Anankos (Pure): Level 64
HP: 336,000 (504,000 1UP)
Attack: 2400
5GM Magic: 1,000
5GM Water: 1,000
5GM Light: 1,000
5GM Claw: 1,000
5GM Bite: 1,000
5GM Sonic: 1,000
5GM Sonic: 1,000
5M Psychic: 80
2GM Throw: 400
Claw Attack: 2400 (3400)
2GM Throw: 400
Claw Attack: 2400 (3400)
Water Blast: 2400 (3400) (17,000) (34,000)
Magic Blast: 2400 (3400) (17,000) (34,000)
Magic Blast: 2400 (3400) (17,000) (34,000)
Light Blast: 2400 (3400) (17,000)
Psychic Blast: 2400 (2480) (17,000)
Sonic Blast: 2400 (3400) (17,000) (34,000)
Dragon Bolt: 6800 (34,000) (68,000) (136,000)
Dragon Bolt Bite: 600 (3000) (4000) (5000) (6000) (30,000) (60,000) (120,000)
Psychic Blast: 2400 (2480) (17,000)
Sonic Blast: 2400 (3400) (17,000) (34,000)
Dragon Bolt: 6800 (34,000) (68,000) (136,000)
Dragon Bolt Bite: 600 (3000) (4000) (5000) (6000) (30,000) (60,000) (120,000)
Shattering Roar: 90 (2490) (3490) (17,450) (34,900)
Defense: 2400
5GM Armor: 1,000
5GM Armor: 1,000
Vallite God Armor: 500 (2900) (3900)
Vallite God Cape: 150 (4050) (6,075)(12,150)
Orcane Ripple Pendant: 100 (1100) (5,500) (17,650)
Seath Crystal Pendant: 100 (1100) (5,500) (23,150)
Great Serpentscale Pendant: 100 (1100) (5,500) (28,650)
Radio Demon Dial Pendnat: 100 (1100) (5,500) (34,150)
Waterscale Pendant: 20 (1020) (5,100) (39,650)
Magicscale Pendant: 20 (1020) (5,100) (45,150)
Lightscale Pendant: 20 (1020) (5,100) (50,650)
Sonicscale Pendant: 20 (1020) (5,100) (56,150)
Mergo's Wetnursefeather Pendant: 100 (180) (900) (57,050)
Psychicscale Pendant: 20 (100) (500) (57,550) (85,575)(171,150)
Vallite God Armor: The best armor in Valla. Offers no speed penalties, though it only has moderate resistance to wear. The major perk is that this armor stays intact when the character shapeshifts. Grants resistance to blade, pierce, air, and absorb. Offers 500 base defense.
Vallite God Cape: A deep blue cape. This masterfully crafted object merges into shapeshifting armor and still adds defense if a character changes into a dragon or other Titanic size class creature. This cape offers resistance to body-type damage and immunity to dark. Base 150 defense.
8- Water Gem
16- Day Pearls
8- Magic Crystal
Vallite God Cape: A deep blue cape. This masterfully crafted object merges into shapeshifting armor and still adds defense if a character changes into a dragon or other Titanic size class creature. This cape offers resistance to body-type damage and immunity to dark. Base 150 defense.
8- Water Gem
16- Day Pearls
8- Magic Crystal
8-Twisted Spoons
(TBA) Magic Throw: This character may grab an enemy who is 1-2 spaces away and throw them one space. After using this attack, the character suffers -15 speed for the rest of the turn. The throw damage is calculated by adding this characters psychic and throw skill damages together (60) (160) (320). This move may be dodged, but it cannot be blocked or defended against. If the character is thrown into hazardous terrain, they will immediately take the negative effects of that terrain. Costs: 3 pg
Character Type: Divine, Dragon, Magic, Support, World Breaker, Possessor
Weakness: Dark-type attacks and sacred weapons. Resists light and water type damage. Immune to most magic and psychic status conditions.
6-Shrieking Stone
Abilities:
Abilities:
Anankos Dragon Form (II): This character may take one turn to transform into a dragon. In this form, it will no longer be able to use hand-held weapons, but it will add 4 to its movement, be able to fly, and increase to a Titanic size class. This form will boost the magic, water, sonic and total defense of this unit by 100%. However, this form will drop the speed and skill of this character by 15 (10) points each, along with the normal -50 avoid due to Titanic Size. Costs: 12 pg
Dragon Bolt (II): This attack may only strike once. It adds the base might of this character's magic and water blasts together into one powerful shot. This attack has 1-2 range. The attack also has a 40% chance to cause the enemy to be stunned, missing their next turn and their counterattack. If this attack is used at one range it may also perform a powerful bite. This bite has 600 base might and deal bite/water/magic type damage. If the foe is stunned by the bolt, this bite will deal double damage. Regardless, if this bite lands, it may blast the foe back one space. Costs: 8 pg
Shattering Roar: This attack may only be used twice in any given battle. This attack has 3 range. The base might of this attack is 90, but it also adds this base attack of this character along with their sonic skill damage. This is an area attack and it cannot be dodged. This sonic attack has tremendous shattering power, causing huge damage to armor, shields, and protective fields. Costs: 5 pg
Dragon Fang: During any attack, this ability has a 60% chance to activate. If it activates, the total damage of the attack will be boosted by 50%. Costs: 5 pg
Water Absorb: If in a water tile, this character will heal 20% of its HP at the start of each turn. If this unit is hit by a water-type attack, it will also heal 20% of its HP. This character is immune to water-type damage. Costs: 4 pg
Vallite Summon: This unit may take a turn to summon in a Vallite soldier. This character may have up to ten soldiers on the map at any given time. Costs: 4 pg
Draconic Hex: After an enemy attacks this unit, they will suffer a 20% drop in their attack, defense, and speed. These negative status conditions will last for three turns. These status conditions do not stack. Costs: 4 pg
Divine Dragon Scales: These strong scales make this character immune to counter damage (including vengeance and bide), indirect damage, terrain damage, and one-hit kill moves. These scales will also boost the total defense of the character by 50%. Costs: 5 pg
Bide: This unit waits for three turns. After this, it releases an extremely powerful 2 ranged attack. This attack will give damage equal to all the damage that this unit has taken during those last three turns. This damage can be dodged, but it cannot be blocked or defended against. There are no immunities to this type of attack. During the waiting period, this character can still use healing and status moves. Costs: 3 pg
Recover: Three times a day, this unit may take a turn to recover 40% of its HP. Costs: 5 pg
Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this character's max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg
Dragon Bolt (II): This attack may only strike once. It adds the base might of this character's magic and water blasts together into one powerful shot. This attack has 1-2 range. The attack also has a 40% chance to cause the enemy to be stunned, missing their next turn and their counterattack. If this attack is used at one range it may also perform a powerful bite. This bite has 600 base might and deal bite/water/magic type damage. If the foe is stunned by the bolt, this bite will deal double damage. Regardless, if this bite lands, it may blast the foe back one space. Costs: 8 pg
Shattering Roar: This attack may only be used twice in any given battle. This attack has 3 range. The base might of this attack is 90, but it also adds this base attack of this character along with their sonic skill damage. This is an area attack and it cannot be dodged. This sonic attack has tremendous shattering power, causing huge damage to armor, shields, and protective fields. Costs: 5 pg
Dragon Fang: During any attack, this ability has a 60% chance to activate. If it activates, the total damage of the attack will be boosted by 50%. Costs: 5 pg
Water Absorb: If in a water tile, this character will heal 20% of its HP at the start of each turn. If this unit is hit by a water-type attack, it will also heal 20% of its HP. This character is immune to water-type damage. Costs: 4 pg
Vallite Summon: This unit may take a turn to summon in a Vallite soldier. This character may have up to ten soldiers on the map at any given time. Costs: 4 pg
Draconic Hex: After an enemy attacks this unit, they will suffer a 20% drop in their attack, defense, and speed. These negative status conditions will last for three turns. These status conditions do not stack. Costs: 4 pg
Divine Dragon Scales: These strong scales make this character immune to counter damage (including vengeance and bide), indirect damage, terrain damage, and one-hit kill moves. These scales will also boost the total defense of the character by 50%. Costs: 5 pg
Bide: This unit waits for three turns. After this, it releases an extremely powerful 2 ranged attack. This attack will give damage equal to all the damage that this unit has taken during those last three turns. This damage can be dodged, but it cannot be blocked or defended against. There are no immunities to this type of attack. During the waiting period, this character can still use healing and status moves. Costs: 3 pg
Recover: Three times a day, this unit may take a turn to recover 40% of its HP. Costs: 5 pg
Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this character's max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg
Renewal: Holy Ability. This character will heal 20% at the start of their turn. However, being struck by sacred damage prevents this auto-healing. The character using this ability must be both pure and pious. Costs: 5 pg
(TBA) Miracle: This unit has a 20% (40%) chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. Costs: 4 pg
(TBA) Pray: This unit may take a turn to pray. This will add 20% to the chances of Miracle activating for the next full turn. This ability may be used once every three turns. Costs: 1 pg
(TBA) Magic Throw: This character may grab an enemy who is 1-2 spaces away and throw them one space. After using this attack, the character suffers -15 speed for the rest of the turn. The throw damage is calculated by adding this characters psychic and throw skill damages together (60) (160) (320). This move may be dodged, but it cannot be blocked or defended against. If the character is thrown into hazardous terrain, they will immediately take the negative effects of that terrain. Costs: 3 pg
Character Type: Divine, Dragon, Magic, Support, World Breaker, Possessor
Weakness: Dark-type attacks and sacred weapons. Resists light and water type damage. Immune to most magic and psychic status conditions.
Caps:
HP: Titanic
Attack: 800
Defense: 800
Speed: 120
Skill: 143
Move: 6 (10 flying, 8 swimming)
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