Marth: Level 65
HP: 180,000 (360,000 Viscera) (720,000 Mako Cells) (1,080,000 Centaur Heart+Soul) (1,296,000 Rune Arc)
Attack: 2,000
5GM Sword: 1,000
5GM Magic: 1,000
5GM Light: 1,000
Abilities:
Altean Assault: This unit catches an enemy in the a field of magic power 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 12 times with half damage and finishes with a 2 x damage strike. Costs 5 pg
Falchion: 900 (2,900) (3,900) (4,900) (5,900) (11,800) (50,150) (94,400) (188,800) (283,200) (424,800) (509,760) (764,640)
Defense: 2,000
5GM Armor: 1,000
Defense: 2,000
5GM Armor: 1,000
5GM Shield: 1,000
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {242,500}
Light Spirit Shield: 1,000 (2,000) (3,000) (4,000) (30,000) (60,000) (120,000) (240,000) {482,500}
G.scale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {515,500}
G.erpentscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) {548,500}
Seath Crystal Pendant: 100 (1,100) (8,250) (16,500) (33,000) {581,500}
Seath Crystal Pendant: 100 (1,100) (8,250) (16,500) (33,000) {614,500}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {645,100}
Lightscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {675,700}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {706,300}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {736,900}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {767,500}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {798,100}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {828,700}
Magicscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) {859,300} [1,718,600] (2,577,900)
Speed: 208 (218) (248) (253)
Skill: 232
Skill: 232
Move: 8 (9) (10)
(Heart Stolen)
Items:
Falchion+++: +20 (+30) Speed. Legendary Weapon. This rapier will ignore 50% of the Defense of any enemy it strikes. After being reforged by a Daedalus Hammer, this weapon will deal double damage if it triggers a Critical Hit and boosts the activation chance of Critical Odds by 10%. Base 300 (900) Blade or Pierce/Light/Magic-type damage.
(Heart Stolen)
Items:
Falchion+++: +20 (+30) Speed. Legendary Weapon. This rapier will ignore 50% of the Defense of any enemy it strikes. After being reforged by a Daedalus Hammer, this weapon will deal double damage if it triggers a Critical Hit and boosts the activation chance of Critical Odds by 10%. Base 300 (900) Blade or Pierce/Light/Magic-type damage.
>Fated Weapon Seal
>Rushing Weapon Seal
Altean Hero-King Armor: +10 Speed. This beautiful armor was hand-crafted by the Elves of Rivendell. This mastercraft armor increases the Speed of the wearer. As it is made from the purest of Mithril, it grants extreme resistance to Blade and Pierce-type damage, as well as resistance to Bludgeon, Whip, and Body-type damage. Defends against Magic and Psychic-type attacks. Nearly immune to wear. Base 1,200 Defense.
Deadly Weather Cloak: An incredibly well-designed cloak. This item will grant extreme resistance to water, air, earth, and ice. This cloak resists wear. This cloak is very difficult to steal. This cloak allows the character to ignore weather/climate-based statuses and damages. Base 300 defense.
Ring of the Hero King: A Legendary Emblem Ring. These rings count as Rings of Power. They Always drop when the holder falls in battle. Only units from the Fire Emblem Universe may wear these rings. If the holder of the ring is either the soul bound to the ring or their child, this ring will boost the total damage of the holder by 50%. This ring will cause the ability "Rapid Thrust" to triple the number of strikes rather than double. It will also cause the ability "Sword Assault" to strike 8 times rather than 5 times before finishing with the double damage hit.
4- Erdtree Seeds: +25% HP on top of HP Boosts; Very Hard to Steal
Magicscale, Lightscale Pendant
Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death
Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death
Great Serpent Viscera: +100% HP, up to x2
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.
Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item 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 Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.
Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
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.
Pontiff's Left Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, the following blows will restore 30% of the damage given to the enemy to the character wearing the ring. This item is easily lost or stolen.
Pontiff's Right Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, each of the following blows will deal 20% more damage to the foe. This item is easily lost or stolen.
Priestess Ring: This ring will improve the damage of light and sacred-type attacks by 20%.
Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. 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.
Inverse Binding: This binding will cause all minor item and ability stat buffs granted when attacking to switch to be granted during a counter. All minor item and ability stat buffs granted when countering will switch to be granted when initiating the attack.
Onyx Die: An elegant black die. Easily lost or stolen. This item will cause the ability "Critical Odds" to ignore Crit Immunity and extreme resistance if it triggers with a roll that is 5% or less unmodified. This works vs items like Ancestor's Lanterns as well as abilities or innate resistances.
Parabola Charm: This item will cause damage types that normally ignore barriers to ignore half of the currently intact barriers of the foe. this will be performed by counting barriers and ignoring the bottom half. This item is rarely lost or 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.
Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.
Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Vicious Silver Pin: A small, needle-like pin that can easily be 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 difficult to steal and very valuable.
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.
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.
Devilish Destruction Charm
Razor Stone + Plate
Magic, Light Poms
Max- Magic, Light Gems+Plate
Light Spirit Shield
Blessed Greatscale, Seathscale Pendants
Magicscale, Lightscale Pendant
Abilities:
Hero King (II): Signature ability. If this character has ally units within visual range, their first attack in a battle will have 5 times the normal damage output. This does not work for special attacks. Costs 4 pg
Altean Assault: This unit catches an enemy in the a field of magic power 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 12 times with half damage and finishes with a 2 x damage strike. Costs 5 pg
Aegis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. Costs: 4 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15
If the character strikes an enemy, they will boost their skill stat by 5
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat-clearing moves or by putting the character to sleep. Costs 4 pg
Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg
Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% (20%) chance to deal 3x damage. Costs: 5 pg
Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 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
Enchanted Weapon: This character may take a turn to add magic-type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the magic-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 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
Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. Costs: 4 pg
Pavis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. Costs: 4 pg
Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counterattack. Costs: 7 pg
Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg
Character Type: Melee, Speed, Magic
Weakness: Mild claw and bite weakness.
Character Type: Melee, Speed, Magic
Weakness: Mild claw and bite weakness.
Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 133
Skill: 157
Move: 8
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