The Bewilderbeast, King of Dragons: Level 64
HP: 336,000
Attack: 2,000
3GM Ice: 600
3GM Water: 600
Bewilderbeast Ice Breath: 150 (2150) (2750) (3350) (13,400) (26800) (4 shot limit. Shot limit refills in water automatically)
Water Blast: 2,000 (2600)
Ice Blast: 2,000 (2600)
1GM Air: 200
1GM Sonic: 200
1GM Horn: 200 (2,200)
2GM Claw: 400 (2,400)
1GM Tail: 200 (2,200)
Defense: 2,500 (2,600)
Speed: 165
Skill: 210
Move: 6 (8 while swimming)
Items:
6-Ice Gem: Boosts ice type damage by 50%. May allow a special type of ice attack once every four days. Can be used to freeze all adjacent squares.
6- Water Gem: Boosts water type damage by 50%. May allow a special type of water attack once every four days. Note: this water gem is the heart of this character. It cannot be stolen.
2-Sound Stone: These rare items are able to record sounds heard in an area or in a psychic presence. They are fairly easily stolen but do double the sonic type damage of the character.
Abilities:
(TBA) Alpha: This character is the King of All Dragons. This title is won by right of combat, and any dragon may challenge the current Alpha in order to claim the title. Under normal circumstances, the Alpha may pacify or enrage dragons, depending on what the situation calls for. Enraged dragons will boost their attack by 25%. Pacified dragons will have their attacks reduced by 25%. The range of this influence is the entire map. However, in more desperate situations, this dragon may place any dragon within 15 spaces of it under a trance known as The Red Rage. In this state, the dragon will mindlessly follow the command of this Alpha, and it will boost its defense by 25% and its attack by 50%. It is very rare for a dragon to resist the command of the Alpha, but it is possible. The Alpha may also defend the psychic domain of any and all dragons on the planet, protecting them from certain types of attacks and mind control. Cost: Alpha, Right of Combat.
Bewilderbeast Ice Breath: This torrential attack first strikes with water and then immediately freezes. This attack will always leave jagged ice terrain in all spaces that it strikes. These ice spikes have a 20% chance to give a character a bleeding status, and they will damage any character who stands on them 5% of their HP. The base might of this breath weapon is 150 ice/water type damage. This ability cannot be removed by strategist or taunt type abilities. Costs: 4 pg
Devastating Ice Torrent: Once every three turns, this character may fire a blast of water that is two spaces wide and has four range. This water blast will have the same might as a normal water blast from this character, and it may be counter-attacked by any of the enemies that it strikes. Directly after the water blast, this character will follow up with an ice/water blast covering the same area that has 50% higher total damage than its normal Ice Breath attack. This attack has a 60% chance to freeze all enemies that it strikes. Frozen enemies have zero evasion. Frozen characters have a 15% chance to unfreeze, but their chance to thaw increases by 15% every turn they fail unfreeze. Frozen characters may be thawed by certain abilities or attacks. Costs: 10 pg
Protector of Dragons: If there are dragons who are not hostile to this character on the map, each dragon-type unit will increase his base attack stat by 50. Costs: 3 pg
Freezing Aura: If an enemy is within 1 space of this character, they will have their speed reduced by 20. This is an ice type status, and thus certain abilities or immunities will ignore it. Costs: 5 pg
Shattering Roar: This attack may only be used twice in any given battle. This attack has 3 range. The base might of this attack is 90 (2,090) (2,290), (6870) but it also adds this base attack of this character along with their sonic skill damage. This is an area attack and it cannot be dodged. This sonic attack has tremendous shattering power, causing huge damage to armor, shields, and protective fields. Costs: 5 pg
1GM Sonic: 200
1GM Horn: 200 (2,200)
2GM Claw: 400 (2,400)
1GM Tail: 200 (2,200)
Defense: 2,500 (2,600)
Speed: 165
Skill: 210
Move: 6 (8 while swimming)
Items:
6-Ice Gem: Boosts ice type damage by 50%. May allow a special type of ice attack once every four days. Can be used to freeze all adjacent squares.
6- Water Gem: Boosts water type damage by 50%. May allow a special type of water attack once every four days. Note: this water gem is the heart of this character. It cannot be stolen.
2-Sound Stone: These rare items are able to record sounds heard in an area or in a psychic presence. They are fairly easily stolen but do double the sonic type damage of the character.
Abilities:
(TBA) Alpha: This character is the King of All Dragons. This title is won by right of combat, and any dragon may challenge the current Alpha in order to claim the title. Under normal circumstances, the Alpha may pacify or enrage dragons, depending on what the situation calls for. Enraged dragons will boost their attack by 25%. Pacified dragons will have their attacks reduced by 25%. The range of this influence is the entire map. However, in more desperate situations, this dragon may place any dragon within 15 spaces of it under a trance known as The Red Rage. In this state, the dragon will mindlessly follow the command of this Alpha, and it will boost its defense by 25% and its attack by 50%. It is very rare for a dragon to resist the command of the Alpha, but it is possible. The Alpha may also defend the psychic domain of any and all dragons on the planet, protecting them from certain types of attacks and mind control. Cost: Alpha, Right of Combat.
Bewilderbeast Ice Breath: This torrential attack first strikes with water and then immediately freezes. This attack will always leave jagged ice terrain in all spaces that it strikes. These ice spikes have a 20% chance to give a character a bleeding status, and they will damage any character who stands on them 5% of their HP. The base might of this breath weapon is 150 ice/water type damage. This ability cannot be removed by strategist or taunt type abilities. Costs: 4 pg
Devastating Ice Torrent: Once every three turns, this character may fire a blast of water that is two spaces wide and has four range. This water blast will have the same might as a normal water blast from this character, and it may be counter-attacked by any of the enemies that it strikes. Directly after the water blast, this character will follow up with an ice/water blast covering the same area that has 50% higher total damage than its normal Ice Breath attack. This attack has a 60% chance to freeze all enemies that it strikes. Frozen enemies have zero evasion. Frozen characters have a 15% chance to unfreeze, but their chance to thaw increases by 15% every turn they fail unfreeze. Frozen characters may be thawed by certain abilities or attacks. Costs: 10 pg
Protector of Dragons: If there are dragons who are not hostile to this character on the map, each dragon-type unit will increase his base attack stat by 50. Costs: 3 pg
Freezing Aura: If an enemy is within 1 space of this character, they will have their speed reduced by 20. This is an ice type status, and thus certain abilities or immunities will ignore it. Costs: 5 pg
Shattering Roar: This attack may only be used twice in any given battle. This attack has 3 range. The base might of this attack is 90 (2,090) (2,290), (6870) but it also adds this base attack of this character along with their sonic skill damage. This is an area attack and it cannot be dodged. This sonic attack has tremendous shattering power, causing huge damage to armor, shields, and protective fields. Costs: 5 pg
White Dragon Scales: This dragon's scales give it a unique ability based on their color. White gives this character complete immunity to light type damage. These scales also add 100 to the character's base defense. Costs: 5 pg
Freezing Aura: If an enemy is within 1 space of this character, they will have their speed reduced by 20. This is an ice type status, and thus certain abilities or immunities will ignore it. Costs: 5 pg
Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg
Blizzard (II): Once every two turns this unit may release a powerful pulse of ice energy that strikes all squares within 3 spaces of this character. This attack only hits once. The base might of this attack is 200 ice type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. This ability has a 10% chance to freeze foes. Costs: 8 pg
Character Type: Dragon, Possessor, Destructive
Weakness: This character is weak to the poison status and pierce type attacks. Extreme weakness to horn type damage. Resists ice, water, and air type damage.
Freezing Aura: If an enemy is within 1 space of this character, they will have their speed reduced by 20. This is an ice type status, and thus certain abilities or immunities will ignore it. Costs: 5 pg
Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg
Blizzard (II): Once every two turns this unit may release a powerful pulse of ice energy that strikes all squares within 3 spaces of this character. This attack only hits once. The base might of this attack is 200 ice type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. This ability has a 10% chance to freeze foes. Costs: 8 pg
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
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
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% (50%) of the time. This ability only activates on physical attacks. Costs 3 pg
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% (40%) of the time. This ability only activates on physical attacks. Costs 3 pg
Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 75% (95%) 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: 4 pg
Flood: The unit may create a 3 by 3 field of water around itself. This works in most terrain. The flood will last 5 turns. The flooded area works just like normal water terrain. Costs 1 Water Gem
Icy Terrain: This unit may turn all squares within eight spaces of it into icy terrain. This will boost the damage of ice type attacks by 25%. It will also double the chance of characters being frozen. However, icy terrain reduces most walking character's movement speed by 50%. Some character take damage for standing on icy terrain. This ability takes four days to recharge. Costs: 1 Ice Gem.
Skills:
Ice: 3GM
Water: 3GM
Air: 1GM
Sonic: 1GM
Horn: 1GM
Claw: 2GM
Tail: 1GM
Weakness: This character is weak to the poison status and pierce type attacks. Extreme weakness to horn type damage. Resists ice, water, and air type damage.
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