General Murdock

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General Murdock

Champion Tier: A

Champion Details

Faction: Clans
Race: Goblin
Role 1: Tactician
Role 2: Rogue
Role 3: Traveler

Key Information

Leader: Yes
Base Speed: 155
Farm: Event

General Murdock

General Murdock is the cog that makes the goblin team amazing. A General Murdock lead team is the Hard Tower team you want to build. That team consists of GM, Gorram, Frank, ATOM and Major Shot or Pigwald. GM is a great Champion but just misses out on the S ranking, due to the fact he isn't as plug and play friendly as many of the other Legendary Champions. Not saying this can't be done but to get everything out of this Champion he should be put in the lead of that amazing team!

Snare

Level 1 – Deals 90% of Physical Damage to an enemy. A 25% chance to inflict a Damage Decrease for 2 turns.

Level 2 – Deals 115% of Physical Damage to an enemy. A 25% chance to inflict a Damage Decrease for 2 turns.

Level 3 – Deals 140% of Physical Damage to an enemy. A 25% chance to inflict a Damage Decrease for 2 turns.

Level 4 – Deals 170% of Physical Damage to an enemy. A 50% chance to inflict a Damage Decrease for 2 turns.

Level 5 – Deals 210% of Physical Damage to an enemy. A 75% chance to inflict a Damage Decrease for 2 turns.

Level 6 – Deals 260% of Physical Damage to an enemy. Inflicts a Damage Decrease for 2 turns.

Its a Trap!

Level 1 – Deals 130% of Physical Damage to an enemy. If the target is afflicted by Slow, their turn meter decreases by 10%. If the target is afflicted by a Damage Decrease, this ability calls a random ally to assist.

Level 2 – Deals 170% of Physical Damage to an enemy. If the target is afflicted by Slow, their turn meter decreases by 15%. If the target is afflicted by a Damage Decrease, this ability calls a random ally to assist.

Level 3 – Deals 220% of Physical Damage to an enemy. If the target is afflicted by Slow, their turn meter decreases by 20%. If the target is afflicted by a Damage Decrease, this ability calls a random ally to assist.

Level 4 – Deals 270% of Physical Damage to an enemy. If the target is afflicted by Slow, their turn meter decreases by 30%. If the target is afflicted by a Damage Decrease, this ability calls a random ally to assist.

Level 5 – Deals 330% of Physical Damage to an enemy. If the target is afflicted by Slow, their turn meter decreases by 40%. If the target is afflicted by a Damage Decrease, this ability calls a random ally to assist.

Level 6 – Deals 400% of Physical Damage to an enemy. If the target is afflicted by Slow, their turn meter decreases by 50%. If the target is afflicted by a Damage Decrease, this ability calls a random ally to assist.

Slow Bombing

Level 1 – Deals 80% of Physical Damage to all enemies. A 25% chance to inflict Slow for 2 turns.

Level 2 – Deals 110% of Physical Damage to all enemies. A 25% chance to inflict Slow for 2 turns.

Level 3 – Deals 140% of Physical Damage to all enemies. A 25% chance to inflict Slow for 2 turns.

Level 4 – Deals 175% of Physical Damage to all enemies. A 35% chance to inflict Slow for 2 turns.

Level 5 – Deals 210% of Physical Damage to all enemies. A 50% chance to inflict Slow for 2 turns.

Level 6 – Deals 250% of Physical Damage to all enemies. A 70% chance to inflict Slow for 2 turns.

Fortified Mechanisms (Passive)

Level 1 – Increases Potency by 5% if there are any members of the Order in the enemy party plus an extra 5% if there are any elves in the enemy party.

Level 2 – Increases Potency by 10% if there are any members of the Order in the enemy party plus an extra 10% if there are any elves in the enemy party.

Level 3 – Increases Potency by 15% if there are any members of the Order in the enemy party plus an extra 15% if there are any elves in the enemy party.

Level 4 – Increases Potency by 20% if there are any members of the Order in the enemy party plus an extra 20% if there are any elves in the enemy party.

Level 5 – Increases Potency by 25% if there are any members of the Order in the enemy party plus an extra 25% if there are any elves in the enemy party.

Level 6 – Increases Potency by 30% if there are any members of the Order in the enemy party plus an extra 30% if there are any elves in the enemy party.

Accelerated Machinery (Leadership)

Level 1 – Upon landing a critical hit, all allied goblins recover 5% of their turn meter and have a 20% chance to call a random goblin to assist. Can be triggered once per turn.

Level 2 – Upon landing a critical hit, all allied goblins recover 10% of their turn meter and have a 20% chance to call a random goblin to assist. Can be triggered once per turn.

Level 3 – Upon landing a critical hit, all allied goblins recover 15% of their turn meter and have a 20% chance to call a random goblin to assist. Can be triggered once per turn.

Level 4 – Upon landing a critical hit, all allied goblins recover 20% of their turn meter and have a 30% chance to call a random goblin to assist. Can be triggered once per turn.

Level 5 – Upon landing a critical hit, all allied goblins recover 20% of their turn meter and have a 40% chance to call a random goblin to assist. Can be triggered once per turn.

Level 6 – Upon landing a critical hit, all allied goblins recover 20% of their turn meter and have a 50% chance to call a random goblin to assist. Can be triggered once per turn.

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Runes

Rune Priority

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

Set Priorities:

Speed x4 Crit Chance / Potency x2

Substat Priorities:

Speed Crit Chance Potency Damage 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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