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Geomarr card art

Epic

Geomarr

Epic card guide

Updated May 31, 2026

Geomarr is a epic durable bruiser built around HP 22 leading over DEF 9. The useful read is HP 22 plus ATK 14, so it belongs in teams that can use staying power while protecting the damage reduction gap.

ATK

14

HP

22

DEF

9

SPD

10

Max level

Level 5

Cards to max

41 total

Max stat gain

+32 stats

How to Use Geomarr

Geomarr should occupy the stable middle slot: surviving pressure while contributing enough damage or tempo to matter. A strong pairing is Azshara, because it gives the lineup a different stat angle while Geomarr focuses on HP. If the choice is between Geomarr and Pyroclast, start by comparing HP 22 against 24 instead of choosing by rarity alone. When duplicates arrive, fuse only if this card is already solving that same battle job in your active lineup.

Strengths

  • HP 22 is the page's clearest signal, giving Geomarr a real battle identity instead of generic rarity value.
  • ATK 14 is high enough to act as a tie-breaker when comparing it with nearby cards.
  • The HP lead is large enough that Geomarr should be chosen for that job, not as a generic filler card.

Weak Spots

  • DEF 9 is the number to protect. Opponents that punish damage reduction can make Geomarr feel weaker than its headline stat suggests.
  • Geomarr leans hard into HP, so it can be redundant if your team already has that same specialist role.

Developer Battle Read

Developer battle read: Geomarr is a durable bruiser, not a blank epic card. Its HP 22 and ATK 14 point to surviving pressure while contributing enough damage or tempo to matter. The first teammate I would test beside it is Azshara, because that pairing reduces the pressure on DEF 9. I would compare it directly with Pyroclast before spending duplicates, since that shows whether Geomarr's HP lead is actually needed.

Card Database GuideEpic Rarity Guide

Pick or Skip

When Geomarr Belongs in Your Team

Battle Notes

Matchup Checks

Pick it when

Pick Geomarr when your team needs surviving pressure while contributing enough damage or tempo to matter. The signal is HP 22; the follow-up check is whether ATK is enough for the matchup you expect.

Avoid it when

Avoid forcing Geomarr into teams that already have enough staying power but still expose DEF 9. If Azshara or another support card is not available, wait before locking it in.

Fusion note

Geomarr can grow toward level 5 with a 50-point cap. The first meaningful checkpoint is around 11 total copies or points, so spend duplicates only if this durable bruiser remains part of your main battle plan.

  • Durable Bruiser: use Geomarr to surviving pressure while contributing enough damage or tempo to matter. This is strongest when the rest of the team is not asking it to cover DEF alone.
  • Team shell: pair with Azshara when you want Geomarr's HP to matter without sacrificing coverage on DEF.
  • Comparison check: if Pyroclast is available, choose based on whether your next fight needs HP or ATK more.

Pairings

Cards to Test With Geomarr

Comparisons

Compare Before You Upgrade

Azshara card art

Geomarr + Azshara

Azshara covers Geomarr's lower DEF with DEF 20, letting Geomarr lean harder into staying power.

ATK 32 / HP 45 / DEF 20 / SPD 14

Pyroclast card art

Geomarr vs Pyroclast

Geomarr trades down on HP at 22 versus 24. Choose Geomarr when you need staying power; choose Pyroclast when staying power matters more than covering DEF.

ATK 16 / HP 24 / DEF 10 / SPD 9

Malakor card art

Geomarr + Malakor

Malakor covers Geomarr's lower DEF with DEF 20, letting Geomarr lean harder into staying power.

ATK 31 / HP 40 / DEF 20 / SPD 12

Ignis Volcano card art

Geomarr vs Ignis Volcano

Geomarr trades down on HP at 22 versus 49. Choose Geomarr when you need staying power; choose Ignis Volcano when staying power matters more than covering DEF.

ATK 30 / HP 49 / DEF 19 / SPD 12

Level Growth

Stats and Cards Needed

Each card copy counts as 1 progression point. The table shows the first point total that reaches each level, the duplicate copies beyond your first card, and the stat gain versus the previous level.

Level 1

1 card total

Duplicates

+0

ATK

14

-

HP

22

-

DEF

9

-

SPD

10

-

Level 2

11 cards total

Duplicates

+10

ATK

16

+2

HP

25

+3

DEF

10

+1

SPD

11

+1

Level 3

21 cards total

Duplicates

+20

ATK

18

+2

HP

28

+3

DEF

11

+1

SPD

13

+2

Level 4

31 cards total

Duplicates

+30

ATK

20

+2

HP

31

+3

DEF

13

+2

SPD

14

+1

Level 5

41 cards total

Duplicates

+40

ATK

22

+2

HP

35

+4

DEF

14

+1

SPD

16

+2

Same Rarity

More Epic Cards

View all

Azshara

Legendary

ATK 32 / HP 45 / DEF 20 / SPD 14

Malakor

Legendary

ATK 31 / HP 40 / DEF 20 / SPD 12

Stormbringar

Legendary

ATK 26 / HP 46 / DEF 19 / SPD 12

Ignis Volcano

Legendary

ATK 30 / HP 49 / DEF 19 / SPD 12

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