Wraith

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**Wraith** is a minion that players can create, adding to Iratus' army of undead. **Wraith** is one of the few Minions that is available to new players at the start.

## Abilities

Far Grasp | +2
Cold Grasp | +2

Necrotic Squall | +2
Necrotic Wind | +5

Ghostly Inferno | +1
Ghostly Fire | +1

Survival | +5
Evolution | +1

Ectoplasmic Cloud | +2
Ghostly Veil | +1

Echoing Terror | +6
Terrorwave | +3

## Strategy

***Role: Stress dealer  - Magical damage dealer  - Buff******, Debuff*** ***support - Self-Buff*** ***- Position disruptor  - Movement disabler***  ***- Trap remover***

***Upgradable Stats:*** Dread , Initiative , Accuracy , Luck , Evasion , Block , Ward

***Best Positions:***

While Wraith is capable of dealing high damage, many players would tend to put him in the back to sap enemies' Sanity  instead. Indeed, he performs better at dealing stress thanks to his high Dread . Even in the front, Wraith can use most of his abilities and has good utilities for certain situations. He starts out with decent Attack , high Dread  and a generous amount of Block  and Ward  protection, but has no other defenses. His Luck  and Evasion  also start at zero, making it hard to invest in these stats.

***Necrotic Wind*** and ***Ghostly Fire*** are Wraith's main stress attacks. Besides dealing stress, ***Necrotic Wind*** removes all  and Initiative  to prevent enemies from gaining the upper hand. Necrotic Squall has very high Dread scaling, easily take away a large portion of enemies' Sanity . ***Wind of Oblivion*** has an additional knock-back effect to push dangerous front liners (Rock Golem, Berserker, Heavy Firethrower,...) to the back, erase their dangerous offensive  at the same time and allow other minions such as Bride of Iratus  to pin them to their ineffective positions.

***Ghostly Fire*** inflicts Curseeffect which deal addition stress each turn to give more chance to kill enemies at zero Sanity . ***Ghostly Inferno*** targets any positions and affect up to 3 targets. This move triggers Dark Knight's ***No Tomorrow*** Stance to deal even more stress on many enemies at a time, driving them insane more quickly. Coupled with a Crow Paw, the amount of Curse inflicted can be a good healing source for Mummies equipped with Cursed Bandage.

***Terror Wave*** deals high stress and disrupts an entire squad's position. If combined with Bride of Iratus's ***Overwatch*** Stance or Banshee's ***No!*** Stance , the whole squad then receive additional Vigor  damage or stress. ***Echoing Terror*** is another move to go with Dark Knight 's Stance for its Evasion  . Wraith's ***Panic Blast*** goes well with Banshee , or Lost Soul  for builds that quickly force escape on enemies.

***Ghostly Veil*** gives a significant Evasion  bonus to other minions with already high Evasion : Banshee , Shade , Fallen Dhampir , Infested ,..., increasing their chance of survival. ***Ghostly Veil*** is unique in that its bonus does not appear as a Buff but rather an effect from a Trap that the ability creates. Enemies can't remove Traps like they do with Buff, so this ability is very safe to use against enemies capable of removing Buffs (Golden Golem, Inquisitor, etc). ***Ghostly Veil*** can be a very good asset in floor 5 as well, as it can override other nasty Traps deployed by Inquisitor or Zealot.

Wraith can increase his Dread  with ***Evolution***, but it is preferable for Wraith to deal stress every turn rather than use Buff. It is still a good move for Wraith in case he gets pushed back to position 4. ***Survival*** gives Wraith a chance to last longer when he's near death and pushes him to the front so he can take damage for other front-line minions. Phantom Clothes, which gives Wraith 5 Evasion  for every Block  or Ward  he has, can be combined with ***Survival*** for an Evasion  build.

***Cold Grasp*** is only ability for Wraith to deal Vigor  damage, in cases when he can't killed with stress. Choosing ***Death Grasp*** upgrade is advised against mechanical enemies with high Resistance  (Golden Golem, Gargoyle, Light Elemental, etc). The ability can also be used prevent movement  of any enemies. Bring suitable minions to induce movement so Wraith can lock  his targets in positions where they perform worst.

## Dialogue

* **Starting turn:** *"We are legion."*
* **Killing an enemy:** *"You are weak."*
* **Receiving a critical hit:** *"We are without end."*
* **Delivering a critical hit:** *"Insignificant conflict."*
* **Enemy** **flees:** *"They can escape. You cannot."*
* **Buffed by Iratus:** *"Feeble magic will not save you."*
* **Vigor** **is low:** *"We are the coming doom."*