Paper Mario: Level 83 Update
HP: 720,000 (1,440,000 1UP+Draught of Life) (2,880,000) (4,320,000 Heart and Soul) (5,184,000)
Attack: 16,700
5G Hammer: 1000
5GM Martial: 1000
5GM Throw: 1000
Super Hammer: 3000 (19,700) (20,700) (41,400) (82,800) (248,400)(1,242,000)(7,452,000)(11,178,000)
Super Boots: 1200 (17,900) (18,900) (30,240) (60,480) (181,440)(544,320)(1,632,960)(2,449,440)
Defense: 16,700 (33,400)
5GM Armor: 1000
Vibranium Mail: 1200 (2200) (34,600)
Bright Red Plumber Shirt: 2000 (36,600)
Bright Red Plumber Overalls: 2000 (38,600)
Bright Red Plumber Cap: 2000 (40,600) (81,200) (243,600) (487,200) (1,705,200) (2,557,800)
Speed: 285 (290)
Skill: 365 (375)
Move: 7 (9)
Items:
Bright Red Plumber Cap: 2000 (40,600) (81,200) (243,600) (487,200) (1,705,200) (2,557,800)
Speed: 285 (290)
Skill: 365 (375)
Move: 7 (9)
Items:
Rune Arc
Super Hammer+++: A hammer perfect for smashing pesky blocks, or enemies. This weapon may only strike once and does not deal as much damage to shields and armor as one would expect. Has a base 1000 (2000) (3000) bludgeon-type might. This hammer increases the damage boost of Heavy Blow by 100% (200% in the final form).
Bright Red Plumber Cap++: A cap iconically worn by Mario. This cap may be stolen or knocked off, leaving the plumber exposed and upset. However, with this cap on, the character has a 50% chance to reduce the total damage taken by an attack by 25%. This cap can instead by used to trigger Action Command. If this succeeds, the cap will instead reduce all damage take by 75% (95%). This hat would be impossible to wear if you aren't paper thin. Base: 1000 (2000) defense.
Lady Bow Seal of Friendship: This character has been a long-time partner with Lady Bow, whether he likes it or not! This seal allows Bow to be summoned to his side, even during a challenge fight.
Supreme Badge: This character will not break proficiency so long as the attacks it uses are either all Element or all Physical damage. This badge is easily lost or stolen.
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.
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.
Super Hammer+++: A hammer perfect for smashing pesky blocks, or enemies. This weapon may only strike once and does not deal as much damage to shields and armor as one would expect. Has a base 1000 (2000) (3000) bludgeon-type might. This hammer increases the damage boost of Heavy Blow by 100% (200% in the final form).
Heavy Weapon Seal: An Elite Weapon Seal. This weapon seal will add 100% to the damage buff granted by the ability Heavy Blow (II) or (III).
Super Boots+++: Boots only a true hero could wear. Bright and shiny. These boots grant 400 (800) (1200) extra base damage to martial attacks, but only if they are stomps and kicks. These boots allow heavy blow to trigger during the ability "Power Bounce" or other multi-hit jump attacks. They also remove the debuff from "Rapid Fists". These boots are extremely resistant to wear.
Super Boots+++: Boots only a true hero could wear. Bright and shiny. These boots grant 400 (800) (1200) extra base damage to martial attacks, but only if they are stomps and kicks. These boots allow heavy blow to trigger during the ability "Power Bounce" or other multi-hit jump attacks. They also remove the debuff from "Rapid Fists". These boots are extremely resistant to wear.
Vibranium Mail Underarmor++: Extremely hard and valuable mesh armor. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 1200 defense.
Bright Red Plumber Shirt++: A form of Armor. This armor would be very hard for someone to wear if they aren't paper thin. This under armor grants immunity to electrical paralysis/flinching/stunning type statuses. This ignores Blood Droplet items held by foes. Base: 1000 (2000) defense.
Bright Blue Plumber Overalls++: A strange form of "Cloak" type armor. Overalls designed to protect Paper Mario in very dangerous situations. This armor would be very hard for someone to wear if they aren't paper thin.These overalls grant immunity to fire and poison-type damage as well as extreme resistance to poison and burn. These overalls ignore Blood Droplet items held by foes, as well as negating burns or poisons that normally ignore immunities. Base: 1000 (2000) defense.
Bright Red Plumber Cap++: A cap iconically worn by Mario. This cap may be stolen or knocked off, leaving the plumber exposed and upset. However, with this cap on, the character has a 50% chance to reduce the total damage taken by an attack by 25%. This cap can instead by used to trigger Action Command. If this succeeds, the cap will instead reduce all damage take by 75% (95%). This hat would be impossible to wear if you aren't paper thin. Base: 1000 (2000) defense.
Lucky Star Charm: A lucky little necklace given to Mario by Princess Peach. This boosts his activation rate when calculating Action Commands by +30.
Pure Shield Seal: A seal placed into the chest of a character. Very hard to steal. If this character uses no forms of elemental defense, this seal will double their total defense.
Metal Coat: This item is created by melting many Metal Boxes together into one item. If the holder of this item has no access to any elemental barriers, this item will triple the base defense stat of the user.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of these items. This item is very hard to steal.
Bare Armor Trinket: This unusual item may only be used if the holder has no shields or barriers. This item will increase the total defense of the character by 50% for each GM they are in armor.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
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.
Lady Bow Seal of Friendship: This character has been a long-time partner with Lady Bow, whether he likes it or not! This seal allows Bow to be summoned to his side, even during a challenge fight.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
Supreme Badge: This character will not break proficiency so long as the attacks it uses are either all Element or all Physical damage. This badge is easily lost or stolen.
Holy Charm: This item is very blessed. As long as the holder is pios, this item will buff the chance of Miracle activating by 20%.
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.
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.
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.
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.
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, ambushes and backstabs.
Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage.
Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
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.
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 condition 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.
4-Focus Binding (Right Arm, Left Arm, Right Leg, Left Leg): This item will boost the total damage of the user's pure martial damage by 25%. If all four limbs are bound, it will improve the total damage by 100%. Each binding is specific to the limb, and cannot be changed to fit a different limb after it has been chosen. This item rarely drops (20% chance).
2-Cursed Weight: An item that may be placed on the ankles of a character. This will drop their speed by 50. Two of these items may be equipped. If the character is using pure body damage, these weights will buff that damage by 30% each.
Heavy Stone+Bludgeon Plate
Pure Stone
Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.
Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.
Heavy-Duty Boots
Abilities:
Action Command (II): A special skill granted to those of the Paper Mario Universe. The action command will compare this character's skill to the skill of the opponent. The % chance of activating Action Command will be equal to how much higher this character's skill (+30) (+20) is compared to the foe. Action Command may trigger on any attack or ability. It will boost the damage of attacks by 100%. Certain types of defensive tactics also use this ability. Costs: 10 pg
Badge Points: This ability will give the character badge points equal to their current pg Level. Badges may be swapped around similar to abilities, as each badge requires a certain number of points to wear. The character *must* have a default badge layout selected; however, badges may be swapped around prior to entering any battle. All badge base damage/defense multipliers stack additively with each other. Costs: 0 pg (Holding any badge unlocks this ability)
Flower Power: This ability is accessible to any unit who has any ability that requires FP to use. This unit will have FP equal to half their current pg Level. If this character spends double the FP required to use a move, they will buff its efficacy by 50% (including activation chances and status duration). Costs: 1 pg
Spin Dash: At any point during their normal running movement, this character may add 4 extra movement in a straight line. This cannot pass through difficult terrain. Costs: 2 pg
Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the might of normal strikes by 200% (400% (500%) for hammer). Costs: 16 pg
Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the might of normal strikes by 200% (400% (500%) for hammer). Costs: 16 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (5x) Costs: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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. Costs: 2 pg
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 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. Costs: 2 pg
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. 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 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
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
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
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
Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 speed/skill. 3% damage and 3% activation boost.
Close Friend/Sibling: +10 Speed/Skill. 10% Damage and 10% activation boost.
Spouse: +15 speed/skill. 15% damage and 15% activation boost.
Costs: 3 pg
Chain Attack: An ability used by tight-knit squads. If this character is part of a notable force of three or more who often battle in tandem, they may have access to this ability. If a character with Chain Attack is standing within their own attack range of a foe who is targeted by an ally, they may jump in and strike the foe before their ally does. This strike will only hit once, and it will be 10% of the normal damage of this character. This strike will boast +50 hit. Foes will not counter a chain attack and a chain attack will always strike before Vantage. The damage of a chain attack will be doubled if the unit has the ability “Support” unlocked and is at least a “Friend” with the ally who has triggered the attack. Costs: 5 pg
For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20%. Costs: 2 pg
Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. Costs 2 pg
Charisma: This character is extremely charming. Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. This ability starts slowly, but it increases in its likelihood to activate the more turns this character spends near the enemy. It does not affect the might of an enemy's counter-attack. It is surprisingly effective against certain units. Costs: 3 pg
Charisma: This character is extremely charming. Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. This ability starts slowly, but it increases in its likelihood to activate the more turns this character spends near the enemy. It does not affect the might of an enemy's counter-attack. It is surprisingly effective against certain units. Costs: 3 pg
Pray: This unit may take a turn to pray. This will add 20% (30%) to the chances of Miracle activating for the the next full turn. This ability may be used once every three turns. Costs: 1 pg
Miracle: This unit has a 20% (40%) chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. Costs: 4 pg
Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.
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
Badges:
(E) Chill Out: Reduces the damage taken by a foe if this is the first time the holder has been attacked in battle by 75%. This only applies to the very first hit. It does not apply to the first attack set/engagement. Costs: 6 bp
(E) Damage Dodge: If this character succeeds in an action command to defend against a foe, it will reduce the total damage taken from the attack by 20%. This can result in an action command completely negating all enemy damage. Costs: 9 bp
(E) D-Down Pound: Allows the holder to attack with a single bludgeon weapon attack. This will always strike once and only once. However its will completely ignore the defense of the foe. This attack costs 5 FP to use. Costs: 6 bp
(E) Dodge Master: This badge will improve the activation rate of Action Command by +20. Costs: 6 bp
(E) Deep Focus: This badge will add 10% to the boost granted by the ability "Pray". Costs: 3 bp
(E) Mega Quake: This character may strike the ground with a bludgeon type melee weapon. This will transform the attack damage into earth damage and will strike all foes within 4 range. This is an AoE, but it cannot hit flying or levitating foes. This attack costs 7 FP to use. Costs: 9 bp
(E) Mega Rush: If this character is at 1 HP, they will multiply their damage output by 200% for the next turn. If they heal and return to 1 HP, they will refresh this ability. Costs: 3 bp
(E) Power Bounce: Once every three turns, this character may use this ability. This character will jump on the head of an enemy, and it will attack them consecutively until it misses. Each attack that this character lands will drop its skill by 15 (and all analyze boosts will be ignored until after the engagement). This attack will only be counter-attacked after the very last bounce unless the enemy has Vantage. This ability costs 3 FP to use. Costs: 6 bp
(E) Power Rush: If this character has 10% HP or less, they will boost their damage by 100%. Costs: 3 bp
(E) Jump Charge: This unit may spend a turn to boost the damage of a kicking/stomping attack by 100%. This charge will remain until the next time this character attacks. This charge can stack additively. This ability causes 2 FP to use. Costs: 3 bp
(E) Power Plus: This character will boost their total damage by 50%. Costs: 18 bp
(E) Mega Smash: This character may attack a foe with a powerful bludgeon-type weapon attack. This will only strike once, but the attack will deal 3x damage. This ability costs 6 FP to perform. Costs: 9 bp
(TBA) All or Nothing: If the holder successfully activated the ability Action Command, that strike will deal an extra 50% more damage. If the holder doesn't activate Action Command, the attack will deal 0 damage. Costs: 12 bp
Bump Attack: If the holder moves into a space held by a common enemy unit who is half the level of this character or lower, that enemy unit will immediately be destroyed. Doing this ends the movement of the holder, but it does not end their turn. Costs: 15 bp
Close Call: If the holder is at 10% HP or less, foes will always have a 30% chance to miss them with all attacks, including AoEs. This does not include Skilled Shot. Costs: 3 bp
D-Down Jump: Allows the holder to attack with a single kick/jump attack. This will always strike once and only once. However its will completely ignore the defense of the foe. This attack costs 4 FP to use. Costs: 6 bp
Defend Plus: This badge will increase the total defense of the holder by 50%. Costs: 18 bp
Dizzy Attack: If this character moves past an enemy with their Spin Dash, they have a 30% chance of becoming dizzy. This dizziness will last for four turns. This character may not attack the character it is trying to make dizzy, it must move past them. Costs: 6 bp
Dizzy Stomp: Allows the holder to attack with a single bludgeon weapon attack. This will always strike once and only once. This stomp has a 30% chance to induce dizziness in the struck foe. This will last for four turns. Costs 2 FP to use. Costs: 3 bp
Feeling Fine: This badge grants resistance to poison, burn, freezing, sleep, and dizzy statuses. Costs: 9 bp
Fire Shield: This badge reduces the total damage taken from fire attacks by 20%. Costs: 6 bp
First Attack: If this character attacks a common unit who is half its level or lower, that foe will be killed instantly. Costs: 3 bp
Flower Saver: This badge reduces the FP cost of abilities by 1. Costs: 18 bp
FP Plus: This badge increase the FP of a character by +5. Costs: 9 bp
Group Focus: If this unit has the ability "Pray", an adjacent ally my use the ability and grant the boost to themselves or this character. They will not share cooldowns. Costs: 6 bp
Hammer Throw: Allows the user to throw their bludgeon type weapon 2 range. They do not need to retrieve it. This will only strike once and cannot be used to counter. Costs 2 FP to use this ability. Costs: 6 bp
Happy Flower: Regain 1 FP at the start of each turn. Costs: 9 bp
Happy Heart: Regain 5% of your HP at the start of each turn. Costs: 9 bp
HP Drain: Reduces your attack by 50%. However, every strike you land on a foe heals you 5% of your HP. Costs: 9 bp
HP Plus: This badge increases the max HP of the character by 10%. Costs: 9 bp
Ice Power: This badge grants immunity to damage from Flame Body and cause this character to deal 50% more damage to foes who have that ability or are some type of living flame-element entity. Costs: 6 bp
Last Stand: When this character has 10% HP or less, it will halve the damage it takes from enemy attacks. Costs: 3 bp
Lucky Day: This character will always boast a lucky chance to dodge foes. This will cause the character to have a 10% chance to dodge any attack (including AoEs and guaranteed hits) when it is being attacked (not when it is initiating). Luck boosting items and abilities improve this dodge chance. This can stack with other lucky badges additively before any luck boosting items or abilities are applied. Costs: 21 bp
Mega Jump: This character may attack a foe with a powerful jump/kick attack. This will only strike once, but the attack will deal 3x damage. This ability costs 6 FP to perform. Costs: 9 bp
Money Money: This character will receive double the normal gold looted from event battles. Costs: 21 bp
Multi Bounce: This character may activate this ability instead of doing a normal attack. This attack will boost the total damage of its normal boot attacks by. If this character strikes a foe, it may then move up to four spaces and strike another enemy. If it strikes another enemy, it may continue to move up to four spaces to strike another. The same enemy may not be struck twice in a row, but an enemy may be struck multiple times if the character is bouncing back and forth. This ability will end after this character has attacked four separate times or if it misses an enemy. This ability costs 2 FP. Costs: 3 bp
P-Down, D-Up: This bade will increase the defense of the character by 50%, but it will reduce their damage by 50% as well. Costs: 6 bp
P-Up, D-Down. This badge will increase the damage of the holder by 50%, but it will also increase damage taken by 50% as well. Costs: 6 bp
Pay-Off: In an event battle, however much % of the holder's HP is lost during the battle, the total money gain will be multiplied by that %. Costs: 6 bp
Pretty Lucky: This character will always boast a lucky chance to dodge foes. This will cause the character to have a 5% chance to dodge any attack (including AoEs and guaranteed hits) when it is being attacked (not when it is initiating). Luck boosting items and abilities improve this dodge chance. This can stack with other lucky badges additively before any luck boosting items or abilities are applied. Costs: 9 bp
Refund: When consuming an item, this badge will refund the holder 10% of that item's value in gold. Costs: 3 bp
Shrink Stomp: This unit may stomp on a character so hard it shrinks them for the next five turns. This will immediately shrink them by a size class, and it will reduce their HP cap as well. This attack may only be used once a day. This ability does no damage other than the status. This ability costs 2 FP to use. Costs: 3 bp
Sleep Stomp: This unit may stomp on a character so hard it puts them to sleep for up to 5 turns. Character will have a 20% chance to wake. Being struck doubles the chance of the foe to wake. This attack may only be used once a day. This ability does no damage other than the status. This ability costs 2 FP to use. Costs: 3 bp
Smash Charge: This unit may spend a turn to boost the damage of a bludgeon weapon attack by 100%. This charge will remain until the next time this character attacks. This charge can stack additively. This ability causes 2 FP to use. Costs: 3 bp
Speedy Spin: This badge will double the added movement granted by "Spin Dash". Costs: 3 bp
Spike Shield: This will negate all damage given by spiky armor or abilities like "Thorns of Agony". Costs: 6 bp
Spin Attack: If this character Spin Dashes past a foe (passing adjacent to them) and they are a common enemy who is one third of this character's level or lower, the enemy unit will be immediately destroyed. Costs: 9 bp
Zap Tap: Grants the ability "Static" for free. Costs: 12 bp
(TBA) Action Command: A special skill granted to those of the Paper Mario Universe. The action command will compare this character's skill to the skill of the opponent. The % chance of activating Action Command will be equal to how much higher this character's skill (+30) is compared to the foe. Action Command may trigger on any attack or ability. It will boost the damage of attacks by 50%. Certain types of defensive tactics also use this ability. Costs: 5 pg
(TBA) Super Star: Once every battle, this character may use a Super Star. This item will make the character completely invincible for the next two turns. It will also increase their movement speed by 2. Costs: 5 pg
(TBA) Bounce: This character may activate this ability instead of doing a normal attack. This attack will boost the total damage of its normal boot attacks by 25%. If this character strikes a foe, it may then move up to four spaces and strike another enemy. If it strikes another enemy, it may continue to move up to four spaces to strike another. The same enemy may not be struck twice in a row, but an enemy may be struck multiple times if the character is bouncing back and forth. This ability will end after this character has attacked six separate times or if it misses an enemy. Costs: 5 pg
(TBA) Multibounce: Once every three turns, this character may use this ability. This character will jump on the head of an enemy, and it will attack them consecutively until it misses. Each attack that this character lands will drop its skill by 15. This attack will only be counter-attacked after the very last bounce unless the enemy has Vantage. Costs: 5 pg
(TBA) Multibounce: Once every three turns, this character may use this ability. This character will jump on the head of an enemy, and it will attack them consecutively until it misses. Each attack that this character lands will drop its skill by 15. This attack will only be counter-attacked after the very last bounce unless the enemy has Vantage. Costs: 5 pg
(TBA) High Jump Kick: -20 hit. This powerful attack will quadruple the damage of this unit's normal martial attack. It may only strike once. If this move misses, this character will take the damage of the attack themselves. This attack may only be used once every other turn. Even if the character using this attack has a percent hit chance against the foe, this attack still has a 20% chance to miss. Costs: 4 pg
Character Type: Martial
Weakness: This character takes double damage from spiky terrain. It may also not jump on spiked heads of enemies. This character has a mildly higher chance of being put to sleep... as he has a habit of dozing off during... lon...di...log....
Caps:
Character Type: Martial
Weakness: This character takes double damage from spiky terrain. It may also not jump on spiked heads of enemies. This character has a mildly higher chance of being put to sleep... as he has a habit of dozing off during... lon...di...log....
Caps:
HP: Small
Attack: 800
Defense: 800
Speed: 120
Skill: 200
Move: 6
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