5M Poison: 80
5M Energy: 50
Elite Marro Dual Spear: 300 (800) (880) (960) (1040) (6,760) (13,000) (19,500)
Defense: 300 (150)
Speed: 155
Skill: 125
Move: 7
Elite Marro Dual Spear: 300 (800) (880) (960) (1040) (6,760) (13,000) (19,500)
Defense: 300 (150)
Speed: 155
Skill: 125
Move: 7
Items:
Elite Dual Marro Spear: A weapon used for rapid, brutal strikes. Always strikes twice when attacking and when countering. However, lowers the defense of the user by 50%. 300 pierce/energy/poison type damage.
Marro Hive Forged Eyes: If a foe is within the perception range of a Marro Unique Hero, then the drones will be able to use the Skill stat of the Marro Hero rather than their own. Swarm will still buff the hit chances.
Intimidating Flesh Crest: A crest forged into the neck of Marro drones. This intimidating display causes adjacent foes to suffer -10 hit and -10 avoid.
Poisoning Weapon Ring: This ring will cause the ability Poison Weapon to be activatable on all strikes. This includes counters or other activatable abilities. This ring is easily lost or stolen.
Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.
Marro Hive Crest: This brand will buff the damage of psychic and poison-type damage by 50% (stacking alongside regular item boosts).
20-Poison Blooms
10-Energy Gems
Abilities:
Character Type: Melee
Weakness: Fire. Immune to poison. Immune to Mind Control and all other mental statuses as long as there is a unique Marro Hero on the map. Immune to overboost damage.
Abilities:
Hive Swarm: Marro Drone Signature ability. At the start of each turn, all Marro warriors make one roll. This roll applies to all Marro Drones. This roll, if successful, will allow a certain number of Marro Drones to take an additional turn.
100% chance to allow 3 units to take another turn.
40% chance to allow 6 units to take another turn.
20% chance to allow 9 units to take another turn.
Costs: 9 pg
Swarm (II): Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 (30) point boost to their hit. Costs 6 pg
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
Wear Down: If this unit initiates combat with a foe, regardless of whether or not they land a hit on them, they will reduce the foe's defense by 10%. This will stack if this character or other characters with the ability continue to engage with the debuffed for. This debuff will last for two turns past the last time it was triggered. This ability is usually limited to low-tier military units. Costs: 5 pg
Pouring Wounds (II): Bloodborne ability. 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 40% (80%) of the time. This ability only activates on physical attacks. Costs 6 pg
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying (or soaring) units with 1 range attacks. Costs: 2 pg
Poisoning Weapon: When this character initiates (lands any attacks) with a poison weapon, those attacks will have a 40% (80%) chance to poison the enemy with each strike. This poison boasts a base damage of 100 (180) (1,170) Costs: 4 pg
Engagement: Guard class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop, or take damage equal to 3x the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. Costs: 4 pg
Spear Assault: This unit rushes in with its weapon and attacks with a flurry of blows. 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 2 x damage strike. This ability may be used once a day. Costs: 5 pg
Poison Weapon: This character may take a turn to augment its weapon. This will give the weapon poison type damage and grant it the wind-type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg
Character Type: Melee
Weakness: Fire. Immune to poison. Immune to Mind Control and all other mental statuses as long as there is a unique Marro Hero on the map. Immune to overboost damage.
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