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Dodecantar is one of the thirteen Disciples of the Polygons, and leads the pitch-black Dodecagons. Despite he and his kind being black as night, Dodecantar likes flashy things, even more so than Decratite. He is an avid user of neon lights and bright colors, so it's advised to stay away from the dodecagon disciple if one has epilepsy. He also has his own unique terms to things, some of which the other Disicples can't seem to understand, making him frustrated on occasion. And nobody wants to get on Dodecantar's dark side...

Overview

Dodecantar is one of the thirteen Disciples of the Polygons. He represents the Dodecagons and every defender associated with them. Dodecantar's Edifice lies in the northeastern Obsidian Crags, located atop a larger rock formation than the surrounding mountains. His Edifice is filled with dodecagon-based inhabitants and the keepers that await any intruders. They will be fought first before facing down the ruler of them all.

Dodecantar has no Paramarchs. Instead, his closest equivalent is his warlord-commander, Dodragon. Dodragon is wild and reckless, leading the legions of Dodecagons across the The Realm independently of the other Disciples and at Dodecantar's behest, much to the ire of Pentavian-at least that's how it's supposed to be. Unfortunately for them, the Dodecagons lack the power to expand any farther than a several-kilometer radius around Dodecantar's fortress. However, this area is very heavily guarded, making it very difficult to penetrate into the so-called "Dodecan Empire." Because of this conquest-guided mindset, Dodecantar is forcibly isolated from the other Disciples and is almost never involved in their annual meetings. He is also located very close to the Hesperian Encroachment, and on occasion the Hesperians have attempted to approach him with offers to join their Hesperian League. Thankfully, their efforts so far have been for naught, being warded off by Dodragon's border guards.[1]

Design

Dodecantar RGBlade

Dodecantar's RGBlade in its non-energized state.

Dodecantar wears a headset with microphone and light blue glowing accents on his main body with a spawner on his bottom. A dodecagon gem is located on the middle of the headset's arch. There is also somewhat of a hood that is under the headset. In his left hand, Dodecantar wields a flat-bladed sword with symbols inscribed into it; these symbols become energized and glow neon green during some attacks. The bottom of the sword handle has a weapon with a red, blue, and green barrel respectively. His right hand has a Vis Destructica-shaped shield, with gray body and green outer edge halfway through. On the center of the shield is a spike launcher, while to its side are two Bideci Star launcher spawners.

Stats

Dodecantar Vis Shield

Dodecantar's Vis Scutum shield.

EToDBideci Star

A Bideci Star.

Dodecantar has a total HP of 72,800. He has a 30% resistance to damage, although this can decrease to 15% under some circumstances, even under the Broken debuff. Dodecantar regenerates very slowly, 5 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).

Dodecantar can summon various enemies, ranging from Dodecagons and Crashers to even bosses such as the Battery, Jaeger, and Vis Ultima. In Phase 2, Dodecantar can summon boss entities.

The bottom spawner spawns 1 normal dodecagon every 6 seconds, with a maximum of 30. Occasionally, every 5-7 Dodecagons, Dodecantar will summon four Plaeges instead. Every 25 Dodecagons, Dodecantar releases 3 Vis Destructicas. There is a maximum of 100 Crashers of any type, in the room at one time created by Dodecantar's spawner, due to their high strength. Neither limits apply to polygons and Crashers used in Dodecantar's attacks.

Dodecantar's attacks are both reliant on the weapons he has and limited summoning abilities. His RGBlade can launch off concentrated beams of light that merge into different colors, his sword can become energized, and his Vis Destructica-shaped shield has special weapons on it.

Something that is worth mentioning: In the Extended Tale of Diep, Dodecagons are not completely defenseless. They can create one or two small vortexes around them that suck players in, dealing very low damage, so they must be taken out as quickly as possible if this becomes an annoyance. Black Dodecagons are about the size of White Decagons, have a 45% resistance to damage, 1,400 health, 14 HP body damage, and reward 1,600 EXP on death.

The Fight

Phase 1

During this phase of the battle, Dodecantar is in the center of the arena, back towards the players, staying still as more players join in. He then stands up and speaks his monologue. Both players and Dodecantar himself will not attack until he finishes. Unlike the other Disciples, Dodecantar may flat-out refuse to battle players and summon Dodragon in his place. In this case, Dodecantar will vanish and Dodragon will come in through the ceiling. If Dodecantar does decide to battle, his first attack will block the exit and is only used once. Polygons created by Dodecantar will not reward any EXP.

Dodecantar is invulnerable during Phase 1, and only when his hands’ HP reach 0 will it cause Dodecantar to enter Phase 2. The hands that are "destroyed" lose all of their weapons and become invulnerable, but useless. Attacks that require the weapons will be disabled.


  • Black Hole: Dodecantar fires a black laser with white outer glow into the entryway, causing a black hole vortex to form. It is impossible to get past this vortex, and anything that enters it is teleported to one of the four white holes that are located in the four corners of Dodecantar's battle room. The white holes cannot be entered; only the black hole can. From the outside, the black hole is blocked off by a series of small white holes in a line that push players away with no damage.

Let's light this up!

  • Flash: Dodecantar lights up his glowing headset, releasing a wave of blindingly white light that inflicts Blinded on all players for 4 seconds.
  • Energized Slash: Dodecantar's sword glows green and he slashes at a group of players, inflicting Paralyzed for 4 seconds and medium damage.
  • Light Blade: Dodecantar fires red, green, and blue lasers out of their respective barrels on his sword's handle, merging into a vibrant certain-colored laser (no white or dark control.)
    • If the R is greater than 127, it inflicts Paralyzed.
    • If the R is less than 127, it inflicts Slowed.
    • If the G is greater than 127, it inflicts Burned.
    • If the G is less than 127, it inflicts Poisoned.
    • If the B is greater than 127, it inflicts Confused.
    • If the B is less than 127, it inflicts Dazed.
  • Energy Coil: Dodecantar blasts a bolt of sustained lightning from his energized blade, dealing high damage to a single target.
  • Pledged Allegiance: Dodecantar summons 15 Plaeges and 35 Plaege Drones from his spawner.
  • Vis Demolition: Dodecantar blasts out 9 Vis Destructicas from his spawners.
  • Spiked Assault: Dodecantar fires a series of spikes from his shield at a group of players.
  • Bideci Slicers: Dodecantar releases a series of Bideci Stars from his other shield weapons. Bideci Stars are suicidal Crashers that deal 60 HP's worth of damage but have only 30 HP. However, they are very fast and crash into their target at lightning-fast speed.
  • Darkness Fall: Dodecantar's headset gem fires out three vaguely dodecagon-shaped black blobs that envelop three players, inflicting medium damage over time and Blinded and Stunned for 8 seconds.
  • Tenebrous Pressure: Dodecantar fires 24 spikes in 3 sets of 8 from his shield, inflicting medium-high damage and Bleeding for 5 seconds on players hit.
  • Composite Strike: Dodecantar slides his RGBlade underneath his Vis Scutum and thrusts both forward, knocking players out of the way if they are hit by any part of this combined attack and dealing medium damage to players hit by the blade. Dodecantar can be seen charging up the forward thrust for 1.5-2 seconds prior to actually doing it.
  • Storm Surge: Dodecantar crackles with blue electricity and dashes forward, smashing into the largest group of players at high speed, dealing very high damage to all players hit and unleashing a gigantic energy shockwave that expands outwards with a radius of 15 tiles, inflicting medium damage, Stunned, and Paralyzed for a whopping 12 seconds.
  • Vortex Strike: A spinning dark-gray energy aura forms around the flat top of Dodecantar's RGBlade. He drops his Vis Scutum to grip his RGBlade with both hands, at which he brings it high up into the air, above his head. The symbols light up from the bottom in rapid succession over the course of 4 seconds, at which Dodecantar slams it down onto the ground, sending any players in the impact zone flying for medium area damage. A gigantic black hole forms at the impact point that will teleport players to one of the corner white holes like the entrance black hole, but it will deal medium damage. Dodecantar himself and any of his minions can use this hole without any problems. The black hole lasts for 90 seconds, and this attack will only be used if the hole is not present.
  • Dodecaflect: Dodecantar holds his Vis Scutum at an angle, deflecting all ammunition that comes at it. He will also occasionally fire off a pair of Bideci Stars or 3 volleys of spikes while defending for 10 seconds.
  • Dynamic Rift: Dodecantar fires off three lasers from his RGBlade that merge into a white one. Unlike Light Blade, this one is aimed at the ground and causes a crack to open in the ground that a tan liquid proceeds to seep out of. On contact with this liquid, players are inflicted with Spiced and Burning for 3 seconds.
  • Cusp Condensation: Dodecantar slashes from side to side with his RGBlade, which energizes itself with one charge of Condensation on hit. Condensation can stack up to four times, indicated by how many symbols are lit on the RGBlade. For each charge of Condensation, Dodecantar's next Light Blade attack will deal 20% more damage with a maximum of 80% increased damage.
  • Top of the Hour: Dodecantar spins his RGBlade clockwise like a clock. When it returns to being completely vertical, all the symbols light up at once and blast neon green lasers out of them (that hit random areas on the floor) and deal high damage on contact. Lasts for 7 seconds.
  • Sparknesium: The RGBlade gains a very shiny metallic sheen as Dodecantar scrapes it on the floor towards players in an arc. Sparks start to form with the scraping, flying towards players and Dodecantar. Dodecantar is immune to these sparks, and scrapes the sword rather slowly, allowing time for a vast amount of sparks to build up. The sparks deal low to high damage, depending on where Dodecantar is in the sweep and how many sparks there are as a result.
  • Twinten Kinesis: With his RGBlade in hand, Dodecantar uses it to manipulate the pathing of 12 Bideci Stars he spawns from his shield, moving it like a wand to slam the Bidecis into players.
  • Lights Out: Dodecantar switches off the lights in the battle room, making it hard to see. However, Dodecantar turns on all his headset lights, so it's pretty easy to see where he is. Unfortunately, until Dodecantar decides to turn on the lights again, all players have to go by is light sources created by them and Dodecantar to navigate and avoid his attacks. Lasts for 30-45 seconds.
  • Vanishing Aura: Dodecantar becomes 60% transparent (still relatively visible,) as he spins and vanishes completely before appearing somewhere else in the room, still 60% transparent. He will teleport behind players and smack them with his Vis Scutum while still transparent, dealing 60% less damage than usual but 60% more knockback. Lasts for 18 seconds.
  • Ink Cartridge: Dodecantar releases a Beta Dodecagon from his spawner that immediately dissolves into a thick, ink-like substance that inflicts Blinded and Slowed on players who touch it for 8 seconds.

Phase 2

When Dodecantar's hands are disabled, he enters Phase 2. Dodecantar moves 20% faster and teleports into the center of the arena at the very beginning of Phase 2. Bullets fired at the hands will go through them. Dodecantar can now summon the Battery, Jaeger, and Vis Ultima. All of these bosses will reward EXP, excluding their minions.

During a boss summon, Dodecantar will be invulnerable until the boss/bosses die. He cannot attack while a boss is in session. After the boss dies, Dodecantar will resume attacking until the loss of 7,600 HP has been reached. For every 7,600 HP lost, Dodecantar will summon a boss or multiple bosses as the following:

Boss Spawning Order

  • At 38,400 HP: Battery or Jaeger
  • At 30,800 HP: Vis Ultima
  • At 23,200 HP: Battery + Jaeger + Vis Ultima
  • At 15,600 HP: Two Vis Ultimas + Battery or Three Jaegers + Battery or Five Batteries
  • At 8,000 HP: Three Jaegers + Three Batteries or Four Vis Ultimas
  • At 400 HP: Two Vis Ultimas + Three Jaegers + Four Batteries

Attacks

Between boss summoning sessions, Dodecantar will randomly go through these attacks below. He can no longer use his Vis Scutum and his RGBlade's blasters, but he can still use the sword's blade.


  • Noctal Serve: Dodecantar claps his hands together and brings them apart quickly, revealing a wave of 12 Bideci Stars that fly outward rapidly in a 130-degree arc.
  • Calamitous Burst: Dodecantar claps three times, summoning an Alpha Dodecagon (roughly the size of his head) that he sends flying. Upon impact with anything, it explodes into 12 Plaeges.
  • Swing Slash: Dodecantar brings his sword hand way out to the side and slams his energized RGBlade forward at a 20-degree angle off center, dealing high damage to players hit and inflicting Waterflame for 7 seconds.
  • Illustrious Slash: Dodecantar's RGBlade energizes to its fully glowing state before proceeding to shine even brighter. He slashes at a medium speed in a sweeping motion at players, dealing medium damage and inflicting Bleeding for 3 seconds. The sword leaves a glowy afteraffect as it moves.
  • Flash II: Dodecantar lights up his glowing headset, releasing a wave of blindingly white light that inflicts Blinded and Panic on all players for 8 seconds.
  • Energized Slash II: Dodecantar's sword glows green and he slashes at a group of players, inflicting Paralyzed for 5-9 seconds and high damage.
  • Energy Coil II: Dodecantar blasts a bolt of sustained lightning from his energized blade, dealing high damage to a single target. The bolt now jumps from that target on up to 4 more targets, one at a time while dealing 25% less cumulative damage each time.
  • Pledged Allegiance II: Dodecantar summons 25 Plaeges and 55 Plaege Drones from his spawner.
  • Vis Demolition II: Dodecantar blasts out 15 Vis Destructicas from his spawners.
  • Darkness Fall II: Dodecantar's headset gem fires out five vaguely dodecagon-shaped black blobs that envelop five players, inflicting medium-high damage over time and Blinded and Stunned for 8 seconds.
  • Composite Strike II: Dodecantar slides his RGBlade underneath his (broken) Vis Scutum and thrusts both forward, knocking players out of the way if they are hit by any part of this combined attack and dealing high damage and knockback to players hit by the blade. Dodecantar can be seen charging up the forward thrust for 1-1.5 seconds prior to actually doing it.
  • Storm Surge II: Dodecantar crackles with blue electricity and dashes forward, smashing into the largest group of players at high speed, dealing very high damage to all players hit and unleashing a gigantic energy shockwave that expands outwards with a radius of 25 tiles, inflicting medium damage, Stunned, Paralyzed, Weakened, Panic, and Broken for a whopping 15 seconds.
  • Vortex Strike II: A spinning dark-gray energy aura forms around the flat top of Dodecantar's RGBlade. He grips his RGBlade with both hands, at which he brings it high up into the air, above his head. The symbols light up from the bottom in rapid succession over the course of 3 seconds, at which Dodecantar slams it down onto the ground, sending any players in the impact zone flying for medium-high area damage. A gigantic black hole forms at the impact point that will teleport players to one of the corner white holes like the entrance black hole, but it will deal medium damage. Dodecantar himself and any of his minions can use this hole without any problems. The black hole lasts for 80 seconds, and this attack will only be used if the hole is not present.
  • Cusp Condensation II: Dodecantar slashes from side to side with his RGBlade, which energizes itself with two charges of Condensation on hit. Condensation can now stack up to eight times, indicated by how many symbols are lit on the RGBlade (two per charge, half lit to indicate one.) For each charge of Condensation, Dodecantar's next melee attack will deal 20% more damage with a maximum of 160% increased damage.
  • Top of the Hour II: Dodecantar spins his RGBlade clockwise like a clock. When it returns to being completely vertical, all the symbols light up at once and blast two neon green lasers out of them each, dealing high damage on contact. Lasts for 9 seconds.
  • Sparknesium II: The RGBlade gains a very shiny metallic sheen as Dodecantar scrapes it on the floor towards players in an arc. Sparks start to form with the scraping, flying towards players and Dodecantar. Dodecantar is immune to these sparks, and scrapes the sword rather slowly, allowing time for a vast amount of sparks to build up. The sparks deal low to high damage, depending on where Dodecantar is in the sweep and how many sparks there are as a result. He sweeps it a bit faster this time, so the damage builds up more rapidly.
  • Lights Out II: Dodecantar switches off the lights in the battle room, making it hard to see. This time, he turns out his headset lights, so that the only thing that is lit is his dodecagon gem. Lasts for 15-20 seconds.
  • Vanishing Aura II: Dodecantar becomes 80% transparent as he spins and vanishes completely before appearing somewhere else in the room, still 80% transparent. He will teleport behind players and smack them with his RGBlade's hilt while still transparent, dealing 40% less damage than usual but 80% more knockback. Lasts for 15 seconds.
  • Ink Cartridge II: Dodecantar releases a Beta Dodecagon from his spawner that immediately dissolves into a thick, ink-like substance that inflicts Blinded, Panic, and Slowed on players who touch it for 8 seconds.

Death Phase

When Dodecantar reaches the 400 HP mark, and after the bosses are defeated, Dodecantar initiates his final phase. He collapses the four white holes at the corners of the room, wiping them from existence. The black hole at the exit also begins to go unstable, beginning to pull all entities toward it. This includes players, all kinds of gravity-dependent ammunition, polygons, Crashers, and Dodecantar himself. There's a reason why Dodecantar's battle room is twice as large as usual...

As players get closer to the black hole, the stronger the pull force will be and the harder it will be to resist. The black hole increases in strength over time, to the point where even at the farthest reaches even the fastest of entities will be unable to counter the hole's pull. Contact with the very center of the black hole is instant death for everything, including Dodecantar. However, due to his status as the most massive object in the room (not dummy thicc, but still big) he will be able to stand his ground long enough. What players must do is to pour as much damage as they can into Dodecantar so they can finish him off, while avoiding fast-moving Crashers and high-damage dodecagons of all sizes that will be flying downwards and will inflict Paralyzed for 1 second on hit and their usual body damage. The polygons can pose a problem, not only because they will block some hits, but the Paralyzed debuff is a raid-killer. When players are Paralyzed, they lose the ability to move. Thus they can't resist the black hole's pull for that one second, so they will be pulled one step closer to doom (or to their doom, if they are too close already.)

To end the battle, it is only necessary to drain Dodecantar of his remaining 400 HP. He will be Invulnerable for the first 10 seconds, but after that, he will lose his invincibility and take damage as usual. Another method is to somehow push Dodecantar into the black hole, which can be achieved by luring him towards the entrance before this phase begins and having all players move upwards and knock him into the black hole instead.

If every tank present during Dodecantar's final moment has died, the black hole instantly collapses and explodes violently, stopping the suction of everything. Dodecantar will remain in the arena, tired and worn out from his use of attacks. He remains silent as the screen fades.

However, if Dodecantar's HP finally reaches 0, the hole also collapses, but he kneels down, and white cracks begin forming all around his body, with any Dodecagon in range around him starting to lose their color, turning into shades of gray. Dodecantar then suddenly vaporizes with a white flash on the screen, leaving his headset (which is no longer glowing) behind on top of a pile of ashes and a fractured RGBlade. All dodecagons and polygons associated with them in a massive radius around the death of Dodecantar will have reduced HP and resistances. Any Dodecagon-based bosses/mini-bosses that were present near the fortress where Dodecantar has been defeated will significantly reduce in HP and Resistances, while Superior Dodecagon nests will stop spawning dodecagons for a long time around its destruction area...

The same thing will also happen if Dodecantar comes into contact with the black hole. He can be heard screaming as he is warped in before the black hole collapses on itself and explodes aesthetically. Nothing is left behind except a few dodecagons and stray Crashers.

Quotes

Introduction During Battle

If willing to battle:

  • "Hey, you know, this isn't cool. Breaking down a guy's doors and slaughtering his subjects for whatever reason other than for your own personal enjoyment? Unacceptable. You know what this means, right? I'm not obliged to come into conflict with you. But this shakes the great quantities of light my kind's blackness can absorb. Now that you've left me with little choice, I must step up onto the stage of glory, or burn away like a dying flame. Let us shine in battle!"

If unwilling to battle:

  • "Hey, you know, this isn't cool. Breaking down a guy's doors and slaughtering his subjects for whatever reason other than for your own personal enjoyment? Unacceptable. You know what this means, right? Even if I'm the target of your ire or desire, I refuse to concede to your bait. Dodragon, deal with this before I lose my mind again!"

During Battle

Phase 1

Phase 2

Trivia

  • The liquid released by Dynamic Rift may or may not be refined IE Energy in its form spilled by a long-forgotten Invasion Army that was transporting some and which happened to seep underneath Dodecantar's Edifice. Nobody knows...
  • Sparknesium's sparks are a reference to the properties of magnesium metal, with an atomic number of 12 on the periodic table. When burnt, magnesium shines a blinding white while releasing some bright sparks. It can get explosive in larger quantities, so be glad that Dodecantar's sword only has it towards the tip.
  • The inspiration for Dodecantar's final phase came from an announcement the very same day that the first-ever image of a supermassive black hole was revealed to the public, that being of the supergiant elliptical galaxy Messier 87 (M87.)

Notes

  1. Dodecantar (and the other Disciples) know the story of Hesepteria, the heptadecagon disciple who reportedly fell in battle to Lord Sassafras himself. He and his heptadecagons were never seen again after he attempted to stop early Hesperian advances into the Tectonic Plain. No one but the Hesperians know what became of the coincidentally named Hesepteria...
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