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The Legion

Lore

Frank Morrison was nineteen and had little to show for it. He'd stopped attending school after being kicked out of the basketball team for shoving a referee into the stands. Yet Frank was a man of potential, who could light up a room despite his bleak childhood. At six years old, he'd been taken away from Calgary to start a circuit of foster homes. No matter how many times he'd lashed out, threw tantrums and got into fights, they'd kept moving him to new, unfamiliar houses. His last move had been three years prior when his last foster dad, Clive Andrews, had picked him up from the adoption center. They'd been on the road for seven hours before reaching a small bungalow in Ormond. It would be the longest time they'd spend together. Clive was too busy trading cheques from Family Services for drinks at the bar.

Ormond was a small, stale place; a remote town of six thousand inhabitants where gray winters drag on for most of the year. Frank did everything he could to get into another adoptive family, but he changed his mind when he caught the attention of a beautiful girl. Julie was a popular girl who was convinced that she deserved better than a life in Ormond, and Frank, as an outsider, was her ticket out. Frank attended the parties she threw where everyone was younger than him and easily impressed, which he liked. He met the impulsive Joey, who liked to show off, and the shy, naive Susie, who was Julie's best friend.

They would hang out at an abandoned lodge up Mount Ormond. Their time together was the perfect break from the boring conformity of their small, insignificant everyday lives. Frank saw it as an opportunity to shape their lack of experience into something powerful. He lined up nights of debauchery and rampage, testing their limits. Bullying, vandalism, and theft were essentially their weekend plans. It came to a point where they would do anything he asked. Nothing was off-limits when they put their masks on. One evening, Frank dared Joey to vandalize the store that had recently fired him. They snuck inside easily enough as the building was supposed to be empty after closing hours. But a cleaner who was still there grabbed Julie as soon as she came near. Hearing her stifled cries, a dark impulse took over Frank. He rushed to her aid knife in hand and, without hesitating, planted the blade into the cleaner's back.

As the group stared at Frank in shock, he ordered them to finish the job. Joey clenched his jaw, grabbed the knife, and stabbed the bleeding man in the ribs. Susie didn't want to do it. Frank shouted at her; they had to finish what they'd started. Julie closed her eyes and jabbed the knife into the man's chest. She handed the wet blade to Susie: they were all in this together now. Susie stared at Julie in disbelief as Frank grabbed her trembling hands and inserted the knife deep into the man's throat. Frank told them to move fast: they mopped the blood off the floor, stashed the body in the trunk of Joey's car and drove up Mount Ormond.

All four were digging in the muddy snow to dispose of the body when Frank spotted something moving through the woods. He grabbed his knife and broke from the group to check it out. The Fog thickened around Frank, becoming so dense that he soon could no longer see ahead. He retraced his steps and stumbled on an ominous trail. He followed the eerie path, as if called by the darkness. Julie, Susie, and Joey finished digging but Frank was nowhere to be seen. Julie spotted his muddy footsteps in the snow and the three of them followed the trail, which took them deeper into the woods. When Julie, Susie, and Joey did not return home that night, their parents thought they'd run away with Frank. Each family came up with a different theory. The mood of the town changed, however, when a body was found by an abandoned lodge up Mount Ormond.

Perks

Mad Grit
Mad Grit
While carrying a Survivor, you suffer no cooldown for missed basic attacks and successfully hitting another Survivor with a basic attack will pause the carried Survivor's wiggle timer for 2/3/4 seconds.
Discordance
Discordance
Any generator within a range of 64/96/128 meters that is being repaired by two or more Survivors is marked by a yellow aura. When the generator is first highlighted, Discordance triggers a loud noise notification on the generator. After the generator is no longer within range or is no longer being repaired by two or more Survivors, the aura remains for another 4 seconds.
Iron Maiden
Iron Maiden
You open lockers 30/40/50% faster.

Survivors who exit lockers suffer from the Exposed status effect for 30 seconds and scream, revealing their location for 4 seconds.

Power

Feral Frenzy
Feral Frenzy
They were a plain group of friends until Frank formed them into a Legion. Now they draw power from the thrilling freedom of not abiding by any rule but their own.

FERAL FRENZY

Trigger Feral Frenzy to run at a high speed and chain attacks between multiple Survivors. When your power gauge is full, press the Power button to initiate Feral Frenzy. While Feral Frenzy is active, The Legion moves faster and gains access to additional abilities: Pallet Vault and Feral Slash.

SPECIAL ABILITY: PALLET VAULT

Press the Interaction button while Feral Frenzy is active, to perform a Pallet Vault at a dropped pallet.

SPECIAL ATTACK: FERAL SLASH

Press the Attack button while Feral Frenzy is active to perform a Feral Slash. Hitting a Survivor with Feral Slash puts the Survivor into the injured state, inflicts the Deep Wound status effect, and refills The Legion's power gauge. Additionally, any Survivors within the Terror Radius not afflicted by the Deep Wound status effect are indicated by Killer Instinct. If a Survivor hit by Feral Slash is already afflicted by the Deep Wound status effect, Feral Frenzy ends immediately. Each successful Feral Slash that does not end Feral Frenzy increases The Legion's movement speed by 0.2m/s for the remainder of Feral Frenzy. The fifth consecutive Feral Slash will put any Survivor into the dying state. The fifth successful Feral Slash always ends Feral Frenzy.

Addons

Smiley Face Pin
Smiley Face Pin
Survivors who self-mend a Deep Wound from Feral Frenzy are inflicted with Blindness for 60 seconds.
Scratched Ruler
Scratched Ruler
Decreases Feral Frenzy recharge time by 5 seconds.
Mischief List
Mischief List
Increases the duration of Feral Frenzy by 2 seconds.
Friendship Bracelet
Friendship Bracelet
Increases duration of lunges during Feral Frenzy by 0.3 seconds.
Never-Sleep Pills
Never-Sleep Pills
The Legion's base move speed during Feral Frenzy is 4.6 m/s. Increases the duration of Feral Frenzy by 10 seconds. Gain 100 to 500 bonus Bloodpoints for each successive hit on a Survivor during Feral Frenzy.
Mural Sketch
Mural Sketch
Increases speed bonus per hit during Feral Frenzy to 0.3 m/s.
Julie's Mix Tape
Julie's Mix Tape
If The Legion is stunned while in Feral Frenzy, the power gauge refills once the duration of the stun ends.
Etched Ruler
Etched Ruler
Survivors hit by a Feral Slash are inflicted with Oblivious for 60 seconds.
Defaced Smiley Pin
Defaced Smiley Pin
Survivors who self-mend a Deep Wound from Feral Frenzy are inflicted with Mangled.
The Legion Pin
The Legion Pin
Survivors who self-mend a Deep Wound from Feral Frenzy are inflicted with Broken for 60 seconds. Broken prevents Survivors from being healed.
Susie's Mix Tape
Susie's Mix Tape
Increases Killer Instinct detection range by 20 meters.
Stolen Sketch Book
Stolen Sketch Book
During Feral Frenzy, from the second chained hit onward, hit Survivors drop their item.
Joey's Mix Tape
Joey's Mix Tape
Survivors who self-mend a Deep Wound from Feral Frenzy are inflicted with Hemorrhage until fully healed.
Stylish Sunglasses
Stylish Sunglasses
Shows the auras of Survivors who are mending within a 24-meter radius.
Stab Wounds Study
Stab Wounds Study
The auras of Survivors who self-mend a Deep Wound from Feral Frenzy are shown for 4 seconds afterward.
Frank's Mix Tape
Frank's Mix Tape
While using Feral Frenzy:Damaging generators is 20% faster. Breaking walls is 30% faster. The Power gauge pauses while damaging a generator or breaking a wall.
Filthy Blade
Filthy Blade
Increases time required for Survivors to mend by 4 seconds.
BFFs
BFFs
Earn tokens for hitting Survivors during Feral Frenzy:Second chained hit: 2 tokensThird chained hit: 3 tokensFourth chained hit: 4 tokensFifth chained hit: 5 tokensOnce the gates are powered, if 15 or more tokens have been collected, gain a 6% movement speed boost when not using Feral Frenzy.
Iridescent Button
Iridescent Button
During Feral Frenzy, any pallets you vault are immediately broken.
Fuming Mix Tape
Fuming Mix Tape
While using Feral Frenzy:The repair progress of generators can be determined by the intensity of their auras. Generators not being worked on regress.