Tale of Diep:Septaur

''Septaur is the second youngest of the Disciples of the Polygons, and is the type who doesn't like to get his hands dirty. He's the kind to order his subjects around all day while lying on his cushion. But when the situation calls for it, he's still a formidable fighter. He also has a deep passion for his younger brother, despite how he turned out. Beware of his hammer and his short temper.''

Overview
Septaur is one of the eight Disciples of the Polygons. He is the second-youngest member and has a particularly short temper, but cares deeply for his younger brother. He represents the Heptagons and every defender associated with them. Septaur, along with the other Polygon Disciples are located within the center of a Polygon Fortress, found rarely throughout the Realm. In the game mode where the Polygon Mother herself is fought within a massive structure, each Disciple, including Septaur, has an independent space in which where they are battled. He lies within the Heptagon Fortress, a structure filled with the Heptagon-based inhabitants and the keepers that await any intruders. They will be fought first before facing down the ruler of them all.

Design
Septaur is a large heptagon with armor around his body and a wide spawner on the bottom. He has smaller heptagons for hands, connected to the body by arms made of one smaller heptagon each. One hand has a barrel setup, while the other has a huge hammer/battle axe  with trapezoid faces. Septaur himself has a -like visor on his helmet that is down. He also has two gray horns on his helmet, and a golden stripe on another gray trapezoid centered on the helmet, where his heptagon gem sits.

Stats
Septaur has a total HP of 47,900. He has 33% resistance to enemy ammunition, however, he also has an additional 20% resistance in Phase 1 due to his armor. Septaur regenerates very slowly, 4 HP every second for all parts, regeneration does increase by 500% if left alone for over two minutes (though it's rare for that to happen). He has a base body damage of 60 HP. Septaur can summon various enemies, ranging from Heptagons and Crashers to even bosses such as and, or even , , , and Excubitor. He has an ability to summon many as well. In Phase 2, where his hands loose their weapons, Septaur can summon boss entities. Between attacks, Septaur can whack players with his hammer or spray a wave of bullets back and forth. The bottom spawner spawns 1 normal heptagon every 1.5 seconds, with a maximum of 75. Every third heptagon will be replaced by a 2 Splitter Hexagons OR 9 Groupers (large or small) OR 5 Disrupters (large or small) OR 7 Trapezoid Tankers. There is a maximum of 200 Crashers of any type, big or small, in the room at one time created by Septaur's spawner. Neither limits apply to polygons and Crashers used in Septaur's attacks. Septaur's attacks are both reliant on the weapons he has and limited summoning abilities. Septaur is mainly defensive, building walls of trapezoids and heptagons and firing from behind them, or whacking them to send them flying everywhere. He isn't the kind of guy who likes to get hurt... and he does occasionally get angry.

Phase 1
During this phase of the battle, he is in the center of the arena on a cushion, staying still as more players join in with his hammer with its head side on the floor next to him. He is invulnerable during this as a transmission from the Polygon Mother warns the tanks once more about the dangers they are about to face down, and that Septaur should be left alone. After the transmission ends, Septaur stands up, kicks away his cushion, and speaks his one quote right after he makes his first and only attack. Septaur is invulnerable during Phase 1, and only when its hands HP reaches 0 will cause Septaur to enter Phase 2. The hands that are "destroyed" lose all of its weapons and become invulnerable, but useless. Attacks that require the weapons will be disabled. ...LET'S RUMBLE!
 * ENGAGE!: Septaur raises his hammer above him as the middle part of the two connecting trapezoid parts shines brilliantly. Seven beams fire out towards the exit and summons a thick wall of large Trapezoids the size of 's body. They are bounded together and forms an impenetrable wall. Tanks that hits the wall will not sustain any damage while bullets fired onto the wall will reflect back at them. Some say there might be an army of shield runners behind...
 * Axe Swing: Septaur raises his hammer-axe weapon and swings it at nearby players. If hit they will suffer massive damage and will be knocked away.
 * Boomerangs: The trapezoids on the hammer Septaur is holding will break off and start spinning in two circular directions. The Trapezoids are invulnerable while broken off. As it progresses, Septaur will move in diagonal directions across the arena. The trapezoids will hit with immense force and will kick away players once hit as they sustain high damage. The two trapezoids will then connect back onto the hammer.


 * Wack!: Similar to 's Shockwave attack, Septaur swings his hammer-axe very quickly and the sudden stop at the end will create a rippling shockwave that will expand outward for 30 tiles in radius from the impact zone. Tanks hit by the shockwave, are dealt damage scaling from how close they are to Septaur's hammer when it hits the ground.  It's medium-high up close and low far away.


 * Gunwave: Will raise his Vulcan cannon in front of himself and fires it for 15 seconds as he alternates patterns from sine-waves to straight rows and x-patterns, each cannon firing a bullet with 0.4 seconds of delay. The bullets themselves have low penetration and damage. Septaur will move around in horizontal directions as he fires it. At the end of his attack, the cannon appears to become red-hot on the tips and thus must cool down for the next two attacks, with one exception...


 * Heat-exhaust: Used rarely after his Gunwave attack, his burning Vulcan cannon will begin firing out flaming bullets with reduced reload. The bullets will inflict for 2 seconds after being hit. It will immediately happen after the Gunwave attack and will persist for 5 seconds.


 * Grouper Swarm: Will create 45-60 Grouper Crashers, with random size variants. The groups will behave as independent collections and will not be controlled by Septaur.
 * Disruption: Will create a swarm of 15-28 Disrupter Crashers with random size variants.


 * Tanker Army: Will create a swarm of 18-32 Trapezoid Tankers and commands them to target connected groups of players.


 * Hammer Punch: Septaur shoves his hammer hand bluntly into a tank. Like other attacks of the same name used by other bosses, this does medium-high damage and inflicts heavy knockback with for 8 seconds.


 * Vulcan Vortex: Septaur launches out a continuous stream of bullets from his Vulcan cannon. Instead of going straight, they start spiraling around Septaur to form a shield. The bullets ring will draw tanks in to do damage, and since there are a lot of them it does a considerable amount of damage.


 * Overheat: Septaur glows red with anger, and swings his hammer wildly in random directions, dealing high damage and knockback. This lasts for 15 seconds, however, he loses his additional 20% damage resistance and 33% damage resistance buffs for the duration of this attack.


 * By The Pound: Septuar summons 10 normal Heptagons, and sends all of them flying into the nearest tank to deal body damage. The placement of the heptagons is random. Said heptagons vanish when hitting a boundary or tank, while still sustaining their body damage values.


 * Fortify: Septaur summons a curved wall of alternating trapezoids and Beta Heptagons in front of him, with 3 trapezoids in between each Beta Heptagon. He fires with his Vulcan weapon from behind it (if it is still active) and continuously replenishes the polygons making up the wall for the next 30 seconds. He regenerates 2000 health total for any hand that is still armed with a weapon. Only happens 4 times during Phase 1, it happens every 8 attacks.
 * Trapezoid Rain: Both of Septaur's hands forms five large Trapezoids around them, and he'll put his hammer on his back. They each have 1,000 HP, they deal 19 HP of body damage, and will reflect bullets shot by players as his own. As the attack progresses, 70 Splitter Hexagons spawn within his presence. Septaur will throw out his right hand at players to attempt to punch them away. His hands are  during this attack. Only happens 3 times during Phase 1, it happens every 10 attacks.
 * Loyal Servants: Septaur raises his left hand and summons 5 Royal Trapezoids and 6 Machinist Nest Defenders. Only happens 2 times during Phase 1, it happens every 12 attacks.
 * Perpendiculus's Support: Only occurs when Perpendiculus is still alive (unless he is in battle), a large purple portal appears in front of Septaur and a swarm of 170 Summoner Squares flood the arena to create havoc. Only happens once during Phase 1 after 30 attacks. Septaur will resume to attack after all squares enter his arena. A quote from Perpendiculus is said during this attack.

Phase 2
When Septaur's hands are disabled, he enters Phase 2. Septaur moves faster and his armor cracks around the edges, then breaks, causing him to lose his additional 20% damage reduction buff. He teleports into the center of the arena at the very beginning of Phase 2. Bullets fired at the hands will go through them. Septaur's visor falls off, and tears can be seen trickling down his face for the first 10 seconds of Stage 2. Septaur can now summon bosses such as, , , , , and Excubitor. All of these bosses will reward EXP, excluding their minions. During a boss summon, Septaur will be invulnerable until the boss/bosses die. He can not attack while a boss is in session. After the boss dies, Septaur will resume attacking until the loss of 4,500 HP has been reached. For every 4,500 HP lost, Septaur will summon a boss or multiple bosses as the following:

Boss Spawning Order:

 * At 27,500 HP: The Septashot or Trapperzoid or Trape Fighter.
 * At 23,000 HP: Excubitor or Heptazoid.
 * At 18,500 HP: Two Septashots or Trapperzoid + Excubitor or Warship or Trape Fighter + Heptazoid.
 * At 14,000 HP: Three Trape Fighters or Two Excubitors or Warship + Heptazoid or Two Septashots + Trapperzoid.
 * At 9,500 HP: Three Trapperzoids or Four Septashots or Two Trape Fighters + Heptazoid or Warship + Two Trape Fighters.
 * At 4,000 HP: Two Septashots + Heptazoid + Trapperzoid or Two Warships or Three Trape Fighters + Excubitor.
 * At 500 HP: Septashots, Trapperzoid, Trape Fighter, Excubitor, Heptazoid, and Warship.

Attacks
During the between sessions of the boss summoning, Septaur will do these attacks randomly. If Septaur reaches the 4,500 HP mark, he'll become invulnerable and waits for the attack to be finished.


 * Grouper Swarm II: Will create 60-75 Grouper Crashers, with random size variants. The groups will behave as independent collections and will not be controlled by Septaur.
 * Disruption II: Will create a swarm of 17-32 Disrupter Crashers with random size variants.


 * Tanker Army II: Will create a swarm of 26-38 Trapezoid Tankers and commands them to target connected groups of players.


 * Trapezoid Rain II: Around his body, Septaur forms seven large Trapezoids. They each have 1,200 HP, they deal 22 HP of body damage, and will reflect bullets shot by players as his own. As the attack progresses, 90 Splitter Hexagons spawn within his presence. Septaur will move very fast, using his extra armor to charge at players and deal body damage. He is  during this attack


 * Overheat II: Septaur glows red with anger, and charges horn-first in random directions, dealing high damage and knockback. This lasts for 20 seconds, but he loses his additional 33% damage resistance buffs for the duration of this attack.


 * By The Pound II: Septuar summons 12 Beta Heptagons, and sends all of them flying into the nearest tank to deal body damage. The placement of the heptagons is random. Said beta heptagons vanish when hitting a boundary or tank, while still sustaining their body damage values.


 * Searing Rage: Septaur glows red like in Overheat II, but instead of charging everywhere, he jumps on top of tanks to deal high damage and inflict Bleeding for 6 seconds.


 * Fortify II: Septaur summons a curved wall of alternating trapezoids and Beta Heptagons in front of him, with 3 trapezoids in between each Beta Heptagon. He continuously replenishes the polygons making up the wall for the next 30 seconds. He regenerates 1200 health total, and this attack cannot be used more than 4 times in one phase. Defending this time is different, as he sets up stationary Tankers in groups of 7 (hexagon formation with one in the middle) along his wall of polygons.


 * Uranus: Septaur moves to the back of the room, and summons 25 Trapezoid Tankers to move in a circle one layer thick around his body. He then summons 15 Small Disrupters in an inner circle, then 35 Groupers in an outer ring, and 50 Trapezoid Crashers on the outside. Rings move counter to each other, with the outermost Trapezoid Crasher ring rotating clock waist. To get to Septaur, blast holes in his rings. Once a ring has lost at least 3/8ths of its Crashers, it disintegrates and the Crashers pursue their own targets.


 * Cushy Impact: Used only once, due to its nature. Septaur picks up the cushion that he kicked aside at the beginning of the fight (how did he kick it anyway, he doesn't have legs) and tosses it at a group of players, immobilizing them until they can destroy it. It has 4,000 HP and deals no damage on impact. Once destroyed it will burst into a bunch of fluff that will not deal any damage and will vanish 12 seconds afterward.

The End of Septaur
When Septaur reaches the 500 HP mark and after the bosses are defeated, a transmission from the Polygon Mother reminds the tanks about what they are about to face with. Septaur will then do a continuous version of By The Pound II, but summoning 2 Alpha Heptagons a second and sending them flying at tanks to deal damage. Said Alpha Heptagons disappear on impact with any tank or wall, while still dealing body damage. During the course of that, Septaur will actively be moving around trying to avoid any form of enemy ammunition.

The trapezoid barrier that was formed from his first attack will vanish, revealing a hidden swarm of 50 shield runners that all pour in at an instance. Destroying them aren't necessary to defeat the boss, just deal enough damage to Septaur and it's over. If every tank present during Septaur's final moment has died, a transmission from the Polygon Mother to those engaged in Septaur's battle will appear, she congratulating them for "sparing" Septaur. The entrance to his fortress will be blocked for 45 minutes, and everything will get reset. However, if Septaur's HP finally reaches 0, he kneels down and white cracks begin forming all around his body, any Heptagon in range around him starts to lose their color, turning gray. Septaur then suddenly vaporizes with a white flash on the screen, leaving only the helmet behind on top of a pile of ashes. All heptagons and polygons associated to them with a huge radius around the death of Septaur will have halved HP and resistances. Any heptagon-based bosses/ that were present near the fortress where Septaur has been defeated will greatly reduce in HP and Resistances, and Superior Heptagon nests will stop spawning heptagons for a long time around its destruction area...

Rewards
* To be added*

Trivia

 * Septaur is also a.
 * Septaur has the most varied bosses of any disciple, with six different polygon bosses.