To learn more about Dunlingr check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Dunlingr profile has been last updated at: December 21st, 2024.
To learn more about Dunlingr check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.
Profile
Review
Guides
Profile
Echo of Silence
Unlocks at level 1
Cooldown: 0s
Range: 10 Tiles
Initial Energy: 0
Dunlinger designates the Bell of Order as either Spellbind of Curelock before a battle starts, setting the stage for the battle's order.
Spellbind: Unable to cast Ultimate.
Curelock: Unable to recover HP for others.
Active: Dunlingr summons the Bell of Order, declaring an order that all non-boss units on both sides must obey unconditionally for 6 +0.25s.
Passive: Dunlingr summons the Bell of Order when a battle starts and keeps it on the battlefield for 12 + 0.5s. The bell of Order deals 200% + 20% damage to all enemies each time it is summoned.
After Dunlinger is defeated, the order's effect duration is reduced to 30% of the remaning time.
Unlocks at level 51: Increases damage to 210% + 20%.
Unlocks at level 111: Increases damage to 220% + 20%.
Unlocks at level 171: Increases damage to 230% + 20%.
Unlocks at level 231: Increases damage to 240% + 20%.
Grand Resonance
Unlocks at level 11
Cooldown: 10s
Range: 1 Tile
Dunlinger releases a shockwave covering the frontal area (3-tile wide and 3-tile long), dealing 4 hits of 40% + 5% damage each to enemies within. If the Bell of Order is set to Spellbind, Dunlinger reduces the enemies ATK SPD by an extra 60 for 4s. If the Bell of Order is set to Curelock, Dunlinger deals extra damage equal to 3% of the enemies lost HP, upto 30% of his own ATK.
Unlocks at level 71: Increases damage to 45% + 5%.
Unlocks at level 131: Increases damage to 50% + 5%.
Unlocks at level 191: Increases damage to 55% + 5%.
Harmonic Soundwall
Unlocks at level 31
Cooldown: -
Range: 3 Tiles
If the Bell of Order is set to Spellbind, Dunlinger gains a shield that absorbs 130% + 20% damage whenever an enemy casts their Ultimate, lasting until the battle ends.
If the Bell of Order is set to Curelock, Dunlinger gains a shield that absorbs 130% + 20% damage each time he loses 20% of his max HP, lasting until the battle ends.
Unlocks at level 91: Increases shield value to 140% + 20%.
Unlocks at level 151: Increases shield value to 150% + 20%.
Unlocks at level 211: Increases shield value to 160% + 20%.
Hero Focus
Unlocks after reaching Legendary+
Cooldown: -
Range: 1 tile
Dunlingr reduces damage taken by 10% during the battle. While the order is in effect, he further reduces damage taken by an extra 5%.
Level 2: Dunlingr reduces damage taken by 12% during the battle. While the order is in effect, he further reduces damage taken by an extra 6%.
Level 3: Dunlingr reduces damage taken by 16% during the battle. While the order is in effect, he further reduces damage taken by an extra 8%.
Clemency Chime
Unlocks after reaching Mythic+
Cooldown: -
Range: 3 Tiles
Dunlinger protects the farthest non-summoned ally, ensuring they are not affected by his order until the ally is defeated.
Unlocks at Ex. Weapon +5: Increases the protected ally's ATK by 2%.
Unlocks at Ex. Weapon +10: Increases the protected ally's ATK by 4%.
Unlocks at Ex. Weapon +15: Increases the protected ally's Haste by 20.
Enhance Force
Unlocks after reaching Supreme+
Affects: Ultimate
Upon casting Echo of Silence, Dunlingr grants all allies 50 ATK SPD for 6s if the order is set to Spellbind, or provides them with 25 Life Drain for 6s if the order is set to Curelock.
To check the Charm's set bonus for Dunlingr go to our Season 2 Charms guide.
Dunlingr images aren't available yet. They will be added soon.
Review
Dunlingr is a S-Rank Celestial Tank, with focus on Controlling the battle through blocking the use of Ultimates or Heals. Before battle begins, Player can choose one of the two Dunlingr’s Order:
Curelock - All characters are unable to Heal others.
Spellbind - All characters are unable to cast their Ultimates.
At the beginning of battle, the Bell is summoned and the chosen Order is put into place for 12 seconds, this duration can be extended by Dunlingr summoning the Bell again by casting his Ultimate. All enemies take damage every time the Bell is summoned.
During battle, he can cast a shockwave in front of him, debuffing enemies Attack Speed if set to Spellbind, and deals extra damage if set to Curelock. He also grants himself a Shield whenever an enemy casts an Ultimate during Bell downtime, if set to Spellbind, or whenever he loses 20% of his Maximum HP, if set to Curelock. This allows him to stay alive longer and possibly cast his Ultimate to set the Order again.
Now, for a quick overview of his performance in the various Game Modes:
Story and AFK stages - He lacks the tankiness to be used as Tank in High-Deficit AFK stages and his Orders often hinder his allies more than their enemies. However, sometimes when there is a stage with enemies relying on Ultimates or Healing, Dunlingr gains relevance for that particular stage.
Dream Realm - Due to effectively debuffing his own team while not doing much to the bosses, he does not perform well in Dream Realm
PvP - Dunlingr cements his place as Meta-Defining unit in PvP, as he effectively counters the two main archetypes: Ultimate reliant teams, such as Eironn Control teams or Sustain reliant teams, such as Scarlita Stall teams.
He fits right into currently dominant Dionel’s Arena team, where he is used in Spellbind Mode to exclude Dionel from his effect and deny enemies their Ultimates.
He also counters the same team, by using Dunlingr in Curelock Mode instead and pairing with Assassins, bursting down enemies while denying them Healing.
In a post-Dunlingr Meta, old teams reliant on Ultimates or Healing are no longer viable and players must think out of the box.
Battle Drills - Similarly to Dream Realm, him debuffing his own team, lacking self damage makes him a hindrance in the mode, as enemy packs don't rely on Ultimates themselves, making clearing Mob Stages or dealing damage to Bosses much harder with Dunlingr on the team.
Investment wise we are looking at following:
Legendary + grants him Damage Resistance, increasing his tankiness.
Mythic + allows him to exclude one ally from his chosen Order, enabling more strategies (and further buffing the chosen Ally at higher EX Weapon levels)
Supreme + grants him a teamwide buff giving 50 Attack Speed if set to Spellbind, or 25 Life Drain if set to Curelock whenever he casts his Ultimate.
Dunlingr works at single copy, but since his Order’s duration is severely cut with his death, it's advised to invest a bit in his dupes. The minimum recommended investment, especially when used in Dionel teams for PvP is Mythic + to exclude one ally from his chosen Order. His EX weapon hardly requires upgrading but enjoys the biggest jump in buffs at EX+15 and Supreme + separately.
Dunlingr is a Meta-Defining PvP hero without any other use. If you plan to keep up with PvP Meta, pull him, otherwise completely skippable.
Can shut down the game plan of most enemy teams by setting the Order, as it is difficult to play around both Curelock and Spellbind.
Effectively kills the entire archetype of Stall Defense teams with Curelock.
Supports single carry teams with his EX weapon.
Great teamwide buffs.
Only really excels in PVP scenarios.
Can be countered by Assassins, quickly negating his set Order upon death.
His debuff also applies to allies.
Not as good in defense teams as Attackers can build teams around his Order and he is not a good Tank himself despite being labeled as one.
AFK Stages
Battle Drill
PVP
Dream Realm (Overall)
Skyclops
Croaker
Necrodrakon
Snow Stomper
Lone Gaze
Alpha Bear
Orson
Crystal Beetle
Guides
The EX investment information were created with the help of Seas0n, the creator of the
Since the
Why does the +8 breakpoint appear so often?
Because the raw stats you get from upgrading the EX weapon help you more than the passive in some cases. Also, to upgrade the EX from +5 to +8 you need only 30x
Color explanation:
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