HellDuke

A former PyroDemon, forever charred from his ventures in the Imp Pits.

Comming all the way to the 4th tier of the Knights, we meet the HellDuke - a former PyroDemon that, by chance, did not lose all of his mind, and instead managed to, eventually, regain control over his innate powers. Having been infused with pure Hellfire from millennia spent in the Imp pits; his innate powers are enhanced far past the regular HellKnight - making his plasma overflow from every part of his being.

Upon regaining his senses, the HellDuke clawed his way back up from the bowels of hell, and by his sheer strength climbed quickly to the rank of Duke in Hell society - making him stand even above the majority of the Baron caste.

## Behavior

The HellDuke behaves completely like the vanilla Hellknight would. He slowly strolls towards the player in what can only be described as a mostly beeline pattern. He only stops to throw his arsenal your way, which he eagerly does at a frenzied pace. His attack behaviour is always set to Nightmare difficulty.

Specific to the HellDuke, he also has several counter-behaviours linked to his pain state, which can trigger simultaneously one after the other.

* There's an 11% chance that he'll briefly envelope himself in green flames; instantly healing 400 hit points. The Duke can pull this move off a total of 3 times, before he is all out of healing for the battle.

* Wether or not the Duke triggers his heal; he may also have a 20% chance to instantly retaliate with one of his many attacks, which can trigger even more combos.

* The Duke has yet another 20% chance to instead trigger a special AoE attack - PlasmaEruption.

## Attacks

### Melee

The muscles are'nt just for show. The HellDuke packs one of the most powerful melee attacks in the game, able to gib a player at low health. The Duke claws faster than a regular HellKnight, but is otherwise of the basic kind.

### GreenGlob

The HellDuke has the ability to throw 2 volleys of 3 green globs at the player in quick succession, with the second and third glob of each volley having a spread of 5 degrees from the center target. There's a 68% chance that the Knight will immediately follow this move up with either a One-Two Strong GreenGlob Combo, a GreenComet Burst Combo, or a PlasmaFissure, all at equal opportunity, and all able to trigger seperate attacks.

### One-Two Strong GreenGlob Combo

The Duke throws two Strong GreenGlobs of plasma in quick succesion towards the player. There's a 68% chance that the Knight will immediately follow this move up with either a GreenComet Burst Combo, or a PlasmaFissure, all at equal opportunity, and all able to trigger seperate attacks.

### PlasmaFissure

The Duke can summon 3 seperate fissures of explosive plasma; rapidly expanding towards the players location - causing splash damage to everything in it's wake. The second and third wake of fissures spread 16 degrees to either side of the center target. This attack deals pure splash damage, and its potential ranges from leaving a scar to killing a healthy player, depending on timing and placement. He may use this as a stand alone attack, at 1/6th chance; or as a finisher in a combo. This move can traverse diffrent levels of height at will, and may even pass through thin walls and decorations.

### GreenComet Burst Combo

The HellDuke launches a mass of 3 large comets of pure plasma at the player, the second and third comet spreading 10 degrees to either side of the center target. The comets move fast and do a serious amount of direct damage - being able to kill a healthy player. Getting hit by this point blank is a death sentence. Each comet also do splash damage in a radius of 102mu (mapunits), giving this attack a sizeable AoE effect. All species of Knights and Barons are immune to this attack. He often weaves this attack in with other combos.

Anytime a GreenComet Burst is thrown; there's an additional 34% chance of triggering a PlasmaFissure finisher.

### PlasmaEruption

The HellDuke spawns a large amount of randomized fissures within a large radius around him, covering a lot of ground and hitting everything that is'nt a Knight or Baron species. This attack can destroy hordes of weaker demons, and usually results in monster infighting due to it's huge coverage.

## Strategy

By themselves, in large open areas; a single Duke is threatening enough on his own. What he may lack in speed and homing missiles; he more than makes up for in sheer suppression fire and coverage of area. His attacks are truly devastating, and for that reason he can never be ignored the moment he has line of fire view of the player. For that reason, he is best dealt with at distance, alone, and out of sight, so that he does'nt spam the area with powerful combos. Or you can try and coax him into a mass monster infight. This Knight would be a high priority target, but because of his beefy health pool and his unique response to pain; the player is more often than not forced to deal with this unit last. When found in confined areas; as part of a trap, where they can block off the player, this usually results in a quick and timely death unless the play can manage to fire off a BFG quickly. The SSG and even the Quad Shotgun does'nt really do much to suppress this guys fury.

It is ill advised to use rapid fire weaponry against this foe due to his unique behaviour. Rockets and mines, or a BFG, is the best way to deal with him.