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Empuzzled.com• Feb 11, 2022

Sanngrior: The Blue Wall of Valhalla

Overview

Sanngrior is a 4-star Ice hero hailing from the League of Villains event. Released during the earlier days of the Villains family, she immediately drew comparisons to a certain S1 lizard, earning her the moniker "Blue Kashhrek." She is designed as a defensive anchor, boasting health stats that frankly embarrass many 5-star heroes from her era. Her role is simple: sit there, absorb damage, and make the center of your formation incredibly annoying to kill. However, in a game that has shifted towards speed and aggression, this Fallen Valkyrie often finds herself fighting for relevance outside of very specific tournament niches.

villain_sanngrior

Hero Art & Visuals

Sanngrior's design leans heavily into the "Fallen Valkyrie" aesthetic. She sports the classic winged helmet and armored look, but with a cold, spectral blue palette that screams "Ice element." It is a solid, if somewhat standard, fantasy design. She looks stoic and unmovable, which fits her stat distribution perfectly. While the Villains family is full of grotesque monsters and shadowy figures, Sanngrior stands out by looking almost noble, perhaps hinting at a tragic fall from grace rather than innate wickedness. Or maybe she just joined the villains because they had better dental benefits.

General Info

Hero data missing

Hero Stats

Sanngrior's stat distribution is an extreme outlier, even by modern standards.

  • Health (1447 Base): This is massive. It was groundbreaking upon release and remains exceptional for a 4-star hero today. She has more base health than many modern 5-star attackers.
  • Defense (680 Base): Respectable, though not elite compared to newer defensive 4-stars who push 800+.
  • Attack (565 Base): This is where the price is paid. Her attack is abysmally low. She hits like a wet noodle, meaning her tile damage contribution is negligible.

Compared to the current meta, her health pool is her only saving grace. Modern 4-stars often come with more balanced stats and far more impactful special skills, but few can match her raw capacity to soak up damage without dying.

Special Skill: Valkyrie's Fortitude

Analysis: Valkyrie's Fortitude is a purely defensive skill with a "Nearby" limitation, which is its biggest drawback.

  1. Boosted Health: Recovering 650 health is significant. Because it is a fixed number rather than a percentage, it is particularly potent on 4-star heroes who have lower HP pools than 5-stars. The fact that it is "boosted" (overheal) means she can pre-heal her allies before a big hit comes in.
  2. Nature Defense: +94% defense against Nature is a massive reduction. Essentially, if the buff is active, Green tiles and specials will tickle the protected heroes. This is designed to counter the natural predator of Ice heroes (Nature), turning her weakness into a fortress.

However, the skill only affects the caster and nearby allies (target count: 3). This leaves your wings completely exposed. In a meta where "Hit All" enemies are common, leaving two heroes vulnerable is a dangerous gamble.

By the Numbers

Let's break down the mechanics of the Fallen Valkyrie.

  • Mana Speed: Average. She needs 10 tiles to fire. With a level 23 Mana Troop (or combination of troop + bonuses), she can drop to 9 tiles, but 4-star tournaments often restrict high-level troops, making her stubbornly average most of the time.
  • Healing Output: 650 HP x 3 targets = 1950 total healing potential per cast. This is a high raw output for a 4-star skill, provided all three targets are alive.
  • Effective Health: With emblems and Limit Break 1, her health pushes towards 1600. Combined with her defensive buff, her "effective health" against Green damage effectively doubles while the buff is active.
  • Damage Potential: Zero. Literally zero. She has no offensive component to her special skill.

Family Bonus, Passives, Aether Power & Unique Abilities

Family Bonus

The Villain family bonus is interesting but unreliable. It offers a chance to heal or reflect damage when attacking. Since Sanngrior should rarely be "attacking" in the traditional sense (her tile damage is low), this bonus is largely incidental. However, on a defense team where she might be slashing, a random heal or extra damage tick can be an annoying surprise for the attacker.

Passives

Sanngrior does not have specific innate passives outside of the family bonus in her base form.

Aether Power

Heal Increase: This passive increases the healing the hero receives. It synergizes well with her massive health pool and her own special skill, making it even harder to take her down. However, it does not help her team win; it just helps her lose slower.

Legacy & Modern Relevance

  • Historical Context: When Sanngrior was released, players were initially baffled. Why make a Blue Kashhrek when Kashhrek was already considered a "newbie trap"? She found a small niche in 4-star Buff Booster tournaments and as a war tank for mid-level alliances, but she never defined the meta like her villainous colleagues (e.g., Toxicandra).
  • Power Creep Analysis: Power creep has been kind to her HP but cruel to her utility. While 650 boosted health is still a good number, the "Nearby" limitation is archaic. Modern healers like Goldie or even costumed S1 heroes often provide team-wide benefits that far outweigh a selfish tank shell.
  • Modern Viability Verdict: Sanngrior is largely niche. She is not viable in open 5-star warfare. Her home is strictly in 4-star Tournaments (specifically Buff Booster) and perhaps as a depth piece for War of the Three Kingdoms if you desperately need a meat shield. She is largely a bench warmer for developed rosters.

Emblem Path Analysis

Sanngrior has only one job: survive. Do not try to fix her attack; it is a lost cause.

  • Path: Health > Defense > Attack
  • Pros: Maximizes her already absurd health pool and strengthens her defense. This makes her incredibly difficult to remove with tile damage alone.
  • Cons: Her tile damage remains non-existent.

Final Recommendation

Take the Health/Defense path. As a Cleric, you want her to withstand mana control effects (Manashield) and stay alive long enough to fire her heal. There is no scenario where attack nodes benefit her playstyle.

Strengths

  • Massive Health Pool: One of the highest base HP stats in the 4-star rarity.
  • Overheal: Boosted health is always valuable, functioning as a pseudo-shield.
  • elemental Defense: +94% defense against Nature makes her and her flanks nearly immune to green damage for 3 turns.
  • Cleric Class: Manashield is a top-tier defensive talent, allowing her to resist mana stops and silences.

Weaknesses

  • Passive Playstyle: She does zero damage. If she is the last hero standing, you have lost the match.
  • Nearby Only: Leaving wings unprotected is a major liability in modern E&P.
  • Low Attack: Her tiles contribute almost nothing to the offense.
  • Average Speed: For a hero that only heals and defends nearby, Average speed feels sluggish compared to modern Fast/Very Fast threats.

Best Game Modes

  • 4-Star Buff Booster Tournaments: This is her playground. Her buff is potent, and her survivability allows her to keep the buffs active on herself and flanks.
  • Map Stages / Tower Events: The overheal can be useful for keeping a team alive through long waves of enemies, especially on Hard mode.
  • War Defense (Mid-Game): She can serve as a frustrating tank for newer players who lack the firepower to blast through her HP.

Advanced Strategy & Team Compositions

Sanngrior works best when she is protecting high-value targets. You want to place your most dangerous squishy heroes on her flanks.

Sample Team Ideas

  • The Protected Cannons: Fast Sniper - Sanngrior - Fast Sniper.
    • Why: Sanngrior keeps the two snipers alive and overhealed. If the enemy tries to stack Green to kill Sanngrior, the elemental defense shuts them down.
  • The Double Wall (Buff Booster): C. Boril - Sanngrior - C. Cyprian.
    • Why: Counterattack plus massive healing and defense buffs. Attacking into this center is a nightmare without a dispeller.

Counters & Anti-Synergies

  • Dispellers: Sabina, Melendor, and Caedmon ruin her day. Once her defense buff is gone, she is just a bag of hit points.
  • Green Stacks (Before Fire): Since she is Average speed, a strong Green stack can often kill her before she fires her special.
  • Minion Summoners: Heroes like Grimble or Gobbler do not counter her directly, but since she has no offensive presence, she cannot stop minion spam strategies.

Advice for New Players

If you pull Sanngrior early, she is a great safety net. She will help you complete map stages that you are under-leveled for simply by overhealing your team. Use her as your tank in raids until you find a better option. Do not prioritize her over team-wide healers like Kiril or Boril.

Advice for Veterans

Sanngrior is likely food for the Soul Exchange or a project for when you are absolutely out of other heroes to level. She has no place in high-level wars. The only reason to keep her is for collection purposes or if you really enjoy experimenting with niche defenses in 4-star tournaments.

Community Corner: Hot Takes & History

The community reaction to Sanngrior was... lukewarm at best.

  • "I already hate Sanngrior and she’s not even released yet. She’s just a Kashrek copy." - Early Forum Reaction
  • Many players lamented pulling her during the Villains event, often hoping for the Dark Lord or Toxicandra instead. "My trainer heroes came out left and right... But yeah sanngrior, nah will feed away immediately."
  • However, some defenders noted her specific utility: "I use Sanngrior with my mono blue team... I win more often than not in wars thanks to her special protecting from green."

She has firmly established herself as the hero you are disappointed to see pop out of the portal when chasing the 5-stars.

Final Thoughts

Sanngrior is a relic of a design philosophy that valued stalling over winning. While her health stats are impressive, her kit is too limited for the dynamic, high-speed battles of modern Empires & Puzzles. She is the "Blue Kashhrek," and just like the original, she is a hurdle for beginners and a speedbump for veterans.

Verdict: Keep one for 4-star tournaments if you have the roster space, but don't give her your Limit Break Aethers unless you really, really hate losing your tank in Buff Booster.

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