Imps

Imps are lackeys from the Underworld that have bound themselves as a group to a master. The Imps are loyal to their master not because of some form of honor or respect, but rather because they believe that it is better to be protected by something more powerful than themselves.

Basic Passive - Meek - You have three Imps. The Stats of your 'Imps' scale normally, but are divided in two on a per-imp basis. For each Dead Imp, your Max HP is decreased by 50%, down to, if two or three are dead, you will have 1 Max HP. However, your Imps' abilities do not share a cooldown -- meaning, your imps have three separate ultimate abilities.

Ultimate Ability - Rapacity - Upon use, the Imp leaps onto target unit within 10m, then leaps onto another target unit within 10m of that unit. When he or she leaps onto the second unit, the first unit is knocked 5m away from the second unit. The Imp can choose to just leap onto a target unit instead and have them count as the second target.

The Imp will then place a shield on his or her second target equal to the Imp's Max Hit Points. While the Shield remains on the target, the Demon will be clawing them. Whenever the target is dealt damage, the Imp will claw them for 1d4 damage. While the shield remains on the target, they can only damage the Shield on them. ( The Shield does not protect them from damage, it will instead take all the damage they would deal. Allies of the target can help in destroying this shield ).

Basic Spell - Mob Up - 2 AP - 2 MP - The Imp places a stack of Mob on target unit within 10m. Stacks up to two times for each Imp, up to a maximum of six. Targets take +1 damage from all sources for each stack of Mob on them. If Overcast, the target takes 1d4 damage for each allied unit, including the Imp, within 10m of the target. OC: 15.

Basic Spell - Dire Flash - 4 AP - 3 MP - The Imp blinks to another Imp within 10m of itself. The Imp will then deal 1d6 damage to target unit within 10m for each other Imp within 10m of itself ( not including itself ). If Overcast, the other Imp ( other than the target ) may replicate this spell as well. OC: 10.

Basic Spell - Resurrection - 3 AP - 3 MP - The Imp begins to channel on a target. If used on a dead Imp's corpse, will restore them to Full HP after two turns spent entirely channeling. If used on a Near Death ally, will restore 1d20 Vitality to them each turn spent channeling. If Overcast, will either instantly revive the target Imp from death or restore the Near Death ally to health. OC: 14.