recursal/Fanatic-Fandom huggingface dataset:
Burning Rogue

As a little boy, Patrick had always wanted to become a hero. When he jumped into his board game, he transformed into an underworld archer is at the service of the highest bidder, a mercenary who needs nothing more than his bow to get through pretty much any situation.

## Overview

Burning Rogue has many high damaging moves, two of which are spammable, and one which heals itself. He also has some tortures to throw around, and damage reduction to lower the damage delivered to him.

### **Pros:**

* Great stats
* Good trait
* High damage output
* Able to heal himself
* Low cooldowns and stamina costs

### **Cons:**

* Meh relic slots
* Only inflicts Burn, Poison and Damage Reduction

## Recommended Moveset

### **This is Patrick!**

* Burning Arrows Rain (AoE 40 Fire dmg + Burn, 25s, 2-turn CD)
* Dark Poison Rain / Angry Stab (Rain for AoE 35 Dark dmg + Poison, 23s, 2-turn CD) / (Stab for 55 Dark dmg + Damage Reduction, 20s, 1-turn CD)
* Dark Poison Bolt / Quick Potion (Bolt for **60** Dark dmg + Poison, 26s, **no CD**) / (Potion for 50 Fire dmg + Self Heal 30% Life, 17s, 2-turn CD)
* Burning Bolt (**65** Fire dmg + Burn, 23s, 1-turn CD)

*Burning Arrows Rain* is the first move you will want to run, since it is Burnig Rogue's highest damaging area move. *Burning Bolt* is Burning Rogue's highest damaging single-target move. *Dark Poison Rain* is another area move and *Angry Stab* lowers the damage of an enemy. *Dark Poison Bolt* is a high-damage spammable move, and *Quick Potion* heals Burning Rogue.

**Recommended Runes:** 3 Strength

**Recommended Relics:** Whatever sword is suitable with your team / Pestilence Trap

## Counters

* Any monsters that freezes or stuns can deny Burning Rogue.
* Water or Light attackers like Kaori can kill Burning Rogue easily
* NER monsters can get rid of the tortures that Burning Rogue throws. Cybele can also prevent Burning Rogue from applying torture effects. She is, however, weak against Burning Rogue's attacks.
* Ledovech can deny Burning Rogue continuously by stunning and freezing him while dealing heavy Water damage in the process.
Ledovech

**Ledovechs** are epic creatures from the Mountains of the North. They're strong and as tough as frozen rocks. One Ledovech is enough to land an entire monster team in serious trouble.

## Overview

Ledovech is a hybrid of a control monster and an attacker, with Stun and Freeze as methods of control.

### **Pros:**

* Decent stats and trait
* Special has two methods of control
* Low stamina costs
* Spammable AoE move

### **Cons:**

* High cooldowns
* Relics are good but don't complement Ledovech's role
* Only has Stun and Freeze

## Recommended Moveset

### **Painful Shards of Ice**

* Sharpened Ground (AoE 45 Earth dmg, 30s, 3-turn CD)
* Antarctic Wind (50 Water dmg + Freeze, 29s, 3-turn CD)
* Mass Onslaught (50 Earth dmg + Stun, 30s, 3-turn CD)
* Killer Ground (AoE 25 Earth dmg, 26s, no CD)

**Recommended Runes:** 1 Strength, 2 Team Speed

**Recommended Relics:** Oblation Trap / Brave Shield

## Counters

* Kaori can make herself immune to freeze and stun at the same time, making Ledovech unable to deny her. She can also deal heavy thunder damage to him.
Dragonian Beast

This beast is related to Dragons; it shares their appetite and their powerful capabilities. Missing wings? No problem; it can roll!

## Overview

Dragonian Beast is a controlling attacker with some high damaging moves. He has good health, but that's the only good thing about his stats.

### Pros:

* 0 cooldown stun move
* 2 cooldown AoE stun move
* Good health
* Good damage output
* Low cooldowns

### Cons:

* Low power and speed
* Meh relic slots
* Bad trait
* Only one AoE move
* Only inflicts stun (excluding special)
* *Jungle Fighter II* costs **42 stamina**

## Recommended Moveset

* Jungle Fighter II (AoE 25 Nature dmg + Stun, **42s,** 2cd)
* Biohit (50 Nature dmg, 18s, 0cd)
* Rockorites (60 Earth dmg, 31s, 1cd)
* Brazil Roll (29 Nature dmg + Stun, 15s, 0cd)

**Recommended Runes:** 2 Strength, 1 Speed

**Recommended Relics:** Healing Mask / Exhausting Mask
Karasu

Silent, deadly and humble, this being has arrived in the New Kingdoms from the land of the Rising Sun. This straight-up warrior gets the upper hand in fights with his Ninjutsu.

## Overview

Karasu is an attacker with a decent damage output, some tortures and semi-denials like Daze. He can also heal himself to make up for his low life.

### **Pros:**

* Good speed and trait
* Has access to Stun so that his relics can be used, unlike most epic attackers
* Little to no cooldowns
* Low stamina costs

### **Cons:**

* Bad power and life
* No AoE moves
* Special can easily be NERed
* Mostly has Dark moves, so other Dark monsters wall him

## Recommended Moveset

* Ninjatõ with Pepper (45 Dark dmg + Stun, 20s, 1-turn CD)
* Wasabi Shuriken (60 Dark dmg + Poison, 20s, no CD)
* Uchigatana Chop (45 Dark dmg + Nightmares, 35s, no CD)
* Shurikenjutsu / Iga-mono (Shurikenjutsu for 40 Dark dmg + Daze, **15s,** no CD) / (Mono for 30 Thunder dmg + Self 20% Heal, 17s, no CD)

**Recommended Runes:** 3 Strength; 2 Strength, 1 Speed

## Counters

* Teddy Fear is a Dark and Earth hybrid with very high health, giving Karasu a hard time to whittle down his health (Teddy Fear has **30,267** health against Karasu if he doesn't use any Thunder moves). He can also continuously deal decent Earth damage to Karasu with *Let's take it Slow,* which is 60 free damage due to Karasu being weak to Earth attacks. He is immune to stun, so Karasu can't deny him. He can also heal himself both in his moves and with his relic slots. He can also give himself Regeneration to completely nullify both the tortures that Karasy applies. His stamina costs are also very low, so his stamina being drained from Karasu's Nightmares won't be much of a problem.
Griffex

These creatures have a fixation with gathering gold. In order to protect their loot, they electrify it. They are so rare, that you can buy a house with one **Griffex** feather!

## Overview

Griffex is a bad monster. The game says that he is a curser despite the fact that he only inflicts Blind (not even AoE). He mostly does raw damage, which is troublesome because of his power stat. His trait sucks and his life is the lowest of any epic in the game. All he is for is an indirect boost for your attacker as explained below, but even then that us very situational.

### Pros:

* Good speed
* Good relic slots

### Cons:

* Bad power and trait
* Atrociously low health
* Only inflicts Blind on a few moves (excluding Special with Daze and slow)
* Moderate cooldowns

## Recommended Moveset

* Storm Rider (AoE 40 Thunder dmg, **40s,** 2cd)
* Leaf Cyclone (60 Nature dmg, 21s, 2cd)
* Bright Claws (50 Nature dmg + Blind, 20s, 0cd)
* Stormcaller / Spinning Air (Storm for AoE 25 Thunder dmg, 35s, 2cd) / (Air for 50 Nature dmg, 18s, 2cd)

Griffex has only one useful move with a status effect, so running him as a curser like what the game says is a bad idea, so here you are taking advantage of Griffex's speed and relic slots to deal some damage to the enemy team. Three strength runes and two Oblation staffs should be enough to deal more damage and remove a lot of stamina from the enemy team. *Storm Rider* is the first and probably only move you will run, to deal some AoE damage to the enemy team. This way the enemy team has less health and therefore your attacker needs less damage to kill the enemy team. This is very situational and not recommended. *Leaf Cyclone* deals heavy nature damage, but shouldn't be used when the Oblation staffs Griffex holds are still able to be used, since it will waste all of the uses on one enemy. The same applies with *Bright Claws,* except Bright Claws blinds an enemy with no cooldown. The last move is useless, so don't worry about it.

**Recommended Runes:** 3 Strength; 2 Strength, 1 Speed; 2 Strength, 1 Life

**Recommended Relics:** 2 Oblation Staffs

## Recommended Allies

* A healer is very necessary if you want Griffex to live longer. Shields are of more use since it adds extra defence to Griffex's already garbage health.
* An earth attacker to deal with *Storm Rider.* This move will deal less damage against Thunder monsters, so an earth attacker can make up for the lost damage with the elemental advantages they have. Armole can be run as an attacker and also has a 50% shield for Griffex, making him a very good ally for Griffex.

## Counters

* Any attacker that hits even remotely hard can kill Griffex due to his abysmal health.
* Rockinho has both the Thunder element and the Earth element, so neither Griffex nor the earth attacker as mentioned above will do much against him. He is also immune to blind, which means Griffex will do nothing against him. He also has a staff relic, so he can hold an Energizer Staff to deal with Griffex's Oblation staffs.
HipHopotamus

Yo! **HipHopotamus** is flow incarnate. He brings the biggest, fattest rhymes and the best, most wonderful times. Put your hands in the air for the king of the river, his beats are loud and they make the audience quiver!

## Overview

HipHopotamus is a support monster with many damage boosts, healing, and the occasional NER.

### **Pros:**

* Good speed and life
* Decent trait
* Decent relic slots
* Can increase damage, health and accuracy in one move
* Spammable self-heal move
* Low stamina costs

### **Cons:**

* Bad power
* Moderate cooldowns
* Useless on his own, especially against other Water monsters since he only has Water damaging moves (besides his default move)
* Team NER move has a **3-turn cooldown**

## Recommended Moveset

### **I like it chunky**

* Mad Mad Word (25% Heal + Damage Boost + Precision, 28s, 2-turn CD)
* Back in Track (Team NER, 24s, **3-turn CD**)
* A Kick of Magic (NER + 20% Heal, 25s, 1-turn CD)
* Tainted Move (35 Water dmg + Self 20% Heal, 25s, no CD)

**Recommended Runes:** 3 Team Speed

**Recommended Relics:** Healing Amulet / any other Essence Relic

## Counters

* Thunder or Metal attackers can kill HipHopotamus easily.
Fenix

**Fenix** has existed in the magical world for very long. He was the first creature to be able to resurrect after a defeat in battle. He is also an advisor even for the wisest monsters.

## Overview

Fenix is a full-on glass cannon with some support. His stats, trait and relic slots suck badly and his skills are lackluster, making him not a good recommendation as a supporting attacker.

### Pros:

* Can boost himself and his allies despite being an attacker
* Low stamina costs

### Cons:

* Bad stats, trait and relics
* Low damage output
* Only inflicts Burn and Damage Reduction
* High cooldowns
* Mostly deals Fire damage, so other fire monsters wall him.

## Recommended Moveset

* Inferno Wind / Fenix Power (Inferno for 50 Fire dmg + Self Precision, 26s, 2cd) / (Power for Team Damage Boost, 24s, 2cd)
* Combustion Boost (50 Fire dmg + Self Damage Boost, 26s, 2cd)
* Hot Campfire (AoE 30 Fire dmg + Burn, 33s, 3cd)
* Incandescence Barrage (45 Magic dmg + Damage Reduction, 26s, 1cd)

*Combustion Boost* is the first move you will want to run, so that Fenix can boost himself. You can also use *Fenix Power* instead to boost all your allies, but Fenix doesn't do any damage in return. *Inferno Wind* gives Fenix precision to deal with accuracy debuffs. *Hot Campfire* is the next move you will run, for an AoE burn and some damage. *Incandescence Barrage* is Fenix's only magic move, so you need it to deal with Fire tanks.

**Recommended Runes:** 3 Strength; 2 Strength, 1 Team Speed

## Counters

* Fire attackers that can hit back Fenix can tank a hit from Fenix. Elder Sporeling, though not a very good monster, can deal heavy nature damage to Fenix.
* Water attackers like Nautilus-1 can kill Fenix easily. Nature attackers can also help, but they should be careful because Fenix has an Elemental advantage over them.
Frank S. Tein

This monster is unlike others. **Frank** is the product of a creepy experiment, and now he's alive! Created by a crazy professor, Frank has only one thought inside his poor brain: CRUSH!

## Overview

Frank S. Tein is a tank with self-support moves and some denial. His relic slots, trait and life are great for his role, but his cooldowns can be annoying and his stamina costs are very high, forcing you to use a stamina rune.

### Pros:

* Good life, trait and relics for his role
* 0 cooldown Stun move
* Self 50% Shield
* Good amount of AoE moves
* His only elemental weakness is a weak damaging element (Light)

### Cons:

* Bad power and speed
* Cooldowns can be annoying
* Very high stamina costs
* Only has shields and damage boost as buffs
* Low damage output

## Recommended Moveset

### Frank the immobiliser (Cursing Tank)

* Frank Smash (40 Earth dmg + Stun, **40s,** 0cd)
* Frank Wrath (45 Earth dmg + Daze + Damage Reduction, 35s, 2cd)
* Frank Crash (20 Dark dmg + Self 50% Shield, **50s,** 3cd)
* Frank Fury (AoE 35 Earth dmg, 35s, 1cd)

Here, Frank S. Tein throws around status effects. *Frank Smash* is your denying move, and *Frank Wrath* is your move that greatly lowers the damage output of an enemy. *Frank Crash* is a shield move with a very high stamina cost, and *Frank Fury* is an AoE move (it should be used first if Frank holds an Oblation Staff).

**Recommended Runes:** 1 Stamina, 2 Team Speed; 1 Stamina, 1 Speed, 1 Life

### Frank the destroyer (Attacker)

* Frank Smash / Frank Slam (Slam for 35 Dark dmg + Self 30% Shield, 35s, 2cd)
* Frank Fury
* Frank Clap / Frank Crash (Clap for 25 Dark dmg + Self Damage Boost, 24s, 1cd)
* Frank Wrath

Frank S. Tein here does more damage. *Frank Clap* boosts Frank, but there are high odds you already have a support that boosts him better. *Frank Wrath* is your highest damaging earth move and *Frank Slam* is your highest damaging dark move.

**Recommended Runes:** 2 Strength, 1 Stamina; 1 Strength, 1 Life, 1 Stamina

### Frank the protector (Full Tank)

* Frank Slam
* Frank Clap
* Frank Slam
* Frank Wrath / Frank Fury

Frank here is all about tanking every hit. Every shield move Frank has is here, and stun is in the moveset as well. The last move can really be any move.

**Recommended Runes:** 3 Life; 2 Life, 1 Stamina

**Recommended Relics:** Brave Shield / Oblation Staff

## Counters

* Light attackers like Kaori can deal good damage to Frank.
* Sir Francis Rock can break Frank's shields and make sure he doesn't apply them again.
Esthirel

She used to protect the weak by healing and taking care of them. But the hidden evil forces provoked her to rise and fight against injustice. She's the light that will lead the struggling to victory.

## Overview

Esthirel is a support with a decent moveset despite how old she is. She mostly has damage boosts, healing, some NER, blind and burn.

### Pros:

* Good health and speed
* Low cooldowns and stamina costs
* A move that can support two allies at a time (one ally and herself), so if an ally needs healing or boosting but Esthirel needs to be cleansed of a certain negative effect, the ally can be healed and Esthirel can be cleansed
* Double damage, healing and NER in the same move with no cooldown

### Cons:

* Bad power, trait and relics
* Her only two AoE moves cost **42 stamina**
* Only inflicts Blind and Burn

## Recommended Moveset

* Sodom Tears / Judging Light (Tears for AoE 30 Fire dmg + Burn, **42s,** 2cd) / (Light for AoE 30 Light dmg + Blind, **42s,** 2cd)
* Serra's Shout (Team 20% Heal + Damage Boost, 19s, 2cd)
* Serra Blessing (Double Damage + NER + 30% Heal, **15s, 0cd**)
* Pray to Serra / Blinding Blade (Serra for Damage Boost + 20% Heal + Self NER, 16s, 0cd) / (Blade for 45 Light dmg + Blind, 18s, 0cd)

*Sodom Tears* focuses more on offense and *Judging Light￼￼* focuses more on defense. *Serra's Shout* is there to boost your attacker. *Serra's Blessing* heals your whole team and *Pray to Serra* heals an ally while cleansing Esthirel. *Blinding Blade* is a spammable light move with Blind as semi-denial

**Recommended Runes:** 3 Team Speed

**Recommended Relics:** Healing Amulet / Supercharged Amulet

## Counters

* Esthirel's blind and burn can be a big nuisance.Armole has a team shield move with Blind Immunity so that Esthirel's blinding moves are useless and Esthirel's burning moves get absorbed by the shield.
* Nautilus-1 can give himself up to three extra turns. If Esthirel blinds him, he can just do his extra turn move and shrug off the blind after the first turn is done. Esthirel's burn can only be a threat if Nautilus-1 has less than 60% of his total health, but even then he can hold a Healing Amulet to deal with that.
Cthulhu

Hard to pronounce, harder to kill. The almighty Great Old One is awoken. The worst nightmares of all the inhabitants of the New Kingdoms have come true. Iä iä **Cthulhu** fhtagn.

## Overview

Cthulhu is the epic version of Nebotus. Unlike Nebotus, however, he is actually usable, with gimmicks like Blind, Possession, self support moves, Nightmares and **Major** Damage Reduction.

### Pros:

* Good health and power
* Good relic slots
* Good trait
* 50% Possession move
* Many self-support moves
* Major and Normal Damage Reduction at the same time (not in the same moves), so he can stack them so the enemies do only 25% of the damage they would normally do
* Low cooldowns and stamina costs most of the time

### Cons:

* Bad speed
* No damaging AoE moves
* Some moves have a 50% chance of happening

## Recommended Moveset

### Kgdkdkhdkhfkhflhl

* Cthulhu Seeds (50 Water dmg + AoE Blind + **Major** Damage Reduction, 30s, 2cd)
* Great Old Claw / Stellar Seed (Claw for 50 Dark dmg + 50% Possess, 32s, 2cd) / (Seed for 40 Dark dmg + Nightmares, 27s, 1cd)
* Cthulhu Fhta'gn (Self Regeneration + Stamina Regeneration + 35% Heal Life, 25s, 3cd)
* Great Followers / Star Aligned (Followers for 30 Water dmg + 50% Damage Reduction + 50% Blind, 18s, 0cd) / (Aligned for 30 Dark dmg + Self NER, 15s, 1cd)

*Cthulhu Seeds* is the first move you will want to run. It is basically an AoE Daze but majorly boosted. *Great Old Claw* has possession, but only half of the time will it land, so if you want a guaranteed move instead, then *Stellar Seed* can give Nightmares to an enemy. *Cthulhu Fhta'gn* is a great support move, and *Star Aligned* cleanses Cthulhu. *Great Followers* is there when all enemies have been hit with *Cthulhu Seeds,* to lower their damage output even more.

**Recommended Runes:** 3 Speed / Team Speed

**Recommended Relics:** Ice-Breaking (Great)sword, Revenge Staff

## Counters

* Since he inflicts a lot of status effects, NER monsters like Sambacadabra can remove the effects that he applies.
* His possession move can pose a threat if Cthulhu has precision, so possession immunity can be helpful.

* Kaori can make herself Immune to Possession, since she is faster than Cthulhu, and she can shred down Cthulhu's health to zero due to her high damaging thunder and light moves. She can also torture the living life out of him with torture effects, nullifying his healing and regeneration (Cthulhu can NER himself, so that should be kept in mind)
Freeza

**Freeza** is uncomfortable and grumpy. His scarf itches, his hat makes him sweaty and his nose is so long it falls off all the time. He's always in such a bad mood that he spends the whole winter throwing snowballs at anyone who dares to sing carols next to him.

## Overview

Freeza is a denier who mainly focuses on stun, freeze and stamina removals. He has unfortunate speed for his role, so he is better off as a secondary denier. His power and damage output are pretty high, however, so you can also run him as an attacker.

### **Pros:**

* High power and damage output
* Good trait
* AoE Freeze
* Two AoE water moves that remove stamina and have a decent damage output

### **Cons:**

* Horrible speed for a denier
* Two trap relics are a bit much
* If he is run as an attacker, water tanks will be a problem since he has mostly water damaging moves
* High cooldowns and stamina costs

## Recommended Moveset

### **Mostly Control**

* Great Blizzard (45 Water dmg + AoE Freeze, 35s, **4-turn CD**)
* Snowsquall (55 Water dmg + Freeze, **41s,** 2-turn CD)
* Arctic Strike (45 Magic dmg + Stun, 30s, 2-turn CD)
* Snowslide (AoE 30 Water dmg + 25% Stamina Drain, 33s, 2-turn CD)

This moveset helps Freeza deny more. *Great Blizzard* is the first move you will want to run, unless Freeza is run as a secondary denier and the enemy team didn't get a turn in yet, then you can run *Snowslide* for stamina removal. *Snowsquall* and *Arctic Strike* are both single-target attacks which can be used if Freeza or your main denier missed an enemy.

**Recommended Runes:** 3 Speed / Team Speed

### **Controlling Attacker**

* Great Blizzard
* Snow Avalanche (AoE 40 Water dmg + 15% Stamina Drain, 35s, 2-turn CD)
* Snowsquall
* Icebound Strike (55 Magic dmg + Stun, 37s, **4-turn CD**)

This moveset helps Freeza do more damage to the enemy team thanks to his good damage output. *Snowslide* is replaced with *Snow Avalanche* for more damage but less stamina to drain and *Arctic Strike* is replaced with *Icebound Strike* for more damage but a very high cooldown.

**Recommended Runes:** 3 Strength; 1 Strength, 2 Team Speed

**Recommended Relics:** Pestilence Trap / Cold Trap

## Counters

* HipHopotamus is immune to freeze and has a team NER move, so if Freeza denies the whole team, HipHopotamus can cleanse his team.
* Kaori is already immune to stun and is faster than Freeza (Freeza will have speed runes though). If Freeza outspeeds her and denies her with freeze, you can use the above counter so that Kaori can attack again. Once Kaori finally gets a turn in, she can run *Be Water* so that she is immune to both stun and freeze, making Freeza's denying skills useless. The move also has water protection, so Freeza deals less damage to Kaori. She also has a **60 damage spammable thunder move** and a 45 thunder damage with an extra turn, so if she uses both moves on Freeza, she deals **105 damage** to Freeza in total, and this is without counting the fact that the moves have an elemental advantage and Kaori's damage boost she applied with her freeze Immunity move.
Anaitis

This mermaid is very different to the ones found in fairy tales. She's not charming, she has a terrible voice and she's really bad-tempered. Try to avoid running into **Anaitis** on a Monday morning.

## Overview

Anaitis is a curser that focuses on removing stamina and lowering accuracy. She also has some support moves, one that boosts damage while the other boosts precision and gives stamina regeneration.

### **Pros:**

* Good speed
* Good relic slots for her role
* Low cooldowns and stamina costs most of the time
* Two support moves despite being a curser
* 50% Stamina removal move for a 1-turn cooldown
* 0 cooldown 25% stamina removal move

### Cons:

* Bad power and health
* Bad trait
* Only one useless light move, so she is walked by high-health water monsters
* Only one AoE move

## Recommended Moveset

* Underwater Power / Underwater Force (Power for Team Damage Boost, 24s, 2cd) / (Force for Team Stamina Regeneration + Precision, 28s, 2cd)
* Furious Bubbles (AoE 35 Water dmg + Blind, 35s, 2cd)
* Bubble Trap / Stamina Bubbles (Trap for 45 Water dmg + Damage Reduction, 26s, 0cd) / (Bubbles for 35 Water dmg + 25% Stamina Drain, 26s, 0cd)
* Mermaid Bash / Mermaid Strike (Bash for 40 Water dmg + 50% Stamina Drain, 26s, 1cd) / (Strike for 45 Water dmg + Stamina Leak, 28s, 1cd)

**Recommended Runes:** 3 Team Speed

**Recommended Relics:** Pestilence Trap, Oblation Staff / Avenging Energy Staff

## Counters

* Nautilus-1 is a great counter to Anaitis. He can give himself up to 3 extra turns, he can Magnetize Anaitis to deal even more metal damage to her, and he can freeze her. If Anaitis somehow blinds him, his extra turn move will take away one turn from the blind, leaving him with only one turn of 50% less accuracy, and with that turn he can boost himself with his haste move.
Haku

**Haku** was a good ninja but his ambition drove him mad. He traded his arms for blades and his whole body became steel, including his heart. The only thing he knows now is a thirst for killing.

## Overview

Haku is an attacker with gimmicks including Life Steal, Magnetize and Stamina Drain. He is basically a budget version of Jakugan.

### **Pros:**

* Good speed and power
* Relics help with protecting himself and draining even more stamina
* 1 cooldown 50% stamina drain move

### **Cons:**

* Bad life and trait
* Only inflicts Magnetize
* Only one high damage move with a high cooldown
* High cooldowns

## Recommended Moveset

* Shadow Energy Slash (40 Metal dmg + 100% Stamina Drain, 30s, 3-turn CD)
* Shadow Army (AoE 40 Metal dmg + Magnetize, 34s, 3-turn CD)
* Mortal Spin (60 Dark dmg + Life Steal, 36s, **4-turn cooldown**)
* Ninja Tornado / Deadly Shadow (Tornado for 45 Metal dmg + Magnetize, 32s, 1-turn CD) / (Shadow for 45 Dark dmg + 50% Stamina Drain, 31s, 1cd)

*Shadow Energy Slash* is Haku's denial move, which should **not** be used if Haku holds an Oblation Staff that still has 1 use. This is because the Oblation Staff will sacrifice itself on a monster whose stamina is already drained, and this is bad because the Oblation Staff has only one use. *Shadow Army* magnetizes the whole enemy team along with some metal damage. *Mortal Spin* is Haku's most likely one-use life steal move which can recover a good amount of health, but with a high cooldown. The last move is a 45 damage move. *Ninja Tornado* can be used as a semi-spammable metal move and *Deadly Shadow* is Haku's 50% stamina drain move.

**Recommended Runes:** 3 Strength; 2 Strength, 1 Speed / Life

**Recommended Relics:** Heavy Duty Armour / Oblation Staff / Revenge Staff

## Counters

* Hippierion is a good counter to Haku. He can hold the Charging Armour to deal with Haku's *Shadow Energy Slash.* It will give Hippieron 25 stamina upon being hit, which is more than enough since Hippierion's stamina costs are absurdly low. If Haku decides to drain one of Hippierion's teammates, he can simply give back all their stamina. Hippierion is also an artifact, which means he is immune to all effects. This means that Haku can't magnetize him to deal heavy damage. Finally, he can continuously apply Total Damage Reduction to Haku, which will make him a sitting duck due to his lack of torture effects.
* Magic or Light attackers like Postigaruf can make quick work of Haku
Koarim

**Koarim** was eating bamboo after his workout, when he noticed something different: it didn’t taste right. He cracked the branch open and… it was poisoned with toxic residue! That day, Koarim swore he wouldn’t rest until he had destroyed the monsters behind this residue.

## Overview

Koarim is an epic tank and one of the only two epics that can apply Taunt besides Rhynex. Rhynex sucks and the taunt he applies is only on his special. Rhynex also has crappy health, leaving Koarim as the only **decent** epic monster who can apply Taunt. Other than Taunt he can stun, apply and destroy shields at the same time.

### **Pros:**

* Great stats, trait and relics
* Decently high damage output
* Low stamina costs

### **Cons:**

* High cooldowns on his self-support moves
* No AoE damage
* Only inflicts Stun
* Taunt only lasts **1 turn**

## Recommended Moveset

### **Kung fu Koala**

* I hate Qantas / You Koannot Hide (Qantas for 50 Nature dmg + AoE Destroy Shield, 25s, 1-turn CD) / (Hide for 55 Nature dmg + Destroy Shield, 28s, no CD)
* Australian Stamp (45 Nature dmg + Stun, 26s, 1-turn CD)
* Melaleuca Shelter / Microcorys Bulwark (Shelter for 50 Earth dmg + Self 30% Shield, 25s, 3-turn CD) / (Bulwark for 55 Earth dmg + Self 50% Shield, 28s, **4-turn CD**)
* Ode to a Koala Bear (**65** Nature dmg + Self Taunt, 29s, **4-turn CD**)

*I hate Qantas* deals some damage to one enemy and destroys all enemy shields. *You Koannot Hide* does the same but on one enemy. It does however deal more damage and has no cooldown. *Australian Stamp* can stun an enemy. Now for the important moves. *Melaleuca Shelter* is the first move you will want to run, to give Koarim a shield. *Microcorys Bulwark* deals more damage and gives a bigger shield, but has a higher cooldown. *Ode to a Koala Bear* should be run next, so that Koarim *hopefully* has a shield and Taunt at the same time. You don't want Koarim to be very fast so that the Taunt lasts for as long as possible.

**Recommended Runes:** 3 Life; 2 Life, 1 Strength

**Recommended Relics:** Any Golden Armour Relic / Brave Shield

## Counters

* Any Dark or Fire attacker with a high damage move like Burning Rogue or Kimmel's Gift can kill Koarim before he does his taunt move.
* Monsters with many high damage AoE moves like Inknatius can bypass Koarim's taunt.
* Another thing you can do is just remove Koarim's taunt. There aren't many epic monsters with PER, but examples are Cybele, ~~Sweeperion~~ some Rockball players, and Arnu. Arnu is probably the best choice besides Cybele since he is slower than Koarim (but not slow enough for it to be annoying) and can simply remove Koarim's positive effects. He can also tank a hit from Koarim's heavily damaging nature moves.
Goath'el

Thunder and Light powers, when combined, could transform anyone into a powerful creature. **Goath'el** got the best of both powers... and a predilection for grass.

## Overview

Goath'el is a curser who debuffs the enemy team's accuracy. Unfortunately, he has mostly raw damage, and only a few of his moves inflict status effects. The one move that Goath'el has that can pose a threat is *Blinding Cluster,* which blinds an enemy and dazed all enemies. This move is good but the only good move Goath'el has besides his raw damage.

### Pros:

* Good speed and okay power
* Relic slots help defend himself and drain stamina
* Can blind an enemy and daze all enemies, resulting in the targeted enemy missing most if the time
* Mostly low cooldowns

### Cons:

* Bad life and trait
* Only inflicts Blind and Daze, and only a few of his moves inflict those status effects
* High stamina costs

## Recommended Moveset

### Power of Grass

* Blinding Cluster (35 Light dmg + Blind + AoE Daze, 33s, 1cd)
* Shining Thunderstorm / Radiant Cluster (Thunderstorm for AoE 25 Thunder dmg + Daze, 40s, 2cd) / (Cluster for 35 Light dmg + Blind, 26s, 0cd)
* Final Thunderbolt (60 Thunder dmg, **45s, 3cd**)
* Radiant Thunderstorm / Executer Thunderbolt (Thunderstorm for AoE 30 Thunder dmg, 35s, 1cd) / (Thunderbolt for 40 Thunder dmg, 35s, 1cd)

Goath'el's main purpose with a moveset like this is to get one turn in and use *Blinding Cluster* on any enemy that poses a threat. The enemy will therefore have a very low chance of landing any attacks and his teammates will also be slightly debuffed. Goath'el will most likely be holding a staff relic, so the target monster will also have no stamina to attack if the staff is levelled highly enough. *Shining Thunderstorm* is there to reapply the Daze, but due to Goath'el's low health he might not survive that long, so *Radiant Cluster* can blind an enemy, which can be useful after Goath'el runs his first move because then the enemy will also have a lower accuracy due to the Daze. *Final Thunderbolt* is a pretty much one-use move to get rid of a monster at decently low health, and the last move is not very important, but *Radiant Thunderstorm* deals some damage to all enemies and *Executer Thunderbolt* deals more damage to only one enemy. Both moves have the same stamina cost and cooldown, so choosing one won't make much of a difference.

**Recommended Runes:** 3 Speed

**Recommended Relics:** Any two golden staffs

## Counters

* Any NER monster will make Goath'el's main gimmick useless. Sambacadabra has a spammable NER move to counter Goath'el's low cooldown debuffing move.
* Any earth or metal monster can easily wipe off Goath'el. Dragonian Beast is immune to blind, has a spammable stun move and a high damage earth move, so he should he enough to counter Goath'el.
Chocobunny

Sweet and creamy on the outside, a psychopath on the inside! Meadow bunnies know that when a faint smell of milk chocolate appears, it’s time to hide.

## Overview

Chocobunny is basically an exact replica of Skuller, same skills, same trait, same stats, same relic slots. You *could* run him as a curser and Skuller as an attacker on the same team, but it isn't really worth it. For now, this page showcases Chocobunny as a curser and Skuller as an attacker.

### Pros:

* Good speed
* Alright relic slots
* Life steal to deal with low life

### Cons:

* Bad power and health
* Useless trait
* High cooldowns and stamina costs

## Recommended Moveset

### Nesquik bunny

* Draining Blitzkrieg (40 Dark dmg + Stamina Leak + Life Steal, 33s, 2cd)
* Skeleton Legion (AoE 30 Dark dmg + 25% Stamina Drain, 33s, 3cd)
* Skeleton Army (AoE 35 Dark dmg + Nightmares, 30s, 3cd)
* Bone Destroyer / Bone Crusher (Destroyer for 50 Magic dmg + Daze + Self Double Damage, 35s, 3cd) / (Crusher for 40 Magic dmg + 50% Stun, 24s, 3cd)

**Recommended Runes:** 3 Team Speed
Captain Legends

Rocks have never before had such a sense of justice! This is **Captain Legends**: tough, strong, severe, but also honorable. A must-have in the monster superhero collection.

## Overview

Captain Legends acts like a self-centred glass cannon. He applies damage boost and shields to himself, but unfortunately he deals only raw damage.

### Pros:

* Good power and speed
* Good relics to help with low life
* Many AoE moves
* Spammable 50 damage move
* Only one elemental weakness

### Cons:

* Only inflicts Daze on **one move only**
* Bad health
* Bad trait
* High cooldowns and stamina costs
* Not many thunder moves, so he is walled by other earth monsters

## Recommended Moveset

### Save America!

* Charging Shield (Aoe 30 Earth dmg + Self 30% Shield, 36s, 3cd)
* Thumbs us, Monsters! (AoE 30 Earth dmg + Self Damage Boost, 33s, 3cd)
* Courage, Honour, Loyalty (40 Earth dmg + Daze, 26s, 0cd)
* Final Justice / Freedom Prevails (Justice for 50 Thunder dmg, 26s, 0cd) / (Prevails for 60 Earth dmg, 26s, 1cd)

*Thumbs us, Monsters* is the first move you will want to run, unless Captain Legends is vulnerable, then *Charging Shield* should be run first (You then run the other area move, but running the latter first deals less damage). *Courage, Honour, Loyalty* is the only move Captain Legends has that inflicts a status effect, and not a very good one either. *Final Justice* is Captain Legends' only good thunder move, but if you want more damage, then *Freedom Prevails* is your move.

**Recommended Runes:** 3 Power

**Recommended Relics:** Healing Mask / Charging Mask / Exhausting Mask

## Counters

* Sir Francis Rock can torture the living life out of Captain Legends, and Captain can't do much back to him since he is an Earth tank with very high health. He can also break his shields and make sure he doesn't apply them again.
Drop Elemental

A single drop is almost insignificant. But thousands falling one after one, can form a mountain. This monster can manipulate the drops to hurt his enemies or use the healthy properties of the water for the advantage of his team.

## Overview

### Pros:

* Good health
* Moderate speed
* Okay relic slots
* Many NER and healing moves
* Low cooldowns and stamina costs
* Special deals **AoE 120 Water Damage!...**

### Cons:

* ..Drop Elemental has horrible power though, so the special will only deal average damage
* Bad trait

## Recommended Moveset

* Spring Rain (Team 35% Heal, 16s, 1cd)
* Disenchanted River (Team NER + 20% Heal, 16s, 1cd)
* Ice Cube (50 Water dmg, 18s, 0cd)
* Disenchanted Creek (NER + 15% Heal, 12s, 0cd)
Invidia

**Invidia** was adored by his parents until his younger brother Vanitus was born. From that moment, the baby stole the attention and Invidia was ignored. The jealousy he feels towards his brother affects him physically: Every time he looks at him, he becomes more ugly.

## Overview

Invidia is a monster limited to Poison and Stamina Leak. He excels in applying these two status effects, but don't expect anything other than the aforesaid effects from Invidia. One good thing about Invidia is the fact that he has high damage magic and nature moves, two elements that suffer in damage.

### **Pros:**

* Decent stats
* Good damage output, especially on two weakly damaging elements
* AoE Poison + Stamina Leak
* Low cooldowns and stamina costs

### **Cons:**

* Bad trait
* Two trap relics is a bit too much
* Only inflicts Poison and Stamina Leak
* Little AoE moves

## Recommended Moveset

* Enviers gonna envy (AoE 30 Nature dmg + Poison + Stamina Leak, 31s, 1-turn CD)
* Burning Jealousy (55 Nature dmg + Poison, 29s, 1-turn CD)
* He's better (55 Magic dmg + Stamina Leak, 29s, 2-turn CD)
* Envy is no fun (50 Magic dmg + 25% Stamina Drain, 26s, 1-turn CD)

**Recommended Runes:** 2 Strength, 1 Team Speed

**Recommended Relics:** 2 of any trap

## Counters

* Bjarni is Immune to Poison, one of Invidia's only two status effects. He can also deal heavy fire damage to Invidia and stun him. He can also hold a Charging Armour to deal with Invidia's stamina Leak.
Hellborne

Weird things happen when **Hellborne** is around. Creatures behave in a strange way and they all obey his orders. It is suspected that the flames that surround his body give off a toxic smoke that manipulates others’ intentions.

## Overview

Hellborne is very similar to Hellberus; both inflict only two tortures, both have the same elements and both have low health. Hellborne's cooldowns suck, but he sacrifices Hellberus's low cooldowns for a spammable AoE attack.

### **Pros:**

* Good speed
* Okay relic slots
* Spammable AoE move

### **Cons:**

* Bad life and trait
* Only inflicts Burn and Nightmares (and only two moves guarantee these to be inflicted)
* High cooldowns
* Mostly low damage output

## Recommended Moveset

* Hell Fire Charge / Hades Charge (Fire for 50 Fire dmg + AoE 50% Burn, 35s, 2-turn CD) / (Hades for 55 Fire dmg, 27s, 2-turn CD)
* Summon Varmint (AoE 35 Dark dmg + Nightmares, 31s, 3-turn CD)
* Gehenna Charge (40 Fire dmg + Burn, 28s, 1-turn CD)
* Summon Atrocity (AoE 30 Dark dmg, 30s, **no CD**)

**Recommended Runes:** 3 Strength

## Counters

* His highest damaging moves are Fire attacks, so Fire monsters can tank them.
* Esthirel takes less damage from Hellberus's attacks and can deal heavy Light damage to him while blinding him, decreasing the odds of him inflicting status effects even more.
Duchess

Rockin' royalty! The **Duchess** of Disaster, the Queen of Pain! Beware of flying magic rocks because that's her thing.

## Overview

### Pros:

* Good health and Relics
* Crazy stupid fast
* 70 damage move in Skill Group 1, so she can be a good damage dealer early-game
* Mostly low cooldowns and stamina costs

### Cons:

* Low power
* Bad trait
* Limited status effects

## Recommended Moveset

* Rock Shower (70 Earth dmg, 25s, 1cd)
* Stunning Strike (25 Physical dmg + Stun, 29s, 2cd)
* Dazing Hit (40 Physical dmg + Daze, 21s, 1cd)
* Mass Shield (Team 30% Shield, 35s, 4cd)

**Recommended Runes:** 3 Team Speed
Starter FAQ - New Player's Guide

* **I am new to the Deadlands and/or stuck in the starter tutorial area. How do I get out to start playing?**

First of all: Welcome to the Deadlands!

To get started and let out into the deadly prison that are the exiled lands, you will need to join our Discord server and put an application in there. To do so, check out this little Application Guide: New Player Application
Freedom Feather

If you want a free land, you have to fight for it. But after the fight, you should follow democratic mechanisms that legitimate your cause. **Freedom Feather** can do both; win a war or sign a declaration of independence. Just like that.

## Overview

Freedom Feather is a support who can spam his moves because all of them have no cooldown. His power and damage output are pretty high for a support monster and his relic slots can help with survivability a lot.

### Pros:

* No cooldowns
* Mostly low stamina costs
* Good relic slots
* Good health
* High power for a support
* PER and NER
* Only one weakness

### Cons:

* Bad trait
* Unfortunate speed
* Only inflicts Burn and Damage Reduction (though his damage output sort of makes up for it)
* Only has healing and damage boosts to support his team
* No damaging Water moves

## Recommended Moveset

### Build a Great Wall

* In God we Trust (NER + Double Damage, 21s, 0cd)
* God Bless the USA (55 Fire dmg + Burn, 29s, 0cd)
* Big Letters (55 Fire dmg + PER + Damage Reduction, 30s, 0cd)
* Land of the Free (NER + 25% Heal, 15s, 0cd)

**Recommended Runes:** 3 Team Speed; 2 Speed, 1 Team Speed

## Counters

* Thunder attackers like Karasu can kill Freedom Feather with ease.
Furhem

**Furhems** **Furhems** are creatures from the north. They are vegetarian and during the winter they only eat cold flowers. They are very peaceful and usually help farmers out in the fields, but their incredible strength can be very dangerous if provoked. creatures from the north. They are vegetarian and during the winter they only eat cold flowers. They are very peaceful and usually help farmers out in the fields, but their incredible strength can be very dangerous if provoked.

## Overview

Furhem is a tank support with shields and NER as positive effects and stun and freeze as negative effects. He has many AoE moves and a spammable freeze move. His stats besides Power are great, and his trait and relic slots also contribute to making his tank role easier. If you need a tank or support, Furhem is your guy.

### Pros:

* Great speed, life and trait
* Literally any relics besides the bronze relics and the Major Earthshaking Shield go well with Furhem
* Stun and random negative effect in the same move
* Many shields
* NER to deal with Shield-Blocker
* Two spammable denial moves

### Cons:

* Bad power
* High cooldowns and stamina costs
* Only has shields as support

## Recommended Moveset

* Prrrotect (AoE 30 Water dmg + Team 30% Shield, 36s, 3cd)
* Furrrthem Block (45 Earth dmg + Stun + Random Negative Effect, 29s, 2cd)
* Chilllbain / Trrrap! (Chillbain for 50 Water dmg + Freeze, 26s, 0cd) / (Trap for 40 Earth dmg + Stun, 26s, 0cd)
* Scourrr (AoE 30 Earth dmg + Team NER, 33s, 3cd)

**Recommended Runes:** 3 Team Speed; 2 Team Speed, 1 Life

## Counters

* Thunder or Dark attackers like Karasu (who has both elements) can destroy Furhem.
* Once he does his Shield move, PER monsters or shield breakers like Sir Francis Rock can get rid of the shield.
Darknubis

Before, he weighed the hearts of those that would enter the afterlife. Now, he prefers helping his foes reach the afterlife quicker.

## Overview

Darknubis is a curser with many status effects. The status effects he inflicts are, however, underwhelming, and his power and damage output is so abysmal that he will be dealing nigh no damage.

### Pros:

* Great speed and life
* Good relic slots
* Little to no cooldowns
* Low stamina costs

### Cons:

* Very low power and damage output: even his special only does 30 damage
* Only one AoE move

## Recommended Moveset

* Gizah Workforce (AoE 30 Dark dmg + Damage Reduction, 29s, 2cd)
* Too much Energy (45 Magic dmg + 20% Stamina Drain, 26s, 0cd)
* Funny Mushrooms (35 Magic dmg + Stun, 19s, 1cd)
* Hand faster than eye (30 Magic dmg + Daze, 17s, 0cd)

## Counters

* Need I say this for every dark monster? Kaori
Imperial Party

The **Imperialist Party** is a monarchist political party in Old Zealand. It was founded on 1 May 2020 by Imperial Germany 2.

## History

On 1 May 2020, Imperial Germany 2 expressed interest in running for a government position under the Imperial Party., specifically for President which he referred to as "Kaiser". After some discussion it and the Green Party were about to form an electoral alliance, but the party demanded that the alliance would support renaming the President to Kaiser, which the Greens declined. The party then turned to the Commonwealth Party for support, which they wanted to but couldn't enter due to their existing coalition with the Democratic Centrist Party. Eventually, the Imperial Party and the Green Party came to an agreement where the Green Party would support everything *except* establishing the Kaiser, and thus Kaisergrun was formed.

## Ideology

The party is monarchist, and also advocated for a stronger Old Zealand. They are also anti-Nazi.

## References

1. ↑ RMB Post
2. ↑ RMB Post
3. ↑ RMB Post
4. ↑ RMB Post
5. ↑ RMB Post
6. ↑ RMB Post
7. ↑ RMB Post
8. ↑ RMB Post
9. ↑ RMB Post
10. ↑ RMB Post
11. ↑ "The Imperial Party" by Imperial Germany 2
12. ↑ "Why the Nazis suck" by Imperial Germany 2
Stake Driver

*A trick weapon fashioned by the workshop heretics, the Powder Kegs. Favored by the retired hunter Djura.*

*The stake driver, with its queerly complex design, violently drives thick stakes into the flesh of foes.*

*The stake driver allows for high-damage critical attacks, but is difficult to use and leaves its wielder wide open, but none of this should bother a mere Powder Keg.*

***Skill: --***

## Info

Stake Driver is a new Trick Weapon in Champion's Ashes.

* Sold by the Handmaiden
* Reinforced with \_\_\_

## Player Notes

* This trick weapon doesn't have a true transformation, but pressing L1 does open up a new move set nonetheless
	+ When you "transform" the Stake Driver, it primes the stake, albeit while shortening the weapon's reach in the process.
	+ In its transformed state, performing an R2 at any charge level will revert the weapon back to its normal form.
	+ The transformed R2 has the longest charge time of any attack in the game by far, but makes up for it with absolutely devastating power at full charge
Gridiron

**Gridiron** is Dan Felino’s nemesis. While Dan is light and agile, Gridiron is heavy and ruthless on the field. Fair play is not his thing.

## Overview

Gridiron is an attacker with gimmicks like stun, magnetize, daze and shields. His health is abnormally high and his trait and relics are pretty good, so running him as a tank isn't a bad idea either.

### Pros:

* Good speed, trait and relics
* Very high health for an attacker
* Shields and damage boosts
* Low cooldowns and stamina costs
* Spammable stun move

### Cons:

* Bad power for an attacker
* Only one AoE move
* Not many moves inflict status effects

## Recommended Moveset

### Attacker

* Pass Right Fake (AoE 40 Metal dmg, 32s, 3cd)
* Left Bootleg / Sweep Pass (Bootleg for 45 Earth dmg + Self Damage Boost, 28s, 0cd) / (Sweep for 45 Metal dmg + Magnetize, 27s, 0cd)
* Pass Left Tackle (55 Earth dmg, 28s, 1cd)
* Playside Tackle (45 Metal dmg + Stun, 28s, 0cd)

*Pass Right Fake* is Gridiron's only AoE move, so you have to use this move if you want to run Gridiron as an attacker. *Left Bootleg* boosts Gridiron and *Sweep Pass* can be spammed on the same enemy two turns in a row for more damage. Both moves involve waiting one turn for Gridiron to deal more damage. *Pass Left Tackle* deals heavy earth damage and *Playside Tackle* stuns an enemy for no cooldown.

**Recommended Runes:** 3 Strength; 2 Strength, 1 Speed

**Recommended Relics:** Pestilence Trap / Revenge Staff, Drainer Staff

### Tank

* Pass Right Fake / Sweep Pass / Left Bootleg
* Pass Left Tackle
* Playside Tackle
* Zero Protection (35 Earth dmg + Self 30% Shield, 27s, 2cd)

This moveset takes advantage of Gridiron's high life and Self-Shield move to run him as a tank. *Zero Protection* gives Gridiron a shield, just like what most tanks need. The rest of the moves don't matter much besides *Playside Tackle.*

**Recommended Runes:** 3 Life; 2 Life, 1 Strength; 1 Life, 1 Strength, 1 Speed

## Counters

* Dark or magic attackers like Postigaruf can take down Gridiron.
* Shield blockers like Sir Francis Rock can make sure Gridiron doesn't Shield himself.
Ao Loong

Tired of being a New-Year-Parade Dragon, **Ao Loong** has decided to break away from his chains and start his own adventure on this land full of monsters.

## Overview

Ao Loong is a bad attacker: he has bad stats, very situational relic slots and he only inflicts Burn. He has a 70 and an 80 damage move, but they won't be much with Ao Loong's abysmal power for his role.

### Pros:

* Two hard-hitting moves
* Team Shield move
* Good trait
* Mostly low cooldowns

### **Cons:**

* Bad stats
* VERY situational relic slots (assuming you don't have any diamond sword relics)
* High stamina costs
* Only inflicts Burn

## Recommended Moveset

* Rock Shower (70 Earth dmg, 35s, 1cd)
* Lava Splash (**80** Fire dmg, 30s, 2cd)
* Mass Shield (Team 30% Shield, 35s, **4cd**)
* Expiation Tears (45 Fire dmg + Burn, 18s, 0cd)

**Recommended Runes:** 3 Strength

## Counters

* It really isn't so hard to counter this dragon. A dark attacker like Postigaruf should do the job.