Losan K'Leth

Legendary

Defense

Knights Revenant faction banner

Knights Revenant

DEF aura

Increases Ally DEF in All Battles by 25% Increases Ally RES in All Battles by 60 (only applies to Knights Revenant)

Before the Cult of K’Leth, there was the Bone Temple. A Lumayan faith based in the Free City of Narbuk, its adherents venerated the bones of saints and heroes. They were exposed as practitioners of necromancy when Red Crusaders stormed Narbuk in search of Skinwalkers, Orcs, Ogryn, and Lizardmen. Many of their number were slain, the rest fleeing to Durham Forest or deep into Narbuk’s labyrinthine catacombs. At the time, Losan K’Leth was both a member of the Sacred Order and Bone Temple. Ruthlessly ambitious, he sought much more power. When the crusaders came to Narbuk, the religious politics of the Free City were thrown into turmoil. In a storm of murderous treachery, K’Leth was made a Mage-Baron of the Temple. Fiercely intelligent, a shrewd interrogator, and a powerful mage, he was later made leader. Something K’Leth kept secret from all around him was a chronic illness of the stomach. This and all his talents came into play during the Second Conclave of the Elves which, as a member of the Sacred Order, he had a role in. There he learned of the Dreamwalker from the Dark Elves, and how to contact him. For hours K’Leth spoke with the Dreamwalker – Siroth. The most crucial knowledge he gleaned was that of soul transposition. With this he could transfer his soul into a healthy body and do the same for anyone else. He used his new skills to buy the loyalty of the Bone Temple in Durham Forest and Narbuk, and the Cult of K’Leth was born. He could offer near- immortality to anyone, provided there was a host body for their soul to be transpositioned into. Nearly three hundred years later, the tendrils of K’Leth’s Cult have spread all over Teleria, especially in Anhelt. Though the agents of Aravia and the Sacred Order have burned out countless cells over the years, more replace them with each passing year. K’Leth rules his followers from a floating island fortress called Perdition, where he is secure from his enemies’ efforts to find and kill him. K’Leth knows that to maintain his power, he must be seen and heard. His followers cannot be allowed to doubt his power, his devotion to them, and especially not his very existence. But how to do this? Though few bar Giath the Truthshield are aware, he has undergone so many soul transpositions he now exists as a fragment of his former self. He is in part sustained by his own necromancy, an effort that takes a heavy toll upon him each day. And so K’Leth devised the ‘Representation’. He can magically pilot this fully enclosed and ornate suit of plate armor and mail with perfect fluidity anywhere in the world at his mental command, safely from his private chambers on Perdition. He can see through the helm’s eye sockets in greater detail than he could with his own eyes, speak through the grille of its mouth with such power there is no way to block it out, and hear the scratching of mice at the bottom of a transport vessel churning and groaning in a violent storm. Woven into the suit’s layers of metal are numerous magic wards that make it all but immune to sorcery, and it has been painstakingly forged to withstand the hardest blows – it could absorb the impact of a charging war stallion. Furthermore, K’Leth has magicrafted the Representation to be inured to the elements themselves. It could spend a thousand years at the bottom of the sea and be no less durable or flexible. It is vital the suit be all but indestructible. K’Leth’s piloting of it leaves a trace of his essence within. Should the Representation ever be broken, a skilled sorcerer could use this to discover his location. The Representation is not just formidably tough. With it, K’Leth can cave in the skull of a bull with a single punch. It is strong enough also to wield the Word, an immense glaive of solid steel that serves not only as a weapon K’Leth could use to behead a Krokhan rhinoceros with a single swing, but as a rallying standard to his cultists. K’Leth has never needed the Representation more. Bystophus’ Sect of Siroth drove a wedge through the heart of the Cult. He has unleashed the vanguard of his Dawncallers to begin this process, but K’Leth must play his part. To add to his troubles, whisperings have reached K’Leth of what power ‘Grand Arcanist’ Kelezar is meddling with in the Stormwind Wastes, and what monsters he has created. K’Leth knows that this ‘fool’ has stumbled upon Uncreation. It is a power even he has felt trepidation exploring, for everything he has learned of it tells him it cannot be controlled. Kelezar has forced his hand. Uncreation is K’Leth’s business now.

Champion Stats


HP18,825
ATK727
DEF1,597
SPD97
C. RATE15%
C. DMG50%
RES40
ACC20

Champion Stats


HP18,825
ATK727
DEF1,597
SPD97
C. RATE15%
C. DMG50%
RES40
ACC20

Skills

  • Atrophic Ax

    Multiplier: 3.3*DEF
    Attacks 1 enemy.

    Has an 80% chance of placing a 25% [Weaken] debuff for 2 turns. This debuff cannot be resisted if the target has attacked this Champion before this turn.

    Damage based on: [DEF]


    Weaken 25%Weaken 25%

    Lvl. 2 Damage +10% Lvl. 3 Buff/Debuff Chance +10% Lvl. 4 Damage +10% Lvl. 5 Buff/Debuff Chance +10%

  • Spirit Calculus

    7 turns
    The HP levels of all allies will be brought up to the level of the ally with the highest HP. The Turn Meter levels of all allies will be brought up to the level of the ally with the highest Turn Meter.

    The HP levels of all enemies will be brought down to the level of the enemy with the lowest HP. The Turn Meter levels of all enemies will be brought down to the level of the enemy with the lowest Turn Meter.

    Then places a [Taunt] buff on this Champion for 2 turns.

    TauntTaunt

    Lvl. 2 Cooldown -1 Lvl. 3 Cooldown -1

  • Finality Disc

    4 turns
    Multiplier: 5*DEF
    Attacks 1 enemy. Before attacking, transfers all debuffs from this Champion to the target and heals this Champion by 10% of their MAX HP. Heals by an additional 10% of their MAX HP for each debuff transferred.

    Will always use this skill instead of the default skill when counterattacking.



    Knights Revenants Unity
    1 Faction ally:
    Before attacking, also removes all buffs from the target enemy. This effect cannot be resisted if the target has attacked this Champion before this turn.
    2 Faction allies:
    Will attack all remaining enemies with less than 30% HP. This attack will ignore 100% of each target’s DEF, and cannot be critical.
    3 Faction allies:
    This skill deals 100% more damage to enemies who have attacked this Champion before this turn.

    Damage based on: [DEF]


    Lvl. 2 Damage +10% Lvl. 3 Damage +10% Lvl. 4 Cooldown -1

  • The Representation [P]

    Every time this Champion loses 25% HP or more from a single hit, places a [Block Damage] buff on this Champion for 1 turn.



    Knights Revenants Unity
    1 Faction ally:
    When attacked, has a 15% chance of placing a [True Fear] debuff on the attacker for 1 turn. This debuff cannot be resisted.
    2 Faction allies:
    Ignore DEF effects against this Champion are decreased by 100%.
    3 Faction allies:
    When attacked, has a 20% chance of activating an [Instant Turn] effect on this Champion. Occurs once per skill.

    Block DamageBlock Damage
    True FearTrue Fear

Masteries

  • Generic - PvE


  • Generic - PvP


Generic Builds

  • Generic - PvE


    Artifacts & Accessories

    Main Stats

    HP

    Gauntlets

    HP

    Chestplate

    HP

    Boots

    HP

    Ring

    HP

    Amulet

    HP

    Banner

    Set Priorities

      Substat Priorities

        Relic & Blessings

      1. Generic - PvP


        Artifacts & Accessories

        Main Stats

        HP

        Gauntlets

        HP

        Chestplate

        HP

        Boots

        HP

        Ring

        HP

        Amulet

        HP

        Banner

        Set Priorities

          Substat Priorities

            Relic & Blessings