Appearance:
Looks like a knight. Average height. Changes his appearance each time you challenge him (Recolored black/dark gray outfit sets with different eyes). Gray or Dark Gray personal color.
Weapons/Abilities:
Hex Needle(Gun): Purple cursey version of Blitz Needle. Does very low damage (1-2 pips per hit) but has a slight chance of inflicting you with the curse status for 8-12 seconds with each hit.
- Charge Attack1 - Same as blitz charge attack. Being hit by a charged curse needles shot curses you for twice as long as a normal shot would.
- Charge attack 2 - Same as tortfist charge attack (kinda). Marks an area and then fires a barrage of shots into the air. After 2 seconds the marked area will be bombarded with needles dealing high damage and cursing everything that they hit for 20 seconds. If the Rogue Knight has <50% health this attack fires twice.
Soulstealer(Sword): Light blue version of Gran Faust. (Uses caliber base with GF aura.) Does moderate damage each hit. During the fight he will alternate between using either the Caliber's three swing combo (extra damage) or the Faust's two swing combo (extra knock back). Being knocked into a wall by the rogue knight will deal damage and stun the player for X seconds.
- Charge Attack1(G. Faust) - Divine avenger charge but with a full circle of blades. The Rogue Knight will always attempt to use this attack from the center of his arena unless his health is below 50%.
- Charge Attack2(Calibur) - Calibur charge + Brandish charge. Swings his sword around himself knocking back any nearby enemies while also sending out a wave of 10 explosions (or until it hits a wall) in whatever direction he was facing. If the Rogue Knight is has <50% health the swing range around himself and the size of the explosions are increased by X0%.
Hope Eater(Bomb): Explosion > Vortex > Explosion2. The secondary explosion has high knockback and the same stun effect as being knocked into the wall by his swordd. If the Rogue Knight has <50% health the size of the vortex is increased by X0%.
Anti Status Mechanics:
Sleep - Rogue Knight's "Alert!" status effect lasts 50% longer than usual.
Freeze - Rogue Knight is slightly resistant to freeze effects.
Shock - Being shocked increases his movement speed by 15%.
Poison - No special effect.
Fire - No special effect but he only burns for half as long as normal enemies do.
Stun - No special effect but he only stays stunned for a short moment.
Curse - Immune.
Upon reaching 25% health the Rogue knight with become enraged. While enraged his attacks deal slightly more damage and he uses his charge attacks more often. (Normally they'd take about as long as a normal knight with CTR high would, but while enraged it's basically instant.)
Random Notes:
The fight would start with him only having access to two of his weapons (chosen randomly). Once he reaches 75% health he gains access to the third. Once he reaches 50% all three of them become slightly stronger. And finally once he reaches 25% health he'll start to use basic attacks a lot less and instead alternate between his three empowered charges with basically zero charge delay.
Drops:
Materials that can be used to craft the Hex Needle and the Spirit Caliber. Hex needle deals normal damage and has a low chance to inflict curse with it's attacks. Spirit Caliber deals normal damage, attacks like a sealed sword, and stuns/damages enemies the first time they're knocked into a wall.
Neat idea pal, the fight looks to be hard, but preety fair.
The idea of a rouge knight is interesting, having a "nemesis" is interesting too, but slightly weird