Sunday, November 12, 2017

Greedling






Greed: Level 54
HP: 109,200 (141,960 Seraph Robe)
Attack: 650
5M Claw: 80 (160) 
5M Shield: 80
Stalking Devout Claws: 1000 (1650) (1810) (1890) (5670) (17,010) (25,515)
Defense: 650 (1300) (2600) (15,600)
1M Armor: 40
World's King Armor: 700 (740) (16,340) (32,680) (42,485)
Stalking Devout Shield: 500 (580) (740) (17,080) (34,160) (44,408)
Speed: 153
Skill: 168 (173)
Move: 7




Items:

Stalking Devout Claws++: Massive claws that also function as shields. These can deal either bludgeon or claw type damage. These weapons are also improved by weaponized body. Most importantly, these claws may be placed in a defending position. When in this position, the claws will work as shields and grant defense rather than attack. This will also be boosted by weaponized body. However, as soon as this unit attacks the defensive position cannot be used for defense for the remainder of that phase. The default position of these claws is defensive. Base might/defense 1000.

Dark Steel Lightweight Armor: Lightweight armor that can be worn over clothing. It offers little defense against real damage blows, but it does resist wear. As darksteel, this armor grants resistance to dark and fire type damage, and it offers immunity to psychic type damage. Base 120 defense. 

World's King Armor: A dashing black suit of armor mixed with cloth. The suite is made of Crimson Firegold and Midnight Darksteel. As such, it grants resistance to explosion and psychic as well as immunity to fire and dark type damage. The cloth component of the armor grants resistance to the blade and pierce, but makes this armor unable to be used with a cloak. This armor is very resistant to wear but does take considerable damage from light type attacks. Grants 700 base defense.

The Ouroboros Tatoo: The mark of the Homonculi, distinguishing them from the humans they deem as beneath them. This is a brand, and cannot be removed. It will double pure-type damage alongside item boosts.

Claw Stone: This item boosts all claw attacks by 50% alongside other regular boosting items and crests. This functions much like Razor, Needle, or Heavy stones.

Claw Plate: Only one plate of this type may be carried. It is made by forging 8 Claw stones together. This will boost total claw damage by 50% alongside Claw Stone buffs.

10-Greed Filled Soul: The soul of a deeply greedy character. This item is consumable and will boost the base defense of the character by 50. This buff will be lost at the end of the battle, unless the character is adept at maintaining multiple souls.

Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense.  It can technically be removed but requires extreme precision.

Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense. 

Metal Box: This item may be used once a battle. Upon activating it, the character will triple their innate defense stat for 5 turns. This item doesn't use up a turn to activate. This item is very hard to steal.

Berkian Heroe's Pendant: A pendant given to Greed for his infiltration and betrayal of Father. Boosts skill by 5 if the character is fighting a battle for the sake of Berk of the ideals Berk holds. If this character is fighting alongside another character who holds this item, they will both receive a +10 skill boost. However, if two characters holding this item face one another in battle, both will receive -10 skill. 

Abilities:

Tough Claws: This unit's claws are as hard as diamond. They give heavy weapon and armor wear with every blow, and this ability doubles the claw skill damage bonuses. It will also boost the damage of claw type attacks by 50%. Costs 3 pg

Ultimate Shield (II): The character spends one turn to transform all their skin into a diamond-hard substance. This will multiply their natural defense stat by 3 (6). This status lasts until the character chooses to leave this mode. If the character is harmed during the turn in which they start this ability, the move will fail. Costs 10 pg

Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg

Homunculus Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. Costs 5 pg

Heart Grabber: -10 hit. This ability may be used once every three turns. This attack only strikes once. This character approaches a foe whose heart is within arm's length from the surface of their chest. It then stabs it's hand straight in and cuts the heart deeply. This has an 80% (100%) chance to give the severe bleeding status. This attack will completely ignore defense and block. The base might of the attack will be x 3 the martial or claw attack of this character. This attack cannot be counter-attacked. Costs: 5 pg

Weaponized Body (III): If this unit uses only pure martial/claw/body type attacks, then it will triple the total damage output. Costs: 8 pg

For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20%. Costs: 2 pg

Sword Grabber: This unit may grab the oncoming blade of an attacking foe. This ability has a 50% (70%) chance to activate on every enemy attack with a blade-type weapon. If it succeeds, it will completely nullify the attack of the enemy, and the enemy will not be able to perform any follow-up attacks. This unit may perform counter-attacks after grabbing the enemy weapon. If the enemy is dual wielding, then this character may try and catch both blades, but it cannot counter-attack after doing so. Costs: 4

Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn or counter-attacking after being stunned. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% (40%) of the time. Costs 3 pg

Covetous Heart (II): This character has an extremely good chance to steal up to half of a foe's items. However, they themselves must kill the foe, and their chances of finding items will only be boosted by this ability if they search the corpse on the turn directly after killing the character. At the second level, this ability will allow the character to steal all the items a character is carrying. Costs: 4 pg

Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg

Impenetrable Defense: This character's defense is unbelievably hard. Abilities that usually cause a character to ignore defense, such as throws, trample, or critical hits, will now only ignore half of this character's defense stat. If a move normally ignores half the defense, such as Luna, it will ignore 25% of the defense of this character. Costs: 4 pg

(TBA) Sixth Sense: This character has an uncanny perception of its surroundings. This adds 20 avoid when being attacked. It also allows this character to ignore vision-based evasion boosts. This is particularly true of invisible foes or enemies who have night-time stealth boosts. This does not allow the character to ignore extreme evasion or item-based evasion boosts. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. Costs: 5 pg

(TBA) Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 pg

(TBA) Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% (50%) of the time. Costs 3 pg

(TBA) Clawed Assault: The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a double damage strike. This move may only be used once a day. Costs 5 pg

(TBA) Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 (231) damage to most enemies. After their neck is broken, the character receives the paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg

(TBA) Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg

(TBA) Smoke Bomb: The character drops a smoke bomb, making a 3 by 3 area around them covered in smoke for 2 turns. In this smoke, the character and their allies receive +10 speed. This takes a turn to accomplish. Costs 2 pg


Character type: Monster, Defensive

Caps:
HP: High
Attack: 500
Defense: 500
Speed: 133
Skill: 148


Weakness: Mild fire weakness

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