Wednesday, May 29, 2019

Giygas





Giygas: Level 67
HP: 420,000 (840,000) (1,680,000)
Attack: 4150
OMEGA Psychic: 2000
Psychic Blast: 4150 (5,150) (7150) (50,050) (100,100)
Defense: 3150
Psychic Barrier: 50 (2050) (14,350) (17,500) (35,000)
Speed: 185 (205)
Skill: 210 (230)
Move: 8 (leviatating)




Items:

10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.

12- Twisted Spoon: Boosts any unit's psychic type damage by 50%.

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. 

Giygas Psychic Barrier: A slightly weaker barrier, but with a unique and terrible property. Unlike most psychic barriers, the defense of Giygas grants not only defense against, but also resistance to, dark type damage. This barrier is able to be penetrated by sacred weapons/damage, but it will never be broken. Base 50 defense. This barrier is only improved by the psychic skill and items boosts. 

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 defeate.

Giygas' Madness: A huge and powerful complex of psychic energy, generated by the raw emotions of Giygas. This item functions as a sort of weapon, improving the base might of Giygas's psychic blast by 1000 damage. This item is a psychic item, and as such it cannot be stolen under normal circumstances. 

1-Shrouding Sphere

1-White Soap Stone


Abilities:

Incomprehensible Attack (III): You cannot grasp the true form of this attack. Giygas signature ability. The base might of this attack is the exact same as this character’s psychic blast. This attack may hit anywhere within or adjacent to Giygas. The attack will only strike once. Giygas may attack with this move three times per phase, allowing him to take three turns in essence. This attack will target the enemy and strike them as if it was hitting their weakest point. If they have an extreme weakness, this attack will deal damage as if it were that attack type. If they are weak to certain statuses, this attack will not give them extra damage, but it will give them those statuses to an extreme degree. There is no immunity or resistance against this attack. It’s not right… not right…. not right. Costs: 24 pg

Mind Dive: This unit attempts to reach into the mind of an enemy and take control of them. This takes a turn to do, and the attack has a 30% chance of landing. This attack does not work on psychic type characters, and magic and strategists characters naturally escape from a mind dive a twice the normal rate. However, if this attack hits, the enemy unit will be forced to join this characters party for the next six turns. Costs: 5 pg

Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. This move may only be done once every 4 turns. Costs: 5 pg

Hypnosis: -30 hit. This move will put an adjacent enemy to sleep. Characters put to sleep are immediately cured of status conditions, boost, or reductions. A sleeping character will stay asleep for a maximum of five turns, with a 30% chance of waking up each turn they are asleep. Costs: 3 pg. 

Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

Mind Bomb: Range 1-2. -10 speed after using this ability for the remainder of the turn. This unit selects an enemy and sends a massive orb of psychic energy into their skull. This move has a base 400 (4550) (6550) (32750) (65500) might and gives explosion/psychic type damage. This attack ignores all defense, but it still is affected by resistances. This attack may only be used every other turn. Costs: 4 pg.

Mind Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 (27) percent chance to hypnotize the opponent and force them to join their party. Unlike mind dive, this move may be used on as many opponents as this character wants. The effects also last beyond when the battle is over. The hypnosis will only be lifted when either the hypnotized character or the character that performed the mind shackle are defeated. Psychic type characters are immune to mind shackle. Costs: 5 pg 

Pressure: This character unleashes a huge amount of psychic pressure. This makes any enemy within 5 spaces of it suffer a +1 cooldown cost to all moves used within this range.. Costs: 2 pg

Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 truns. Costs: 4 pg

Psychic: -15 speed. This attack may only strike an enemy once. This character reaches out and directly attacks the mind of an enemy. This will ignore most armors, and it will deal 3 times the damage of this character's normal psychic blast. Costs: 3 pg

Psychic Grapple: This unit adds it's psychic type damage to its martial attacks. Costs 2 pg.

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

Physical Form, Don't Mind if I Do!: If Bill ever manages to find a way into the physical world, his god-like power will be unleashed on another hapless dimension. In his physical form, Bill will have double his regular HP. His total attack damage and total defense will also be doubled. He will receive +40 speed and +40 skill. He will also be, in truth, unkillable. Though he may fall in battle unless a character can find a way to lure him out of his physical body, there will be very few ways of truly killing him. If Bill chooses to pull other Psychic beings into the world with him, they will receive these boosts as well, but only 20+ to their speed and skill. Unlike Bill, these characters may be killed normally. Costs: Finding a way into the physical world.


Character Type: Worldbreaker, Psychic

Weakness: ??? Immune to Fear Type abilities.



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