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Empuzzled.comβ€’ Feb 23, 2025β€’ Updated Dec 14, 2025

Hreidmarr, The Dwarven Mountain King: Mana Thief and Buff Bandit

Overview

Hreidmarr is a Legendary Dark hero hailing from the frozen and fiery depths of the Untold Tales 2 (Nidavellir) family. Released in early 2025, he represents the heavy hitting, slow moving archetype that terrifies players in Rush Wars and tests the patience of tile movers everywhere. As a Wizard, he has the innate ability to deal extra damage to buffed enemies, which pairs perfectly with his kit designed to punish teams that rely on status effects. He is essentially a greedy dwarven king who decides that your mana and your buffs are actually his property.

Hreidmarr

Hero Art & Visuals

Hreidmarr's design screams "opulence meets occult." He is adorned in heavy, jeweled dwarven regalia with a deep purple and gold color palette that signifies his royal status and Dark element. His expression is one of cunning satisfaction, likely contemplating the taxes he is about to levy on your health bar. The "Molten Core" theme of the family is subtle but present, suggesting a burning power beneath the heavy robes. It is a solid design that communicates his role as a sturdy, high value target on the battlefield.

General Info

Hero Name

Hreidmarr "Dwarven Mountain King"

Hero Stats

Base Stats (No Emblems)

Level
ATK
DEF
HP
πŸ’ͺ
4/80
1157118222861180
4/85lb1
1247127424641263
4/90lb2
1427145728191427

Hreidmarr enters the arena with stats that, while impressive upon his release in early 2025, are beginning to show slight signs of age by late 2025 standards. With a base power of 1180, he sits comfortably in the upper echelon of modern heroes but trails behind the absolute bleeding edge (like Devyani's 1233 power).

His stat distribution is incredibly well balanced. With over 2200 HP and nearly 1200 Defense, he is built to take a beating, which is requisite for a Slow mana hero. His Attack stat is no slouch either, ensuring his special skill hits with the weight of a mountain. In the current meta, he is still statistically competitive and robust enough to serve as a tank or flank without melting under tile damage.

Special Skill: Dwarven King’s Levy

Special Skill Icon
Special Skill

Dwarven King's Levy

Mana Speed
Slow
  • Attacks all enemies with Firestorm Strike, dealing up to 2200 damage. Deals 40% more if the target is of the Nature element. This Special Skill never misses its targets.
  • The caster steals generated mana of all enemies over 5 turns starting low and increasing every turn until on the last turn all the generated mana is stolen. This effect can't be cleansed, but it gets removed if the caster is defeated.
  • At the end of each turn, steals the latest dispellable buff from all enemies and distributes them randomly among allies for 5 turn.
⚑ Tile Breakpoints Guide
12Base Tiles
10% Bonus
11Tiles

Hreidmarr's special skill is a masterclass in total battlefield control wrapped in a damage dealing package. It does three distinct, devastating things:

  1. Firestorm Strike: It deals up to 2100 damage to all enemies. This is a "Firestorm" mechanic, meaning the damage scales. It also deals 40% extra damage against Nature enemies and never misses. This "never miss" clause is crucial against the dodge heavy meta or blind inducers.
  2. Global Mana Steal: He steals generated mana from all enemies over 5 turns. This scales up each turn (likely 20%, 40%, 60%, 80%, 100%). This is a massive upgrade over older single target mana stealers like Onatel. Shutting down the mana generation of the entire enemy team is often a checkmate move.
  3. Buff Redistribution: At the end of every turn for 5 turns, he steals the latest dispellable buff from all enemies and gives it to a random ally. This turns the enemy's strength into your own and acts as a continuous dispel.

By the Numbers

  • Mana Speed: Slow. He requires 12 tiles to charge. With a level 29 Magic/Styx troop or level 30 Legendary troop, you can shave this down, but he will generally remain a slow hero outside of Rush Attack formats.
  • Damage Potential: The skill states "up to 2100 damage." Assuming a standard distribution against a team with average defense, and factoring in the Molten Core passive, Hreidmarr can easily output 4000 to 5000+ total damage across the enemy team in a single cast.
  • Mana Efficiency: The mana steal is the hidden killer. By turn 5, enemies are generating zero mana for themselves and feeding it all to Hreidmarr. This often allows him to recharge his Slow skill much faster for a second cast, creating an infinite loop of despair for the opponent.
  • Passive Damage: The Molten Core passive adds Corrosive Burn. While the base numbers might look small, when applied to 5 enemies over 3 turns combined with Defense Down, it adds significant attrition.

Family Bonus, Passives, Aether Power & Unique Abilities

The Nidavellir family and passives are designed to make Hreidmarr a prickly pear to attack.

Family Bonus

S7 - Nidavellir
Family Bonus

S7 - Nidavellir

  • Members of this realm have a Molten Core.
  • The Molten Core is charged each time this character receives damage from normal attacks or Special Skills.
  • The members of this realm have additional perks in Untold Tales II: Treasures of Flame and Frost stages.

The Nidavellir bonus provides a stat boost based on the number of unique family members. While nice, Hreidmarr is strong enough to stand alone and does not strictly require a family team to function.

Passives

Passive Icon
Inherent Abilities

Passive Skills

  • Empowered Resist Burn
    This character is immune to status ailments that deals Burn damage and gains 450 boosted health and 5% mana each time they resist.
  • Molten Core
    The Molten Core activates each time this character's Special Skill is cast:
  • All enemies receive Corrosive Burn for 3 turns. With fully charged Molten Core, the Corrosive Burn deals 312 Burn damage, and lowers the target's defense by -12% each turn. Deals extra damage against heroes with Minions or Mega Minions
  • The Burn damage is scaled by the amount of charge in the Core. All charge is exhausted when the Core is activated.
  • Empowered Resist Burn: This is highly specific but incredibly punishing against Fire metas or Burn heavy teams. Resisting a burn not only prevents damage but heals him for 450 boosted health and grants 5% mana. This makes him a hard counter to many Red DoT heroes.
  • Molten Core: Upon casting, he applies Corrosive Burn to all enemies. This deals burn damage and lowers defense by -12% per turn. This defense down synergizes perfectly with his "Hit All" special or follow up attacks from allies.

Aether Power

Counterattack
Aether Power

Counterattack

At the start of each battle, this Hero counterattacks with 60% of the damage received for 6 turns.

In battles with multiple waves, the effect is refreshed at the beginning of each wave.

Counterattack: This is a solid defensive Aether Power. Since Hreidmarr is likely to be a target for tiles and specials due to his threat level, reflecting damage helps wear down the attacker. It is not as game changing as "Revive" or "Defense Up," but it adds to his tankiness.

Legacy & Modern Relevance

  • Historical Context: Upon release, Hreidmarr was compared to a "Fergus on steroids" or a more aggressive version of Mooncure. He was immediately identified as a Rush War monster and a formidable tank.
  • Power Creep Analysis: Ten months post release, his raw damage cap of 2100 is still threatening, though newer heroes might hit harder or faster. However, the utility of stealing buffs and mana from the entire team is a mechanic that ages very well. It is a functional disruption that stats alone cannot replicate.
  • Modern Viability Verdict: Hreidmarr remains a top tier threat in Very Fast wars and tournaments. In standard speed play, he is viable but requires support to ensure he fires. He has not been relegated to the bench; he is a premium tool for specific control strategies.

Emblem Path Analysis

Hreidmarr needs to survive to cast. Once he casts, he controls the game. Therefore, his emblem path should prioritize keeping him upright.

The Iron Wall (The Defender)

  • Path: Defense > Health > Attack
  • Pros: Maximizes his survivability, allowing him to absorb more tile damage and sniper hits. This is crucial if using him as a Tank.
  • Cons: His "Firestorm Strike" deals damage based on his attack power (implied by the mechanic), so lower attack might reduce his burst potential slightly.

The Molten Hammer (The Punisher)

  • Path: Attack > Defense > Health
  • Pros: Increases the damage of his special skill and the burn damage from his passive.
  • Cons: Makes him squishier, risking death before he can charge his 12 tiles.

Final Recommendation

For most players, the Iron Wall (Defense/Health) path is recommended. His utility (mana/buff steal) is his primary asset, and dead heroes steal no mana.

Strengths

  • Total Control: Steals mana and buffs from all enemies, not just one or three.
  • Anti-Evasion: Special skill never misses, bypassing Dodge and Blind.
  • Attrition: massive DoT potential via passives and mana strangulation.
  • Sustainability: Can heal himself via passive if facing burn heavy teams.

Weaknesses

  • Speed: Slow mana is his Achilles' heel. He is vulnerable to mana control or being killed before firing in standard speed matches.
  • Cleanse Vulnerability: While the mana steal is undispellable (mostly), the burn and other effects can be managed if the opponent is prepared.
  • Passive Dependence: His survivability boost relies on the enemy using Burn; otherwise, he is just a big stat stick until he fires.

Best Game Modes

  • Rush Attack (Wars/Tournaments): He is an S+ tier god here. Firing this skill at Very Fast speed is almost an instant win condition.
  • PvE / Map Stages: Excellent for boss waves where you need to control the enemy's mana generation.
  • War Defense (Tank): A formidable tank, especially in setups that punish passive play.

Advanced Strategy & Team Compositions

Hreidmarr thrives when he is bought time to fire.

Sample Team Ideas

  • The Purple Wall: Phorcys - Hreidmarr - Ludwig. Two taunters protecting Hreidmarr (or mana boosting him) ensures he fires. Once he fires, the enemy has no mana to break the taunts.
  • The Slow Death: Mother North - Hreidmarr - Khufu. A Rush war classic. Revivers keep him alive; he sets the table; Khufu cleans up the scraps.

Counters & Anti-Synergies

  • Mana Controllers: Heroes like Hel, Proteus, or Silence heroes can shut him down before he ever gets started.
  • Taunt: While he hits all, a Taunt hero can sometimes absorb the brunt of the "Buff Steal" if the timing is right (though he hits all, so he steals from all... actually Taunt is less effective against him than most).
  • Gargoyles: Stoneskin can mitigate his initial hit significantly.

Advice for New Players

If you are lucky enough to pull Hreidmarr early, he will carry you through almost all map stages. His mana steal shuts down bosses completely. Focus on keeping him alive with healers. Do not worry about his slow speed in the early game; his impact is worth the wait.

Advice for Veterans

Hreidmarr is a luxury tool for your Rush roster and a viable tank option. He is worth Limit Breaking (LB1) for the stats. LB2 is a harder sell unless you use him in your primary defense team, as the Counterattack aether power is good but not top tier. If you have newer, faster heroes for offense, he might stay on your Rush bench, but he is a VIP on that bench.

Community Corner: Hot Takes & History

The community reaction to Hreidmarr was a mix of awe and dread.

  • "Fergus on steroids" was a common sentiment, highlighting his similarity to the beefy mana controller but with more aggression.
  • Players noted he is a "Nightmare" to face, particularly when placed in the Tank position.
  • One player remarked, "All of this power!! He is a nightmare," summarizing the general feeling of facing a hero who steals everything you generate.
  • There was debate about his emblem path, with many favoring Attack to maximize the "Firestorm" damage, though Defense remains the pragmatic choice for a Slow hero.

Final Thoughts

Hreidmarr is the definition of a "boss monster" hero. He sits there, menacingly, daring you to dump tiles into him. If you fail to kill him before he charges, he flips the board, taking your mana, your buffs, and a chunk of your health. While the speed of the game continues to accelerate, the sheer weight of his utility ensures he remains a relevant and terrifying force, especially when the ruleset allows him to speed up. He is a greedy king, and he demands his tithe.


Note: This review is based on the base version of Hreidmarr as no costume was specified or available at the time of writing.

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