Necromancer

**Necromancer** is the second Necropolis class. It is unlocked by turning in 1 Undead Slayer Badge to Zorbak (via Artix in the Necropolis) after completing Noxus Fumes. It costs an additional 14 Undead Slayer Badges to fully train this class. Fully training this class and Paladin is required to unlock DeathKnight.

**Necro Paragon** is a cosmetic variant of Necromancer. It is the ultimate reward from the Nefarious Challenges Board in the Inn.

Necromancer uses a mechanic known as **Fear Aura**, applying a growing Fear DoT the longer a fight goes.

## Skills

* Shadow Seed
	+ 20 MP, 6 CD
	+ Does nothing initially.
	+ The third Necromancer skill after using Shadow Seed will deal extra 2-3 extra hits of damage.
		- The damage of each hit is equal to the damage of a single hit of the skill that triggered it.
			* If the skill does not deal damage normally, each hit deals 100% damage (200-300% total).

* Life Tap
	+ 26 MP, 6 CD
	+ Automatically inflicts 'Life Tap' for 3 turns, a Fear DoT equal to 5% of your maximum HP.
	+ Applies 'Life Tap' for 3 turns, a 5% HoT.

* Inner Will
	+ 0 MP, 9 CD
	+ Restores 10% of your maximum MP.

* Raise Minion
	+ 12 MP, 2 CD
	+ Attacks for 1-3 hits of 130% damage (130-390% total):
		- There is a 50% chance for 1 hit, a 33.33% chance for 2 hits, and a 16.66% chance for 3 hits.

* Inner Rage
	+ 15 MP, 0 CD
	+ Attacks all enemies for 1 hit of 130% damage.

* Dark Dreams
	+ 18 MP, 15 CD
	+ Attacks for 1 hit of 120% Magic damage.
	+ Inflicts 'Sleep' for 3 turns, a stun.

* Fear Ward
	+ 15 MP, 6 CD
	+ Applies '+180 Block/Parry/Dodge' for 3 turns inclusive.
		- +180 Block/Parry/Dodge.

* Attack
	+ 0 MP, 0 CD
	+ Attacks for 1 hit of 120% damage.

* Shroud of the Undead **(DA-locked)**
	+ 35 MP, 19 CD
	+ Applies 'Protection from X' for 3 turns inclusive.
		- X +140.
		- X is the element of direct damage that would have been taken from the targeted monster (even if the hit was avoided).
		- If you haven't taken damage from the targeted monster, defaults to Darkness.

* Dark Boon **(DA-locked)**
	+ 18 MP, 4 CD
	+ Applies 'Boon' for the next 3 turns.
		- +25 Bonus.
		- +30 Boost.
	+ Attacks for 1 hit of 80% Magic damage.

* Summon Champion **(DA-locked)**
	+ 25 MP, 14 CD
	+ Attacks for 3 hits of 60% damage (180% total) with +200 Crit.

* Summon Familiar **(DA-locked)**
	+ 10 MP, 1 CD
	+ Attacks for 1 hit of 160% damage.

* Inspire Terror **(DA-locked)**
	+ 18 MP, 4 CD
	+ Resolves one of two effects:
		- Automatically inflicts two effects for 1 turn each:
			* 'Grip of Terror', a stun.
			* 'Inner Fear', a Fear DoT equal to the target's base damage range.
		- Automatically inflicts 'Power Boost' for 1 turn.
			* +60 Boost.
		- 'Inner Fear' and 'Grip of Terror' is inflicted about 85% of the time, while 'Power Boost' is inflicted about 15% of the time.
	+ Attacks for 1 hit of 100% damage.

* Corruption **(DA-locked)**
	+ 15 MP, 5 CD
	+ Attacks for 1 hit of 80% damage.
	+ Inflicts 'Corruption' for 5 turns, a 40% Disease DoT.

* Dark Intent **(DA-locked)**
	+ 20 MP, 9 CD
	+ Attacks for 2 hits of 40% damage (80% total).
	+ Inflicts 'Dark Intent' for 3 turns.
		- -40 Bonus.
		- -35 Boost.

## Mechanics

### Fear Aura

* Necromancer has a Fear Aura counter that starts at 1, and caps at 20.
	+ Each time a non-trinket skill is used, this counter increases by 1.
	+ This counter is tracked **separately** per enemy.
* Necromancer automatically inflicts 'Fear Aura' for 99 turns, a 5X% Fear DoT.
	+ (Applying for the first time) *Your enemy is unable to defend against your aura of fear!*
	+ (Growing) *Your aura strengthens as your enemy trembles before you!*
	+ (Max stacks) *Your aura is at its full strength as your enemy trembles before you!*
	+ X is equal to the number of Fear Aura stacks on the enemy.
	+ This starts as a 10% Fear DoT, and maxes as a 100% Fear DoT.

## Rotation

Necromancer has a rotation that allows for a very high damage potential. By casting Shadow Seed (and doing nothing that turn), you are able to string together attacks in the following three turns and unleashing a large amount of damage on the third turn.

1. Shadow Seed: 0%
2. Dark Boon: 80% (the damage boost this skill gives is more effective than Raise Minion ~83.33% of the time)
3. Summon Champion: Crit(3 \* 60%) \* 1.3 = 468%
	* Raise Minion can be used for RAND[1, 2, 3] 130% \* 1.3 = 169% OR 338% OR 507%
	* With a 50% crit rate and 250 INT, this is superior to Summon Champion 50% of the time.
4. Seed activation + Summon Familiar: RAND[3, 4] 160% \* 1.3 = 624% OR 832% (1/3 chance)
	* Raise Minion can also be used for RAND[3, 4, 5, 6] 130% \* 1.3 = 507% OR 676% OR 845% OR 1014% (1/18 chance)
	* This is superior to Summon Familiar 5/18 of the time, but is significantly less reliable and reduces the damage dealt by the seed.

For a pre-crit total of 1,172% OR 1,332% damage over 4 turns (avg 293% OR 333%).

In addition to the standard Seed Boon Champion Familiar combo, several other combos exist with the class:

1. Terror Seed Boon Champion/Raise Familiar Terror
	* Standard opening combo, deals 6 attacks and typically stuns the target for 2 turns while reflecting their own damage range back. Can be combined with Baby Chimera on turn 1, switching to Dragon on turn 2, and using Overcharge > Tickles > Fumes alongside Dark Boon.
2. Seed Terror Familiar
	* For better or for worse, Terror spends 2 Seed charges instead of 1. Deals a good amount of burst damage (580-640% with a reflect), but doesn't have a lot of practical use.
3. Terror Seed Sleep Boon Familiar Terror (Raise)
	* A 6-turn rotation with 5 stun turns. Combo with Dragon Fumes on the Seed turn to achieve 6 stun turns.
4. Terror Seed Boon Champion/Raise Familiar, Terror Ward Raise Tap Intent
	* A loopable combo that can either start with either an offensive or defensive set of 5 attacks before switching to the other.

## Strategy

Necromancer has a very powerful defensive rotation built around whittling the enemy down with unavoidable damage before unleashing a Shadow Seed combo.

* Fear Ward provides 3 turns of defense on a 6-turn CD
* Shroud of the Undead provides usually 3 turns of single-digit damage taken even against -All. Extremely valuable as another defensive counter against high BtH or -All.
* Inspire Terror can stun monsters (even those with 100+ Immobility) for 1 turn on a 4-turn CD more than half of the time and deal a lot of damage while essentially giving you free turns

Necromancer can consistently deal damage to its target and is extremely effective at surviving many challenge fights using its high defenses.

Inspire Terror is also useful for multiple other reasons. In addition to being able to stun monsters with effective stun immunity, resolving Terror effectively decreases the cooldowns of your other skills while dealing free damage. In addition to desyncing monster duos, Terror is also notable because it can activate When Shields without letting the monster reset, allowing you to unleash damage the next turn without worry of losing attack hits. Although Necromancer is not the only class with an autostun, it is one of the most reliable and consistent, making Necromancer an extremely strong option against monsters like Doctor When or Illumina.

With the current iteration of DEX, Necromancer is also notable for being able to run DEX + END to deal more than 250 damage a turn with Life Tap, around 150 with maxed Fear Aura, and usually more than 100 damage with Inspire Terror. Inspire Terror can be strung into Shadow Seed combos (Seed > Boon > Terror > Familiar) to squeeze more damage into a shorter rotation.