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"You were right, Maxxor. Your enemies aren't always what they appear to be! All this time I have been waiting to reveal my true form, and to unleash my true power!"
―Aa'une

Aa'une is the former M'arrillian leader, defeated and sealed by Maxxor, Chaor, and Iparu.

Character Origins[]

Aa'une was the leader of the Psikoom and the M'arrillians by birth rite. While all Chieftains played a role in leading the M'arrillian Tribe, the Psikoom ultimately answered to Aa'une.

After Phelphor was discovered and freed from Ice Pillar after being frozen some 2000 solons ago, he set about manipulating the Underworlders in hopes of unleashing the rest of his Tribe from behind the Doors to the Deepmines, with Aa'une entrusting his personal aide, Erak'tabb and his brother, Rath'tab, as well as two of his most loyal Chieftains, Milla'iin and Ihun'kalin in leading the M'arrillian invasion of Perim.

When Phelphor succeeded in brainwashing Nauthilax, Tartarek, Vinta, and Formicidor, the Doors of the Deepmines finally opened, and the M'arrillians quickly set to work setting up footholds within the territories of each of the four Tribes. Aa'une, however, remained within the City of M'arr, aware that the M'arrillians were unstoppable so long as he thrived.

Under Aa'une's orders, Milla'iin brainwashed Ooloo, Kraade, Ragetrod, Asadab, Gambreor, and H'earring into helping dig a canal to flood the Marsh of Murk with the waters from the Cordac Falls Plungepool. However, Chaor planned to take matters into his own hands, alongside Takinom, Chargola, Narfall, Illazar, Agitos, and Raran. The intent was to set the Marsh of Murk ablaze with a cannon created by Ulmar.

This had been Aa'une's intent however, as by drawing Chaor out of Underworld City, Phelphor and Lord Van Bloot were free to lead an invasion into Underworld City and take the Underworld for the M'arrillians.

While Chaor's plan proves to be a success, and Milla'iin falls into the oil as the fire bomb approaches, he brainwashes Raran in the process, putting Raran's mind and Aa'une's mind into direct contact. Through Raran, Aa'une then informs Chaor that Milla'iin and the other M'arrillians survived the blast from the Annihilizer by remaining under the oil - as well as the fact that this had all been a trap to allow Lord Van Bloot and the M'arrillians to conquer Underworld City, with the Underworlders now being on their way to finish off Chaor and the remaining Underworlders once and for all.

Through Tartarek, Aa'une manipulates the newly formed Tribal Alliance into sending Maxxor to the City of M'arr in order to capture Aa'une and use the Telebracers to then take him to Lake Blakeer - where M'arrillians are said to lose their abilities.

Maxxor is ambushed and taken captive soon after arriving in M'arr, however he is then unexpectedly saved by Chaor. Though the two battle Aa'une together, and succeed in bringing him to Lake Blakeer, they soon learn than, unlike other M'arrillians, Lake Blakeer actually empowers Aa'une, and they had been deceived.

With Aa'une indestructible in his Avatar state, he unleashes a psionic attack against Kiru City, which brainwashes everyone within. Aa'une then captures both Maxxor and Chaor, casting Maxxor into the waters of Lake Blakeer. Before Aa'une can do the same to Chaor however, he is saved when Maxxor casts Mugic to cancel Aa'une's attack, revealing himself to have been searching for the Xerium Armor. Instead, Iparu had been posing as him the entire time, and had transformed into Raouff, a Creature capable of surviving the negative charge of Lake Blakeer prior to being submerged.

Though Maxxor, Chaor, and Iparu prove to be more than a match for Aa'une alone in his Avatar form, Aa'une unleashes his true form in order to unlock the sheer might of his powers. To save Maxxor and Chaor, Iparu changes into Aa'une while in this form, though Aa'une is still too powerful. Together, Maxxor, Chaor, and Iparu force Aa'une into Lake Blakeer with a Symmetry Slam attack, and the negative charge then tears Aa'une apart, thereby freezing the lake as it neutralizes.

Appearance[]

Aa'une possesses two main forms:

He is not limited to a single manifestation, capable of mentally placing his image anywhere he chooses, dubbed Aa'une's Projection.[1] This form is yellow-green and blue sea serpent with a vaguely humanoid upper body, marked with tentacle-like hair. Glowing eyes dot around his body.

Through a great deal of preperation and Mugical preparation, one in which he will not allow interruption, Aa'une can give his projection a physical presence, allowing his wicked, unmatched might to surface onto dry land. This is Aa'une's Avatar.[1]

Even his Avatar takes different forms, from a translucent blue and pink beast, to a multi-headed monstrosity, seen in the show and card art.

Background Information[]

Aa'une was the ruler of the M'arrillians. He appeared in episode 23 when he telepathically asked Phelphor about the operation and if Chaor left Underworld city to begin their surprise attack on the Underworlders. In episode 25, Maxxor teleports him to Lake Blakeer (where the M'arrillians' mind-control abilities are negated). In episode 26, Maxxor and Chaor did leave him on Lake Blakeer and discover that Aa'une becames indestructible in the lake. In episode 27, Maxxor, Chaor and Iparu are defeating Aa'une when he assumes his true form: a multi-headed, monstrous sea creature version of himself. Iparu copies his form and Maxxor, Chaor and Iparu (in the form of Aa'une) attack with positives atacks pushing him into Lake Blakeer (which is charged of negative energy doing a explosion which defeats Aa'une). In this episode was revealed that all the M'arrillans powers are from Aa'une. When he was defeated, they stay without power and the other tribes are ready to defeat them.

Some people don't realize but Aa'une in the show is different from the card with regards to the face; in the show, he has a more humanoid face. In the card (you can see the difference on the card Crown of Aa'une), he has a demonic face and claws.

Personality and Behaviour[]

Aa'une is a very power hungry monster, who's greatest wish is to take over Perim and destroy the other tribes.

Connections[]

Affiliations, Loyalties and Allies[]

  1. M'arrillians

Enemies[]

  1. Anyone but the M'arrillians

Strategies[]

Aa'une is arguably the single hardest card in the game to use effectively. Making use of the powerful Avatar form requires using his weak Projection form to win combat, while holding onto a specific Battlegear and playing a specific Attack, then casting a 4-cost Mugic from a Fluidmorpher. To maximize your chances of pulling off this feat, planning and deck-building around him are a must, although the sheer number of things that can cause Aa'une to fall flat make it highly ill-advised to use him in a deck; even a deck optimized to use Aa'une will, ironically, get more mileage out of another Chieftain with better stats.

Try not to use Aa'une in the front lines, as he will immediately become a very high-priority target; you want Aa'une to engage in combat on your terms. Use your frontline Creatures to both screen for Aa'une and buy time to cycle through attacks, in order to both build Mugic counters on a Fluidmorpher and draw Rage of Aa'une.

Once Aa'une is engaged, try to play Rage of Aa'une immediately and then end combat as soon as possible. Use Unheard Melody or Psionic Serenade, for instance, to destroy the opposing Creature before they can overwhelm Aa'une. Don't try to hoard Mugic and use as many as you need to ensure that Aa'une wins - Avatar can destroy entire armies even without his instant-kill ability as long as you focus on Water and Discipline attacks for your deck. Ghost Gouge is, bar none, the best attack to use with Avatar, boasting a whopping 55 damage from his Outperform, and Aa'une's stats in Projection form are just enough to get full mileage out of the attack (assuming average or better in Wisdom and Speed).

Creatures that can be paired with Aa'une (if, for whatever reason, you wish to use him) include:

  • Aval'par: By discarding a Mugic card, Aa'une can become untargetable by Mugic and Abilities, though the number of Creature slots required to use Aa'une with any degree of effectiveness makes it hard to include Aval'par.
  • Bahrakatan, The Coralsmith: Prevents Baton of Aa'une from being destroyed, although Baton being flipped face-down remains a very real danger.
  • Blaaxa: Blocks Mugic that can interfere with Aa'une like Surprising Riffs or Refrain of Denial, though at the cost of vastly reducing your own Mugic options.
  • Mock'adyn: The healing ability is very valuable for keeping Aa'une's frail body alive.
  • Vix'ben: Grants passive Mugic negation, providing a safety net for Aa'une in combat. However, the ability is quite easy to bait out due to it being mandatory.
  • Xis'torq: Can boost Aa'une's low Energy in combat against opponents with elemental types.

TV Show[]

Appearances[]

Cards and Scans[]

Quotes[]

"I am the ruler of ALL Perim"
―Aa'une

Gallery[]


Trivia[]

  • Aa'une displays traits of both Chieftains and Fluidmorphers in the Chaotic television series.
  • Aa'une the Oligarch starts out any game in his Projection Form. It is only after successfully playing the Calling of Aa'une Mugic and performing the Rage of Aa'une attack while being equipped with the Baton of Aa'une before the battle ends that one may play his Avatar form.
  • Aa'une the Oligarch, Avatar has the highest base Disciplines of any creature in the game. He is also one of the two Creatures with three-digit Energy, the other being Khorror.
  • While Aa'une the Oligarch, Projection is subject to the same stat variance as any other creature, Aa'une the Oligarch, Avatar always has 200 in each Discipline and 100 Energy.
  • Many brainwashed Creatures are visible in Avatar's artwork. Discernible ones in the foreground include H'earring, Dardemus, Galin, Lomma, Blügon, Arias, Intress, Kolmo, and Sirri.
M'arrillian Tribe
Chieftains
Aa'une | Milla'iin | Erak'tabb | Ritzu'dag | Rath'tab | Ihun'kalin | Neth'uar | Xis'torq | Ebena'bakku | Gan'trak | Klar'nok | Fal'makin | Jus'hebban | Aval'par | Emna'ool | Ki'bro | Gal'drad | Ghar'lag | Wilt'dred | Nis'dabba | Pheren'tal | X'arlon | N'elyar
Fluidmorphers
Phelphor | Aer'dak | Fla'gamp | Dror'niq | Nunk'worn | Ri'oha | Lam'inkal | Mock'adyn | Anger'keem | Siril'ean |Part'soa | Vix'ben | Em'swa | Thar'lyn | Tir'baleen | M'ahadil | Rayan'tar | Teren'kar
Kha'rall
Rol'doi | Vitar'zu | Ikub'ra | Mik'banin | Bahrakatan | Dreg'ora | Blak'drin | Son'las | Klik'ssi | Ast'imal | Bo'aam | Gan'nim | Aah'terai | Dheghan | Ginar'rash
Other
Ab'lop | Herat'lat

Notes and References[]

  1. 1.0 1.1 Ultimate Guide.
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