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Grock

Grock (Revamped) Fortress Titan Reborn

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Overview

Grock is an ancient stone titan who guards the last fortress of the MoniyanEmpire. Despite his massive size, he is gentle and loyal, protecting those who respect the land. In battle, however, he becomes a terrifying wall of stone that crushes enemies and shields his allies. HERO SKILLS. Passive CC immunity on skill cast; generates shield and next hit scales with target HP Skill 1 Instant AoE swing; knockback; airborne & bonus damage when hitting terrain Skill 2 Larger area; smart cast behind enemies; better zone control and trapping Ultimate Dash with shockwave; strong crowd control when colliding with terrain SKILL HERO COMBO. 1. Skill 2 - Earthen Rampart Place the wall behind or beside enemies to block their escape. Forces them into a choke point. 2. Skill 1 - Mighty Swing Immediately spin and knock enemies towards the wall. If they collide, they get airborne + bonus damage (scales with their max HP). 3. Ultimate - Tectonic Charge Dash into them (preferably towards a wall/turret). Causes knock-up + shockwave damage, chaining CC for your team to finish them. 4. Passive - Bastion of Stone (Auto) During the combo, Grock builds shield + physical defense. Your next basic attack deals bonus damage based on enemy max HP. Use a basic attack right after Ultimate for extra burst. Teamfight Initiation Combo 1. Stack passive shield near wall before diving. 2. Ult first to surprise and scatter enemies. 3. Drop Skill 2 behind them to lock them inside. 4. Follow with Skill 1 to knock into walls for AoE airborne. 5. Basic attack for bonus damage, then peel for your carries.

Strengths

1.Very durable: Huge shield + defense scaling from passive. 2.Strong CC: Knock back, airborne, and knock-up chain skills. 3.Great initiation: Ultimate + wall control disrupts enemy formations. 4.Zone control: Can trap, block, or force enemies into bad positions. 5.Teamfight impact: Excellent at breaking enemy back lines and protecting allies.

Weaknesses

1.Terrain reliant: Needs walls/turrets to maximize passive, Skill 1, and Ultimate. 2.Skill dependent: Misusing wall (Skill 2) can trap allies or miss enemies. 3.Predictable initiation: Enemies can dodge his Ultimate if timed poorly. 4.Struggles against ranged, high-mobility heroes if wall setup fails. 5.Positioning sensitive: Wrong engage can leave him stranded and wasted CC.

Damage item for grock revamped (EXP)

Warrior Boots. Gives Grock early defense vs marksmen/fighters. He becomes tankier in lane while still building up for damage items. The Heptaseas. Bonus damage on first Basic Attack after hiding not taking damage. Perfect for bush ambush Grock wall trap first hit heavy burst. Hunter Strike. Adds Physical Penetration + CDR. Grock skills have short cooldowns, so he spams CC faster. Movement speed buff after hitting enemies lets him chase down targets after combo. Blade of Despair. Gives highest Physical Attack in the game. Grock CC locks enemies, then BoD passive (extra damage to low-HP targets) guarantees kills. Malefic Roar. Provides huge Physical Penetration. Essential for Grock to still melt tanks and frontliners even with high armor. Immortality. Safety net item. After diving with Ult and wall combos, Grock often dies first — Immortality lets him revive and re-engage or escape.

Revamped Grock -Damage Setup

Thrill. Effect: Grants +Physical Attack. Helps assassins (or fighters using this emblem) deal more burst damage in early to mid game. Usually picked when you want raw damage scaling over sustain. Master Assassin. Effect: When there are no allied heroes within 5 yards, you deal extra damage to enemy heroes. Great for 1v1 duels, pick-offs, and split-pushing assassins. Best on heroes who excel at isolating enemies (e.g., Hayabusa, Natalia). Concussive Blast. Effect: Every 15 seconds, your next Basic Attack triggers an explosion around the target, dealing Magic Damage based on your Max HP to nearby enemies. Helps tanks deal bonus AoE poke damage in fights. Scales with HP items, making it very effective for frontline bruisers.

Battle Spell

Instantly teleports your hero a short distance in the targeted direction. Escape Tool: Safely retreat when caught or low on HP. Engage Tool: Surprise enemies by blinking into position, then casting CC/skills. Wall Cross: Can pass through walls and terrain for jukes or quick rotations. Combo Extension: Especially strong on tanks/initiators (like Grock, Tigreal, Khufra) to secure catches.

Early Game Invades Before Level 4 During Team Fights Objective Control (Turtle/Lord) Frontline in Late Game

EARLY GAME. (LEVELS 1-5) Grock is already very tanky at level 1 because of his passive shield near walls. With Skill 2 (Wall), he can block jungle entrances and trap enemies for easy ganks. Skill 1 knockback + wall airborne effect makes him a nightmare in early skirmishes. He can bully squishy laners, invade jungle, and protect his jungler. 👉 Strength: Zoning, early CC, invade potential. 👉 Weakness: Damage is not huge yet, but his control is enough to dominate fights. MID GAME.( LEVELS 6-12) By this time, Grock has at least 2-3 core items (e.g., Cursed Helmet / Dominance Ice or damage items if building bruiser). His initiation is strongest here: wall - knockback - ult - teamwipe setup. Passive shield + Brave Smite (emblem) - insane sustain during mid-game clashes. Can roam aggressively, force fights, and completely control choke points on the map. 👉 Strength: Best phase-huge teamfight impact, reliable initiation, hard to kill. 👉 Weakness: Needs good coordination; wrong ult or wall can backfire. LATE GAME.( LEVELS 13-15) As a Tank Build Grock: Still very hard to kill. Shields and CC remain valuable. Dominance shifts from solo impact to peeling + protecting carries. As a Damage Build Grock: Still bursts squishies, but falls off vs super late-game tanks or lifesteal carries. Needs Immortality/Guardian Helmet to stay relevant. In the late game, fights are short and explosive—one good wall + ult can still decide the game. 👉 Strength: Still a strong initiator/frontline, great CC. 👉 Weakness: If caught out or ult wasted, team loses main engager.

Best With Claude

Claude - Benefits from Grock zoning and initiation, allowing him to enter safely with his ultimate.

Watch Out For Karrie

Karrie - Excels at dealing true damage, making Grock durability less effective.

Grock (Revamped) Fortress Titan Reborn · MLBB Academy