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Geargrinder
Rare Ogryn Tribes Void HP

Geargrinder — guide

Gaellen Pact
VerdictLevel up
3/5
Speed95HP19320Defense914Attack826
Clan Boss1.5
Hydra2.5
Chimera2.5
Arena2
Dungeons2
Hard dungeons2
Doom Tower2
Faction Wars2.5
Reviver for vault/fusion fodder
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Geargrinder

In short

Geargrinder is a Rare Ogryn Tribes HP-type Void champion whose job is not damage but reviving fallen allies and topping up the team. He shines in Faction Wars, where a revive fills a real hole in the roster. Worth building — but prioritise Speed and survivability, not damage.

Strengths

  • Second Chance revives an ally with 50% HP and 50% Turn Meter — the champion comes back ready to act, not standing around.
  • Healing Rays heals the whole team for 15% of their MAX HP, which scales nicely on tanky champions.
  • Dried Blood places a 7.5% Regen on Geargrinder himself on a critical hit — free self-sustain.
  • Void affinity: no weak matchups, he performs the same everywhere.
  • Everything scales off HP, so one build covers both his damage and his healing.

Weaknesses

  • 95 base Speed is very low — without Speed gear his turns are rare and his long cooldowns never line up.
  • Damage is negligible (0.15 × HP): he is not a damage dealer and never will be.
  • Cooldowns of 7 and 5 turns sting badly before books.
  • Single-target revive only, no cleanse and no debuff protection.
  • Almost useless against the Clan Boss (1.5/5).

Where to use

First and foremost Faction Wars (2.5/5) — that is the revive role he is built for. Second, Hydra and Chimera (2.5/5) as anti-wipe insurance, plus dungeons, Hard modes and Doom Tower (2.0/5) when you need a live revive. Arena (2.0/5) is a poor fit because he is slow and easy to focus down; skip him for Clan Boss (1.5/5).

Stats and gear

Priority: HP% → Speed → DEF% → RES. Rough targets: 170–200+ Speed after set bonuses, 50–70k HP, 2–2.5k DEF, 200+ RES for high Faction Wars and Doom Tower stages. Push C.RATE to 100% only if you actually want the reliable Regen from his A1; otherwise ignore it.

Sets from the list: Speed as the base, Lifesteal or Immortal for sustain, Divine Speed if you need extra turns. Relics: Golden Elixir, Demonic Effigy.

Masteries and blessings

The standard route for this profile is the Support tree plus the Defense tree. From the recommended picks take Invigorated, Survival Speed, Revival Blessing and Unflinching — they reinforce exactly what he is built to do: stay alive and get the revive off.

Tombs

Book Second Chance first — cutting the revive cooldown is by far the biggest gain. Then Healing Rays (cooldown 5 down), and Dried Blood last, since that slot mostly wants crit rate rather than books.

Verdict

A narrow but honest champion: as a Faction Wars reviver he earns his keep. Investing beyond that niche is not worth the resources.

Build

Artifact sets
SpeedLifestealImmortalDivine Speed
Key masteries
InvigoratedSurvival SpeedRevival BlessingUnflinching
Relics
Golden ElixirDemonic Effigy

The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.

Skills

Dried Blood
Formula: 0.15*HP
Attacks an enemy. On a critical hit, places a 7.5% [Continuous Heal] buff on this Champion for 1 turn.

Healing Rays
Formula: 0.15*TRG_HP
Heals all allies by 15% of their MAX HP.
Skill Cooldown: 5

Second Chance
Formula: 0.5*TRG_HP
Revives an ally with 50% HP and 50% Turn Meter.
Skill Cooldown: 7

PVE Masteries

PVP Masteries


Where to get

Mystery Shardchance for these champions
Ancient Shardmain source
Void Shardonly Void affinity champions
Events and fusionsstay tuned

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