Mushin’s Tower: Floor 8
By: Shadovv
During his training, Mushin had to overcome three challenges, born in the darkness of his heart. These challenges have manifested into Phantom projections of himself, and now serve as your adversaries on the 8th Floor of Mushin’s Tower for a godlike test of skill. While nowhere near the level of the Divine Fist, each of Mushin’s Phantoms are truly a force to be reckoned with.
Floor 8 continues directly after Floor 7.
Mushin’s Pain:
HP: 226,000
Enrage: 2:30
CC: None
The first of three of Mushin’s phantoms. He is entirely stationary throughout the fight and immune to grabs, but is of relatively no threat to ranged. He will periodically gain True Sight even while not attacking, letting him attack Assassin players in stealth.
First Mushin will start with a field-wide Phantom Grip that can’t be iframed, and proceed to apply a stack of Searing Palm (does no damage) which will kill the player when it expires (which spans over his enrage timer, and therefore does nothing). He is immune to damage until after his initial Phantom Grip. This occurs in the start of all phases.
Rotation:
Pain doesn’t follow a specific set of order of attacks.
- Two hit punch, inflicts chill.
- A wide cone sweep inducing knockdown. Unblockable.
- A linear fire punch inducing knockback and knockdown. Unblockable.
- Linear Phantom Grip which is unblockable, follows into a knockback punch if the grip connects.
- Leaps into the middle of the room and gains a damage nullifying barrier that is removed after a number of hits.
- Leaps into the middle of the room and produces ice puddles in a pentagon formation around him, with one ice area of effect erecting directly from him after.
If Mushin receives a Knockdown, he will do a blockable area of effect spinning kick as he gets up, which inflicts Stun. He will do this for all phases.
Mushin’s Rage:
HP: 329,000
Enrage: 4:30
CC: None
The second of Mushin’s phantoms. Unlike Pain, Rage is not stationary, and has more attacks to deal with.
Rotation:
- Two hit punch, inflicts chill.
- Teleports to your right.
- Counter. Inflicts stun if hit into it, after which Mushin unleashes a highly damaging air combo.
- Frontal 180 degree punch inflicting stun, leads into a highly damaging air combo after stun. Unblockable. Can’t be CC’d while performing this.
- Teleports away.
- A linear fire punch inducing knockback and knockdown. Unblockable.
- Linear Phantom Grip which is unblockable, follows into a knockback punch if the grip connects.
- Leaps back and performs a 3-hit kick combo, second hit causes aerial.
- Create ice puddles in a pentagon formation around him, rise into the air and throw five projectiles, and a ground slam that inflicts knockback.
If you stand 9 meters or farther away, Mushin performs a four-hit kick combo.
At 80%, 60%, 40%, and 20% of his health, Mushin cleanses all debuffs, jumps into the center (is immune to damage while doing so) and drops a flaming puddle in the middle, and an unblockable fire field that expands outward four times; stand near the walls and then iframe the final field. Mushin then teleports to you after. He can’t be CC’d while jumping and while casting the fire field, but can be CC’d in between right after he lands.
Mushin’s Darkness:
HP: 624,000
Enrage: 4:30
CC: None
The final and strongest form of Mushin’s phantoms, essentially fighting the same way as Rage,. Key differences are his attacks are much stronger, and his unblockable stun punch comes out much faster.
Periodically Mushin will project a field around him that, if you’re standing in it, gives you “Mushin’s Might” buff which increases your Attack Power by 30 but deals damage over time for the duration of the fight, and stacks multiple times; Mushin is immune to damage and CCs while casting the field.