Saturday, December 16, 2017

Edward Elric





Edward Elric: Level 60
HP: 96,000 (192,000 1UP+Draught of Life) (384,000) (576,000 heart and soul) (691,200)
Attack: 1100
5M Martial: 80
5M Sword: 80
5M Knife: 80
5M Spear: 80
5M Mace: 80
5M Hammer: 80
5M Axe: 80
5M Earth: 80
5M Throw: 80
Arm Blade: 700 (1800) (1880) (1,960) (3,920) (7,840) (39,200)(117,600)
Elite Thor's Ore Winged Drake Spear: 1200 (2300) (2380) (4,760) (9,520) (47,600)(142,800)
Earth Blast (Alchemic): 1100 (1180) (7,670) (23,010)
Earth Pillar Barrage: 200 (1300) (1380) (8,970) (12,558) (37,674)(56,511)
Earth Hand: 300 (1400) (1480) (9,620) (28,860)
Defense: 900 (1800)
5M Armor: 80
Roy's Squad Military Uniform: 300 (2100) (2180)
Brilliant Red Cloak: 100 (2280)
5M Shield: 80
Groudon Plate Pendant: 100 (180) (1170) (3,450)
Groudon Plate Pendant: 100 (180) (1170) (4,620)
Earthscale Pendant: 20 (100) (650) (5,270)
Earthscale Pendant: 20 (100) (650) (5,920)
Automail Arm (Attacking): 200 (280) (560) (1120) (3,400)
Speed: 195 (210) (+25 avoid)
Skill: 200 (215) (+5-10) (+5)
Move: 7 (8)



Items:

Rune Arc

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.

4-Mako Energy Cells

Elite Thor's Ore Arm Blade++: a blade made using an automail arm. This weapon uses both sword and martial type skills. Base might 350 (700) martial/blade type damage. This weapon also boosts the character's defense +100 (200) when attacking. This blade may be improved upon by improving the automail. This weapon may be enhanced with a pure stone.

Elite Thor's Ore Winged Drake Spear++: A spear designed by Edward Elric. It has the typical flair expected from the young alchemist, and is one of his preferred weapons. This long spear has +15 skill against foes using short melee weapons or body attacks. The spear's winged design also makes it ideal for catching hold of fast-moving foes and yanking them to the ground. As such it deals double damage to mounted units. Base 600 (1200) pierce type might.

State Alchemist Pocket Watch: This item has a promise scrawled inside of it. Gives this character +15 skill until they fulfill their promise. Easily stolen.

Brilliant Red Cloak: A stunning red cloak designed by Edward Elric. Makes sneaking around overly difficult, but boosts the confidence of the character wearing it. This confidence boost grants resistance to fear-type abilities. This cloak also grants resistance to fire and explosion type damage. Base 100 defense.

Roy's Squad Military Uniform (Black): Crafted by the people of Gongmen as thanks for Roy's constant protection, this armor is specifically designed to combat the Homonculi. It grants resistance to claw, bite, and blade-type damage, and receives little to no wear from those types of attacks. However, the uniform is still mostly cloth, and thus susceptible to wear from other damage types. Grants 300 base defense.

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.

Roaring Earth Ring: This incredible ring will boost the damage of earth-type attacks that cannot strike flying or levitating foes by 40%. This item is easily lost or stolen. 

10-Sakura Flame Soulbloom: May be warn once in a battle. This pink flower is coated in beautiful flame like markings. After being warn, it will wither. However, if warn by someone who cares for Nezuko, and Nezuko is on the map, this object will grant +5 skill for the battle.

Berkian Hero's Pendant: A pendant given to Edward Elric for his incredible valor in claiming the Soul Stone from Father. 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. 

Pure Stone

Razor Stone, Needle Stone and Razor Plate and Needle Plate

10-Earth Gem+Earth Plate

Boots

Abilities:

Weapons Mastery: This character uses their prowess with many weapons to boost their understanding of combat. For each master level they have with a particular weapon type, they will boost their total attack damage by 15%. This ability cannot be removed by strategist. (5x) Costs: 4 pg

Reckless Sibling (II): This sibling is reckless and aggressive, always ready to jump into a fight for the sake of their brother. If this character is within 2 spaces of their close sibling, they will boost their damage by 100% (200%). They will also boost their speed by 15. Cost: 10 pg

Alchemic Proficiency: This character has extreme mastery of Alchemy in combat. Though the alchemy is simple and single damage type, it is still extremely powerful. This ability will allow proficiency to boost both single element alchemy even if other attack types have been used. Costs: 4 pg

Earth Pillar barrage: Edward Elric Signature. Once every three turns, this unit may attack an adjacent foe with a barrage of powerful earth pillars. This attack will naturally hit four times, but if the character using it is fast enough, the attack may hit up to 16 times (calculated like a normal speed stat). These pillars have massive shattering capacity, but they cannot hit flying or hovering foes. Each pillar has a base might of 200 but they will add on the base attack of the character along with their earth skill level and will boost their total damage by 50% when initiating the attack. This attack ignores abilities like Wary Fighter and ignores items and abilities that reduce the damage of attacks that strike more than four times. Costs: 5 pg 

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Hand Clap Alchemy: A form of alchemy that does not require a circle... instead using the clapping of hands. This greatly increases the speed of alchemy. If this character uses an alchemy ability, then he will boost his speed by 15 for the remainder of his and the opponent's next phase. Costs: 3 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

Earth Hands (II): This unit may take a turn to create two massive hands of stone. This hand will have 6 movement, and it exists for three turns or until it is destroyed (HP= 10% of the character who created it). The hands may grab and crush a foe, giving 300 Earth-Type damage and ignoring armor and defense. They may also grab and throw an enemy (base skill stat of these hands is 10 less than that of the character who creates them). This throw will give earth and throw type damage, calculated by the skill stats of the creating character. The throw follows basic throw mechanics. This unit may have four stone hands at a time at maximum.  Costs: 6 pg

Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg

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

Deconstruction Alchemy: -35 Hit. This unit may cause objects that it touches to deconstruct. At one range, this unit may reach forward and touch an enemy's item instead of attacking them. Unless the item is extremely powerful, the alchemy will cause it to deconstruct and disintegrate it. The enemy may attempt to dodge this attack. With this ability, this unit may readily destroy both weapons and armor. It may also be used to deconstruct other things, such as walls or certain types of terrain. It can even be used on a water tile to make steam, adding 15 to this character's avoid. Costs: 7 pg

(TBA) Reconstruction Alchemy: This unit may make or repair weapons or armor in a single turn. It may even fix items that have been disintegrated. This takes a single turn to do. This unit may also use reconstruction alchemy to make huge barriers out of the ground to protect themselves with. The amount of defense added by these barriers varies, depending on what kind of ground they were made of. This unit must take a turn to make these barriers, but they can be made all around this character, or even around adjacent allies. A normal earth barrier adds 50 to the protected character's defense. Costs: 5 pg

(TBA) Healing Alchemy: This unit may heal an adjacent ally. This ability takes a turn to do. This ability may only be used 5 times in any given battle. The ally will be healed 40% of their maximum HP, and they will also be cured of all minor status effects. Costs: 5 pg

(TBA) 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

(TBA) Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg

(TBA) 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

(TBA) Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg

(TBA) Terrain Spike: Once every other turn, this unit may create a spike out of the terrain beneath the feet of an enemy within 3 range. The damage of this spike is calculated by what type of terrain the opponent is standing on, but normal earth will give 50 damage. In harder terrain, this spike will deal 50% more damage. In very hard terrain it will deal double damage. This attack does add the base attack might of the character along with their earth skill levels to the total damage. This attack will not strike hovering or flying characters. Costs: 3 pg

(TBA) Earth Hands: This unit may take a turn to create a massive hand of stone. This hand will have 6 movement, and it exists for three turns or until it is destroyed (HP= 10% of the character who created it). The hands may grab and crush a foe, giving 80 Earth-Type damage and ignoring armor and defense. They may also grab and throw an enemy (base skill stat of these hands is 10 less than that of the character who creates them). This throw will give earth and throw type damage, calculated by the skill stats of the creating character. The throw follows basic throw mechanics. This unit may have two stone hands at a time at maximum. Costs: 3 pg

(TBA) Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. 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

Character type: Martial, Melee, Speed

Weakness: Weak to taunt, strategist and bleeding. Resists dark, magic, and psychic. 

Stat Caps:
HP: Low
Attack: 300
Defense: 100
Speed: 145
Skill: 150
Move: 7

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