Earlier today, there was an issue where Summoners that logged on shortly after the Login Calendar switched over for the day didn't receive the Cosmic Ghost Rider login crystal. We've fixed the issue for players receiving the crystal now but will have to collect data and send out the crystal to all players that didn't receive it next week. We apologize for this inconvenience and look forward to making it right for you all.

Champion Spotlight - King Groot (2021 Update)




About King Groot
Rising from under the canopy of a mysterious alien forest, Groot, the invincible master of plants and King of Planet X conquers all! This savage and ferocious monster from a parallel universe never met Rocket or joined the Guardians, instead becoming a galactic warlord and experimenting on captured humans. But now, the ruthless King’s mission has been interrupted by the Collector, and he has set his sights on a new goal: hoarding all of the abundant treasure and power The Contest has to offer!


King Groot's Mechanics

    King Groot’s human experiments have uncovered new techniques for the master of plants to utilize in his quest for power. In addition to his Immunity to Bleed, the King of Planet X’s thirst for power can no longer be quashed, and he is immune to Power Drain and Power Burn effects. His Malice now grows more intense as the battle wears on, granting additional potency to his Fury Buffs and, with his Signature Ability unlocked, longer Poison duration. Experimentation into the effects of Poison have also granted him new abilities; his Heavy attack now prolongs Poison and Armor Break Debuffs on the opponent, and his noxious Special 2 breath now deals direct damage on top of its poisonous effects. His devastating Special 1 now deals lasting effects to his opponent’s Armor, chipping away with each Armor Break Debuff until there is nothing left to break.

BASE STATS & ABILITIES
   Health  Attack  PI (Max Signature)
 3-Star  7942  332  1714
 4-Star  19917  833  4304
 5-Star  39934  1670  10420
 6-Star (Rank 3, Level 45)  51456  2151  13380

Character Class: Cosmic

Basic Abilities: Fury, Armor Break, Poison, Regeneration

STRENGTHS:
  • Long Fights:
  • King Groot enjoys long battles that allow him to ramp up his Malice effects as time wears on

  • Armored Opponents
  • Tech and other opponents that rely on Armor Up buffs will quickly find their armor in tatters with King Groot’s devastating Special 1 Armor Breaks
WEAKNESSES:
  • Mystic Champions
  • King Groot is heavily reliant on his Fury buffs to deal damage, which can be easily handled by Nullify and other Mystic tricks

ABILITIES:
The following Stats and Abilities are based on a Rank 5, Level 65, 5-Star Champion


Always Active:
  • Unique physiology grants Immunity to Bleed, Power Drain and Power Burn effects.
Developer’s Note: Tech and Mystic Champions alike will now find their Power-reducing abilities useless in the presence of mighty King Groot!

Personal Fury Buffs
  • Unless otherwise stated, King Groot’s Fury Buffs each provide +501 Attack Rating and last 13 seconds.
  • Whenever King Groot receives a Debuff, he will spend 1 personal Fury Buff after 0.5 seconds to Purify that Debuff.
Developer’s Note: Don’t let King Groot’s low base Attack fool you; his Fury Buffs allow him to pack a serious punch!

Malice - Passive:
  • King Groot starts the fight with a Malice Passive, which grants 3 Fury Buffs each time it activates. Malice lasts as long as King Groot has at least 1 Personal Fury Buff remaining.
  • While Malice is active: Gain up to +100% Fury Buff Potency based on how long the fight has gone on. Max Bonus after 100 seconds.
  • When Malice ends, it goes on Cooldown for 13 seconds.
Developer’s Note: The King grows more and more impatient as time wears on, granting his Fury even more potency with each passing second; great for King Groot, bad for stubborn opponents!

While Malice is on Cooldown - Passive:
  • Any attack from either Champion has a 20% chance to grant 1 Fury Charge. When Cooldown ends, gain 1 Fury Buff for each Charge acquired and re-enter Malice.
  • Each time King Groot’s attack is Evaded, Auto-Blocked, or Misses gain 2 Fury Charges. Cooldown 3 seconds.
Developer’s Note: Cowardice only fuels the King’s rage. Slippery Spider-Verse Champions and autonomous Auto-Block opponents alike will find their cunning crafts used against them when the King’s Malice returns!

Heavy Attacks:
  • Pause all Poison and Armor Break Debuffs on the opponent for 3 seconds.
  • Malice: Spend 1 Fury Buff to instead Pause for 6 seconds.
Developer’s Note: Use in unison with King Groot’s Special 1 to continuously degrade the opponent’s Armor, or with his Special 2 to keep the Poison flowing through the opponent’s veins.


SPECIAL ATTACKS
Special Attack 1 - Floral Ferocity
  • Inflicts up to 3 Armor Break Debuffs, with each having a 100% chance to activate, removing an Armor Up Buff and reducing Armor Rating by 286.36 for 15 seconds. Max Stacks: 10. These Armor Breaks also reduce future Armor Up Buff Potency by 10%.
  • Malice: Spend 1 Fury Buff to make the Armor Break indefinite.
Developer’s Note: Invest your perishable Fury buffs when facing Armor Up-dependent opponents to make their armor permanently useless!

Special 2 - Internal Toxicity
  • Each hit of King Groot’s caustic breath deals 1169 direct damage. This damage is tripled against #Robot Champions.
  • 100% chance to inflict a Poison Debuff, reducing healing effects by 30% and dealing 3340 direct damage over 10 seconds.
  • Malice: Spend 1 Fury Buff to increase the Poison duration by 100%
Developer’s Note: King Groot revels in the twisting of metal and circuitry. Robot opponents won’t last long with concentrated Special 2 attacks.

Special 3 - Savagery Unleashed
  • 100% chance to gain a Regeneration Buff, recovering 10% Health over 3 seconds. This Regeneration Buff is Paused while King Groot is Heal Blocked.
  • Malice: Spend 1 Fury Buff to increase the Buff duration by 50%.
Developer’s Note: King Groot’s evolving regenerative powers allow you to never miss another Regeneration Buff’s benefits again while under the spell of Heal Block.

Signature Ability - Unyielding Might
  • Malice - Passive:
  • While Malice is active: Gain up to +100% Poison duration based on how long the fight has gone on. Max Bonus after 100 seconds.
  • When Malice enters Cooldown, gain a Regeneration Buff, recovering 7572.69 Health over 13 seconds.
Developer’s Note: With his Signature Ability unlocked, King Groot will see the benefits of saving his Special 2 for when Malice is active as the fight goes on!


SYNERGY BONUSES
Giant Monstrosities: - Unique - Venom the Duck, Mojo, Abomination (Immortal), Mole Man
  • King Groot: +35% Poison and Armor Break Debuff duration
  • Size XL Champions: +4% Health and Attack Rating

Contemptuous Malice - Unique - with Crossbones
  • King Groot: While fighting #Hero Champions, Malice grants an additional Fury Buff and the chance to gain Fury Charges during Cooldown is increased by a flat +10%.
  • Crossbones: [Contempt] Start the fight with 2 Fury Buff(s).

Friends Lv. 3 - with Abomination
  • All Champions gain +130 Armor Rating

Enemies Lv. 3 - with Hulk, Hulk (Immortal)
  • All Champions gain +155 Critical Rating

Nemesis Lv. 3- with Groot
  • All Champions gain +6% Attack

RECOMMENDED MASTERIES
Extended/Enhanced Fury
  • Further increase the potency of King Groot’s Fury buffs to maximize his offensive capability
Post edited by Kabam Zibiit on
«1

Comments

  • CrcrcrcCrcrcrc Posts: 7,469 ★★★★★
    Guys, I love the buff program, but why give such a small and inconsequential change to someone who needs a MAJOR tuneup?
  • Primerprime5Primerprime5 Posts: 1,203 ★★★★
    I'll be honest, I don't really understand that Malice mechanic. Can someone please explain it to me?
  • Tano177Tano177 Posts: 31

    I'll be honest, I don't really understand that Malice mechanic. Can someone please explain it to me?

    It's his old fury mechanic, it's just a new name.
  • Tano177Tano177 Posts: 31
    Does this count as a moderate or as a value only? Because the Malice mechanic is just his old mechanic but with a couple changes and a new name so I'm not sure
  • Primerprime5Primerprime5 Posts: 1,203 ★★★★
    Tano177 said:

    I'll be honest, I don't really understand that Malice mechanic. Can someone please explain it to me?

    It's his old fury mechanic, it's just a new name.
    I don't think it is. His old Fury mechanic gave him just a couple of Furies + few more when hitting in cooldown and that's it. This new one seems to increase the potency of the Furies over time, which is a pretty massive change.

    My question is this- does the Malice counter start only when Fury is active, or does it work passively throughout the fight and acts on the Furies when they're active?

    For example, Malice is active for the first 13 seconds of the fight, and then the Furies go on cooldown for 13 seconds before reactivating. So when they reactivate, does Malice count as 13 seconds' worth of Fury potency (the duration for which the first batch of Furies were active), or 26 seconds'worth (the original 13 seconds + 13 seconds cooldown/Regen phase)?
  • Liss_Bliss_Liss_Bliss_ Posts: 1,538 ★★★★

    I'll be honest, I don't really understand that Malice mechanic. Can someone please explain it to me?

    Longer fight harder he hits
  • TheHoodedDormammuTheHoodedDormammu Posts: 1,448 ★★★
    Looks good!
  • slackerslacker Posts: 726 ★★★
    Wow, he looks very suicide friendly, also anyone feel Kingpin vibe here, like putify, tanky, regen (willpower for kingpin),...
    Btw, KG user, do his sig ability is a must have ? since his old one still have regen.
  • BuggyDClownBuggyDClown Posts: 927 ★★★★
    No more Doom.cycle for this guy. He is gonna be scary as defender and amazing attacker m wish I can pull him 6 star soon
  • The_Sentry06The_Sentry06 Posts: 7,259 ★★★★★
    Amizzy1 said:

    Where's the sentry buff at?? KG looks solid though

    Ahhhhh... a man of culture I see.

    King Groot at the very least is going to hit slightly harder in the average matchup and quite a bit harder in longer matchups.
  • DigitlightDigitlight Posts: 5
    As an og player I think this is a great buff I have always never used king groot but this gives me a reason to try him out.
  • Colonaut123Colonaut123 Posts: 2,838 ★★★★★
    Not impressed so far. Not even remotely rank-up worthy.
  • LibertyPrimeV1LibertyPrimeV1 Posts: 3,718 ★★★★★


    While Malice is on Cooldown - Passive:
    • Any attack from either Champion has a 20% chance to grant 1 Fury Charge. When Cooldown ends, gain 1 Fury Buff for each Charge acquired and re-enter Malice.
    • Each time King Groot’s attack is Evaded, Auto-Blocked, or Misses gain 2 Fury Charges. Cooldown 3 seconds.
    Developer’s Note: Cowardice only fuels the King’s rage. Slippery Spider-Verse Champions and autonomous Auto-Block opponents alike will find their cunning crafts used against them when the King’s Malice returns!
    Tad odd that his "Gain 2 Fury Charges off Evades/Auto-Blocks/Miss" is only active during his Cool Down State, not a big deal but it could've been "During Malice Gain 2 Fury Buffs, During Malice Cool Down Gain 2 Fury Charges."
    Would've given that Ability a tad bit more use since he has no way of Countering any of those Abilities on Base (A Good Future Synergy would be something like, "While Poisoned the Opponent cannot Activate Evade/Auto-Block/Miss Abilities, this still Triggers his 2 Fury Charges while in Cool Down.")
  • LibertyPrimeV1LibertyPrimeV1 Posts: 3,718 ★★★★★


    Malice - Passive:
    • Malice lasts as long as King Groot has at least 1 Personal Fury Buff remaining.
    • While Malice is active: Gain up to +100% Fury Buff Potency based on how long the fight has gone on. Max Bonus after 100 seconds.

    • Signature Ability - Unyielding Might
      • Malice - Passive:
      • While Malice is active: Gain up to +100% Poison duration based on how long the fight has gone on. Max Bonus after 100 seconds.
    These Two Abilities are going to work Amazingly with the Sasquatch Synergy "Giant Challengers: Start The Fight With 3 Paused Personal Fury Buffs." (Iirc this also activates Everytime Cool Down Ends, or at least it currently does.)
  • mbracembrace Posts: 540 ★★★
    Being that KG was already highly sustainable and had a decent kit, this mostly damage buff with additional utility (e.g. dealing with robots better) is actually perfect for him.
  • Primerprime5Primerprime5 Posts: 1,203 ★★★★

    Tano177 said:

    I'll be honest, I don't really understand that Malice mechanic. Can someone please explain it to me?

    It's his old fury mechanic, it's just a new name.
    I don't think it is. His old Fury mechanic gave him just a couple of Furies + few more when hitting in cooldown and that's it. This new one seems to increase the potency of the Furies over time, which is a pretty massive change.

    My question is this- does the Malice counter start only when Fury is active, or does it work passively throughout the fight and acts on the Furies when they're active?

    For example, Malice is active for the first 13 seconds of the fight, and then the Furies go on cooldown for 13 seconds before reactivating. So when they reactivate, does Malice count as 13 seconds' worth of Fury potency (the duration for which the first batch of Furies were active), or 26 seconds'worth (the original 13 seconds + 13 seconds cooldown/Regen phase)?
    @Kabam Zibiit Hey, I don't mean to disturb you, but can we please get some answers on this? This is pretty important for his playstyle, thank you.
  • JumpthesharkJumptheshark Posts: 242 ★★

    Tano177 said:

    I'll be honest, I don't really understand that Malice mechanic. Can someone please explain it to me?

    It's his old fury mechanic, it's just a new name.
    I don't think it is. His old Fury mechanic gave him just a couple of Furies + few more when hitting in cooldown and that's it. This new one seems to increase the potency of the Furies over time, which is a pretty massive change.

    My question is this- does the Malice counter start only when Fury is active, or does it work passively throughout the fight and acts on the Furies when they're active?

    For example, Malice is active for the first 13 seconds of the fight, and then the Furies go on cooldown for 13 seconds before reactivating. So when they reactivate, does Malice count as 13 seconds' worth of Fury potency (the duration for which the first batch of Furies were active), or 26 seconds'worth (the original 13 seconds + 13 seconds cooldown/Regen phase)?
    @Kabam Zibiit Hey, I don't mean to disturb you, but can we please get some answers on this? This is pretty important for his playstyle, thank you.
    It says as long as the fight has gone on. Nothing to do with whether malice has been active or not.
  • TIERA_10203TIERA_10203 Posts: 86
    Malice duration is the same but the initial strength of the fury is increased based on the duration of the fight
  • LibertyPrimeV1LibertyPrimeV1 Posts: 3,718 ★★★★★
    Ooo (possibly) only One More Day till we get to try him out...
  • TIERA_10203TIERA_10203 Posts: 86
    well I have to I just got him as my first 6 star
  • LibertyPrimeV1LibertyPrimeV1 Posts: 3,718 ★★★★★
    edited August 3
    So you kind of forgot to tell us you were changing the King Groot Synergy with Sasquatch, and sort of Weakening it... 😒

    Originally it was "Start the Fight with +3 Paused Personal Furies" (this also activated at the end of every Cooldown) now it's "Malice grants an Additional Fury and +30% Fury Potency" those Paused ones would've been great for staying in Malice longer and always have 3 Furies to apply the Armor Breaks early as well Pausing the Poisons...

    (The Man-Thing Synergy was changed also but it still basically works the same as the original so that's not an Issue)
Sign In or Register to comment.