The Margrave
Role - Frontline
Archetype - Tank
3933.3 EHP
2950 HP
25 armor
630 move speed
178.6 melee base dps
1000.0 total dmg over 5s
300 / 375 / 450 AoE launch, armor
Baseline effects
Upgrade effects
![SquarePurifiedStatusEffect.png](/images/6/65/SquarePurifiedStatusEffect.png)
![SquareReflectStatusEffect.png](/images/f/f8/SquareReflectStatusEffect.png)
![SquareDamageResistStatusEffect.png](/images/f/f5/SquareDamageResistStatusEffect.png)
![SquareHealStatusEffect.png](/images/5/52/SquareHealStatusEffect.png)
![SquareSpeedBoostStatusEffect.png](/images/b/be/SquareSpeedBoostStatusEffect.png)
![SquareFocusStatusEffect.png](/images/7/7e/SquareFocusStatusEffect.png)
![SquareCritStatusEffect.png](/images/d/d2/SquareCritStatusEffect.png)
![SquareReduceDamageStatusEffect.png](/images/0/05/SquareReduceDamageStatusEffect.png)
![SquareBurningStatusEffect.png](/images/f/fb/SquareBurningStatusEffect.png)
![SquareSlowedStatusEffect.png](/images/a/ac/SquareSlowedStatusEffect.png)
![SquareInterruptedStatusEffect.png](/images/b/b0/SquareInterruptedStatusEffect.png)
Playstyle
The Margrave is a slow, tanky melee frontline that locks down multiple targets and can withstand an enemy assault.
- He has a strong constant presence on the front line, always looking to initiate fights or peel his allies.
- RMB deflects projectiles, making him great at mitigating ranged damage. He can also defend those behind him, including a friendly guardian.
- E is a great gap closer engage, and Q is a great tool for retreating or charging through the enemy team to get to their backline.
- His Focus is a large AoE launch that heavily disrupts all enemies caught within.
- He is more focused on disrupting enemies with CC than dealing damage on his own.
Good positioning, team coordination, and strong engages make The Margrave stomp his competition into the ground.
Skills
![Cooldown.png](/images/9/9c/Cooldown.png)
Lower your shoulder and charge forward 13.5m in 1.5s.
Pushes 5m (
interrupts).
- While charging, gain
immunity to crowd control.
- Can hit each target up to 2 times.
- Can be cancelled with a dodge or any skill use.
The hitbox stays active for a brief period after the animation ends.
This skill is rarely able to hit a target 3 times, but is not consistently reproduceable. Over 90% of the time it will only be able to hit 2 times.
Upgrades
LMB - Demon Fist / Jump Fist / Dodge Fist
![Upgrade path R.png](/images/thumb/2/26/Upgrade_path_R.png/52px-Upgrade_path_R.png)
Unlocks Counter by pressing Back + LMB.
RMB - Hellburst
Q - Charge Forth
![Upgrade path L.png](/images/thumb/5/57/Upgrade_path_L.png/52px-Upgrade_path_L.png)
Charge Forth
- Lower your shoulder and charge forward
13.5m20m in1.52s.
![Upgrade path R.png](/images/thumb/2/26/Upgrade_path_R.png/52px-Upgrade_path_R.png)
Charge Forth
- During attack or within 1s of ending, press Q again to use
Rush Attack.
- During attack or within 1s of ending, press Q again to use
![Upgrade path RL.png](/images/thumb/7/79/Upgrade_path_RL.png/52px-Upgrade_path_RL.png)
Rush Attack
- Perform a final lunging strike, grab and toss an enemy in the air.
- First
stuns for 0.4s, then
launches 4.5m high.
1.75s attack time, performs full attack even on miss.
- Can be cancelled at any point with dodge,
Hellburst, or
Ground and Pound.
Cancelling as soon as the enemy is launched will allow you to act much more quickly. You should also cancel immediately if you miss.
E - Staggering Leap
![Upgrade path RL.png](/images/thumb/7/79/Upgrade_path_RL.png/52px-Upgrade_path_RL.png)
Staggering Leap
20s12s cooldown.
F - Ground and Pound / Passive
Talents
Hellburst
- Cooldown is reduced by
2s.
- Cooldown is reduced by
Notes
- Use your large body to block enemy movement, especially when they are trying to chase down your allies.
- Use Hellburst to defend your guardian during an enemy rampage.
- Chain CC skills together for more powerful engages.
- At low health, your health bar may bait less experienced opponents into chasing you for a kill - use this to your advantage and turn the tables.
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