Bio[]
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.
Class:Blaster[]
Merasmus' attacks against Bruisers are critical and ignore defense.
Tacticians' attacks against Merasmus grant them an extra turn.
Appearance[]
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
Stats[]
- Health: 4/5
- Stamina: 3/5
- Attack: 4/5
- Defense: 3/5
- Accuracy: 4/5
- Evasion: 2/5
Passives[]
- 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)
Abilities[]
- 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
- BOMBINOMICON!
- 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.