This thread is for discussing strategy related to Gelert, as well as your thoughts on Gelert.
Gelert
Rarity
Element
Class
Mana Speed
Legendary
Nature/Green
Rogue
CT Changing Tides
Level
Attack
Defense
Health
4/80
997
848
1707
4/85
1074
914
1840
4/90
1229
1046
2105
Origin
Family
Untold Tales
Defenders of Atlantis family
Image
Aether Power
Description
Attack Up
At the start of each battle, this Hero gets +20% attack for 6 turns. In battles with multiple waves, the effect is refreshed at the beginning of each wave.
Ability: Effects on Special Skill 50% chance to perform the following actions when this character casts their Special Skill - Deals 80% damage to all enemies. - All allies get +21% critical chance for 3 turns.
Special Skill: Whirlpool Dash
Special Skill need consecutive uses to reach full power, the following order:
1st:
Caster steals 10% mana from the target.
Deals 460% damage to the target.
The less mana the enemies have, the more damage they will receive, up to 600%.
All allies get +25% mana generation for 3 turns.
2nd:
Caster steals 20% mana from the target.
Deals 530% damage to the target.
The less mana the enemies have, the more damage they will receive, up to 700%.
All allies get +30% mana generation for 3 turns.
All-in-one still under construction. Card image to be added when available.
Heroes become stronger when teamed with other unique Heroes of the same family.
Defenders of Atlantis family
Bonus for 1+ Heroes:
This Hero is counted as part of the Atlantis family if teamed with at least 1 Atlantis hero. Heroes share the following effect when teamed with Atlantis heroes:
+5% / +10% / +15% / +20% / +25% defense.
Bonus for 1/2 Heroes:
50% / 75% chance to give all allies +36% increased attack after this character receives Special Skill damage.
If the enemy’s Special Skill defeats this character, the chance is 75% / 100%.
Balance Changes
Jun 2024
Changes from Beta
Attack is reduced from 1003 to 997.
Defense is increased from 778 to 848
Health is increased to 1495 from 1707.
Aether power is change from Defense Up to Attack Up.
Mana steal on charge 1 is reduced from 20% to 10%.
Damage on charge 1 is increased from 240% to 430%, and the maximum damage is increased from 410% to 570%.
Mana steal on charge 2 is reduced from 40% to 20%.
Damage on charge 2 is increased from 290% to 500%, and the maximum damage is increased from 510% to 670%.
This thread is for thoughts and discussion on Gelert.
Based on preferences Forum members have expressed, please try to stick mainly to Gelert and not wander off topic too much to other heroes.
Some Popular Questions for Discussion
Is Gelert worth summoning for?
Would you use Gelert on Defense? Offense? War? Quests/Events? Titans?
Which heroes on your Roster best pair with Gelert ?
What heroes would you take when facing Gelert as an opponent?
Would you give Gelert Rogue Emblems? Which Talent Grid path will you choose?
What do you think of special?
What do you think of Gelert’s character design?
If you Summoned Gelert and would like to post your results, please include some thoughts on why you Summoned Gelert, and whether/how you plan to make use of them.*
*NOTE: Summon Results posted without any commentary/feedback at all should be flagged as Off Topic and removed, based on preferences expressed by the Forum community. Please include some comments about what you think of Gelert when posting Summon Results. In addition to opinions about Gelert, you are also encouraged to include how many Summons it took before receiving Gelert (or how many Summons you’ve done without receiving Gelert), so other players are presented with realistic experiences of the rarity of Legendary Event Hero.
Avoiding Overspending & Heartache
More Insights & Reading
I highly recommend reading these three threads for more information and context on summoning odds:
If you’ve read them a million times before, you may consider reading them again before deciding on your budget for summoning. A little time spent deciding on how much money you want to risk on summoning goes a long way to avoiding disappointment, frustration, and regret later.
Wondering About Your Personal Situation?
Feel free to discuss your team and roster here, and ask for advice from other Forum members.
If you’d like more extensive advice on sorting out your particular roster, I recommend creating a new thread in Gameplay Help & Tactics, and posting screenshots of your hero roster, along with your questions.
Edit: After playing around with this dude, he’s an absolute monster. I finally have a reason to retire my 2LB Margaret (she was my favorite hero to use) and hes getting all the mats.
Thx, I have updated the OP.
Probably this was this hero’s skill name in Beta too as “Ceto” has the same skill name.
So most likely I forgot to change this in the beta-beat topic when I have added that topic, and these hero topics are added based on information in Beta beat topics.
Not much fuzz around this guy. Cannot find single one in top 100 after a day from release. Didn’t manage to get him with one pull (shocking), but cmon! What are those stats?! He is 950 at lvl 80 no emblems?! For reference thats same as lvl 85 +18 Morel…
Of course i’m comparing an actuall fossil to a new hero, but they kept their word for making heroes strong with stats instead of game ending specials.
I don’t have the best selection of heroes to compare and the max power view always counts older heroes with their costumes on, but the rate this power goes up now is crazy. Let’s go 85 +20 to find more examples.
S3: Loki/Skadi etc. at 939
S4 Morel would be 960 at 20+ (just 21 points creep)
Season 5: Khufu/Sobek at 1015 (55 point creep)
Tides: This lovely thing has to be over 1100 at the state of comparison, so starts to be close to 100 points of power creep here and this is just the beginnings of this season. (sure my example heroes are also pretty og of their seasons)
Not saying it’s a problem as long as the specials keep reasonable. That’s just bad news for my roster to know they are badly outdated 6 months after pulling, not to mention heroes from 2 years back like Morel.
No fuzz cous he’s rather meh. Firstly he only have a role on offense - he’s a poor defense because of his sniper role. Secondly, generally snipers need to be fast, and the fact that his second charge becomes average is contradictive to his purpose. On top of this his snipe damage, even with his high attack stats, will in most cases not be deadly. Finally the 10%/20% mana steal is weak relative to his speed, and the mana generation buff is also in the low end.
Obviously, he needs to steal more mana for him to be viable. The mana steal for this hero is severely underpowered. It’s 20% of the target’s current mana, and also depending on the speed of the target, 20%…he might as well have not stolen anything at this point
Another hero that fell victim to this changing tides mechanic. The only reason CT exists is to limit the hero’s potential, I literally cannot find any strategic play revolving around CT
This was a lucky single pull. Unfortunately I doubt I’ll be leveling Gelert anytime soon. 4 of my last 5 featured 5* pulls have been Green (Haulstone, Zuni, Sha Wujing and Gelert) so I’m overloaded right now on greens and Gelert seems like the bottom of the bunch. The nerf on charge 1 from 20% mana stolen to 10% is actually a big deal as explained below.
DD’s take: Gelert’s special is conceptually similar to Roughian & Nurgib, except less synergistic. And even though R&N’s stats are lower, team synergy still makes an enormous difference in this game. Comparing the two: damage % and scaling with some variable are about the same …but R&N has 40% more mana steal and but the crucial difference is her mana steal is distributed to allies and not just the caster. For example you can get a slow Red ally (e.g. Khufu) to charge in 9 tiles with 20% mana boost plus R&N targeting an enemy with >80% mana. That’s not an uncommon scenario and is a match-ending effect. Gelert’s attack stat allows him a strong snipe, but not enough to fully one-shot-kill an enemy by himself. He steals 10% mana and has +25% mana gen, but even with up to 22% from troops and nodes and hitting a 100% mana enemy, he’s still shy of getting to charge again in 6 tiles (or more likely-3 ghosted tiles). With the 20% steal prior to live release nerf or second charge, he can situationally make that cutoff. But if that second charge has come around, it usually won’t be enough difference to sway that battle that late in the match. Either the enemy is already on the ropes, or hugely overhealed and defense buffed.
It’s ok to have his Gelert’s first charge be so-so (recommend restoring 20% mana steal so he can possibly charge in 6 tiles) if his second charge was monstrous (same effect but target and nearby). But right now… just a bit short in all areas to make a big difference offensively.
Well, at least your prioritization should be pretty easy; 1. Sha Wuijing, 2. Zuni, 3. Haulstone, 4. Gelert (if ever depending on the depth of your roster).
What I don’t understand is why does this hero steal mana, when mana steal is in itself such a complicated mechanic and hard to utilize properly with this guy. Wouldn’t it make way more sense if this guy reduces mana instead? Mana cut deals a fixed amount
They seriously need to change this guy’s mana steal to mana cut. It literally makes no sense until I think of it now. It is impossible for him to hit his max damage because mana steal doesn’t work that way! He would need other mana cutters to make him hit his max damage. This is how bad he is at his job