"It's funny how dumb you are!": Level 89
HP: 1,579,200 (4,787,600) (11,370,240) (18,192,384 Heart and Soul) (38,204,006) (49,665,208) (67,048,031) (134,096,062)
Titanuc Size HP: 2,256,000 (6,768,000) (16,243,200) (25,989,120 Heart and Soul) (54,577,152) (70,950,298) (95,782,902) (191,565,804)
Attack: 33,000
2 OMEGA Psychic: 4000
2 OMEGA Energy: 4000
2 OMEGA Magic: 4000
2 OMEGA Fire: 4000
2 OMEGA Dark: 4000
2 OMEGA Explosion: 4000
2 OMEGA Light: 4000
2 OMEGA Psychic: 4000
2 OMEGA Energy: 4000
2 OMEGA Magic: 4000
2 OMEGA Fire: 4000
2 OMEGA Dark: 4000
2 OMEGA Explosion: 4000
2 OMEGA Light: 4000
2 OMEGA Throw: 4000
Element Blast: 33,000 (37,000) (314,500) (629,000) (1,887,000) (3,774,000) (8,491,500) (x1.75 v children)
Element Blast: 33,000 (37,000) (314,500) (629,000) (1,887,000) (3,774,000) (8,491,500) (x1.75 v children)
Psychic Throw: 33,000 (37,000) (41,000) (348,500) (697,000) (1,394,000) (3,136,500) (x1.75 v children)
BOOM: 4000 (37,000) (41,000) (45,000) (49,000) (53,000) (450,500) (901,000) (1,351,500) (1,802,000) (3,604,000) (210,812,000) (21,624,000) (48,654,000) (x1.75 v children)
Defense: 33,000 (66,000) (132,000) (198,000) (396,000)
2 OMEGA Shield: 4000
Psycho Energy Shield: 1000 (5000) (9000) (13000) (110,500) (221,000) (442,000) (884,000) (950,000)
Psycho Energy Shield: 1000 (5000) (9000) (13000) (110,500) (221,000) (442,000) (884,000) (950,000)
Flame Spirit Shield: 1000 (5000) (9000) (13000) (110,500) (221,000) (442,000) (884,000) (1,834,000)
Shadow Spirit Shield: 1000 (5000) (9000) (13000) (110,500) (221,000) (442,000) (884,000) (2,718,000)
Energy Spirit Shield: 1000 (5000) (9000) (13000) (110,500) (221,000) (442,000) (884,000) (3,602,000)
Light Spirit Shield: 1000 (5000) (9000) (13000) (110,500) (221,000) (442,000) (884,000) (4,486,000)
Seath Crystal Pendant: 100 (4100) (34,850) (69,700) (139,400) (4,625,400)
Mergo's Feather Pendant: 100 (4100) (34,850) (69,700) (139,400) (4,764,800)
Ancalagonscale Pendant: 100 (4100) (34,850) (69,700) (139,400) (4,904,200)
Smaugscale Pendant: 100 (4100) (34,850) (69,700) (139,400) (5,043,600)
Great Serpentscale Pendant: 100 (4100) (34,850) (69,700) (139,400) (5,183,000)
Godzillascale Pendant: 100 (4100) (34,850) (69,700) (139,400) (5,322,400)
Magicscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (5,459,080)
Psychicscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (5,595,760)
Flamescale Pendant: 20 (4020) (34,170) (68,340) (136,680) (5,732,440)
Energyscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (5,869,120)
Darkscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (6,005,800)
Lightscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (6,142,480) (12,284,960) (18,427,440) (27,641,160) (55,282,320)
Speed: 315 (320) (360)
Skill: 345 (395) (+30 hit) (+25)
Skill: 345 (395) (+30 hit) (+25)
Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.
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 dropped at death.
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.
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.
The Legendary Iron Heart: This legendary heart will double the total HP of the holder and boost their total defense by 50% as long as they have at least one barrier/shield up. This does not work for weapons that can function as shields/barriers, only shields and barriers that serve the sole purpose of defense.
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.
10-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.
10-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.
Bill's Demon Bowtie: An incredibly powerful piece of equipment. This object will triple the damage of all regular elemental blasts. Terrifyingly, it will also improve the ability "BOOM". This cannot be used alongside proficiency, and may only be used with basic blasts and his signature. This excludes even simple attacks like Materia.
Demonic Forged Eye: This eye has been implanted into a Demon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
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.
14- Energy Gems+Plate:
14- Fire Gems+Plate:
Snap: This unit may only use this ability once (twice) a day. They select an adjacent enemy on the map, and then snap their fingers. The enemy will then immediately be killed (unless they have sturdy, miracle, or some other ability that can save them from OHKOs). This ability cannot level an enemy down, so it is purely defensive. This ability has a 70% chance to activate. If it fails to activate, it cannot be used again. This attack can be dodged. Costs: 7 pg
Mind Dive: This unit attempts to reach into the mind of an enemy and take control of them. This takes a turn to do, and the attack has a 30% chance of landing. This attack does not work on psychic type characters, and magic and strategists characters naturally escape from a mind dive twice the normal rate. However, if this attack hits, the enemy unit will be forced to join this character's party for the next six turns. Costs: 5 pg
Gravity: At the start of an attack this unit forces all characters within two spaces of it to drop to the ground. This may hurt a character, but the damage varies depending on their character type and weight. If the unit is smashed down into hazardous terrain, they immediately take double the negative effects of that terrain. This character may choose not to activate gravity. This ability will prevent teleportation type movement and abilities within five spaces of this character. Costs: 4 pg
Psychic 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 -10 speed for the rest of the turn. The throw damage is calculated by adding this characters psychic and throw skill damages together. 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. Psychic-type characters are immune to psychic throw. Costs: 3 pg
Psycho Energy Shield: This remarkable shield defends the unit when they are not attacking. It is incredibly powerful, blocking all types, including attacks that normally ignore barriers and defense. However, this shield is extremely susceptible to shatter and bludgeon-type attacks, which are capable of breaking it apart like glass. This shield will regenerate in four turns after it has been broken. Base defense 1000. Enhanced by shield, energy and psychic skill stats. This shield does not work outside of the Dream Dimension... unless Bill has obtained a physical form.
1-Flame Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in fire and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Fire, Magic and Shield skill and item boosts.
1-Shadow Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in Dark and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Dark, Magic and Shield skill and item boosts.
Drop of Might
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.
Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.
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.
Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible to steal.
Crucible Stone: This stone will boost the stat buffs granted by form shifts by 25%. This stone cannot be stacked with other Elite Form Shift Stones. This stone is incredibly hard to steal (5%).
Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and Ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes 5% more panic to build for this character.
Vicious Silver Pin: A small, needle-like pin that can easily be 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.
Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.
Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.
Broken Target Necklace: This character will take 30% less damage from all attacks/weapons that have "Slaying" properties if those slaying properties do not apply to it. This item is rarely dropped.
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.
The Primordial Stoneplate Ring: A legendary item. This ring cannot be stolen, but it always drops when this character falls in battle. This uncanny ring is rumored to have existed since the very beginning of this world. Grants extreme resistance to all elemental damages.
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.
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). This item is easily lost or stolen.
Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by 20. It will reduce the activation rate of statuses by 50. This item is practically impossible to steal and is impossible to drop.
Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.
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.
Vanishing Crystal: This small crystal looks as thought it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Vile Thought: All psychic attacks by this character will harm allies and foes alike. All psychic Attacks by this charater are impossible to consume. This item is nearly impossible to drop of steal.
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.
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.
Gemlord's Mind-Breaking Crystal: This incredible item was bestowed upon Bill Cipher. It causes the holder to negate the mental points of all characters who are within five range of him
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.
4-Pom of Power (Fire, Psychic, Energy, Light, Dark, Magic, Explosion)
14- Energy Gems+Plate:
14- Fire Gems+Plate:
14- Twisted Spoon+Plate:
28- Night Sapphire+Plate:
14- Magic Crystal+Plate:
14- Volatile Crystals+Plate:
24-Day Pearls+Plate:
14- Volatile Crystals+Plate:
24-Day Pearls+Plate:
Boots
String Particles: This rare item is easily lost or stolen, but can only be taken by characters who can teleport. Boosts teleporting movement by +3
Abilities:
How about THIS?! BOOM! (II-Needled): Bill Signature ability. Bill points his finger towards a foe and unleashes an insanely powerful blast. This attack will atomize the bodies of foes and has an extremely high chance of utterly destroying equipment if the attack kills the foe. This attack has three range, and will strike a cone-shaped area. It will strike one Adjacent tile, a row of three tiles that are above that, and then a row of five tiles that are above that. This attack may only strike once, and takes four (two) turns to recharge. This attack deals 2000 (4000) light/psychic/explosion/(Energy) type damage. This attack has +50 (+100) (+150) hit, and foes must calculate their dodge, defense, and counter attacks individually. Bill must target at least one foe in a straight line from him, or this attack cannot fire. At second tier this attack has a 50% (100%) chance to disintegrate the shield, armor, or external equipment it strikes. At the needled state, this attack will strike each foe based on speed, maxing out at 4 strikes. It will also ignore life-saving abilities. Costs: 18 pg
How about THIS?! BOOM! (II-Needled): Bill Signature ability. Bill points his finger towards a foe and unleashes an insanely powerful blast. This attack will atomize the bodies of foes and has an extremely high chance of utterly destroying equipment if the attack kills the foe. This attack has three range, and will strike a cone-shaped area. It will strike one Adjacent tile, a row of three tiles that are above that, and then a row of five tiles that are above that. This attack may only strike once, and takes four (two) turns to recharge. This attack deals 2000 (4000) light/psychic/explosion/(Energy) type damage. This attack has +50 (+100) (+150) hit, and foes must calculate their dodge, defense, and counter attacks individually. Bill must target at least one foe in a straight line from him, or this attack cannot fire. At second tier this attack has a 50% (100%) chance to disintegrate the shield, armor, or external equipment it strikes. At the needled state, this attack will strike each foe based on speed, maxing out at 4 strikes. It will also ignore life-saving abilities. Costs: 18 pg
Snap: This unit may only use this ability once (twice) a day. They select an adjacent enemy on the map, and then snap their fingers. The enemy will then immediately be killed (unless they have sturdy, miracle, or some other ability that can save them from OHKOs). This ability cannot level an enemy down, so it is purely defensive. This ability has a 70% chance to activate. If it fails to activate, it cannot be used again. This attack can be dodged. Costs: 7 pg
Mind Dive: This unit attempts to reach into the mind of an enemy and take control of them. This takes a turn to do, and the attack has a 30% chance of landing. This attack does not work on psychic type characters, and magic and strategists characters naturally escape from a mind dive twice the normal rate. However, if this attack hits, the enemy unit will be forced to join this character's party for the next six turns. Costs: 5 pg
Gravity: At the start of an attack this unit forces all characters within two spaces of it to drop to the ground. This may hurt a character, but the damage varies depending on their character type and weight. If the unit is smashed down into hazardous terrain, they immediately take double the negative effects of that terrain. This character may choose not to activate gravity. This ability will prevent teleportation type movement and abilities within five spaces of this character. Costs: 4 pg
Psychic 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 -10 speed for the rest of the turn. The throw damage is calculated by adding this characters psychic and throw skill damages together. 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. Psychic-type characters are immune to psychic throw. Costs: 3 pg
Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add half 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
Elements Unleashed (II): This character has mastery over many different element types, and as such can quickly overwhelm enemies. If this unit uses a simple element blast against a foe, and then uses a different type of element blast against that same enemy (or a different foe, at second stage), the second blast will increase its total might by fifty percent. This ability will continue to stack on additional damage until the unit using it strikes a foe with a blast that it has used previously. Costs: 10 pg
Physical Form, Don't Mind if I Do!: If Bill ever manages to find a way into the physical world, his god-like power will be unleashed on another hapless dimension. In his physical form, Bill will have double his regular HP. His total attack damage and total defense will also be doubled. He will receive +40 speed and +40 skill. He will also be, in truth, unkillable. Though he may fall in battle unless a character can find a way to lure him out of his physical body, there will be very few ways of truly killing him. If Bill chooses to pull other Psychic beings into the world with him, they will receive these boosts as well, but only 20+ to their speed and skill. Unlike Bill, these characters may be killed normally. Costs: Finding a way into the physical world.
Character Type: World Breaker, Psychic, Possessor
Weaknesses: This character is weak to dark and psychic type damage. It will also take double damage from blows that strike it in the eye. However, this character resists all forms of physical damage, making elemental attacks the best way to attempt to destroy it. Bill Cipher may also take a Colossal Form. This does not require taking a full turn to do, but it will have the normal HP buff, along with the evasion debuff of -50. Immune to strategist. Immune to mind control. Resists fear. Immune to autodamage.
Movement Type: Levitating. Teleporting.
Time Warp: Once a day, this character may stop time for two turns. This reduces enemy speed to zero. It prevents enemy units from counter-attacking. When time is stopped, only this unit and other units with Time Warp will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what.
This unit may also take 2 (4) “step backs” once a day. Step backs allow the character to re-roll a result they do not like. However, if there is another character on the map with “Time Warp”, that enemy can spend one of their re-rolls to block a re-roll.
It should be noted that tampering with time might cause strange and dangerous side effects, so it is best not to be done often. Costs: 6 pg
Slow Time: This unit may take one turn to slow down time for all enemies within 8 spaces of them. Enemies slowed in this way will lose 30 speed. This lasts for three total turns. This ability may only be used once (twice) per battle. Costs: 4 pg
Elements Unleashed (II): This character has mastery over many different element types, and as such can quickly overwhelm enemies. If this unit uses a simple element blast against a foe, and then uses a different type of element blast against that same enemy (or a different foe, at second stage), the second blast will increase its total might by fifty percent. This ability will continue to stack on additional damage until the unit using it strikes a foe with a blast that it has used previously. Costs: 10 pg
Warp: Once every four (two) turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg
Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg
Bill's Demon Form Shift (II): Bill may take his turn to transform into a monstrous demon form. He must be in his Titanic Size class to do this. This will increase his damage by 50% (100%) (125%). It will also increase his skill by +20 (+25) and his damage vs enemies who are children by an additional 50% (75%). Costs: 10 pg
Physical Form, Don't Mind if I Do!: If Bill ever manages to find a way into the physical world, his god-like power will be unleashed on another hapless dimension. In his physical form, Bill will have double his regular HP. His total attack damage and total defense will also be doubled. He will receive +40 speed and +40 skill. He will also be, in truth, unkillable. Though he may fall in battle unless a character can find a way to lure him out of his physical body, there will be very few ways of truly killing him. If Bill chooses to pull other Psychic beings into the world with him, they will receive these boosts as well, but only 20+ to their speed and skill. Unlike Bill, these characters may be killed normally. Costs: Finding a way into the physical world.
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)
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.
If the character strikes an enemy, they will boost their skill stat by 5.
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 (Medallion)
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
Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.
(TBA) Petrifying All Seeing Eye: Legendary Magic Gem ability. All of Bill's attacks may Petrify foes, turning them to stone. This is an activatable ability. When used, this ability will have a % chance to afflict the foe with the petrification status. This % will be equal to the % of HP that character has lost. The weaker the foe, the more likely this status is to land. A petrified character has a 10% chance of breaking free at the start of each turn, and this chance will increase by 10% for each turn they remain petrified. Petrification will also double the physical defense of the foe, but any sort of element-based defense (like barriers or pendants) will be lost. Petrified foes will take triple damage from sonic or bludgeon type attacks (and these damage types will now ignore resistance and immunities). Costs: Legendary Magic Gem
(TBA) Mind Bomb: Range 1-2. -10 speed after using this ability for the remainder of the turn. This unit selects an enemy and sends a massive orb of psychic energy into their skull. This move has a base 400 might and gives explosion/psychic type damage. This attack ignores all defense, but it still is affected by resistances. This attack may only be used every other turn. Costs: 4 pg.
(TBA) Hypnosis: -30 hit. This move will put an adjacent enemy to sleep. Characters put to sleep are immediately cured of status conditions, boost, or reductions. A sleeping character will stay asleep for a maximum of five turns, with a 30% chance of waking up each turn they are asleep. Costs: 3 pg.
(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 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) Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg
(TBA) Dream Eater: This psychic/absorbing attack only works on sleeping enemies (or enemies in a dream dimension). It only strikes once, and it has a base might of 80 (160) (640). The unit that uses this move will heal as much HP as the opposing character loses. This ability ignores defense, but it does not ignore resistances. Costs: 3 pg
(TBA) Dream Dimension: In all reality, this unit is required to have this ability. It cannot exist with any true power outside of its dimension (though in some pocket dimensions it may be able to retain its power). Outside of its own world, this unit's attack and defense are reduced by 90% and it must exist as a non-tangible shadow form. In this form, it takes triple damage from light, magic, and psychic attacks. However, in the Dream Dimension, this unit will double its total attack damage. It may pull sleeping characters into this dimension, or it may bring them there if they consent. The dream dimension is a parallel plane of reality, meaning things that happen there do not affect the normal plane of existence. This character no longer must have this ability due to achieving physical form. Costs: 5 pg
(TBA) Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg
(TBA) Dream Eater: This psychic/absorbing attack only works on sleeping enemies (or enemies in a dream dimension). It only strikes once, and it has a base might of 80 (160) (640). The unit that uses this move will heal as much HP as the opposing character loses. This ability ignores defense, but it does not ignore resistances. Costs: 3 pg
(TBA) Dream Dimension: In all reality, this unit is required to have this ability. It cannot exist with any true power outside of its dimension (though in some pocket dimensions it may be able to retain its power). Outside of its own world, this unit's attack and defense are reduced by 90% and it must exist as a non-tangible shadow form. In this form, it takes triple damage from light, magic, and psychic attacks. However, in the Dream Dimension, this unit will double its total attack damage. It may pull sleeping characters into this dimension, or it may bring them there if they consent. The dream dimension is a parallel plane of reality, meaning things that happen there do not affect the normal plane of existence. This character no longer must have this ability due to achieving physical form. Costs: 5 pg
Character Type: World Breaker, Psychic, Possessor
Weaknesses: This character is weak to dark and psychic type damage. It will also take double damage from blows that strike it in the eye. However, this character resists all forms of physical damage, making elemental attacks the best way to attempt to destroy it. Bill Cipher may also take a Colossal Form. This does not require taking a full turn to do, but it will have the normal HP buff, along with the evasion debuff of -50. Immune to strategist. Immune to mind control. Resists fear. Immune to autodamage.
Movement Type: Levitating. Teleporting.
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