Friday, May 17, 2019

The Great Black Wolfos





The Great Black Wolfos: Level 44
HP: 45,360
Attack: 350
5M Bite: 80
5M Claw: 80
5M Dark: 80
Claw Attack: 350 (430) (1290) or (1720) (2580)
Bite Attack: 350 (430) (1290)
Dark Blast: 350 (430) (1720)
Defense: 350
Speed: 127
Skill: 153
Move: 9




Items:

True Black Wolf Heart: This item will always drop if this character is killed. It is extremely valuable and can be used to imbue weapons or consumables.

12- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%


Abilities:

Magic Stealth (II): This character may become invisible on the world map. They cannot be detected unless the enemy has some sort of sense-enhancing special ability. They will be once every five turns during combat. They may retreat, and become invisible again. Stealth also adds +20 to their percent chance to dodge. Cost: 6 pg

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

Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg

Beast 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 15% to any dodge, hit, or skill activation chance once every two turns. Costs: 3 pg

Paralyzing howl: Any enemy units within three spaces of this character have a chance of being paralyzed for one turn by fear. This move can be used once every other turn, and it takes a turn to activate. Any enemies nearby have a 50% of flinching and missing their turn. An enemy may not be flinched 2 turns in a row by this ability. Requires: 3 pg

Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg

Shadow Claw: This unit may add it's dark type skill to its claw attacks. It will also boost the total might of these attacks by 50%. Costs: 2 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 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

Phase: Once a battle, this unit may take a turn to phase. This will make all physical attacks pass straight through them for the next four turns. In this state, the character will only take element type damage. Costs: 4 pg

Skills:
Dark: 5M
Claw: 5M
Bite: 5M

Character Type: Beast, Stealth, Monster

Weakness: Mild light type weakness. Resists dark, psychic, and magic. 

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