Gordon is a terrifying presence despite his scholarly demeanor, particularly for those he deems not to have the best interests of the Tundra's civilians and its cities at heart. Plunderers and pillagers, in other words, have much to fear from Gordon's reputation as the "great poisoner of our time".
The strongest shield and the toughest armor will do nothing against Gordon's weapon of choice: the slow toxin for the man he wishes to immobilize or elixir of pain for the man he wishes to torture without leaving a mark. Nor does the poison-resistant Gordon have anything to fear from his own devices. As Bahiti has noted with joy: "We should thank our lucky stars Gordon only deploys his unusual talents on those seeking to do harm."
Story
By day Gordon does nothing more adventurous than teaching, by which he shares his extraordinary scientific knowledge with the most brilliant minds of the next generation. His students have little to fear from the erudite professor who has killed thousands, because his reputation is improved by his teaching ability and charisma.
It is only outside the city, against those threatening the lives of innocents, that Gordon exercises his peculiar poisons without mercy against the "locusts" as he describes them. And in so doing he becomes a madman, willing to deploy fast-acting poisons and deadly mists across every corner of the battlefield to asphyxiate those who do not "deserve" to live.
Gordon's strange mix of elegance and rage can be traced back to his horrific experience as mayor of a wealthy city turned hellish wasteland through the efforts of Phaethon and Dr. Toxin Theodore.
To Dr. Toxin, Phaethon represented the hole to his key of continued scientific experimentation, ideological differences notwithstanding. Dr. Toxin ordered a full-scale chemical bombardment. He had finally found his "experimental subjects."
As mayor, Gordon was selected for special treatment—he was submerged in a cellar filled with a toxic goo of unknown effect. There he was left to rot for seven days and nights by cruel observers eager to understand more. It was seven days of pure torture.
As the saying goes, "What doesn't kill you makes you stronger". This was certainly true in Gordon's case.
Seven days later Gordon's experimenters had an answer: the chemical goo was painful, yes, but produced no long-lasting physical deformities. And when the Dawn Alliance finally wrested control of the ruins from Dr. Toxin's hands, Gordon was surprised to discover he was hardly injured and, unlike most other residents, remained of sound mind. Furthermore, his lengthy immersion seemed to have made him immune to many other common toxins as well.
Gordon's life mission is now to inflict such horrors on Dr. Toxin Theodore as to horrify the world, yet his thirst for revenge has not twisted his mind beyond reason. He knows the past cannot be fixed, but feels a moral duty to prevent similar tragedies from occurring. Thus, Gordon has become a great crusader against the evil locusts and to "return their poison for poison".
Stats progression
Expedition ATK and DEF bonuses for Lancer troops by star level, plus shard costs to upgrade.
Skills
Exploration Skills
Active in exploration, city defense, and arena-style encounters.
Exploration Poison Blast
Gordon throws a vase that disintegrates into a toxic mist, dealing Attack*50–70% damage to nearby enemies every 0.5s for 3s.
Area of Effect Damage Up: 50% / 55% / 60% / 65% / 70%
Exploration Toxic Molotov
Gordon hurls a chemical flask with precision and poisons the target, dealing Attack*25–35% damage every 0.5s and increasing its Damage Taken by 5–25% for 2s.
Damage Up: 25% / 27.5% / 30% / 32.5% / 35%
Enemy Damage Taken Up: 5% / 10% / 15% / 20% / 25%
Exploration Tolerization
Gordon's body has adapted to toxic over-exposure by generating new responses, increasing his Defense by 25–75%.
Defense Up: 25% / 37.5% / 50% / 62.5% / 75%
Expedition Skills
Active when this hero leads troops on the wilderness map.
Expedition Venom Infusion
Gordon dips Lancers' weapons in venom. Every 2 attacks, Lancers deal 20–100% extra damage and apply poison to the target for 1 turn. Poisoned enemies deal 4–20% less damage.
Damage Up: 20% / 40% / 60% / 80% / 100%
Enemy Damage Down: 4% / 8% / 12% / 16% / 20%
Expedition Chemical Terror
Gordon's envenomed weapons terrorizes the field, increasing Lancers' Damage Dealt by 30–150% and reducing Damage Dealt by 6–30% for all enemy troops for 1 turn, every 3 turns.
Damage Up: 30% / 60% / 90% / 120% / 150%
Enemy Damage Down: 6% / 12% / 18% / 24% / 30%
Expedition+ Toxic Release
Gordon generates a defensive bio-toxic fog, confusing enemy frontline Infantry, increasing their Damage Taken by 6–30%, while blocking enemy Marksmen's line of sight to reduce their Damage Dealt by 6–30% for 2 turns every 4 turns.
Enemy Infantry Damage Taken Up: 6% / 12% / 18% / 24% / 30%
Enemy Marksman Damage Dealt Down: 6% / 12% / 18% / 24% / 30%
Exclusive Weapon
Exclusive Bonecrux Venom
Gordon’s exclusive weapon. Combat stats scale with weapon strength level.
Exclusive Exploration Potion #1325
Gordon's chemical arsenal increases his Damage Dealt by 5–25% and reduces the Attack of poisoned targets by 15%.
Values: 5% / 10% / 15% / 20% / 25%
Exclusive Expedition Bio Assault
Gordon privileges his allies with special envenomed weaponry, increasing Rally Squads' Lethality by 5–15%.
Values: 5% / 7.5% / 10% / 12.5% / 15%