Teardrop



= Overview = Charon's Vessel Sibling. They reside mostly near the Colosseum of Fools. Teardrop is the current champion of the Colosseum and the leader of the Vessel group in Resting Grounds. They wield a Kingsmould scythe and a Pale Iron sickle. Wears a Lifeblood Heart charm and a Fool's Worth charm.

= Description = She wears a dark red cloak with silver plate armor on her shoulders. She has three eyes, with her third eye glowing Lifeblood Blue. She wraps it up in bandages, making sure it doesn't become seen. The back of her

= Personality = Very protective of her Vessel group. She's a loose cannon. Brave and fearless.

= Charms =

Lifeblood Heart
Gives the wearer more HP. Costs 2 Notches.

Fool's Worth
Blesses the wearer of the charm with glorious future victories.

When on the fourth consecutive hit, this charm increases their Critical Chance, or ability to deal Double Damage, by 50%. Costs 4 Notches.

= Attacks = Uses 1 SOUL Art. Although they mostly use Melee attacks and Nail Arts.

Phase 1
Boomerang: Throws the scythe similar to how a Kingsmould would, it comes back after it hits the arena wall. Deals 2 masks.

Sickle Slash: Takes out their sickle and strikes 3 times in one direction. If the Knight attempts to jump behind them, they will jump back, turn around and dashslash them with her sickle. If they attempt to pogo off them with his nail, Teardrop will block with her sickle. Contact with sickle deals 1 mask.

Scythe Cyclone: Will spin around and form a tornado, while following the Knight across the arena similar to Zote the Mighty, but quicker. She performs a Cyclone Slash, but with a longer range. Deals 1 mask upon contact.

Critical Hit: If their eyes shine blue when they hit the Knight, it immediately deals double the damage.

Phase 2
Gets 1 new attack: Lifeblood Beams. Her other attacks are performed faster.

Lifeblood Beams: Shoots 3 beams of concentrated lifeblood energy across the arena. Each beam will ricochet off a wall or ceiling twice until it stays on the third hit and explodes 3 seconds after it's stuck. Contact with a beam will make it automatically explode, dealing 2 masks.

Phase 3
In this phase, the walls will close, and she will only use Boomerang, Scythe Cyclone, and a new attack called Dashscythe.

Dashscythe: She quickly dashes from wall to wall, throwing 5 spikes in a Primal Aspid pattern on the arena floor. They will stick to the ground and fade, but if hit on the ground, they still damage the Knight. Each time she dashes to the next wall, she appears behind the Knight, and strikes them with her scythe similar to the Hive Knight would. This same chain of events will occur three times. Deals 1 mask if hit with a spike.

= Unique Ability = Future Sight: A known trait of this particular vessel. They are able to predict the next move their opponent will take and successfully counter that move. That is how they were so successful so quickly in the Colosseum of Fools. It originates from their third eye and the Tear mark on their skull. When they use it, the third eye socket and teardrop glow Lifeblood Blue.