Ugir the Wyrmeater is a Legendary Spirit champion of the Ogryn Tribes, purpose-built to punish revive-heavy teams that lean on buffs like Block Damage or Perfect Veil after a resurrection. His signature passive turns any enemy revive into an automatic counterattack, making him a strong answer to a common Arena headache.
Core Strengths & Abilities
Automatic Anti-Revive Punish: His passive, Scourge of Dragons, instantly triggers his A2, Earth Puncture, whenever an enemy revives an ally, stripping buffs from the whole enemy team and applying Weaken — and if a Lizardmen champion performed the revive, the effect becomes unresistible.
Adaptive Team Buffing: His A3, Ogryn Fortitude, grants all allies Increase Accuracy, then gives each ally either Increase DEF or Increase ATK depending on whichever stat runs higher for them, letting him support nearly any team composition.
Buff Denial and Theft: His A1, Wyrmwrath, carries an 80% base (100% booked) chance to both steal a random enemy buff and place Block Buffs for 2 turns, adding single-target utility outside of his revive-punish gimmick.
Key Weaknesses
Conditional and Resistible Triggers: A weak hit can prevent his A2's buff removal and Weaken from landing, and the passive only fires off active revive skills — Revive on Death effects and similar passives won't set it off, and it carries a 1-turn cooldown once booked, so he needs a turn to reset between activations.
Ugir stands out as a strong counter to revive-based Arena teams and remains solid throughout Clan Boss, Hydra, Ice Golem, and Spider content thanks to his flexible support kit.
Attacks 1 enemy. Has an 80% chance of stealing a random buff from the enemy. Also has a 80% chance of placing a [Block Buffs] debuff on the enemy for 2 turns. Level 2: Damage +5% Level 3: Damage +5% Level 4: Buff/Debuff Chance +10% Level 5: Buff/Debuff Chance +10%
| Effect | Kind | Action | Value | Chance | Booked | Turns | Target |
|---|---|---|---|---|---|---|---|
| Block Buffs | debuff | place | 80% | 100% | 2 |
Attacks all enemies. Has a 75% chance of removing all buffs from all enemies. Then, has a 75% chance of placing a 25% [Weaken] debuff for 2 turns. Level 2: Damage +10% Level 3: Buff/Debuff Chance +10% Level 4: Buff/Debuff Change +15% Level 5: Cooldown -1
| Effect | Kind | Action | Value | Chance | Booked | Turns | Target |
|---|---|---|---|---|---|---|---|
| Weaken | debuff | place | 25% | 75% | 85% | 2 |
Places a 50% [Increase ACC] buff on all allies for 2 turns. Also places a 60% [Increase DEF] buff on all allies whose DEF is higher than or equal to their ATK for 2 turns. If an ally’s ATK is higher than their DEF, places a 50% [Increase ATK] buff on them for 2 turns instead. Level 2: Cooldown -1 Level 3: Cooldown -1
| Effect | Kind | Action | Value | Chance | Booked | Turns | Target |
|---|---|---|---|---|---|---|---|
| Increase ACC | buff | place | 50% | 100% | 100% | 2 | all allies |
| Increase DEF | buff | place | 60% | 100% | 100% | all allies | |
| Increase ATK | buff | place | 50% | 100% | 100% | 2 |
Whenever an enemy is revived, instantly activates [Earth Puncture]. If an enemy is revived by a Champion from the Lizardmen Faction, the effects of [Earth Puncture] cannot be resisted. This passive effect will only activate when an enemy is revived using an active skill. Instantly activating [Earth Puncture] will not place [Earth Puncture] on cooldown. If there are multiple Champions on the team with this skill, only one will activate Level 2: Cooldown -1
| Effect | Kind | Action | Value | Chance | Booked | Turns | Target |
|---|---|---|---|---|---|---|---|
| Earth Puncture | other | place | 100% | 100% | |||
| Earth Puncture | other | condition | |||||
| Earth Puncture | other | mention | |||||
| Earth Puncture | other | place | 100% | 100% |