Dark Redeemer

Overview
A basic enemy champion that can be encountered in 1-1, 1-2, 1-3, 1-4, and 3-3. Has one active ability and deals physical damage.

Can be tough to take down if encountered in stages 1-1, 1-2, 1-3, or 3-3 due to its high armor and large health pool, and/or lack of resources.

Bash (passive)
Has a 50% each attack to knock back and stun enemy hit for 1(?) second.

Charge (active)
Cooldown:

Cast Range:

Charges forward in target direction, enemies hit will be pushed along. Can push enemies off cliffs.

Dark Redemption (passive)
Requirements: must be encountered in 3-3

Instantly gains health, max health, and armor whenever an allied Dark Redeemer dies. Health, max health, and armor gained is proportional to number of Dark Redeemers killed during the stage.

Area 1 Redeemer
Avoid fighting it near cliffs,as the charge has a fairly long range and a short cast time, allowing it to easily push you off a cliff. It will not cast charge if it is actively chasing a player and is very close to them (within about 1 tile).

3-3 Redeemers
Due to the fact that only their health and armor increases from Dark Redemption, they can be safely ignored until all other threats are killed. Kill as many as you can afford to without taking too much time (generally 2 or 3), and then focus on eliminating larger threats.

Redeemers will reach ridiculous armor points when 3+ have died, but because armor only reduces physical damage, spell damage and damage over time is an effective way of killing them.

Drops
Dark Redeemers can drop any of these items.

- Redeemer Blade

- Dark Armor

- Bewitched Ring

- Redeemer Core