Tuesday, April 9, 2019

Black Dragon Kalameet





Black Dragon Kalameet: Level 50
HP: 64,800 (97,200 1UP)
Attack: 800
5M Fire: 80
GM Dark: 200
5M Psychic: 80
5M Magic: 80
4M Claw: 70
4M Bite: 70
4M Tail: 70
4M Throw: 70
Black Flames: 500 (1,300) (1,380) (1,580) (8,690) (16,590)
Psychic Blast: 80 (880) (3,520)
Magic Blast: 80 (880) (4400)
Claw, Bite, or Tail attacks: 800 (870)
Defense: 600 (780)
Darkscale Pendant: 20 (220) (1100) (1430)
Speed: 133
Skill: 145
Move: 7 (11 while flying)



Items:
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. 

Darkscale Pendant: An ancient pendant, made from a black dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the dark skill stat and boosts of this character. This item is easily lost or stolen.

8- Fire Gems+Flame Plate

2- Mind Stones: A rare and valuable item. Boosts any unit's psychic type damage by 100%. However, these stones float around a character after they use any type of psychic attack or ability, making them extremely easy to drop or steal. 

16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%

8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken. 

1- Air Gems: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn. 

Abilities:

Eye of Kalameet: +30 hit. This devastating ability may be used once every 3 turns. Kalameet will gaze at an enemy, lifting them into the air with a powerful field of psychic and magic energy. This only works if the foe is not larger than Kalameet. If this attack hits, the enemy will take double damage from every direct attack (but not every status) for the next three turns. As a status, this move will not be counter-attacked. This ability requires the user to be 5M psychic and 5M magic. Characters who innately resist psychic and magic will only take 50% extra damage. This ability may be used at the same time as Terrifying Stare. Costs: 8 pg

Black Flames: Signature ability. This ability cannot be removed by strategist. The flames of this character are full of potent black energy. This makes them dangerous, even to enemies who can consume or are immune to fire. These flames deal full damage, regardless of abilities or immunities to dark or flame. Base 500 damage. Costs: 3 pg

Charge, Turn, Incinerate: This character may lead its attack with a physical hit, such as a bite or claw. If this attack lands, it may then pass through the character, move four spaces directly behind the opponent, and then blast a jet of flame that will go from the dragon directly into the opponent while also striking all other enemies in the path of the attack. All enemies may counter-attack. This ability may only be used once every other turn. Costs: 5 pg

Stealthy Flier: When in flight, this character adds 50 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 4 pg

Black Dragon Scales: This dragon's scales give it a unique ability based on their color. Black gives this character complete immunity to dark type damage. These scales also add a 30% buff to the character's total defense. Costs: 5 pg

Traumatizing Blows: The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 30% of the time. This ability only activates on physical attacks.  Costs 3 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 

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

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 affects of this move cannot be compiled. Costs: 2 pg

(TBA) Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% of the time. This ability only activates on physical attacks. Costs 3 pg

Character Type: Dragon, Psychic, Dark, Magic, Destructive

Weakness: Extreme weakness to Lightning type attacks. Mild arrow weakness. Extreme resistance to dark and fire. Resists psychic, magic, and mind control. 


Caps:
HP: Medium
Attack: 800
Defense: 600
Speed: 133
Skill: 145
Move: 7 (11 while flying)



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