
Urogrim — guide
Guide: Urogrim
In short
Urogrim is an Epic Support from the Ogryn Tribes with the Void affinity, so he never fights at a colour disadvantage. His kit is a single-target cleanse that also heals for 40% of MAX HP, an AoE that puts three 5% Poisons on every enemy while giving the team two 15% Regenerations, plus a 20% Speed aura in all battles. Build him for HP, SPD and ACC — though the verdict here is blunt: vault him for fusion.
Strengths
- His A2 is a full debuff cleanse plus a 40% MAX HP heal on one ally — a real save button on an Epic.
- His A3 hits the whole enemy team with three 5% Poisons and hands your team two 15% Regenerations in the same press.
- The 20% Speed aura works in every battle: dungeons, Clan Boss, Faction Wars.
- Void affinity means no weak colour — he lands his stuff against any element.
- A1 hits three times with up to a 45% Poison chance per hit, an extra poison source against bosses.
Weaknesses
- Base 102 SPD is low; without gear his aura and cooldowns underperform.
- Healing is single-target only — no team heal, no shields, no revive.
- 1,145 DEF with middling HP means burst damage folds him fast.
- Near-useless in PvP and high-end Hard content (2.0–2.5); the author explicitly does not recommend him for Arena.
Where to use
His best scores are dungeons and Clan Boss (4.0 each) — Dragon's Lair and Ice Golem's Peak first, where the poisons and cleanse do full work. Next is Faction Wars (3.5), often as the only cleanse/heal the Ogryns have. Hydra (3.0) and Doom Tower (2.5) are workable but unexciting; Chimera (2.5), Arena (2.5) and Hard (2.0) are not his content.
Stats and gear
Priority: HP → SPD → ACC, RES with whatever is left, no crit needed. Rough targets: 60–70k HP, 200+ SPD (220+ for Clan Boss), 200–250 ACC so poisons land in high-level content.
Sets from the site build: Frenzy and Perception — cooldown pressure and accuracy cover his two jobs.
Masteries and blessings
Masteries from the build: Survival Speed, Pouncing Strike, Unflinching, Expeditious Exploitation, Gathering Momentum — survival and faster cycling so the heal and poisons keep coming.
Blessings: Survival instinct, Commanding Presence, Iron Will. Relics: Golden Elixir, Arachnelixir, Perched Shadow.
Tombs
Actually Tombs are Tomes — book the A2 first: its two cooldown levels cut 2 turns off the cleanse-and-heal, which is the whole reason to bring him. Then the A3, also two cooldown levels, so poisons and regeneration stay up almost permanently. Leave the A1 for last unless you want him as a poison source on Clan Boss.
Verdict
A tidy Epic utility package — cleanse, heal and poisons in one slot — but the author's call is vault, fusion material. Only build him if you need Ogryn Faction Wars or early dungeon coverage.
Build
The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.
Skills

Skull Staff
Attacks an enemy 3 times. Each hit has a 25% (45%) chance of placing a 5% Poison debuff for 2 turns.
Damage based on [ATK] = 1.5 × [ATK]
Lvl 2 Damage +5%
Lvl 3 Debuff Chance: +5%
Lvl 4 Damage +5%
Lvl 5 Debuff Chance: +5%
Lvl 6 Damage +10%
Lvl 7 Debuff Chance: +10%
Stout Tonic
Removes all debuffs from an ally, then heals them by 40% of their MAX HP.
Cooldown: 5 Turns
Lvl 2 Heal +5%
Lvl 3 Heal +5%
Lvl 4 Heal +5%
Lvl 5 Cooldown -1
Lvl 6 Cooldown -1
Poisonous Fumes
Places three 5% Poison debuffs on all enemies for 2 turns. Places two 15% Continuous Heal buffs on all allies for 2 turns.
Cooldown: 5 Turns
Lvl 2 Cooldown -1
Lvl 3 Cooldown -1
Speed Aura in all Battles by 20%
Increases Ally SPD in all Battles by 20%.
PVE Masteries = Urogrim: masteries for Dungeons, Clan Boss, Doom Tower, Faction Wars
Clan Boss

Solo Dragon 25 farm

PVP Masteries = Urogrim: masteries for Arena (1v1, 3v3)
Not recommended for use in PVP
Where to get
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Question — answer
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