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IMPOSSIBLE BOSSES SC II

Cursed Knight

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AbilitiesEdit

Raise Skeleton
Cost: 10 Mana
Cooldown: 16 Seconds
Duration: 3.5 Seconds
Raise Skeleton

Summon a skeleton that will taunt the boss.


Ability Details

Raise Skeleton is a ground-targeting spell which summons an uncontrollable skeleton.

Additional Information:

The skeleton will last 3.5 seconds or until it is killed.
Obliterate
Cost: 20 Mana
Cooldown: 12 Seconds
Cast Time: Instant
Obliterate

Strike enemies in a line for 200 magic damage.


Ability Details

Obliterate is a linear ground-targeting area of effect spell.

Unholy Shroud
Cost: 30 Mana
Cooldown: 50 Seconds
Duration: 9 Seconds
Unholy Shroud

Increase life regen by 300 for yourself and for allies within the shroud.


Ability Details

Unholy Shroud is a self-buff which applies an area of effect buff to allies.

Charge
Cost: 10 Mana
Cooldown: 16 Seconds
Charge

Rushes to target point and gain move speed for 8s or until damage is taken.


Ability Details

Charge is a linear dash.

  • Increases movement speed for 8s or until damage is taken.
Taunt
Cost: 10 Mana
Cooldown: 12 Seconds
Taunt

Force bosses to focus their ability casts and attack to you. Taunt will end if you remain far away from the boss for 2s. This is indicated by a red ring.


Ability Details

Taunt is a self-targeted buff that attracts the bosses' attention.

Additional Information:

Dragon Knight doesn't need to be in range of the ring to taunt the boss. Taunt can be used to pull the boss towards you and keep him inside the ring.
Mystic Guard
Cooldown: 16 Seconds
Mystic Guard

Form a barrier around yourself, preventing damage from being taken for 1.5 seconds.


Ability Details

Mystic Guard is a self-targeting buff.

Counterspell Target
Cost: 20 Mana
Cooldown: 48 Seconds
Counterspell Target

Interrupt: Prevent or stop boss from casting their current ability. An ability is interruptible if boss' active timer is visible.


Ability Details

Counterspell is a single target debuff that cancels bosses' next ability if it is counter-able.

Additional Information:

There are quite a few counterable spells per boss and they can cast in succession so it's very important to manage your team's counterspells to avoid having to deal with high risk boss abilities.

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