Thursday, February 14, 2019

Anankos (Mad)





Anankos: Level 87
HP: 1,968,000 (5,904,000) (14,169,600) (25,505,280) (40,808,448 heart and soul) (53,050,982) (71,618,826) (114,590,122) (229,180,244)
Attack: 27,000
2OMEGA Bite: 4000
2OMEGA Claw: 4000
2OMEGA Tail: 4000
2OMEGA Wing: 4000
2OMEGA Throw: 4000
2OMEGA Water: 4000
2OMEGA Psychic: 4000
2OMEGA Dark: 4000
2OMEGA Light: 4000
2OMEGA Sonic: 4000
2OMEGA Absorb: 4000
Torrential Roar: 90 (2090) (29,090) (33,090) (37,090) (278,175) (556,350) (723,255) (940,232) (1,880,463) (4,701,158) (4,701,158)
Water Blast: 27,000 (31,000) (232,500) (465,000) (1,162,500) (2,325,000)
Magic Blast: 27,000 (31,000) (232,500) (465,000) (1,162,500) (2,325,000)
Psychic Blast: 27,000 (31,000) (232,500) (465,000) (930,000)
Dark Blast: 27,000 (31,000) (232,500) (465,000) (930,000)
Sonic Blast: 27,000 (31,000) (232,500) (465,000) (930,000)
Absorb Blast: 27,000 (31,000) (232,500) (465,000) (930,000)
Dragon Bolt: 62,000 (465,000) (930,000) (1,209,000) (2,418,000) (6,045,000) (12,090,000)
Dragon Bolt Bite: 2000 (29,000) (33,000) (37,000) (41,000) (307,500) (615,000) (799,500) (1,599,000) (3,997,500) (7,995,000) (15,990,000)
Tail Attack: 27,000 (29,000) (33,000) (37,000) (41,000) (307,500) (615,000) (1,230,000) (3,075,000) (6,150,000)
Claw Attack: 27,000 (29,000) (33,000) (37,000) (41,000) (307,500) (615,000) (1,230,000) (3,075,000) (6,150,000)
Nosferatu: 300 (27,300) (31,300) (35,300) (39,300) (294,750) (589,500) (884,250) (1,149,525) (2,299,050) (5,747,625) (11,495,250)
Collapsing Stars: 10 (27,010) (31,010) (35,010) (262,575) (525,150) (682,695) (1,365,390) (3,413,475) (6,826,950)
Magic Throw: 27,000 (31,000) (35,000) (262,500) (525,000) (1,312,500) (2,625,000)
Defense: 27,000 (54,000) (108,000) (216,000) (324,000) (486,000) (1,215,000) (2,430,000)
2OMEGA Armor: 4000
2OMEGA Shield: 4000
Water Spirit Shield: 1000
Shadow Spirit Shield: 1000 (5000) (9000) (13,000) (97,500) (195,000) (390,000) (780,000) (834,000)
Sonic Spirit Shield: 1000 (5000) (9000) (13,000) (97,500) (195,000) (390,000) (780,000) (1,614,000)
Light Spirit Shield: 1000 (5000) (9000) (13,000) (97,500) (195,000) (390,000) (780,000) (2,394,000)
Absorb Spirit Shield: 1000 (5000) (9000) (13,000) (97,500) (195,000) (390,000) (780,000) (3,174,000)
Water Spirit Shield: 1000 (5000) (9000) (13,000) (97,500) (195,000) (390,000) (780,000) (3,954,000)
Seath Crystal Pendant: 100 (4100) (30,750) (61,500) (123,000) (4,077,000)
Ancalagonscale Pendant: 100 (4100) (30,750) (61,500) (123,000) (4,200,000)
Radio Demon Dial Pendant: 100 (4100) (30,750) (61,500) (123,000) (4,323,000)
Celebi Leaf Pendant: 100 (4100) (30,750) (61,500) (123,000) (4,446,000)
Mergo Feather Pendant: 100 (4100) (30,750) (61,500) (123,000) (4,569,000)
Orcane Ripple Pendant: 100 (4100) (30,750) (61,500) (123,000) (4,692,000) (11,730,000) (23,460,000) (46,920,000) (70,380,000) (105,570,000) (263,925,000) (527,850,000)
Speed: 305 (325) (330)
Skill: 360 (380) (+10-60 hit)
Move: 7 (8) (14 (15) while flying)




Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

Oninonix's Blessing: A blessing from a Gemnode. Grants deific characters 50% more HP. This item is extremely hard to steal. This cannot stack with Ancient Blood.

4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

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 dropped at death.

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.

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

Farum Azula Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack. 

Decaying Ekzykes' Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique breath weapon of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.

Anankos' Divine Dragon Jaws++: These incredible draconic jaws have been forged into Anankos. They remove stat debuffs from Jaws of Death and Talon And Blade. This will also cause the jaws to deal 300% more damage, rather than 100% more damage if the bolt stuns the foe. These jaws add an additional 1000 (2000) might to all biting attacks. The base might of these jaws is also added to Torrential Roar.

Anankos' Divine Dragon Claws++: These claws grant 1000 (2000) extra base damage to the claw attacks of Anankos. They will also add Dark and Magic type damage to the claw attacks of Anankos.

Anankos' Divine Dragon Tail++: This tail grants 1000 (2000) extra base damage to the tail attacks of Anankos. They will also add Dark and Magic type damage to the tail attacks of Anankos.

Anankos Forged Eyes: Anankos' true form bears a hideous visage covered in eyes. He has six eyes. Each eye may be used to target a foe in a turn. Anankos will choose how many eyes to focus on a foe, but he may only use each eye once a turn. Each eye offers +10 hit. Each eye also offers +5 (+10) speed debuff when using the ability Terrifying Stare. 

Elite Nosferatu Tome: Grants the holder access to the ability Nosferatu (II). 

Collapsing Stars Tome: A Tome that grants the ability "Collapsing Stars". Incredibly valuable. To use this tome the user must be a sorcerer, wizard, witch or mage. 

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%.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

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.

Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible to steal.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Elite Choking Coil: A black coil that wraps around the throat of a dragon or other breath-weapon using character. This rare item will increase the range of breath attacks by 100%. This item cannot be stolen, though it may drop.

Elite Heartseeker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 3x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.

Drop of Might

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.

Great Dragon Hide Shard: This remarkable item may be used by any dragon who is a large size class or greater. This will double the defense of the dragon if they have their "Dragon Scale" ability unlocked. A Lesser Dragon Hide Shard could be created by breaking this item. 

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. 

Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by 20. It will reduce the activation rate of statuses by 50. This item is practically impossible to steal and is impossible to drop.

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Unfeeling Fragment of Heaven's Walls: This incredibly rare item will cause the holder to resist sacred damage, ignore Blessings of Divine Light, and be immune to the ability Rend Heaven. This item is nearly impossible to drop or steal. However, the holder of this item cannot be saved by Miracle or Miraculous Save, nor can they use Blessings of Divine Light.

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.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”. 

Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very diffiuclt to steal and very valuable. 

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

Elite Shimmering Slay-Breaker: This tiny, beautiful pin is worn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 50% less impactful (Example: 30% boost from Demon Slayer becomes a 15% boost. A weapon that deals double damage now deals 50%). 

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, overheat). This item is easily lost or stolen.

Ring of Arrogant Defense: This ring breeds an unwise arrogance into the holder. This will prevent them from using regular scale pendants. However, for every scale pendant they could have used, they will buff their total defense by 25%. If this character loses all of their barriers, they will also lose the defense buff of this ring. (2.5x)

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Penance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

Mob Boss Ring: A ring that grants extreme resistance to bullet. Very valuable but also easily lost of stolen.

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, ambushes and backstabs.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

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.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.

Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Roar Medallion Ring: This ring boosts the damage of Roar-type attacks by 30%. This item is easily lost or stollen. 

Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.

Ancestor's Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).

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.

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill. 

Devilish Destruction Charm

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. 

Boots

Abilities:

The Silent Dragon: Anankos Signature ability. Anankos has been left alone and forgotten, consumed by madness. This ability grants immunity to Strategist. It also grants immunity to emotion-altering abilities, including Frenzy and Fear. Finally, this ability will cause Anankos to boost all his activation rates by 20% if he is not within 2 spaces of any character he strongly cares for. Costs: 5 pg

Divine 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 Titanic 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 Fang (II): During any attack, this ability has a 60% (80%) 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

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 (4) range. The attack also has a 40% (60%) 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 (4x) damage. Regardless, if this bite lands, it may blast the foe back one space. Costs: 8 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

Torrential Roar: This attack may only be used twice (four times) in any given battle. This attack has 3 range. The base might of this attack is 90 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

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%) chance to deal 3x damage. Costs: 5 pg 

Draconic Hex: After an enemy attacks this unit, they will suffer a 20% (40%) drop in their attack, defense, and a 20 (40) 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

Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this character's max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg

Magic Throw: This character may grab an enemy who is 1-2 spaces away and throw them one space. After using this attack, the character suffers -15 speed for the rest of the turn. The throw damage is calculated by adding this character's magic and throw skill damages together. This move may be dodged, but it cannot be blocked or defended against. If the character is thrown into hazardous terrain, they will immediately take the negative effects of that terrain. Costs: 3 pg

Rend Reality: This character may take one turn to rip the entire map apart. This may only be done once (twice) per day. The map will then be inflicted with huge rifts, and these rifts will give massive damage to anyone standing in them (unless they can fly or hover). The rifts deal 70% of a character's HP if they start a turn standing in one. This character may freely move through the rifts, in fact standing on a rift allows this unit to warp to any other square that is afflicted with rift terrain. Unless this character falls in battle, the rifts will not be removed. Costs: 10 pg

Mind Dive: This unit attempts to reach into the mind of an enemy and take control of them. This takes a turn to do, and the attack has a 30% (50%) chance of landing. This attack does not work on psychic type characters, and magic and strategists characters naturally escape from a mind dive at twice the normal rate. However, if this attack hits, the enemy unit will be forced to join this character's party for the next six turns. Costs: 5 pg

Deific Oppression: This character is far above the mortals they battle. If a foe uses non-aggressive ability that takes their turn to accomplish, this character may take their full movement towards the foe and attack them, striking them once with their normal attack. This ability may also trigger immediately if a foe uses any form of consumable. If this character would vantage hit the foe, this attack deals double damage and prevents the foe from taking the action or the consumable. This ability may only strike one foe during the enemy phase. Costs: 5 pg 

Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% (70%) chance for this skill to activate. If it does, add 30% (90%) of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg

Terrifying Stare: 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 (20) (+10-60) (x2) for three turns. The effects of this move cannot be compiled. Costs: 2 pg

Nosferatu (II): -10 hit. Grants the tome Nosferatu. May only strike twice. Can be equipped for counterattacking. Dark/Magic/Absorb type attack. 1-2 range. This attack will heal this character half the amount of damage it deals to the foe. Base might 300. Nosferatu may trigger Vengeance. Costs: 10 pg (Tome)

Collapsing Stars: A gravity spell. This spell creates five orbs of energy around the character. These orbs will immediately launch at any foes who move into their range (1-2). This includes if the user walks close to the foe. These orbs are relatively weak, dealing only 10 dark/magic (gravity) type damage. However, they boast +30 hit. And each orb that strikes the foe will reduce their movement by 1 and their avoid by 10 for the next two turns. What is worse, each orb will cause the foe to lose 4% of their total HP from crush damage. This ability takes the user's turn to cast. This ability may be used once every four (two) turns. Costs: 7 pg (Tome)

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)

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
If the character strikes an enemy, they will boost their skill stat by 5
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 (Medallion) 

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.

Reaving Wings: -5 speed and skill. The wing attacks of this character will always deal double damage. This will not stack with other abilities of this type such as dual weild. This will only activate if the character has landed. It cannot activate in flight. Costs: 5 pg or GM in Wing

Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counterattacks. Costs: 5pg or GM in Whip or Tail

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

Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.

Physical Form, Don't Mind if I Do!: If Bill ever manages to find a way into the physical world, his god-like power will be unleashed on another hapless dimension. In his physical form, Bill will have double his regular HP. His total attack damage and total defense will also be doubled. He will receive +40 speed and +40 skill. He will also be, in truth, unkillable. Though he may fall in battle unless a character can find a way to lure him out of his physical body, there will be very few ways of truly killing him. If Bill chooses to pull other Psychic beings into the world with him, they will receive these boosts as well, but only 20+ to their speed and skill. Unlike Bill, these characters may be killed normally. Costs: Finding a way into the physical world.

(TBA) Dull Mind: This may expose an enemy unit to one tier of strategist. This only works against item granted resistance of immunity. This must be done instead of attacking. This status will last for three turns and must be performed at one range. This ability does not work on Psychic or Strategist class foes. Costs: 4 pg

(TBA) Water absorb: If in a water tile, this character will heal 20% of its HP at the start of each turn. If this unit is hit by a water type attack, it will also heal 20% of its HP. This character is immune to water type damage. Costs: 4 pg

(TBA) Dragon Fang: During any attack, this ability has a 60% chance to activate. If it activates, the total damage of the attack will be boosted by 50%. Costs: 5 pg

(TBA) Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. Costs: 5 pg

Character Type: Worldbreaker, Dragon, Destructive, Divine, Possessor, Magic

Weakness: This character is severely weakened by a song known only by Azura (decreases attack and defense by 50%). This character also is weak to divine/sacred weapons. Dragon killing weapons and spells give double damage to this character. This character extremely resists psychic and magic (unless they are paired with sacred weapons) along with fire, sonic, explosion, ice, air, and water. However, unless the song of Azura is present on the battlefield, this character's attack and defense are boosted by 50% if the character is in Valla. Anankos is immune to status conditions. 

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