Maar

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Maar

Champion Tier: B

Champion Details

Faction: Order
Race: Orc
Role 1: Fighter
Role 2: Warrior
Role 3: Gladiator

Key Information

Leader:
Base Speed: 122
Farm: Campaign, Shop, Chests

Maar

Maar is one of my favorite starting orcs. His move kits plays well into what you want him to do and that is hit things hard. Runeing Maar isn't hard get this Crit Chance as high as possible and hope his AoE resets. Keep him protected by a Defender, sprinkle in some speed and survivability and Maar finds a spot on any of your Orc Teams.

This Will Hurt

Level 1 – Deals 70%–130% of Physical Damage to an enemy.

Level 2 – Deals 100%–160% of Physical Damage to an enemy.

Level 3 – Deals 130%–190% of Physical Damage to an enemy.

Level 4 – Deals 160%–220% of Physical Damage to an enemy.

Level 5 – Deals 200%–260% of Physical Damage to an enemy.

Level 6 – Deals 240%–300% of Physical Damage to an enemy.

This Will Hurt Real Bad

Level 1 – Deals 90% of Physical Damage to all enemies.

Level 2 – Deals 110% of Physical Damage to all enemies.

Level 3 – Deals 140% of Physical Damage to all enemies.

Level 4 – Deals 160% of Physical Damage to all enemies.

Level 5 – Deals 190% of Physical Damage to all enemies.

Level 6 – Deals 220% of Physical Damage to all enemies. If the ability deals at least 4 critical hits, it cools down instantly.

Rage

Level 1 – Gains a Damage Increase for 2 turns.

Level 2 – Gains a Damage Increase and a Crit Chance Increase for 2 turns. Recovers 10% of the turn meter.

Level 3 – Gains a Damage Increase and a Crit Chance Increase for 2 turns. Recovers 20% of the turn meter.

Level 4 – Gains a Damage Increase and a Crit Chance Increase for 2 turns. Recovers 30% of the turn meter.

Damage 5 – Gains a Damage Increase, a Crit Chance Increase, and a Crit Damage Increase for 2 turns. Recovers 40% of the turn meter.

Level 6 – Gains a Damage Increase, a Crit Chance Increase, and a Crit Damage Increase for 2 turns. Recovers 50% of the turn meter.

Ouch! (Passive)

Level 1 – Maar deals 1% more damage for every 10% of his missing Health.

Level 2 – Maar deals 1% more damage for every 9% of his missing Health.

Level 3 – Maar deals 1% more damage for every 8% of his missing Health.

Level 4 – Maar deals 1% more damage for every 6% of his missing Health.

Level 5 – Maar deals 1% more damage for every 4% of his missing Health.

Level 6 – Maar deals 1% more damage for every 2% of his missing Health.

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Runes

Rune Priority

North East: Speed
North West: Damage
South: Crit Damage

Set Priorities:

Crit Chance x6 Crit Damage x4 Crit Chance x2

Substat Priorities:

Speed Crit Chance Damage Survivability

Artifacts

Artifact Priority

Prefered Stat First: Crit Chance
Prefered Stat Second: Damage
Prefered Stat Third: Crit Damage
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Video Guide

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