Butcher's Circus

The Butcher's Circus is a location added in The Butcher's Circus DLC.

Behavior
The Butcher's Circus has drastic differences in combat from the base game, beyond the fact that you are fighting against other players instead of AI-controlled monsters; turn order has changed to be less random, and heroes are reworked to provide balance.

Turn Order
Instead of a dice roll to determine turn order, there will be a coin toss that determines which player will go first. The winner of the coin toss gets to choose which hero acts first, while the loser gains a team-wide +15 DODGE buff for the entirety of the first round. After the chosen hero acts, the play passes to the other player and they get to choose which hero acts. This continues until all remaining heroes have acted, then a new round will begin. The player who won the coin toss always acts first.

Hero Corpses
Slain heroes will leave corpses, rather than disappear from combat after being slain. This allows the player to maintain some semblance of their original party formations, and reminds them of the horror that the Circus brings.

Stress Damage
Stress is introduced into the Circus as a unique way of slaying opponents. Due to the strength of the healing abilities provided by the Vestal, Occultist, Crusader, players will need to pay special attention to the Stress mechanic in order to escalate battles. Heroes will inflict stress through critical hits, but some have specific abilities that deal stress damage.

Hero Alterations
Many of the heroes' abilities and stats have received various changes to fit the PVP nature of combat. All changes are assumed from their Level 6 counterparts in the main campaign, but they only apply to the PvP mode

General Changes

 * Most ability ACC, HP, DMG, and DODGE across the board has been lowered
 * The chance to inflict affects (Bleed/Blight, Debuff, etc.) has been set to 100% unless otherwise stated
 * SPD is not present in the Butcher's Circus, and as such abilities no longer affect it
 * All Damage modifiers against certain enemy types. (For example, the Crusader’s Smite having increased damage against Unholy enemies) has been removed
 * Self-marking abilities (or other abilities that normally mark teammates) no longer do so. (For example, the Leper’s Withstand), with exception to the Flagellant’s Suffer.

Highwayman

 * Wicked Slice
 * Added a +20% chance to Death Blow
 * Pistol Shot
 * Damage vs. Marked increased from 50% to 70%
 * Point Blank Shot
 * Added a +30% chance to Death blow
 * Grapeshot Blast
 * Removed Crits Received Debuff
 * Inflicts +15 stress
 * Tracking Shot (Renamed to Vendetta)
 * Self buff changed increased to 30% DMG from 20%
 * Inflicts -30 Dodge debuff (130% chance)
 * Open Vein
 * Removed Bleed Resistance Debuff

Hellion

 * Wicked Hack
 * Added +30% chance to Death Blow
 * Iron Swan
 * Lowered crit mod from 9% to 7%
 * Added +40% chance to Death Blow
 * Barbaric YAWP! (Renamed to Terrifying YAWP!)
 * Removed Stun and self-debuff
 * Inflicts +20 Stress
 * Inflicts -15 ACC debuff
 * Breakthrough
 * Causes Daze to self for 1 round
 * Adrenaline Rush
 * Cures Debuffs along with Blight/Bleed.
 * Bleed Out
 * Can now target Rank 2
 * Reduces Death Blow resist by -20%
 * Causes Daze to self for 1 round

Grave Robber

 * Pick to the Face
 * Removed DMG Mod
 * Lunge
 * Removed bonus damage against blighted enemies
 * Added +20% chance to Death Blow
 * Flashing Daggers
 * DMG Mod lowered from -33% to -20%
 * Shadow Fade
 * Buffs stress dealt by 50% for 1 round
 * Buffs chance to Death Blow by 20%
 * Thrown Dagger
 * Removed DMG Mod
 * Removed bonus damage against blighted enemies
 * Poison Dart (Renamed to Panic Darts)
 * Removed Blight Resist Debuff
 * Inflicts +30 stress
 * Toxin Trickery
 * Cures Debuffs
 * Dodge buff increased to +15

Vestal

 * Mace Bash
 * Inflicts Daze for 1 round
 * Dazzling Light
 * Inflicts +8 stress
 * Divine Grace
 * Heal increased from 8-9 to 11-14
 * Clears Horror
 * Illumination
 * Inflicts +15 stress
 * Hand of Light
 * DMG Mod increased from -50% to -30%
 * Buffs chance to Death blow by 15%

Shieldbreaker

 * Adder’s Kiss
 * DMG mod added for -20%
 * Blight lasts for 5rds instead of 3
 * Impale
 * DMG mod lowered from -60% to -70%
 * Expose
 * Crits received debuff increased from +10% to +20%
 * Inflicts +20 stress
 * Captivate
 * DMG mod lowered from -25% to -30%
 * Blight lowered from 5pts/rd to 4pts/rd; duration increased to 4 rds
 * No longer has bonus damage vs. marked
 * Inflicts Daze for 1 round
 * Serpent Sway
 * Buffs DODGE by +15

Plague Doctor

 * Noxious Blast
 * Blight reduced from 7pts/rd to 6pts/rd
 * No longer inflicts debuff
 * Inflicts +20 stress
 * Plague Grenade
 * Blight reduced from 6pts/rd to 5pts/rd
 * Inflicts +8 stress
 * Blinding Gas
 * No longer stuns
 * Debuffs -20 ACC
 * Inflicts +25 Stress
 * Invigorating Vapors
 * Buff ACC +10
 * Disorienting Blast
 * Inflicts Daze instead of Stun for 1 round
 * Inflicts +30 stress

Man-at-Arms

 * Gets 10% base PROT
 * Crush
 * Now inflicts Debuff -10% PROT
 * Rampart
 * Inflicts Daze instead of Stun for 1 round
 * Bellow
 * Debuff changed to -20% DMG
 * Inflicts +12 stress
 * Defender
 * Buffs guarded ally for +30% PROT, +50% Bleed and Blight resist while guarded
 * Retribution
 * Riposte DMG mod increased from -40% to -20%, also add +4% CRT
 * Command
 * Buff adjusted to +20 ACC and +4% CRT
 * Bolster
 * Reduces Stress taken buff from -20% to -15%

Occultist

 * Sacrificial Stab
 * Added +40% Death Blow chance towards Afflicted enemies
 * Abyssal Artillery
 * Inflicts +8 stress
 * Causes Horror 8pts/rd for 3 rounds
 * Weakening Curse
 * Inflicts +30 stress
 * Wyrd Reconstruction
 * Heal increased from 0-22 to 0-24
 * Chance to Bleed reduced from 85% to 50%
 * Vulnerability Hex
 * Inflicts +30 stress
 * Hands from the Abyss
 * Completely Removed and replaced with Stygian Embrace
 * Stygian Embrace
 * Heal 1-2
 * Stealth’s target
 * Buff target for +50% stress dealt while Stealthed
 * Cannot target self with this
 * Daemon’s Pull
 * Cause Horror 10pts/rd for 3 rounds

Leper

 * Gets +10% base PROT
 * Hew
 * DMG mod increased from -50% to -40%
 * Purge
 * Self ACC buff increased from +5 to +10
 * Revenge
 * Damage taken Debuff reduced from -25% to -15%
 * Withstand
 * No longer buffs Move resistance
 * Solemnity
 * Healing buffed from 12 to 22
 * Stress healed buffed from -7 to -15
 * Can only be used 2 times per battle
 * Intimidate
 * Inflicts +25 stress

Crusader

 * Gets +15% base PROT
 * Smite
 * CRT mod increased from 4% to 8%
 * Zealous Accusation
 * DMG mod increased from -40% to -30%
 * Inflicts +20 stress
 * Bullwark of Faith (Renamed to Bullwark of Light)
 * PROT buff reduced from +30% to +20%
 * Now affects entire party
 * Battle Heal (Renamed Rally to the Flame)
 * Heal range adjusted from 5-6 to 4-6
 * Cures Debuffs
 * Heals the Crusader for 4HP and curse Debuffs for him
 * Inspiring Cry
 * No longer heals HP
 * Stress heal increased from -8 to -25
 * Buffs Virtue chance by 15%

Flagellant

 * The Flagellant's party-wide stun effect on death is not present.
 * Punish
 * No longer debuffs Bleed resistance
 * Inflicts +12 stress
 * Rain of Sorrows
 * No longer debuffs Bleed resistance
 * Bleed reduced from 5pts/rd to 4pts/rd
 * Inflicts +12 stress
 * Exanguinate
 * Self-debuff changed to -50% healing skills.
 * Causes Daze for 1 rd to self
 * Reclaim
 * Restoration increased from 4pts/rd to 6pts/rd
 * Redeem
 * Self-debuff changed to -50% healing skills.
 * Causes Daze for 1 rd to self
 * Endure
 * Stress heal increased from -14 to -30
 * Self-stress increased from +6 to +20
 * Suffer
 * Stress taken buff increased from -20% to -40% taken
 * Death blow resistance buff increased from 6% to 10%

Arbalest

 * Gets +5% base PROT
 * Sniper Shot
 * DMG vs. Marked reduced from 100% to 50%
 * DMG mod increased from +0% to +25%
 * Added +30% chance to Death Blow against Marked enemies
 * Suppressing Fire
 * Inflicts +12 stress
 * Debuff changed to +25% stress taken and -25% stress dealt
 * Bola
 * Moves Arbalest backwards one space
 * Blindfire
 * Can now bypass stealth
 * Battlefield Bandage
 * Cures bleed
 * Does not buff healing received
 * Healing increased from 4-5 to 7-9
 * Rallying Flare (Renamed to Illuminating Flare)
 * Now clears debuffs as well as Stun/Daze and Marks
 * No longer has chance to heal stress

Bounty Hunter

 * Mark for Death
 * Debuffs Death Blow resistance by -30% instead of PROT
 * Uppercut
 * Inflicts Daze instead of Stun
 * Flashbang
 * No longer stuns
 * Inflicts -25 DODGE debuff
 * Finish Him
 * Inflicts +30% damage to Dazed targets
 * Has +50% chance to Death Blow
 * Caltrops
 * Can only be used once per battle
 * Attacks all ranks
 * Has 150% chance to bleed for 2pts/rd for 25 rounds.
 * Has 150% chance to inflict Debuff for +5% stress taken for 25 rounds

Abomination

 * Transform
 * No longer stresses out teammates
 * No longer heals self
 * On transformation to Beast form, inflicts Horror to entire enemy team, 8pts/rd for 3 rounds.
 * Transformation buffs Move Resistance +40%
 * On transformation back to Human, Daze for 1 round
 * Can be used four times in battle instead of twice
 * Manacles
 * Can be used from Rank 1
 * Beast’s Bile
 * Inflicts +12 stress
 * Activates Riposte; -80% DMG, inflicts Blight
 * Absolution
 * Healing increased from 5 to 13
 * Stress heal increased from -10 to -25
 * Can only be used twice in a battle
 * Slam
 * Can now bypass and break guard
 * Causes target to not be able to be guarded for 2 rounds
 * No longer debuffs target

Antiquarian

 * Festering Vapors
 * Attacks all four ranks
 * DMG mod reduced from -75% to -80%
 * No longer debuffs Blight Resistance
 * Blight reduced from 4pts/rd to 2pts/rd
 * Inflicts +8 Stress
 * Get Down! (Renamed to Take Cover)
 * Stealths self for 2 rounds
 * Buff changed to +20% Death Blow resistance
 * Can only be used three times per battle
 * Flashpowder
 * Inflicts +20 stress
 * Fortifying Vapors (Renamed to Rejuvenating Vapors)
 * Now gives Restoration to entire party (3pts/rd for 3 rounds)
 * Protect Me
 * Ally buff increased from +8 DODGE to +10 DODGE

Musketeer

 * Aimed Shot
 * DMG vs. Marked enemies reduced from +100% to +50%
 * Has bonus +30% chance to Death Blow against Marked Enemies
 * Damage modifier increased from +0% to +25%
 * Buckshot
 * Moves the Musketeer backwards by 1
 * Sidearm (Renamed to Quickdraw)
 * Has +30% DMG when acting First
 * Patch Up
 * Healing increased from 4-5 to 7-9
 * Healing received buff reduced from +38% to 25%
 * Skeet Shot (Renamed to Ranging Shot)
 * No longer clears Marks or stuns
 * Stress heal buffed from -3 (67% chance) to -12 (85% chance)
 * Buffs party for +10 ACC and -10% Stress Taken

Jester

 * All Finale DMG buffs changed +40% for all moves
 * Dirk Stab
 * Has +10% chance to Death Blow
 * Finale
 * Can Bypass Death’s Door
 * This means that if the damage takes the target below 0HP, they instantly die without going to Death’s Door
 * Causes Daze for 3 rounds
 * Solo
 * Inflicts +12 stress
 * Can be used 4 times per battle instead of 2
 * Slice Off (Renamed to Mortal Wound)
 * No longer bleeds the target
 * Debuffs Death Blow resistance by -20%
 * Battle Ballad
 * Buff changed to +20 ACC
 * Can only be used once per battle
 * Inspiring Tune
 * Heals -30 Stress instead of -12

Houndmaster

 * Hound’s Harry
 * DMG mod reduced from -75% to -80%
 * Bleed reduced from 3pts/rd to 2pts/rd
 * Inflicts +12 stress
 * Cry Havoc
 * Stress healed increased from -6 (74% chance) to -15 (88% chance)
 * Guard Dog
 * Buffs targeted ally for -70% Stress taken while guarded and +50% Debuff resist while guarded


 * Lick Wounds
 * Heal reduced from 8 to 5
 * Gives Restoration 4pts/rd for 3 rounds

Stuns and Dazes
Stuns are still powerful in the Circus, but still grant a 50% stun resist to the target. Dazes, on the other hand, are a new status effect that work somewhat similarly. Dazing a hero will force them to act after all non-dazed heroes, effectively forcing players to choose them last in a round. If a hero is Dazed after they have already acted in a round, they will still be forced to go last in the next round.

Other Changes

 * There is no Torch meter, and as such, no abilities that would affect the light level
 * Consumable items such as Rations and Bandages cannot be used in any capacity
 * There are a multitude of new trinkets, many of which are given to the player right off the bat; however, these trinkets are exclusive to the Circus itself, and cannot be used in singleplayer.
 * All heroes have level 5 equipment and abilities, but no quirks
 * Physical damage is generally higher.
 * Heroes generally have a higher initial Deathblow resistance, usually at around 75%. However, each time a Hero survives a hit at Death's Door, this resistance is lowered by 15%, stacking cumulatively until hero is healed or dies.
 * The cap on Deathblow resistance seen in the campaign is removed, and as such can go past 87%
 * Resistances to DoTs and other debuffs have been lowered. Heroes that are strong against Blight are often weak to Bleed, and vice versa.
 * Bleed and Blight do not trigger Deathblows.
 * All heroes are available as "contestants," but only one of each hero can participate.
 * DLC heroes require their respective DLC in order to be used.
 * Once either player is down to their Hero, the survivor will receive +10 ACC, +10 Deathblow resist, and +10% damage until the end of the match
 * The Butcher's Circus DLC doesn't impact the single player campaign much, but it adds two new town events that relieve the stress of heroes, if at least one circus match is played before beginning the week.
 * Base Virtue chance is 0%, but can still be buffed by skills and trinkets
 * At 200 stress, a hero with a virtue will suffer a heart attack, instead of resetting stress
 * The Flagellant's party-wide stun effect on death is not present.

Strategy
While DoTs do not trigger Death's Door checks, they can be useful for dealing with the high PROT buffs the Crusader provides.

The Bounty hunter's finisher, along with the Finisher trinket, gives him 175% death blow chance, which is a guaranteed death blow against any Hero with a base death blow resist of 75%.

Stress is powerful! Even without going for heart attacks, multiple afflictions can create just as much disruption as they can in the campaign

Daze means a single enemy is guaranteed to act last. If this enemy has no access to healing skills, reaching Death's door on someone before their turn will guarantee you a chance to deliver a killing blow.