Board Thread:Roleplaying/@comment-5792287-20150125104808/@comment-26211743-20150128215959

Milesprower2 wrote: @Bolt-Weed, 30 damage, it finishes off the Sloth.

The Necromancer has now regained his powers.

@JemCel, the Necromancer summons a Digger Zombie to block your path. The Digger hits you with his pickaxe for a two-turn KO.

@Reverse, this kills the Backup Dancers and two Dancing Zombies. The remaining Dancers spawn in another 12 Backups.

@IMCR8Z, okay, but the Wither effect will cause it to take 10 damage every turn, so it's healing slower than Wither is damaging it.

@Spyro, the final smash causes 35 damage and knocks back the Necromancer a fair distance away from his minions. Yami's ramming attack causes 16 damage to all targets. Players revived!

@Eugoth, the Banana Launcher attack kills off two Dancers and four Backups, while the fireball finishes off the other Dancer. Only eight Backups are left behind.

@Ninja Penguins, the Necromancer summons a Giant from Minecraft to protect it. The Giant throws the Ursa Major miles away into the ocean, but took 85 damage from the Ursa Major.

@Eongaming, you causes 70 damage to the Hazmat Garg and finish off the Giant. The Hazmat Garg throws a Hazmat Imp at you, causing 25 damage to your armour. You then cast the spell on all allies.

@Crazyzombie, nah, you don't count as undead players. Only minions that are undead can get turned to follow the Necromancer.

@Crayon, since the Berserkers are zombies from GW, and therefore are undead, they follow the Necromancer. They all sprint tackle into you and cause a three-turn KO. Also, which artifact?

@Reap, wut? UMAD?

The Necromancer summons a bunch of Engineer Zombies and sends them to Reap's bomb to defuse it, and protects them with a bunch of Zombie Pigmen.

He personally protects himself by hiding in a cave and summoning some Vampires. Of course, Vampires burn during the day, but not when they're in a cave, protected from sunlight. The Sword thingy.