Part Bullet Train, part Dead Kobold Transit, part Kobold Ninja Team Leader.
This build take up to 5 allies deep into enemy lines (as in, past the guards, up the stairs, and into the throne room), release a small nova (~1 standard. Elite/Solo possible with party op), and then get's out.
In the same turn.
Starts around level 19, when you get the Offerings of Celestian item set. Nearly all of the build is items, so you can tack it on to any class.
Transit, level 30
Revenant, Monk/Warlord, Zephyr Warchief, Master of Moments
Monastic Tradition (Hybrid) Option: Centered Breath (Hybrid)
Hybrid Monk Option: Hybrid Monk Fortitude
Warlord Leadership Option: Combat Leader (Hybrid)
Hybrid Warlord Option: Hybrid Warlord Will
Choose your Race in Life: Eladrin
Born Under a Bad Sign (Born Under a Bad Sign Benefit)
FINAL ABILITY SCORES
STR 12, CON 14, DEX 26, INT 10, WIS 14, CHA 26
STARTING ABILITY SCORES
STR 10, CON 12, DEX 16, INT 8, WIS 12, CHA 16
AC: 40 Fort: 34 Ref: 41 Will: 47
HP: 183 Surges: 9 Surge Value: 45
Insight +22, Stealth +28, Thievery +28
Acrobatics +25, Arcana +15, Athletics +16, Bluff +23, Diplomacy +25, Dungeoneering +17, Endurance +19, Heal +17, History +15, Intimidate +27, Nature +17, Perception +19, Religion +15, Streetwise +23
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Chevalier Attack: Valiant Charge
Revenant Utility: Dark Reaping
Monk Feature: Centered Flurry of Blows
Warlord Feature: Inspiring Word
Thievery Utility 2: Fast Hands
Zephyr Warchief Attack 11: Scouring Strike
Zephyr Warchief Utility 12: Desert Glide
Insight Utility 16: Insightful Riposte
Warlord Attack 17: Hail of Steel
Zephyr Warchief Attack 20: One Thousand Cuts
Master of Moments Utility 26: Freeze Time
Level 1: Twilight Adept
Level 2: Mark of Passage
Level 4: Risky Shift
Level 6: Fluid Motion
Level 8: Bloodied Fleetness
Level 10: Desert Moon Student
Level 11: Combat Commander
Level 12: Death Scorned
Level 14: Disciple of Death
Level 16: Superior Will
Level 18: Staff Expertise
Level 20: Death's Quickening
Level 21: Ghostly Vitality
Level 22: Long Step
Level 24: Eerie Resurgence
Level 26: Spring Step
Level 28: Superior Initiative
Level 30: Alertness
Mooncloth Robes Mindpatterned Armor +6 x1
Accurate staff of the Far Wanderer +6 x1
Star-Strewn Scarf +6 x1
Gloves of the Wandering Star x1
Sun Sphere x1
Boots of Caiphon x1
Accurate staff of the Traveler +6 x1
Eladrin Ring of Passage x2
Horreb Ritual Cube
Bracers of Mental Might x1
====== End ======
Revenant cheeze (5 minors)
Master of Moments (1 more minor)
Boots of Caiphon (minor to shift your speed)
Staff of the Traveler (shift -> teleport)
Offerings of Celestian Set (teleport self -> teleport allies)
and stacks of speed (base 11)/shift boosters(3)/teleport boosters(4)
= 6 * 18 = 108 squares.
Teleport diagonally 2 squares up (and your allies 1 square up)
Fall take 1d10 damage (1/2) and land prone.*
Eerie Resurgence to stand as a free action.
Spring Step to shift 1->teleport.
(91 negitive bloodied-6 to be on the safe side)/2.5 damage per drop = 34 teleports * 8 squares = 272 extra squares.
Note that after burners can stall (1 * insubstantial = .5 = 0 falling damage = not prone), so use them first.
If your low on minor's, (and your allies don't mind a few small drops) consider droping 20 feat. This will elimitate the chance of a 1, but will deal more damage, and thus, slow you down.
Beware of immidiate action attacks/hazards/aura's/ect. Your very vulnerable this way.
108+272 = 380 squares (190 in and out).
Extra Tank: By starting at full HP, you can add (183 / 5.5 * 8) ~ 266 squares. However, you have to be careful about action economy, as you will be dazed when you hit 0.
Mid Flight Refuel: Using a minor (or an ally's readied action) to heal yourself can net you ((45+6d6) / 5.5 + 272) ~350 more squares of the afterburners. Though it a tricky maneuver to match up your action economy, you greatly increase your chance of stalling too many times. And you are likely to loose your nova.
Assisted Takeoff: Grab some THP the turn before you launch. (Rub Some Dirt On It ~ 40 squares).
4 Readied Actions: Allies prime themselves to unleash their attacks for when they arrive.
1 warlord enabler: Free: Drop a staff -> Standard: Hail of steel or Death from Two Sides (via bracer's of mental might)-> Fast Hands (Pick up the staff).
Optional 1: Daily, and/or AP.
Optional 2: Spend other actions to attack/buff (knight's move -> allies low slash).
*If your DM rules that you surprised them. Your party should has a big init booster. So you could stick around long enough for them to do a true nova before fleeing.
Teleport in, hit with a voidcrystal weapon (you or an ally), use the daily, teleport out, and put the target in a safe location (say... in a cage or in a Gorgonblood Mortar tower).
Bonus points if you remain hidden (Shadow Steel Roll + Shadow Band) the entire time.