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Top 10 Strongest Non-Smurfs for every tier continued

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The character from Weakest mage have several layers of madness hax.

Lazer also Reactive Evo pass his Madness Hax.
Sorry I Don't say it clear i means for 4 spot. Edit: wait minute which characters you taking about I dont see mage in list at all.
 
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Weakest Mage and Lazer aren't on the spot yet. The gods character have like ten layers of madness/mind hax resistance and passive.

Meanwhile Lazer simply Reactive Evo through Bloodborne char hax.
Definitely going to need scans for that my guy, Bloodborne madness hax has numerous layers as well and its extremely potent
 
Prove bloodborne has good potency and layers
*Baseline is using Blood as a healing medium and means of empowerment, as the vast, vast majority of characters in the verse go insane from using just a fraction of what the Hunter uses.
*Above that is the ability to absorb Madman's Knowledge and Great Ones' Wisdom with no issue, a single one of which drives normal people insane instantly. The Hunter can absorb dozens of these without any issue.
*Above that is resisting the Shaman Bone Blade, which mind manips those struck with it into being the Hunter's ally, including people who can use Blood without going insane.
*Above that is resisting the Beast Plague, which can degrade the mind of even people unaffected by the Shaman Bone Blade, and the Hunter resists the plague to the point of being able to actively utilize medicines, runes, and weapons that force their body to undergo the effects of Beasthood to the point of being able to fully transform into and out of the form of a Beast with no issue.
*Above that is resisting Frenzy, which in laymans terms is a form of attack by which the attacker forcibly bombards the opponent's mind with information incomprehensible to humans, such as information about the Great Ones, Eldritch Truth, or Cosmos and forces their mind to comprehend it, normally resulting in instant death to everyone besides the Hunter.
*Above that is resisting the influence of the Great Ones, who can directly impact the thoughts and actions of humans whenever they want but couldnt affect the Hunter.
 
BTW if Low Multiversal range is a big nono, Death Mage probably gets its ass handed to it, seeing as the main dude in it has said range and the others besides one don't look very impressive at all
Pretty sure the one who got them that spot was actually Gufadgarn, not Vandalieu.
 
Really? Interesting, what's she do?
Basically what you fight is an elf girl avatar, which is an entrance to a chain of 99+ pocket dimensions at the end of which is a geometry breaking scorpion, which is actually just another avatar of Gufadgarn. The true self is an incorporeal entity which chills in her divine realm, which is a pocket dimension on the astral plane. So to kill her you need to find that and then get there, the latter of which isn't easy as Gufadgarn is an incredibly strong space manipulator and you need to overpower her space manip if you want to get into these dimensions.

Additionally her true form has passive mind attacks on sight, she can BFR people, harm souls and in her pocket dimensions can do a bunch of other stuff on top.
 
Basically what you fight is an elf girl avatar, which is an entrance to a chain of 99+ pocket dimensions at the end of which is a geometry breaking scorpion, which is actually just another avatar of Gufadgarn. The true self is an incorporeal entity which chills in her divine realm, which is a pocket dimension on the astral plane. So to kill her you need to find that and then get there, the latter of which isn't easy as Gufadgarn is an incredibly strong space manipulator and you need to overpower her space manip if you want to get into these dimensions.

Additionally her true form has passive mind attacks on sight, she can BFR people, harm souls and in her pocket dimensions can do a bunch of other stuff on top.
...Didnt we agree that alternate dimension and alternate plane stuff is smurf hax/range? Thats why the Hunter got noped out of 8-A
 
So just normal insanity? Because bloodborne's madness hax even at lower levels causes instant death
That's not how potency is measured at all, that's just the sub-powers the madness have on those it affects.

*Baseline is using Blood as a healing medium and means of empowerment, as the vast, vast majority of characters in the verse go insane from using just a fraction of what the Hunter uses.
*Above that is the ability to absorb Madman's Knowledge and Great Ones' Wisdom with no issue, a single one of which drives normal people insane instantly. The Hunter can absorb dozens of these without any issue.
One layer.

*Above that is resisting the Shaman Bone Blade, which mind manips those struck with it into being the Hunter's ally, including people who can use Blood without going insane.
So it's above blood, but this says nothing about the Knowledge or Wisdom, so still only one layer.

*Above that is resisting the Beast Plague, which can degrade the mind of even people unaffected by the Shaman Bone Blade, and the Hunter resists the plague to the point of being able to actively utilize medicines, runes, and weapons that force their body to undergo the effects of Beasthood to the point of being able to fully transform into and out of the form of a Beast with no issue.
Two layers.

*Above that is resisting Frenzy, which in laymans terms is a form of attack by which the attacker forcibly bombards the opponent's mind with information incomprehensible to humans, such as information about the Great Ones, Eldritch Truth, or Cosmos and forces their mind to comprehend it, normally resulting in instant death to everyone besides the Hunter.
Three layers.

*Above that is resisting the influence of the Great Ones, who can directly impact the thoughts and actions of humans whenever they want but couldnt affect the Hunter.
So four layers in total.
 
...Didnt we agree that alternate dimension and alternate plane stuff is smurf hax/range? Thats why the Hunter got noped out of 8-A
Preeety sure not. Unless that alternate plane is special stuff in some way. Tons of characters on the list have pocket dimensions.
 
That's not how potency is measured at all, that's just the sub-powers the madness have on those it affects.
It kinda is my guy, madness hax that causes instant death is by default more potent than madness hax that doesnt

This recent mindset people have gotten that layers are the only thing that matters in terms of hax is really inaccurate
 
No, it isn't. Both cause madness in individuals, one just so happens to have Death Manipulation bundled in with it. Unless there's some outright confirmation within the setting that the death is some special occurrence due to madness going beyond a certain level or something similar.

I agree that layers aren't the be-all end-all of potency but the above isn't in itself a measure of potency.
 
No, it isn't. Both cause madness in individuals, one just so happens to have Death Manipulation bundled in with it. Unless there's some outright confirmation within the setting that the death is some special occurrence due to madness going beyond a certain level or something similar.

I agree that layers aren't the be-all end-all of potency but the above isn't in itself a measure of potency.
It is, yes, at the point of Frenzy, the madness manip causes your blood to physically erupt out of your body as spears if you dont immediately die from it
 
*Baseline is using Blood as a healing medium and means of empowerment, as the vast, vast majority of characters in the verse go insane from using just a fraction of what the Hunter uses.
*Above that is the ability to absorb Madman's Knowledge and Great Ones' Wisdom with no issue, a single one of which drives normal people insane instantly. The Hunter can absorb dozens of these without any issue.
*Above that is resisting the Shaman Bone Blade, which mind manips those struck with it into being the Hunter's ally, including people who can use Blood without going insane.
*Above that is resisting the Beast Plague, which can degrade the mind of even people unaffected by the Shaman Bone Blade, and the Hunter resists the plague to the point of being able to actively utilize medicines, runes, and weapons that force their body to undergo the effects of Beasthood to the point of being able to fully transform into and out of the form of a Beast with no issue.
*Above that is resisting Frenzy, which in laymans terms is a form of attack by which the attacker forcibly bombards the opponent's mind with information incomprehensible to humans, such as information about the Great Ones, Eldritch Truth, or Cosmos and forces their mind to comprehend it, normally resulting in instant death to everyone besides the Hunter.
*Above that is resisting the influence of the Great Ones, who can directly impact the thoughts and actions of humans whenever they want but couldnt affect the Hunter.
According to this then, the base layer of madness manipulation in Bloodborne wouldn't carry that property whatsoever.
 
Admittedly i am eyeing D-Greyman and trying to decide if I can beat them or not lol
Both of D.Gray-Man's 5-B's have 8/9 layers with their hax's and resistances, more specifically their Dark Matter and Innocence haxs/resistances, which means they'll probably overcome any resistance that Stormrage has and Stormrage probably can't overcome their resistances anytime soon but idk for sure since i'm not knowledgeable about the verse nor the layer scaling.

He'd also have to contented with the other haxes like Earl's crazy thought-based summoning which allows him to summon a metric fuckton of Akuma which all have the basic Dark Matter hax's with lesser layers and the Noah which include people like Road Kamelot, Tyki Mikk and Jasdevi.
 
Seeing my Old favorite D-Grayman having better profiles in this wiki makes me happy.
They'll definitely be better when i revise them again since those profiles were the first ever profiles I've ever revised, and I've become a much better profile creator/reviser since then.

Just sux it becomes hiatus x hiatus
The suffering one must partake in to read peak fiction 😔
 
Both of D.Gray-Man's 5-B's have 8/9 layers with their hax's and resistances, more specifically their Dark Matter and Innocence haxs/resistances, which means they'll probably overcome any resistance that Stormrage has and Stormrage probably can't overcome their resistances anytime soon but idk for sure since i'm not knowledgeable about the verse nor the layer scaling.

He'd also have to contented with the other haxes like Earl's crazy thought-based summoning which allows him to summon a metric fuckton of Akuma which all have the basic Dark Matter hax's with lesser layers and the Noah which include people like Road Kamelot, Tyki Mikk and Jasdevi.
Illidan has layered resistances, resistance negation with a good chunk of his abilities, and a bunch of passives
 
How layered, Does Resistance Negation actually negate resistances which are above anything said negation has ever negated?, what are the passives?
  • Incanter's Flow: Magical energy flows through the Mage while in combat, building up to 20% increased damage and then diminishing down to 4% increased damage, cycling every 10 seconds.
  • Netherwind Armor: Reduces the chance you will suffer a critical strike by 15%.
  • Mastery: Savant: Increases Mana regeneration rate and maximum Mana by 9.6%.
  • Time Anomaly: At any moment, the Mage has a chance to gain Arcane Power for 8 seconds, gain Evocation for 1 seconds, or gain Time Warp for 6 seconds.
  • Enlightened: Arcane damage dealt while above 70% mana is increased by 8%, Mana Regen while below 70% is increased by 20%.
  • Arcane Subtlety: Reduces the chance your spells will be dispelled by 30%.
  • Arcane Focus: Increases the Mage's chance to hit and reduces the mana cost of Arcane spells by 3%.
  • Magic Absorption: Increases all resistances by 1 per level and causes all spells the Mage fully resists to restore 2% of your total mana. 1 sec cooldown.
  • Arcane Resilience: Increases armor by an amount equal to 50% of the Mage's Intellect.
  • Arcane Meditation: Allows 50% of the Mage's mana regeneration to continue while casting.
  • Arcane Instability: Increases the damage done by the Mage's spells and critical strike chance by 3%.
  • Mastery: Ignite: The Mage's target burns for an additional 6% over 9 sec of the total direct damage caused by Fireball, Fire Blast, Scorch, Pyroblast, Meteor, Phoenix Flames, and Flamestrike. If this effect is reapplied, any remaining damage will be added to the new Ignite. Phoenix Flames causes Ignites to spread to 8 nearby enemies. Enemies affected by Ignite have a 10% chance to flare up and deal Fire damage to nearby enemies.
  • Fiery Payback: Melee and ranged attacks made against the Mage have a 10% chance to disarm the attacker's main hand and ranged weapons. When below 35% health all damage taken is reduced by 20%.
  • Hot Streak: Getting two direct-damage critical strikes in a row will make the next Pyroblast or Flamestrike spell instant cast, has a 15% chance to make the next non-instant Pyroblast cast within 15 sec deal 240% additional damage, and causes double the normal Ignite damage. Casting Pyroblast or Flamestrike while Hot Streak is active has a 8% chance to instantly reactivate Hot Streak.
  • Critical Mass: Your spells have a 15% increased chance to deal a critical strike. You gain 10% more of the Critical Strike stat from all sources.
  • Cauterize: Fatal damage instead brings the Mage to 35% health and then burns them for 28% of your maximum health over 6 seconds. While burning, movement slowing effects are suppressed and the Mage's movement speed is increased by 150%. This effect cannot occur more than once every 5 minute.
  • Flamecannon: After standing still in combat for 2 seconds, the Mage's maximum health increases by 3%, damage done increases by 3%, and range of Fire spells increase by 3 yards. This effect stacks up to 5 times and lasts for 5 seconds.
  • Molten Armor: Increases your spell critical strike chance by 10% and reduces all Physical damage you take by 6%.
  • Master of Elements: Spell criticals will refund 30% of their base mana cost.
  • Burning Determination: After being interrupted while casting a spell, the Mage becomes immune to being interrupted while casting for 8 seconds.
  • Arctic Winds: Reduces the chance melee and ranged attacks will hit by 5%.
  • Shatter: Multiplies the critical strike chance of spells against frozen targets by 1.5, and adds an additional 50% critical strike chance.
  • Frostbite: Gives Chill effects a 15% chance to freeze the target for 4 seconds.
  • Bone Chilling: Whenever the Mage attempt to Chill a target, they gain Bone Chilling, increasing all Frost damage dealt by .5% for 8 seconds, stacking up to 10 times.
  • Frost Armor: Increases Haste by 8% and causes enemies who strike you to have movement speed slowed by 30% for 15 seconds.
  • Elemental Precision: Reduces the chance that the opponent can resist your Frost and Fire spells by 6%.
  • Ice Shards: You gain 5% more of the Multistrike stat from all sources.
  • Piercing Ice: Increases the critical strike chance of your spells by 3%.
  • Frozen Core: Reduces the damage taken from all spells by 6%.
  • Demonic Wards: The chaotic energy that flows within Demon Hunters gifts them with unparalleled power and durability. Demon Hunters passively gain 13% increased damage, 132% increased armor, 4.8% increased movement speed, and 79% increased stamina. Additionally, the Demon Hunter's tattoos reduce all damage taken by 20%, and their Illidari Knowledge reduces magic damage taken by an additional 4%.
  • Melee Damage: Demon Hunters attacks deal Chaos damage (making it effective against all armor types) and has area of effect properties. Basic attacks have the Leech property, healing the Demon Hunter for 5% of the damage they deal, and have a 60% chance to deal additional Shadow damage and generate Fury.
  • Double Jump: Demon Hunters are able to jump again while near the apex of their first jump.
  • Glide: Demon Hunters are able to unfurl their wings while falling in order to slow their descent and glide through the air.
  • Spectral Sight: The Demon Hunters' apparent blindness belies their true powers of perception. They rely on magically augmented sight to detect treasure and enemies, even those that hide behind obstacles, are stealthed, or are invisible. Spectral Sight lasts an additional 6 seconds if disrupted by attacking or taking damage.
  • Chaos Brand: The Demon Hunter's damage brands the target, increasing magic damage the opponent takes by 7%.
  • Mastery: Demonic Presence: Passively causes all Arcane, Fire, Frost, Nature, and Shadow damage to be dealt as Chaos damage instead, increases all Chaos damage by 16%, and increases movement speed by 4.8%.
  • Everlasting Hunt: Dealing damage increases the Demon Hunter's movement speed by 15% for 3 seconds.
  • Charred Warblades: The Demon Hunter heals for 5% of all Fire damage you deal.
  • Fodder to the Flame: The Demon Hunter's damaging abilities have a chance to call forth a condemned demon for 25 seconds. Throw Glaive deals lethal damage to the demon, which explodes on death, dealing Shadow damage to nearby enemies and healing the Demon Hunter for 25% of your maximum health. The explosion deals reduced damage beyond 5 targets.
  • Deceiver's Fury: The Demon Hunter generates 5 Fury each time they dodge an attack or spell.
  • Know Your Enemy: The Demon Hunter gains critical strike damage equal to 50% of their critical strike chance.
  • Unending Hatred: Taking damage causes the Demon Hunter to gain Fury based on the damage dealt.
  • Soul Shards: Soul Shard are generated by many of the Warlock's spells. Soul Shards are consumed to cast the Warlock's most powerful spells and summon demons to serve them, and every Soul Shard spent has a 15% chance to be refunded. While out of combat the Warlock regenerate up to 3 Soul Shards.
  • Soul Leech: All single-target damage done by the Warlock and their minions grants shadowy shields that absorb 10% of the damage dealt for 15 seconds, up to 20% of maximum health, causes 20% of all damage th Warlock takes to be taken by their demon pet instead, and heals the Warlock for 25% and their pet for 50% of the absorption it grants. Soul Leech absorption passively recharges at a rate of 1% of maximum health every 1 second.
  • Demonic Embrace: Stamina increased by 10%.
  • Mastery: Chaotic Energies: Your spells deal a random amount of additional damage, up to 24%. Damage you take is reduced by a random amount, up to 5%.
  • Demonic Core:When the Warlock's Wild Imps expend all of their energy or are imploded, they have a 10% chance to absorb their life essence, granting a stack of Demonic Core. When the Warlock's summoned Dreadstalkers fade away, they have a 100% chance to absorb their life essence, granting a stack of Demonic Core. Demonic Core reduces the cast time of Demonbolt by 100%. Maximum 4 stacks.
    • Power Siphon: Instantly sacrifice up to 2 Wild Imps to generate 2 charges of Demonic Core.
  • Inner Demons: The Warlock passively summons a Wild Imp to fight for them every 12 seconds, and has a 10% chance to also summon an additional Demon to fight for them for 15 seconds.
  • Sacrificed Souls: Shadow Bolt and Demonbolt deal 4% additional damage per demon you have summoned.
  • Mana Feed: When the Warlock's summoned demon critically hits with its Basic Attack, the Warlock instantly gains 4% total mana. When the Warlock gains mana from Life Tap, the Warlock's summoned demon gains 60% of the mana they gain.
  • Demonic Resilience: Reduces the chance the Warlock will be critically hit by melee and spells by 3% and reduces all damage their summoned demon takes by 15%.
  • Fel Intellect: Increases the Intellect of the Warlock's Imp, Voidwalker, Succubus, Felhunter and Felguard by 15% and increases your maximum mana 3%.
  • Intensity: Gives the Warlock a 70% chance to resist interruption caused by damage while casting or channeling any Destruction spell
  • Nether Protection: When the Warlock absorbs damage through Shadow Ward, Nether Ward or other effects, they gain Nether Protection, reducing all damage by that spell school by 30% for 12 seconds.
All of these are passive abilities Illidan has. Anything here that is listed as dealing damage bypasses resistances as it deals Chaos damage, which fully ignores physical defenses, armor, and resistances as well as other forms of damage-mitigating magic
 
  • Incanter's Flow: Magical energy flows through the Mage while in combat, building up to 20% increased damage and then diminishing down to 4% increased damage, cycling every 10 seconds.
  • Netherwind Armor: Reduces the chance you will suffer a critical strike by 15%.
  • Mastery: Savant: Increases Mana regeneration rate and maximum Mana by 9.6%.
  • Time Anomaly: At any moment, the Mage has a chance to gain Arcane Power for 8 seconds, gain Evocation for 1 seconds, or gain Time Warp for 6 seconds.
  • Enlightened: Arcane damage dealt while above 70% mana is increased by 8%, Mana Regen while below 70% is increased by 20%.
  • Arcane Subtlety: Reduces the chance your spells will be dispelled by 30%.
  • Arcane Focus: Increases the Mage's chance to hit and reduces the mana cost of Arcane spells by 3%.
  • Magic Absorption: Increases all resistances by 1 per level and causes all spells the Mage fully resists to restore 2% of your total mana. 1 sec cooldown.
  • Arcane Resilience: Increases armor by an amount equal to 50% of the Mage's Intellect.
  • Arcane Meditation: Allows 50% of the Mage's mana regeneration to continue while casting.
  • Arcane Instability: Increases the damage done by the Mage's spells and critical strike chance by 3%.
  • Mastery: Ignite: The Mage's target burns for an additional 6% over 9 sec of the total direct damage caused by Fireball, Fire Blast, Scorch, Pyroblast, Meteor, Phoenix Flames, and Flamestrike. If this effect is reapplied, any remaining damage will be added to the new Ignite. Phoenix Flames causes Ignites to spread to 8 nearby enemies. Enemies affected by Ignite have a 10% chance to flare up and deal Fire damage to nearby enemies.
  • Fiery Payback: Melee and ranged attacks made against the Mage have a 10% chance to disarm the attacker's main hand and ranged weapons. When below 35% health all damage taken is reduced by 20%.
  • Hot Streak: Getting two direct-damage critical strikes in a row will make the next Pyroblast or Flamestrike spell instant cast, has a 15% chance to make the next non-instant Pyroblast cast within 15 sec deal 240% additional damage, and causes double the normal Ignite damage. Casting Pyroblast or Flamestrike while Hot Streak is active has a 8% chance to instantly reactivate Hot Streak.
  • Critical Mass: Your spells have a 15% increased chance to deal a critical strike. You gain 10% more of the Critical Strike stat from all sources.
  • Cauterize: Fatal damage instead brings the Mage to 35% health and then burns them for 28% of your maximum health over 6 seconds. While burning, movement slowing effects are suppressed and the Mage's movement speed is increased by 150%. This effect cannot occur more than once every 5 minute.
  • Flamecannon: After standing still in combat for 2 seconds, the Mage's maximum health increases by 3%, damage done increases by 3%, and range of Fire spells increase by 3 yards. This effect stacks up to 5 times and lasts for 5 seconds.
  • Molten Armor: Increases your spell critical strike chance by 10% and reduces all Physical damage you take by 6%.
  • Master of Elements: Spell criticals will refund 30% of their base mana cost.
  • Burning Determination: After being interrupted while casting a spell, the Mage becomes immune to being interrupted while casting for 8 seconds.
  • Arctic Winds: Reduces the chance melee and ranged attacks will hit by 5%.
  • Shatter: Multiplies the critical strike chance of spells against frozen targets by 1.5, and adds an additional 50% critical strike chance.
  • Frostbite: Gives Chill effects a 15% chance to freeze the target for 4 seconds.
  • Bone Chilling: Whenever the Mage attempt to Chill a target, they gain Bone Chilling, increasing all Frost damage dealt by .5% for 8 seconds, stacking up to 10 times.
  • Frost Armor: Increases Haste by 8% and causes enemies who strike you to have movement speed slowed by 30% for 15 seconds.
  • Elemental Precision: Reduces the chance that the opponent can resist your Frost and Fire spells by 6%.
  • Ice Shards: You gain 5% more of the Multistrike stat from all sources.
  • Piercing Ice: Increases the critical strike chance of your spells by 3%.
  • Frozen Core: Reduces the damage taken from all spells by 6%.
  • Demonic Wards: The chaotic energy that flows within Demon Hunters gifts them with unparalleled power and durability. Demon Hunters passively gain 13% increased damage, 132% increased armor, 4.8% increased movement speed, and 79% increased stamina. Additionally, the Demon Hunter's tattoos reduce all damage taken by 20%, and their Illidari Knowledge reduces magic damage taken by an additional 4%.
  • Melee Damage: Demon Hunters attacks deal Chaos damage (making it effective against all armor types) and has area of effect properties. Basic attacks have the Leech property, healing the Demon Hunter for 5% of the damage they deal, and have a 60% chance to deal additional Shadow damage and generate Fury.
  • Double Jump: Demon Hunters are able to jump again while near the apex of their first jump.
  • Glide: Demon Hunters are able to unfurl their wings while falling in order to slow their descent and glide through the air.
  • Spectral Sight: The Demon Hunters' apparent blindness belies their true powers of perception. They rely on magically augmented sight to detect treasure and enemies, even those that hide behind obstacles, are stealthed, or are invisible. Spectral Sight lasts an additional 6 seconds if disrupted by attacking or taking damage.
  • Chaos Brand: The Demon Hunter's damage brands the target, increasing magic damage the opponent takes by 7%.
  • Mastery: Demonic Presence: Passively causes all Arcane, Fire, Frost, Nature, and Shadow damage to be dealt as Chaos damage instead, increases all Chaos damage by 16%, and increases movement speed by 4.8%.
  • Everlasting Hunt: Dealing damage increases the Demon Hunter's movement speed by 15% for 3 seconds.
  • Charred Warblades: The Demon Hunter heals for 5% of all Fire damage you deal.
  • Fodder to the Flame: The Demon Hunter's damaging abilities have a chance to call forth a condemned demon for 25 seconds. Throw Glaive deals lethal damage to the demon, which explodes on death, dealing Shadow damage to nearby enemies and healing the Demon Hunter for 25% of your maximum health. The explosion deals reduced damage beyond 5 targets.
  • Deceiver's Fury: The Demon Hunter generates 5 Fury each time they dodge an attack or spell.
  • Know Your Enemy: The Demon Hunter gains critical strike damage equal to 50% of their critical strike chance.
  • Unending Hatred: Taking damage causes the Demon Hunter to gain Fury based on the damage dealt.
  • Soul Shards: Soul Shard are generated by many of the Warlock's spells. Soul Shards are consumed to cast the Warlock's most powerful spells and summon demons to serve them, and every Soul Shard spent has a 15% chance to be refunded. While out of combat the Warlock regenerate up to 3 Soul Shards.
  • Soul Leech: All single-target damage done by the Warlock and their minions grants shadowy shields that absorb 10% of the damage dealt for 15 seconds, up to 20% of maximum health, causes 20% of all damage th Warlock takes to be taken by their demon pet instead, and heals the Warlock for 25% and their pet for 50% of the absorption it grants. Soul Leech absorption passively recharges at a rate of 1% of maximum health every 1 second.
  • Demonic Embrace: Stamina increased by 10%.
  • Mastery: Chaotic Energies: Your spells deal a random amount of additional damage, up to 24%. Damage you take is reduced by a random amount, up to 5%.
  • Demonic Core:When the Warlock's Wild Imps expend all of their energy or are imploded, they have a 10% chance to absorb their life essence, granting a stack of Demonic Core. When the Warlock's summoned Dreadstalkers fade away, they have a 100% chance to absorb their life essence, granting a stack of Demonic Core. Demonic Core reduces the cast time of Demonbolt by 100%. Maximum 4 stacks.
    • Power Siphon: Instantly sacrifice up to 2 Wild Imps to generate 2 charges of Demonic Core.
  • Inner Demons: The Warlock passively summons a Wild Imp to fight for them every 12 seconds, and has a 10% chance to also summon an additional Demon to fight for them for 15 seconds.
  • Sacrificed Souls: Shadow Bolt and Demonbolt deal 4% additional damage per demon you have summoned.
  • Mana Feed: When the Warlock's summoned demon critically hits with its Basic Attack, the Warlock instantly gains 4% total mana. When the Warlock gains mana from Life Tap, the Warlock's summoned demon gains 60% of the mana they gain.
  • Demonic Resilience: Reduces the chance the Warlock will be critically hit by melee and spells by 3% and reduces all damage their summoned demon takes by 15%.
  • Fel Intellect: Increases the Intellect of the Warlock's Imp, Voidwalker, Succubus, Felhunter and Felguard by 15% and increases your maximum mana 3%.
  • Intensity: Gives the Warlock a 70% chance to resist interruption caused by damage while casting or channeling any Destruction spell
  • Nether Protection: When the Warlock absorbs damage through Shadow Ward, Nether Ward or other effects, they gain Nether Protection, reducing all damage by that spell school by 30% for 12 seconds.
All of these are passive abilities Illidan has. Anything here that is listed as dealing damage bypasses resistances as it deals Chaos damage, which fully ignores physical defenses, armor, and resistances as well as other forms of damage-mitigating magic
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Tbh a lot of those passives are worthless, not really seeing anything there that would make a notable difference against most DGM characters.


As for the layers?
 
I mean even then DGM characters still slam in terms of hax.


Tyki Mikk is overkill enough from the looks of things, let alone someone haxxier like the Earl.
 
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