Toothless: Level 80 (85)
HP: 1,008,000 (2,016,000+1UP) (4,032,000) (6,048,000 Heart and Soul) (9,072,000) (14,515,200) (29,030,400) (36,288,000)
Attack: 20,600
1OMEGA Claw: 2000
1OMEGA Fire: 2000
1OMEGA Explosion: 2000
1OMEGA Energy: 2000
1OMEGA Bite: 2000
1OMEGA Explosion: 2000
1OMEGA Energy: 2000
1OMEGA Bite: 2000
1OMEGA Tail: 2000
1OMEGA Throw: 2000
1OMEGA Air: 2000
Golden Dragon Talon: 1200 (21,800) (23,800) (25,800) (27,800) (29,800) (268,200) (536,400) (789,700) (1,579,400) (2,053,220) (2,669,186) (4,003,779) (5,004,724)
Acetylene Fire Blast: 500 (1,700) (22,300) (24,300) (26,300) (236,700) (473,400) (946,800) (1,230.840) (1,846,260) (2,307,825)
Lightning Fire Blast: 500 (1,700) (22,300) (24,300) (26,300) (28,300) (254,700) (509,400) (749,950) (1,499,900) (1,949,870) (2,534,831) (3,802,247) (4,752,808)
Defense: 20,300 (40,600)
1OMEGA Armor: 2000
Thor's Ore Flight Harness: 100 (40,700) (42,700)
Thor's Ore Flight Harness: 100 (40,700) (42,700)
Dragon Darksteel Underarmor: 300 (43,000)
Black Mithril Night Fury Armor: 2,400 (45,400) (68,100) (102,150) (153,225)
1OMEGA Shield: 2000
Berkian Flame Dragon Shield: 1000 (3000) (5000) (45,000) (90,000) (180,000) (225,400)
Berkian Flame Dragon Shield: 1000 (3000) (5000) (45,000) (90,000) (180,000) (405,400)
Berkian Lightning Dragon Shield: 1000 (3000) (5000) (42,500) (85,000) (170,000) (575,400)
Berkian Lightning Dragon Shield: 1000 (3000) (5000) (42,500) (85,000) (170,000) (745,400)
Smaugscale Pendant: 100 (2,100) (18,900) (37,400) (75,600) (821,000)
Smaugscale Pendant: 100 (2,100) (18,900) (37,400) (75,600) (896,600)
Queen Energy Core: 200 (2,200) (18.700) (37,400) (74,800) (971,400)
Queen Energy Core: 200 (2,200) (18.700) (37,400) (74,800) (1,046,200)
Godzillascale Pendant: 100 (2,100) (17,850) (35,700) (71,400) (1,117,600)
Godzillascale Pendant: 100 (2,100) (17,850) (35,700) (71,400) (1,189,000)
Flamescale Pendant: 20 (2,020) (18,180) (36,360) (72,720) (1,261,720)
Flamescale Pendant: 20 (2,020) (18,180) (36,360) (72,720) (1,334,440)
Flamescale Pendant: 20 (2,020) (18,180) (36,360) (72,720) (1,407,160)
Flamescale Pendant: 20 (2,020) (18,180) (36,360) (72,720) (1,479,880)
Flamescale Pendant: 20 (2,020) (18,180) (36,360) (72,720) (1,552,600)
Flamescale Pendant: 20 (2,020) (18,180) (36,360) (72,720) (1,625,320)
Energyscale Pendant: 20 (2,020) (17,170) (34,340) (68,680) (1,694,000)
Energyscale Pendant: 20 (2,020) (17,170) (34,340) (68,680) (1,762,680) (2,644,020) (3,966,030) (5,949,045)Speed: 312 (332) (342) (+15 (30) (+20) (+40) avoid at night) (+50 (+100) avoid stealthy flier)
Skill: 345 (395) (+5-10) (+30 hit)
Move: 9 (10) (12), 13 (14) (16) (17) while flying
Move: 9 (10) (12), 13 (14) (16) (17) while flying
Items:
4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.
The Dragon Heart: One of the Legendary Dragon Treasures and a Legendary Heart. This object will double the HP of a dragon on top of all other HP boosts. This heart also allows a dragon to share its life-force with a human. As long as the dragon lives and the human is on the same map, the human cannot be brough to death, but can reach 1 HP. If the dragon dies, the human will as well.
Golden Dragon Talon: +20 speed when in inventory. One of the 3 Legendary Dragon Treasures. The Golden Dragon Talon may only be used by a dragon. It is a weapon and enhances claw attacks with the strongest breath element damage of the dragon. The base might of the talon is 1200 claw type damage. However, the true power of the talon is its capacity to unleash huge waves of energy when the dragon strikes a foe. Upon landing a talon hit, the damage of the strike will hit all surrounding enemies within 5 spaces of this character using the talon. This wave of energy cannot be dodged but may be blocked. Foes will be able to counter the user of this AoE only after all strikes have landed. This pulse will trigger per attack set, (meaning rapid claws will not make it trigger eight times, just four at max). Using this item removes the Rapid Claws debuff.
The Dragon Eye: The last of the 3 Legendary Dragon Treasures. This object grants total immunity to any form of mind control for the dragon who holds it. It will also grant them access to the ability "Alpha" whether they have earned it or not. If the dragon holding the item is the Alpha, the buffs of that ability and its strength and range of control are doubled. This item grants +50 skill and +1 range to all dragon breath attacks.
The Sacred Dragon Soul: This soul will manifest inside any dragon who carries all three Legendary Dragon Treasures. This soul will buff the HP, Total Damage, and Total Defense of the Dragon holding it by 50%. It will also add 2 to their movement. This item cannot be stolen and will vanish if the Dragon loses any of the Legendary Dragon Treasures.
Primal Dragon Soul: An ancient and terrible soul, placed into the heart of an Alpha by Sardilic. This item cannot be stolen unless the foe has enetered the mindscape of the character, and it may only be held by a dragon. This item unlocks the ability "Primal Dragon"
Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dopped at death.
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.
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.
Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.
Farum Azula Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.
Decaying Ekzykes' Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique breath weapon of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.
Draconic Forged Eye: This eye has been implanted into a Dragon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
3-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6.
Thor's Ore Flight Harness: a special harness that adds 100 to Toothless's defense. Though the metal is incredibly strong, the harness is made mostly of leather and is susceptible to wear. Grants resistance to pierce, ice, and fire type attacks.
Dragon Darksteel Underarmor: A unique mesh formed of Darksteel that can be warn by Toothless beneath his mithril armor. This coat grants extreme resistance to dark and psychic damage. It also grants a notable 300 base defense. It is finely crafted and took quite some time for Hiccup to perfect.
Black Mithril Night Fury Armor++: +5 (+10) avoid at night. In a desperate attempt to prepare for the battle against Father, Hiccup plead with the Elves for a suit of armor to protect Toothless. What he received was more than he could have ever anticipated. Worth around 400,000 gold, this set of armor has bee crafted at the perfect weight and balance. The remarkable strength and lightness of mithril allows Toothless to fly at top speeds even while wearing the glossy black plates which cover his head, body, tail, and arms. This armor grants extreme resistance to pierce and blade type damage. It also resists body type attacks along with bludgeon and whip damage. This armor is nearly completely immune to wear. Grants 1200 (2400) defense.
Black Mithril Night Fury Armor++: +5 (+10) avoid at night. In a desperate attempt to prepare for the battle against Father, Hiccup plead with the Elves for a suit of armor to protect Toothless. What he received was more than he could have ever anticipated. Worth around 400,000 gold, this set of armor has bee crafted at the perfect weight and balance. The remarkable strength and lightness of mithril allows Toothless to fly at top speeds even while wearing the glossy black plates which cover his head, body, tail, and arms. This armor grants extreme resistance to pierce and blade type damage. It also resists body type attacks along with bludgeon and whip damage. This armor is nearly completely immune to wear. Grants 1200 (2400) defense.
Acetylene Claw Blades++: After months of effort, Hiccup has managed to craft claw blades that channel Toothless's flame breath. These require an acetylene vial to charge, but will remain blazing throughout the battle. These claws deal flame/claw damage, but if Toothless has charged lightning, they will deal lighting damage as well. Add 400 (800) damage to Toothless's claw attacks. Made of Thor's ore. Extremely resistant to wear.
Bladed Tail Fin: Adds 150 damage to Toothless's tail attacks. Like Toothless's harness, this is mostly leather and susceptible to wear. Without this item, Toothless may no longer fly.
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.
Lesser Dragon Hide Shard: This remarkable item may be used by any dragon who is a medium size class or greater. This will increase the defense of the dragon by 50% if they have their "Dragon Scale" ability unlocked. A Minor Dragon Hide Shard could be created by breaking this item.
Berkian Heroe's Pendant: A pendant given to Toothless for his courage and vision of seeing a world united by peace. 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.
Ancestor’s Tentacle Idol: An incredibly rare trinket. This item is impossible to steal, but is always dropped upon death. This item will cause the panic status on a character to build 5% more during battle. This incredible trinket will boost the total efficacy of ally buffs by 20% (adding 20% at the end of any ally boost, 40% if the ally boost is at second tier, 60% if it is at third tier). This object has a 10% (34%) chance to allow a character to survive lethal hits.
2-Berkian Flame Dragon Shield: Shields designed for dragons from worlds that lack magic or psychic powers. Only dragons who do not have access to magic or psychic elements may use these shields. These shields boast a staggering 1000 base defense and are boosted by the shield and flame skill level.
2-Berkian Lightning Dragon Shield: Shields designed for dragons from worlds that lack magic or psychic powers. Only dragons who do not have access to magic or psychic elements may use these shields. These shields boast a staggering 1000 base defense and are boosted by the shield and energy skill level.
2-Queen Energy Core Field: An energy field generated by an organic core. This grants 200 defense when attacking and when defending, and is boosted by energy skill and item boosts.
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 defeat.
Eldrich Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Eldrich Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
Thunder God's Ring: This mighty ring will buff all lightning damage by 30%. This items 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.
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.
Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance to 45%.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.
Elite Magic Stoneplate Ring: Wearing this ring grants the character extreme resistance to magic-type damage. This item is easily lost or stolen.
Pennance 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.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage.
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.
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.
Furious Mark++++: A wax seal placed to hold down the furious heart of a character. This will triple (4x) (5x) (6x) (8x) the boosts granted by "Fury. 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. Furious marks can be forged together to stack. A character may add one + per 20 pg levels via forging two marks together.
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.
Choking Coil: A black coil that wraps around the throat of a dragon or other breath-weapon using character. This rare item will increase the range of breath attacks by 50%. This item cannot be stolen, though it may drop.
ᚦPatience Rune: This small silver letter may be easily kept in a pocket. It has been forged by Hiccup as a reminder of the value of patience, and that life-changing events can be found by anyone careful enough to look. This item will increase the number of turns that augments or positive stat boosting changes last by 50% (rounding down).
Night Fury Tear: A brilliant, glistening tear. This item may be used to enhance the wings of naturally winged characters (characters who have winged flight movement from items/abilities will not recieve this buff). Because this tear is rubbed into the wings, it becomes impossible to steal and nearly impossible to drop (5%). This item will allow the Stealthy Flier boosts of this character to work on all forms of ranged attacks, not only ranged weapons.
Flame Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of burn statuses inflicted by this character by 50%. This object is quite hard to steal and very rarely drops.
Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.
Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% (50%) (100%) (124%) chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.
Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%.
Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.
Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage
Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.
Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.
Vile Flame: All fire attacks by this character will harm allies and foes alike. All Fire Attacks by this charater are impossible to consume. This item is nearly impossible to drop of steal.
Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.
Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.
Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.
OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill.
Berk Crest: A coiled dragon, the symbol of the Berkian tribe. This brand is granted by Stoick and immediately identifies the character as an ally of Berk. It will allow a 50% damage boost to explosion and fire type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand.
4-Pom of Power (Fire, Energy)
14-Fire Gems+Plate
14-Energy Gems+Plate
14-Bomb Badge+Plate
1-Air Gems: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
16-Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%.
Boots
Abilities:
Alpha: This character is the King of All Dragons. This title is won by right of combat, and any dragon may challenge the current Alpha in order to claim the title. Under normal circumstances, the Alpha may pacify or enrage dragons, depending on what the situation calls for. Enraged dragons will boost their attack by 25% (50%). Pacified dragons will have their attacks reduced by 25% (50%). The range of this influence is the entire map. However, in more desperate situations, this dragon may place any dragon within 15 (30) spaces of it under a trance known as The Red Rage. In this state, the dragon will mindlessly follow the command of this Alpha, and it will boost its defense by 25% (50%) (100%) and its attack by 50% (100%) (200%). It is very rare for a dragon to resist the command of the Alpha, but it is possible. The Alpha may also defend the psychic domain of any and all dragons on the planet, protecting them from certain types of attacks and mind control. Cost: Alpha, Right of Combat/The Dragon Eye
Alpha: This character is the King of All Dragons. This title is won by right of combat, and any dragon may challenge the current Alpha in order to claim the title. Under normal circumstances, the Alpha may pacify or enrage dragons, depending on what the situation calls for. Enraged dragons will boost their attack by 25% (50%). Pacified dragons will have their attacks reduced by 25% (50%). The range of this influence is the entire map. However, in more desperate situations, this dragon may place any dragon within 15 (30) spaces of it under a trance known as The Red Rage. In this state, the dragon will mindlessly follow the command of this Alpha, and it will boost its defense by 25% (50%) (100%) and its attack by 50% (100%) (200%). It is very rare for a dragon to resist the command of the Alpha, but it is possible. The Alpha may also defend the psychic domain of any and all dragons on the planet, protecting them from certain types of attacks and mind control. Cost: Alpha, Right of Combat/The Dragon Eye
Primal Dragon: This ability may be accessed by a dragon carrying the Primal Dragon Soul. This is a form change ability. Changing into the Primal Dragon State immediately grants terrifying presence and unconquerable fear. Upon triggering, summons 1-10 dragons who will then immediately take their turn. For each dragon on the map, the Primal Alpha gains +10 skill and +10% damage output. All summoned dragons are in red rage, but the buffs are doubled. All summoned dragons will calculate accuracy based on the Alpha’s skill if it is higher than their own. This form makes the character unspeakably brutal, willing to stop at absolutely nothing to protect dragons (but only dragons). This form triggers when the Alpha detects extreme danger to dragon kind. Costs: Primal Dragon Soul
Stealthy Flier: When in flight, this character adds 50 (100) to their avoid if attacked by a ranged weapon (or attack). This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 4 pg
Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg
Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (74%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg
Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 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
Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg
Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (74%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg
Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 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
Unholy Offspring of Lightning and Death: Signature ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. This mode lasts for three (4) turns. Costs: 5 pg
Lightning's Child: Signature ability. This unit may take one turn to charge lightning to itself. It may then add lightning type damage to any fire attacks it uses in the following turn. This charge will occur immediately if this character is struck by a lightning-type attack. This unit may also use a shot of lightning-flame to make his scales extremely reflective, making the dragon vanish into the sky. This will boost his evasion by 30 for the next 4 (6) turns. This also works if the dragon is hit by a lightning type attack, adding the evasion as soon as the attack lands. Not only does this ability boost evasion, but it also cloaks Toothless, making his sprite invisible on the world map; making it very difficult for enemies to detect his presence. The character will be cloaked for 4 (6) turns.
The unit may also choose to charge lightning for two turns instead of one (or be struck by two lightning attacks). If this is done, it can then unleash a burst of lightning that strikes all spaces within 2 range. The base might of this attack is 500 (3600) (3800) (30,400) (91,200), and it adds attack and energy skill bonus and acts as if Proficiency (II) is active, regardless of whether the character is using that ability. This is an area attack and cannot be dodged. If this character has the ability "Charge Shot", then charging the lightning breath will also charge that ability. It will also allow Toothless to move and not lose Charge Shot. Costs: 5 pg
Lightning's Child: Signature ability. This unit may take one turn to charge lightning to itself. It may then add lightning type damage to any fire attacks it uses in the following turn. This charge will occur immediately if this character is struck by a lightning-type attack. This unit may also use a shot of lightning-flame to make his scales extremely reflective, making the dragon vanish into the sky. This will boost his evasion by 30 for the next 4 (6) turns. This also works if the dragon is hit by a lightning type attack, adding the evasion as soon as the attack lands. Not only does this ability boost evasion, but it also cloaks Toothless, making his sprite invisible on the world map; making it very difficult for enemies to detect his presence. The character will be cloaked for 4 (6) turns.
The unit may also choose to charge lightning for two turns instead of one (or be struck by two lightning attacks). If this is done, it can then unleash a burst of lightning that strikes all spaces within 2 range. The base might of this attack is 500 (3600) (3800) (30,400) (91,200), and it adds attack and energy skill bonus and acts as if Proficiency (II) is active, regardless of whether the character is using that ability. This is an area attack and cannot be dodged. If this character has the ability "Charge Shot", then charging the lightning breath will also charge that ability. It will also allow Toothless to move and not lose Charge Shot. Costs: 5 pg
Black Dragon Scales: This dragon's scales give it a unique ability based on their color. Black gives this character complete immunity to dark type damage. These also boost the total defense of the character by 50%. Costs: 5 pg
Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg
Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Acetylene Fire: The normal fire breath attacks of this unit have a base 500 might. 1-2 (4) range. Once every three turns, this unit may alter their fire attack and cause it to burst, harming all adjacent squares and lighting the central square on fire. This move is an area attack, and it cannot be dodged. The base might of this attack is 25 (3625) (4225) (4425) (39,825) (79,750) (159,300) (199,125). The attack is fire and explosion type damage. The base might of this explosion may be boosted by Fury. The central square will take the normal damage of a fire blast from this character. This ability may not be removed by strategist. Costs 3 pg
Dive Bomb: If this character is soaring, it may come back down to normal flight levels at blinding speed. This will grant +20 (+40) avoid during this attack. The dragon may then unleash a single, deadly blast. This blast will deal double the regular breath attacks of this character, but it may only strike a single foe once. Due to approaching from such an advantageous angle, this attack will have +30 hit. Unless the enemy dodges or takes no damage from this attack, they cannot counter. Using this attack ends soaring movement. Costs: 4 pg
Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg
Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked. If this character can vantage, then they may gale rush towards the foe before doing so. Costs: 4 pg
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg
Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. Costs: 3 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% (24%) 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 (4) speed/skill. 3% (23%) damage and 3% (4%) activation boost.
Close Friend/Sibling: +10 (12) speed/skill. 10% (30%) damage and 10% (12%) activation boost.
Spouse: +15 (18) speed/skill. 15% (35%) damage and 15% (18%) activation boost.
Costs: 3 pg
Dragon Fang (II): During any attack, this ability has a 60% (84%) chance to activate. If it activates, the total damage of the attack will be boosted by 100%. This ability may activate when counter-attacking. Costs: 10 pg
Draconic Jaws Filled With Breath: This dragon may use its breath weapon at incredibly close range. With its jaws pratcically closed around the foe, the breath weapon will be calculated as if it were a physical attack. This means it will not be impacted by abilities such as Aegus or Barrier, but it will be impacted by physical resistances. This must be done at 1 range. Costs: 1 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
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
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 (800).
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60 (480).
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40 (320).
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
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
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
Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)
(TBA) Certain Blow: When attacking, this character adds 20 to their skill. 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) Legendary Hail Fire Blast: +50 Hit. The unit unleashes an incredibly powerful volley of fire blasts. This attack cannot be countered. This attack always strikes twice. If the unit is 5 faster than the enemy, it will strike four times. If the unit is 20 faster, it will strike 8 times. Each blast gives 2 x the normal base damage of this unit's fire type attacks. This move may only be used once every 5 days. Costs: Legendary Fire Gem.
(TBA) Terrifying Stare: Fear type move. Instead of attacking, this character may choose an enemy directly in front of them. The character then gazes into them with a terrifying stare. This drops the enemy's speed 10 for three turns. This affects of this move cannot be compiled. Costs: 2 pg
(TBA) Legendary Strike Class Unleashed: For the next three turns, at the start of each turn Toothless will unleashe a massive burst of lightning bolts. This will immediately turn him invisble (+20 avoid), fully charge his Lightning's Child ability, add 2 to his flying movement type, and add +15 to his speed. These lighting bolts have +30 hit and will strike at all foes within 6 range. These bolts may be countered and dodged. Each bolt boasts 500 base lightning type might. Once starting this ability, it will continue for three turns unless Toothless chooses to take a turn to end it. Toothless may choose not to strike certain foes or characters with the lighting. This ability takes 5 days to recharge. Costs: Legendary Energy Gem
(TBA) Lethal Plasma Burst: Legendary Explosion ability. 1-3 range. This character may release a single burst of incredibly powerful plasma. This will ignore the defense of the foe and deal 3x damage. It will shatter half of the enemy's barriers. This attack cannot be countered. +40 hit. Costs: Legendary Explosion Gem.
(TBA) Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two-movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 pg
Character Type: Speed, Fire, Stealth, Dragon, Mount
Weakness: Toothless cannot fly without Hiccup. Bludgeon Attacks. Resists fire. Resists mind control. Resists lightning.
Movement type: Flying
(TBA) Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two-movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 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% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% (40%) of the time. This ability only activates on physical attacks. Costs 3 pg
Character Type: Speed, Fire, Stealth, Dragon, Mount
Weakness: Toothless cannot fly without Hiccup. Bludgeon Attacks. Resists fire. Resists mind control. Resists lightning.
With Items/Abilities:
Immune to Dark
Extremely resists Psychic, Blade
Resists ice, fire, lightning, pierce, body, whip
Movement type: Flying
Caps:
HP: Medium
Attack: 700
Defense: 400
Speed: 137
Skill: 170
Move: 8, 12 flying
Politics: Alpha (All Dragons), Drakosinopoiitís (Greco-Roman)
Glad to see that my boy is powerful. :)
ReplyDelete(Also no Disqus? Pretty sure you forgot to add it so I'm just giving a heads up lol)