A new Tank comes charging into Mobile Legends: Grock the Fortress Titan!
Deep within the mountains of the Land of Dawn sits an ancient fortress. Though the owner is unknown, it is rumoured that it could be a descendant of the legendary race that once walked the Lands of Dawn. It said that this race is older than the earth itself, having a special affinity for nature, they were able to build deep connections and relations with various beings of nature, especially the Stone Titans.
These amiable giants possess rocky skin that is almost impervious to all physical force, but due to their kind nature, they mainly use their physical prowess to sleep safely. These stony giants love sleeping so much that they will hibernate for up to half a year sometimes. However, once they are awakened, it is hard for them to fall asleep again.
One day when Grock woke again, he found himself to be alone, the guardians of the fortress long gone. He proceeded to saddle the fortress onto his back to find the owners, setting out all over the Land of Dawn to find any news on their whereabouts, so he may one day return their home to them.
Grock is a tank who is very versatile in dealing damage, blocking paths and making his presence known in teamfights. He is also immune to CC near walls, making him a formidable roadblock for enemy heroes.
Pros and Cons
- Creates a wall that blocks paths and pathing attempts. This is very useful in blocking escaping enemies.
- Unique passive that scales well throughout the game.
- Spammable area-of-effect skill. See Abilities for more info.
- Ultimate is only effective if it hits a wall or turret. See Abilities for more info.
- Guardian’s Barrier is a double edged sword for/against your team (blocking their path when chasing).
Power of Nature
Cooldown: 6s, Mana: 90
Raises weapon to sweep nearby enemies, dealing 300 physical damage and slowing their movement speed for 2 seconds. The longer he charges, the higher the damage is.
He grows in size whenever he charges up (which is cool). This skill is highly spammable, since its cooldown is 6 seconds.
Cooldown: 14s, Mana: 80
Fires a shockwave towards a target location, dealing 300 physical damage. Then the shockwave becomes a stone wall that blocks the enemies for 5 seconds.
This is the first skill in MLBB that actually blocks pathing, which opens up new strategies and combos. Take note that the shockwave takes a while to travel.
Ultimate: Wild Charge
CD: 40s, Mana: 100
Charges forward, dealing 300 physical damage to enemies on the path. Hitting a wall or a turret allows him to deal 450 physical damage to the nearby enemies and reduce cooldown of this skill by 30 percent.
Comboing with Guardian’s Barrier and you almost can land this against a wall every single time. Can also be used to get into the middle of teamfights to tank and spam Power of Nature.
Ancestral Gift (Passive)
Increases his movement speed by 10%, and 26-180 physical and magical defense (increases with level) when Grock is near a wall or a turret.
With walls almost everywhere on the map, the passive is activated most of the time and is basically unkillable with the extra movement speed and defense.
+920 HP, +54 Armor, +30 HP Regen
Unique Passive – Deter: When an enemy hero attacks, this ability will reduce his/her attack power 6%. This effect lasts 2s and can stack up to 3 times.
Being a tank, you’ll get attacked every time, and Deter helps weaken enemy heroes and lets you tank longer.
Unique: +40 Movement Speed. Unique Passive – Valor: Physical defense will go up 5 with each basic attack received, for an increase of up to 25 points, lasting 3s.
The only boots you should go for, Valor gives you that extra bit of tankiness in the early game.
+850 HP, +36 Magic Resistance, +35 HP Regen, +10% Cooldown Reduction
Unique Passive – Scream: Within 4s. after being attacked, the hero will regen 4% HP. This effect has an 8-second cooldown time.
Your first all rounded tank item that gives Grock the sustainability leading up to the midgame.
Unique Passive – Counterstrike: Deals 25% of opponent’s physical attack as physical damage to an attacker when a basic attack is received.
A counter to enemy Marksmen, and also a walking threat in the middle of teamfights where all the attacks are onto you.
Unique Passive – Bloodlust: A kill or assist regens 20% of hero’s HP within 5s. 10s cooldown.
With the HP boost and regen from Bloodlust, you’re a walking fortress for your team.
+800 HP, +40 Magic Resistance
Unique Passive – Immortal: Resurrect 2s. after dying and get 15% HP and shield that can absorb damage equal to 300-1000 max HP. Shield lasts for 3s. The cooldown for this effect is 180s.
This item can be gotten before Bloodthirsty King depending on the game if you find yourself needing the 2nd life. This can be a nightmare for opponents since they have to kill you twice.
Emblems and Battle Spell
Tank Emblems gives Grock everything he needs. Choose Physical Emblem if your Tank Emblem level is not high enough.
Choose Sprint if you want more mobility (it stacks with the passive) and Purify if you want to stay in teamfights longer.
Grock is best paired with a Fighter or Mage, using his huge presence in the lane to zone out enemies, allowing his ally to farm. There are many walls for his passive to activate too.
Your should tank for your ally when jungling; this should make acquiring the blue/red buff easy. During the early farming stage, always look out for the chance to use Guardian’s Barrier to block the enemy to land a few extra hits and skills.
Oracle makes you a tanky beast now. This is the time to gank around with your allies, always being the first to charge in and make your presence felt in teamfights. Guardian’s Barrier can make or break a gank/teamfight, so be sure to time it properly. You have enough regen and HP to tank for a while, so don’t be shy to spam Power of Nature and use Wild Charge to get their attention onto you.
You’re basically unkillable if you’re 5 slotted at this stage in the game. However tanky you are, it’s pointless if you can tank but your allies are not within the vicinity (or even in the wrong position) to take out enemy heroes.
Make sure you engage when your team is ready and you are always at the front. Your role is to make sure you absorb all enemy hero’s attacks so you can pull off multiple Guardian’s Barrier and Wild Charge, assuming if the teamfight goes on long enough.
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