
Crack Warrior

Giant Beast's Heavy Stomp (1000% guaranteed crit AoE at ★4) triggers after every skill use. Ground Slash's double-cast at 4★B1 means two heavy stomps per rotation — devastating burst.

Use Blaze Lord if you're running the T4A auto-attack path instead of T4B burst. Its +90% Auto DMG nearly doubles Giant Beast's +50%, but the -10% HP per auto drain requires a dedicated healer or Imprison set's 20% heal-on-hit.




| Star | Branch | Effect |
|---|---|---|
| 2★ | B2 | +40% base crit on Ground Slash |
| 3★ | B2 | Damage → 850%, fan shape AoE |
| 4★ | B1 | Can cast Ground Slash twice in succession |
| 5★ | B1 | +90% ATK speed + normal ATK, 10% disarm, expanded range |
Burst Melee DPS. Double-cast burst + crit on demand. Fan shape for AoE coverage.
| Source | Effect |
|---|---|
| Ground Slash (SELF) | -25 Skill DMG Resist/stack (max 2 = -50) |
| Fire card passive (Scorching Lv2–3) | -20 to -35 Skill DMG Resist |
| Black Dragon passive (Magic Flame Lv1–5) | -20 to -60 Skill DMG Resist |
| Leap Slash teammate | -25 Skill + -25 Auto DMG Resist |
| StarBuck passive (Starburst Lv1–5) | -20 to -60 Auto DMG Resist |
Stack example: Ground Slash x2 (-50) + Fire card Lv3 (-35) + Black Dragon Lv3 (-40) = -125 Skill DMG Resist — doubles your burst damage.
Build Scaling Quick Reference
Scales From (T4A Auto-Attack): ATK, Auto DMG%, ATK Speed — Blaze Lord +90% Auto DMG with heal-on-hit sustain
Scales From (T4B Burst): ATK, Skill DMG%, Crit Rate/DMG — 850% physical with double-cast
Core Synergy (T4A): Blaze Lord (+90% Auto DMG, -10% HP per auto) → Imprison of suit 4pc (20% heal-on-hit offsets drain) → +90% ATK Speed sustains through drain
Core Synergy (T4B): Giant Beast (+50% Auto DMG, 550% AoE stomp) → Gudrun of suit 3pc (+25% Ground Slash DMG = 1,062% per cast) → T4B double-cast → Red 4pc (+45% Crit Rate)
Weakness: T4A requires healing for Blaze Lord's drain — T4B is bursty with downtime between cooldowns
Affix Priority: Equipment ATK% > Crit Rate > Crit DMG
Why Ground Slash is Top Melee DPS
- 550% base physical DMG in a 4×2 line — High base multiplier for a warrior skill
- T2A/T2B both scale to 850% DMG — Massive upgrade at tier 2 regardless of path
- T3A double-cast — Two Ground Slashes back to back for burst windows
- T4A gives +90% ATK speed + auto-DMG — Turns warrior into a sustained DPS machine
- T4B ignores DEF with 150x Pure ATK scaling — Melts armored bosses and PvP targets
Recommended Card
Card choice depends on your Tier 4 path.
T4A (Auto-Attack Sustained DPS):
Blaze Lord — ★4
| Star | Passive |
|---|---|
| ★1 | +40% Auto DMG, -10% HP per auto-attack |
| ★2 | +100% HP Regen |
| ★3 | +15% Dodge |
| ★4 | +90% Auto DMG |
T4A Synergy: Blaze Lord's +90% Auto DMG at max stars is absurd with T4A's +90% ATK speed — you auto-attack constantly, so the damage bonus applies to nearly all your output. The -10% HP per auto is a real cost, but T4A teams run a healer and the +100% HP Regen passive at ★2 helps offset it. The +15% Dodge from ★3 is a nice bonus for a melee character constantly in harm's way.
T4B (Burst / Hybrid DPS):
Giant Beast — ★4
| Star | Passive |
|---|---|
| ★1 | +30% Auto DMG |
| ★2 | +50% Auto DMG |
| ★3–4 | Post-skill enhanced heavy attack: 500% AoE (5-tile radius) + 50% stun chance (2s) |
T4B Synergy: Giant Beast's post-skill enhanced heavy AoE triggers after each Ground Slash cast, adding a 500% bonus AoE with 50% stun. T4B's double-cast at 4★B1 means two Ground Slashes = two Giant Beast procs in rapid succession. The +50% Auto DMG also keeps your auto-attacks relevant between skill cooldowns. Giant Beast is the safest ★4 choice for T4B — no HP drain, solid AoE, built-in CC.
Why Blaze Lord over Giant Beast for T4A? Blaze Lord's +90% Auto DMG is nearly double Giant Beast's +50%, and T4A's +90% ATK Speed means you auto-attack constantly — the gap compounds with every hit. Giant Beast's post-skill AoE proc is wasted on T4A since your damage comes from autos, not skill casts. The -10% HP drain is the cost, but Imprison of suit 4pc's 20% auto-heal on hit directly offsets it.
Why Giant Beast over Blaze Lord for T4B? T4B is a burst build — you double-cast Ground Slash, then auto-attack during cooldowns. Giant Beast's 500% AoE proc triggers after EACH Ground Slash cast (double-cast = two procs). The +50% Auto DMG keeps autos relevant between casts. Gudrun of suit set's +25% Ground Slash DMG multiplies the skill burst that T4B is built around.
Generic / Early Option:
Giant Beast — ★4
Giant Beast works for both paths as a general-purpose card before you commit. Start with Giant Beast, then swap to Blaze Lord once you commit to T4A and have a reliable healer.
Equipment Set
T4A (Auto-Attack):
Imprison of suit — ★4
| Pieces | Bonus |
|---|---|
| 2pc | +15% Auto DMG |
| 3pc | +20% Dodge |
| 4pc | 20% auto-heal on hit |
Why Imprison of suit for T4A: The entire set is built for auto-attack warriors. The 2pc +15% Auto DMG stacks additively with Blaze Lord's +90% for a combined +105% Auto DMG. The 3pc +20% Dodge gives survivability for a melee character constantly in danger. Most importantly, the 4pc 20% auto-heal on hit directly offsets Blaze Lord's -10% HP per auto drain — at T4A's +90% ATK Speed, you auto-attack so fast that the 20% heal-on-hit sustains through the HP drain without needing a dedicated healer.
T4B (Burst): Gudrun of suit — ★4
| Pieces | Bonus |
|---|---|
| 2pc | +5% ATK |
| 3pc | Ground Slash +25% DMG |
| 4pc | Ground Slash kill → 20% HP heal |
Why Gudrun of suit for T4B: This set was literally designed for Ground Slash. The 3pc +25% Ground Slash DMG multiplies your 850% base into an effective 1062% per cast. With T4B's double-cast, that's two 1062% hits in rapid succession, each proccing Giant Beast's 500% AoE. The 4pc kill-heal gives sustain in wave content where Ground Slash cleaves through packs. The 2pc +5% ATK is a flat multiplier on everything.
Gem Setup
Gem setup depends on your Tier 4 choice and ★4 card. Both paths share defensive gems but diverge on offense.
T4A Path (
Blaze Lord + Imprison of suit)
Early Game (Before Imprison of suit 4pc)
Without Imprison of suit's 20% auto-heal on hit, Blaze Lord's HP drain is dangerous. Stack HP heavily:
| Equipment | Socket 1 | Socket 2 | Socket 3 | Why |
|---|---|---|---|---|
| Weapon | Ruby (ATK) |
Ruby (ATK) |
Ruby (ATK) |
ATK is the base that Blaze Lord's +90% Auto DMG multiplies |
| Ring | Ruby (ATK) |
Topaz (Crit) |
Topaz (Crit) |
Crit for sustained DPS; ATK speed already covered by T4A's +90% |
| Armor | Emerald (HP) |
Emerald (HP) |
Emerald (HP) |
Mandatory — Blaze Lord drains 10% HP per auto without Imprison of suit heal |
| Amulet | Emerald (HP) |
Emerald (HP) |
Emerald (HP) |
6 Emerald — survival-first until 4pc auto-heal offsets drain |
Endgame (With Imprison of suit 4pc)
Once Imprison of suit 4pc gives 20% auto-heal on hit, the HP drain is mostly self-sustaining. You can shift one Emerald to Sapphire:
| Equipment | Socket 1 | Socket 2 | Socket 3 | Why |
|---|---|---|---|---|
| Weapon | Ruby (ATK) |
Ruby (ATK) |
Ruby (ATK) |
ATK is the base that Blaze Lord's +90% Auto DMG multiplies |
| Ring | Ruby (ATK) |
Topaz (Crit) |
Topaz (Crit) |
Crit for sustained DPS; ATK speed covered by T4A's +90% |
| Armor | Emerald (HP) |
Emerald (HP) |
Emerald (HP) |
Still need HP pool — Imprison of suit heals per-hit, but burst damage can outpace it |
| Amulet | Emerald (HP) |
Emerald (HP) |
Sapphire (DEF) |
With auto-heal sustaining the drain, swap 1 Emerald for DEF mitigation |
Imprison of suit changes the math: Without the set, 5-6 Emeralds is mandatory. With 4pc, the 20% auto-heal on each hit (at T4A's +90% ATK Speed, that's many heals per second) covers the drain, letting you add mitigation.
T4B Path (
Giant Beast + Gudrun of suit)
Early Game (Before Gudrun of suit 3pc)
| Equipment | Socket 1 | Socket 2 | Socket 3 | Why |
|---|---|---|---|---|
| Weapon | Ruby (ATK) |
Ruby (ATK) |
Topaz (Crit) |
ATK scales Ground Slash; Crit amplifies double-cast burst |
| Ring | Ruby (ATK) |
Ruby (ATK) |
Garnet (Anti-Crit) |
ATK for Ground Slash scaling; Anti-Crit prevents spike damage |
| Armor | Emerald (HP) |
Emerald (HP) |
Emerald (HP) |
Survivability — melee burst DPS takes constant hits between skill casts |
| Amulet | Emerald (HP) |
Emerald (HP) |
Sapphire (DEF) |
HP + DEF for melee survival |
Endgame (With Gudrun of suit 4pc)
Gudrun of suit 4pc heals 20% HP on Ground Slash kills, giving sustain in wave content:
| Equipment | Socket 1 | Socket 2 | Socket 3 | Why |
|---|---|---|---|---|
| Weapon | Ruby (ATK) |
Ruby (ATK) |
Topaz (Crit) |
ATK scales Ground Slash (+25% from Gudrun of suit 3pc); Crit for burst |
| Ring | Ruby (ATK) |
Ruby (ATK) |
Garnet (Anti-Crit) |
ATK for Ground Slash scaling; Anti-Crit prevents spike damage in melee |
| Armor | Sapphire (DEF) |
Emerald (HP) |
Emerald (HP) |
DEF mitigation for melee exposure; HP for burst survival |
| Amulet | Sapphire (DEF) |
Emerald (HP) |
Emerald (HP) |
2 Sapphire + 4 Emerald — balanced defense for melee warrior |
Gudrun of suit changes the economy: The 4pc kill-heal means in wave content you self-sustain, freeing a gem slot for Crit DMG. Against bosses (no kills), you don't get the heal, so keep HP high.
Equipment Affixes
| Priority | Affix | Why |
|---|---|---|
| 1 | Equipment ATK% | Base ATK scales Ground Slash (850% + Gudrun of suit's +25%) AND Giant Beast's post-skill AoE — the core of the damage chain |
| 2 | Crit Rate | Double-cast at 4★B1 means two massive hits — ensuring both crit maximizes burst windows |
| 3 | Crit Damage | Amplifies every crit during double-cast burst; compounds with Giant Beast's guaranteed-crit heavy stomp |
Ruby
Topaz
Emerald
Sapphire
Garnet