Merasmus/LordRemiem

Bio
Merasmus the Magician is a Scottish wizard. He is six thousand years old, keeper of the Bombinomicon and was the Soldier's former roommate.

Class: Blaster
Merasmus' attacks against Bruisers are critical and ignore defense. Tactician's attacks against Merasmus grant them an extra turn.

Appearance
Merasmus is fought as an Epic Boss in Special Operations - Mann vs Machine.

Heroes required (for deploys): The Heavy, Sergeant Calhoun/TWG and Queen Chrysalis/russgamemaster

Stats

 * Health: 4/5
 * Stamina: 3/5
 * Attack: 4/5
 * Defense: 3/5
 * Accuracy: 4/5
 * Evasion: 2/5

Passives

 * Relentless
 * Immune to Stun, Exhausted, Cower and preemptive effects
 * Teleport
 * 20% chance to avoid attacks by teleporting
 * Wheel of Fate
 * Gets a random buff at every round (Strengthened, Fortified, Focused or Agile)
 * All enemies get their Disadvantage debuff at every round
 * Generalist: Intimidated (Reduces Attack, Accuracy and Evasion)
 * Infiltrator: Off-balance (Removes and prevents Counter effects)
 * Scrapper: Winded (Removes and prevents Follow-up effects)
 * Bruiser: Neutralized (Removes and prevents stat-increasing effects)
 * Blaster: Impaired (Attacks deal 20% less damage and cannot crit)
 * Tactician: Exhausted (Cannot take extra turns)

Attacks
Note: Regenerative Spell lasts indefinitely until removed.
 * Staff strike
 * Type: Melee
 * Target: One enemy
 * One enemy: Staggered (Cannot dodge attacks; Attacks against this target ignore Avoidance effects)
 * One enemy: Bane (Takes extra damage from Magic attacks)
 * Forbidden Spell
 * Type: Magic, Energy, Ranged
 * Target: One enemy
 * Cooldown: 1 Round (1 Round initial cooldown)
 * One enemy: Chaos Shot (Deals random Damage-over-Time debuffs)
 * One enemy: Side Effects (Deals random debuffs)
 * Feel the Terror!
 * Type: Magic, Psychic
 * Target: All enemies
 * Cooldown: 2 Rounds
 * Special: Psychic Energy Attack (Deals energy damage against targets immune to Psychic attacks)
 * All enemies: Intimidated (Reduces Attack, Accuracy and Evasion)
 * All enemies: Broken Will (Next attack deals 30% less damage)
 * All enemies: Cower (60% chance) (20% chance to lose a turn)
 * Recovering Magic
 * Type: Buff, Heal
 * Target: Self
 * Cooldown: 3 Rounds
 * Self: Regenerative Spell
 * Shield effect absorbing incoming damage
 * Greatly restores health over time while active
 * Merasmus cannot act while Regenerative Spell is active
 * BOMBINOMICON!
 * Type: Magic, Explosion, Ranged
 * Target: All enemies
 * Cooldown: 3 Rounds (4 Rounds initial cooldown)
 * Special: Catastrophic (Ignores Protection and Avoidance effects; Always hits)
 * Special: Exploit Attrition (Deals extra damage against targets with Damage-over-Time debuffs)
 * Special: Ignore Defense (Ignores target's Defense and Shield effects)
 * Special: You cannot escape! (Instantly triggers all Damage-over-Time debuffs)
 * Self: Bombinomicon
 * Bombinomicon absorbs damage dealt to Merasmus
 * Unleashes a devastating attack on the next round if not removed
 * Cannot be removed by Buff removal effects
 * Merasmus must skip the next round if the attack is performed