Foggernaut/Omni

==Introduction==
The  Tri Element Foggernaut trades some of the benefits of each pure build, for more raw damage output. This build is costly and not recommended for a player with low funding.
===Advantages===
* High damage per turn
* Elemental Versatility
* Very mobile
===Disadvantages===
* Takes 3 turns to get the most out of a Turret
* Linear Damage reduction tears into ambush's damage (which will be the main atack spell in many cases
* Spell point intensive
==Characteristic Points==
Scroll Everything, points into vit until you are comfortable with starting hp, split the rest between strength, chance, and intel
==Spells==
===Class spells===
The class spells available to members of the Foggernaut class are:
Icon	Name 	Level 	Element 	Short description
 	Breakwater 	Exchange for Doploons	 	Allows the targeted turret to protect allies situated nearby. Close-combat damage taken by allies is transferred to the turret.
 	Pilfer 	1 	Fire 	Diagonal fire steal. Activates fire damage on Harpooner
 	Anchor 	1 	Earth 	Moderate earth damage. Activates earth damage on Harpooner. Removes the Magnatron state from the tacturret.
 	Harpooner 	1 	 	Attack turret. Requires activation for either earth fire or water damage. Can only be activated by Foggernaut spells.
 	Evolution 	3 	 	Unlocks new spells for targeted turret, increasing number of casts per turn, range, and effects. Boosts power for 2 turns. Can be cast on the turrets of other Foggernauts
 	Torrent 	6 	Water 	Diagonal water damage. Diagonal pull.
 	Salt Armor 	9 	 	Reduces damage taken to turrets and allies. Protection for allies is weaker. Also places allied turrets in the unmovable state.
 	Scaphander 	13 	 	Gives MP when AP is reduced. Increases damage and pushback damage.
 	Lifesaver 	17 	 	Healing turret. Heals are proportionate to targets' maximum health.
 	Backwash 	21 	Earth 	Diagonal earth attack. Pushes diagonally.
 	Tide 	26 	 	Switches positions with a target diagonally while increasing Pushback damage. Reduces targets power.
 	Vapour 	31 	Fire 	Inflicts fire damage in an area of effect (cone). Activates fire element on the Harpooner.
 	Grapnel 	36 	 	Brings the caster closer to a turret in a straight line or diagonally.
 	Tacturret 	42 	 	Places a turret that will push (default) or attract enemies and allies (linear and diagonally)
 	Periscope 	48 	Water 	Water-type damage on enemies. Boosts range on friendly targets. Applies Periscope state on target, allowing Tacturret to cast it's special spell. Activates Magnatron (pull) state on Tacturret.
 	First Aid 	54 	 	Heals. Applies First Aid state to target, allowing Lifesaver to cast it's special spell.
 	Surge 	60 	Fire 	Strong fire damage. Activates fire damage on Harpooner. Applies damage penalty to target when fire-type damage is taken.
 	Ambush 	70 	FireWaterEarth	Inflicts fire, water and earth damage. Applies Ambush state to target, allowing the Harpooner to use it's special spell.
 	Froth 	80 	Water 	Strong linear AOE Water attack. Activates water element on the Harpooner.
 	Trident 	90 	Earth 	Inflicts earth type damage. Inflicts extra earth damage when the target takes pushback damage. Activates earth element on the Harpooner.
 	Dreadnaut 	100 	 	Immunizes targeted allies against the Harpooner and movement caused by Tacturret. Immunizes enemies against heals from the defense turret.
 	Summoning of Foggernaut Dopple	200 	 	Summons a Foggernaut Dopple
===Non-Class spells===
Non-class spells useful for Foggernauts:
Icon	Name 	Comment
 	Release 	Push back characters surrounding you 1-4 tiles. Not essential for Foggernauts as for other classes because Foggernauts have Grapnel and Tide.
 	Leek Pie	Fire damage. Costs only 2 AP. Great at lv 5-6 +damage bonuses from equipment improve its damage more than Intelligence
===Guide===
This build is not intended for those without funding, and this is the reason. Every spell should be levelled. From the class spells, to the elemental ones, every spell is useful when you gear for hitting in all elements.
==Equipment==
Focus on power and plus damage when possible, when not, go for large amounts of strength chance and intelligence per piece.
==Notes==
Ambush is the hardest hitting spell available to you, especially when adding in the extra damage from a levelled harpooner. The drawback though is linear damage reduction cuts into this damage 3 times over. Froth is the hardest hitting 4AP spell when linear reduction is in play, periscope is a nice hitting 3 AP spell. When taking into account that chance has the highest base damages, some players might find it useful to invest slightly more into chance than strength and intelligence.
===Turret Mechanics===
All of the turrets have a relatively predictable AI. It may take time to get used to how they work, but once you do, they won't disappoint you.
They have effects that will target both ally and enemy alike.
The turrets share the foggernauts stats.
The vitality of the turrets is based on how much vitality the Foggernaut has.
You can only have one of each turret per TEAM; casting a new one removes the old one.
You may only have one turret at evolution state 3, or two at state 2. Exceeding this removes the evolution state from the other turrets. (Example: Harpooner and Lifesaver evolution 2. Harpooner is evolved, Lifesaver loses the effects on Evolution) (Example 2: Fully evolved Lifesaver. Harpooner is evolved, Lifesaver loses the effects of evolution)
===Harpooner===
*Has range of 1-3 unevolved, gains 2 range per evolution state. (Fixed range)
*Unevolved, attacks once per turn, increasing to 2, then as many as it has AP for.
*Attacks are prioritized based on maximum damage that can be inflicted.
**The exception to this is that the harpooner will go for a kill shot first.
*Attacks are done in the element the Foggernaut triggers on the harpooner (Ex.: attacking the Harpooner with Vapour to make it hit with fire.)
*Using Ambush on an enemy causes them to be targeted by a Harpooner at infinite range without line of sight if the Harpooner is fully evolved
===Lifesaver===
*Has range of 1-2 unevolved, gains 2 range per evolution state. (Fixed range)
*Unevolved, heals once per turn, increasing to 2, then as many as it has AP for.
*Heals are based on % of targets max hp
*Heals are prioritized based on maximum amount possibly healed
*Using First Aid on an ally causes them to be targeted by a lifesaver at infinite range without line of sight if the lifesaver is fully evolved
===Tacturret===
*Has range of 1-2 unevolved, gains 2 range per evolution state. (Fixed range)
*Pushes 2/4/6 or pulls 1/3/5 squares at evolutions 1/2/3 (omnidirectional)
*By default, pushes. When hit with Periscope, it pulls (Omnidirectional). Can be switched back to push with Anchor
*When a target is hit with Periscope, a fully evolved tacturet will swap places with the target on its turn.
* The order of actions taken by the tacturret are as follows:
** (If fully evolved) Swap with periscoped targets (closest to tacturret, remove periscope state, repeat until no more targets)
** Push or pull
===Combat Tips===
If there is significant risk of the harpooner dying if placed in the fray of combat, or of it getting in the way. Try setting it up off to the side a bit, and using it for its special attack only.
If you cant reach something but you can get diagonal to it, Torrent can pull it in.
If you are locked and release wont help you, try using a turret and Grapnel.
To be pulled diagonally with Grapnel (as well as pushing things with backwash and pulling with torrent) the adjacent cells to those you are pulling through must be empty (Picture having to run in a zigzag to get there.)
Pay close attention to resists and status effects to make the most of planning out each turn, it can easily be the difference between hitting for 2000 damage and 500.