Sunday, May 26, 2019

Eren Jaeger





Eren Jaeger: Level 50
HP: 75,600 (113,400 1UP)
Attack: 900
GM Martial: 200
1M Bite: 40
4 Throw: 20
1 Sword: 5
Razor Blade: 5 (905) (910)
Martial Attacks: 900 (1100) (3300) (9900) (19,800)
Diamond Fists: 800 (1700) (1740)(5220) (15660) (31,320) (46,980)
Bite Attacks: 900 (940) (2820) (8460)
Defense: 500 (750)
Speed: 130 (100 avoid)
Skill: 125 (135) (130)
Move: 6 (9 ODM) (9)




Items:

Razor Blade: +5 speed. A simple but very sharp blade. 5 blade type might.

Key to the Basement: This key holds the secrets to Eren's world. +10 skill.

Advanced ODM: Specialized grappling device that uses gas propulsion to drastically increase the wearer's mobility. If the wearer is within 4 spaces of a terrain, building, or large character this gear will allow them to add 3 to their movement as well as allow them to bypass any movement penalties (much like flying, but without weaknesses to anti-air weaponry). Upon utilizing the movement boost, the character will also receive +20 avoid for the remainder for their turn.


Abilities:

Titan Shift: This character may transform itself into a titan. This makes it a large size, and it will  multiply the character's total attack might x 3. This will give the character +3 movement speed. Though the character is this size, they are still able to be killed by cleave. This change will also boost the character's total defense by 50%, but it will reduce their avoid by 30. This unit may only shift into a Titan once per battle. Using Titan shift will completely heal this character. Costs: 6 pg

Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

Undying Rage: This character is, to be blunt, to angry to die. This character may survive one lethal hit for every anger based status they currently have activated. Each type of status will only take a lethal hit once per battle, so recieving the statuses multiple times will not refresh this ability. This ability will also trigger once if their is a foe on the battlefield who is deeply hated by this character. Costs: 4 pg

Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg

Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg

Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg

Attack Titan: This character may add 50% to their total attack damage on any normal attack they launch. This may be done for individual strikes in a attack, allowing total control of how many high damaging hits this character lands. However, for each strike this character successfully lands on the foe with this power increase, this character will take 30% of the total damage of the attack as recoil. This recoil cannot kill this character. Costs: 4 pg

Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3 x damage to it. Costs: 5 pg

Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will increase the total damage by 200%. Costs: 8 pg

Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 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. This abiltiy cannot be removed by strategist. Costs: 2 pg

Diamond Fists: This unit may take a turn cover its fists with diamond-like armor. This adds 800 base might to regular fist attacks and gives them heavy shattering power. These fists also deal 50% more damage when initiating the attack. This ability cannot be removed by strategist. These fists will retain this diamond property unless they are targetted and destroyed. Costs: 3 pg

Diamond Skin: This unit may take a turn to make areas of its skin hard and diamond-like. This will render the character immune to blade and pierce type attacks until this diamond skin wears off. This hardening lasts for 4 turns. However, it does take a full turn to do (The ability only starts working at the start of this character's next turn). Costs: 4 pg

(TBA) E.M.A.: A bond shared by three friends whose world was shattered on that day. Forged by fire, the three friends share a deep loyalty. If Eren, Mikasa, and Armin all share a similar cause and are within 10 spaces of each other (all three must be within this ten space range), then they will recieve powerful boosts.
Eren: 50% improvement to all Anger based abilities.
Mikasa: 50% boost to total damage. +15 speed.
Armin: 50% boost to all emotion manipulating and strategist abilities. Allows Strategst III to function as Strategist I against foes who are normally immune to the ability.
Costs: 5 pg

(TBA) Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. Costs: 3 pg

(TBA) Dismember: On every biting attack this character executes, it has a 20% chance to rip a limb off the enemy. This ability stacks with traumatizing blows, but if this ability activates it will also result in a bleeding status, regardless of whether or not traumatizing blows lands. Costs: 3 pg

(TBA) Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg

(TBA) 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

(TBA) Attack Titan (II): This character may add 50% (or 100%) to their total attack damage on any normal attack they launch. This may be done for individual strikes in a attack, allowing total control of how many high damaging hits this character lands. However, for each strike this character successfully lands on the foe with this power increase, this character will take 30% (or 60%) of the total damage of the attack as recoil. This recoil cannot kill this character. Costs: 8 pg

(TBA) Attack Titan (III): This character may add 50%, (100%, or 200% at third tier) to their total attack damage on any normal attack they launch. This may be done for individual strikes in a attack, allowing total control of how many high damaging hits this character lands. However, for each strike this character successfully lands on the foe with this power increase, this character will take 30% (or 60%, or 90%) of the total damage of the attack as recoil. This recoil cannot kill this character. Costs: 16 pg

(TBA) Vicious Fighter: This character is unwavering in their determination to vanquish their foe. 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 character may vantage hit these status abilities and doing so has a 10 lower speed requirement. Countering these statuses will also cause the attacks of this character to deal 25% more damage against the foe attempting to use the ability against this character. Costs: 4 pg

(TBA) Fury Point: If this character is hit by an attack that they cannot dodge (such as an assault or area affecting attack), then they will multiply their total attack might x 4 for the entirety of the next turn. Costs: 4 pg

(TBA) Defiant (II): If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 (20) skill and double (triple) in total might. Costs: 4 pg

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

(TBA) Stunning Blows: The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 20% of the time. This ability only activates on physical attacks. Costs 3 pg

(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% 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: 2 pg

(TBA) 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

(TBA) Titan Regeneration: Titan exclusive ability. This unit will heal 20% of it's total HP at the start of every turn. Costs: 5 pg

(TBA) Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg

(TBA) Terrifying Stare: Fear type move. Instead of attacking, this character may choose an enemy directly in front of them. The character then gazes into them with a terrifying stare. This drops the enemy's speed 10 for three turns. This affects of this move cannot be compiled. Costs: 2 pg

(TBA) Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this character's max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg

(TBA) 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

(TBA) Terrain Throw: This unit may pick up terrain and throw it 1-2 spaces. The ground is a fairly weak projectile, only giving 40 damage plus this character's throw skill (100), but trees (60) (120) and rocky terrain (150) (210) are much stronger. This character may only throw once a turn. If terrain hits a flying character, it may knock them out of the sky. Costs: 3 pg


Character Type: Monster, Martial, Melee, World Ender

Weakness: This character can be one hit killed by cleave. However, it must be hit by cleave twice in one phase. This character suffers an extra 2 turn cooldown from being taunted. Resists fear type abilities. When triggering Berserk, this character will only take 1.5x damage instead of 3.  Eren can currently Titan Shift Twice in a battle. This may increase as his resolve does. 

Caps:
Attack: 900
Defense: 500
Speed: 130
Skill: 125
Move: 6


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