Saturday, May 18, 2019

Ghirahim





Ghirahim: Level 79
HP: 510,000 (1,530,000) (3,672,000) (5,875,200) (7,637,760) (12,220,416 Heart and Soul)
Attack: 9300
5GM Sword: 1000
5GM Dark: 1000
5GM Knife: 1000
5GM Magic: 1000
5GM Ice: 1000
5GM Fire: 1000
5GM Air: 1000
5GM Throw: 1000
5GM Martial: 1000
5GM Spear: 1000
Blade Demon Curved Sword: 800 (10,100) (11,100) (12,100) (90,750) (181,500) (363,000) (544,500)
Blade Demon Curved Sword: 1200 (10,500) (11,500) (12,500) (13,500) (14,500) (108,750) (217,500) (326,250) (652,500) (978,750)
Blade Demon Great Sword: 1600 (10,900) (11,900) (12,900) (96,750) (193,500) (387,000) (580,500)
Blade Demon Great Sword: 2400 (11,700) (12,700) (13,700) (14,700) (15,700) (117,750) (235,500) (353,250) (706,500) (1,059,750)
Blade Demon Knives (Thrown): 200 (9500) (10500) (11,500) (12,500) (93,750) (187,500) (375,000) (750,000)
Loki's Scepter (Full) Fire: 1000 (10,300) (11,300) (12,300) (13,300) (99,750) (199,500) (399,000)
Loki's Scepter (Full) Ice: 1000 (10,300) (11,300) (12,300) (13,300) (99,750) (199,500) (399,000)
Loki's Scepter (Split) Fire: 800 (10,100) (11,100) (12,100) (13,100) (98,250) (196,500) (393,000)
Loki's Scepter (Split) Ice: 800 (10,100) (11,100) (12,100) (13,100) (98,250) (196,500) (393,000)
Loki's Scepter (Full) Fire: 1000 (10,300) (11,300) (12,300) (13,300) (14,300) (107,250) (214,500) (321,750) (643,500) (965,250)
Loki's Scepter (Full) Ice: 1000 (10,300) (11,300) (12,300) (13,300) (14,300) (107,250) (214,500) (321,750) (643,500) (965,250)
Loki's Scepter (Split) Fire: 800 (10,100) (11,100) (12,100) (13,100) (14,100) (105,750) (211,500) (317,250) (634,500) (951,750)
Loki's Scepter (Split) Ice: 800 (10,100) (11,100) (12,100) (13,100) (14,100) (105,750) (211,500) (317,250) (634,500) (951,750)
Fire Blast: 9300 (10,300) (77,250) (154,500)
Dark Blast: 9300 (10,300) (77,250) (154,500)
Magic Blast: 9300 (10,300) (77,250) (154,500)
Air Blast: 9300 (10,300) (77,250) (154,500)
Defense: 9,800 (19,600)
5GM Armor: 1000
Ghirahim's Demon Lord Underarmor: 200 (19,800) (20,800)
Ghirahim's Demon Lord Armor: 600 (21,400)
Ghirahim's Demon Cloak: 200 (21,600) (43,200)
5GM Shield: 1000
Flame Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (261,600)
Shadow Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (501,600)
Ancalagonscale Pendant: 100 (1100) (8250) (16,500) (33,000) (534,600)
Seath Crystal Pendant: 100 (1100) (8250) (16,500) (33,000) (567,600)
Smaugscale Pendant: 100 (1100) (8250) (16,500) (33,000) (60,600)
Rayquazascale Pendant: 100 (1100) (8250) (16,500) (33,000) (633,600)
Bonechillscale Pendant: 100 (1100) (8250) (16,500) (33,000) (666,600)
Flamescale Pendant: 20 (1020) (7,650) (15,300) (30,600) (697,200)
Magicscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (727,800)
Darkscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (758,400)
Airscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (789,000)
Icescale Pendant: 20 (1020) (7,650) (15,300) (30,600) (819,600) (1,639,200)
Attacking Defense-
1-Blade Demon Great Sword: 200 (1200) (2200) (3200) (4200) (5200) (39,000) (78,000) (117,000) (234,000) (468,000) (489,600) (979,200)
2-Blade Demon Great Sword: 200 (1200) (2200) (3200) (4200) (5200) (39,000) (78,000) (117,000) (234,000) (468,000) (957,600) (1,915,200)
Speed: 276 (281) (+20) (+30) (+20) (+30 avoid)
Skill: 305 (320) (+20) (+30 hit)
Move: 7 (8) (teleportation style movement)




Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.

Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.

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: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dopped at death.

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.

2-Blade Demon Curved Sword (sealed)++: +10 speed. These twin blades are long and precise and designed to be used together. This allows them to remove the normal penalties of dual wielding. These blades are enhanced with dark, though the wielder may choose not to do so. These weapons are nearly impossible to destroy. These weapons have become legendary due to the extremely high Sword Skill Level of Ghirahim. As such, they will grant the ability Shield Parry Repost to Ghirahim. These swords may be used to parry. The damage of these swords cannot be consumed. This weapon deals 50% more damage upon initiating the attack. Base 800 blade/dark type might.

2-Blade Demon Curved Sword+++: +10 speed. These twin blades are long and precise and designed to be used together. This allows them to remove the normal penalties of dual wielding. These blades are enhanced with dark, though the wielder may choose not to do so. These weapons are nearly impossible to destroy. These weapons have become legendary due to the extremely high Sword Skill Level of Ghirahim. As such, they will grant the ability Shield Parry Repost to Ghirahim. These swords may be used to parry. The damage of these swords cannot be consumed. In its final state, this weapon will always receive the Diamond of the Demon Lord Augment. Base 1200 blade/dark/magic type might.

Blade Demon Great Sword (sealed)++: -15 speed. This massive weapon serves as both a shield and a sword. When attacking, this weapon grants 200 extra defense. This defense is boosted by the shield and sword skill boosts of the character. This massive blade deals heavy wear to enemy shields and weapons, though not to their armor. This weapon may innately activate a knockback, blasting an enemy one space away after it connects with them. This heavy blade cannot be parried. The damage of these swords cannot be consumed. Base 1600 blade/dark type might. This weapon deals 50% more damage upon initiating the attack. 

Blade Demon Great Sword+++: -15 speed. This massive weapon serves as both a shield and a sword. When attacking, this weapon grants 200 extra defense. This defense is boosted by the shield and sword skill boosts of the character, along with any elements the sword currenrly has (including item boosts). Dual Weilding this weapon will grant two of these shields. This massive blade deals heavy wear to enemy shields and weapons, though not to their armor. This weapon may innately activate a knockback, blasting an enemy one space away after it connects with them. This heavy blade cannot be parried. The damage of these swords cannot be consumed. In its final state, this weapon will always receive the Diamond of the Demon Lord Augment. Base 2400 blade/dark/magic type might.

5-Savage Dark Weapon Seal: This noval item may boost the damage of a melee weapon that is melee/dark element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle. 

100-Blade Demon Knives (sealed): +10 speed. These knives are designed more for throwing than for close combat. These knives will deal double damage when thrown. Multiple knives can be thrown even if the character only has access to the first tier of "Weapon Throw". When thrown, these knives have 3 range. This character may throw twice as many of these knives as they normally could (functions like a brave weapon), and this will work even with dual weild. Base 200 blade/dark type damage.

Loki's Dual Scepter++: (1-2 range) The signature weapon of the God of Mischief. Loki's staff has been designed with blades on both ends, and counts as a spear. One side of the weapon deals Pierce/Fire/Magic type damage. The other side deals Pierce/Ice/Magic type damage. The user may immediately choose which side to attack of counter with, even switching in the middle of attacks and counters. This weapon may also be split in two, which will slightly reduce the total might, but will allow Loki to dual wield it. Base 500 (1000) might in full form, Base 400 (800) might in split. The character using this weapon must choose to split it at the start of their own attack. This weapon can recieve Dark of Psychic augments. In the full scepter form, this weapon offers +20 skill and avoid against character using short ranged melee weapons or body type attacks. In the split form, each side offers +15 speed.

Mace of The Dark Lord: This colossal weapon could never be lifted by a human. It is immensely heavy, made from dark steel and forged in the heart of Mount Doom. It is impossible to destroy, even with light or sacred weapons. This mace has 1-2 range due to its generation of powerful fields of dark energy. Base 2000 dark/bludgeon-type damage. This weapon also completely destroys any shield or barrier in one blow.

Ghirahim's Demon Lord Underarmor: An unusal diamond covered suit warn under Ghirahim's white armor. This suit will protect Ghirahim from his weakness to heart targeting attacks three times before needing to be repaired. This armor also grants extreme resistance to claw, bite, tail, and whip damage. This armor defends against magic and psychic. Grants: 200 defense. 

Ghirahim's Demon Lord Armor: This incredible set of armor grants a vast array of resistances to the Demon Lord Ghirahim. It is also nearly impossible to destroy. This armor grants resistance to ice, energy, and explosion type damage, along with extreme resistance to bludegon. This armor defends against magic and psychic. Base: 600 defense.

Ghirahim's Demon Cloak: An elegant but somewhat fragile cloak. The Demon Lord wears it with bravado and pride. This cloak grants resistance to light, air, psychic, and water damage. It also boosts evasion by 30. This armor defends against magic and psychic. Grants 200 defense.

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

Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense.  It can technically be removed but requires extreme precision.

1-Flame Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in fire and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Fire, Magic and Shield skill and item boosts.

1-Shadow Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in Dark and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Dark, Magic and Shield skill and item boosts.

True Diamond of The Demon Lord: A brilliant red diamond, fully unlocked and in its final form. Allows the character to augment their weapons in dark flames for ten turns battle. This diamond may be stolen, but Ghirahim will be able to track it easily. The augment will boost the total damage of the blades by 50%. It will also grant 1-2 range to the weapons, much like the ability "Skyward Sword".

The Reality Stone-Aether: This red liquid is one of the six Infinity Stones. If all stones were combined, the holder would have nearly unlimited power. This stone allows the user to ignore gravity and abilities that remove warping and teleporting. Those abilities will also become immune to strategist. This item will also allow the character holding it to select one foe within 5 spaces. The targeted foe will lose access to one equipped item type of this character's choice. This cannot remove basic attack boosting items such as element gems, and cannot lock away equipped weapons. Locking an item takes a turn, but it may be performed to the same foe multiple times per battle. Max 3 items per foe. If the character using this stone falls, all locked items will be unlocked.

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.

Demise Vow: A black, scale like object. Reminds Ghirahim of his sole purpose for existing. Grants +15 skill.

Lucky Button: This object will give a character a minimum of a 10% chance to dodge attacks, even if the foe has high enough skill to normally guarantee a hit. This does not work on attacks that have a guaranteed hit, even if the character has Extreme Evasion. This object also cannot grant this dodge chance if the character has any abilities or items that allow re-rolls or instant dodges (such as Teleport dodge or Dodge Roll). This object will not allow a dodge if the character is tackled, pinned, or trapped by similar abilities.

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.

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation-type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.

Vicious Silver Pin: A small, needle-like pin that can easily we 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 diffiuclt to steal and very valuable. 

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped 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, and backstabs.

Parry Ring: This character may perform special parrying abilities, such as shield repost, spin deflect, or certain signature abilities, even when the foe is using assault moves, finish strikes or critical hits (including Tri-Attacks). This does not work against ambush, backstab, parry repost, or mob. This will also allow Parrying abilities to work on all connected physical attacks, including body and whip which are usually excluded. This character may parry characters who are larger than them. Like all rings, this item is very easily lost or stolen.

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). This item is easily 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. 

Shimmering Slay-Breaker: This tiny, beuatiful pin is warn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 25% less impactful (Example: 30% boost from Demon Slayer becomes a 22% boost. A weapon that deals double damage now deals 75%). 

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

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

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 conditional 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.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

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.

Vanishing Crystal: This small crystal looks as thought it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons.  

Shadow Crystal: This small crystal looks as though shadows of figures are moving quietly under its surface. This crystal will allow this character to teleport out of abilities that would normally hold it in place. This crystal very rarely drops. 

Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.

Vile Shadow: All Dark attacks by this character will harm allies and foes alike. All Dark Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.

4-Poms of Power (Dark, Fire, Magic, Ice, Air)

6-Shards of Midnight+Dark Plate

12- Fire Gems+Flame Plate

12- Magic Crystal+Magic Plate

12- Ice Gem+Ice Plate

12- Air Gems+Air Plate

Boots: Permanently add 1 movement point

Skardis Black Hole Fragment: Consumable. A small black hole created by Skardis.


Abilities:

Blade Lick (II+Needled): Signature Ability: On any turn after attacking a foe with a weapon that has remained in this character's hand, the Demon Lord Ghirahim may lick the blade. Doing this will prevent the character from attacking, (At second tier, this will be done after the engagement and will not prevent further attacking) but he will heal equal to the damage dealt by the weapon he is holding during the last turn (engagement). This includes damage from counter-attacking. If this character is dual wielding, it may lick one blade and proceed to attack with the other, or it may lick both blades. At second tier, if this character induces bleeding with the weapon, when they lick the blade they will gain HP equal to the amount of HP the foe will lose from that bleed. In the Needled State, licking the blade will trigger the extreme bloodlust of the user, boosting his attack by 25% every time he does it. This will max out at a 400% damage boost. In the needled state, this ability will be able to heal Ghirahim above his max HP cap. Costs: 10 pg

Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg

Dueling Platform: This character creates a small dueling platform beneath themselves. This platform will be 4 spaces tall and 4 spaces wide. It will then be lifted high above the ground. Enemies who are caught on this platform will be lifted up as well. This platform is high enough to give notable fall damage if a character is knocked off or falls. Characters who are not on the platform will have to resort to flying, grappling hooks, super jumps, or other means of scaling in order to reach it. 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

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

Flurry Assault: If this character is attacked and dodges all the enemy strikes, they may immediately rush up to the foe and counter-attack. They will counter attack with twice as many strikes as they would normally do. If this character is hit by even one strike, this skill will not activate. Costs: 3 pg

Warp: Once every four (two) turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 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 counter attack. Costs: 7 pg

Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg

Teleport Dodge: If the character is being attacked by a ranged weapon (or ranged attack) and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg

Knife Barrage: Once every two turns, this unit may double the number of times it would normally throw a knife. These knives home in, making them ignore abilities like teleport dodge and stealthy flier. Costs: 5 pg

Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg

Cracking Porsaline (II+Needle): Signature Ability of Ghiramhim. The white facade of this character will slowly be cracked and damaged as he is injured throughout the fight. If this character falls below 50% of his HP, he will immediately switch to a new, more menacing form at the start of his next turn. This form has metallic skin that is immune to blade and pierce-type damage, as well as being extremely (immune) resistant to bullet, whip and martial damage. The only portion of this character not protected is a large diamond over his heart. This ability will always trigger before this character falls in battle. If this character is struck with enough force to kill him, he will survive for that phase with 1 HP until this form triggers. This form will also boost this character's defense and total damage by 50% (100%) (200%). In this second form, Ghirahim is immune to all instant kill abilities, including those that kill through survival abilities. This ability cannot be removed by strategist. In the needled state, Ghirahim's new stature will give him an oppressive aura, causing all foes to suffer -30 (-60) skill and avoid from fear. Costs: 14 pg

Sword Grabber: This unit may grab the oncoming blade of an attacking foe. This ability has a 50% chance to activate on every enemy attack with a blade-type weapon. If it succeeds, it will completely nullify the attack of the enemy, and the enemy will not be able to perform any follow-up attacks. This unit may perform counter-attacks after grabbing the enemy weapon. If the enemy is dual wielding, then this character may try and catch both blades, but it cannot counter-attack after doing so. Costs: 4

Demon Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 40% to any dodge, hit, or a 15% to any skill activation chance once every three turns. Costs: 4 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

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

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

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.

Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in spear.

Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.

Shield Parry and Repost: If this unit's skill is higher than that of an adjacent opponent who is attacking using a melee weapon and is the same size class as this character, they may attempt to shield parry the blow. This ability has a 50% chance to activate. If it fails, this character will take the hit, and it will not defend with its shield. However, if it succeeds, the shield will completely negate the damage of the blow and the follow-up attack made by this character will have +40 hit and deal double damage. After landing this blow, the enemy cannot make any more follow up attacks. Costs: Blade Demon Curved Swords

(TBA) Cleave: The unit may try and instantly kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack. 
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill. 
This attack may miss, just as a normal sword strike would. 
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7

(TBA) Confidence: Each time this character dodges a foe, it will boost its base attack stat by 20. This ability will max out at a 500 damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg

(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg

(1 free pg)


Character Type: Melee, Magic, Dark, Demon

Weakness: This character takes double damage from blows to its heart. Resists dark, fire, and magic. Immune to mind control. Immune to heroic aura. Immune to burn, poisoning, bleeding, disease, and stun/flich. Weak to taunt. Ghirahim's swords are produced by his soul, and as such they cannot be taken from him. 






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