
Neutral creatures · Tier 3
Groll
How to use this creature in practice
Melee core and holding approaches
Groll should take reachable melee exchanges or hold an approach to more valuable units. Before advancing, identify its next target and enemies able to attack it afterward.
Watch for: Base stats are not the final exchange result. Account for retaliation, current creature count, target immunity and subsequent action order.
Timing, specific abilities and the follow-up plan
Speed 5 and Initiative 8 govern different parts of the turn. This profile lists ability costs of 2/3 Focus charges; compare them with the shared pool, cooldown and competing activations.
- Rrr, Jump!: Jumps to a hex within four hexes and hits all adjacent enemies with basic-attack damage. Cost: 2 Focus charge(s); cooldown: 2 round(s).
- Big Rock, Rrr!: Hits for Magic damage equal to 150% of a basic attack and stuns the victim until the next round, forcing it to pass its turn. Cost: 3 Focus charge(s); cooldown: 3 round(s).
- Attack
- 8
- Defense
- 6
- Damage
- 5–7
- Health
- 40
- Speed / reach
- 5
- Initiative
- 8
- Movement type
- Ground
- Retaliations per round
- 1
- Initial morale
- 0
- Initial luck
- 0
- Morale limits
- -5 … 5
- Luck limits
- -3 … 3
- Base weekly growth
- 32
- Creature type
- Living
Cost per creature: 300 gold
Neutral classification does not guarantee availability on every map. Growth and price are reference values; check the actual dwelling, map object or other acquisition method.
Reference build 25672315, data dated 2026-10-10. Public beta 0.82 values remain separate from this profile.
Abilities and limitations
Rrr, Jump!
Jumps to a hex within four hexes and hits all adjacent enemies with basic-attack damage. Cost: 2 Focus charge(s); cooldown: 2 round(s).
Big Rock, Rrr!
Hits for Magic damage equal to 150% of a basic attack and stuns the victim until the next round, forcing it to pass its turn. Cost: 3 Focus charge(s); cooldown: 3 round(s).
Living
Living creatures normally have morale limits of −5 to +5 and luck limits of −3 to +3. Their casualties can supply post-battle Necromancy.
Melee Attack
Its ordinary attack requires an adjacent enemy and can provoke retaliation. Particular abilities may alter those rules for their own strike.