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Direbear Guide

Direbear
Elite

Duskhills · ATK 280 · Power 350 000

Dodging Dark Rush so the bear stuns itself, dispelling the Darkseal it leaves behind, and never letting it reach Frenzy.

Before you pull

Dark Brutality: enrage at 8 minutes

8m after Direbear enters battle, it becomes Enraged, increasing all damage it deals by 1,000%.

Direbear is immune to every debuff and impairment except Taunt.

Control heroes do nothing here.

Bring

Troops2× Tanks, Marksman DPS
FormationTanks pull Direbear away from DPS, spread out
Keybring 3-4 Spirit Bangle mages. The Darkseal is dispellable, and that is the only way to remove it early

Stats

Health300 000

Defense2 250

MovementVery Fast

Battle duration300s

Rewards

Gems400

Speedups4h 10m

GoldGold500K

WoodWood500K

OreOre375K

What you must not do

  • Dodge sideways, always: a connected charge means Frenzy and repeated Rend
  • Burst the −40% DEF window: that is the fight's damage
  • Get out of purple before dispelling it: 3% per second, 100 seconds
  • Nothing but Taunt sticks to Direbear: pick heroes accordingly

The fight, phase by phase

4 phases
1

Pull & Positioning

  • Tank pulls Direbear and holds aggro
  • Isolate the boss to protect DPS from AoE
  • DPS stay at max range
  • Berserker Cyclone hits everything around it; Claw Strike is a forward arc

Goal: Stable positioning, Direbear isolated from DPS

Berserker Cyclone

Berserker Cyclone

Direbear unleashes a whirling claw attack, dealing Magic Skill damage to all surrounding Legions (Damage Factor 500).

Claw Strike

Claw Strike

Direbear brandishes its deadly claws, dealing Magic Skill damage to all enemy Legions in a forward arc (Damage Factor 300).

2

Dark Rush, and the two outcomes

Direbear charges in a straight line after a short wind-up. Dodge sideways at 90°, never backward. You cannot outrun it in its own lane.

What happens next depends entirely on whether it touched anyone:

OutcomeWhat follows
It hits nobodyThe bear crashes into the arena wall, is briefly Stunned, and its DEF drops 40%. A Healing Manastone spawns
It hits someoneThat Legion takes 50% of its maximum Unit Count, and Direbear becomes Frenzied

Frenzy is the punishment nobody talks about. A bear that connects starts casting Rend on repeat: a forward arc that hits twice, Damage Factor 1,800 each time. A single missed dodge turns into sustained raid damage.

So the call is not "lure it into the wall". It is dodge, everyone, every time. The wall is just where an empty charge ends. That −40% DEF window is your burst: full artifacts, everything.

Every Dark Rush also lays a Darkseal along its path.

Dark Rush

Dark Rush

After a short charge-up, Direbear rushes forward, dealing Magic Skill damage to all Legions in its path (50% of the Legion's maximum Unit Count) and creating a Darkseal along its path. All Legions within the Darkseal take Magic Skill damage (3% of the Legion's maximum Unit Count) every second for 100s. The Darkseal can be Dispelled.

Healing Manastone

Healing Manastone

Each time Direbear loses 25% HP, its Lair produces Healing Manastone. When gathered, it heals a Legion's lightly wounded units.

Frenzy

Frenzy

If Direbear hits Legions while charging, it is briefly Frenzied, and will continuously cast the Skill "Rend".

Rend

Rend

Direbear tears at the enemy with its teeth, dealing Magic Skill damage to all Legions in a forward arc (Damage Factor 1,800), then immediately bites all Legions in the same range, dealing Magic Skill damage a second time (Damage Factor 1,800). All targets in range of the two attacks take equal damage.

Darkseal

Darkseal

Direbear smashes the ground with dark energy. Seconds later, a Darkseal forms in a circle on the ground. Legions within the Darkseal take Magic Skill damage every second (Damage Factor 0.03). The Darkseal can be Dispelled.

3

Darkseal

Two skills leave the same purple ground: Dark Rush along its charge lane, and Darkseal as a circle that forms a few seconds after the bear slams the ground.

  • Standing in one costs 3% of your maximum Unit Count every second
  • The Dark Rush trail lasts 100 seconds, most of a phase
  • Both can be Dispelled

3% per second compounds fast. Walk out first, dispel second. Spirit Bangle mages clear the lanes that block movement; the rest you route around.

4

Healing Manastone

  • Spawns each time Direbear loses 25% of its HP, and again whenever a Dark Rush misses
  • Gathering it heals your own Legion's lightly wounded units: it is not a raid-wide heal
  • Pick up when Leadership calls so two Legions do not waste one stone

Reference