Wednesday, December 6, 2017
Skari
Skari: Level 53
HP: 86,400
Attack: 600
4M Claw: 70 (670)
Harsh Metal Talons: 80 (750)
5M Bite: 80 (680)
2M Tail: 50 (650)
3M Throw: 60
5M Energy: 80
3M Ice: 60
Lightning Blast: 600 (680) (2,720) (4,080) (1-2 range)
Elictrical Ozone Breath: 250 (850) (930) (990) (3960) (4455) (8415) (10 shots per battle)
Defense: 600 (700)
Link's Flying harness: 450 (1050) (1150)
Speed: 148 (138) (+50 avoid, stealthy flier)
Skill: 145 (150)
Move: 8, 12 while flying
Items:
6- 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.
6-Ice Gem: Boosts ice type damage by 50%. May allow a special type of ice attack once every four days. Can be used to freeze all adjacent squares.
Lightning plate: Boosts lightning type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties.
Link's Flying Harness: -5 speed. A bit less conservative than the flight harness worn by Toothless, this armor will drop the dragon's speed while wearing it. It still has a fair amount of exposed leather, and is thus susceptible to wear. Grants 450 base defense.
Harsh Metal Talons: - 5 speed. These brutal blades can be attached to the claws of a dragon. They boost claw damage by 80. They also double the chance of an enemy receiving the bleeding status.
Berkian Heroe's Pendant: A pendant given to Skari for his betrayal of Rome and his relinquishing of an age-old blood-feud. 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.
Abilities:
Electrical Ozone Breath: The breath of a Skrill hums with electricity, but it is also extremely cold. This breath weapon has a base 250 might and is ice/lightning type damage. In addition to that, this lightning blast has a 20% chance to paralyze an enemy (dropping their speed by 30 until cured) and a 10% chance to freeze them (for up to five turns). This ability cannot be removed by strategist. This ability does not have an improved form. Costs: 3 pg
The Spiral: This unit may only use this ability once per enemy. If this character encounters a flying opponent that is close to it in size, it may latch onto them and spiral down towards the ground in a terrific blaze of lightning. The chance of this attack landing is calculated as a normal, non-ranged strike. The enemy will immediately take the normal lightning blast damage of this unit (1,225). They cannot block or dodge this damage, though they may defend against it. After latching onto the opponent, it becomes a toss up on who will hit the ground, and who will escape. The unit activating the attack immediately receives a 10% bonus chance of escaping. Calculating who hits and who escapes is done by both characters rolling a percent chance. The units will then add their speed stat to the number they rolled. Whichever unit rolls the higher number will escape. The unit that does not escape, crashes into the ground, immediately taking the terrain effects and damage. The crashing character will also receive crashing damage added to the attack stat of the character who started the attack, along with 3 x this unit's normal lightning strike or ozone breath damage. Costs: 6 pg
Thunder: Range 5. Hit - 30. This unit may strike a single tile with a terrific blast of lightning. The attack will give 300 (900) (980) (3920) (4,410) lightning type damage. This attack gives double damage to characters who are flying. This move may only be used once every three turns. Costs: 4 pg
Stealthy Flier: When in flight, this character adds 50 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 4 pg
Silver Dragon Scales: This dragon's scales give it a unique ability based on their color. Silver gives this character extreme resistance to blade type damage. These scales also add 100 to the character's base defense. Costs: 5 pg
Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% (60%) of the time. This ability only activates on physical attacks. Costs 3 pg
Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 pg
Thunderwave: -30 hit. This character may attempt to give mild paralysis to an adjacent unit. This will drop the enemy's speed stat by 35 until it is cured or heals. This status usually lasts 5 turns. Costs: 3 pg
Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg
Absorb Lightning: This character is completely immune to lightning type attacks. They also resist basic energy type attacks. If hit by a lightning type attack, calculate the damage that would normally be given if this unit had zero defense, and add that number to their HP (even exceeding max HP). If this unit steps into an electrocuted tile (which they have not made themselves) they may take a turn to absorb the lightning. This will heal 50% of their HP (stopping at max HP). Every time this character absorbs lightning or is hit by a lightning type attack, add 10 to their total lightning type attack power (before boosting items and abilities). Costs: 6 pg
Devour (II): This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy. This character may move after consuming an enemy, but cannot attack after doing so. Costs: 2 pg
Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg
Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
Thunderbolt Dive: +10 hit. This character takes one turn to soar high into the air. It then may choose an opponent, and strike them with a ranged lightning attack with a base damage of 150 (230) (690) (765) . This attack also strikes all four squares around the area chosen. Damage and dodge chances are calculated for all squares individually. After this attack, all five squares affected catch on fire. This move may only be used once every four days. Costs 1 energy gem
Omega Thunderbolt Dive: +20 Hit. This character takes one turn to soar high into the air. It then may choose an opponent, and strike them with a ranged lightning attack with a base damage of 600 (680) (2040) (2380). This attack also strikes all four squares around the area chosen. Damage and dodge chances are calculated for all squares individually. After this attack, all five squares affected catch on fire. This move may only be used once every sixteen days. Costs 4 energy gems
Hit and Run (TBA): If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
Terrifying Stare (TBA): Fear type move. Instead of attacking, this character may choose an enemy directly in front of them. The character then gazes into them with a terrifying stare. This drops the enemy's speed 10 for three turns. This affects of this move cannot be compiled. Costs: 2 pg
Skills:
Energy: 5M
Bite: 5M
Claw: 4M
Throw: 3M
Ice: 3M
Tail: 2M
Character Type: Lightning, Speed, Stealth, Mount, Dragon
Weaknesses: Bludgeon type attacks. Mild weakness to fire. Resists energy and ice. Immune to lightning. Resists Blade.
Caps:
HP: Medium
Attack: 500
Defense: 500
Speed: 133
Skill: 130
Move 12
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