Necromancer

The Necromancer is a fictional class in Stick Ranger capable of using an exact copy of any enemies' attack, only at least at first has really sucky AGI compared to even the enemies (though the min AGI is always the exact same as what it would be when the enemy that normally uses the attack is using it, the max AGI starts out as 10 times (1000% of) whatever the min AGI is), though this can be fixed with DEX. Regardless of attack in use, always denotes attack by moving its' arm as if trying to swing a whip like a Whipper, sans whip. Will be surrounded by a shade aura as if in water when a weapon is equipped in the same color as the corresponding enemies' head, and also another aura looking more like the Priest's aura in the same color as the corresponding enemies body, though smaller than it and appearing to interweave with it perfectly when that is present as well. Due to the in-water-like aura (and also just because "Necromancer" suggests darkness anyway), has more shade in water (about the same as any other class with a Zombie's Card, though the Necromancer gains yet even just slightly more shade with that Card equipped).

Weapons
The Necromancer obtains its' weapons from the BOOK, where selecting an enemy will now also display a clickable picture of the enemies' primary attack (enemies with two attacks will have both attacks displayed separately) resized to inventory slot size with two buy options available, one which gives you a weapon with one compo slot for 1/10 of the BOOK entry price, or two compo slots for the full price of the BOOK fee to view the info for the enemy had been. A "boss" enemies' attack will cost 1/5 the BOOK entry cost for 1 compo slot and twice the BOOK entry cost for two compo slots. Blue Big Shield Eel's attack will cost 1/5 or twice it's BOOK entry cost, to further suggest that it is a hidden boss. (Meaning the total cost, BOOK entry fee + getting the actual weapon, would be 141000 gold. Better get used to gold grinding when using a Necromancer- gotta make up for the lack of need for weapon grinding somehow)!

Regardless of compos, all attacks will retain the same properties (a homing attack will still home without Guide's Card, a piercing attack will still pierce without Pierce's Card, no MAG is ever required for secondary effects, etc.), though additional properties can be added (Grey Boss Smiley Walker's attack can have Pierce's Card + Guide's Card added, etc.).

Bullet's Card will be applicable to any attack with multiple projectiles, no odd ones like the Lightsaber or Flame Sword series for the Gladiator involved.

For spawning attacks, versions of the enemy with their color scheme set to same head color as a ranger's body and same body color as a ranger's head will be spawned, have a total of half the Necromancer's LP (divided equally per set if multiple 'enemies' are spawned at a time), have their own attacks modified by the same modifiers the Necromancer's own attacks (Pseudo Yellow Roundhead Bats will have AT and range added to their attacks depending on the Necromancer's STR and MAG, have max AGI determined by how much DEX the Necromancer has, etc.), will not be draggable, only be capable of hurting other enemies (not including each other), and will still count towards the enemies-per-screen count, making spawn attacks close to worthless on mob screens while not halting the 'next' signs' appearance on a boss screen. Red Boss Roundhead Tree can have Bullet's Card added to it's attack, which would make the Necromancer spawn 10 Roundhead Dragons per 'shot' (with Bullet's Card 4), each of which will shoot 10 Needles per shot, but have much lower LP. Red Roundhead Tree's attack, despite spawning an enemy that shoots multiple projectiles, cannot have Bullet's Card added to it's attack as it only spawns one enemy per 'shot'. However, things like Reflection's Card and Guide's Card can still be added to add those effects to the spawned 'enemies' attacks, also having the peculiar effect of making the spawned 'enemies' themselves sometimes 'reflect' off the ground and/or getting them pulled towards their enemies more than their normal movement patterns would normally allow. (This leads to Pseudo Yellow Roundhead Spiders 'jumping' a lot more than usual when Reflection's Card is equipped to Red Big Roundhead Spider's attack).

The only Cards the Necromancer cannot equip no matter what are the ones that are only for melee characters (Long Sword's, Big, Berserk, ONIGIRI's, Gold Rush, and Vampire's). Red and Yellow Crystals may only be equipped to the Necromancer's type Physical weapons; not to their elemental/magical weapons.

Weapon level is determined by the highest level item (weapon or compo) the enemy that normally uses the attack is capable of dropping, meaning late-game enemies which can't drop anything yet are considered to have level 0 attacks (however Necromancers with level 0 weapons are banned from VS Mode, and are thus the only class to have a level 1 starting weapon (Blue X Walker's attack)).

Credits
RadiantDarkBlaze - Creation

Ivan247 - Saying something that put this idea into RadiantDarkBlaze's head on his talk page on the Dan-Ball Wiki under "Enemies' AGI"

Yathimc - Getting said conversation started

ha55ii and dan-ball.jp - Making Stick Ranger in the first place so that the conversations among all parts of the SR fandom, including both the parts purely looking to be factual and helpful and the parts purely looking to be imaginative, could and still can happen in the first place. (And possibly making this idea reality? Even if it's a modified version of it? If you think it's honestly good enough? You have seen this wiki, right, ha55ii)?