Purple Magiblot: Level 41
HP: 29,700
Attack: 180
4M Magic: 70
4M Dark: 70
Magic Blast: 180 (250) (750)
Blot Orb: 200 (380) (450) (520) (1560) (3120)
Defense: 150
Shadow Shield: 150 (220) (620) (770)
Speed: 113
Skill: 125
Move: 7 (teleporting movement)
Items:
8- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%
4- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
Dark Ink: This deep black ink is a potent ingredient to some extremely rare consumable items. Magiblots always drop it upon falling in battle. However, holding this ink in your inventory for too long can allow it to grow into a new Magiblot.
Abilities:
Blot Orb: Signature ability. This character fires off a black orb of ink-like magic. It will completely ignore defense and resistances. It does not ignore immunity. This orb deals 200 dark/magic type damage, but it is boosted by the base attack stat and the dark and magic skill and item boosts. This ability cannot be removed by strategist. Costs: 5 pg
Replicate (II): This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit not the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. The second version of this ability allows a third clone to be created, and this clone may be made by either the character or the initial replica. Costs: 12 pg
Teleport Dodge (II): If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 70% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 6 pg
Dark Terrain (II): This unit may turn the four squares surrounding it dark terrain. Dark terrain hurts any characters that walk on it. Dark terrain generally takes 5% of a characters HP for every turn they start in it. Dark terrain lasts less time than fire or other negative terrain effects. Enemies standing in dark terrain lose 30% of their total defense and will retain this negative status one turn after leaving dark terrain. Flying or levitating characters are immune to dark terrain. Walking characters take two move to pass through dark terrain. Costs: 8 pg
Consume Dark: This character is immune to dark type attacks. If struck by a dark type attack, they will heal as much HP as the total might of the attack. They may also consume a dark terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg
Warp: Once every four 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
Skills:
Dark: 4M
Magic: 4M
Character Type: Stealth, Dark, Magic
Weakness: Absorbing moves. Resist light.
Dark Ink: This deep black ink is a potent ingredient to some extremely rare consumable items. Magiblots always drop it upon falling in battle. However, holding this ink in your inventory for too long can allow it to grow into a new Magiblot.
Abilities:
Blot Orb: Signature ability. This character fires off a black orb of ink-like magic. It will completely ignore defense and resistances. It does not ignore immunity. This orb deals 200 dark/magic type damage, but it is boosted by the base attack stat and the dark and magic skill and item boosts. This ability cannot be removed by strategist. Costs: 5 pg
Replicate (II): This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit not the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. The second version of this ability allows a third clone to be created, and this clone may be made by either the character or the initial replica. Costs: 12 pg
Teleport Dodge (II): If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 70% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 6 pg
Dark Terrain (II): This unit may turn the four squares surrounding it dark terrain. Dark terrain hurts any characters that walk on it. Dark terrain generally takes 5% of a characters HP for every turn they start in it. Dark terrain lasts less time than fire or other negative terrain effects. Enemies standing in dark terrain lose 30% of their total defense and will retain this negative status one turn after leaving dark terrain. Flying or levitating characters are immune to dark terrain. Walking characters take two move to pass through dark terrain. Costs: 8 pg
Consume Dark: This character is immune to dark type attacks. If struck by a dark type attack, they will heal as much HP as the total might of the attack. They may also consume a dark terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg
Warp: Once every four 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
Skills:
Dark: 4M
Magic: 4M
Character Type: Stealth, Dark, Magic
Weakness: Absorbing moves. Resist light.
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