Miasmer

(hybrid | ranged) Frontline

25 ATK | 100 HP

"A being of unknown origins who found a way to exist outside the Miasma, due to his ties to the Miasma he can use it to do his biding to survive on the battlefield."

Defensive

Miasmic Rage: 4 turns (Active / Counter /  Basic Attack )

Miasmic Rage - Cooldown 4 turns: The Miasmer sets his eyes on a Hero, dealing 100% more damage to that Hero and 50% less damage to all other Heroes. He will then begin to move towards that Hero every turn that passes until he reaches that Hero. Once he reaches and attacks the Hero, he will do the damage over the next 2 turns, however if the attack is negated he takes the damage over 4 turns. (Miasmer can only move towards the focused hero during the movement phase.)

Offensive

Miasmic Cloud: 8 turns, (Active / Trigger /     Basic Attack   )

Miasmer summons a Miasmic Cloud that shrouds an enemy or ally for 4 turns, following them and absorbing damage or 100 healing on an ally, and 100 healing on an enemy. If 100 damage is absorbed by an ally, the cloud will disperse and grant your team a 50 point absorbing bubble, if 100 healing is absorbed, it will instead heal your team for 50. If the enemy’s cloud disperses at all, the enemy team will get a -50% healing effectiveness debuff for 4 turns. If the Cloud disperses in its first turn on an enemy or ally, it’s cool down is reset.

Burning Defence: n/a (Passive  / Basic Attack )

Sentinel's basic attacks melt the targets defenses, applying a permanent stack of Melted Armor, causing them to take 5 more damage permanently. For each stack of "Melted Armor", Sentinel's health points heal and increase by 5 points permanently, "Melted Armor" can stack, but the duration's cannot. Sentinel starts with Armor instead of Health and gains 1 health point per turn. Armor acts the same way health does, except it cannot be regenerated ever. When his armor is depleted to 0, Sentinel gains 100 health points.