Grimms is a support hero that buffs dwarf units and siege weapons of all the races, most players just use him as a way to get ahead in a battle by stacking might on him and hoping he hits a good target with suppression fire. Grimms is great but not amazing like the heroes above.
Suppression Fire
Grimms fires a suppressive mortar volley at the enemy after the start of battle, firing 30 mortar shells toward the closest enemy unit and dealing X burning damage to each enemy hit. Units that die from burning damage will explode.
Max this skill regardless of what you plan on doing with grimms.
Smoke Bomb
Grimms shoots a smoke bomb at the target area, enveloping a circular area of radius X for 10 seconds. Allied troops inside the smoke screen have set chance of evading enemy attacks.
Get one point in this skill any more are unnecessary as it only increases the radius of the spell.
Tank Mastery
Grimms is an expert battlefield technician. When he is on the battlefield, his modifications increase the damage and max hit points of all allied Tanks, Destroyers, and Excelsiors by X.
Max this if you plan on using tanks, trust me you will need the extra health on these things.
Siege Mastery
Grimms is an expert siege technician. When he is on the battlefield, his modifications increase the damage and max hit points of all allied siege weapons by X.
Max this after you max suppression fire.
Ammo Wagon
Aura: Gives allied Ammo Users an additional X% ammo capacity.
Only get this skill if you plan on using dwarf and dwarf ammo units.
Reload Ammunition (costs 1 energy)
Costs 1 Energy. Grimms replenishes the ammo of all allied Ammo Users on the battlefield by X%
Only get this skill if you plan on using a dwarf ammo unit heavy army and think you will need the extra 10 seconds of damage, this skill isn’t really worth it as the new dwarf super unit provides ammo to all units constantly basically a better version of this.
Building Grimms
You max out suppression fire regardless of what you are doing. One point in Smoke bomb for defending a legion by giving it high evade. The rest goes into siege mastery just so your siege weapons deal more damage, that’s it Grimms is simple. If you use Tanks go in tank mastery over siege mastery.
Equipping Grimms
Focus mostly on might and command as a secondary if you can spare it, as the evade chance scales off command and that can really make the difference between survival and death.
Weapon: Legendary Broad Sword (+7 might)
Banner: Underworld Banner (+4 command +2 stamina)
Helm: Sanguine Helm (+2 command +2 stamina)
Armor: Royal Armor (+4 stamina +1 suppression fire)
Relic 1: Sanguine Horn (+3 might +1 stamina)
Relic 2: Sanguine Essence (+1 might + 3 command)