Sloth: Level 50
HP: 75,600 (113,400 1-UP)
Attack: 700
5M Martial: 80
4M Throw: 70
Martial Attacks: 700 (780) (2430) (3510) (7020)
Defense: 800
5M Armor: 80
Earthbreaker Armor: 1000 (1800) (1880)
Speed: 119
Skill: 115
Move: 6
Items:
(TBA) Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Earthbreaker Armor: This unique suit of armor is much too larger for a normal character to wear. It grants total immunity to earth type damage. It also grants resistance to fire and absorb damage types. This armor is nearly impossible to break and adds extra wear damage to the physical attacks used by this character. Grants 1000 defense.
Metal Box: This item may be used once a battle. Upon activating it, the character will triple their innate defense stat for 5 turns. This item doesn't use up a turn to activate. This item is very hard to steal.
The Ouroboros Tatoo: The mark of the Homonculi, distinguishing them from the humans they deem as beneath them. This is a brand, and cannot be removed. It will pure-type damage alongside item boosts.
Abilities:
Homunculus Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. Costs 5 pg
Reckless attacker: If this unit has a less than a 50% chance to strike their foe, they will multiply their total attack damage x 3. Costs: 4 pg
Ultimate Speed: Sloth signature ability. This Homonculus is uncannily fast. It may triple it's movement speed if it is traveling in a straight line. It also ignores most terrain impediments. Costs: 3 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
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg
Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg
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
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg
Neck Break: This ability may only be used once a battle. The character chooses an adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the severe paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg
Skills:
Martial: 5M
Throw: 4M
Character Type: Destructive, Monster, Martial
Weakness: Weak to earth type attacks. Immune to taunt, swagger, and similar moves. Weak to sleep-inducing abilities.
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