Thursday, April 4, 2019

The King of Storm





The King of Storm: Level 78
HP: 672,000 (1,344,000 1-UP) (2,688,000) (4,032,000) (5,241,600)
Attack: 8500
5GM Fire: 1000
5GM Air: 1000
5GM Explosion: 1000
5GM Claw: 1000
5GM Bite: 1000
5GM Wing: 1000
5GM Tail: 1000
5GM Throw: 1000
Flame Breath: 8500 (10,100) (11,100) (99,900)
Ancient Dragon Flames: 8500 (10,100) (11,100) (12,100) (108,900) (217,800) (283,140) (566,280) (1,132,560)
Wind Blast: 8500 (9500) (80,750)
Bite, Wing, or Tail Attack: 8500 (9500)
Defense: 8500 (17000)
5GM Shield: 1000
Smaugscale Pendant: 100 (1100) (9,900) (19,800) (39,600) (56,600)
Smaugscale Pendant: 100 (1100) (9,900) (19,800) (39,600) (96,200)
Flamescale Pendant: 20 (1020) (9,180) (18,360) (36,720) (132,920)
Flamescale Pendant: 20 (1020) (9,180) (18,360) (36,720) (169,640)
Flamescale Pendant: 20 (1020) (9,180) (18,360) (36,720) (206,360)
Flamescale Pendant: 20 (1020) (9,180) (18,360) (36,720) (243,080)
Flamescale Pendant: 20 (1020) (9,180) (18,360) (36,720) (279,800)
Flamescale Pendant: 20 (1020) (9,180) (18,360) (36,720) (316,520)
Rayquazascale Pendant: 100 (1100) (9,350) (18,700) (335,220)
Rayquazascale Pendant: 100 (1100) (9,350) (18,700) (353,920)
Windscale Pendnant: 20 (1020) (8,670) (17,340) (371,260)
Windscale Pendnant: 20 (1020) (8,670) (17,340) (388,600)
Speed: 275 (+200 avoid from range)
Skill: 265 (+30 hit)
Move: 8 (9) (13 (14) while flying)



Items:

Farum Azula Ancient Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique dragon spell of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.

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

5-Heart Containers

Draconic Forged Eye: This eye has been implanted into a Dragon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

4-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.

Mount of Sunlight Medallion: A brilliant gold ornament placed on the chest of a mount. This will allow the mount to be summoned as a Warrior of Sunlight alongside their rider. 

Drop of Might

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

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.

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.


Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

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. 

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.

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

Choking Coil: A black coil that wraps around the throat of a dragon or other breath-weapon using character. This rare item will increase the range of breath attacks by 50%. This item cannot be stolen, though it may drop.

Elite Ancient Dragon Spark: A spark of the blazing breath of Ancalagon. This item is impossible to steal. Boosts the total damage of "Ancient Dragon Flames" by 100%.

Scorching Spark Crystal: A crystallized spark breathed from the unspeakable heat of Anacalagon’s breath. This crystal will cause all flame breath type attacks to have a 30% (80%) burn chance. It will add 30% if the attacks already have a burn chance.

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.

Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by burning statuses by multiplying their percent-damage by 1.5x. 

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%.

Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.

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. 

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. 

Frost Bite Ring: A ring from the world of the dark soul. This exceptionally rare item is easily dropped or stolen. However, it will grant resistance to ice type damage and halves the chance of this character freezing as well as increasing their thaw chance to 45%.

Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.

Night Fury Tear: A brilliant, glistening tear. This item may be used to enhance the wings of naturally winged characters (characters who have winged flight movement from items/abilities will not receive this buff). Because this tear is rubbed into the wings, it becomes impossible to steal and nearly impossible to drop (5%). This item will allow the Stealthy Flier boosts of this character to work on all forms of ranged attacks, not only ranged weapons. 

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.

Berk Crest: A coiled dragon, the symbol of the Berkian tribe. This brand is granted by Stoick and immediately identifies the character as an ally of Berk. It will allow a 50% damage boost to explosion and fire type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand.

4-Poms of Power (Fire)

14- Fire Gems+Plate

14-Volatile Crystals+Plate

14- Air Gems+Plate

Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight. 

Boots

Abilities:

Pass on The Storm (III): Signature ability. If the King of Storm falls in battle, he may grant his Soul to the Nameless King. This will give the Nameless King flying movement and increase his movement by 2 (4) (8) (10). At second tier it will also grant terrain immunity to the Nameless King as he walks on the storm itself. This will grant 50% (100%) (140%) of this character's total HP to the Nameless King. The Nameless King may also perform Air Blasts at foes. Perhaps most frightening, this passing of the Storm will allow the Nameless King to add air element to his spear strikes and will increase the total damage of his air attacks by 50% (100%) (200%) (240%). This ability may not be removed by strategist. This will grant access to the abilities Gale Rush and Galeforce to the Nameless King, but he may only use them after the King of Storm Falls, and he must pay half the normal cost of those abilities in pgs. If the Nameless King accepts the soul, it prevents that soul from being devoured unless the Nameless King falls in battle as well. Costs: 20 pg

Ultimate Sacrifice Death Throws: At the start of any engagement, this unit may reduce its avoid by 100 and triple the damage it will take from a foe. If the foe has a sure chance to kill this character in the engagement, this unit will deal triple damage in the engagement, gain +50 skill, and will always strike the foe first. This can pair with take the hit. This will strike first even if the foe has abilities that normally prevent Vantage. Costs: 5 pg 

Stealthy Flier (III): When in flight, this character adds 200 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: 16 pg

Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% (95%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 4 pg

For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg

Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 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

Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg

Wing Gust: Instead of attacking, this unit may its wings to create a powerful gust of wind. It pushes everything three spaces in front of it back to the fourth space or further. This can also blow away many types of terrain (windy, sandstorm, smoke, gas, fire, dark). It will also deal the same basic damage as an air blast and wing attack from this character combined. This attack may only be used once every three turns. Costs: 3 pg

Sickening Roar: This character can unleash a horrible roar. Any characters within two spaces of this enemy will immediately have their total defense cut in half for the next three turns. Costs: 3 pg

Tailwind: This user may take a turn to boost it and all adjacent allies speed by 10 for the next three turns. Costs: 4 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

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

(TBA) 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

(TBA) Pass on The Storm: Signature ability. If the King of Storm falls in battle, he may grant his Soul to the Nameless King. This will give the Nameless King flying movement and increase his movement by 2. This will grant 50% of this character's total HP to the Nameless King. The Nameless King may also perform Air Blasts at foes. Perhaps most frightening, this passing of the Storm will allow the Nameless King to add air element to his spear strikes. This ability may not be removed by strategist. Costs: 5 pg

(TBA) Pass on The Storm (II): Signature ability. If the King of Storm falls in battle, he may grant his Soul to the Nameless King. This will give the Nameless King flying movement and increase his movement by 2 (4). At second tier it will also grant terrain immunity to the Nameless King as he walks on the storm itself. This will grant 50% (100%) of this character's total HP to the Nameless King. The Nameless King may also perform Air Blasts at foes. Perhaps most frightening, this passing of the Storm will allow the Nameless King to add air element to his spear strikes and will increase the total damage of his air attacks by 50% (100%). This ability may not be removed by strategist. This will grant access to the abilities Gale Rush and Galeforce to the Nameless King, but he may only use them after the King of Storm Falls, and he must pay half the normal cost of those abilities in pgs. Costs: 10 pg

Character Type: Dragon, Stealth, Destructive

Weakness: Mild weakness to magic and arrows. Resists lightning, air, and fire type damage.

Caps:
HP: High
Attack: 600
Defense: 600
Speed: 135
Skill: 125
Move: 7 (11 flying)

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