Warris
Skills
• Performs a melee physical attack on one target. This attack cannot miss or be dodged.
• Before dealing damage, removes defense buffs, Provocation and Parry from the target.
• Performs a melee physical attack on one target and 1 other random enemy. • Critical damage chance is increased by X% for every Dark enemy, and by half that amount for every Light enemy.
• Dealing critical damage with an ability reduces every target's Initiative by X%.
• Performs a melee physical attack on one target and 2 other random enemies. • Has a X% chance of casting Blind on all enemies for X turns: their accuracy is reduced to 0.
• Removes all Shields from enemies before dealing damage.
• Warris's Initiative cannot be reduced. • If Warris has no DoT effects at the start of his turn, he will restore X% of his HP. • When Warris deals damage, the target receives X stacks of Sacrificial Blood: at the end of the turn the enemy takes damage equal to X% of Warris's basic damage per stack. – When casting, Warris ignores Fortitude, bans on casting debuffs and Vanir Absorption. – 1 stack is added if the target uses a Special Ability. – Upon reaching X stacks, damage is dealt, and the stacks reset to 1. • An enemy with Sacrificial Blood cannot receive healing from any source. • In Clan Battles, in Defense, when Sacrificial Blood is removed or used up, other Guardians gain X% Initiative. • When Warris dies from any effect or ability, a Canopic Jar appears in his place. Warris cannot be revived, he can only come back out of a Canopic Jar.
• At the end of his turn, Warris increases Initiative by X% for every debuff stack he has (passive ability effects do not count).
Skills
• Performs a melee physical attack on one target. This attack cannot miss or be dodged.
• Before dealing damage, removes defense buffs, Provocation and Parry from the target.
• Performs a melee physical attack on one target and 1 other random enemy. • Critical damage chance is increased by X% for every Dark enemy, and by half that amount for every Light enemy.
• Dealing critical damage with an ability reduces every target's Initiative by X%.
• Performs a melee physical attack on one target and 2 other random enemies. • Has a X% chance of casting Blind on all enemies for X turns: their accuracy is reduced to 0.
• Removes all Shields from enemies before dealing damage.
• Warris's Initiative cannot be reduced. • If Warris has no DoT effects at the start of his turn, he will restore X% of his HP. • When Warris deals damage, the target receives X stacks of Sacrificial Blood: at the end of the turn the enemy takes damage equal to X% of Warris's basic damage per stack. – When casting, Warris ignores Fortitude, bans on casting debuffs and Vanir Absorption. – 1 stack is added if the target uses a Special Ability. – Upon reaching X stacks, damage is dealt, and the stacks reset to 1. • An enemy with Sacrificial Blood cannot receive healing from any source. • In Clan Battles, in Defense, when Sacrificial Blood is removed or used up, other Guardians gain X% Initiative. • When Warris dies from any effect or ability, a Canopic Jar appears in his place. Warris cannot be revived, he can only come back out of a Canopic Jar.
• At the end of his turn, Warris increases Initiative by X% for every debuff stack he has (passive ability effects do not count).