Azar
Azar
The Cinder Conjurer, Azar, utilizes the unbridled fury of flames and heat incinerate everything. He most commonly uses Spells that consume great volumes of Dice, each bit of Mana adding to a greater inferno that is sure to leave enemies wishing that they had not crossed his path. Using the power of flames, he can break Mana Dice into the barest of parts to serve as kindling for larger attacks. He can create fiery defenses that reflect back a portion of damage to anything unfortunate enough to strike at him. Alternatively, he can create a great blaze around himself to passively strike at his closest adversaries. When the time calls for it, he can weaken foes with an indescribable heat. In his most desperate times, he can use his own lifeforce as fuel for his attacks. However, one of his most powerful techniques is captures the power of the sun itself to grant himself great boons of Mana Dice and Charges.
Focus
- Banefire: Deal X Damage to Front Opponent each turn where X is the amount of Banefire. Reduces by 1 stack each turn.
- Destroy: Removes available Dice from the Dice tray.
- Incendiary: Explodes after X turns, dealing 25/35 Damage, where X is the amount of Incendiary stacked.
- Pyrohide: Retaliate with X Damage for one round where X is the amount of Pyrohide stacked.
- Radiant: When reaching 10 stacks of Radiant, roll 3 Dice, add 1 Charge to all spells, and remove 10 Radiant.
Loadouts
A:
- Flame Hunger: Roll 2 Dice valued from to .
- Blaze: Deal 4 Damage to Target enemy. Increase by 2 for each Dice spent.
- Brimstone: Gain 1 Block for each Charge left.
B:
- Mana Purification: Return Dice with double the value.
- Blinding Brilliance: Deal 5 Damage and apply 1 Weak to Target enemy.
- Dawn Dome: Gain 5 Block.
C:
- Mana Splinter: Split Dice in two.
- Sharp Spark: Deal 4 Damage and apply 1 Rupture to Target enemy.
- Searing Heat: Apply 2 Weak to Target enemy. Increase by 1 for each Dice spent.
D:
- Vigor of Blood: Reroll Dice and Enchant with Wound. When Depleted: Roll a die valued from to .
- Leech: Deal 2 Damage. On Health Lost: Increase Damage by 2 this combat.
- Bloodward: Gain 4 Block. Heal 2 Health Lost this turn.