Forum:Fanfic Champions

Champions are unique boss enemies first introduced in Shadowkeep that serve as extremely durable and challenging opponents with the sole intent of being a powerful add.

Overview
Champions are distinguished from their less resilient counterparts by their darker color scheme, seemingly fluid form, and red, spectral tendrils emerging from their backs. There exists 3 variations of the Champion:
 * Barrier: Barrier Champions behave much like their normal counterparts would until they are threatened with death. When damaged to an extent, they will create an impenetrable dome shield that also heals up most of their lost health. The shield is only pierced by Anti-Barrier rounds.


 * Overload: Overload Champions not only have a minimal healing factor, but they also have increased ability regeneration, allowing them to use these abilities more frequently and aggressively. Both of these abilities can be negated by Anti-Overload rounds.


 * Unstoppable: Unstoppable Champions have a severely high health pool and an immunity to staggering or stuns, and will use these resiliences to allow them to assail their opponents from close range and from afar. The only thing capable of mitigating their rage is Anti-Unstoppable rounds.

Fanfic Classes
So, there's the list of canon Champions, and here's the list of Champions created by the fans. Feel free to add your additional archetype with a brief description of their abilities.
 * Bloodthirst: Bloodthirst Champions are powerful, menacing opponents initially immune to all damage. Impossible to miss, indicated by their height and thunderous footsteps, players should always Mind these terrifying threats. After a series of guttural roars these enemies will then rapidly charge any Guardian to deliver a lethal blow. These Champions naturally stagger and becomes susceptible to damage after colliding with a surface. Can recover health through normal blows.


 * Distortion: Distortion Champions are almost identical to their basic counterparts minus the health pool and gameplay mechanic. They have the ability to obscure their enemies' vision and even suppress or even jumble their movement. Due to their troublesome abilities and evasive personality, they bear a smaller health pool. It is still recommended to mitigate the threat of their suppressive abilities with Anti-Distortion rounds.


 * Protector: Protector Champions behave like their normal counterparts with the exception of their unique ability to conjure barriers or creates static copies for their allies. The barriers can tank enemy fire and can be shot through by the Champions's allies and damages any enemy that passes through them. The copies do not fire nor move, yet always keeps their eyes and weapons on them and damages any enemy that shoots them. When either are shot, the Protector heals themselves. The barriers/copies disappear once the Champion is shot by Anti-Protector rounds.


 * Quartermaster: Quartermasters act as a versatile support role for their allies. These Champions are naturally surrounded by an aura that either heals or empowers the damage of all nearby allies, making them a somewhat troublesome foe. Naturally, Anti-Quartermaster rounds stagger these Champions and temporarily disabled the empowering aura. It should also be noted that these enemies become more and more resilient depending how many allies are in proximity to the Quartermaster.


 * Summoner: Summoners have the ability to continually spawn enemy pods to keep their enemies on their toes. The longer these Champions charge up their summon ability, the more resilient the squad spawned will be, the more health the Summoner will recover. Anti-Summoner rounds will both stagger the Champion and briefly negate the spawn ability.


 * Nullifier: Nullifier Champions, if they take enough damage, will project a mid-range suppression pulse that disables all of a Guardian’s abilities until they are killed, and will usually prefer to attack from a mid-range distance for the pulse to be effective. To prevent this, players must bring Anti-Nullifier rounds to stun the Champion and allow it to be damaged without the chance of it retaliating with the pulse.


 * Invincible: Invincible Champions, one of the most powerful and harder bosses. This enemies are similar to the Unstoppable, but equiped with big and heavy, black armor plating, and marked with red tendrils, shaped like a "X". This bosses are completely immune and their weapons can take a massive chunk of a player's health and if low-leveled, the player can be killed in a one-shot, because of this, they are extremely rare to see. But in order to defeat this abominations, player must used Anti-Invincible rounds, which can stun them, however after being hit with that weapon, they will re-double their efforts, meaning it will only work again, if shot at their weak-spot. These boss are very slow as well


 * Adaptive: Adaptive Champions have the ability to drastically reduce all incoming damage types as they take damage from said damage type, eventually turning into damage immunity. As the Champion fully adapts to a damage type dealt to it, the damage type of their current weapon changes to the damage type they adapted to, with the chance to inflict a status affect depending on the damage type (staggering for kinetic, blindness for Arc, burning for Solar, increased damage vulnerability for Void, and complete loss of motion for Stasis). If the player uses a fully adapted damage type against the Champion, it will regain a portion of its health and gain increased damage depending on how much damage would've been dealt to it if it were vulnerable. Using Anti-Adaptive rounds will stun them for a moment and briefly cancel out their most recent damage adaptation.


 * Amalgam: Amalgam Champions are boss enemies that randomly cycle through all possible Champion abilities. The lower their health, the stronger their abilities get. They can be stunned using Anti-Amalgam rounds.

In-Game Champions

 * See Champions Page

Fallen

 * Barrier Heavy Shank
 * Bloodthirst Wretch
 * Distortion Vandal
 * Overload Servitor
 * Protector Marauder
 * Quartermaster Heavy Shank
 * Summoner Captain
 * Unstoppable Captain
 * Unstoppable Vandal
 * Invincible Heavy Shank
 * Adaptive War Mech

Hive

 * Bloodthirst Thrall
 * Distortion Adherent
 * Overload Wizard
 * Protector Knight
 * Quartermaster Ogre
 * Summoner Wizard
 * Invincible Shrieker
 * Adaptive Darkblade

Vex

 * Bloodthirst Minotaur
 * Distortion Harpy
 * Protector Cyclops
 * Quartermaster Hobgoblin
 * Summoner Hydra
 * Unstoppable Hydra
 * Nullifier Harpy
 * Invincible Minotaur
 * Adaptive Cyclops

Cabal

 * Barrier Phalanx
 * Bloodthirst Gladiator
 * Distortion Legionary
 * Overload Legionary
 * Overload Psion
 * Protector Phalanx
 * Quartermaster Centurion
 * Summoner Psion
 * Unstoppable Gladiator
 * Invincible Scorpius
 * Adaptive Colossus

Taken

 * Barrier Taken Captain
 * Barrier Taken Centurion
 * Barrier Taken Wizard
 * Bloodthirst Taken Knight
 * Distortion Taken Captain
 * Overload Chimera
 * Overload Taken Acolyte
 * Protector Taken Vandal
 * Quartermaster Taken Wizard
 * Summoner Taken Centurion
 * Unstoppable Taken Knight
 * Unstoppable Taken Minotaur
 * Barrier Taken Ogre
 * Overload Taken Knight
 * Overload Taken Captain
 * Invincible Taken Ogre
 * Adaptive Taken Psion

Scorn

 * Barrier Chieftain
 * Bloodthirst Ravager
 * Distortion Raider
 * Overload Raider
 * Protector Lurker
 * Quartermaster Abomination
 * Summoner Chieftain
 * Unstoppable Wraith
 * Unstoppable Abomination
 * Invincible Abomination
 * Adaptive Lurker