Kravul the Iron Shaman guide: skills, build and team roles
Overview
Kravul the Iron Shaman is an Epic Wind Support from the Ironbands Faction in Invokers: Titan Legacy. He gives your team Regeneration, percentage damage reduction, limited protection from Control Debuffs and tools that make enemy Combo Attacks less reliable. That's useful when your team needs to get through pressure over time, rather than recover from a death after it has happened.
Regeneration scales from each recipient's MAX HP, so raising Kravul's ATK isn't how you make those ticks bigger. Fully Awakened and before Gear, he has 735 ATK and 9,391 HP, and both are about average for a Support. He has 671 DEF.
He isn't a complete defence on his own. There's no cleanse, revive or team-wide Shield in his kit, and several of his buffs go to only two allies.
Skills To Prioritize
Beastly Steel attacks one enemy, Launches it and places Regeneration on two low-HP allies within range. At Level 10, Launch lasts three seconds and Regeneration heals 4% of the recipient's MAX HP per base tick for six seconds. Max Level keeps the Launch and the healing percentage, but extends Regeneration to ten seconds and reduces the base cooldown from 23 to 21 seconds. Healing for four more seconds is a practical reason to take that Max Level.
Ironhorn Ward gives Harden and Willpower to two low-HP allies. At Level 10, Harden reduces incoming damage by 15%, while Willpower can block two Control Debuffs for up to 16 seconds. Max Level increases Willpower to three blocks and lowers the base cooldown to 22 seconds. That changes how many Control Debuffs can be blocked, not the percentage of Harden. Immunity doesn't protect against Control Debuffs, but Willpower does. It isn't unlimited, though: blocks can be used up early, and allies without it can still be hit by enemy control.
Jaws of Iron, his Ultimate, attacks an area around a selected enemy. At Level 10 it places 18% Blind and gives allies 18% Evasion for 14 seconds; Max Level raises both to 20% and reduces the Mana cost to 1,000. Blind makes enemy Combo Attacks more likely to miss, while Evasion helps allies avoid Combo Attacks. Neither is a blanket dodge chance against every active Skill or Ultimate. The Evasion goes to allies within 15 metres of the selected enemy, not within a radius around Kravul, so a spread-out team or distant ranged allies may not all get it.
Brittling Tooth places single-target RES Down. At Max Level it gives 40% for six seconds on a ten-second base cooldown. It helps your allies place their own debuffs, but Kravul needs Accuracy to land it, and his Launch and Blind need Accuracy too. A build that's all about survival gives up some of that reliability.
If you want Kravul to keep your allies healthy through long fights, prioritize Beastly Steel, as Max Level extends Regeneration from six to ten seconds. If you want him to protect a key cast from control, consider upgrading Ironhorn Ward first, as Max Level raises Willpower to three blocks. Pick whichever solves the problem you actually have: longer Regeneration when the damage is steady, more Willpower when control is what's stopping you.
Build And Team Support
Kravul places Launch, Blind and RES Down, so put Accuracy on his Chestplate first and stack more after that as the build allows. Then invest in HP, and build RES up to about 300 for Bosses, with more for Arena. Regeneration scales from the recipient's HP, so ATK isn't a priority. Jaws of Iron needs a lot of Mana before its Blind and Evasion are available, so Mana Gen on his Talisman gets you there sooner, and Skill RECOV brings his Skills back faster.
For Relic Sets, Health Relics keep him active, and Accuracy Relics help his Launch, Blind and RES Down land. If you want Jaws of Iron more often, Mana Relics add Mana Gen.
Because Harden and Willpower only go to selected allies, he isn't whole-team protection, so pair him with Invokers who cover the rest: a cleanse for removable debuffs, and a revive or Shield for when someone does go down. If your losses come from removable debuffs already on the team, bring a cleanser alongside him.
Arena, Bosses And Spires
In Arena, Kravul can help selected frontline allies get through Combo Attack pressure and resist a limited number of control effects. That's useful alongside Invokers whose Skills are worth protecting. He can't cleanse an ally after every disable, though, and his Ultimate needs a lot of Mana before its Blind and Evasion are available.
Against Sorgott, Blind and Evasion help with Combo Attack pressure.
Against Galvos, who rewards buffs on his attacked targets, Regeneration, Harden and Willpower on the allies he attacks give Kravul a real use.
Be wary of Light Omnissi's healing punishment, which can undermine Regeneration, and of Astral Omnissi stealing it along with other buffs. His value is the combined protection in a suitable team, not a promise to negate every incoming attack.
In the Wind Spire, Regeneration and defensive buffs can help a developing roster, especially when you have few other healers. He adds some area effects through his Ultimate and his fifth Combo Attack, but he isn't a dedicated wave damage dealer.
Awaken
Awakening boosts an Invoker's stats significantly. Bonuses from Relics, Accessories, the Trophy Room, Tactics and Titan leader bonuses apply to base stats and Awakening stats alike, so unlocking the Awakening nodes is critical to maximise Kravul's potential.
Unlocking each Titan node at Star 2, 4 and 6 adds a second to Titan Invokation, taking the total from 12 seconds to 15.
Review the Awakening guide for more detail.
















































