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Damage · Strikes, finishes.

Louknut

Close-range striker

« Knee first, words later. »

Trained in the camps of Chiang Rai, Louknut carries no weapon and wears no armor: eight limbs and one breath. She closes in, takes the hits, and strikes harder the more she has bled.

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Louknut, Close-range striker

Spells

Five pairs of spells. Before every fight, you take one spell per pair: the base or its variant. The fifth pair is the Ultimate.

  1. Pair 1

    Base · Damage

    Death Teep

    The front kick that pushes back three tiles, straight ahead. A wall, a rock or a body in the way, and the target takes the impact: two points per tile it couldn't travel.

    • 2 AP
    • Range: 1 tile

    Variant · Damage

    Tom Yum Knee

    The knee rises, the target folds. Half of what the blow tears away returns to Louknut as HP, shield included.

    • 4 AP
    • Range: 1 tile
    • 2-turn cooldown
  2. Pair 2

    Base · Damage

    Come Get Slapped

    A hand reaching out in a straight line, and the target is pulled into close range, like it or not, from up to five tiles away. The slap is waiting at the end.

    • 3 AP
    • Range: 2 to 5 tiles
    • 2-turn cooldown

    Variant · Utility

    Switch Switch

    One sidestep, and Louknut has taken the place of whoever she targets: friend, foe or creature, up to five tiles away. If a fighter on her side goes down, the spell is ready again, on the spot.

    • 2 AP
    • Range: 1 to 5 tiles
    • 3-turn cooldown
  3. Pair 3

    Base · Damage

    Tiger Sweep

    A low roundhouse that mows down the three tiles in front of her. Each enemy hit gives her back a step: the tiger never stops on one leg.

    • 3 AP
    • Range: 1 tile
    • 1-turn cooldown

    Variant · Damage

    Ayutthaya Kick

    A kick into whatever the target holds up in front. All its shields shatter, and the blow goes through.

    • 3 AP
    • Range: 1 tile
    • 1-turn cooldown
  4. Pair 4

    Base · Support

    Wai Kru

    The dance before the fight. Louknut gains two steps, shields herself for two turns, and until her next turn no enemy can push, pull or swap her. She still can.

    • 2 AP
    • Range: Self
    • 3-turn cooldown

    Variant · Support

    Elephant's Guard

    Louknut stands guard over an ally one to four tiles away. Until her next turn, every blow aimed at them lands on her, against her armor and shield. Poison they already carry stays theirs.

    • 2 AP
    • Range: 1 to 4 tiles
    • 2-turn cooldown
  5. Ultimate

    Base · Damage

    Chiang Rai Fury

    A high kick thrown with everything she has. The target flies back, and a wall behind it finishes the job.

    • 6 AP
    • Range: 1 tile

    Variant · Damage

    Chap Ko

    The neck seized in both hands, and a run of knee strikes that never ends. Whatever rises from that no longer walks, and cannot slip away.

    • 6 AP
    • Range: 1 tile

Passives

Pick just one, before the fight.

  • Hot Blood

    Below half her HP, Louknut deals 3 more damage and plays each turn with 1 extra MP.

  • Camp’s Wrath

    When an ally falls, Louknut gains 2 power until the end of her next two turns.

  • Clinch

    At the start of each of her turns, enemies next to Louknut can't cast any spell that moves them on their next turn. Her melee blows deal 2 extra damage.

Play Louknut before anyone else.

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