Daemonist

A high-risk transformation archetype that wants to be hurt. The Daemonist borrows the fight skills of the five king daemons of the Oblivion, fighting as a hybrid attacker.

The first time it drops below 50% HP, the killing blow is denied and it transforms — permanently — into one chosen demon form. That awakens the daemon's signature skill and unlocks a battle-long mechanic together with the Malfeasance ultimate. Its attacks split across damage types (Blade and Grip deal physical; Gaze, Flame, and Hex deal magical), and it takes 15% less magic damage.

The transformation is one-way and once-per-battle. Choosing which king daemon to become is the defining decision of a Daemonist match.

Role

  • Archetype: High-risk transformation / hybrid attacker
  • Strengths: Death-save transform, battle-long form mechanics, magic resistance
  • Weaknesses: Rewards taking damage — dangerous to pilot

Base Stats

StatValue
Health90
Movement Points4
Action Points3
Attack20
Defense8
Magic Power20
Magical Resistance12
Vision Range5
Attack Range1

Skills

See the Daemonist skills page for the same list in the Skills section.

SkillSlotAPCooldownRangeTargetDescription
Blade of AstarothFight111–3Single EnemyEnemy: 0.44× ATK physical; heal 25% of damage dealt. Astaroth form: 0.66× ATK, heal 50%; PERPETUAL DRAIN: his other fight skills heal 20% of their damage (40% under Malfeasance).
Flame of MolochFight121–3Single EnemyEnemy: 0.75× MAG magic + BURNED 3 turns (+10% damage taken). Moloch form: 1.13× MAG, BURNED on every adjacent unit too; PROPAGATION: at his turn end each BURNED unit in his vision range burns one neighbour.
Gaze of BelzebalFight121–4Single EnemyEnemy: 0.6× MAG magic; 1.0× when farther than the target's vision range. Removes his DARKEN. Belzebal form: + AGGRESSIVE 1 turn; PERPETUAL SHADOW: DARKEN at his turn end if no enemy is within its vision range of him.
Grip of LeviathanFight131–4Single EnemyEnemy: 0.5× ATK physical + IMMOBILIZED 1 turn. Leviathan form: IMMOBILIZED 2 turns, pull 2 hexes toward him, and ABYSS: no reactions or ultimate while rooted, nor defensive skills under his Malfeasance.
Hex of MephistophelesFight131–3Single EnemyEnemy: 0.6× MAG magic + DAEMON_CURSE 3 turns: at its turn end it takes debuffs on it × 0.1× his MAG. Mephistopheles form: 0.15× (0.25× under Malfeasance), and a new debuff re-triggers the tick once a round.
MalfeasanceUltimate2—SelfSelfDemon form only. For 2 of his turns the enhanced skill's cooldown stays at 0, PERPETUAL DRAIN heals 40%, PROPAGATION runs twice and the Mephistopheles curse is 0.25× MAG.
PandeloriumReaction0—Self—When hit by a basic attack, once per round. No form: a random fight skill on cooldown loses 1 turn of cooldown. Demon form: the enhanced skill loses 2.
Demonic PactInnate0—Self—Fight skills are the five king daemons'. Once per battle, a hit that would take him below 50% HP leaves him at 50%; he picks a permanent demon form: its skill is ready and enhanced, its perpetual mechanic and Malfeasance unlock.
DemonologyPassive0—Self—Take 15% less magic damage.