grandmaster_blackorder_featured
NAMELESS GRANDMASTER
superior_class Superior
Tags
#Control: Denial#Size: M#Elder
Immunities
Resistances (Potency)
Attributes
Prestige
0
Challenge Rating
250
Attack
17,794
Health
14,669,040
Critical Rating
486
Critical Damage Rating
1,547
Armor Penetration
0
Block Penetration
-339
Critical Resistance
0
Armor Rating
688
Block Proficiency
4,889
Physical Resistance
0
Energy Resistance
0
Signature Ability
MASTER OF THE NECROPOLISPassive
The Grandmaster can only receive damage when struck by an attack, all other damage sources have no effect. Additionally, incoming hit damage is capped at 1% of his max health.
The Grandmaster is Immune to effects that would manipulate his Power. His Ability Accuracy and Power Rate can’t be reduced, and his attacks can’t be Evaded, Auto-Blocked or caused to Miss. If the Summoner is struck due to the prevention of one of these effects, they are inflicted with a Token of Impotency.
The Summoner’s Champions can’t activate Indestructible, Immortality, Death Immunity, or Regeneration effects, or use Life Model Decoys.
Abilities
Tokens of the Necropolis
Throughout the fight, the Summoner will gain Tokens of Adequacy, Tokens of Impotency, and Tokens of Guile.
At any point during the fight, if the Summoner reaches 3 Tokens of Impotency, the Grandmaster instantly gains his Special 3.
Tokens of Guile act as Tokens of Adequacy, but are never removed, even between fights.
Heavy Attacks
Can’t be interrupted and instantly knock out the Summoner.
Rules of the Fight
The Grandmaster has 4 Phases of challenge, entering a new Phase resets both Champion's Power meter to 0 and removes all Tokens of Adequacy and Impotency.
After completing a Phase, the Grandmaster prepares the next Phase for 6 seconds, during this time neither champion will gain Power and the Grandmaster will be Indestructible and very defensive.
Throughout each Phase the Summoner will have opportunities to push the Grandmaster to his Wounded state.
While Wounded, the Grandmaster is Stunned. During this time the Summoner gains +12,000 Attack and +200 Critical Rating for each Token of Adequacy they possess, and half as much for each Token of Guile.
Hits from Strikers always benefit from Tokens and activating a Striker pauses Wounded until 4 seconds after the Striker leaves.
When the Grandmaster leaves his Wounded state, all Tokens of Adequacy are removed and the current Phase starts over.
Phase 1: Irregular Opening - Between 100% to 60% Health
Both the Summoner and Grandmaster can’t gain Power.
During this phase, each time the Summoner performs a Combo Ending Attack, they gain 1 Token of Adequacy.
While performing certain Tactics the Grandmaster has a chance to announce a rule change, banning it from play. These Tactics are: Parry an attack, Use Dexterity, Land a Light Attack, and Perform a Knockdown. Tactics can't be banned while the Grandmaster's Special 1 is prepared or while he's Wounded.
Once a Tactic has been banned, if the Summoner performs that action again they will gain 1 Token of Impotency.
After all 4 Tactics have been banned, they are instantly unbanned and the Grandmaster prepares his Special 1.
During this Phase, each time the Grandmaster finishes his Special 1 he becomes Wounded for 8 seconds.
Red Light Green Light: The Grandmaster has an indefinite Green Light Passive which periodically swaps into a Red Light Passive for 5 seconds. During a Red Light, all effects in the fight freeze, the Grandmaster will not move, and the Summoner is penalized with a Token of Impotency each time they take an action. If the Summoner does not act during the Red Light, they gain a Token of Guile.
Phase 2: Antipositional - Between 59% to 30% Health
The Grandmaster becomes Immune to the Summoner’s Stun, Special Lock, and Root effects for this Phase and all remaining Phases.
Throughout this Phase the Summoner can gain up to 1 Bar of Power.
The Grandmaster gains 10% of a Power Bar for each hit landed by the Summoner, this amount is doubled if he is above 1 Bar of Power.
Periodically the Grandmaster will assign a Challenge. Once assigned the Summoner has 10 seconds to complete the Challenge. Success grants a Token of Adequacy. Failure grants a Token of Impotency. Challenges are paused during the Grandmaster’s Special Attacks.
Challenges are assigned at random. Completed Challenges can not be assigned again until every other Challenge has cycled once.
Challenges: Whiff an Attack, Land a Critical Hit, Perform an intercept, Gain a Buff, Inflict a Damage effect.
During this Phase, after each Challenge has cycled one time the Grandmaster is Wounded for 7 seconds.
Grandmaster Says: Each time the Grandmaster issues a Challenge, he may accompany it by saying “Grandmaster Says.” If he does, the Challenge must be completed as normal. If he does not, Completing the Challenge rewards a Token of Impotency, rather than Adequacy. Refusing to Complete the Challenge and letting the timer expire awards a Token of Guile.
Phase 3: Fingerfehler - Between 29% to 2% Health
The Summoner’s controls are reversed until the end of the Phase. If this fails due to an Immunity, the Summoner takes 2% of their Current Health as Direct Damage every second for the rest of the Phase.
Every 8.5 seconds a Challenge is issued for 8 seconds. Success grants 1 Token of Adequacy, failure grants 1 Token of Impotency. These Challenges are paused during the Grandmaster’s Special attacks.
Challenges: Strike into Block, Perform Back Dashes, Perform a Knockdown, Stand Still, Perform Well-Timed Blocks. Each of these actions must be performed multiple times as shown in the fight.
During this Phase, after every 5th Challenge the Grandmaster is Wounded for 6 seconds. While Wounded, no new Challenges will activate.
Grandmaster Says: Continues in this Phase.
Tug of War: The Grandmaster gains Power up to 75% faster the closer he is to his corner of the Arena, and up to 75% slower the closer he is to the Summoner’s corner.
Phase 4: Endgame - Between 1% to 0% Health
The Grandmaster activates indefinite Passive Immortality, Indestructible, Death Immunity, and 100% Protection. He also triggers a Life Model Decoy, gaining a Fury Passive, removing all non-personal effects, and immediately regaining 100% of his Missing Health, which then deteriorates down to 1% over the course of 30 seconds. These effects are persistent between fights.
Protection is removed when Intercepted.
Death Immunity is removed when struck by Special Attack 1.
Indestructible is removed when struck by Special Attack 2.
Immortality is removed when struck by Special Attack 3.
Each time the Summoner performs any action other than Block, their Controls are Reversed, or switched back to normal.
The Summoner gains a Token of Guile each time they start the Phase, and gains 2% Combat Power Rate for each Token of Guile.
Special Attacks
Remove all non-personal Passive and Debuff effects from Grandmaster.
Special Attack 1
This attack starts with an Unblockable blast, if the Opponent is struck and stunned by this blast, all following actions result in failure.
After the blast, the Grandmaster rolls a random combination of 3 actions which must be completed according to the icons displayed in the fight from left to right.
Each successful action grants 1 Token of Adequacy. Failure grants 1 Token of Impotency.
These actions involve: Blocking, Dodging or Getting Struck by the Grandmaster’s projectiles. Projectiles from this attack do not stun or trigger abilities that would normally trigger when struck, if the Summoner performs the correct action these projectiles also deal no damage.
Special Attack 2
Each hit removes 10% of the Opponent's current Health. This effect will trigger through Block.
Special Attack 3
The game has rules to be followed, failure to abide by them results in a loss. This attack is a guaranteed knockout and can’t be blocked or reduced in any way.
Attack Details
HITS
DAMAGE
DAMAGE TYPE
Light Attacks
(4 hits)
4x
17,794
contactphysical
Medium Attacks
(2 hits)
2x
17,794
contactphysical
Heavy Attacks
(1 hit)
1x
17,794
contactphysical
Special Attack 1
(28 hits)
1x
1,779.4
ProjectileEnergy
27x
5,338.2
ProjectileEnergy
Special Attack 2
(12 hits)
1x
2,135.28
ContactEnergy
11x
1,423.52
ProjectileEnergy
Special Attack 3
(1 hit)
1x
573,678.56
contactphysical