Fortress Titan
Updated Apr 17, 2026
Grock after the revamp is a different hero. The old version leaned on walls for defense and control immunity. The new version brings the wall with him, and his Physical Defense does the scaling. That changes how you draft him, how you initiate, and where on the map you are allowed to die.
Win Rate
47.74%
Pick Rate
0.78%
Ban Rate
4.64%
Team Buff
Emblem
Tank Emblem
Battle Spell
Execute
Weak Against
Strong Against
In teamfights,initiate with Grock's 2nd Skill to trap the enemies,then charge into the wall with his Ultimate.While the enemies are airborne, find a good angle to slam them into the wall with his 1st Skill and send them airborne again,then finish up with Basic Attacks.
Grock is a specific answer to a specific draft question: does the enemy have a backline that stays still? His entire toolkit revolves around pinning enemies against terrain he creates. If the enemy has channeled mages (Pharsa, Yve, Odette), immobile marksmen (Layla, Bruno), or a healer the enemy has to protect (Estes, Rafaela, Floryn), Grock's Earthen Rampart plus Tectonic Charge chain ends teamfights before they develop.
He falls apart against true damage and percentage-HP threats. Karrie's Lightwheel Mark shreds through his defense because true damage ignores his scaling stat. Dyrroth's ultimate executes him from low HP regardless of how much Antique Cuirass he stacked. X.Borg and Alpha push true damage through his shield. When any two of these are on the same team, do not pick him.
He is also the wrong pick when your team needs a peel roamer rather than an initiator. Khufra locks mobile carries. Mathilda extracts her ADC from bad positions. Grock does neither. His ult is a one-way commitment: once you charge, you are on the far side of the fight and your own backline is alone.
The disqualifying test: if your team has no ranged damage carry who benefits from a stone wall between them and the enemy, Grock is the wrong pick. He is a facilitator, not a finisher. Pick him for Wanwan, Melissa, Karrie, or any immobile mage mid. Do not pick him into an assassin carry who wants to flank anyway.
Grock is the only tank in MLBB whose damage scaling is not Physical Attack. After the revamp he scales off Physical Defense, and that single design decision restructures every build choice around him. Dominance Ice does not just make him tankier: it makes him hit harder. Antique Cuirass, Radiant Armor, and Guardian Helmet all convert into offensive stats through his passive's empowered basic attack.
The Bastion of Stone passive is the other half of the identity. It gives him a Max HP shield on a short cooldown and empowers his next basic attack to deal bonus Physical Damage based on the target's Max HP. The shield refreshes faster near terrain, which keeps the old wall-hugger flavor without forcing him to hide next to one. While the shield is active, his skill casts cannot be interrupted, so Flameshot, Kagura's umbrella open, or Saber's flash ult will not cancel his Mighty Swing the way they would cancel Atlas or Johnson mid-cast.
The combo that ties the kit together is his own terrain. Earthen Rampart drops a wall and pulls enemies toward him. That pull positions them to eat either a Mighty Swing knockup (which only launches enemies when they collide with terrain) or a Tectonic Charge explosion (which only triggers the airborne stun on terrain collision). The wall is the enabler. A Grock with no wall nearby has no hard CC, only chip damage and a refund.
Your first three minutes decide whether you actually roam or just babysit. Follow this order.
Flicker is the default battle spell. Take it. Sprint is only correct on Grock if you are running a very specific ambush-roam comp built around engage chains, and even then you give up the wall-jump utility Flicker provides for getting S2 onto a weird angle.
Grock's two-item spike is Tough Boots plus Dominance Ice. The exact minute window is usually 6:00 to 8:00 depending on how cleanly you traded camps and whether your jungler fed you an assist gold cluster. Before this spike, Grock is a zoning body: his wall disrupts, his ult catches out loners, but he does not kill anyone on his own.
After the spike, three things change at once. First, his passive's empowered basic attack starts dealing real percent-HP damage because the defense stat it scales off has jumped. Second, Dominance Ice's Lifebane and Arctic Cold passives turn fights into a one-way ticket for enemy sustain comps, halving their incoming heal and shield effects while he is near them. Third, the Conceal blessing from Tough Boots gives him a flank that a tank of his size does not usually get.
That spike is also when his ult starts reliably killing people. Before it, Tectonic Charge lands, the knockup fires if you hit terrain, and the target walks away at a third HP. After it, the same chain finishes the kill because the empowered basic attack that follows the charge takes a real chunk off their Max HP.
If you reach 8:00 without Tough Boots plus Dominance Ice, something has gone wrong with your rotations. Either you farmed instead of roamed, or your team stopped coordinating turtle takes. Recognize the signal, adjust your map routing, and prioritize assist gold over jungle clears.
The reflex on a frontline tank is to stand between your carry and the enemy. That reflex is usually wrong on revamped Grock. He is not a peeler. His wall is not defensive. Positioning him in front of your marksman to body-block is a waste of the hero.
If your ranged carry is Wanwan or Beatrix, you can push further forward on the initial engage because they have their own backline reset. If your carry is Layla or Miya, hold the wall until they have clean line of sight. They need the knockup, not the displacement.
The revamp inverted Grock's build priority. Pre-revamp Grock leaned on Blade of Despair and Hunter Strike for offensive Physical Attack. Post-revamp, every Physical Attack item is a trap. His damage comes from his Defense scaling, so the 3 locked slots are all defensive: Tough Boots with Conceal blessing, Dominance Ice, and one flex resistance piece. That leaves 3 real conversations.
Second defense slot. Against a physical-heavy enemy team (double marksman, physical jungler, physical EXP laner), Antique Cuirass is the default: Deter stacks reduce the incoming burst from their combo windows. Against a mixed or magic-heavy team, Radiant Armor scales magic defense off stacking every time you take magic damage, which matters because Grock's only inherent magic defense is his base stat.
Third defensive slot. This is where the fight is. Athena's Shield if the enemy has one big burst mage (Eudora, Aurora, Valentina). Oracle if your team runs Estes, Rafaela, or Angela and you want to amplify their heals and shields on you by 30%. Guardian Helmet only if you are behind and need out-of-combat sustain to keep showing up between fights.
Sixth slot. Fleeting Time on any game where you are collecting ult kills or assists, because Grock's ult cooldown at level 1 is unforgivably long and the 30% refund on takedowns compounds across objectives. Immortality is the fallback when you are dying first in every fight and your team needs a second engage attempt per siege.
The weakest common default is Blade of Despair. It does nothing on this hero. His damage no longer scales with Physical Attack, and the stat sheet it offers goes to waste. If you see Blade of Despair in a Grock build screenshot, ignore that guide.
Ulting without terrain in your charge path. Tectonic Charge only knocks up on terrain collision. Charging through an open lane at a backline gives them a free window to Flicker, Sprint, or Purify your commitment while you slide past harmlessly. Before you press ult, check that the end of your charge path collides with a wall, a turret, a jungle edge, or an Earthen Rampart you placed a second earlier. No terrain, no knockup, no kill.
Dropping Earthen Rampart in front of your own team. The wall pulls enemies toward Grock. If you drop it between the enemy and you while you are standing in front of your carries, the wall yanks the enemy into your backline. This is especially bad when the enemy has Lancelot, Fanny, or Yin: they will happily take the free displacement into your Wanwan. Place the wall behind the enemy, not between you.
Fighting true damage threats near your own turret. The old Grock had a turret-proximity bonus that turned towers into fortresses. The new passive refreshes faster near terrain, but this does not make the turret a safety zone against Karrie or Dyrroth. Their damage ignores your defense stat, which is your entire scaling. Under your turret, in the jungle, in lane: against true damage, the math does not change. Play for disengage and let your team handle the follow-up.
Trying to 1v1 assassins in the jungle. Grock has no execute, no sustained DPS, and no lockdown outside his ult cooldown. A Ling, Lancelot, or Hayabusa who catches you without ult up will kite you to death and laugh. Do not contest the enemy jungle without your team on the minimap.
Opening fights against comps with multiple cleanses. Khufra's bomb through your ult, Wanwan's weakness-purified ult, Diggie's cleanse, Purify battle spell: any of these invalidates your knockup. If the enemy has two of these tools, you are the third engage, not the first. Let Tigreal or Atlas burn those tools, then follow up.
Tip
Earthen Rampart interrupts channeled ultimates. Pharsa's Feather Dance, Yve's Real World Manipulation, and Odette's Swan Song all get displaced by the wall's pull effect. If the enemy has a channeler, your S2 cooldown is their fight timer.
Note
Tectonic Charge refunds part of its cooldown when you fail to hit terrain. This is the revamp's forgiveness mechanic. A missed ult that slides into open lane returns for a second attempt much faster than a landed one, which means you can afford to experiment with aggressive opening charges when you would otherwise play safe.
Tip
Your empowered basic attack refreshes faster near terrain. After every skill cast, drop a basic attack on the highest-HP target in range. Against tanks and fighters, the bonus damage scales off their Max HP, which makes Grock surprisingly good at winning tank-vs-tank trades during objective fights.
Warning
The December 2025 patch moved Grock's control immunity from his passive to his ult. Tectonic Charge now charges through stuns and hooks, but your Mighty Swing and Earthen Rampart casts no longer grant CC immunity: the skill still completes if you get stunned, but you eat the CC afterward. Against stacked CC teams (Khufra plus Franco, Tigreal plus Atlas), open with ult and drop the wall after, not before.
Grock gains a Shield equal to 14% of his Max HP and empowers the next Basic Attack to deal Physical Damage equal to 4 (+2% Total Physical Defense)% of the target's Max HP (capped at 300(+20*Hero Level) against non-hero units). This effect has a 18-12s cooldown (decreases with level), which reduces by 200% when near terrain. Grock's skills cannot be interrupted, and he gains 30(+6*Hero Level)% extra Physical Defense while the Shield is active.
Grock strikes forward with massive force, dealing 240 (+100% Extra Physical Attack) Physical Damage. Enemies with obstacles behind them are knocked back into the obstacle, launched airborne, and take extra Physical Damage equal to 4 (+2% Total Physical Defense)% of their Max HP (capped at 300(+20*Hero Level) against non-hero units). If there are no obstacles behind, enemies are only knocked back slightly.
After a brief delay, Grock summons a stone wall in the target area, dealing 100 (+60% Extra Physical Attack) Physical Damage and knocking enemies towards him. Use Again: Cancel the wall early.
Grock charges forward and gains Control Immunity, dealing 100 (+50% Total Physical Attack) Physical Damage to enemies in his path. Upon hitting terrain, he immediately stops and triggers a massive explosion that knocks nearby enemies airborne for 1s and deals 650 (+300% Total Physical Attack) Physical Damage. If this skill doesn't hit terrain, 50% of its cooldown is refunded.
In teamfights,initiate with Grock's 2nd Skill to trap the enemies,then charge into the wall with his Ultimate.While the enemies are airborne, find a good angle to slam them into the wall with his 1st Skill and send them airborne again,then finish up with Basic Attacks.
In small skirmishes,use Grock's 2nd Skill to knock the enemy toward him,then use his 1st Skill to slam them into the wall.Use his Ultimate to charge into the wall and knock them airborne again,and finish the job with Basic Attacks.
These heroes have the highest win rates against Grock in ranked matches. Pick any of them for a statistical advantage in draft.
Grock performs well against these heroes. Consider picking Grock when you see them on the enemy team.
Grock is most vulnerable in the early game, where counters average a 54.0% win rate. As the match progresses, Grock becomes harder to shut down (45.7% mid, 47.1% late). Prioritize early aggression and ganks to build an advantage before Grock can scale.
Grock is vulnerable here
Grock is strong here
Grock is strong here
Tank Emblem
Execute
Tank Emblem
Execute
Tank Emblem
Execute
Heroes that synergize well with Grock in team compositions.




Grock is a living mountain, an ancient stone titan who has stood sentinel over the Land of Dawn since before recorded history. For millennia he slumbered as part of the landscape, his body forming a mountain range that sheltered entire civilizations. When the Abyss began to poison the earth itself, Grock awoke and tore free from the bedrock, leaving a massive crater where a mountain once stood. He now lumbers across the realm, his enormous stone walls and earth-shattering charges making him an unstoppable force of nature.
Famous quotes from Grock
“The mountain... moves.”
- Grock
“I have stood for millennia. You are but a moment.”
- Grock
“Try to move me. I insist.”
- Grock
“Crushed beneath the earth itself!”
- Grock
“Wild Charge - IMPACT!”
- Grock