Samson the Masher
Legendary
HP

Skinwalkers

Increases Ally DEF in All Battles by 30%
The tale of Samson the Masher, notorious and wildly successful gladiator of the Arena City of Velyzar, begins hundreds of miles from the colossal stadia, howling crowds, brilliant banners, and decadent refreshments of that storied place, on a rugged island vastly removed from luxury and fame. South-west of Nyresa are numerous such small islands inhabited by tribes long isolated from wider civilization. Their traditional hunting and gathering societies have not changed for many centuries and actively resist incursions from the outside world. Besides them, the only permanent population is composed of outlaws, exiles, pirates, and dissidents living in various weather-beaten shantytowns.
Legend has it that a crew of buccaneers returned to one of their regular haunts with a foundling – a swaddled child, almost a baby, with an ape-like body and thick, matted hair, who could speak only brokenly in the dialect of the local islanders. When one pirate identified the baby as a Skinwalker, many were fearful and called for the child to be killed. But the towering lady Orc who served their drinks would have none of it, and none of the pirates dared upset the source of their daily tipple. So it was that the child was adopted by the whole town and grew to boyhood among the beached ships and ramshackle huts that made up its architecture, playing in the sand and using his incredible strength to help with chores.
But though these flint-hearted folk were kind to the gorilla Skinwalker they came to call Samson, at their core they were still ruthless pirates. One day, when Samson was nearing adulthood, a foppish High Elf nobleman and his cortège happened upon the island. The Elf was fascinated with Samson and offered a heaping chest of silver to purchase the teenage Skinwalker as a curiosity. The corsairs could not resist. Heartsick and betrayed, Samson brooded in his cabin aboard the High Elf’s ship. But as they entered the safety of coastal waters and neared port, he spotted the pillars, domes, and lighthouses of the great nexus of Velyzar, and was amazed. When his High Elf owner saw Samson emerge from belowdecks to better see the sights, he marked it well and when they docked, he led Samson ashore not in chains but as an equal, and together they toured the city. Samson was awed by the bazaars, enraptured with the women, and thrilled to eat exotic foods.
Meanwhile, the High Elf noble spoke with him, explaining his plan. He began by assuring Samson that his deal with the vagabond islanders had no legal legitimacy in civilized lands. Samson was free to go and the Elf had no power over him. But with the Elf’s patronage and Samson’s brawn, a fortune could be made and both would profit by it. All Samson had to do was follow the High Elf’s instructions and forgive the matter of having been forcibly parted from his adoptive family.
Samson mulled this offer. He found the Elf’s words reasonable, but could plainly see the Aravian was vain and manipulative, wealthy in excess and to the detriment of his moral character. So Samson resolved to accept the offer and gain wealth and power by any means, but that he would never forgive. He vowed to make the haughty Elf pay some day, and feel the same shame of being bought and sold like a commodity.
Samson was trained in Velyzar’s famous fighting pits, choosing to fight with his own two fists enhanced with brass cladding. His distinct appearance and unusual origin garnered much attention, and he thrashed all comers and rose swiftly through the ranks. Fight money and endorsement earnings were shrewdly reinvested. But soon the High Elf grew nervous about his protégé’s growing wealth, influence, and autonomy.
On the third anniversary of Samson’s debut, the Elf awoke to find a chest of silver delivered to him – counting it, he understood that it totaled Samson’s price, repaid, plus one extra coin, as if to declare that it wasn’t over yet. In the months that followed, Samson used his rising celebrity to bully the Elf out of deal after deal, drying up his former master’s business connections, collapsing the Elf’s circle of friends, and making them his own. Too proud to cut his losses, the Elf struggled for some years before finally admitting defeat. He left, furious, for his ancestral estates in Aravia. Samson was satisfied to see his revenge exacted, but with his goal achieved, Samson will need to find new motivation for the challenges that will surely face him.
Champion Stats
HP22,635
ATK815
DEF1,255
SPD98
C. RATE15%
C. DMG63%
RES30
ACC10
Champion Stats
HP22,635
ATK815
DEF1,255
SPD98
C. RATE15%
C. DMG63%
RES30
ACC10
Skills

Vanity Fists
Multiplier: 0.12*HPAttacks 1 enemy 2 times. Each hit has a 35% chance of placing a [Stun] debuff for 1 turn.Damage based on: [HP]

Explosive Temper
4 turnsMultiplier: 0.29*HPAttacks all enemies. Removes all [Increase DEF] buffs from enemies before attacking. Places an extra hit if this attack kills an enemy.Damage based on: [HP]

Roar of Victory
6 turnsPlaces a 50% [Increase ACC] buff on all allies for 3 turns. Also places a 30% [Increase C. DMG] buff on this Champion for 3 turns, then grants an extra turn.
Affronted [P]
Decreases the damage this Champion receives from critical hits by 20%. Counter attacks the attacker when hit with a critical hit.
Has a 50% chance of counterattacking the attacker when hit with a strong, normal, or weak hit.
Masteries
Generic - PvE


































































Generic - PvP


































































Generic Builds
Generic - PvE
Artifacts & Accessories
Main Stats

C. DMG
Gauntlets

HP%
Chestplate

SPD
Boots

HP
Ring

C. DMG
Amulet

HP
Banner
Set Priorities
- 1
Savage - 2
Zeal - 3
Speed
Substat Priorities
- 1C. DMG
- 2C. RATE
- 3HP%
- 4SPD
Relic & Blessings

Neutralize
Has a chance to place debuffs on weak hits when attacking enemies under [Poison Cloud] buffs.
Crushing Rend
Each Round, a number of this Champion’s hits will ignore a percentage of the target’s DEF. The percentage of ignored DEF depends on the Level of the target.
High Awakening Bonus
Every hit this Champion inflicts will ignore a percentage of the target’s DEF.
Irethi Coronet
Epic





Wearer’s damage increases by 1% each time they place a debuff (stacks up to 30%).Generic - PvP
Artifacts & Accessories
Main Stats

C. DMG
Gauntlets

HP%
Chestplate

SPD
Boots

HP
Ring

C. DMG
Amulet

HP
Banner
Set Priorities
- 1
Lethal - 2
Stone Skin - 3
Zeal
Substat Priorities
- 1C. DMG
- 2C. RATE
- 3HP%
- 4SPD
Relic & Blessings

Soul Reap
When this Champion hits an enemy target and decreases their HP to a certain threshold, a Reaper will appear and deal extra damage equal to the target’s remaining HP.
For AoE attacks, each target that has its HP reduced to the threshold in the attack, will be visited by a Reaper.
The Reaper will ignore DEF, as well as all damage reduction skills, effects, and buffs. Will not ignore damage reduction skills, effects and buffs if the target is a Boss.
High Awakening Bonus
If the target survives, has a chance of placing a [True Fear] debuff for 1 turn. This debuff cannot be resisted or blocked.
Lightning Cage
Whenever an enemy receives a buff or has their Turn Meter filled, place one [Lightning Orb] stack on this Champion.
When activated, a [Lightning Orb] stack randomly protects one other active buff from being removed, stolen, or transferred. After activation, the Lightning Orb stack disappears. A Champion can have a maximum of 3 [Lightning Orb] stacks at one time.
Whenever a Champion with 3 [Lightning Orb] stacks hits enemy targets, inflicts Bonus Damage to them based on their MAX HP. Bonus Damage can occur on each hit of a Skill, but does not count as an extra hit. After the Bonus Damage is applied, all active [Lightning Orb] stacks are removed from this Champion.
The Deathdealer
Mythical





Wearer’s attacks will always be critical hits, but the wearer receives 200% more damage. The type of hit may still be changed by other effects.



