Merasmus the Magician is a Scottish wizard. He is six thousand years old, keeper of the Bombinomicon (A forbidden magic tome capable of summoning... bombs) and was the Soldier's former roommate.


BlasterMerasmus' attacks against Bruisers are critical and ignore defense.
Tacticians' attacks against Merasmus grant them an extra turn.


Merasmus is fought as an Epic Boss in Special Operations - Mann vs Machine.

Heroes required (for deploys): The Heavy/LordRemiem, Sergeant Calhoun/TWG and Queen Chrysalis/russgamemaster


  • Health: 4/5
  • Stamina: 3/5
  • Attack: 4/5
  • Defense: 3/5
  • Accuracy: 4/5
  • Evasion: 2/5


  • Relentless
    • Immune to Stun, Exhausted, Cower and preemptive effects
  • Teleport
    • 20% chance to avoid attacks by teleporting
  • Wheel of Fate
    • Gets a random buff at every round (Strengthened, Fortified, Focused or Agile)
    • Enemies have a 50% chance to gain their Disadvantage debuff at the beginning of their turn
      • Generalist: Intimidated (Reduces Attack, Accuracy and Evasion)
      • Infiltrator: Off-balance (Removes and prevents Counter effects)
      • Scrapper: Winded (Removes and prevents Follow-up effects)
      • Bruiser: Neutralized (Removes and prevents stat-increasing effects)
      • Blaster: Impaired (Attacks deal 20% less damage and cannot crit)
      • Tactician: Exhausted (Cannot take extra turns)


  • Staff strike
    • Type: Melee
    • Target: One enemy
    • One enemy: Staggered (Cannot dodge attacks; Attacks against this target ignore Avoidance effects)
    • One enemy: Bane (Takes extra damage from Magic attacks)
  • Forbidden Spell
    • Type: Magic, Energy, Ranged
    • Target: One enemy
    • Cooldown: 1 Round (1 Round initial cooldown)
    • One enemy: Chaos Shot (Deals random Damage-over-Time debuffs)
    • One enemy: Side Effects (Deals random debuffs)
  • Feel the Terror!
    • Type: Magic, Psychic
    • Target: All enemies
    • Cooldown: 2 Rounds
    • Special: Psychic Energy Attack (Deals energy damage against targets immune to Psychic attacks)
    • All enemies: Intimidated (Reduces Attack, Accuracy and Evasion)
    • All enemies: Broken Will (Next attack deals 30% less damage)
    • All enemies: Cower (60% chance) (20% chance to lose a turn)
  • Recovering Magic
    • Type: Buff, Heal
    • Target: Self
    • Cooldown: 3 Rounds
    • Self: Regenerative Spell
      • Shield effect absorbing incoming damage
      • Greatly restores health over time while active
      • Merasmus cannot act while Regenerative Spell is active
    • Type: Magic, Explosion, Ranged
    • Target: All enemies
    • Cooldown: 3 Rounds (4 Rounds initial cooldown)
    • Special: Catastrophic (Ignores Protection and Avoidance effects; Always hits)
    • Special: Exploit Attrition (Deals extra damage against targets with Damage-over-Time debuffs)
    • Special: Ignore Defense (Ignores target's Defense and Shield effects)
    • Special: You cannot escape! (Instantly triggers all Damage-over-Time debuffs)
    • Self: Bombinomicon
      • Shield effect absorbing incoming damage
      • Unleashes a devastating attack on the next round if not removed
      • Cannot be removed by Buff removal effects
      • Merasmus loses a whole round when the attack is performed

Note: Regenerative Spell lasts indefinitely until removed.

Themed Weapons

Merasmus has a themed weapon, The Bombinomicon.

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