Groo
Gronk sought the love and care of queens — and he has found it. It’s a shame he can no longer so much as speak his name.
- Attack
- 1
- Defense
- 0
- Spell Power
- 4
- Knowledge
- 2
- Luck
- 0
- Morale
- 0
Biography
Gronk the Fourteenth was the pampered heir of a dwarf clan. When the Chorus echoed through the lands, Gronk eagerly embraced the chance to join a power that promised victory and wealth.
Charming and likable, he sought the affection of the Hive’s Queens. While he succeeded, he underestimated their love, and it transformed him in unexpected ways. Finding one day his body covered in oils, Groo lost his hair, his skin sagged, and his once‑strong hands weakened, gradually turning him into a sentient larva.
Specialization
Hive Queen growth in your cities increases by 1. Under his command, Hive Queens gain 1 Speed, 1 Initiative, and 20% HP. Their Attack and Defense increase by 1 for every 3 hero levels, and enemy Hive Queens lose an equal amount of Attack and Defense.
Starting skills
-
Summon SwarmBasicSummon SwarmOnce per round, lays eggs on the battlefield. At the start of next round, they spawn a stack of Fire Larvae. The stack has 8% of the total HP of all Hive Spawns in its army, and the strength of its abilities scales with the hero’s level.
-
WisdomBasicWisdomThe hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.
Available skills
Roll chance on level-up. Every magic hero of the Hive faction shares this table.
-
Summon Swarm8.5%Summon SwarmOnce per round, lays eggs on the battlefield. At the start of next round, they spawn a stack of Fire Larvae. The stack has 8% of the total HP of all Hive Spawns in its army, and the strength of its abilities scales with the hero’s level.
-
Sorcery6.4%Sorcery+10% Magic Damage dealt.
-
Wisdom6.4%WisdomThe hero can learn up to tier‑3 spells without knowing the corresponding Magic School skill.
-
Summon Avatar6.4%Summon Avatar -
Battle Magic6.4%Battle MagicFriendly creatures’ Attack and Defense increase by 15% of the hero’s Spell Power and Knowledge respectively.
-
Thaumaturgy6.4%ThaumaturgyThe hero can use the Spellbook one more time per battle round, but only to cast a spell of a Magic School that hasn’t been used this round. Spells cost +100% mana for each use after the first.
-
Insight5.3%InsightThe hero gains +20% more XP.
-
Diplomacy5.3%Diplomacy -
Leadership4.3%LeadershipThe hero gains 1 Morale.
-
Luck4.3%LuckThe hero gains 1 Luck.
-
Logistics4.3%Logistics+10% Movement points on the global map.
-
Scouting4.3%ScoutingThe hero gains 1 sight radius.
-
Siegecraft4.3%Siegecraft -
Recruitment4.3%Recruitment -
Primal Magic3.4%Primal MagicThe hero can learn tier‑5 Primal spells.
-
Economy3.2%Economy+500 Gold daily.
-
Tactics3.2%TacticsIn the Tactics Phase, creatures can be placed within a 3‑line area.
-
Nightshade Magic2.6%Nightshade MagicThe hero can learn tier‑5 Nightshade spells.
-
Offense2.1%OffenseFriendly creatures’ basic attacks deal +15% Damage.
-
Defense2.1%DefenseFriendly creatures take –15% Damage from basic attacks.
-
Resistance2.1%ResistanceFriendly creatures take –15% Magic Damage.
-
Battlecraft2.1%BattlecraftWhen a friendly creature waits on their turn, they gain +?% Attack until the end of the round. When they skip turn, they gain +?% Defense until the end of the round.
-
Daylight Magic1.7%Daylight MagicThe hero can learn tier‑5 Daylight spells.
-
Arcane Magic0.9%Arcane MagicThe hero can learn tier‑5 Arcane spells.