal Shard as a Mythical champion.

Upgrade costs

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Ascension

  • Ascension 1Superior Spirit Potion ×3Superior Arcane Potion ×2
  • Ascension 2Superior Spirit Potion ×4Superior Arcane Potion ×3
  • Ascension 3Superior Spirit Potion ×5Superior Arcane Potion ×4
  • Ascension 4Superior Spirit Potion ×6Superior Arcane Potion ×5
  • Ascension 5Superior Spirit Potion ×7Superior Arcane Potion ×6
  • Ascension 6Superior Spirit Potion ×8Superior Arcane Potion ×7

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