Monday, June 3, 2019

Destoroyah





Destoroyah: Level 55 (11x5)
HP: 168,000
Attack: 1,300
1GM Energy: 200
1GM Light: 200
2GM Air: 400
5 Wing: 80
5 Claw: 80
5 Bite: 80
5 Tail: 80
5 Horn: 80
Energy Blast: 1,300 (1500) (6000)
Wing Attack: 1,300 (1380)
Claw Attack: 1,300 (1380)
Tail Attack: 1,300 (1380)
Bite Attack: 1,300 (1380)
Laser Horn: 300 (1,600) (1,800) (2,000) (2080) (8320) (16,640)
Micro Oxygen Breath: 400 (1,700) (1,900) (2,300) (9200) (18,400)
Defense: 900
Energy Shield: 100 (300) (1200) (2100)
Speed: 125
Skill: 155
Speed: 6




Items:

6-Air Gem: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.

6- Energy Gems: Boosts energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.

12-Day Pearls: Allows the user to change night into day. Also, add 25% to light type attacks.


Abilities:

Laser Horn: This character may add a huge beam of laser energy to all its horn attacks. The base might of this special attack is 300, and it is boosted by light, energy, and horn skill stats and boosts. It may be either a pierce or a blade type strike. This attack has 1-2 range. This attack cannot be removed by strategist. Costs: 4 pg

Micro-Oxygen Breath: Signature Ability. The devestating breath attack of Destroyah. This deadly chamical destroys all oxygen in living tissue, but is also extremely effective at causing corrosion to robots and dissipating wraiths. This attack does incredibly heavy damage to weapons, armor, and shields... though it does hardly any damage to force fields or other protective barriers. Enemies who are made of pure energy will take half damage from this attack, however, abilities like Consume Energy do not work against this attack. This breath ray has 1-3 range, but may only strike once when attacking. This attack has a base 400 energy/air type might. Enemies struck by this attack will suffer a 25% rediuction in total defense and total attack for the next two turns. This attack cannot be removed by strategist. Costs: 5 pg

Oxygen Destroying Meteor: This character may fire off a blast of energy into the sky, and in one turn it will descend to the space where this character was standing when the shot was fired and release a devesating 10 range area attack. This attack may be used once per battle. This attack may not be dodged. This attack has a base 120 (1420) (1620) (2020) (8080) (16160) energy/air type damage, but it is impoved by the base attack stat of the character and skill and item boosts. Costs: 5 pg

Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg


Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 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

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 -15 Hit.
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

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

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

Energy Shield: Grants a protective shield of energy to the character. This shield does not defend against psychic, magic, or earth type damage. The base might of the shield is 100 but is boosted by the fire skill stats and boosts of this character. Costs: 4 pg

Bloodlust: During a battle, if this character defeats a foe, they will then add 2 x the number of the defeated enemy's Power Gem Level and add it to this unit's base attack stat. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg

Sickening Roar: This character can unleash a horrible roar. Any characters within two spaces of this enemy will immediate have their total defense cut in half for the next three turns. Costs: 3 pg


Character Type: Destructive, Monster, Conglomerate

Weakness: This character will take 4 x damage from any fire type attacks that strike it if it has been first hit by an ice type attack. Resists energy, explosion, poison, and psychic type damage.

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