Thursday, December 7, 2017

Mewtwo





Mewtwo: Level 50
HP: 75,600 (113,400 1 UP)
Attack: 800
4M Psychic: 70
3M Martial: 60
2M Dark: 50
2M Energy: 50
4M Throw: 70
2M Explosion: 50
Psychic Blast: 800 (870) (5,220) (7,830) (10,179) (30,537) (range 1-2)
Psystrike: 400 (1200) (1270) (1320) (1370) (8,220) (16,440) (24,660) (32,058) (48,087)
Martial Attack: 800 (860)
Dark Blast: 800 (850)
Energy Blast: 800 (850) (5,100) (6,630)
Defense: 300
3M Shield: 60
Psychic Barrier: 60 (130) (190) (950) (1184)
Speed: 138
Skill: 150
Move: 9 (Flying, Teleporting, Levitation)


Items:

10- Twisted Spoons: Boosts any unit's psychic type damage by 50%.

10- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.

10- Volatile Crystals: Deadly crystals charged with potent explosive energy. These may explode in a character's inventory, and they will deal approximately 2000 damage a piece if they go off. However, these crystals boost explosion type damage by 50%.

Psychic Barrier: This powerful barrier works like a shield. It blocks most attack types but does not defend against dark or psychic. Like most barriers, it is susceptible to being shattered. Base defense 60

Life Orb: This character will boost their entire damage output by 30%, however they will also take auto-damage, regardless of how many items they are carrying. (This unit will take 30% of the damage it deals as recoil).

Abilities:

Warp: Once every four 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

Psystrike (II): Signature Ability. This attack may only strike once (At second tier, this ability may strike multiple times). 1-3 range. This devistating attack generates an odd psychic object and hurls it at the foe. This object will explode inside the mind of the foe, allowing lethal psychic shrapnel to be released from their skull. This attack has a base 200 (400 at second tier) psychic/explosion/energy type damage, and it will completely ignore the defense of the foe unless they are psychic characters. This attack has a 30% (40% at second tier) chance to cause the foe to flinch. This attack may be used to counter. Using this ability will not remove proficiency boosts on this character. Costs: 8 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 a twice the normal rate. However, if this attack hits, the enemy unit will be forced to join this characters party for the next six turns. Costs: 5 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 alongside the base attack 800 (870) (940) (5,640) (7,332) (10,998) (32,994). 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

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. 

S.T.A.B.: Pokemon exclusive ability. If this character is using an attack that matches it's element typing, the attack will receive a 50% boost in its total might. Costs: 5 pg

Mega Mewtwo Y: This Pokemon may Mega Evolve if its trainer uses the ability. This will add 25 speed and skill to this pokemon. It will also boost its damage output by 50%. This boost will last until the end of the battle. This form will also unlock the ability Insomnia on this Pokemon. Costs: 5 pg

Insomnia: This character is immune to the sleep status. Costs: Mega Evolution.

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


Psychic: -15 speed. This attack may only strike an enemy once. This character reaches out and directly attacks the mind of an enemy. This will ignore most armors, and it will deal 3 times the damage of this character's normal psychic blast. Costs: 3 pg

Unnerve: Enemies within ten spaces of this character cannot use "Consume" abilities. This includes abilities that consume souls, absorb the abilities of others (such as absorb), or devour the foe (living or dead). This is a fear status ability. Enemies cannot use consumable items. Some healing abilities will also be prevented. Costs 6 (1) pg

(TBA) Coverage: This Pokemon Excells at using coverage moves. The proficiency boosts will not be lost when this character uses other attacks. However, proficiency will not boost dual element attacks. Costs: 6 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) Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

(TBA) Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. This move may only be done once every five turns. Costs: 5 pg

(TBA) Zen Headbutt: -5 speed. Adds psychic blast damage to this unit's martial attacks. This move also has mild shattering properties. Costs: 2 pg

(TBA) Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. 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 (150) (600). 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) 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 (470) (520) (2080) 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.

Character Type: Psychic, Element, Speed, Regenerative, Pokemon, Possessor

Weakness: Extreme dark weakness. Weak to absorb. Resists psychic and martial type attacks. 

Caps:
HP: High
Attack: 800
Defense: 300
Speed: 138
Skill: 150
Move: 9



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