
Level: 60
HP: 26,000
Attack: 396
Dung Throw: 676 (4,056)
Martial: 476
Terrain Throw: 10 (4,116)
Defense: 288
Defender’s Armor: 500 (888)
Agility: 170
Skill: 190
Speed: 170
Movement: 7 (walking/burrowing)
17.6/12.8/5/5/5
Items:
Defender’s Crest: Charm. Unique charm bestowed by the King of Hallownest to his most loyal knight. Scratched and dirty, but still cared for. Causes the bearer to emit a heroic odor. While wearing this charm, any hostile unit adjacent to this unit at the start of their turn will take 10% of a Dung Toss attack’s total damage, and will have a 50% chance of being Poisoned.
Defender’s Armor Set: An armor set gifted from the Pale King to his most loyal Knight. Crafted from Essence-enchanted Pale Ore, and reinforced with tough Wyrmskin, this armor is unbelievably sturdy. Forgoing increased mobility, this armor is intended to ensure that one of Hallownest’s great bulwarks can remain as such. Grants 500 defense, and defends against Psychic and Magic. Resists Blade and Pierce, but offers no defense against Dark.
Mercury Stone (2): An exceptionally rare item that boosts Poison damage by 50%.
Sacred Soil (2): An exceptionally rare item that boosts Earth damage by 50%.
Calcified Dung Ball (10): An incredibly rare and incredibly disgusting item that boosts both Earth and Poison damage by 10%.
Abilities:
Dung Master: White Defender innate ability. This unit may add Poison and Throw damage types to its Earth attacks (excluding Dig, Earthquake). Each time an opponent is hit by this type of attack, they have a 25% chance of being Poisoned. 5 exp
Dung Burst: When emerging from the ground after Burrowing, this unit will deal 10% of its Dung Throw damage to all adjacent spaces. 4 exp
Zeal of a Defender (II): White Defender signature ability. Once this unit reaches 40% of its maximum health, he will automatically use War Cry as a subaction at the start of his turn. For three turns, his damage will be boosted by 50%, his speed will be increased by 15, and his normal Dung Throw attack will hit twice as often as it usually does. 12 exp
Burrow: This unit may spend a turn to dig underground. On their following turn, they may emerge above ground anywhere that is connected by ground to the initial location (e.g. not across water/obstacles). While underground, they can still be targeted by most 2+ range element attacks. If hit while underground, they cannot travel as usual, and instead must wait another turn or spend a turn to reemerge. After the unit emerges from underground, this unit may use standard attacks, but may not use any activatable abilities (similar to Warp). 4 exp
Heroic Aura: This character strikes fear into villainous and cruel enemies. It will reduce their attacks that they try to mount against it by 50% for the first few turns, including counter-attacks. The enemies will eventually get over this fear, but this status is very effective early on. 3 exp
Heroic Entrance: If this character has ally units within 10 range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. 3 exp
Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damage. 4 exp
Rock Tomb: Once every three turns, this unit may activate this ability. This will do 50% more damage than their normal earth blast, and if the attack lands it will drop the enemy’s speed by 10 and their move by 2 until your next turn. Although it is an earth attack, this may strike flying units. 4 exp
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage from the attack as raw damage. 5 exp
Spike Slam: Once every 4 turns, this unit may slam the ground, unleashing a wave of spikes that will have 3 total range, and will hit 3 spaces in each cardinal direction from this unit. The damage will be equal to this unit’s typical Earth blast damage. 4 exp
Stunning Blows (II): The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 40% of the time. This ability only activates on physical attacks. 6 exp
Terrain Throw: This unit may pick up the terrain and throw it 1-2 spaces. The ground is a fairly weak projectile, only giving 10 damage plus this unit’s Throw and Earth proficiency/boosts. This character may only throw once a turn. If terrain hits a flying character, it may knock them out of the sky. 3 exp
War Cry: Take a turn to boost the total attack of all allies within 3 spaces by 25% for the remainder of the current phase. 3 exp
Proficiency:
1AA Earth: 100
1AA Poison: 100
1AA Armor: 100
5A Throw: 80
5A Martial: 80
Weak to Magic, Dark. Resists Martial, Blade.
Caps:
HP: large
Attack: 220
Defense: 160
Agility: 120
Skill: 140
Speed: 120
