grandmaster_boss_featured
GRANDMASTER
superior_class Superior
Tags
#Control: Denial#Size: M#Elder
Immunities
Resistances (Potency)
Attributes
Prestige
0
Challenge Rating
250
Attack
21,705
Health
25,634,816
Critical Rating
486
Critical Damage Rating
1,547
Armor Penetration
0
Block Penetration
-239
Critical Resistance
0
Armor Rating
688
Block Proficiency
4,889
Physical Resistance
0
Energy Resistance
0
Signature Ability
MASTER OF THE CONTESTPassive
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 5% of his max health.
The Grandmaster’s Power Bar and Ability Accuracy can’t be altered or reduced and his attacks can’t be Evaded, Auto-Blocked or caused to Miss.
Abilities
Tokens of the Battlerealm
Throughout the fight, each time the Grandmaster throws a Special 1 the Summoner will gain Tokens of Competence or Tokens of Blunder.
At any point during the fight, if the Summoner reaches 5 Tokens of Blunder, the Grandmaster instantly gains his Special 3.
If the Summoner is knocked out, up to 5 of their Tokens of Competence will persist into the next fight.
Heavy Attacks
Can’t be interrupted and remove all Tokens of Competence.
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.
After completing a Phase, the Grandmaster prepares the next Phase for 4 seconds, during this time neither champion will gain Power and the Grandmaster will be Indestructible and very defensive.
After preparation is complete, the Grandmaster becomes Infuriated for 6 seconds before the next Phase officially begins. While Infuriated, neither champion can gain Power and the Grandmaster is Indestructible, very aggressive, and cannot be Blocked.
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 +380% Base Attack, and +200 Critical Rating for each Tokens of Competence they possess.
When the Grandmaster leaves his Wounded state, all Tokens of Competence are removed and the current Phase starts over.
Phase 1: Opening Gambit - Between 100% to 80% Health
Both the Summoner and Grandmaster can’t gain Power.
If the Summoner doesn’t make contact with the Grandmaster every 10 seconds they begin to Degenerate, receiving 1,085.25 direct damage per second until contact is made. This timer is paused during the Grandmaster’s Special Attacks.
During this phase Each time the Summoner performs an intercept, they gain 1 Token of Competence.
While performing certain Tactics the Grandmaster has a chance to announce a rule change, banning it from play. These Tactics are: an attack, Use Dexterity and Land a Light Attack. 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 Blunder.
After all 3 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.
Throughout this Phase, if the Grandmaster is knocked down while against the wall he becomes Unstoppable for 12 seconds. This will not trigger during his Wounded state.
Phase 2: Transposition - Between 79% to 30% Health
The Grandmaster becomes immune to all Stun Debuffs 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 Competence failure grants a Token of Blunder. 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.
Phase 3: Zugzwang - Between 29% to 2% Health
The Grandmaster gains 7% of a Power bar every second, this effect is paused during his Special Attacks however its potency is increased by 10% after each Special Attack he throws.
Every 42.5 seconds the Summoner’s controls are reversed for 8.5 seconds, this effect is paused during the Grandmaster's Special Attacks.
Every 8.5 seconds a Challenge is issued for 8 seconds. Success grants 1 Token of Competence, failure grants 1 Token of Blunder. 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.
Phase 4: Checkmate - Between 1% to 0% Health
The Grandmaster becomes Infuriated for 18 seconds. During this final countdown he is also permanently Unstoppable, however intercept attacks disable the Unstoppable effect for 1.2 seconds.
When Infuriation ends The Grandmaster becomes permanently Wounded for the rest of the fight and will only take damage from the Summoners Special 3.
Special Attacks
Remove all Passive and Debuff effects.
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 Competence. Failure grants 1 Token of Blunder.
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 drains 10% of the Opponents max Power. This effect will trigger through the Opponent’s 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
21,705
contactphysical
Medium Attacks
(2 hits)
2x
21,705
contactphysical
Heavy Attacks
(1 hit)
1x
21,705
contactphysical
Special Attack 1
(28 hits)
1x
2,170.5
ProjectileEnergy
27x
6,511.5
ProjectileEnergy
Special Attack 2
(12 hits)
1x
2,604.6
ContactEnergy
11x
1,736.4
ProjectileEnergy
Special Attack 3
(1 hit)
1x
699,769.2
contactphysical