The Fate - Avatar Guide

Apeiron is the world’s first NFT god game x roguelite. Players will take on the role of godlings - newborn gods - and explore the godiverse while piloting their divine Avatar, which will draw its power from the elemental archetypes of Air, Fire, Water, and Earth.

The season 2 demo launched this summer with a host of new content and is now available for download on the Epic Store. The following guide will introduce you to one of the currently playable 3 Avatar classes and how to get the most out of them.

The Tempest Fate is a ranged DPS that deals consistent and long-ranged auto-attack damage to enemies. With the ability to summon more units onto the field with its energized ability, the Fate can pump out a tremendous amount of damage...if left with the chance to freely auto-attack.

##### Strengths and Weaknesses

+  Long range zappy auto-attacks. Pew pew!

+  Short dash recovery time. Zoom zoom!

+  The unique ability to create summons that help on the battlefield

+  The ability to kite around while dealing damage

- Relatively squishy

##### Note: You can redistribute your skill points at any time (it’s free!).

**Skill point distribution for normal fights (Lv. 30):**

Bling Laser Beam (5/5) - AoE damage and healing

Blink or Slash (5/5) - Bursts of damage

Magnetic Pulse Field (4/5) - Healing and CC

**Skill point distribution for boss fights (Lv. 30):**

Blink or Slash (5/5) - Bursts of damage

Bling Laser Beam (5/5) - AoE damage and healing

Magnetic Pulse Field (4/5) - Healing and supplementary damage

##### Skills

Note: Skills for the Fate are less important than just auto-attacking. Still, we’ve got our top picks below for you to fill out your deck!

**Bottled Lightning (Core Skill)**

+ Multimodal: can strike from distance or stack bounces for consistent damage.

- Lacks damage during mid and late game.

**Magnetic Pulsefield (unlock at Lvl. 10)**

+  Does a little bit of everything.

+  AoE healing and CC effect for boosting survival chances.

+  Supplementary AoE damage.

+  Reduces opponents RES by 30%, useful towards tanky enemies.

+  Good for kiting enemies around inside of it.

- Not a huge amount of damage.

**Blink or Slash (unlock at Lvl. 20)**

+  The Champion is strong enough to handle itself.

+  Explosive amount of AoE damage.

+  Slight CC effect prevents enemies from escaping the domain.

- Comparatively high cost.

**Bling Laser Beam (unlock at Lvl. 20)**

+  Great for dealing with hordes of boods.

+  Inflicts tons of magic damage.

+  Ability to move freely while casting, combine with dashes to aim for more enemies.

+  Heals allies that get hit, enhancing overall survival chance.

- High mana cost almost requires using mana Artifacts.

##### Apostles / Team Comps

Deck 1 Normal/Elite Battles – The Golden Doods

**Warrior** - Ice Cold Armour - Creates a cold aura around self and slowing enemies.

**Warrior** - Ice Cold Armour

**Warrior** - Last Dood Standing - Cleave and Stuns. If the target is slowed or stunned, double damage.

**Priest** - Circle o' Healing - Spawns healing circle, healing allies over time.

This is a more aggressive build. The first two Warriors have abilities to slow enemies down to give the other Warrior a chance to come in for some juicy double damage. The Priest is there to keep everyone alive, just in case things begin to go wrong.

Deck 2 Boss Battles – Pew Pew Pew

**Priest** - Cheerleading - Allies buffed with attack speed and on-hit damage.

**Priest** - Cheerleading

**Priest** - Cheerleading

**Guardian** - Got your Back - Dashes to ally, both get shield.

Constantly using the Cheerleading skill will buff the Fate’s already zip-zappy auto-attacks so that they can really start to machine gun down the boss. Even without much frontline, the Priests will keep the Guardian and the Fate alive with their strong healing abilities. You could also run two Guardians for just a bit more ease-of-use, even if it is slightly less pew pew.

**Guardian** - Leaping Shield Bonk - Leaps to location, deals damage, and stuns.

**Warrior** - Ice Cold Armour - Creates cold aura around self, slowing and damaging enemies.

**Rogue** - Blade Breakdancing - Dashes to target location and deals AoE damage.

**Priest** - Retribution! - Releases shockwave from self and Avatar, dealing AoE damage, knocking back, and stunning.

While the Warrior freezes and damages enemies with an ice cold aura, the Priest whips up shockwaves to stun enemies. This deck does a lot of stunning, and also attacks from multiple angles with the Fate a more long-range threat while the Rogue jumps in to

assassinate squishy targets. Note: there’s a lot to keep track of in this comp, so prepare for a lot of microing.

Alternative PvP Deck - Hard and Fast

**Guardian** - Leaping Shield Bonk - Leaps to location, deals damage, and stuns.

**Warrior** - Hangry Yell - Taunts enemies and gains a shield.

**Mage** - Big Ol’ Meteor Storm - Calls down meteor storm, dealing AoE damage

**Mage** - Starfall Gambit - A star falls at a random enemy to deal damage.

The combination of the Guardian and the Warrior will provide a sturdy frontline and sufficient CC, allowing the Fate to go pew pew in the area where the Warrior has gathered them and the Mage to blast ‘em. Since we’re not running a Priest this comp will be vulnerable the longer the battle goes on, so we’re aiming to nuke ‘em down as fast as possible.

##### Artifacts

**#1 Axis Blade IV (Evil Attribution)**

- Considering one of the Fate’s strengths is to use abilities, this Artifact is a nice bonus for its basic attack damage output.

#2 Scales of Mundi IV (Good Attribution)

- As the Fate has a high attack speed, this Artifact further optimizes their chance to crit.

**#3 . Event Horizon Escutcheon IV (Evil Attribution)**

- Compensates the low HP stat of Fate and provides an extra layer of protection.

**#4 The See-All Eye IV (Good Attribution)**

- Stacking energy by high attack speed for more frequent energized skills.

**#5 Apropos Field Camera (Evil Attribution)**

- Using skills more frequently allows for dealing burst damage to multiple targets, compensating the shortcomings of its auto attack.

**Alternative #1 Syn's Winged Boots III (Evil Attribution)**

- Just some quality of life upgrades, and to facilitate kiting.

**Alternative #2 Abyssal Claw IV (Evil Attribution)**

- Increases the chance to revive Apostles after a battle in case everything goes wrong. Just a little bit of an insurance policy.