
Marlin
An archer disruptor with area damage and regular stuns in Conquest. In Expedition his kit is all chance-based: bonus damage for every squad and a cut to enemy Lethality.

Marlin is a tidal force on the battlefield, unleashing a pulse that deals Attack * 280% Area of Effect damage and immobilizes enemies for 1.5s.

Marlin's deadly airborne concoction deals Attack * 70% Area of Effect damage.

Good fortune inevitably follows bad. Marlin stuns his target after every 5 strikes.

Marlin, being unpredictable, has a 40% chance of increasing damage dealt by 50% for all squads.

"Stiff rum can drown most any battlefield sorrow." Marlin grants all squads a 20% chance of reducing the total Enemy Squads' Lethality by 50% for 2 turns when attacking.

Grants your squads' attacks a 50% chance of increasing damage dealt by 50%.

There's no battlefield pick-me-up like Marlin's special brew, healing your weakest hero by Attack * 15% with each basic attack.

A true admiral leads from the front. Increases Rally Squads' Lethality by 15%.
Community-voted tier placement for Marlin at Generation 2, role by role:
Fully star-leveling Marlin from unlock through ★5 costs 1,075 shards (10 to unlock, 1,065 across all 5 stars) — spendable as Marlin Shards or the general Mythic Shards every Legendary hero shares.