Void Harbinger
Pain stopped mattering long ago.
Who they are
The Void Harbinger was a champion once. Cards in their old name still surface in the gallery sometimes — a fighter who beat the Forge King twice and walked back into the arena one too many times.
What's left now isn't a person. It's a process. Enrage stacks 5% damage every round it spends standing, and Consumed means the usual feedback loop of pain and decision is broken — they don't slow when you connect, they don't hesitate when you Counter. They just keep coming, harder, every round.
The Killing Floor
Blood on the walls. Not decorative — functional. The Feral marks its territory. The bone-strewn canyon at the back of the arena is full of remains arranged with care: claw marks always at the same height, bodies positioned for visibility. Powerful, but predictable. The discipline is still there — buried under Consumed, but there.
Strengths
Enrage is the timer. Every round elapsed adds 5% damage. By round eight, his STR (18) is hitting like a tier-6 boss. Consumed makes him immune to the usual stagger and hesitation patterns, so combo lockdown shapes don't work.
Resistant to abilities (-10%) — the magical-burst builds that beat the Forge King don't translate here.
Weaknesses
Weak to AGI — fast builds outpace the timer. Counter does +15% damage. The fight is a clock: every round you spend not pressuring is a round where his damage scaling makes the eventual exchange more expensive. Counter on every strike, push abilities on the off-rounds, and end the fight inside seven turns.
Signature moves
Enrage
Damage rises 5% per round elapsed. The fight gets worse the longer it runs.
Consumed
Was once a champion. Pain stopped registering long ago — every round, he comes back harder.
Card traits
- Enrage. Damage rises 5% per round elapsed
- Consumed. Was once a champion. Pain stopped registering long ago.
The Berserker archetype
Berserkers turn punishment into fuel. The longer you keep them alive, the more the fight tilts. Mercy and patience both lose against a Berserker — the only winning play is over before it starts.