Dr. Kane's Horrors
Overview
Dr. Kane's Horrors is an enemy group that appears in the Dr. Kane's House of Horror Halloween Trial. They are the twisted creations of the mad scientist Dr. Kane.
Description
Villain Types
Minions
Costumed Employee
Even the best costumes can't take the boredom out of lumbering around and pretending to be a scary zombie all day.
Powers
Zombie Brawl Melee, Heavy DMG(Smash)
Relentless but slow.
Reanimated Corpse
The dead are restless and are walking the earth. They hunger for your flesh!
Powers
Zombie Brawl Melee, Moderate Smash/Toxic Damage, Foe -Regeneration
Relentless but slow, zombies melee attacks can paralyze you and strain your healing rate.
Projectile Vomit Ranged, High Toxic Damage, Minor Damage over Time(Toxic), Foe -Fly
The Cadaver can Projectile Vomits a corrosive acid that deals Toxic damage over time.
Exploding Corpse
Stuffed with volatile compounds, this mass of flesh has been built to explode when excited.
Powers
Kamikaze Suicide Special: High-Accuracy, PBAoE, Extreme DMG(Fire/Lethal)
Extreme DMG(Fire/Lethal)
Resistance Auto: Self -MaxHP
This weakling has reduced maximum hit points.
Lieutenants
Lurker
Fungus run amok' is probably the best way to describe these loathsome creatures. Like their inanimate ancestors, mushroom men prefer dark, dank places. In combat they can release clouds of deadly spores that choke and disable nearby enemies.
Powers
Pumpkin (Ranged, Fire) Damage Over Time (Fire)
You continue to burn from the Flaming Pumpkin.
Slash Melee, Moderate Damage (Lethal)
The Streng´s Claws are quite lethal.
Hidden Spawn
Some Soldiers have the ability to spawn hidden as small trees, untargetable until a hero gets near. They can´t move while hidden in this way, nor they can hide while in combat or after it.
Ravenous Reanimated Corpse
The dead are restless and are walking the earth. They hunger for your flesh!
Powers
Slavering Reanimated Corpse
The dead are restless and are walking the earth. They hunger for your flesh!
Powers
Archvillains
The Black Whip
A hellish visiage of violence and pain. It came to ruin someone's day.
Powers
Scream Ranged, Heavy DoT(Energy/Smash), Foe -Resist(All)
Your Scream can cause serious damage to a target, while slowing their movement and weakening their resistance to further damage.
Shout Close, Superior DMG(Energy/Smash), Foe -Resist(All)
You blast your foe with a tremendous Shout, damaging him and reducing his Damage Resistance.
Howl Ranged (Cone), Light DMG(Energy/Smash), Foe -Resist(All)
A short range, but powerful sonic attack.
Shockwave Ranged (Cone), Light DMG(Energy/Smash), Foe Knockback
You can call forth a tremendous Shockwave that can knock down foes and deal some Smashing and Energy damage in a wide cone area.
Screech Ranged, Minor DMG(Energy/Smash), Foe Disorient, -Resist(All)
By bursting forth with this hypersonic Screech, you can disorient a target.
Corruption Ranged, Light DMG(Fire), DoT(Toxic), Foe -Resist(All)
You lash out with your whip, firing a bolt of hellfire and corrupting your victim's very living essence. This attack deals minor fire damage, causes minor toxic damage over time, and reduces their damage resistance for a short time.
Lash Close, Moderate DMG(Fire), DoT(Toxic), Foe Knockdown, -Resist(All)
You channel unholy energies into your whip and Lash out at your foe dealing high fire damage causing toxic damage over time. Lash has longer range than most melee attacks will reduce the target's damage resistance and also has a chance to knockdown your target.
Crack Whip Ranged (Cone), Moderate DMG(Fire), DoT(Toxic), Foe Knockdown, -Resist(All)
You channel hellfire into your whip and make an impressive sweep causing high fire damage to enemies within a wide cone and also cause some toxic damage over time. Whip Crack has a larger range than most melee cones. Targets that are struck will also have their resistance to damage reduced for a short time, may suffer toxic damage over time and may be knocked down.
Summon Demonlings Summon 3 Demonlings
Call forth up to three demonlings (depending on your level) to do your bidding. The first demonling is adept at manipulating fire, the second blasts your foes with cold attacks and the third is able to wield hellfire to deal fire/toxic damage. You may only have three demonlings under your command at any given time. If you attempt to summon more demonlings, you can only replace those that have been lost in battle. If you already have your maximum allowed amount, the power will fail.
Summon Demons Summon 2 Demons
Summons forth one to two Demons (depending on your level) to do your bidding. The first demon summoned is cloaked in hellfire and has skin as hard as stone while the second demon manipulates flame. You may only have 2 Demons under your control at any given time. If you attempt to call more Demons, you can only replace the ones you have lost in battle. If you already have your maximum allowed number, the power will fail.
Summon Demon Prince Summon Demon Prince
Summons forth a foul Demon Prince from the deepest reaches of the Abyss. The Demon Prince is mighty among its kind and is a master of cold powers. It serves the conjuror only so that it may wreak havoc upon the material plane. The Demon has some defense versus lethal, smashing, fire and cold attacks. You may only have 1 Demon Prince under your control at any given time. If you attempt to summon another Demon Prince the power will fail.
Hell on Earth Ranged, Pet +DMG, +ToHit, Summon Living Hellfire
A dark blessing is placed upon a selected Demon henchman which will increase its damage and chance to hit for 90 seconds. While this is in effect living hellfire may spawn every 15 seconds at the affected Demon henchman's location. The creatures summoned will have a very weak tie to the material plane and will return to Abyss after a short time.
Sonic Barrier Ranged, Ally +Res(Smash, Lethal, Toxic)
This shield dramatically reduces the damage an ally takes from Smashing, Lethal, and Toxic attacks for a limited time. Multiple shields from the same hero cannot be stacked; however, the Sonic Barrier can be improved when another hero uses the same power. Can also be used in conjunction with your Sonic Haven. You cannot use this power on yourself.
Sonic Dispersion Toggle: PBAoE, Team +Res( S15 L15 F15 C15 E15 N15 ), Prot( Ho 5.19 Im 5.19 St 5.19 )
You create a large field of sonic waves, protecting all allies inside. The SonicDispersion gives all allies within increased Resistance against all damage except Psionic. The Sonic Bubble also protects allies from Immobilization, Disorient, and Hold effects.
Resistance Resistance
Archvillain resistance.
Experiment Number Nine
Main Article: Experiment Number Nine
One of Dr. Kane's most foul experiments, this beast is a mass of vile flesh taken from many sources.
Powers
Earthen Prison Ranged, Light DoT(Smash), Foe Hold, -DEF, -Fly
You encase your target in a prison of stone. This slowly crushes them while also reducing their defense, resistance to being knocked around and their ability to fly.
Dry Heave Ranged (Targeted AoE), Moderate DoT(Negative), Foe -DMG
Adamastor's Dry Heave has weakened you and reduced your damage.
Foot Stomp PBAoE Melee, Moderate DMG(Smash), Foe Disorient, Knockback
Adamastor has Disoriented you.
Abominable Auto: Self +Res(ToHit Debuff, Slow)
Special
No Regeneration No Regeneration
The Seed of Hamidon relies entirely upon its Maturing Seedlings for regeneration.
Archvillain's Might Resistance
Arch-villains are very powerful individuals, and as such have significant resistance to many status effects. They are not immune, however, and can be vulnerable for brief windows of opportunity.
Resistance Res( L-25 F-25 C25 E-25 N25 P25 T25 ), -SPD
Archvillain resistance.
Monsters
The Abomination
Main Article: The Abomination
This mass of flesh and machine is Dr. Kane's greatest creation.
Powers
Low Kick Melee, Light DMG(Smash), Foe Knockback
A quick low kick that deals minor damage, but knocks back the target.
Crush Melee, Moderate DMG(Smash), Foe Knockdown
Your Crush can deal a moderate amount of damage, but most of all can knock your opponent off their feet, unable to attack again until they stand up.
Smash Melee, Heavy DMG(Smash), Foe Knockdown
A slow but devastating attack, the Smash has a great chance of knocking your opponent down.
Charged Fist Ground Pound Lock The Abomination raises its hands in the air!
The Abomination must wind up its attack before unleashing its mighty Charged Fist Ground Pound.
- Charged Fist Ground Pound Autohit, Ranged (Cone), Extreme DoT(Energy), Foe Knockup
The Abomination channels Dr. Kane's mad lightning into a vicious ground pound, sundering all those who stand in his way.
Peg Leg Stomp Lock The Abomination raises its foot!
The Abomination must wind up its attack before unleashing its mighty Peg Leg Stomp.
- Peg Leg Stomp Autohit, PBAoE, Extreme DMG(Smash), Foe Knockback
The Abomination's Piston-leg drives an earth-shattering blow into the ground, damaging and knocking back all those nearby.
Electrical Discharge Autohit, PBAoE, Variable DMG(Energy), Self -SPD
The Abomination crackles with unnatural lightning.
Tesla Coil Ranged, Heavy DMG(Energy), Foe -Fly
Tesla Coil confines the target in an electrical prison. The target is overwhelmed by the electrical charge and is left helpless and can be attacked.
Abominable Auto: Self +Res(ToHit Debuff, Slow)
Special
No Regeneration No Regeneration
The Seed of Hamidon relies entirely upon its Maturing Seedlings for regeneration.
Hardened Auto: Self +Res( S30 L30 F20 C10 E10 N30 P60 ), Prot( St 100 Sl 100 Kb 100 Co 100 Fr 100 Rp 100 ), +Res(Heal, Debuffs), +Recovery
Automatons of all kinds are resistant to virtually all mind-affecting statuses. Also, due to their unrelenting nature, automatons tend to be resistant to statuses which counteract their momentum, including Repel, Immobilize, Knockup and Knockback.
Archvillain's Might Resistance
Arch-villains are very powerful individuals, and as such have significant resistance to many status effects. They are not immune, however, and can be vulnerable for brief windows of opportunity.