Corrin: Level 82
HP: 792,000 (1,584,000 Seraph robe+1UP) (3,168,000) (3,801,600) (5,702,400 Heart and Soul)
Attack: 14,100 (15,100)
3GM Martial: 600
5GM Bite: 1000
5GM Claw: 1000
5GM Sword: 1000
5M Spear: 80
5GM Magic: 1000
5GM Fire: 1000
5GM Dark: 1000
5GM Light: 1000
5GM Water: 1000
5GM Sonic: 1000
5GM Light: 1000
5GM Water: 1000
5GM Sonic: 1000
1 Energy: 5
Omega Yato+++: A truly legendary blade. Well balanced. After uniting two worlds, this "key to peace" has manifested as the true Fire Emblem. This blade boosts the speed and skill of this character by 30 (40) and the defense and base attack of this character by 1000 if it is in the inventory of the character. This weapon deals double damage to dragons and divine units. The unlocked form also gives extreme weapon and armor wear when striking foes. In essence, unless the opponent is wearing indestructible armor, four slices from this weapon will leave it in tatters. Magic/Fire/Sword type damage. Base 500 might. 700 might at GM. (1000 might at +++) This blade chooses who may wield it. In its final form, the damage of the Omega Yato cannot be consumed. In the final form, the Yato will reduce the total defense of any foe it strikes by 10% per strike. The defense will not recover for the rest of the battle.
Vallite King Armor: The best armor in Valla. Offers no speed penalties, though it only has moderate resistance to wear. The major perk is that this armor stays in-tact when the character shapeshifts. Grants resistance to water, magic, blade, and dark. Offers 500 base defense.
Vallite King Cape: A deep blue cape. This masterfully crafted object merges into shapeshifting armor and still adds defense if a character changes into a dragon or other medium size class creature. This cape offers resistance to body type damage and light. Base 200 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.
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, and backstabs.
Abilities:
Dragon Fang (II): During any attack, this ability has a 60% (80%) (130%) chance to activate. If it activates, the total damage of the attack will be boosted by 100%. This ability may activate when counter-attacking. Costs: 10 pg
Divine Dragon Scales: These strong scales make this character immune to counter damage (including vengeance and bide), indirect damage, terrain damage, and one-hit kill moves. These scales will also boost the total defense of the character by 50%. Costs: 5 pg
Dragon Form (II): This character may take one turn to transform into a dragon. In this form, it will no longer be able to use hand-held weapons, but it will add 4 (6) to its movement, be able to fly and increase to a medium size class. This form will boost the magic, water, and total defense of this unit by 100% (2.5x). However, this form will drop the speed and skill of this character by 15 (10) points each. Costs: 12 pg
Martial Attack: 15,100 (15,700)
Levin Sword: 600 (15,700) (16,700) (17,700) (141,600) (274,350) (292,050) (584,100) (730,125)
Omega Yato: 1000 (16,100) (17,100) (18,100) (19,100) (152,800) (296,050) (315,150) (630,300) (787,875)
Omega Yato (Revelation): 1000 (16,100) (17,100) (18,100) (19,100) (20,100) (21,100) (168,800) (327,050) (485,300) (643,550) (664,650) (1,329,300) (2,326,275) (2,907,844)
Water Blast: 15,100 (16,100) (128,800) (257,600) (644,000) (805,000)
Magic Blast: 15,100 (16,100) (128,800) (257,600) (644,000) (805,000)
Dragon Bolt: (32,200) (257,600) (515,200) (1,030,400) (2,576,000) (3,220,000)
Dragon Bolt Bite: 300 (1100) (16,200) (17,200) (18,200) (19,200) (153,600) (307,200) (326,400) (652,800) (1,632,000) (3,264,000) (4,080,000)
Dragon Lance Arm: 400 (15,500) (16,500) (17,500) (18,500) (19,500) (156,000) (312,000) (331,500) (663,000) (1,657,500) (2,071,875)
Magic Blast: 15,100 (16,100) (128,800) (257,600) (644,000) (805,000)
Dragon Bolt: (32,200) (257,600) (515,200) (1,030,400) (2,576,000) (3,220,000)
Dragon Bolt Bite: 300 (1100) (16,200) (17,200) (18,200) (19,200) (153,600) (307,200) (326,400) (652,800) (1,632,000) (3,264,000) (4,080,000)
Dragon Lance Arm: 400 (15,500) (16,500) (17,500) (18,500) (19,500) (156,000) (312,000) (331,500) (663,000) (1,657,500) (2,071,875)
Defense: 14,300 (15,300) (30,600)
5GM Armor: 1,000
5GM Armor: 1,000
Vallite King Armor: 500 (31,100) (32,100)
Vallite King Cape: 200 (32,300) (48,450) (72,675) (181,688)
5GM Shield: 1,000
Vallite King Cape: 200 (32,300) (48,450) (72,675) (181,688)
5GM Shield: 1,000
Water Spirit Shield: 1000 (2000) (3000) (4000) (32,000) (64,000) (128,000) (256,000) (288,300)
Flame Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (62,000) (124,000) (248,000) (536,300)
Shadow Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (62,000) (124,000) (248,000) (784,300)
Sonic Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (62,000) (124,000) (248,000) (1,032,300)
Seath Crystal Pendant: 100 (1100) (8,800) (17,600) (35,200) (1,067,500)
Orcane Ripple Pendant: 100 (1100) (8,800) (17,600) (35,200) (1,102,700)
Radio Dial Pendant: 100 (1100) (8,250) (16,500) (1,119,200)
Smaugscale Pendant: 100 (1100) (8,250) (16,500) (1,135,700)
Ancalagonscale Pendant: 100 (1100) (8,250) (16,500) (1,152,200)
White Serpentscale Pendant: 100 (1100) (8,250) (16,500) (1,168,700)
Magicscale Pendant: 20 (1020) (8,160) (16,320) (32,640) (1,201,340)
Waterscale Pendant: 20 (1020) (8,160) (16,320) (32,640) (1,233,980)
Sonicscale Pendant: 20 (1020) (7,650) (15,300) (1,249,280)
Flamescale Pendant: 20 (1020) (7,650) (15,300) (1,264,580)
Darkscale Pendant: 20 (1020) (7,650) (15,300) (1,279,880)
Lightscale Pendant: 20 (1020) (7,650) (15,300) (1,295,180) (1,942,770) (2,914,155) (7,285,388)
Speed: 285 (325) (335) (340) (-10)
4-Mako Cells
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 these items.
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 dopped at death.
2-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.
2-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.
Levin Sword++: This weapon cannot be used with any activated melee skills. 1-2 (3) range. This sword boasts a 20% (50%) chance to flinch the foe with every hit. This is a pain status but can triggers vs robotic foes. Base 300 (600) blade/magic/lightning type damage. This weapon can be augmented by magic or lightning augments.
Omega Yato+++: A truly legendary blade. Well balanced. After uniting two worlds, this "key to peace" has manifested as the true Fire Emblem. This blade boosts the speed and skill of this character by 30 (40) and the defense and base attack of this character by 1000 if it is in the inventory of the character. This weapon deals double damage to dragons and divine units. The unlocked form also gives extreme weapon and armor wear when striking foes. In essence, unless the opponent is wearing indestructible armor, four slices from this weapon will leave it in tatters. Magic/Fire/Sword type damage. Base 500 might. 700 might at GM. (1000 might at +++) This blade chooses who may wield it. In its final form, the damage of the Omega Yato cannot be consumed. In the final form, the Yato will reduce the total defense of any foe it strikes by 10% per strike. The defense will not recover for the rest of the battle.
(Equipped) Exposing Magic Seal: This seal will expose a foe to Magic damage. This will not remove innate or ability based resistances, but all item and equipment based resistances and immunities will be completely ignored. An exposing seal will only work if the weapon has at least two damage types. Pure Magic weapons cannot accept this seal.
Exposing Dark Seal: This seal will expose a foe to Dark damage. This will not remove innate or ability based resistances, but all item and equipment based resistances and immunities will be completely ignored. An exposing seal will only work if the weapon has at least two damage types. Pure Dark weapons cannot accept this seal.
(Equipped) Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. Only one weapon seal may be used per weapon. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).
Divine Dragon Jaws++: These incredible draconic jaws have been forged into Kana. They remove stat debuffs from Jaws of Death and Talon And Blade. This will also cause the jaws to deal 100% more damage, rather than 50% more damage, if the bolt stuns the foe. These jaws add an additional 400 (800) might to all biting attacks.
(TBA) Ganglari: A Deletion Weapon. This terrifying blade was dropped by the Gemnodes into Valla. It is a dark weapon, having a base 800 blade/dark type might. Ganglari may be used to realease an area attack, striking all enemies with a 200 base might dark/magic blast. This pulse has a range of 5 and cannot be dodged. This pulse may only be used once every 4 turns. Like all deletion weapons, Ganglari has a limited number of uses. It may delete up to 100,000 HP from the game before dissolving. Deletion type damage may not be consumed, though characters may still resist or be immune to the damage type.
(TBA) Ganglari: A Deletion Weapon. This terrifying blade was dropped by the Gemnodes into Valla. It is a dark weapon, having a base 800 blade/dark type might. Ganglari may be used to realease an area attack, striking all enemies with a 200 base might dark/magic blast. This pulse has a range of 5 and cannot be dodged. This pulse may only be used once every 4 turns. Like all deletion weapons, Ganglari has a limited number of uses. It may delete up to 100,000 HP from the game before dissolving. Deletion type damage may not be consumed, though characters may still resist or be immune to the damage type.
Vallite King Armor: The best armor in Valla. Offers no speed penalties, though it only has moderate resistance to wear. The major perk is that this armor stays in-tact when the character shapeshifts. Grants resistance to water, magic, blade, and dark. Offers 500 base defense.
Vallite King Cape: A deep blue cape. This masterfully crafted object merges into shapeshifting armor and still adds defense if a character changes into a dragon or other medium size class creature. This cape offers resistance to body type damage and light. Base 200 defense.
Priscilla's Ring: A small ring with a shining blue crystal. A reminder of Corrin's wife and his devotion to her. +10 skill.
Draconic Forged Eye: This eye has been implanted into a Dragon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
Berkian Heroe's Pendant: A pendant given to Corrin for his bravery in standing against Anankos and his vision of a world at peace. 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.
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)
Elite Dragonstone: This stone allows much better control of the dragon form of a Manakete. It will boost the bonuses of the dragon form by 50%.
Lesser Dragon Hide Shard: This remarkable item may be used by any dragon who is a medium size class or smaller. This will increase the defense of the dragon by 50% if they have their "Dragon Scale" ability unlocked.
Triangle Reach Medallion: This Medallion grants naturally ranged swords, axes (+clubs and hammers), and spears +1 range. This does apply to weapons that gain range thanks to an augment. It does not apply to throwing weapons.
Trinket of Porcelain Defense: This trinket will cause attacks that normally ignore defense to calculate defense fully vs this character if they have not been attacked (initiated against) yet this battle.
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.
Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time-stopping or altering abilities.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
ᚦPatience Rune: This small silver letter may be easily kept in a pocket. It has been forged by Hiccup as a reminder of the value of patience, and that life-changing events can be found by anyone careful enough to look. This item will increase the number of turns that augments or positive stat boosting changes last by 50% (rounding down).
Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy elemental damage by 10%.
Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Node Raven Selph's last moments of being tormented and toyed with before her deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.
Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.
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.
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.
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.
Silence Ring: A ring containing silencing energy. This will drastically impact the efficacy of nearby spells. Allies within two range will be incapable of using spells (any attacks that are boosted by Catalysts). Enemies within two range will have the damage of their spells reduced by 75%. This ring is easily lost or stolen.
Twinning Seal Ring: Allows two Elite Weapon Seals to be applied to a single weapon.
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.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage.
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, and backstabs.
Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.
Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% (20%) (30%) (50%) chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.
Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%.
Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.
Vallite Crest: A Crest created by Anankos. Boosts Vallite units Magic/Water by 50% alongside normal item boosts. Boosts Hoshidan units Light/Magic by 50%. Boosts Nhorian units Dark/Magic by 50%.
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.
4-Pom of Power (Magic, Water)
12- Magic Crystal+Magic Plate
12- Water Gem+Water Plate
12- Fire Gems+Flame Plate
24-Night Sapphire+Dark Plate
24-Day Pearls+Light Plate
6-Sound Stone+Sound Plate
12- Magic Crystal+Magic Plate
12- Water Gem+Water Plate
12- Fire Gems+Flame Plate
24-Night Sapphire+Dark Plate
24-Day Pearls+Light Plate
6-Sound Stone+Sound Plate
8-Energy Gems+Energy Plate
Razor Stone+Blade Plate
Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.
Razor Stone+Blade Plate
Needle Stone+Pierce Plate
Jaw Stone+Jaw Plate
1-Air Gem
Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.
Dragon Fang (II): During any attack, this ability has a 60% (80%) (130%) chance to activate. If it activates, the total damage of the attack will be boosted by 100%. This ability may activate when counter-attacking. Costs: 10 pg
Divine Dragon Scales: These strong scales make this character immune to counter damage (including vengeance and bide), indirect damage, terrain damage, and one-hit kill moves. These scales will also boost the total defense of the character by 50%. Costs: 5 pg
Dragon Form (II): This character may take one turn to transform into a dragon. In this form, it will no longer be able to use hand-held weapons, but it will add 4 (6) to its movement, be able to fly and increase to a medium size class. This form will boost the magic, water, and total defense of this unit by 100% (2.5x). However, this form will drop the speed and skill of this character by 15 (10) points each. Costs: 12 pg
Dragon Bolt: This attack may only strike once. It adds the base might of this character's magic and water blasts together into one powerful shot. This attack has 1-2 range. The attack also has a 20% (50%) (70%) chance to cause the enemy to be stunned, missing their next turn and their counterattack. If this attack is used at one range it may also perform a powerful bite. This bite has 300 base might and deal bite/water/magic type damage. If the foe is stunned by the bolt, this bite will deal 50% (100%) more damage. Regardless, if this bite lands, it may blast the foe back one space. Costs: 4 pg
Dragon Lance Arm: Corrin may use his hand to form a long lance. This will function much like a melee weapon and may be done in either human or dragon form, but it will receive the dragon-form boosts regardless. The might of this attack will be increased by his claw, spear, water, and magic skill levels. The might of this attack is 400 pierce/magic/water-type damage. If Corrin chooses, he may try and pin an enemy in place with this weapon. This will cause the attack to only strike once. However, if the attack lands, the lance will stab through any foe who is the same size class or smaller, pinning them to the ground. This will reduce the evasion of the enemy to 0, but it will also do the same to Corrin. The enemy may attack Corrin or other nearby characters, but they will not be able to move out of the space they have been pinned down on. On his next turns (or on counters) Corrin may use any attack type to strike the foe except for the lance arm. This move may pin an enemy in place for up to 4 turns. However, like a tackle, an extremely strong character will break free quicker, and if Corrin is struck by other characters it will quickly break the pinned character free. Costs: 6 pg
For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg
Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (70%) (120%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg
Fated Sibling (II, Needled): Corrin Signature ability. Bond ability. If this character is adjacent to one of his siblings, he will receive a 100% (200%) (300%) boost to his attack and defense. He will also be able to use any %chance activation type abilities possessed by the adjacent character. While adjacent to his sibling(s), he will also have a 20% (30%) (50%) increase in his chance to activate abilities (not statuses). Costs: 10 pg
Revelation: The wielder of the Yato walks the path between darkness and light. As such they may add either light or dark-type damage to the Yato. Doing this augment requires a turn to accomplish, but it will also boost the total might of the blade by 75%. If the Yato reaches its final form, they will be able to add both dark and light to the weapon; he will no longer need to choose one. This augment may only be done twice per battle. This augment lasts for 5 (7) turns. Costs: 5 pg (+Yato)
Draconic Hex: After an enemy attacks this unit, they will suffer a 20% drop in their attack, defense, and a 20-point drop in speed. These negative status conditions will last for three turns. These status conditions do not stack. This ability may only afflict an enemy once per battle. Costs: 4 pg
(TBA) Torrential Roar: This attack may only be used twice in any given battle. This attack has 3 range. The base might of this attack is 90 (195) (255) (335) (1675) (3,350) (5863) but it also adds this base attack of this character along with their sonic and water skill damage. This is an area attack and it cannot be dodged. This sonic attack has tremendous shattering power, causing huge damage to armor, shields, and protective fields. Costs: 5 pg
(TBA) Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
(TBA) 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% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% of the time. This ability only activates on physical attacks. Costs 3 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: Melee, Strategist, Support, Dragon
Weaknesses: Dragon/god-killing weapons. Mild weakness to capture moves. Resists stat dropping abilities.
Caps
Dragon Lance Arm: Corrin may use his hand to form a long lance. This will function much like a melee weapon and may be done in either human or dragon form, but it will receive the dragon-form boosts regardless. The might of this attack will be increased by his claw, spear, water, and magic skill levels. The might of this attack is 400 pierce/magic/water-type damage. If Corrin chooses, he may try and pin an enemy in place with this weapon. This will cause the attack to only strike once. However, if the attack lands, the lance will stab through any foe who is the same size class or smaller, pinning them to the ground. This will reduce the evasion of the enemy to 0, but it will also do the same to Corrin. The enemy may attack Corrin or other nearby characters, but they will not be able to move out of the space they have been pinned down on. On his next turns (or on counters) Corrin may use any attack type to strike the foe except for the lance arm. This move may pin an enemy in place for up to 4 turns. However, like a tackle, an extremely strong character will break free quicker, and if Corrin is struck by other characters it will quickly break the pinned character free. Costs: 6 pg
For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg
Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (70%) (120%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg
Fated Sibling (II, Needled): Corrin Signature ability. Bond ability. If this character is adjacent to one of his siblings, he will receive a 100% (200%) (300%) boost to his attack and defense. He will also be able to use any %chance activation type abilities possessed by the adjacent character. While adjacent to his sibling(s), he will also have a 20% (30%) (50%) increase in his chance to activate abilities (not statuses). Costs: 10 pg
Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 speed/skill. 3% damage and activation boost.
Close Friend/Sibling: +10 speed/skill. 10% damage and activation boost.
Spouse: +15 speed/skill. 15% damage and activation boost.
Costs: 3 pg
Supportive (III): Corrin signature ability. If Corrin is adjacent to an ally who he is friends with, he will grant himself and that unit +10 (+20) (+30) hit, +20% (+40%) (+60%) damage, and +20% (+40%) (60%) defense. Costs: 4 pg
Revelation: The wielder of the Yato walks the path between darkness and light. As such they may add either light or dark-type damage to the Yato. Doing this augment requires a turn to accomplish, but it will also boost the total might of the blade by 75%. If the Yato reaches its final form, they will be able to add both dark and light to the weapon; he will no longer need to choose one. This augment may only be done twice per battle. This augment lasts for 5 (7) turns. Costs: 5 pg (+Yato)
Draconic Hex: After an enemy attacks this unit, they will suffer a 20% drop in their attack, defense, and a 20-point drop in speed. These negative status conditions will last for three turns. These status conditions do not stack. This ability may only afflict an enemy once per battle. Costs: 4 pg
Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% (30%) (80%) chance to deal 3x damage. Costs: 5 pg
Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg
Cut To Shreds: -15 skill. If this character is using a weapon that deals saw-type damage, they may choose to activate this ability. This attack will only calculate to strike once, so if it misses, the attack will fail and the foe will counter. However, if this attack lands, this character will slam the saw into the foe and the rotating teeth will deal damage several times, rapidly destroying armor and dealing heavy damage. The number of times that the character will receive the damage from the saw Depends on the speed of this unit. If it is:
20: 4 extra hits
25: 5 extra hits
30: 6 extra hits
5 faster: 1 extra hit.
10 faster: 2 extra hits
15: 3 extra hits20: 4 extra hits
25: 5 extra hits
30: 6 extra hits
35: 7 extra hits
40: 8 extra hits
45: 9 extra hits
Each hit will give the same amount of damage as the regular saw attack. This ability may be used once every other turn. Costs: 4 pg
Each hit will give the same amount of damage as the regular saw attack. This ability may be used once every other turn. Costs: 4 pg
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
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)
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
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
Til' Death Do Us Part: This character has married another. When standing adjacent to the character that this character has married, both units will receive a 25% boost to their total defense, and a +20 boost to their avoid. Costs: Marriage
Protective Parent: This character is extremely protective of their child. They will attempt to take the hit for them during an enemy phase if the child unit is within 2 spaces of them. This has a 50% chance to succeed, but this character is required to attempt this. This character will counter-attack the foe the maximum number of times, and will have zero avoid when taking the hit. Costs: Child Unit.
Talon And Blade: -5 speed and skill. This character may choose to use their body weapons alongside a single melee weapon when they attack or are attacked by a foe. This works much like dual wield. Buffs granted from dragon form will apply to all body attacks. Costs: 5 pg of GM in a Melee weapon for Manaketes.
Protective Parent: This character is extremely protective of their child. They will attempt to take the hit for them during an enemy phase if the child unit is within 2 spaces of them. This has a 50% chance to succeed, but this character is required to attempt this. This character will counter-attack the foe the maximum number of times, and will have zero avoid when taking the hit. Costs: Child Unit.
Talon And Blade: -5 speed and skill. This character may choose to use their body weapons alongside a single melee weapon when they attack or are attacked by a foe. This works much like dual wield. Buffs granted from dragon form will apply to all body attacks. Costs: 5 pg of GM in a Melee weapon for Manaketes.
(0 pg free at Level 83)
(TBA) Supportive: Corrin signature ability. If Corrin is adjacent to an ally who he is friends with, he will grant himself and that unit +10 hit, +20% damage, and +20% defense. Costs: 1 pg
(TBA) Supportive (II): Corrin signature ability. If Corrin is adjacent to an ally who he is friends with, he will grant himself and that unit +10 (+20) hit, +20% (+40%) damage, and +20% (+40%) defense. Costs: 2 pg
(TBA) Supportive (III): Corrin signature ability. If Corrin is adjacent to an ally who he is friends with, he will grant himself and that unit +10 (+20) (+30) hit, +20% (+40%) (+60%) damage, and +20% (+40%) (60%) defense. Costs: 4 pg
(TBA) Blazing Yato: Legendary Gem ability. The attacks of the Yato have a 50% chance to induce burning and will allow the holder to access the rare Lethal Burn status. The Yato will deal 5%, 20%, 50% more damage to foes who are burning, severe burning, or lethal burning. Costs: Legendary Fire Gem
(TBA) Divine Dragon's Hex: Legendary Gem ability. This character may take a turn to induce Draconic Hex for 3 three turns on all foes within ten range. This ability may be used once every week. This ability will stack with regular draconic hex if the foe engages and attacks this unit (resulting in a reset of the status cooldown and doubling the debuff). Costs: Legendary Magic Gem
(TBA) Torrential Roar: This attack may only be used twice in any given battle. This attack has 3 range. The base might of this attack is 90 (195) (255) (335) (1675) (3,350) (5863) but it also adds this base attack of this character along with their sonic and water skill damage. This is an area attack and it cannot be dodged. This sonic attack has tremendous shattering power, causing huge damage to armor, shields, and protective fields. Costs: 5 pg
(TBA) Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
(TBA) 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% of the time. This ability only activates on physical attacks. Costs 3 pg
(TBA) Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% of the time. This ability only activates on physical attacks. Costs 3 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
(TBA) Dragon Bolt (II): This attack may only strike once. It adds the base might of this character's magic and water blasts together into one powerful shot. This attack has 1-2 range. The attack also has a 40% (70%) (90%) chance to cause the enemy to be stunned, missing their next turn and their counterattack. If this attack is used at one range it may also perform a powerful bite. This bite has 600 base might and deal bite/water/magic type damage. If the foe is stunned by the bolt, this bite will deal double (triple) damage. Regardless, if this bite lands, it may blast the foe back one space. Costs: 8 pg
Character Type: Melee, Strategist, Support, Dragon
Weaknesses: Dragon/god-killing weapons. Mild weakness to capture moves. Resists stat dropping abilities.
HP: Medium
Attack: 200
Defense: 400
Speed: 125
Skill: 150
Move: 6
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