Fel’Cor the Tormented
Once the leader of a dangerous oceanic expedition into the far north. As the waters and air grew colder and colder, his desire to discover new treasures and lands grew stronger and stronger. His men, however, did not share the same enthusiasm. They staged a mutiny - They chained up their captain in his sleep, threw him overboard, and abandoned him forever.
What happened to the captain down there in the depths is unknown, but now he has returned, seeking vengeance. He will not rest until he reclaims his once-imperial ship, and rids it of its traitorous crew.
Health - 5/10
Attack - 9/10
Defense - 7/10
Skill - 4/10
- Hero takes 25% reduced damage from Physical attacks.
- Immune to Chill, Frostbite, Freeze, Disease, Poison, Nerve Damage and Wound.
- Grants allied Spirits +[20%] Attack and +[10%] Defense.
That Sinking Feeling
- When this Hero makes contact with an enemy, chance to Slow that enemy.
- When Spirits on this Hero’s team, including this one, attack enemies, they will always apply a debuff based on their Elemental type (Fire inflicts Burning, Nature inflicts Poison, Water inflicts Frostbite, Light inflicts Shock, and Dark inflicts Disease).
Spirit’s Wrath II
- Grants allied Spirits +[30%] Attack and +[20%] Defense.
Feed on Their Souls
- Whenever a Spirit on this Hero’s team attacks an enemy, they gain increased Max Health based on the damage dealt.
Spirit’s Wrath III
- Grants allied Spirits +[40%] Attack and +[30%] Defense.
That Sinking Feeling II
- When this Hero makes contact with an enemy, guaranteed to Slow that enemy.
Orders From the Abyss
- Whenever this Hero or a Spirit ally is killed, the enemy who killed them loses 2 energy and becomes Chilled for 3 turns. Additionally, all Spirit allies will come back from being dead 3 turns after they are killed (This effect does not work if Fel’Cor is dead).
- Swinging his chains, Fel’Cor deals Physical Melee damage to a target. One allied Spirit will also attack the target. If this attack Crits, all allied Spirits will attack the target.
- Fel’Cor chooses an enemy, then applies a special Mark to them that lowers their Defense by [25%], and forces their allies to target them with attacks for 1 turn. AoE attacks, if used, will damage all of the enemy’s team members except themselves.
- Sweeping a chain at his foes, Fel’Cor flings frostfire onto the enemy team, dealing moderate Ranged Magic damage. All enemies hit by the attack become Burned and Chilled for 3 turns.
Locked in Time
- Fel’Cor attacks a target with his lock and chain, dealing significant Physical Melee damage. The target enemy becomes Frozen for 2 turns. Fel’Cor and all Spirit allies are healed by 50% of the damage dealt by this attack.