Wednesday, August 29, 2018

Grimm






Level: 56
HP: 91,200 (182,400)
Attack: 620
5M Wing: 80
GM Fire: 200
5M Dark: 80
5M Psychic: 80
Wing Attack: 620 (700) (1000)
Flaming Wing Attack: 620 (820) (900) (1200) (10,200)
Dark Wing Attack: 620 (700) (780) (1080) (5,400)
Psychic Wing Attack: 620 (700) (780) (1080) (5,400)
Fire Blast: 200 (820) (6,560)
Dark Blast: 80 (700) (3,500)
Psychic Blast: 80 (700) (3,500)
Defense: 400
5M Armor: 80
Enhanced Troupe Leader Cloak: 300 (700) (780)
Smaugscale Pendant: 100 (300) (2,550) (3,330)
Flamescale Pendant: 20 (220) (1,870) (5,200)
Ancalagonscale Pendant: 100 (180) (900) (6,100)
Mergo's Feather Pendant: 100 (180) (900) (7,000)
Darkscale Pendant: 20 (100) (500) (7,500)
Psychicscale Pendant: 20 (100) (500) (8,000)
Speed: 166 (176)
Skill: 153 (163)
Move: 9 (Flying, Hovering, Teleporting)


Items:

10-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.

Nightmare Lantern: A terrifying artifact, capable of harnessing the Nightmares of all sentient beings in a realm. This object will double the chances of sleep moves working, double the damage of nightmare based attacks, and double the length of time that a character is asleep. 

8- Nightmare Wheels: Boosts the psychic ability of a character by 50%

Enhanced Troupe Leader Cloak: +10 speed/skill.  This long cloak is designed with a peculiar flair. It grants resistance to dark, blade. This cloak will also allow Grimm to add the total damage of two of his "Wings of Element" type attacks together when attacking from one range. Grants 300 base defense. The base might of this cloak will be added to all wing attacks. 

Vanishing Crystal: This small crystal looks as thought it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons.  

Ancalagonscale Pendant: A notably well-enchanted pendant. This easily lost or stolen item will add 100 defense to the character wearing it, but only when they are defending. This defense will be boosted by the dark skill and item boosts of the character.

Smausgscale Pendant: A notably well-enchanted pendant. This easily lost or stolen item will add 100 defense to the character wearing it, but only when they are defending. This defense will be boosted by the fire skill and item boosts of the character.

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.

Devilish Destruction Charm

14- Fire Gem+Flame Plate

16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%. 

50-Nightmare Flames (max)

2-Crimson Bands Enchantment Talisman- Allows a unit to use the Crismon Bands of Cytorak once. Consumable. Damage based off of user's stats. Any character can use them, even non-magical characters. 400 whip/magic/fire/dark might. (Alastor may cause this item to fail.)

Abilities:

Nightmare flames: This unit's generated burning tiles are both dark and fire. However, characters who resist or are immune to one of the elements will still take full damage. Unless the character resists or is immune to both, they will not resist these flames. Characters cannot simply consume or absorb these flames unless they can handle both the dark and fire type elements. This is not true for all fire type attacks... only those attacks that generate burning tiles. Costs: 2 pg

Consume Fire: This character is immune to fire type attacks. If they are struck by one, they will heal as much damage as the base might of the attack. They may heal above their maximum HP. However, healing over maximum HP can only be done by using enemy attacks. Costs: 5 pg

Wings of Element: This character may add their element damage to their normal wing attacks. Costs: 2 pg

Hypnosis: -30 (-15) 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 (ten), with a 30% (15%) chance of waking up each turn they are asleep. Striking an enemy with a strong attack has will often wake them. Costs: 3 pg 

Sleep Pulse: Once per battle, this character may unleash a powerful pulse of psychic energy, immediately putting all characters within 7 spaces to sleep. The characters will remain asleep for a maximum of 3 (6) turns and will have a 30% (15%) chance of waking at the start of each of their turns. This is a deep sleep, so even normal attacks will not usually wake the foe. Costs: 5 pg

Nightmare 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 160 (240) (960). The unit that uses this move will heal half as much HP as the opposing character loses. This ability ignores defense, but it does not ignore resistances. This move will not wake an opponent. Costs: 3 pg


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


Burn it Down: This unit can set fire to the areas it passes through. It takes 2 move to set a tile ablaze. The duration of these flame barriers will depend on the type of terrain that is burning. Enemy units (or allies who are not immune to flame) that step into these squares will have to spend 2 move to pass through them, and they will immediately take 10 (90) (360) fire type damage. They will also have a 50% chance of getting the burn status. Cost: 4 pg

Volant Explosion: Once every three turns, this character may rush into the opponent with a powerful uppercut using their wings. This attack only strikes once, but its damage will be calculated by reducing the enemy's defense by 50%. If the enemy is the same size or smaller than this character, and if the attack connects, the enemy will be knocked back one space, preventing them from counter-attacking with a 1 ranged weapon. Whether or not the move strikes the foe, this attack will generate a burning tile beneath the character who uses it, as well as four tiles, each two spaces away: above, below, right, and left. Costs: 4 pg

Quiver Dance (II): This ability may be used 10 times per battle.  This unit may take a turn to boost their total damage and speed stat by 35% (however, the maximum ammount of speed that can be added is 25 per dance, with a 75 speed increase cap). This boost will last for 4 turns maximum unless this character continues to use the ability to refresh the boost. This boost can stack, maxing out at doubling the attack and speed of this character. However, if this character takes damage on a turn that it is using quiver dance, the boosts will all be lost. Costs: 10 pg

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg

Flame Choke: -15 hit. This character may rush forward and grab an opponent by the throat. This attack will only strike once, but if it succeeds the enemy cannot counter-attack. This ability only works on characters who are the same size or smaller. This attack negates all block and defense for the enemy and gives them 70 (690) (770) (3080) flame type damage. This ability also immediately gives the enemy the burn status. Costs: 4 pg

(TBA) Grimmkin Summon (II): This unit may take a turn to summon in a Grimmkin. These characters will be 2/5 the level of this character. This character may have up to 15 Grimmkin on the map at any given time. Costs: 2 pg

(TBA) Confidence: Each time this character dodges a foe, it will boost it's base attack stat by 20. This ability will max out at a 500 damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg

Character Type: Element, Speed, Strategist, Psychic

Weakness: Weak to wind and water type attacks. Resists psychic. Immune to fire. This unit cannot take autodamage from fire. 

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