Jarrett's Brigade
Icon Str
25 + 1.5
Icon Agi
25 + 1.5
Icon Int selected
25 + 3.0
Level 1 16 25
Hit Points 625 1081 1689
Mana 325 936 1521
Damage 40-60 87-107 132-152
Armor 5 8.43 12.84
Attacks / Second 1.25 1.49 1.81
Movement Speed 310
Turn Rate 0.5
Sight Range 1000/800
Attack Range Melee
Missile Speed Instant
Attack Duration 0.5 + 0.1
Cast Duration 0.5 + 0.1
Base Attack Time 1.0

Jarrett, High Lord of the Nine Realms, is a melee Intelligence hero. Almost a god, his powers far eclipse any in either the League of Bearded Gentlemen or The Tomspyk Crew. It is said that at any one point in time, he is everywhere and yet nowhere. Here and yet there. He fights on neither side of the conflict but merely sees it as an amusing squabble between two rival factions. His very presence is enough to generate fear in the hearts of almost anyone.

Jarrett switches between his two primary methods of attack: the devastating Whip of Truth with its cursed touch, and the Umbrella of Shielding, which turns Jarrett into an almost untouchable being. But his powers run deeper than that, as he can use the Jarrettian Round to interfere with the very fabric of reality and afflict his enemies with crushing afflictions. But should anyone manage to evade him, his Omnipotence makes assaulting him a Herculean task, as it grants him a plethora of bonus stats. And with the Jarrettian Paradox, he manipulates time for his own ends in order to defeat his enemies in the most extraordinary way.


Jarrett, the High Lord of the Nine Realms
This will be interesting...
Role: Carry
Lore: Jarrett has always been. He has been since the dawn of time, and will be when time ends. He is everywhere and yet nowhere. Here and yet there. The High Lord of the Nine Realms is the one constant in an everchanging world of deceit and betrayal.

While Jarrett appears in many ancient tales and legends, his origins are widely debated. The most accepted theory is that Jarrett spontaneously formed in our universe at the split second of its creation, but for what reason nobody understands. All we know is that he predates any human or even animal existence.

Jarrett's powers are also beyond human comprehension. It is known that he is unaffected by the laws of this universe, and only obeys them to fit in with our perception of him. But his abilities transcend just this. His most notable quality is the aura of fear he generates, which is enough to make even the toughest hero weep.

Jarrett has been the head of the Lords since before living memory. He rules over the Nine Realms with ruthless efficiency and a bizarre sense of humour. While holding this position he has accumulated a misfit band of followers, from the time-travelling Gabhood to the intelligent yet foolish Saxon. He also trained George from young squire to fully fledged Lord, with his own Realm to boot.

But despite his achievements and reputation, Jarrett never seems to boast. He always watches with his enigmatic smile and suspicious eyes, waiting for the next Event. In fact, he merely views the battle between the League of Bearded Gentlemen and the Tompspyk Crew as a slight amusement.


Whip of Truth

Ability Affects Damage
Toggle Self N/A
Jarrett adopts a more aggressive technique and attacks using his Whip of Truth. His auto-attacks are quicker and deal more damage, and also inflict his foes with a crippling curse.
Bonus Damage: 10/20/30/40
Bonus Attack Speed: 10%/20%/30%/40%
Movement Speed Slow: 2%/4%/8%/16%
Jarrett's Whip of Truth is well-known throughout the Nine Realms as a weapon of true power.

  • Whip of Truth can be toggled to switch to Umbrella of Shielding.
  • When there are no levels in Whip of Truth/Umbrella of Shielding, Jarrett will attack with the whip as if it were a normal weapon.

Umbrella of Shielding

Ability Affects Damage
Toggle Self N/A
Jarrett takes a defensive stance and uses his Umbrella of Shielding to attack with caution. He gains additional armour and magic resistance, and gains a chance to immediately counterattack if an enemy strikes him.
Bonus Armour: 5/10/15/20
Bonus Magic Resistance: 10%/20%/30%/40%
Chance to Counterattack: 5%/10%/15%/20%
The Umbrella of Shielding is a valuable part of Jarrett's arsenal.

  • Umbrella of Shielding can be toggled to switch to Whip of Truth.
  • When there are no levels in Whip of Truth/Umbrella of Shielding, Jarrett will attack with the whip as if it were a normal weapon.

Jarrettian Round

Ability Affects Damage
Target Unit Units N/A
Jarrett cares not for the complications of this universe, and removes all positive and negative buffs from the target hero. If the target is an enemy, it also slows them and inflicts a random debuff from any other hero onto them.
Duration: 2/4/6/8
Movement Speed Slow: 20%/40%/60%/80%
Attack Speed Slow: 10%/20%/30%/40%
Debuff Level: 1/2/3/4
Cooldown icon 60/45/30/15 Mana icon 100/120/140/160
Jarrett is not bound the laws of our universe, and so seeks to exploit this.


Ability Affects Damage
Aura Enemies N/A
Jarrett's presence causes fear to form in the hearts of all of his enemies, reducing their resistances and causing them to take damage while in a radius around him.
Radius: 250/500/750/1000
Damage per second: 1%/2%/3%/4%
Armour Reduction: 2/4/6/8
Magic Resistance Reduction: 10%/15%/20%/25%
The mere presence of Jarrett is enough to make even his strongest opponents uneasy...

Jarrettian Paradox

Ability Affects Damage
No Target Enemies Pure
Jarrett uses all of his power in one instant, creating a singularity, which develops into a dome which quickly envelops the entire map. While any unit, friend, foe, or neutral, is caught in it they cannot move or use any items, and will start to take damage per second. Any units with less health than a threshold amount will be instantly killed. While Jarrett is inside the paradox he can move at maximum movement speed, phase through all terrain, and can also teleport to any location. After fully expanding, the paradox retracts back around Jarrett.
Paradox Expansion Speed: 3000
Damage per second: 5%/10/15%
Threshold Health: 200/400/600
Duration at Full Expansion: 0/2/4
Cooldown icon 300 Mana icon 500
Jarrett's powers are infinite: he can rip apart the fabric of reality.

Dimensional Warp

Ability Affects Damage
Point Target Self N/A
While in the Jarrettian Paradox, Jarrett can teleport to any point inside it with no penalty.
The third dimension is no match for Jarrett.

  • Only active when Jarrett is inside the Jarrettian Paradox.

See alsoEdit

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