
GLADIATOR
#Defensive: Tank#Offensive: Raw Damage#Offensive: Damage Over Time#Hero#Size: L#2023#Flying#AW: Decay#Magic Thief#Clarity#Genesis#PLAYABLE
Immunities
Attributes
Rank 6
Sig.
Prestige33,639
Challenge Rating250
Attack10,071
Health144,009
Critical Rating524
Critical Damage Rating1,179
Armor Penetration0
Block Penetration0
Critical Resistance0
Armor Rating448
Block Proficiency4,125
Physical Resistance0
Energy Resistance0
Gains | Inflicts
UNBLOCKABLE
UNSTOPPABLE
VIGILANCE
POWER GAIN
TRUE DAMAGE
FURY
STUN
INTIMIDATE
Direct Damage
COLDSNAP
INCINERATE
ROOTED
Attack Details
Hits
Damage
Damage Type
Light Attacks(4 Hits)
4x
2,568.11
ContactPhysical
Medium Attacks(2 Hits)
2x
4,006.24
ContactPhysical
Heavy Attacks(1 Hits)
1x
8,560.35
ContactPhysical
Special Attack 1(4 Hits)
3x
1,510.65
ProjectileEnergyContactPhysical
1x
5,539.05
ContactPhysical
Special Attack 2(5 Hits)
1x
2,517.75
ContactPhysical
1x
3,021.3
ProjectileEnergyContactPhysical
3x
1,510.65
ProjectileEnergyContactPhysical
Special Attack 3(1 Hits)
1x
32,630.04
ContactPhysical
Found In
Act
Quest Index
Story
REVELATION
9.1.29.2.39.3.6
Synergies
All Champions except Gladiator: Gain 5% Attack Rating and 5% Armor Rating.
Unique Synergy: Does not stack with duplicate synergies.
Synergy Champions: Heavy Attacks are Passively if Gladiator is alive, and they gain +10% Attack Rating if Sorcerer Supreme is alive, +750 Critical Rating if Hulk (Ragnarok) is alive, and +400 Critical Damage Rating if Spider-Punk is alive.
Unique Synergy: Does not stack with duplicate synergies.
Synergy Champions: When gaining a Bar of Power, gain a non-stacking 5% Buff for 10 seconds. Each Synergy Champion increases this potency by +5% flat.
Unique Synergy: Does not stack with duplicate synergies.
Cyclops (Blue Team): For the first 1 second of each fight, Cyclops has a 100% chance to Evade and Counter-Attack, dealing 200% of Attack as a burst of Energy Damage on hit. Additionally, he Evades the first time he would be struck during a Medium Attack.
Gladiator: Increase Confidence Limit by +3, and each hit of Special Attack 2 gains +30% Attack Rating.
Unique Synergy: Does not stack with duplicate synergies.
Isophyne: Isophyne starts with 4 Ego and their Max Ego is increased by +2.
Gladiator: Heavy Attacks grant +1 additional Confidence Buff. Furthermore, while the Opponent is suffering from Intimidate, Dashing forward inflicts a Root Passive for the duration of the Dash. Cooldown: 8 seconds.
Unique Synergy: Does not stack with duplicate synergies.
Synergy Champions: Block Proficiency increased by +400.
Unique Synergy: Does not stack with duplicate synergies.
Synergy Champions: Special Attack 2 grants a +20% Buff for 6 seconds.
Unique Synergy: Does not stack with duplicate synergies.
Gladiator: Charging a Heavy Attack while the Opponent’s back is against the wall grants a Fury Buff increasing Attack Rating by +50.5% for 2 seconds, paused during Gladiator’s Special Attacks. Max stacks: 3.
White Tiger: Power Steal has a 49.5% chance of not going on cooldown.
Unique Synergy: Does not stack with duplicate synergies.
EVEN FURTHER BEYONDPassive
Winning a fight as an Attacker with more than 89.8 - 49.8% Health adds 4 to Gladiator’s Persistent Confidence Limit. Max: 8. When starting a fight, increase Confidence Limit by that value.
Gladiator starts each fight with a Buff for 2 - 15 seconds. While benefiting from a personal Vigilance effect, all hits deal Passive and the Opponent’s Armor Up effects suffer 100% reduced Ability Accuracy.
Gains | Inflicts
UNBLOCKABLE
UNSTOPPABLE
VIGILANCE
POWER GAIN
TRUE DAMAGE
FURY
STUN
INTIMIDATE
Direct Damage
COLDSNAP
INCINERATE
ROOTED
Attack Details
Hits
Damage
Damage Type
Light Attacks(4 Hits)
4x
2,568.11
ContactPhysical
Medium Attacks(2 Hits)
2x
4,006.24
ContactPhysical
Heavy Attacks(1 Hits)
1x
8,560.35
ContactPhysical
Special Attack 1(4 Hits)
3x
1,510.65
ProjectileEnergyContactPhysical
1x
5,539.05
ContactPhysical
Special Attack 2(5 Hits)
1x
2,517.75
ContactPhysical
1x
3,021.3
ProjectileEnergyContactPhysical
3x
1,510.65
ProjectileEnergyContactPhysical
Special Attack 3(1 Hits)
1x
32,630.04
ContactPhysical
Found In
Act
Quest Index
Story
REVELATION
9.1.29.2.39.3.6
Abilities
Strontian Physiology - Always Active
Strontian physiology grants 200% increased Ability Accuracy to personal Buffs, plus Immunity to Power Drain and Power Burn effects.
Gladiator’s personal Damage Over Time effects can not have their durations changed.
Stunning Intimidation - Heavy Attacks
Charging a Heavy Attack after landing a non-Combo ending Basic Attack inflicts a Stun Passive for 0.6 seconds.
On hit while the Opponent has less than 2 Bars of Power, inflict a non-stacking 30% Passive for 2.5 seconds. This Intimidate is paused for 0.35 seconds each time Gladiator Dashes forward, strikes the Opponent, or hits their Block. This pause does not activate during Special Attacks.
Confidence Buffs - Limit: 25
Buffs are indefinite and have 5% potency. Potency is increased by +1% flat when fighting on a Final Boss Node. New Confidence Buffs cannot be gained while at the Confidence Limit.
Striking the Opponent with a Heavy Attack grants 2 Confidence Buffs.
While the Opponent is suffering from Gladiator's personal Intimidate Debuff, gain 1 Confidence Buff each time the Opponent or their Block is struck by a Light or Medium Attack.
As a Defender, gain 1 Confidence Buff every 2 seconds. Being knocked down by a Special Attack pauses this for 8 seconds.
When struck by any attack other than the final hit of a Special Attack, remove 1 Confidence Buff.
When struck by the final hit of a Special Attack, remove 4 Confidence Buffs per level of the Special. This removal will not trigger while Gladiator is .
Super Confidence - With 10 or more Confidence Buffs
On Special Attack activation, gain an Passive for 5 seconds, paused until the end of the Special Attack.
Striking the Opponent with a Heavy Attack grants an Unblockable Buff for 2 seconds, paused during Gladiator’s Special Attacks. Cooldown: 5 seconds, unless Gladiator does not strike the Opponent.
While benefiting from an Unblockable Buff, Heavy and Special Attacks deal an additional 90% of the damage recently dealt as a burst of Energy Damage.
Ultra Confidence - With 20 or more Confidence Buffs
Personal Buffs are paused during the Opponent’s Special Attacks. While this pause is active, Gladiator is immune to the Opponent's Stun effects.
While attacking the Opponent within striking distance during or immediately after their Special Attacks, incoming damage from hits is reduced by 80% and Basic Attacks deal bursts of 20,142 Energy Damage.
Special Attack 1
On activation, gain an Buff for 4 seconds, paused until the end of the Special Attack. While this Unstoppable is active, Gladiator can not lose Confidence during Special Attacks, or on Basic Attacks during Ultra Confidence.
Each Frost Breath hit inflicts a Debuff dealing 10,071 Energy Damage over 12 seconds. As a Defender, Coldsnaps can also be inflicted through Block but at 25% potency.
Special Attack 2
On activation, gain a Buff for 20 seconds, paused until the end of the Special Attack.
Each Eye Beam hit inflicts an Debuff dealing 20,142 Energy Damage over 20 seconds. As a Defender, Incinerates can also be inflicted through Block but at 25% potency.
Special Attack 3
Increase Confidence Limit by 4. This can only trigger once per fight.
Gain a Buff granting 100% of a Bar of Power over 5 seconds.
Gains | Inflicts
UNBLOCKABLE
UNSTOPPABLE
VIGILANCE
POWER GAIN
TRUE DAMAGE
FURY
STUN
INTIMIDATE
Direct Damage
COLDSNAP
INCINERATE
ROOTED
Attack Details
Hits
Damage
Damage Type
Light Attacks(4 Hits)
4x
2,568.11
ContactPhysical
Medium Attacks(2 Hits)
2x
4,006.24
ContactPhysical
Heavy Attacks(1 Hits)
1x
8,560.35
ContactPhysical
Special Attack 1(4 Hits)
3x
1,510.65
ProjectileEnergyContactPhysical
1x
5,539.05
ContactPhysical
Special Attack 2(5 Hits)
1x
2,517.75
ContactPhysical
1x
3,021.3
ProjectileEnergyContactPhysical
3x
1,510.65
ProjectileEnergyContactPhysical
Special Attack 3(1 Hits)
1x
32,630.04
ContactPhysical
Found In
Act
Quest Index
Story
REVELATION
9.1.29.2.39.3.6
Synergies
All Champions except Gladiator: Gain 5% Attack Rating and 5% Armor Rating.
Unique Synergy: Does not stack with duplicate synergies.
Synergy Champions: Heavy Attacks are Passively if Gladiator is alive, and they gain +10% Attack Rating if Sorcerer Supreme is alive, +750 Critical Rating if Hulk (Ragnarok) is alive, and +400 Critical Damage Rating if Spider-Punk is alive.
Unique Synergy: Does not stack with duplicate synergies.
Synergy Champions: When gaining a Bar of Power, gain a non-stacking 5% Buff for 10 seconds. Each Synergy Champion increases this potency by +5% flat.
Unique Synergy: Does not stack with duplicate synergies.
Cyclops (Blue Team): For the first 1 second of each fight, Cyclops has a 100% chance to Evade and Counter-Attack, dealing 200% of Attack as a burst of Energy Damage on hit. Additionally, he Evades the first time he would be struck during a Medium Attack.
Gladiator: Increase Confidence Limit by +3, and each hit of Special Attack 2 gains +30% Attack Rating.
Unique Synergy: Does not stack with duplicate synergies.
Isophyne: Isophyne starts with 4 Ego and their Max Ego is increased by +2.
Gladiator: Heavy Attacks grant +1 additional Confidence Buff. Furthermore, while the Opponent is suffering from Intimidate, Dashing forward inflicts a Root Passive for the duration of the Dash. Cooldown: 8 seconds.
Unique Synergy: Does not stack with duplicate synergies.
Synergy Champions: Block Proficiency increased by +400.
Unique Synergy: Does not stack with duplicate synergies.
Synergy Champions: Special Attack 2 grants a +20% Buff for 6 seconds.
Unique Synergy: Does not stack with duplicate synergies.
Gladiator: Charging a Heavy Attack while the Opponent’s back is against the wall grants a Fury Buff increasing Attack Rating by +50.5% for 2 seconds, paused during Gladiator’s Special Attacks. Max stacks: 3.
White Tiger: Power Steal has a 49.5% chance of not going on cooldown.
Unique Synergy: Does not stack with duplicate synergies.