
Grappler — guide
Guide: Grappler
In short
Grappler is a Rare Spirit champion from the Ogryn Tribes with the Defense role. His real job is a team-wide shield with Reflect Damage plus a couple of Poison debuffs from his second skill, so he shines in Faction Wars and early dungeons. Build priority is HP and Speed; Accuracy only matters for his poisons and Weakness.
Strengths
- Aura: +19% HP for Spirit allies in all battles — free stats for Spirit-heavy teams.
- Shroud grants a 20% HP Shield plus 15% Reflect Damage for 2 turns with no chance involved — always lands.
- Soul Scorch hits twice, each hit with a 50% chance to place two 2.5% Poisons — decent passive damage for early Clan Boss and dungeons.
- Low rarity means cheaper books and ascension than Epics or Legendaries.
Weaknesses
- His damage scales off ATK while his base Attack is only 859 — he hits for nothing, so all value is in debuffs and the shield.
- Weak chances: Weakness 15% on the A1 at just 15%, poisons at 50% per hit — nothing is guaranteed.
- Base Speed 94 and Accuracy 10 — everything useful has to come from gear.
- Ratings are low nearly everywhere except Faction Wars: 1.0 in Hydra and Arena, 0.5 against Chimera.
Where to use
Faction Wars (2.5) is his best home, providing shield and reflect for a Spirit squad. Dungeons and Clan Boss (2.0) work as an early support with poisons and a shield. Doom Tower (1.5) is niche — the author notes Reflect Damage can help against "lava" fights. Arena and Hydra and Hard (1.0), and especially Chimera (0.5), are not his content.
Stats and gear
Priority: HP%, Speed, Accuracy (roughly 150–200 for dungeons), then Defense%. Crit Rate and Crit Damage are wasted — his damage is irrelevant. The aura already adds +19% HP to Spirit allies. No specific sets are listed in the build: go for Health, Speed, Perception (Accuracy), or Immortal if he keeps dying. Target around 40–50k HP and 170+ Speed.
Masteries and blessings
The build is defensive-support, using the Defense and Support trees. Key picks from the list: Invigorated and Strengthening Will. Relic: Gilded Dragonstone. No blessing is specified in the build.
Tombs
If you actually keep him, book the A3 Shroud first: cooldown -1 and up to +20% shield strength at max level. Booking the A2 cooldown only makes sense if you genuinely rely on his poisons. Realistically he is fodder, so tomes are better spent elsewhere.
Verdict
Vault (fusion): keep one copy for fusion and don't invest gear or books into him.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
| Skill | Description | Level Upgrades |
![]() Witchcraft | The champion attacks random targets 2 times and has a 15% chance to place a 15% Weaken debuff for 2 turns. Damage based on [ATK] | Lvl 2 – Damage +5% Lvl 3 – Damage +5% Lvl 4 – Damage +5% Lvl 5 – Damage +5% Lvl 6 – Buff/Debuff chance +10% |
![]() Soul Burn | Attacks an enemy 2 times. Each hit has a 50% chance of placing two Poison debuffs for 2 turns. Damage based on [ATK] | Lvl 2 – Damage +5% Lvl 3 – Damage +5% Lvl 4 – Buff/Debuff Chance +10% Lvl 5 – Buff/Debuff Chance +15% Lvl 6 – Cooldown -1 |
![]() Shroud | Places a Shield buff on allies equal to 20% of their HP, as well as Reflect Damage 15% for 2 turns. | Lvl 2 – Shield +5% Lvl 3 – Shield +5% Lvl 4 – Shield +5% Lvl 5 – Shield +5% Lvl 6 – Cooldown -1 |
| Aura | Increases the HP of Spirit allies in all battles by 19%. |
Anker Raid Shadow Legends is a hero from the Gaellen Pact union of the Skinwalkers faction. His main role in the team is Defense. With his skills, he weakens enemies and poisons them. On allies, he can place a Shield and Reflect Damage. Artifacts for Defense and HP suit him.
PVE Masteries = Anchor: masteries for Dungeons, Clan Boss, Doom Tower, Faction Wars

PVP Masteries = Anchor: masteries for Arena (1v1, 3v3)

Where to get
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Question — answer
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