Braddock (RZRider)
Tank RiderA Dwarf abandoned as a child, Braddock was found and adopted by a family of Gnomes who raised him to be a genius. He could build machines that were far ahead of his time, impressing everyone in the Gnome village daily with a new creation.
His prowess eventually caught the attention of the Dwarves, who could use this legendary inventor to create their own machines. They sent Braddock a letter, inviting him to come far north and study with Dwarven engineers, but Braddock refused. The Dwarves kept sending him letters with increasingly large sums of scholarship money. Greatly in need of the resources, his parents urged Braddock to go, for everyone's sake, and he eventually submitted.
Braddock proved to be outstanding even amongst the Dwarven engineers, creating machines of incredible abilities. He lived a good life there, with respect from his peers as a talented but humble creator who helped others become nearly as great as he. This would eventually fade, when Dwarven agents snatched him away in the night and took him to a military fortress they had set up.
Here, Braddock was held captive and forced to make machines of war. These Dwarves learned how to use explosives and artillery from the young inventor, and we're in their way to perfecting Mecha technology. However, Braddock decided to halt the Mecha research to create vehicles, which Dwarves could ride in at high speeds with incredible power. With the resources provided, Braddock created one ultimate killing machine, and test drove it for the Dwarves.
To the ignorant Dwarves' surprise, Braddock escaped in his vehicle and made his way past all of their defences with his superior firepower. When he returned to the Fae Forest, there was no solace, for it had been ravaged by the Twilight Elves and corrupt Gnomes that had take over the fungi.
Braddock couldn't find his parents, but he did manage to locate a note from his friend Hacksaw, a fellow lover of invention. It informed him that Hacksaw had left to Linirea to protect the Sylvan Elves, who had helped the Gnomes during the Sylvan invasion. He should go southwest to Aredhel, and help the Elves in any way that he could to avenge the villagers lost during the attack.
Now, Braddock works with Elven warriors in the woods to vanquish evil, using his incredible machine to take out anything in his way.Braddock is a young, happy teenage Dwarf in a shiny car, but not just any car. This baby is protected by sleek, triangular, blue metal shields on the left and right sides, with 2 heavy turrets in the centre that fire large, deadly fast bullets. A heat-controlling leather seat at the top of the thin line of unprotected metal gives Braddock a view of everything around him while maintaining maximum comfort. Underneath that chair at the back of the car is an arsenal of extremely deadly layers, missiles, and more with which to not only kill, but eradicate enemies with the push of a few, extremely complicated buttons.
HP: 750
Heal Rate: 5 per second, and takes 5 seconds of idleness to begin the auto repair.
Melee: 15-35 True, charged up electricity between the edges of the triangular metal plates for 3 seconds before releases a shock wave inside that harms all enemies in melee with Braddock.
Ranged: 15-35 Physical, shoots every 0.75s per turret, once every 0.375s total.
Armour: High (60%)
Speed: Very Fast, like a full moon Frontiers Bat, but is very slow to turn to a new direction and must stop frequently on curved paths.
Respawn: 60s Small explosions erupt across the vehicle before a final mushroom cloud comes from the core of the car, destroying it and anything inside. Despite the effects, it doesn't do any harm to enemies or allies outside of the car.
Secondary: Braddock can still shoot with his main guns while using an ability weapon, but cannot use 2 ability weapons at once.
Side Gunners: (Passive) Adds 2/3/4 side turrets for reinforcements to use to shoot much more quickly.
(Places one turret on the left and right of the vehicle, inside the metal plates. The upgrades add a turret to the right and then to the left, for 4 total. Players must place reinforcements on the vehicle, which will put the pair of them in 2 of the gunner seats, where they can fire Elven throwing stars from the turrets every 0.5s. Excess reinforcements will spawn next to the vehicle.)
Doominator: (30s) Fires a laser cannon that deals 500/750/1,000 True Damage to a single target and enemies near it.
(A huge, blue and silver laser gun emerges from the back of the car and reaches over Braddock's head, aiming a thin blue laser at the strongest enemy for 2 seconds before unleashing a huge, pure white beam that instantly deals the damage to it and enemies very close to the target, similar in range to Bonehart's base attack. While the laser is targeting an enemy, Braddock shouts, "Try this on for size!")
Carpet Bomb: (35s) Unleashes a volley of 8/16/24 missiles on a large ground area that explode for 20/30/40 True Damage.
(A huge box storing white missiles tipped with blue emerges from the back of the car over Braddock's head in a single second, and waits for one more second before launching all of the missiles at once in an Eldritch-Doom sized area, evenly distributing the missiles. Each missiles targets the ground, not an enemy, and explodes in a normal Wasp Missile range with a white flash. Upon the emergence of the missile launcher, Braddock shouts, "Let's see what you've got!" Finishing right before launching all of the missiles.)
Death Coil: (40s) Releases an arc of concentrated electricity that evenly distributes 400/800/1,200 True Damage amongst all chained enemies.
(From the back of the car, a huge blue and silver gun tipped with the same top as a Tesla, surrounded by 3 rings that charge up over 3 seconds to unleash the electricity emerges. The electricity will chain to enemies within double the normal gun range per chain, and divide the damage dealt per chain, with a white flash similar to the thunderbolts from the spell. If the electricity only chains to 2 or less enemies, they will be stunned for 2 seconds. As the gun charges up, Braddock shouts, "How do you like me now!?!")
Fat Boy: (Varies) Brings in the heaviest weapon possible to instantly wipe the map of all enemy life with a cooldown of 420/360/300/240 seconds.
(A missile that makes modern Fatboy look like a crude prototype, dropped by a plane similar to Wilbur's on the selected location. The missile is blue and silvery white, and turns the whole screen white upon the explosion. Bosses and minibosses take 4,000 damage from the missile.)
Overall Playstyle:Braddock is designed to be a statistically supreme hero, with powers that, while flashy, aren't as strong compared to other hero skills that recharge faster. He maintains a constant level of incredible power, and can be bolstered greatly with reinforcements, effectively making them mobile while able to deal quadruple the ranged damage per second. He possesses the early, somehow stronger versions of weapons that would later be invented by the Dwarves and Gnomes in Linirea, making Braddock vastly ahead of his time. With his skills, he can deal rare, quick bursts of devastating damage like no other hero can at once, evening out the lower DPS with better stats, favouring style over efficiency. like most impudent people do with their cars.
Carter (Chimto)
AuthorA long-time unappreciated author, Carter took inspiration for a lot of his work from his own life, be it historical information he had learned or dreams he had experienced. As fate would have it, his writing and especially his dream-based work would somehow work its way into reality.
Thought to be some type of soothsayer or omniscient being, the Elves took him unexpectedly and used powerful spells to look into his dreams. They sensed a hidden power in his mind, unlike that of any other being, but it could not be reached easily. The strongest wizards could not tap into the cosmic knowledge he contained, nor could Carter himself, willingly. The only solution was to send him into mortal danger to force his powers to show.
Carter is now a forced participant in the Twilight War, who uses his spare time to write more stories about his experiences in the battlefield as well as his inexorable cosmic dreams.HP: 380
Regen: 57
Melee: 4-8 Stabs with a makeshift dagger every 0.5 seconds
Armor: None
Speed: Fast (Like Reg'son)
Respawn: 15
Notes: (Passive) When idle, takes notes on enemies battling, gaining a 1/2/3% damage bonus with all attacks against them for each second that notes are taken.
(Applies to a specific enemy type when notes are taken. Can only take notes when not in combat and while an enemy is attacking another unit in melee. Stacks infinitely for all enemy types during a level, with the bonus applying to all abilities and the Hero Spell.)
Wild Secrets: (15s) Using magic passed down from his ancestors, Carter puts an enemy to sleep for 3/4/5 seconds and doubles its vulnerability to damage during its slumber.
(Used in melee only.)
Insight: (24s) From an enemy's mind, summons a replica with 50/100/150% of its health and damage for 6/8/10 seconds.
(Activates with enemies in melee. Used before Wild Secrets if both are active.)
Cosmic Call: (30s) Mentally tortures nearby enemies, dealing 130/260/390 True Damage to each but fainting for 1 second per enemy harmed.
(Fainting renders Carter immobilized, as well as vulnerable to ranged and AOE attacks. He cannot regenerate health or be moved in this state.)
Dream Quest: (150s) Disappears on an adventure in his dreams for 20 seconds, returning with an unfathomable diety that torments the battlefield for 6/8/10/12 seconds.
(Various afflictions plague enemies instantly, with newly appearing enemies also receiving the effects. Every 2 seconds, another affliction is applied to foes who have already been harmed by the spell. Each power has an equal chance to occur to an enemy if it is applicable. Effects can stack if they repeat on the same foe.
-Lights enemy on fire for 3 seconds, burning for 50 damage per second.
-Poisons enemy for 5 seconds, dealing 30 damage per second.
-Stuns an enemy or puts it to sleep for 4 seconds.
-Freezes for 3 seconds, dealing 20 True Damage per second.
-Encases a foe in vines for 3 seconds, dealing 30 physical damage per second.
-Teleports an enemy back to the start of the level.
-A fiery explosion dealing 80 AOE artillery damage.
-A blast of white light dealing 120 True damage.
-A flying rock that deals 200 physical damage.
-A magical bolt dealing 150 magic damage.
-A bolt of light that deals 40 True Damage with a 20% instant kill chance.
-A streak of lightning that chains to 2 other foes, dealing 60 True Damage to each.
-Slows an enemy by 50% for 5 seconds.
-Lowers a foe's damage value by half permanently. Enemies without damage values are targeted by other applicable effects.
-Halves all resistances of an enemy permanently. Enemies with no resistance are targeted by effects other than this one.
-Silences an enemy for 8 seconds.
-Makes an enemy vulnerable to 40% more damage for 4 seconds.
-A flash of golden light dealing 20 True Damage with a 60% chance to polymorph an enemy into a sheep with half health and no attack, resistance, or abilities.
-Curses an enemy, halving its armor and dealing 10 True Damage per second for 4 seconds.
-Transforms an enemy into a Ragdoll for 3 seconds.
-Gives an enemy the plague, dealing 6 damage per second for 6 seconds and dealing 90 AOE True Damage if it dies.)
OP: Carter specializes in careful consideration of the right moment to strike. Good players will allow him time to take notes, gaining bonus damage against foes so that he transforms from a frail weakling to a glass cannon. When allies to melee enemies for note-taking are scarce, Carter can summon a clone of an enemy to force it to be in melee. With good enough damage, he can be sent into battle, stunning his opponent and dealing massive damage, sometimes even being able to slay a tough unit like an Avenger with the damage that he accumulates from his notes and debuff. He also has the capability to sacrifice some time spent fighting or note-taking by stunning himself while dealing massive damage in an AOE, as a last-minute resort. Finally, if the player is aware of a dire threat approaching, he or she can use Dream Quest ahead of time to ensure the annihilation of enemies across the map.
The Defiler (AerisDraco)
Super WeaponLong ago, when the evil diety Umbra had just been sealed away in the Emberspike Mountains, one of his greatest servants survived, and unleashed a near-equal devastation upon the world. Weakened by their efforts to contain Umbra, the humans could do little to stop Umbra's servant, so it was up to the Elves and Dwarves to combine their efforts in order to vanquish the last of the dark god's evil.
The Elves concentrated a vast amount of magic into a single, almost-living entity with their superior magical powers, whilst the Dwarves built the ultimate suit of armor with their superior craftsmanship. Together, they created a construct of magical and mechanical might to eradicate Umbra's most powerful servant.
The skies filled with darkness as hope drained from every soul at the presence of a mere fragment of Umbra's power. Emotionless, the construct stood firm against the wave of darkness.
The terrible shadows conjoined, forming a giant humanoid silhouette of pure darkness. Towering over the Elves' and Dwarves' guardian, the demon had no doubt in its own ability to destroy the world. The two battled for days, in what seemed like an eternal match, until the servant of Umbra made a decision: He would corrode the guardian, taking over its form at the cost of his own dark figure. However, the plan failed.
The construct was so powerful that it absorbed the evil of Umbra's servant, containing it forever. Although the construct survived, it still occasionally feels the grip of darkness attempting to take over, and it sometimes releases that darkness with its magic as it fights evil, and it has been named The Defiler for the evil it sometimes generates.The construct is as tall as Durax, though much thicker. Dense metal plates make up its body, limbs, and head. Magical fire can be seen seeping through parts of the shoulders, stomach, head, and hands, which originates in its extremely powerful magical core. The metal plates are silver lined with gold, while the magical fire is light blue, which turns a dark burgundy red similar to Oni's swords under certain circumstances.
HP: 500
Regen: 35
Melee: 18-62 Conjures a blade of magical fire and slashes every 1.5s
Ranged: 18-62 Blasts an orb of magical fire every 2.5s
Armor: Medium (55%)
Speed: Slow (Struts toward an area with a very straight posture)
Respawn: 25s
Secondary: Attacks and abilities burn for 20 magic damage for 1 second after making contact. Enemies burned by Overload fire take 20 True Damage per second for 1.5 seconds.
Detonation: (Passive) When slain, The Defiler explodes for 120/240/360 Magic Damage, reducing its respawn time by 1/2/3 seconds for every foe killed by the explosion.
(Respawn time can also be reduced by any enemies killed while burning from the magical fire left by the explosion or any other attacks still in use after death.)
Overload: (Passive) When allowed to fully execute an attack, The Defiler can overload additional damage as well as other effects at the cost of 50/33/25% of its health.
(If The Defiler isn't moved after using a skill, it will glow with red magical fire and unleash an additional part of the attack for extra damage, but taking off a chunk of health. There is a brief half second after a skill is used before the part shooting magic flashes, glowing dark red and having more power. Moving the hero during this brief second allows it to contain some power, saving its health.)
Defiler's Rage: (20s) Unleashes a beam that deals 50/65/80 Magic Damage and burns the lane for 30 True Damage per second for 2/3/4 seconds.
(Takes 2 seconds to trace over the lane with blue fire beams from its eyes. If allowed to Overload, the beams turn red and traces over a larger portion of the path at a higher speed, turning every burned part of the lane red and dealing 50 True Damage per second for a total of 4/5/6 seconds. He eye beam can hurt flying enemies.)
Arcane Wrath: (24s) Unleashes 5/10/15 missiles of fiery magic that home in and deal 20 AOE Magic Damage each.
(Chest armor opens up, revealing the core, which glows brightly as it shoots missiles, taking 1 second per 5 missiles to release them all. If left to overload, instantly unleashes an additional 10 red missiles in a dark red flash that deal 25 True Damage each in a 50% larger AOE explosion. Missiles behave like normal missiles, homing in on targets and never missing. This attack has infinite detection range and will immediately send bolts to the densest group of enemies.)
Annihilation: (16s) Shoots a wave of magical energy for 3 seconds, dealing 60/80/100 magic damage per second to a single target.
(Targets slain in between the attack allow The Defiler to switch to a new one, but taking a quarter second to switch, losing some damage. Can be interrupted by moving. If Overloaded, the beam flashes, changing to dark red, and lasts for an additional 2 seconds dealing 150% of the original damage as True Damage.)
OP: The Defiler dies quickly, not because it lacks good HP or armor, but because of its skills. Players must be very tactical in making sure that they use Overload at the right times to avoid bringing the Defiler to fatal levels of health as well as understanding the balance between good opportunities for extra damage and keeping their hero alive. He has 2 crutches for less skilled players, the first being his melee and ranged damage. While he has a large gap between his minimum and maximum, the burn damage adds a flat bonus to ensure that he deals decent damage, with the chance to cause great harm. His second crutch is Detonation, which provides the opportunity to revive much faster by dealing lots of damage if he somehow gets killed. The Defiler is best used when he has the access to fighting lots of powerful enemies, dealing incredibly massive damage to groups at a very high cost.
Godan (Manijure)
Pale WizardGodan the Pale is millennia old, having lived through many ages of war. His wisdom is profound, his knowledge of spells immaculate, yet he is still skilled in sword fighting.
Godan wanders the lands in search of troubled souls to set them on the right path, or vanquish them before they can cause great harm. Though not officially part of the Elven Army, Godan makes sure to impact the battles taking place with his incredibly powerful spells.Faded white robes and a hooded cape shroud Godan. He leaves his hood down, revealing long white hair and a matching beard. He has tired, but piercing light blue eyes. In his right hand is a long pale staff topped with a magically spinning, flat white circle. The staff has a horizontal line on the middle, which can be used to split the staff in half, revealing 2 silver blades hidden inside.
HP: 400
Regen: 40
Melee: 18-54 Swings both swords dealing physical damage every 0.75 seconds.
Ranged: 18-54 Shoots a bolt of white light to a single target dealing magic damage every 1.25 seconds.
Armour: None
Speed: Slow
Respawn: 25s
Mana Drain: (12s) Silences enemies in an AOE for 2/4/6 seconds, recharging all of Godan's skills by 1/2/3 seconds per ability silenced.
(AOE is the size of Eldritch Doom. Effected enemies have a blue swirl around them, and Godan receives a light blue glow that intensifies based on how many enemies were harmed. Mana Drain itself cannot be recharged by its own effects, but the Hero Spell can.)
Voice of Thunder: (32s) Godan's mighty voice is channeled into a thunder ball dealing 200/350/500 True Damage to a single target creating an AOE of the remaining damage should the target die.
(Takes 3 seconds for Godan to shout, "I am no conjurer of cheap tricks!" creating a growing ball of grey light with lightning running through it. It is then launched at the weakest opponent in range to maximise AOE damage, but will strike the strongest foe if no other enemies are nearby or if no targets are weak enough to be slain by the initial attack. The explosion creates a louder version of the Lightning Strike sound effect, and takes up an Eldritch Doom range. Enemies are stunned for 2 seconds by the hit.)
Blitz of Wrath: (28s) Creates up to 3/5/7 bolts of lightning that trap enemies and deal 25/40/55 True Damage per second for 2/3/4 seconds.
(Godan must stay in place, holding his staff to the heavens to call down lightning to it and then distribute to nearby enemies. Bluish-white lightning will wrap in a dome around enemies, stunning them and dealing damage. Enemies who come into range later will be struck by additional bolts for the remaining time as long as the limit hasn't yet been reached. In the presence of enemies immune to stunning, all available lightning bolts will stack and deal pure damage to the foe. Otherwise, bolts cannot stack.)
Wizard's Fireworks: (24s) Shoots a fireball missile that explodes for 40/60/80 to 120/180/240 fire damage, turning slain enemies into 1/2/3 smaller missiles each dealing half damage.
(AOE is on par with Fiery Nut. Smaller missiles have half the AOE range, deal exactly half of the damage dealt by the original missile, and can also turn slain foes into missiles of the same status. Missiles move the same way the Wasp Missiles and other seeking-projectiles do.)
Word of Power: (80s) Unleashes a wave of magical blue energy that deals 150/300/450/600 magical AOE damage in a massive area.
(AOE is equal to the range of a Wierdwood. Takes 3 seconds for energy to charge up in the area before exploding.)
Overall Playstyle: Godan is a mage hero who emphasises crowd control with heavily-damaging abilities. He silences foes, preventing them from fighting back as he unleashes a wave of thunder, lightning, and fire to destroy them all, and by the end of it, he drains their magic again to further recharge his abilities. Word of Power can slay an army of enemies immediately, like Arrow Volley but with much greater range and damage. The combination of calling early waves and Mana Drain makes it slightly spam-able, but still a power to consider before executing. Against magic-resistant enemies, Godan can engage in melee, dealing excellent damage and tanking a few hits before needing to retreat, to slowly heal. Because of his purely ranged skill set, enemies with no resistances are still more vulnerable to his ranged magic damage than his melee physical attacks.
The KingmakerFalse GodAn ancient warlock who defected years ago to pursue his own methods of practicing and improving his magic. He wandered to many lands and explored territories that no other would dare to venture. One day, the warlock encountered a mysterious being who hid itself in a cloak made of energy. He being offered him a power that could only be acquired if he was granted it by the being. The warlock didn't trust the being, but he could tell that it did possess great power, and he could gain much if he was wise and kept himself a step ahead of the being. So, the warlock agreed, and followed the energy being's orders.
The warlock spent years travelling the continent to collect pieces of a shattered mask, known in legends to be capable of channeling magic within one that would otherwise be forever hidden. The being knew how to forge the mask back to its original state and unlock powers beyond mortal capability, and sent the warlock to gather everything needed, for the being lacked the power needed to acquire them himself since part of his own magic was imbued inside of it. After over a decade, both had seemed to gain the others' trust, as the items were gathered efficiently and the mask was becoming more complete with each of their efforts contributing. When the mask was finally complete, the being told the warlock to put on the mask and meditate, channeling all of his magic into it so that the mask would be able to absorb it and amplify it to unheard of power. After the years of working together, the warlock told the being that he had his trust, and did as he was told.
While the warlock was meditating, the energy being cast a spell to drain all of the magic from the warlock, betrayig his trust. However, the warlock never trusted the being at all, either. Instead of imbuing his magic into the mask, he had woven a spell to capture the magic of the energy being, absorbing it into himself. Both had betrayed the other, and both had used the same, malevolent spell to steal the other's power. Thus, with the mask between the power exchange of both of them, both of them had the majority of their powers fused inside the mask with no way to use it. The two fought for days until eventually, the warlock won, taking the mask. He held on to it for the vast power stored within, but no way to take advantage of it.
Later, he discovered that the power could be granted to others and used, through them, to meet his own needs. So, he donned the title of "The Kingmaker," a diety who could grant chosen ones incredible power. For more years, he explorrd the continent to find a disciple to use. However, he underestimated the abilities of the mask, for it would allow others to exert so much power that it burned through their souls, leaving them weak and on the verge of death. The warlock would need to find an incredibly powerful being that could handle the power of the mask. So, he joined the forces of the Sylvan Elven Army, who were far more trusting and less likely to betray him back compared to the Twilight Elves. He hopes to prove himself so powerful and useful an addition to their forces that he is promoted to a position where he can communicate with and coerce the strongest beings available, using them to meet his own needs. Many are wary to trust his power-hungry demeanor, but more are too afraid of even the sound of a being called "The Kingmaker" to dare to question him.HP: 200
Regen: 25
Melee: 14-17 Magic
Creates a dark red sword of energy and slashes with it every 2 seconds.
Ranged: 24-33 Magic
Channels a dark red magic missile above his hand, launching it every 2 seconds.
Armor: None (0%)
Speed: Fast
Becomes a large red orb with a fiery aura which travels very quickly to locations, similar to Durax.
Respawn: 15 seconds
Description: What you see in the image above. His mask is a milky silver color, complimented by the dark red of his eyes and magical attacks. His robes are all a dark gray color that borders on being black. In-game, he floats above the ground at all times, with his arms folded, and only raises one in order to cast an attack.
Temptation: (3/3/3 points) 20 seconds after the death of the enemy.
Tempts an enemy with the ultimate power, permanently converting it and granting an additional 100/200/300 HP and 10/15/20 damage.
- Performed in melee only. Holds his glowing red hand over the enemy's face, saying one of the possible lines of dialogue specific to the skill, and converting the enemy. Converted foes have a fiery red aura around them and glowing red eyes. When The Kingmaker moves, the enemy also becomes a fiery red orb, traveling with him at the same speed. Also, since enemies don't have animations for walking to an opponent (they always let the good guys come to them) the same, faster orb motion is used.
- Enemies only keep purely useful skills, such as Harasser's bows or Redcaps' life steal. Potentially detrimental things (like Blasting Curse or the Harasser's leap) and complicated skills (Like Hoplites' ability to summon Satyr Cutthroats) are unavailable. Enemies can heal at the same rate as the Kingmaker.
Soul Siphon: (2/2/2) 18 seconds.
Absorbs the soul of a nearby dead foe, permanently adding 10/20/30% of its damage and HP to the captured enemy, stacking until it reaches double stats. Afterwards, souls grant a 50% damage reduction for 2/3/4 seconds.
- Based off of the stats of the enemy after it is buffed by temptation, so that instead of a Gnoll only being able to acquire an extra 60 HP, it can have an extra 360 HP. Animation is a red, fiery orb being dragged from the dead enemy, and going into the captured enemy. Damage reductions have a shield similar to Demon Lords, but a darker red color.
- Souls will not be absorbed if there is an enemy nearby with greater stats, even if the skill is ready to be used.
Fatal Frenzy: (1/2/3) 27 seconds after wearing off.
Burns the soul as fuel, draining 33% of the enemy's HP over 4/6/8 seconds to magnify the enemy's damage by 100/150/200%.
Soul Scourge: (3/3/3) 36 seconds.
Absorbs 33% of the enemy's HP to create a magical wave that travels down the path, dealing the same amount as True Damage to an entire lane.
- Takes 1.5 seconds to steal life from the captured enemy, with an animation of red electricity going into The Kingmaker's hands. He then pushes them forward, sending a dense, fiery red wave quickly down the path.
Power Within: (3/3/3) 75 seconds.
Corrupts a new enemy's soul, permanently granting it an additional 100/200/250/300% stats. The immense power expels 3% of its HP per second.
Playstyle: The Kingmaker's power comes from using enemies against each other, similar to Razz and Rags, but instead of creating chaos by converting enemies back and forth, The Kingmaker takes a single foe and makes it his disciple, gradually providing more power to it until the disciple becomes a truly fearsome threat. If a weak foe is captured, there is a flat stat boost to make sure no enemy is entirely useless, and the health drain of his skills will help make use of the enemy's life quickly and move on to the next, maintaining efficiency. Alternatively, large and powerful enemies can become boss-tier in minutes or less if used right. The slow heal rate forces players to take long breaks for such OP enemies, especially with the percentage-based health drain that can quickly make even tanks vulnerable. This allows players to choose between fostering an enemy to great power and maintain it, or get through converted enemies quickly, killing both the converted and other foes rapidly in exchange for not having a higher-maintenance, stronger enemy.
Quotes(Selection) "One king to rule them all."
"I will make a king out of you!"
"My kind do not heed the toothless."
"I am the king of kings."
"You have yet to see
true power!"
(Death) "A legacy never dies!!"
(Using Temptation)
"Madness calls, my puppet."
"I can unlock your true potential."
"If you only knew the power of the dark side!"