
Krakarth — guide
Guide: Krakarth
In short
Krakarth is an Epic HP-role support from the Dark Elves. His selling point is A3: team-wide 25% Increase ATK plus a Shield worth 20% of his max HP, backed by a passive that boosts every shield on the team by 15% while he lives. He shines in Faction Wars and works as a shield-support for Clan Boss and Hydra.
Strengths
- A3 delivers two useful buffs in one cast: 25% Increase ATK and a Shield scaled off his own HP — his natural stat.
- Passive (Solid Support): while Krakarth is alive, all team shields are 15% stronger — stacks well with other shield-makers.
- A2 places Revive on himself for 2 turns, so he can come back and keep the passive running.
- A1 has a 30% (40% booked) chance to remove one debuff from a random ally — free cleanse pressure.
- His damage scales off HP (0.2× and 0.3×), so you can build him purely tanky without wasting stats.
Weaknesses
- A1 cannot remove debuffs from himself — he has no self-cleanse.
- Long cooldowns: A3 starts at 7 turns, A2 at 5. Without books he cycles slowly.
- Base Speed 98 is very low — without speed gear he barely takes turns.
- No debuffs and no ACC-based utility; single-target damage is negligible, so Arena and dungeons are a waste of a slot.
Where to use
Best home is Faction Wars (3.5/5), where his shield plus Increase ATK covers exactly what a faction team needs. Next come Clan Boss and Hydra (3.0 each) as a secondary shield-support and 25% Increase ATK source for your damage dealers. Chimera (2.5) is situational. Arena, dungeons, Doom Tower and Hard mode (2.0 each) are not his content.
Stats and gear
Priority: HP% → Speed → DEF%/Resistance. Accuracy is pointless — he places no debuffs. Rough targets: 60–80k HP, 170–200 Speed for Faction Wars, 200+ Resistance if you slot him into a PvP team. Ignore C.RATE and C.DMG; HP-scaled damage is not his job. Sets: Life, Immortal, Speed, Shield.
Masteries and blessings
Standard PvE setup for dungeons, Clan Boss, Doom Tower and Faction Wars; key masteries from the list: Blessed Heal, Invigorated, Targetfinder, Heal 'N' Go. For Arena (1v1 and 3v3) use a separate buff-oriented PvP build. Relics: Orb of Transfixion, Perched Shadow. Blessings are not a priority — take defensive ones so he survives and keeps the passive alive.
Tombs
Book A3 first: it has three cooldown levels (7→4 turns), so his shield and Increase ATK actually stay up. Then A2 (cooldown 5→3 plus damage). A1 last — it only improves the debuff-removal chance.
Verdict
A narrow Faction Wars and shield-support pick; otherwise he goes to the vault (fusion). Build him only if you are pushing Faction Wars or need extra shields for bosses.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills

Majestic Scepter
Attacks an enemy. With a 30% (40%) chance, removes one debuff from a random ally.
Cannot remove debuffs from self.
Damage based on [HP] = 0.2 × [HP]
Lvl 2 Damage +5%
Lvl 3 Chance to remove: +5%
Lvl 4 Damage +5%
Lvl 5 Chance to remove: +5%

Eternal Return
Attacks an enemy. Places a Revive on Death buff on this Champion for 2 turns.
Damage based on [HP] = 0.3 × [HP]
Revive on Death
Cooldown: 5 turns
Lvl. 2 Damage +10%
Lvl. 3 Damage +10%
Lvl. 4 Cooldown -1
Lvl. 5 Cooldown -1

Commanding Might
Places a 25% Strengthen buff and a Shield buff equal to 20% of this Champion's MAX HP on all allies for 2 turns.
Strengthen 25%
Shield
Cooldown: 7
Lvl 2 Cooldown -1
Lvl 3 Cooldown -1
Lvl 4 Cooldown -1

Sturdy Support (Passive)
While Krakart is alive, the strength of all team Shields is increased by 15%. (seems like an aura for shields)
PVE Masteries = Krakarth: masteries for Dungeons, Clan Boss, Doom Tower, Faction Wars
Standard PVE

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

Where to get
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Question — answer
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