Old Loor

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Old Loor

Champion Tier: B

Champion Details

Faction: Clans
Race: Goblin
Role 1: Fighter
Role 2: Warrior
Role 3:

Key Information

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

Old Loor

Old Loor can do some damage, with that being said he doesn't really have a place as of now in the game. Pairing him with Dr Frank does not work as it should and that is a shame. There are plenty of other Goblins in this game that can do more for you. As of now he is a last/need something to do type Champion.

Left Hook

Level 1 – Deals 90% of Physical Damage to an enemy.

Level 2 – Deals 110% of Physical Damage to an enemy.

Level 3 – Deals 140% of Physical Damage to an enemy.

Level 4 – Deals 180% of Physical Damage to an enemy. Dazed targets take 220% of Physical Damage instead and receive Slow for 2 turns.

Level 5 – Deals 220% of Physical Damage to an enemy. Dazed targets take 260% of Physical Damage instead and receive Slow for 2 turns.

Level 6 – Deals 260% of Physical Damage to an enemy. Dazed targets take 340% of Physical Damage instead and receive Slow for 2 turns.

Triple Strike

Level 1 – Attacks the enemy 3 times. Each attack deals 60% of Physical Damage.

Level 2 – Attacks the enemy 3 times. Each attack deals 70% of Physical Damage.

Level 3 – Attacks the enemy 3 times. Each attack deals 80% of Physical Damage.

Level 4 – Attacks the enemy 3 times. Each attack deals 95% of Physical Damage. Dazes the target for 2 turns if all three attacks hit the target.

Level 5 – Attacks the enemy 3 times. Each attack deals 115% of Physical Damage. Dazes the target for 2 turns if all three attacks hit the target.

Level 6 – Attacks the enemy 3 times. Each attack deals 140% of Physical Damage. Dazes the target for 2 turns if all three attacks hit the target.

Preparation

Level 1 – Gains a Crit Chance Increase for 2 turns.

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

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

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

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

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

Hatred for Nature (Passive)

Level 1 – Deals 5% more Crit Damage for each living elf in the enemys party.

Level 2 – Deals 10% of additional Crit Damage, plus an extra 8% of Crit Damage for each living elf in the enemy party.

Level 3 – Deals 20% of additional Crit Damage, plus an extra 11% of Crit Damage for each living elf in the enemys party.

Level 4 – Deals 30% of additional Crit Damage, plus an extra 14% of Crit Damage for each living elf in the enemy party.

Level 5 – Deals 40% of additional Crit Damage, plus an extra 17% of Crit Damage for each living elf in the enemy party.

Level 6 – Deals 50% of additional Crit Damage, plus an extra 20% of Crit Damage for each living elf in the enemy party. If Doctor Frank is an ally, restores Shield by 30% of damage dealt upon critical hit.

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Runes

Rune Priority

North East: Speed
North West: Potency
South: Crit Chance

Set Priorities:

Crit Damage x4 Crit Chance x2 Speed x4 Crit Chance/ Potency x2 Damage x4 Crit Chance/ Potency x2

Substat Priorities:

Potency Speed Damage Crit Chance Survivability

Artifacts

Artifact Priority

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

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