Tuesday, February 5, 2019

Deathgripper





Deathgripper: Level 71
HP: 338,400 (676,800 1UP+Draught of Life) 
Attack: 4000
3GM Poison: 600
3GM Fire: 600
3GM Bite: 600
3GM Tail: 600
3GM Claw: 600
3GM Throw: 600
Acid Flames: 4,000 (4,500) (5,100) (5,700) (6,300) (47,250) (94,500) (189,000) (1-2 (3) range)
Toxic Pencer Grip (Throw): 300 (4300) (4900) (5500) (41,250) (123,750)
Draconic Forged Stinger: 600 (4600) (5200) (5800) (43,500) (130,500)
Dragonic Forged Venomous Fangs:  600 (4600) (5200) (5800) (43,500) (130,500)(261,000)
Claw Attack: 300 (4300) (4900) (14,700)
Defense: 4000
3GM Armor: 600
Dark Dragon Armor: 500 (4500) (5100)
1GM Shield: 200
Hydrascale Pendant: 100 (700) (5,250) (10,500) (15,600)
Hydrascale Pendant: 100 (700) (5,250) (10,500) (26,100)
Smaugscale Pendant: 100 (700) (5,250) (10,500) 36,600()
Smaugscale Pendant: 100 (700) (5,250) (10,500) (47,100)
Poisonscale Pendant: 20 (620) (4,650) (9,300) (56,400)
Poisonscale Pendant: 20 (620) (4,650) (9,300) (65,700)
Flamescale Pendant: 20 (620) (4,650) (9,300) (75,000)
Flamescale Pendant: 20 (620) (4,650) (9,300) (84,300)
Speed: 235 (240)
Skill: 225 (+30 hit)
Move: 6 (10 (11) while flying)



Items:

5-Burning Breath: A noxious chemical that may be inhaled by characters who use breath weapons. This chemical will stay in the character's lungs, and as such it is very difficult to remove. This chemical will add 100 base might to any flame-breath type attacks. A character may inhale up to five of these vials.

Dark Dragon Armor: Armor crafted for Death Grippers. This armor requires a great deal of time and effort to fashion, but it does work on the Medium size class Death Grippers. This armor is made of a combination of Silverlight and Darksteel. This armor grants resistance to dark, psychic, energy, and light type damage. This armor is relatively easy to destroy with light-type damage. Base 500 defense.

Dragonic Forged Claws: +5 speed. These claws will boost the base claw attacks of this character by 300.

Draconic Forged Stinger: The stinger on the tail of this dragon will add 600 base damage to the tail attacks of this character.

Draconic Forged Venomous Fangs: These fangs will add poison damage to the biting attacks of this character. They will also add 600 base might to the biting attacks of this character. This will not break weaponized body.

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.

3-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.

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 50%. This item cannot be stolen, though it may drop.

Elite Ancient Dragon Spark: A spark of the blazing breath of Ancalagon. This item is impossible to steal. Boosts the total damage of "Ancient Dragon Flames" by 100%. This will also apply to other generic, two-element dragon breath weapons.

Pennance 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. 

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

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.

Hive Ring: This ring will double the buff granted by Swarm. This item is easily lost or stollen.

Devilish Destruction Charm

12- Fire Gems+Flame Plate

6-Vorpent's Eye: A terrible stone that doubles the might of poison type attacks. Fairly easily lost or stolen.

Poison 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.


Abilities:

Deathgripper Venom (II): The poison-type attacks of this unit are enhanced with Deathgripper venom. This venom heavily sedates the characters it enters, causing them to lose 3 movement and 35 speed points. If this venom is injected into the skull of an animal, especially a dragon, they become suggestible and easily manipulated. The venom speed drop lasts for 3 turns. The venom does not stack. The venom will also drain 5% of the enemy HP at the start of each turn. Costs: 8 pg

Fell Stinger (III): Scorpion-tail excluisve. The poisonous stinging attacks of this character are improved by weaponized body. At second tier this ability will cause the tail attacks to ignore 50% of the enemy defense. At third tier this ability will triple the damage of the sting if the character strikes the foe only once. Costs: 8 pg

Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg

Toxic Pincer Grip: This character has poisonous claws. These claws will boost the damage of throws by adding 300 base poison/claw type might to the throw damage. This will not remove Weaponized Body buffs. Costs: 3 pg

Weaponized Body (III): If this unit uses only pure martial/claw/body type attacks, then it will triple the total damage output. Costs: 8 pg

Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg

Dragon killer: When attacking a unit that is a dragon-type unit, this unit will add 30% to their damage output. Costs: 2 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

Devour: 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: Costs 1 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

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 for three turns. This effects of this move cannot be compiled. Costs: 2 pg

Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg

Latch On: When this character bites onto a foe, it latches on until shaken off. This means it may continue to attack in the future turns without having to calculate for hit chances. Having one of these characters latched onto the enemy drops the enemy speed by 10. This can stack. Costs: 3 pg

Swarm (II): Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 (30) (60) point boost to their hit. Costs 6 pg

Corrosive Acid: The poison-type attacks of this character cause huge weapon and shield wear. Costs: 2 pg

Wide Spray: The ranged attacks of this character have +20 hit if used at 1 range. Costs: 2 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 

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

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg

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.

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

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

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.

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

(TBA) 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

Weakness: Weak To Bludgeon and Lightning Type damage. Extremely resist fire and poison.

Character type: Dragon, Destructive, Hunter

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