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Giant Bear Guide

Giant Bear
Advanced

Progenitors' Plain · ATK 400 · Power 300 000

Dodging Mad Dash so the bear stuns itself instead of going Frenzied, and closing the fight inside 6 minutes.

Before you pull

Primal Brutality: enrage at 6 minutes

6m after Giant Bear enters battle, it becomes Enraged, increasing all damage it deals by 1,000%.

The Giant Bear is immune to every debuff and impairment except Taunt.

Control heroes do nothing here.

Bring

Troops Marksman & Mage preferred
Tanks1-2 Infantry
FormationSpread out, never stack

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 −20% DEF window: that is where the damage happens
  • Max range is safest: most of its kit is a forward arc
  • Nothing but Taunt sticks to the bear: pick heroes accordingly

The fight, phase by phase

3 phases
1

Pull & Positioning

  • Tank pulls the Giant Bear and faces it away from the group
  • DPS stay at max range
  • Claw Strike and Rend are forward arcs; Paw Stomp hits everything around the bear
  • Earthbreaker charges up, then knocks everyone nearby Airborne for 15% of maximum Unit Count. Watch the wind-up

Goal: Stable positioning, no early losses

Claw Strike

Claw Strike

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

Rend

Rend

Giant Bear tears at the enemy with its teeth, dealing Physical Skill damage to all Legions in a forward arc (Damage Factor 900), then immediately bites all Legions in the same range, dealing Physical Skill damage a second time (Damage Factor 900). All targets in range of the two attacks take equal damage.

Paw Stomp

Paw Stomp

Giant Bear stomps on the ground with its paws, dealing Physical Skill damage to all surrounding enemy Legions (Damage Factor 500).

Earthbreaker

Earthbreaker

After charging up, Giant Bear smashes the ground, knocking surrounding Legions Airborne and dealing Physical Skill damage (15% of the Legion's maximum Unit Count).

2

Mad Dash, and the two outcomes

The bear charges in a straight line after a short wind-up. Dodge sideways at 90°, never backward.

OutcomeWhat follows
It hits nobodyThe bear crashes into the arena wall, is briefly Stunned, and its DEF drops 20%. A Healing Manastone spawns
It hits someoneThat Legion takes 50% of its maximum Unit Count, and the bear becomes Frenzied

Frenzy is what a missed dodge really costs. A bear that connects starts casting Rend on repeat: a forward arc that lands twice, Damage Factor 900 each time.

The rule is dodge, everyone, every time. The wall is only where an empty charge ends. Then burst the −20% DEF window with full artifacts.

Mad Dash

Mad Dash

After a short charge-up, Giant Bear rushes forward, dealing Physical Skill damage to all enemy Legions in its path (50% of the Legion's maximum Unit Count).

Healing Manastone

Healing Manastone

Each time Giant Bear loses 20% HP, its Lair produces Healing Manastone. When gathered, it heals a Legion's lightly wounded units. _PentagonCornerVec:

Frenzy

Frenzy

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

3

Healing Manastone

  • Spawns each time the bear loses 20% of its HP, and again whenever a Mad Dash misses
  • Gathering it heals your own Legion's lightly wounded units: not the raid
  • Pick up on Leadership's call so two Legions do not burn one stone

Reference