Takumi: Level 83 (choose abilities)
HP: 720,000 (1,440,000 1UP) (2,160,000) (4,320,000) (5,184,000)
Attack: 16,200
5GM Sword: 1000
5GM Sword: 1000
5GM Marksman: 1000
5GM Dark: 1000
5GM Magic: 1000
5GM Light: 1000
5GM Dark: 1000
5GM Magic: 1000
5GM Light: 1000
5GM Air: 1000
Fujin Yumi: 1200 (17,400) (18,400) (19,400) (20,400) (21,400) (192,600) (385,200) (577,800) (1,155,600)
Fujin Yumi: 1200 (17,400) (18,400) (19,400) (20,400) (21,400) (22,400) (201,600) (403,200) (593,600) (784,000) (1,568,000) (2,352,000)
Skadi: 1200 (17,400) (18,400) (19,400) (20,400) (21,400) (192,600) (385,200) (577,800) (1,155,600)
Skadi: 1200 (17,400) (18,400) (19,400) (20,400) (21,400) (22,400) (201,600) (403,200) (593,600) (784,000) (1,568,000) (2,352,000)
Defense: 16,000
5GM Armor: 1000
Twilight Sniper Armor++: 500 (16,500) (17,500)
5GM Armor: 1000
Twilight Sniper Armor++: 500 (16,500) (17,500)
Deadly Weather Cloak: 300 (17,800)
5GM Shield: 1000
Dark Spirit Shield: 1000 (2000) (3000) (4000) (36,000) (72,000) (144,000) (288,000) (305,800)
Light Spirit Shield: 1000 (2000) (3000) (4000) (36,000) (72,000) (144,000) (288,000) (593,800)
Ancalagonscale Pendant: 100 (1100) (9900) (19,800) (39,600) (633,400)
Seath Crystal Pendant: 100 (1100) (9900) (19,800) (39,600) (673,000)
Great Serpentscale Pendant: 100 (1100) (9,350) (18,700) (37,400) (710,400)
Celebi Leaf Pendant: 100 (1100) (9,350) (18,700) (37,400) (747,800)
Darkscale Pendant: 20 (1020) (9,180) (18,360) (36,720) (784,520)
Magicscale Pendant: 20 (1020) (9,180) (18,360) (36,720) (821,240)
Darkscale Pendant: 20 (1020) (9,180) (18,360) (36,720) (784,520)
Magicscale Pendant: 20 (1020) (9,180) (18,360) (36,720) (821,240)
Lightscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (855,920)
Airscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (890,600)
Speed: 275 (280)
Skill: 365 (390) (+5-10) (+50 at range)
Move: 7 (8) (9) (11)
Items:
Rune Arc
4-Mako Cells
Crystal Heart And Soul
5-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
Fujin Yumi+++: A legendary weapon of Hoshido. May only be used by Takumi. It cannot be destroyed even by deletion or Gemnode attacks. This is a sniping bow and thus has 1-4 (5) (8) range. No speed penalties at 1 range. This weapon has been unlocked after enhancing the Fire Emblem. This weapon has base 1200 Dark/Magic/Light/Pierce type might. This weapon may be altered to fire off bolts specifically magic or dark or light or magic/dark or magic/light if this would be beneficial. The Fujin Yumi also allows Takumi to move through enemies or impassable or difficult terrain without taking penalties. Standing in dangerous terrain will still injure him. In its final form, the Fujin Yumi will always strike twice the normal number of times, and this will stack with Nock Twice. It will strike twice as many times when attacking or countering. This weapon has infinite range when countering.
Skadi+++: May only be used by Takumi. It cannot be destroyed even by deletion or Gemnode attacks. This is a sniping bow and thus has 1-4 (5) (8) range. No speed penalties at 1 range. This weapon has base 400 (1200) Dark/Magic/Light/Pierce type might. In its final form, the Skadi will always strike twice the normal number of times, and this will stack with Nock Twice. It will strike twice as many times when attacking or countering. This weapon grants the ability Replicate for free, but it must remain equipped.
Critical Weapon Seal: An elite weapon seal. This weapon seal will boost the damage of critical hits executed by this weapon by 50%. This cannot be added to weapons that already have boosted damage on crits.
Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.
(Not Equipped) Elite Golden Weapon Seal: This seal may be placed on a weapon. A weapon may only have one Elite Weapon Seal. Weapon seals may be swapped only outside of combat. A Golden weapon seal will apply Golden Typing to the weapon. This is a subcategory, similar to Sacred or Sunlight, so it only applies as a typing and will not be calculated into proficiency. Golden typing causes a weapon to deal 20% more damage while under the light of the Erd Tree or 20% more damage when using a Rune Arc. A total of 40% more damage may be achieved by doing both.
Twilight Sniper Armor++: Armor designed particularly for Takumi. Grants resistance to light, psychic, dark, and magic. This armor resists wear. Though it resists light, the darksteel component may be broken by it, rendering the armor extremely fragile to heavy light damage. It has been reforged, and is now even more difficult to wear down. Grants a base 250 (500) defense.
Deadly Weather Cloak: An incredibly well designed cloak. This staggering item will grant extreme resistance to water, air, earth, and ice. This cloak resists wear. This cloak is very difficult to steal. This cloak allows the character to ignore weather/climate-based statuses and damages. Base 300 defense.
Ryoma's Whetstone: Reminds Takumi of his model older brother. Adds +10 to his skill.
Hinoka's Dagger: Though it could be used in a pinch, this light weight weapon serves more as a reminder of the tenacious spirit of the warrior princess. Adds +5 to his skill.
Sakura's Cherry Blossom: Reminds Takumi of his shy younger sister. Adds + 5 to his skill.
Corrin's Scale: A dragon scale from Corrin. Reminds Takumi of his long-lost brother. Adds +5 to his skill.
Hinoka's Dagger: Though it could be used in a pinch, this light weight weapon serves more as a reminder of the tenacious spirit of the warrior princess. Adds +5 to his skill.
Sakura's Cherry Blossom: Reminds Takumi of his shy younger sister. Adds + 5 to his skill.
Corrin's Scale: A dragon scale from Corrin. Reminds Takumi of his long-lost brother. Adds +5 to his skill.
Archer's Golden Eye: This item may only be used by medieval/fantasy archers. It cannot be used in tandem with forged eyes or scopes. +50 skill when this character is at least 2 range from a foe.
Tacticians Wary Map: A small item that is relatively hard to steal. It will allow the holder to choose to trigger the ability "Wary Fighter" once for an entire phase. The character may choose to activate this ability right before an enemy attacks or this unit attacks an enemy. The user of this item must not have a base speed cap over 120.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
Leo Ring: One of the rings given to the four knights of Gwynn. Boosts counter-attack damage by spears by 50%. This item is easily dropped or stolen.
Hawks Ring: This ring was given to Hawkeye Gough by Gwyn. It adds 1 extra range to bow type attacks. This ring is easily stolen or dropped.
Leo Ring: One of the rings given to the four knights of Gwynn. Boosts counter-attack damage by spears by 50%. This item is easily dropped or stolen.
Hawks Ring: This ring was given to Hawkeye Gough by Gwyn. It adds 1 extra range to bow type attacks. This ring is easily stolen or dropped.
Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Berkian Heroe's Pendant: A pendant given to Takumi for his warrior spirit and reckless loyalty. Through the outreach of he and Link, the Twili have been brought into a close alliance with Berk. 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.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Berkian Heroe's Pendant: A pendant given to Takumi for his warrior spirit and reckless loyalty. Through the outreach of he and Link, the Twili have been brought into a close alliance with Berk. 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.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.
Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.
Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.
Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Penance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.
Heartseeker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 2x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.
Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable.
Twili Brand: A brand placed on the skin. This coiling, glowing green pattern covers the right arm of the character. A character may only ever receive one brand. A character must organic to receive this brand. The brand will permanently boost all dark and magic type damage by fifty percent. This will stack alongside gems and other boosting items, but it will never trigger auto damage to this character or its allies. Midna is the character who may grant this brand.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeated.
4-Poms of Power (Dark, Air, Magic, Light)
28-Day Pearls+Plate
14-Magic Crystal+Plate
14-Magic Crystal+Plate
14-Air Gems+Plate
28-Night Sapphire+Plate
28-Night Sapphire+Plate
Abilities:
Takumi's Competitive Nature: Signature ability. Takumi is incredibly competitive and desperate to prove himself. For every ally in battle he is equal to or a lower level than, he will boost his total damage output by 20%, maxing at a 200% damage boost. Costs: 4 pg
Charge Shot: The user takes a turn and charges their ranged weapon. If they are attacked during the next enemy phase, their attack power is doubled on the first strike. If the character does not move, they will keep this charge until they strike an enemy. Costs 2 pg
Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% each turn they continue to engage with this character. This debuff will max out at a 50% reduction, and will last until the abusive character falls in battle, or the battle ends. Costs: 3 pg
Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase enemy phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 12 pg
Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg
Fury Point: If this character is hit by an attack that they cannot dodge (such as an assault or area affecting attack), then they will multiply their total attack might x 4 for the entirety of the next turn. Costs: 4 pg
Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% (20%) (40%) chance to deal 3x damage. Costs: 5 pg
Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg
Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% (60%) (80%) chance for this skill to activate. If it does, add 30% (60%) of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
Wind Weapon: This character may take a turn to add air type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the air-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30)
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg
Unparalleled Skill: This ability is only granted to characters with uncanny precision. They must be GM in at least one weapon skill. When this character initiates the attack, they will take their total skill stat points and compare it to that of the enemy. However many points higher this character's skill is, it will multiply the damage against the foe by that much (%). However, if it attacks a foe that has higher skill than it, every skill stat point that the foe has above this character will debuff the attack of this unit by 1%. This ability maxes out at either tripling the damage of this unit or reducing it to zero. This ability is always active, even when other activatable abilities are used. Costs: 5 pg
Skilled Shot: This skill has a 70% (80%) (100%) chance to activate. It will add 2 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This ability completely ignores all evasion and dodging abilities. Costs: 4 pg
Waves of Betrayal: Takumi signature ability. At the start of his turn, Takumi may unleash a 30 range attack. This may go directly up, down, left, right, or at a diagonal angle. This attack will function as indirect damage, but foes may try to dodge. However, this attack ignores abilities that prevent ranged attacks from striking, Including Extreme Evasion III. As indirect damage, foes cannot resist or defend against this attack, and they will not usually counter attack. This attack will trigger before Takumi moves, and he will take his turn normally after launching it. He will always harm allies with this attack, but he may choose not to launch it. This attack will be boosted by his anger and competitive based statuses. It will have the same accuracy as a normal attack. This attack may be launched by Takumi and his replica on the same turn. This attack will deal the same damage as a shot from the Fujin Yumi. Costs: 7 pg
Hoshidan Unity: Hoshidan Royal exclusive. This character is deeply devoted to the kingdom of Hoshido. The kingdom has focused for generations on skill and discipline-oriented combat. As such, if this character is on a map with any Hoshidan allies, this ability will cause this character to add 10% to the %chance activation of activated abilities. This does not include statuses that have a chance to trigger, only specialized attacks, defensive abilities, or counters. Costs: 1 pg
For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg
Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 speed/skill. 3% damage and 3% activation boost.
Close Friend/Sibling: +10 speed/skill. 10% damage and 10% activation boost.
Spouse: +15 speed/skill. 15% damage and 15% activation boost.
Costs: 3 pg
Replicate: This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit nor the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. Costs: 6 pg (Skadi)
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
Nock Twice: This character will always fire twice when using a bow. This only applies when attacking, and it does not apply to brave weapons. Costs: 5 pg or GM in marksman
I AM BETRAYAL: Legendary Dark Gem ability. Takumi's Waves of Betrayal now deal 50% more damage and ignore items that grant immunity to Indirect Damage. They also boast +40 skill. Costs: Legendary Dark Gem.
Magic Homing Arrows: Legendary Magic Gem ability. The magic arrows of this character home in on foes. This will cause the bow attacks of this character to have +30 skill at 2 or more range. The arrows will also ignore abilities like Teleport Dodge and Dodge Roll, along with the ability Stealthy Flier or other evasion boosts that are exclusive to ranged attacks. Costs: Legendary Magic Gem
Badge Points: This ability will give the character badge points equal to their current pg Level. Badges may be swapped around similar to abilities, as each badge requires a certain number of points to wear. The character *must* have a default badge layout selected; however, badges may be swapped around prior to entering any battle. All badge base damage/defense multipliers stack additively with each other. Costs: 0 pg (Holding any badge unlocks this ability)
Badges
(E) Mega Rush: If this character is at 1 HP, they will multiply their damage output by 200% for the next turn. If they heal and return to 1 HP, they will refresh this ability. Costs: 3 bp
(TBA) Charge Shot: The user takes a turn and charges their ranged weapon. If they are attacked during the next enemy phase, their attack power is doubled on the first strike. If the character does not move, they will keep this charge until they strike an enemy. Costs 2 pg
(TBA) Desperate Shot: Marksman ability. If this character is attacked by a foe who is out of their range, they may make one desperate shot at the enemy. This will add three to this character's range when countering, but choosing to add this range will cause this character to only strike once when countering. Costs: 3 pg
(TBA) Vicious Fighter: This character is unwavering in their determination to vanquish their foe. This character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This character may vantage hit these status abilities and doing so has a 10 lower speed requirement. Countering these statuses will also cause the attacks of this character to deal 25% more damage against the foe attempting to use the ability against this character. Costs: 4 pg
(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
(TBA) Defiant (II): If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 (20) skill and double (triple) in total might. Costs: 4 pg
(TBA) Headshot: Marksman ability. This character is extremely accurate and can land devastating shots to the head of an enemy. If the enemy is like most biological organisms, this will deal extra damage. This ability will have a 50% chance to activate if this character's skill is 20 higher than the avoid of the character. If this skill activates, it will multiply the damage of normal attacks from any ranged weapon used by the character by 2. Costs: 5 pg
(TBA) Masterfully Skilled: This character has access to many different skills and may use them with impressive flexibility. If this character is rolling for a %activated skill, they must specify the skill they are attempting to activate. However, if the ability fails to activate, this character may roll to attempt to activate a different %activated skill. This ability may be used until a skill is activated, or until this character has rolled once for each %activated skill they have unlocked. This ability applies to Real Damage Blows. Costs: 4 pg
(TBA) Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Enemies will not counter if this attack strikes them. Costs: 5 pg
(TBA) Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
(TBA) Piercing Shot: This character fires projectiles powerful enough to puncture straight through foes. This will allow this character to fire its range attacks in a straight line, striking all foes in that line. The number of times this character will be able to attack will be based on the speed of the fastest foe. Each foe will be able to dodge and counter separately. Costs: 4 pg
(TBA) Charge Shot: The user takes a turn and charges their ranged weapon. If they are attacked during the next enemy phase, their attack power is doubled on the first strike. If the character does not move, they will keep this charge until they strike an enemy. Costs 2 pg
(TBA) Blinding Shot: 70% chance to activate. If the unit hits the target, they may try to activate this skill. If they succeed, the target drops 30 skill points, making them very inaccurate. This status lasts for two turns. Cost 3 pg
(TBA) Lethal Shot: This character may deal death instantaneously to many types of enemies, targeting their weakest point and ending them, This is a marksman-class only ability. It is usually only able to be learned by snipers. This move may only be activated when attacking from a range. The attack must be able to damage the foe. The attack must hit the foe.
Calculation:
If your skill is 1.5 x higher than the enemy, you have a 5% chance to instant kill them.
If your skill is 2 x higher than an enemy, you have a 10% chance to instant kill them.
If your skill is 2.5 x higher than the enemy, you have a 15% chance to instant kill them.
If your skill is 3 x higher than the enemy, you have a 25% chance to kill them.
Costs: 7 pg
(TBA) Competitive: This character is highly competitive. For every ally on this character's team that is a higher level than it on the map, this character will boost its base attack stat by 50 (400 max). Costs: 2 pg
(TBA) Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg
(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
(TBA) Arrow Rain: Once every three turns, instead of attacking normally, this unit may shoot dozens of arrows into the air. This will strike every enemy within range once (twice if the unit is nocking twice). Each damage, dodge, and block calculation will be done separately. Other skills can be activated during the strikes of this attack. Costs: 4 pg
(TBA) Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
(TBA) Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Defiant Movement: If this unit has less than half life, it will add +2 to its movement. This ability triggers as soon as the HP drops bellow the half line. Costs: 3 pg
(TBA) Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Defiant Range: If this unit has less than half life, it will increase the range of its normal attacks by +2. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
Character Type: Marksman
Weakness: Dark weakness. Mild magic and psychic weakness. Resists arrow damage.
Caps:
Caps:
HP: Small
Attack: 300
Defense: 100
Speed: 110
Skill: 200
Attack: 300
Defense: 100
Speed: 110
Skill: 200
Move: 6
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