Wednesday, May 29, 2019
Aang
Aang: Level 52
HP: 60,000 (78,000 Seraph Robe)
Attack: 500
3GM Air: 600
1 GM Water: 200
1 GM Ice: 200
1 GM Earth: 200
5M Fire: 80
5M Martial: 80
5M Staff: 80
Air Blast: 500 (1100) (4400)
Aang's Gliding Staff: 200 (700) (780) (1380) (5520)
Water Blast: 500 (700) (2800)
Ice Blast: 500 (700) (2800)
Earth Blast: 500 (700) (2800)
Fire Blast: 500 (580) (2320)
Defense: 400
5M Armor: 80
2M Shield: 50
Air Monk Robes: 300 (700) (780)
Air Shield: 100 (700) (750) (3000) (3780)
Speed: 138 (158 avoid) (+25 avoid)
Skill: 145
Move: 7 (10 while flying with glider)
Items:
Aang's Gliding Staff: With the powerful winds that an Airbender may create, this staff with retractable gliding wings may be used to fly. This staff also serves as a perfect conduit for air-bending attacks. 1-2 range. Base 200 air/staff type might.
Air Monk Robes: Only a character who is a 3M master or higher in air may truly access the full benefits of this armor. +20 avoid. These robes also offer 300 defense.
6-Air Gem: 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.
6-Ice Gem: Boosts ice type damage by 50%. May allow a special type of ice attack once every four days. Can be used to freeze all adjacent squares.
6- Water Gem: Boosts water type damage by 50%. May allow a special type of water attack once every four days. Note: this water gem is the heart of this character.
6- Earth Gem: This rare item will increase the total damage of earth type attacks by 50%. This gem is the heart of this particular character, and thus it cannot be stolen.
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.
Abilities:
Air Bender: This character may bend any air type attacks launched at it. If this character has a higher air skill level than the enemy attacking it, it will have a 60% chance to reflect any air type attacks that are launched at it or at adjacent spaces. If this is a mixed attack, the bending will reflect it completely if it is fully elemental damage, but will only reflect half the damage if it mixed with physical damage. This reflected attack will deal double the base damage. This reflected attack may be dodged by the opponent who fired it. Costs: 4 pg
Water Bender: This character may bend any water type attacks launched at it. If this character has a higher water skill level than the enemy attacking it, it will have a 60% chance to reflect any water type attacks that are launched at it or at adjacent spaces. If this is a mixed attack, the bending will reflect it completely if it is fully elemental damage, but will only reflect half the damage if it mixed with physical damage. This reflected attack will deal double the base damage. This reflected attack may be dodged by the opponent who fired it. Costs: 4 pg
Earth Bender: This character may bend any air type attacks launched at it. If this character has a higher earth skill level than the enemy attacking it, it will have a 60% chance to reflect any earth type attacks that are launched at it or at adjacent spaces. If this is a mixed attack, the bending will reflect it completely if it is fully elemental damage, but will only reflect half the damage if it mixed with physical damage. This reflected attack will deal double the base damage. This reflected attack may be dodged by the opponent who fired it. Costs: 4 pg
Fire Bender: This character may bend any fire type attacks launched at it. If this character has a higher fire skill level than the enemy attacking it, it will have a 60% chance to reflect any fire type attacks that are launched at it or at adjacent spaces. If this is a mixed attack, the bending will reflect it completely if it is fully elemental damage, but will only reflect half the damage if it mixed with physical damage. This reflected attack will deal double the base damage. This reflected attack may be dodged by the opponent who fired it. Costs: 4 pg
Avatar Form: Aang's Signature ability. This terrifying ability allows Aang to summon the strength of all the previous Avatars. However, this strength comes at great risk. If Aang perishes in those form, he will level down, regardless of who defeats him. In this form, Aang will gain his air shield ability both when attacking and when defending. He will also gain flying movement, and 5 to his base movement. This form will last for three turns. During this time, all Fire, Water, Ice, Earth, and Air type attacks will deal double damage. Costs: 7 pg
Windblast: Instead of attacking, this unit may 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 combined damage of this units air and magic skills. This attack may only be used once every three turns. Costs: 3 pg
Air Shield: Grants a protective shield of air to character. This shield does not defend against psychic, magic, or lightning type damage. The base might of the shield is 100 but is boosted by the air skill stats and boosts of this character. Costs: 4 pg
Staff Assualt: 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
Spin Deflect: If this unit has a staff, spear, or sword equipped, they may perform a spin deflect. If this unit is attacked by an enemy that is slower than them by a solid, physical, projectile attack, this unit has a 50% chance of immediately reflecting that projectile back. A reflected projectile will have an accuracy calculated by this unit's skill level. A reflected projectile will have 2 x the base might of the original projectile. If the unit does not successfully spin deflect, they may still attempt to dodge the attack. Costs: 3 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
Earthquake: Once a day this unit may unleash a powerful earthquake. This attack only strikes characters on the ground, but it has six range in all directions. The move has a base 100 (600) (800) (3200) earth/shatter type might. This attack cannot be dodged. Costs: 5 pg
Tidal Wave: This attack may only be used on water or flooded terrain. This massive blast of water will hit a bar five spaces wide (with the middle space being directly in front of this character). The range of this wave is 3. Enemies may counter attack this attack, but this attack is impossible to dodge unless the character has flying or teleporting movement style. This attack deals half damage to enemies who have swimming movement type. The base might of this attack is 400 (900) (1100) (4400) water-type damage. This attack may only be used once every three turns. Costs: 4 pg
Skills:
Air: 3GM
Water: 1GM
Ice: 1GM
Earth: 1GM
Fire: 5M
Martial: 5M
Staff: 5M
Armor: 5M
Shield: 2M
Character Type: Element, Martial
Weakness: Lightning damage. Resists Air and Water type damage.
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