Chaos Witch Quelaag: Level 41
HP: 35,640
Attack: 65
5M Fire: 80
4M Sword: 70
4M Dark: 70
4M Bite: 70
Quelaag's Fury Sword: 100 (165) (245) (315) (945)
Flame Breath: 50 (115) (195) (585)
Dark Blast: 65 (145) (290)
Biting Attacks: 65 (135)
Defense: 150
Speed: 100 (110)
Skill: 70
Move: 6
Items:
Quelaag's Fury Sword: +10 speed. A fast slashing chaos weapon. This blade deals flame and blade type damage. Base 100 might.
6- Fire Gems: Boosts fire type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
1-Shards of Midnight: Extremely rare and powerful dark objects. May only be used by a character who is truly one with darkness. These items increase the holder's Dark-type damage by 100%.
Abilities:
Seductive Presence. Any enemy units that might find this unit attractive will immediately have their total attack damage halved when trying to strike this foe. This ability may wear off, and it does not affect the might of an enemy's counter-attack. Still, it is surprisingly effective against certain units. Costs: 3 pg
Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg
Flame Body: This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (100) (300) fire type damage immediately. Costs: 6 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 take fire type damage. They will also have a 50% chance of getting the burn status. Cost: 4 pg
Sticky Web: This character must charge one turn. At the beginning of its next turn, each square adjacent to it will be covered in sticky webbing. This will reduce enemy speed by 30 if they stand on this terrain. This terrain will stop you immediately if you step into it. After the initial stop, moving through sticky web costs two movement points. Sticky web can be burned away. Costs: 4 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
Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. 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
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
Skills:
Fire: 5M
Sword: 4M
Dark: 4M
Bite: 4M
Character Type: Demon, Fire, Melee, Status
Weakness: Water type attacks. Greatly resists fire type damage.
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