Monday, March 18, 2019

Nightmare King Grimm





Nightmare King Grimm: Level 83
HP: 1,008,000 (2,016,000 1UP+Draught of Life) (4,032,000) (6,048,000 heart at soul) (12,096,000) (24,192,400)
Attack: 16,500
5GM Wing: 1000
1OMEGA Fire: 2000
5GM Dark: 1000
5GM Psychic: 1000
Wing Attack: 16,500 (18,300) (19,300)
Flaming Wing Attack: 16,500 (18,300) (19,300) (21,300) (181,050) (362,100) (724,200)(1,448,400)
Dark Wing Attack: 16,500 (18,300) (19,300) (20,300) (172,550) (345,100) (690,200)(1,380,400)
Psychic Wing Attack: 16,500 (18,300) (19,300) (20,300) (172,550) (345,100) (690,200)(1,380,400)
Fire Blast: 16,500 (17,300) (19,300) (164,050) (328,100) (656,200)
Dark Blast: 16,500 (17,500) (148,750) (297,500) (595,000)
Psychic Blast: 16,500 (17,500) (148,750) (297,500) (595,000)
Terrifying Nightmare Flames: 100 (900) (17,400) (18,400) (20,400) (173,400) (346,800) (693,600) (1,387,200) (2,774,400)
Flaming Wings and Nightmare Flames: (724,200+2,774,400)=(3,498,600)(6,997,200)
Dark/Psychic Wings and Nightmare Flames: (690,200+2,774,400)=(3,464,600)(6,929,200)
Defense: 16,000 (32,000)
1GM Armor: 200
Perfected Nightmare King Cloak: 1800 (33,800) (34,000)
Nightmare King Armor: 600 (34,600) (69,200)
5GM Shield: 1000
Flame Mental Shield: 1000 (3000) (4000) (5000) (42,500) (85,000) (170,000) (340,000) (374,600)
Dark Mental Shield: 1000 (2000) (3000) (4000) (34,000) (68,000) (136,000) (272,000) (646,600)
Psychic Barrier: 1000 (2000) (3000) (25,500) (51,000) (102,000) (748,600)
Smaugscale Pendant: 100 (2100) (17,850) (35,700) (71,400) (820,000)
Flamescale Pendant: 20 (2020) (17,170) (34,340) (68,680) (888,680)
Ancalagonscale Pendant: 100 (1100) (9,350) (18,700) (37,400) (926,080)
Mergo's Wetnurse Feather Pendant: 100 (1100) (9,350) (18,700) (37,400) (963,480)
Darkscale Pendant: 20 (1020) (8760) (17,340) (34,680) (998,160)
Psychicscale Pendant: 20 (1020) (8760) (17,340) (34,680) (1,032,840) (2,065,680)
Speed: 301 (311) (333)(+25 avoid)
Skill: 285 (305)(325) (+35 vs burning or overheat)
Move 11 (Levitating, teleporting, flying)




Items:

Hollow Gem-The Nightmare's Heart: This legendary heart may only be held by bugs from the Hollow Knight Universe. However, holding the item enslaves the character to the will of the heart. If the character who is holding this is on the same map as The Nightmare's Heart, all foes will lose 5% (10%) (20%) of their HP at the start of their turn. If there are sleeping foes on the same map as this character, they will lose 5% (10%) (20%) of their HP immediately when they fall asleep, and 10% of their HP for each turn they spend asleep. This is a fear/Nightmare-based status.

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 dopped at death.

Perfected Nightmare King's Cloak+++: This regal cloak offers a staggering 600 (1800) defense and also functions as a weapon, adding 600 (1800) base might to the wing attacks of this character. It also allows the wearer to combine the total damage of any "wings of element" attack to the damage of Terrifying Nightmare Flames if the attacks are used at 1 (1-2) range. In its final form, it will cause the Terrifying Nightmare Flames to boast 5 range. Grants extreme resistance to blade, light, and dark type damage. This cloak is no longer easily damaged... and it will heal itself almost instantly in the mindscape of Grimm. 

Nightmare King Armor: Blazing red and black armor crafted from Pale Ore. This armor grants extreme resistance to pierce and bludgeon, and resistance to air and water type damage. Crafted specifically for the Nightmare King using a variety of masterful techniques, this armor is nearly impossible to destroy. Base: 600 defense. It would be very difficult for a human to wear this set of armor, but it could be readily adapted for a bug.

Flame Mental Shield: An extremely powerful shield that may be used by any unit that has 5GM in fire and psychic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Fire, Psychic and Shield skill and item boosts.

Dark Mental Shield: An extremely powerful shield that may be used by any unit that has 5GM in dark and psychic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Dark, Psychic and Shield skill and item boosts.

Blazing Eyes: If a foe is burning or in Overheat, this unusual item will grant +35 skill against that foe. Cannot be used in tandem with other eyes or scopes.

2-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.

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. 

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.

Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense.  It can technically be removed but requires extreme precision.

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.

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. 

Vanishing Crystal: This small crystal looks as though 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. 

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. 

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. 

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or 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, and backstabs.

Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.

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.

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.

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.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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

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.

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 45%.

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.

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

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.

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or 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.

Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen. 

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.

Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.

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.

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.

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.

Vile Flame: All fire attacks by this character will harm allies and foes alike. All fire Attacks by this charater are impossible to consume. This item is nearly impossible to drop or steal.

Blazing Red Blood Droplet: A blood droplet so violently burning, it is hard to look away from. This item will remove all innate and item-related resistances to taking the burn status or burn/high-temperature damage. This item is very hard to steal (5% drop)

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. 

14- Fire Gems+Flame Plate

28- Night Sapphire+Dark Plate

14- Nightmare Wheels+Psychic Plate

4-Pom of Power (Dark)

4-Pom of Power (Psychic)

Hollow Gem-Eye of Ra-Legendary Fire Gem: Only one of these exists in the entire dimension. Unlocks extremely powerful attacks on most fire-wielding characters. This will also double the total damage of any and all attacks that are enhanced by fire element. 

3-White Soap Stone

20-Nightmare flames


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 innately 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. Unlike regular flames, Nightmare Flames will remove 10% of a foe's HP for starting in or passing through them. 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. This ability cannot be removed by strategist. 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

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 lose 5% of their HP to 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 amount of speed that can be added is 20 per dance, with a 50 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 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 (60) avoid. Costs: 4 pg

Unconquerable Fear: The Fear-type abilities of this cannot be resisted. There is no immunity to them. Costs: 3 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 100 (16,570) (18,570) (157,845) (315,690) flame type damage. This ability also immediately gives the enemy a severe burn status. Costs: 4 pg

Immolation: All must burn. This character will increase its attack by 10% every time it burns a foe, maxing at tripling its damage. This boost will last for five turns and this countdown will be reset every time it inflicts a new burning status. Costs: 5 pg

Terrifying Nightmare Flames: This ability cannot be removed by strategist. Nightmare King Grimm Signature ability. Base 100 flame/psychic type might. This attack functions as a normal attack, working both to counter and to attack. Being struck by this blast will decrease the enemy's avoid by 5 (10) each time they are hit, maxing out at -50 (-100). This is a fear status. Fire bat barrage can double the number of times these flames hit. Costs: 4 pg

Fire Bat Barrage: Once every two turns, this unit may double the number of times its normal fire blasts would fire. These blasts also home in, making them ignore abilities like teleport dodge and stealthy flier. Costs: 5 pg

Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame-type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg

Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 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

Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg

Blazing Nightmare: All the Fear-type and Sleep-type statuses of this character have a 30% (80%) (110%) chance to induce a burning status on foes. For abilities that are passive, such as Terrifying presence, this ability will trigger once this character ends its movement near enough to the foe or the foe ends their movement near enough to it. Foes who are burning cannot use items to wake. Costs: Legendary Fire Gem

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.

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 wield. This will only activate if the character has landed. It cannot activate in flight. Costs: 5 pg or GM in Wing

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

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)

(TBA) Confidence: Each time this character dodges a foe, it will boost its 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

(TBA) 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 (2060) (2130) (12780). 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

Character Type: Element, Speed, Strategist, Psychic, Status

Weakness: Weak to wind and water-type attacks. Resists psychic. Immune to fire. Immune to burning. This character is immune to auto-damage. Immune to fear-type abilities. Immune to mind control.

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