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Empuzzled.com• Jun 15, 2025

Dunnar Hart, The Magmatic Drummer: Burning Beats and Broken Defenses

Overview

Dunnar Hart is what happens when you cross a high-fantasy bard with a death metal drummer and set the whole thing on fire. Hailing from the Challenge Festival 2 event, this 5-star Legendary Fire hero is designed to end fights in a blaze of glory. Unlike his more delicate musical colleagues who strum lutes and gently heal wounds, Dunnar smashes drums filled with molten lava. He is a Slow mana hero who transitions into a speed demon once he gets his first special off, making him a terrifying engine of destruction if left unchecked.

bard_dunnar_hart

Hero Art & Visuals

Dunnar Hart's design is unapologetically "Heavy Metal." He features a muscular red demon-orc physique, flaming drumsticks, and a drum kit that looks like it was forged in the depths of a volcano. It's a loud, aggressive visual style that screams power. Interestingly, the artwork sparked a bit of a "Satanic Panic" in the community due to the symbology on his bass drum, which some players felt resembled a pentagram. Whether you see it as a nod to the genre or something more sinister, there's no denying he has one of the most distinct and aggressive looks in the game. He definitely didn't come to play "Kumbaya."

General Info

Hero data missing

Hero Stats

Stat Analysis: With a base power of 1211, Dunnar Hart sits comfortably in the upper echelon of the game's stats, though he is slightly behind the absolute cutting edge of heroes released in late 2025 (who are pushing 1260+).

  • Attack (1217): Very high, which is essential for his massive damage output and DoT scaling.
  • Defense (1240) & Health (2239): He is surprisingly bulky. This is critical because, as a Slow hero, he needs to take a beating before he can dish one out.
  • LB2 Power (1464): When fully limit broken, his stats allow him to survive the initial onslaught of even the most modern fast snipers.

Special Skill: Infernal Drumstorm

Analysis: "Infernal Drumstorm" is a special skill that effectively says, "If I fire, you lose."

  1. The Hammer Drop: Dealing 500% damage to ALL enemies is an absurd amount of raw damage. Even without defense down, this clears minions and severely softens up the entire enemy team.
  2. The Lingering Pain: The Corrosive Burn is the real killer. It deals substantial damage (starting at 322 and likely scaling with troops) and, more importantly, lowers defense by -13% each turn. If you can't cleanse this immediately, your team's durability evaporates.
  3. The Encore: The most dangerous part of his kit is the +50% Mana Generation. This transforms him from a Slow hero into a functionally Very Fast hero for his next cast. He heals himself (1480 Boosted Health), becomes nearly unkillable, and recharges in just a few tiles or stray hits.

By the Numbers

Let's break down why this drummer is terrifying:

  • Mana Speed: Base Slow (12 tiles).
    • With Bard Bonus (+5%) and a level 29 Mana Troop (+15%), he needs roughly 10 tiles.
    • Post-Fire: With the +50% Mana Gen buff, he effectively charges in 6 tiles. Once the drum solo starts, it doesn't stop.
  • Damage Potential:
    • Direct: 500% x 5 enemies = 2500% total damage output.
    • DoT: 322 damage over 5 turns = 1610 damage per enemy. Across 5 enemies, that's 8050 potential damage from the burn alone (assuming no cleanse).
  • Sustain: 1480 Boosted Health is roughly 50-60% of his max HP. He essentially gives himself a second life.

Family Bonus, Passives, Aether Power & Unique Abilities

Family Bonus

Analysis: The Bard bonus is unique because it rewards you for not matching families. If Dunnar is the only Bard, he gives all other solo heroes +5% mana generation. This is excellent for rainbow teams or mixed defenses, helping your other heroes hit their mana breakpoints.

Passives

Analysis:

  • Revival Chance Reduction: This is a meta-counter ability. Reducing revival chance to 20% of its original value essentially neuters Fighter talents and resurrection heroes like Mother North or Alberich. A 30% Fighter revive chance drops to a negligible 6%.

Aether Power

Analysis: Ailment Immunity for the first 6 turns is the perfect Aether Power for a Slow hero. It prevents him from being silenced, mana-blocked, or defense-downed before he can fire his first devastating special. It guarantees he gets his chance to play.

Legacy & Modern Relevance

  • Historical Context: Upon release, Dunnar Hart was immediately identified as a "Rush War God." His combination of heavy hitting and mana acceleration made him a staple in Very Fast formats.
  • Power Creep: While stats continue to climb (with late 2025 heroes hitting 1260+ power), Dunnar's 500% scaling and unique mechanics keep him relevant. He hasn't been "crept" out of viability because few heroes can match his total damage output and self-sustain engine.
  • Modern Viability: He remains a Tier 1 hero for Rush Attack wars and tournaments. In standard speed play, he is a viable tank or flank, particularly if paired with mana boosters like Hathor or Ludwig to get him started.

Costume & Costume Bonus

Currently, there is no costume available for Dunnar Hart.

Emblem Path Analysis

Dunnar Hart faces the classic tank dilemma: Hit harder or live longer?

  • Path: Defense > Health > Attack
  • Pros: His primary goal is to fire once. If he fires, the +50% mana gen and self-heal usually ensure he fires again. Survival is the priority.
  • Cons: His 500% hit and DoT will do slightly less damage.

The Heavy Metal Hitter

  • Path: Attack > Defense > Health
  • Pros: Maximizes the 500% hit and the Corrosive Burn damage (which scales with Attack). Can one-shot softer teams.
  • Cons: Riskier. If he dies with 90% mana, he does 0 damage.

Final Recommendation

For most players, the Defense/Health path is recommended. Dunnar's win condition is casting his special. Once he casts, his self-boosted health and mana speed take over. You just need to get him to that first beat drop.

Strengths

  • Game-Ending Special: If he fires, the match often swings decisively in your favor.
  • Self-Perpetuating Engine: The +50% mana buff and massive self-heal make him incredibly hard to stop after the first cast.
  • Anti-Revive Passive: Hard counters the annoying Fighter meta.
  • Ailment Immunity (LB1): Guarantees he doesn't get shut down early by status effects.

Weaknesses

  • Initial Slow Speed: He is vulnerable to being killed by fast snipers or mana controllers before he gets his 12 tiles.
  • Cleanse Vulnerability: His Corrosive Burn and Defense Down can be cleansed. If the enemy has a healer ready, his long-term impact is reduced (though the initial 500% hit still hurts).
  • Selfish Buffs: His Mana Speed up and Healing are only for himself, not the team.

Best Game Modes

  • Rush Attack (Wars/Tournaments): He is an absolute monster here. At Very Fast speed, he fires constantly, keeping the enemy burned and defense-broken.
  • War Defense (Tank): A very strong tank option. If the attacker gets a bad board, Dunnar punishes them severely.
  • PvE / Towers: Excellent for clearing boss waves due to high damage on all enemies.

Advanced Strategy & Team Compositions

Sample Team Ideas

  1. The "Start Me Up" Defense:
    • Team: Hathor - Dunnar Hart - Ludwig - -
    • Strategy: Use heroes like Hathor (who boosts mana) or Ludwig (Taunt + Mana) to forcefully charge Dunnar. Once he's running, he doesn't need help.
  2. The Rush Wrecking Crew:
    • Team: Khufu - Dunnar Hart - Alfrike - -
    • Strategy: In Rush, pair him with other slow, devastating heroes. The sheer volume of AoE damage is unhealable.

Counters & Anti-Synergies

  • Counters:
    • Mana Control: Proteus, Hel, or Tetisheri can stop him from ever charging.
    • Taunt: Krampus or Black Knight can absorb his hit-all damage, protecting the team from the DoT.
    • Cleanse: Ariel or Rigard can wipe away his nasty Corrosive Burn.
  • Anti-Synergy:
    • Avoid pairing him with other Bard heroes unless you really need their specific skills, as you lose the passive mana bonus for solo heroes.

Advice for New Players

If you pulled Dunnar Hart early, congratulations! He is a "carry" hero. Even at slow speed, he will decimate lower-level teams and map stages single-handedly. Focus on keeping him alive with healers and defense buffs.

Advice for Veterans

Dunnar is a specialized tool. He isn't the "slot him in everywhere" hero that some Fast heroes are. However, for Rush wars and specific defense formations, he is top-tier. He is worth the Limit Break materials if you care about Rush competitiveness or need a punishing red tank.

Community Corner: Hot Takes & History

  • The "Metal" Debate: The community was split on his art. While many loved the "refreshingly new" rockstar vibe, others took issue with the "satanic" imagery on his drum kit.
  • The Rush King: Players immediately identified him as a successor to Khufu or Colen in Rush modes. One player noted, "This card should just read: Goes off once you’re in big trouble... goes off again your whole team is dead."
  • Comparison to Ceris: There's a strong debate comparing him to Ceris. While Ceris offers Silence (control), Dunnar offers pure, unadulterated damage.

Final Thoughts

Dunnar Hart is a hero that demands respect. He asks a simple question: "Can you kill me in 12 tiles?" If the answer is no, he will drum a rhythm of destruction that usually ends in a "Defeat" screen for the opponent. While his slow speed keeps him from being the undisputed king of the entire game, he is a virtuoso in his niche.

Final Verdict: A rockstar for Rush Attack and a formidable tank. Crank the volume to 11 and let him play.


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