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Gorr

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Tier List

Villain, Cosmic, Bio, Controller, Annihilator, Symbiote

Arena★ ★ ★ ★ ★
Alliance War Offense★ ★ ★ ★ ★
Alliance War Defense★ ★ ★ ★ ★
Blitz/Real-Time Arena★ ★ ★ ★ ★
Raid★ ★ ★ ★ ★
Dark Dimension★ ★ ★ ★ ★
Cosmic Crucible★ ★ ★ ★ ★

Iso-8

An attacker class Iso will favor Gorr the most. Raider can be great because under normal circumstances Gorr will be the first to take a turn, so he can apply Vulnerable effects, which his allies can exploit later. Striker can be a great option because characters killed by Gorr cannot be Revived, so having an additional chance that he will deal the finishing blow with the Striker Iso-8 attack is a good thing.

The final choice will depend on the Iso comp of the team.

T4 Priority

U – Ultimate ability

S – Special ability

P – Passive ability

B – Basic ability

Ultimate – will slightly increase the damage dealt to all enemies and will prolong the Safeguard Gorr applies to all Annihilators (will be 2 turns instead of 1)

Special – will slightly increase the damage and will allow Gorr to clear Revive Once from the primary and adjacent targets. While Gorr can clear Revive Once with his Ultimate, there are characters capable of reapplying it, so having a backup option is a good thing.

Passive – will allow Gorr to gain 20% Barrier on Spawn, which will help with him mitigate some damage early on.

Basic – will slightly increase the damage so it can be ignored, but for an Arena character it’s also a good thing to have, as long as you have spare T4s

Infographics

gorr +

Theory Craft

Gorr was once a mortal living on a barren planet, but he was driven to madness and vengeance after the death of his family, which he blamed on the gods’ indifference. After discovering the All-Black Necrosword, he began a crusade across the cosmos to slay deities, believing none were worthy of worship. Now a god butcher, Gorr’s relentless quest brought him into conflict with Thor, whom he sought to destroy to fulfill his vision of a godless universe.

Gorr is a fast controller who will neutralize enemies by clearing their Charged and Revive Once, applying Ability Block, and clearing the Battlefield Effects on the enemy side. On top of that, he can also provide support to his team by clearing Stun and Ability Block from them and granting them Safeguard.

Basic – Symbiote Slash

Will attack the primary target for piercing damage, clear all Charged and apply Defense Down for 2 turns

Iso-8/Counterattack/Assist

The safety attack will hit the primary target for slightly less damage, but it will still apply Defense Down to the enemy and clear Charged from them

Special – Tendril Terror

Energy Cost: 3/3

Gorr will attack the primary first and will apply Ability Block for 2 turns, then he will attack all adjacent enemies and will apply Heal Block for 2 turns to them.

This attack will also clear all Charged and Revive Once from all targets it hit. And it cannot be blocked or dodged.

After that, Gorr will also clear all Stun and Ability Block from all Annihilator and Symbiote allies.

This is a great controlling ability with a short cooldown, allowing Gorr not only to control dangerous enemies often, but to also support his teammates in case they get Stun or Ability Block applied to them.

Ultimate – Berserker Blitz

Energy Cost: 6/6

If any enemy has Charged, Gorr will fill his Speed Bar by +20%.

Then he will attack all enemies with piercing damage and will clear all Charged, Defense Up, Evade, and Revive Once from them. This will also clear all Battlefield Effects from the enemy side.

Then he will apply Safeguard for 2 turns to all Annihilator allies.

This attack is Unavoidable and cannot be blocked.

We can always choose whether Gorr will start the fight with his Ultimate or Special, which can be a great advantage for us depending on the situation. If some of the Annihilator allies are Stunned or Ability Blocked, then Special is a better choice, otherwise, Ultimate is the way to go. The damage it will provide and the protection will be immensely helpful. He is also fast, so having someone who can clear Revive Once from all enemies on Spawn can be useful for other game modes, making Gorr a strong plug-and-play option.

Passive – The God Butcher

On Spawn, Gorr will gain Charged, and will Barrier for 20% of his Max Health. On any Death, he will gain +1 Charged (up to 4 max)

Once Gorr has 4 or more Charged, he will attack the most injured, non-summoned enemy, ignoring Stealth and Taunt. The attack will be based on his Level 5 Special (if Passive is Level 5). So the attack will apply Ability Block and will clear Charged, but will not clear Revive Once.

Any characters killed by Gorr cannot be revived. And while Gorr has Charged, he cannot gain Bleed.

In Arena, while Gorr has Charged all Annihilators cannot gain Bleed, and all enemies will have their Assist Chance lowered by 100%.

Being immune to Bleed and preventing Assists will be important in Arena when battling against targets like Logan, or even Ghost Rider (Robbie), making those 2 and many others nearly obsolete since Gorr can Spawn with Charged.

Gorr will also gain +250% Focus for each Annihilator ally, meaning that his negative effects will have a higher chance of landing, and enemies will be less likely to resist any of his clears.

Conclusion

Gorr is a great addition to the Annihilators team and the game as a whole. He is a fast character who has a disdain for Charged, so he will clear all Charged from any enemy he hits, with any ability. His Special and Ultimate can also clear Revive Once, but Gorr himself doesn’t need that because any target he eliminates will stay dead and won’t be able to Revive.

As with any other Annihilator, his kit is fairly open and he can be used as a plug-and-play character, he can be also a strong replacement for Venom in a Hive-Mind, as he shares the Symbiote tag. But, of course, he will be best with his Annihilators team.

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