Lady Bow: Level 73
HP: 268,800 (537,600) (1,075,200) (1,612,800)
Attack: 3,900
5GM Martial: 1000
5GM Psychic: 1000
5GM Sonic: 1000
5GM Dark: 1000
Bow's Frilly Fan: 1200 (5,100) (6,100) (7,100) (8,100) (60,750) (121,500) (243,000) (1,215,000 or 0 Action Command) (x2 near Mario)
BOO!: 300 (4,200) (5,200) (6,200) (7,200) (54,000) (108,000) (162,000) (324,000) (648,000) (3,240,000 or 0 Action Command) (x2 near Mario)
Bow's Frilly Fan: 1200 (5,100) (6,100) (7,100) (8,100) (60,750) (121,500) (243,000) (1,215,000 or 0 Action Command) (x2 near Mario)
BOO!: 300 (4,200) (5,200) (6,200) (7,200) (54,000) (108,000) (162,000) (324,000) (648,000) (3,240,000 or 0 Action Command) (x2 near Mario)
Dark Blast: 3,900 (29,250) (58,500) (292,500 or 0 Action Command) (x2 near Mario)
Sonic Blast: 3,900 (29,250) (292,500 or 0 Action Command) (x2 near Mario)
Defense: 3,900 (7,800)
5GM Shield: 1000
Ankalagonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (40,800)
Darkscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (71,400)
Radio Dial Pendant: 100 (1100) (8,250) (16,500) (87,900)
Mergo Feather Pendant: 100 (1100) (8,250) (16,500) (104,400)
Sonicscale Pendant: 20 (1020) (7,650) (15,300) (119,700)
Psychicscale Pendant: 20 (1020) (7,650) (15,300) (135,000)
Speed: 260 (270)
Skill: 255 (265)
Move: 7 (8) (10) (levitating)
Items:
Speed: 260 (270)
Skill: 255 (265)
Move: 7 (8) (10) (levitating)
Items:
10-Heart Containers
4-Mako Cells
Centaur Heart+Soul
Bow's Frilly Fan+++: (+10 speed) This large fan adds extra damage to martial slaps. It is not very sturdy and deals no damage to the armor or shields of foes. However, it hurts a surprising amount, and always strikes 4 x more than an ordinary weapon would when attacking. This makes it even faster on the offensive than a brave weapon. This fan cannot be used with Rapid Fists. Base 400 (800) (1200) martial/dark/psychic type damage. In the final form, this weapon boasts a 10% chance to induce the dizzy status on a foe for one turn.
Bow's Frilly Fan+++: (+10 speed) This large fan adds extra damage to martial slaps. It is not very sturdy and deals no damage to the armor or shields of foes. However, it hurts a surprising amount, and always strikes 4 x more than an ordinary weapon would when attacking. This makes it even faster on the offensive than a brave weapon. This fan cannot be used with Rapid Fists. Base 400 (800) (1200) martial/dark/psychic type damage. In the final form, this weapon boasts a 10% chance to induce the dizzy status on a foe for one turn.
Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
Posh Boo Bows: Red bows. Can be worn by female ghost-type characters. Gives the wearer a confidence boost. +10 skill.
Drop of Might
Boo Sheet: A white sheet. Grants +2 movement to levitating wraith-type characters.
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.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
2-Super Block Orb: Rare orbs obtained from a Super Block. These orbs will each boost the Power of a Mario partner is they are within four range of Mario (or another hero of the Mushroom Kingdom) by 50%. A character may only ever hold two of these orbs. They are extremely hard to steal and impossible to loot from captured characters.
Vile Shadow
Devilish Destruction Charm
4-Poms of Power (Dark)
24-Night Sapphires+Plate
12-Twisted Spoons+Plate
12-Shrieking Stones+Plate
Boots
Abilities:
Bow's Fan Smack: Signature ability. This ability costs 5 FP to use. This will allow Bow to strike many more times with her fan than she would normally be able to. Of note, Bow's fan deals hardly any shield or armor wear. This will allow the fan to smack an additional attack set (4x) for every five speed faster she is than the foe. This ability ignores immunities to being hit multiple times and ignores items that reduce damage after consecutive hits. Costs: 7 pg
Outta Sight (II+Needled): Signature ability. This ability costs 2 FP to use. Bow may make the character adjacent to her invisible and intangible of the World Map. She will become invisible and intangible alongside them. At second tier, this invisibility ignores all detection abilities and items, and the intangibility will cause both characters to ignore 50% (100%) of damage taken. However, both characters may still receive statuses. This ability takes her turn to activate, and it lasts one enemy phase. The character she pulls Outta Site must remain adjacent to her. After this Bow may move on the next turn, but she may not act. Bow may use this ability on just herself. Costs: 8 pg
Shadow Stealth: This character may take a turn to vanish on the world map, cloaking them. Unlike most cloaks, this does not boost their avoid. However, this stealth ignores All Sight and Radar, making the character harder to find. Costs: 6 pg
Action Command (II): A special skill granted to those of the Paper Mario Universe. The action command will compare this character's skill to the skill of the opponent. The % chance of activating Action Command will be equal to how much higher this character's skill (+20) is compared to the foe. Action Command may trigger on any attack or ability. It will boost the damage of attacks by 100%. Certain types of defensive tactics also use this ability. Costs: 10 pg
Action Block: When being attacked, this unit may try to trigger Action Command against the foe's individual attacks. When these succeed, this ability will cause this character to reduce the total damage taken by 50% (70%). Costs: 5 pg
Flower Power: This ability is accessible to any unit who has any ability that requires FP to use. This unit will have FP equal to half their current pg Level (+5). If this character spends double the FP required to use a move, they will buff its efficacy by 50% (including activation chances and status duration). Costs: 1 pg
Badge Points: This ability will give the character badge points equal to their current pg Level. Badges may be swapped around similar to abilities, as each badge requires a certain number of points to wear. The character *must* have a default badge layout selected; however, badges may be swapped around prior to entering any battle. All badge base damage/defense multipliers stack additively with each other. Costs: 0 pg (Holding any badge unlocks this ability)
Intangible: This ability usually limited to only ghost type characters. It makes them immune to any physical types of attacks, but not to element attacks. Ground attacks count as an element. Costs: 3 pg
Pass: This unit may pass through enemies and obstructions without having their movement hindered. Costs: 2 pg
Spook: Fear type ability. 1-3 (6) range. Instead of attacking, this unit may attempt to frighten the enemy. If this works, the enemy units will immediately be forced to move as far away from this character as they possibly can. The chance of this ability succeeding lessens each time it is used. Costs: 4 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
Intangible: This ability usually limited to only ghost type characters. It makes them immune to any physical types of attacks, but not to element attacks. Ground attacks count as an element. Costs: 3 pg
Pass: This unit may pass through enemies and obstructions without having their movement hindered. Costs: 2 pg
Spook: Fear type ability. 1-3 (6) range. Instead of attacking, this unit may attempt to frighten the enemy. If this works, the enemy units will immediately be forced to move as far away from this character as they possibly can. The chance of this ability succeeding lessens each time it is used. Costs: 4 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
BOO!: This unusual ability requires the character to charge for one turn. After doing this, they may move adjacent to a foe and startle them with a heart stopping fear attack. This attack cannot be dodged. This attack fully ignores defense. Being struck by this attack causes the foe to suffer -30 (-60) avoid as a fear debuff for three turns. This debuff can stack. If this attack is somehow dodged, the debuff remains. This attack only strikes once. The base might of this attack is 300 dark/psychic/sonic/fear damage. The damage of this attack is boosted by fear boosting items and abilities. Foes cannot counter this ability after being hit (as such they can vantage). This attack is impacted by the ability “Prankster”. Costs: 7 pg
Royal Boo: This ghost holds a position of nobility amongst other Boos. This Boo can inspire his or her fellow Boos around them. This will boost the attack of all Boos within 5 range by 50%. All Boos within 5 range will also benefit from all passive fear boosting abilities and items held by the Boo. Costs: 4 pg
Royal Boo Carousel: This Great Boo may grant a unique ability to any ally Boo within 5 range. If those Boos can surround a foe from all four adjacent tiles and use the Boo attack, then the foe will be caught in a Temporal Trap for 3 turns. A foe may only ever be caught in this trap once per battle. This ability counts as a fear status. Costs: 5 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 3% activation boost.
Close Friend/Sibling: +10 Speed/Skill. 10% Damage and 10% activation boost.
Spouse: +15 speed/skill. 15% damage and 15% activation boost.
Costs: 3 pg
Prankster: This unit’s status abilities cannot be Vantaged by an enemy. Costs: 1 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat-clearing moves or by putting the character to sleep. Costs 4 pg
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat-clearing moves or by putting the character to sleep. Costs 4 pg
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
Badges:
(E) Dodge Master: This badge will improve the activation rate of Action Command by +20. Costs: 6 bp
(E) Damage Dodge: If this character succeeds in an action command to defend against a foe, it will reduce the total damage taken from the attack by 20%. This can result in an action command completely negating all enemy damage. Costs: 9 bp
(E) All or Nothing: If the holder successfully activated the ability Action Command, that strike will deal an extra 50% more damage. If the holder doesn't activate Action Command, the attack will deal 0 damage. Costs: 12 bp
(E) Power Plus: This character will boost their total damage by 50%. Costs: 18 bp
(E) Power Plus: This character will boost their total damage by 50%. Costs: 18 bp
FP Plus: This badge increase the FP of a character by +5. Costs: 9 bp
(TBA) Outta Sight: Signature ability. This ability costs 2 FP to use. Bow may make the character adjacent to her invisible and intangible of the World Map. She will become invisible and intangible alongside them. This ability takes her turn to activate, and it lasts one enemy phase. The character she pulls Outta Site must remain adjacent to her. After this Bow may move on the next turn, but she may not act. Bow may use this ability on just herself. Costs: 4 pg
(TBA) Big BOO!: Certain Boos grow massively in size when scaring a foe. This will cause the ability “BOO!” to become a 4 range AoE. Costs: 3 pg
(TBA) Lick: Dark type damage. This enemy licks an adjacent opponent with a ghostly tongue. This attack has a base might of 30 (85) (110) and has a 30% chance to paralyze the target. This is a fear-based paralysis, and thus some characters are immune. This attack may strike more than once. Costs: 3 pg
(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
(TBA) Willow Wisp: 1-2 range. This unit summons a flurry of willow wisps to burn the target. It gives no damage, but it has an 80% chance to give them a burn status. Fire/dark type status move. Costs: 3 pg
(TBA) Prank Scare: This unit can jump scare an ally. This will cause the ally to be flinched and miss their turn, but it will also put them on edge. This grants immunity to ambush and resistance to fear-based flinch and stun statuses for the rest of the battle. Costs: 2 pg
Character Type: Ghost, Fear, Stealth
Weakness: Vacuum and absorption type attacks
Character Type: Ghost, Fear, Stealth
Weakness: Vacuum and absorption type attacks
Caps:
HP: Low
Attack: 100
Defense: 100
Speed: 145
Skill: 140
Move: 7 (Levitating)
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