Friday, December 1, 2017

Sakura





Sakura: Level 43
HP: 28,080 (56,160 1UP+Draught of Life)
Attack: 172
5M Bow: 80
5M Magic: 80
5M Light: 80
Shining Bow: 600 (772) (852) (932) (1012) (5060) (10,120)
Defense: 86
5M Armor: 80
Priestess Armor: 300 (386) (466)
Vallite Priestess Cape: 150 (616)
Seath Crystal Pendant: 100 (180) (900) (1516)
Great Serpentscale Pendant: 100 (180) (900) (2416)
Magicscale Pendant: 20 (100) (500) (3,416)
Lightscale Pendant: 20 (100) (500) (2916)
Speed: 103
Skill: 155
Move: 5



Items:

Elite Brave Shining Bow++: A magic imbued bow. Gives a base 300 (600) magic/light/sacred/pierce type damage. 1-2 range. -10 speed if the enemy unit is adjacent. This weapon will always strike twice when attacking.

Vallite Priestess Armor: Holy armor that protects the wearer from the forces of darkness. Offers protection against psychic and magic attacks. Offers resistance to light, dark, and fire, and explosion type attacks. Notably susceptible to wear. Base Defense: 300

Vallite Priestess Cape: A long white cape. Causes unholy enemies within 2 spaces to suffer -40 skill. Grants resistance to blade, pierce, and bludgeon type damage. Grants 150 defense.

Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)

Holy Charm: This item is very blessed. As long as the holder is pios, this item will buff the chance of Miracle activating by 20%. 

8-Magic Crystals

16-Day Pearls

Abilities:

Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. Costs: 3 pg

Hexing Rod: -50 Hit. Limited to 3 attempts per day. This deadly rod may target any enemy within 5 spaces. If the enemy is hit by the spell, they will immediately have their maximum HP reduced by half until the end of the day. This status is incredibly difficult to cure. Costs: 5 pg

Purge: This unit may take a turn to heal an allies of sever status conditions. Only one status condition may be healed at a time. These conditions include broken necks, mind shackles, mind dives, severe bleeding, curses, petrification, and almost any kind of poison. This ability does not remove less deadly status conditions. Costs: 5 pg

Cleanse: This unit may take a turn to heal an all an allies minor status conditions. This includes burn, freeze, paralysis, mild poisons, bleeding, and stat reductions. Costs: 4 pg

Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character's total attack damage by 50% for the remainder of the turn. Costs: 4 pg

Null: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for 3 turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg

Banish: A potent spell, learned only after advanced training in magic. Requires the character to be 3M in magic or higher. This character may banish all summoned/created characters or objects that are within 30 spaces of them. This must be done instead of attacking. Banished characters may not return for 5 turns. This includes replicas, personas, and even Pokemon. Banish may only be used once a battle. 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 autohealing. The character using this ability must be both pure and pious. Costs: 5 pg

Rescue: A magical spell designed to pull allies away from danger. This spell may target any ally within 20 spaces and warp them to an adjacent tile. This ability may be used once every four turns. If the ally or the spell user are within a gravity field or any type of area or ability that prevents teleporting, this ability will fail. If the ally is tackled, bound, swallowed, or restrained in any way, this ability will fail. Costs: 5 pg

Silence: A potent Mage Killing Ability. This spell suffers -20 hit. 1-2 range. However, if this status lands, the foe will be incapable of using specialized spells. This includes any attack buffed by a catalyst. This silence will last for 3 turns. This ability may be used three times per battle. Costs: 5 pg

(TBA) Freeze Rod: A potent stopping spell. This rod suffers -20 hit. 1-5 range. If this status strikes the foe they will have their movement reduced to 0 for the next turn and suffer -20 avoid. This rod may be used three times per battle. Costs: 5 pg

(TBA) Entrap Rod: A potent trapping spell. This rod suffers -30 hit. 1-7 range. If this status lands, it will warp the enemy adjacent to this character. This rod may be used three times per battle. Costs: 5 pg

(TBA) Rupture Rod: A potent breaking spell. This rod boasts +30 hit. 1-5 range. This status will break 3 barriers on any opponent it strikes. This rod may be used three times per battle. Costs: 5 pg

(TBA) Enfeeble: This deadly status may be cast at any foe within 5 range. It has a 70% chance to succeed. If this status succeeds it will remove all the benefits granted by Inhuman Strength, Havel Rings, and Chloranthy Rings. This status will last for two turns. This ability may be used twice a battle. Costs: 6 pg

(TBA) Miracle: This unit has a 20% chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. Costs: 4 pg

(TBA) Enfeeble: This deadly status may be cast at any foe within 5 range. It has a 70% chance to succeed. If this status succeeds it will remove all the benefits granted by Inhuman Strength, Havel Rings, and Chloranthy Rings. This status will last for two turns. This ability may be used twice a battle. Costs: 6 pg

(TBA) Quiet Strength (III): Sakura's Signature ability. All allies within two range of Sakura will boost their total defense by 20% (40%) (60%). Costs: 4 pg

Character Type: Support, Magic, Marksman

Weaknesses: Weak to fear and pain-type attacks. Immune to magic.

Caps:
HP: Low
Attack: 200
Defense: 100
Speed: 120
Skill: 180
Move: 6

No comments:

Post a Comment