Justicar

**Justicar** is an unlockable **Character**, attainable by defeating the boss of the same name at **Valoran.** Considered as the holier light counterpart of **Aatrox**, **Justicar** has a notably different, if not diminished moveset when compared to his other.

Having a boss version at **Valoran**, defeating it will drop **Power Brace**.

## Playstyle

Playing as an alternative version of **Aatrox**, **Justicar** sacrifices a lot of advantages that **Aatrox** has in return for a new **Lightning Bolt** and having a more fluid **Heavy Combo**. Outside of those two changes, he plays identically to **Aatrox**; high risk, utilizes **Blood Well** and **Blood Thirst/Blood Price**.

**Justicar** uses high **Attack Speed** in order to fully utilize his stance switching mechanic but, unlike his counterpart, does not have a **G** command. Additionally, his **Lightning Bolt** does not to anything particularly effective; at best it's long range poke and at worst it's dead weight. **Justicar** can do what **Aatrox** does but neither as well nor as much, whatever **Justicar** can do **Aatrox** can do better with better **AoE**, more reliable ranged attacks and a **mode** swap.

With that noted, **Justicar** mostly serves as a trophy or for fooling around outside the possibility that the player prefers using **Heavy Attacks**, where the lack of the last hit from **Aatrox's Heavy Attacks** can get a player off-guard by the sudden decrease in **Attack Speed**.

## Moves & Abilities

***Justicar's** moves & abilities are unlocked from the start.*

**Passive Ability - Hellbent:**Increase your**Attack Speed**to**2.2**when at or below**25% Health.**

**Passive Ability - Revive:**If you take lethal damage during **Massacre**,you will be revived.

**Q** or **Shift:** **Lock-on**. ***Lock-on****moves can be used without being locked on by holding **Shift**or**Q***.

**Light Attack:** A simple swing that alternates between left and right, dealing **110%**damage.

**Air Light Attack:** A simple swing that alternates between left and right, dealing **110%** damage.

**(Lock-on) Back->Light Attack - Sweeping Blade:** A knockup that can be followed up if **Light Attack** is held, dealing **105%** damage.

**(Lock-on) Forward->Light Attack - Lunge:** A lunge that ends with a slash, dealing **135%** damage.

**(Lock-on) Forward->Light Attack->Light Attack - Umbral Strike:** A move that teleports you behind the enemy for a swift strike, dealing **115%**damage. The last **Light Attack** input must be inputted while in the dashing animation.

**Heavy Attack:** A slow 2 hit combo that loops between each other. Deals **135**% damage, being the same as **Aatrox**'s **Heavy Attack** minus the last hit.

**Air Heavy Attack:** A downward slash, dealing **125%** damage.

**(Lock-on) Back->Heavy Attack - Lightning Bolt**: A bolt of lightning strikes the opponent, dealing mediocre damage to the enemy.

**R - Massacre:** Deal **150%** damage in a large radius, knocking up all enemies hit. Increases your **Attack Speed** to **2.75**, increases your **Attack Range**, reduces all knockback effects, regenerates **3% max hp/s** and grows wings for the duration. Drains the **Blood Well** over time. Can be cancelled by pressing **R** again.

**F - Dark Flight:** Unfurl your wings and rise into the air and crash back down or dive to an enemy if locked on. Deals **100%**damage and knocks up all enemies in a large radius. If cast while **locked on** and above the target, **Dark Flight** will be cast much faster.

**(Hold in Dark Flight)** **F** - **Glide:**Glide in the air until **F** is released. When released you will crash down.

**(In Massacre)** **F->R - Demonflare:** Unleash all of your remaining **Blood Well** to create a massive explosion at the end of **Dark Flight**, knocking all enemies back and dealing **400%** damage.

**Space (tap) - Parry / Riposte:** **Parry** an incoming attack within the next **0.5** seconds (**0.15s** for a **Perfect** **Parry**). After a successful **Parry,** you can **Riposte**, dealing **200%** damage to your target, knocking them back and healing yourself. If you fail to **Parry**, you will be vulnerable to attacks for **0.5** seconds.

**Space (tap while moving) - Roll:** Roll a short distance, becoming temporarily invulnerable.

**Space (hold) - Jump**: Jump. Jump height is based on how much you hold **Space.**

**Space (Tap mid-air) - Double Jump:**Channel demonic energy below you to propel yourself upwards. Knocks up all enemies in a small radius. (**Unlocked at Player Level 9)**

**T**: Dance.