
Trumborr — guide
Guide: Trumborr
In short
Trumborr is an Epic Orc Defense champion with Spirit affinity whose damage all scales off DEF. He shines most against the Clan Boss and in Hydra, where he hands out a team-wide shield and clears debuffs along the way. Build him as a tank-support first: DEF, SPD and survivability, not damage.
Strengths
- Wall of Muscle gives every ally Ally Shield 50% for 2 turns and puts Increase DEF 60% on himself; booked, the cooldown drops from 6 to 4 turns.
- Energy Burst hits all enemies and, before attacking, removes one random debuff from each ally — a bit of damage (+5% per debuff removed) plus a light cleanse.
- Every skill scales off DEF, so a tanky build still contributes real numbers.
- Fearlessness (passive): 40% chance when hit to reduce the duration of all his own debuffs by 1 turn — great against the Clan Boss and Hydra.
- Solid base: 18,330 HP and 1,332 DEF.
Weaknesses
- 99 SPD is low; without speed gear his shield uptime suffers.
- A1 debuffs (Weakness 25% and Parasite) cap at 40% chance even booked — unreliable.
- Wall of Muscle does not shield Trumborr himself.
- Barely relevant in dungeons (2.0) and near-useless in Hard mode (1.0).
Where to use
Clan Boss (4.5) comes first — his shield and passive carry there. Then Hydra (4.0) and Faction Wars (3.5), where Orcs lack a protector. Chimera and Arena (3.0 each) are situational, Doom Tower and dungeons (2.0) are weak, and Hard (1.0) is simply not his content.
Stats and gear
Priority: DEF → SPD → HP → ACC. Targets: DEF 3,000+, HP 40,000+, SPD 170–200, ACC 150+ only if you actually want the A1 debuffs to land. Ignore C.RATE and C.DMG. Sets: Speed, Perception, Immortal or Divine Life, and Guardian if the team needs damage transfer.
Masteries and blessings
Defense + Support trees. Key picks from the build: Invigorated, Survival Speed, Strengthening Will, Unflinching. Blessings: Faultless defense (main) or Cruelty. Relics: Golden Elixir, Gilded Dragonstone.
Tombs
Book Wall of Muscle first: 6→4 turn cooldown means near-permanent shield uptime for the team. Then Energy Burst (cooldown −1 and damage). A1 tomes come last.
Verdict
The author's call is blunt: an average Epic, vault (fusion) material. Only worth building if you need a shield-plus-cleanse body for the Clan Boss or Hydra.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills
Double Raid
Attacks an enemy 2 times.
The first hit has a 30% (40%) chance of placing a 25% Decrease ATK for 2 turns.
The second hit has a 30% (40%) chance of placing a Leech for 2 turns.
Damage based on [DEF] = 1.8 × [DEF] (2 times)
Decrease ATK
Leech
Level 2: Damage +5%
Level 3: Damage +5%
Level 4: Damage +10%
Level 5: Debuff chance: +10%
Energy Burst
Attacks all enemies. Before attacking, removes one random debuff from all allies. Damage increases by 5% for each debuff removed.
Damage based on [DEF] = 3.9 × [DEF] AoE
Removes debuffs
Cooldown: 4 turns
Level 2: Damage +10%
Level 3: Damage +10%
Level 4: Cooldown -1
Wall of Muscle
Places a 50% Ally Protection buff on all allies except this Champion for 2 turns. Places a 60% Increase DEF buff on this Champion for 2 turns.
50% Ally Protection
60% Increase DEF
Cooldown: 6 turns
Level 2: Cooldown -1
Level 3: Cooldown -1
Impassivity (Passive)
When hit, has a 20% (40%) chance of reducing the duration of all its debuffs by 1 turn.
Level 2: Chance: +10%
Level 3: Chance: +10%
PVE Masteries = Trumborr: masteries for Dungeons, Clan Boss, Doom Tower, Faction Wars
Clan Boss (killable)

General PVE

PVP Masteries = Trumborr: masteries for Arena (1v1, 3v3)
Cleanser/Tank

Gifts
Clan Base
Cruelty

Tank
Impeccable Defense

Where to get
Reviews
Played this hero? Tell us where he saved you, — it will help other players.
Question — answer
No questions.
















