Kongai Wiki
Register
Advertisement

There are those who strive to gain infamy and darkness around the peers, and then there is (Lord) Rathbone. (He's such a prick that he'll hit a guy with glasses with glasses as an excuse to justify his means.)

Rathbone
20em
Details
Type Character
Group Knights
Version 2.4
Stats
Health 60
Physical Def 6
Light Def 0
Dark Def 4
Abilities
Innate Immune to interrupts
Attacks Soul Siphon, Reckless Firestorm, Heart of Darkness, Domination

Kongai Card Album Description[]

Regarding his foes with complete disdain and his allies as mere pawns, Rathbone crushes all who stand in his way -- or anyone who stands anywhere, really.

Attacks[]

Rathbone Stats

Equippable Items[]

Knight Items[]

  • Bracers of Righteousness: Poor choice. His dark resistance is already fairly high, so he has little to gain from Bracers (asides from evening out other dark-based fighters). That paltry one Light resistance isn't going to help much either with the likes. Better on one of the other Knights with 0 dark resistance.
  • Elemental Prism: Useless choice. Rathbone has no light attacks or buffs, so he is depending solely on opponents like Bestor or Eva. Choose something else.
  • Hero's Flagon: Excellent choice. With nukes such as Heart of Darkness and Domination, Rathbone plays well as a hit-and-runner, this item significantly boosts his staying power.
  • Knight's Emblem: Unless your opponent's using it, good choice. Since the challenge for Bestor, Rathbone gets picked off very easily due to low hp and no light defense on the bench.
  • Ring of Bravery: OK choice. Rathbone can alternatively be played as a cheap spammer with Soul Siphon and Reckless Firestorm, but he will have to depend on Soul Siphon to stick around.

General Items[]

  • General's Insignia: Poor choice. only affects Heart of Darkness, though it does make it an even more efficient move.
  • Girdle of Iron Will: Poor choice. Rathbone is already immune to interrupts, and he should be able to Dominate most stunning moves. Crit immunity can be useful, but Flagon is usually more reliable as Rathbone's fragility can get the better of him.
  • Healing Salve: Could be useful to give Rathbone some extra health that he desperately needs, but much like the situation with the afore-mentioned Girdle, Hero's Flagon is usually the better choice.
  • Mindreader's Chalice: Rathbone does often get switched out against because of Domination (to exploit its cooldown) and Heart of Darkness, so this could be a good choice.
  • Stoneheel Totem: He plays fairly well at either range, so this is not as much of a boon for him as it would be for monorangers.
  • Yellow Rock of Cowards: A more aggressive alternative to Hero's Flagon - play him hard and fast, as a hit-and-runner.

Strategy[]

General Use[]

Rathbone is a highly versatile character and you can play him in two styles. With two strong and costly moves ("nukes"), and 2 cheap and spammable moves, he can play either hard and fast as a hit-and-runner, or range dance against monorangers with some very energy-efficient (but suicidal) moves. If you play him as a hit-and-runner, Hero's Flagon is the prime choice since he often switches out 2 or more times per match, and his meagre health desperately needs some help. Yellow Rock of Cowards is a more aggressive choice, and plays well with Oxbox in switching games. As a cheap spammer, Ring of Bravery and Healing Salve are good choices. You'll probably want some Vampires with high dark resistance or a Knight with an Emblem on your bench too, to reduce the suicidal damage. Ideally, a player who plans on relying Rathbone as his main should build their deck revolving around him (see below). Although Rathbone is capable of going up against Light-based characters, this is equally risky as it is rewarding.

Strengths[]

  • Domination is very strong against slow characters, with a 6 speed interrupt and a strong knockback.
  • Heart of Darkness is an incredibly efficient move, and the damage reduction is very useful against multi-hitters too.
  • Reckless Firestorm is a cheap bench hitting move at 30 energy with a drawback that can be managed by creating a deck built around him (see below).
  • Plays well with characters with high dark resistance; MR-V1N, Amaya, and most Vampires and Witches (bar Margo, Eva, and Vanessa, though you may be overlapping into low light resistances if any of those three aren't included, another Knight with Bracers or an Emblem equipped (to also break the monotony/crippling overspecialization of dark-based fighters), Anex and/or Cain for their innate (especially with Soul Siphon for the latter two), and even old man Ubuntu, where his Tiger Claws and Rain Dance enhancing the perfomance of Rathbone if at the cost of your allies.

Weaknesses[]

  • Low HP
  • No light defence will makes him very vulnerable to multi-hit light attacks such as Rapid Lashes or Flame Sword Frenzy. Also, makes him easy picking for Vanessa who can benefit from his dark defenses.
  • Domination is very random - every character has some poor moves that should rarely be used, and sometimes those moves get dominated.
  • Without proper teammate selection, his suicidal moves can often get your whole team killed.
  • If Soul Siphon's damage is reduced by dark resistances, Knight's Emblem, or no teammates left, then it would heal for less too.
  • Compared to some other Dark-based characters, Rathbone's dark defenses are usually sub-par when he's fighting against them.

Known bugs + Card Variant[]

Many, so much so that he has his own special "SP" edition, with flies flying around him, representing how "buggy" he is. The SP edition Rathbone was given out to beta testers who were bug testing Kongai.

BuggyRathbone

Full Art[]

Fallen Knight Rathbone, the Betrayer
Advertisement