Sunday, June 2, 2019

Godzilla





Godzilla: Level 95
HP: 3,900,000 (11,700,000) (28,080,000) (58,969,000) (94,348,800) (150,958,080) (196,245,504) (264,931,430) (344,410,860)
Attack: 61,000
2 OMEGA Fire: 4000 (8000)
2 OMEGA Energy: 4000 (8000)
2 OMEGA Light: 4000 (8000)
2 OMEGA Poison: 4000 (8000)
2 OMEGA Explosion: 4000 (8000)
2 OMEGA Tail: 4000
2 OMEGA Bite: 4000
2 OMEGA Claw: 4000
Flame Breath: 61,000 (69,000) (77,000) (85,000) (722,500) (1,445,000) (2,167,500) (8,670,000) (26,010,000) (52,020,000) (67,626,000) (91,295,100)
Atomic Breath: 200 (61,200) (69,200) (77,200) (85,200) (93,200) (792,200) (1,584,400) (2,376,600) (3,168,800) (15,844,000) (47,532,000) (95,064,000) (123,583,200) (166,837,320)
Energy Blast: 61,000 (69,000) (586,500) (1,173,000) (3,519,000) (7,038,000) (9,149,400) (12,351,690)
Additional Damage Multipliers: (x1.2 at full HP) (x1.15 in dark or light)
Claw Attack: 61,000 (65,000) (195,000) (390,000) (507,000) (684,450)
Tail Attack: 61,000 (65,000) (195,000) (390,000) (507,000) (684,450)
Bite Attack: 61,000 (65,000) (195,000) (390,000) (507,000) (684,450)
Defense: 61,000 (67,000) (134,000) (335,000) (636,500) (1,909,500)
2 OMEGA Shield: 4000
Godzilla Nuclear Fallout Shield: 1000 (5000) (9000) (13000) (110,500) (221,000) (331,500) (1,326,000) (2,652,000) (2,786,000)
Godzilla Nuclear Fallout Shield: 1000 (5000) (9000) (13000) (110,500) (221,000) (331,500) (1,326,000) (2,652,000) (5,438,000)
King Fire Core Field: 200 (4200) (8200) (69,700) (139,400) (278,800) (5,716,800)
King Energy Core Field: 200 (4200) (8200) (69,700) (139,400) (278,800) (5,995,600)
King Light Core Field: 200 (4200) (8200) (69,700) (139,400) (278,800) (6,274,400)
King Poison Core Field: 200 (4200) (8200) (69,700) (139,400) (278,800) (6,553,200)
King Explosion Core Field: 200 (4200) (8200) (69,700) (139,400) (278,800) (6,832,000)
Smaugscale Pendant: 100 (4100) (34,850) (69,700) (139,400) (6,971,400)
Godzillascale Pendant: 100 (4100) (34,850) (69,700) (139,400) (7,110,800)
White Serpentscale Pendant: 100 (4100) (34,850) (69,700) (139,400) (7,250,200)
Hydrascale Pendant: 100 (4100) (34,850) (69,700) (139,400) (7,389,600)
Atomic Fragment Pendant: 100 (4100) (34,850) (69,700) (139,400) (7,529,000)
Flamescale Pendant: 20 (4020) (34,170) (68,340) (136,680) (7,665,680)
Energyscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (7,802,360)
Lightscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (7,939,040)
Poisonscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (8,075,720)
Explosionscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (8,212,400) (20,531,000) (39,008,900) (117,026,700)
Speed: 325 (250)
Skill: 425 (445) (475) (485) (+50 hit) (+40 hit)
Move: 6 (7) (8) (10) (13)




Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

Rune Arc

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 dropped at death.

Irradiated Blood: This item may only be held by irradiated characters. It will boost their HP by 50%. This prevents the use of "Ancient Blood" or similar items. 

Atomic Heart: A Legendary heart. This heart will double the radiation status activations of the holder. However, the chances cannot exceed 100%. This heart will double the HP of the holder. 

10-Heart Containers

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

4-Erd Tree Seeds: Seeds generated from young Erd Trees. 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. These seeds will prevent the holder from using Mako Cells.

Atomic Fires Monstrous Forged Flesh++: +20 Skill. The flesh of this character has been forged to be even more durable and powerful. This flesh grants Flame Body for free and doubles the damage of the ability. Grants 3000 (6000) to the base defense stat. This flesh grants immunity to air and ice damage.

Godzilla's Fallout Jaws: Godzilla's atomic forged jaws will increase the range of his atomic breath attacks by +3. 

Godzilla's Hideous Forged Tail: This monstrous tail operates as a secondary head. It will take its own individual action in any given turn. It may trigger the ability Atomic Breath (but not the Devastating Atomic Breath Ray) ability. 

2-Godzilla Nuclear Fallout Shield: A massive organ produced inside a radioactive Kaiju. This item is very hard to graft into characters and requires the unit to be at least a Huge size class. This shield offers 1000 base defense and is boosted by the shield, fire, poison, and energy skill and item boosts. Titanic or larger size class units may carry two of these shields.

King Energy Core Field: An energy field generated by an organic core. This grants 200 defense when attacking and when defending, and is boosted by energy and shield skill and item boosts. 

King Poison Core Field: An acidic field generated by an organic core. This grants 200 defense when attacking and when defending, and is boosted by poison and shield skill and item boosts. 

King Explosion Core Field: An field generated by an organic core. This grants 200 defense when attacking and when defending, and is boosted by explosion and shield skill and item boosts. 

King Fire Core Field: A heat field generated by an organic core. This grants 200 defense when attacking and when defending, and is boosted by fire and shield skill and item boosts. 

King Light Core Field: A brilliant field generated by an organic core. This grants 200 defense when attacking and when defending, and is boosted by light and shield skill and item boosts. 

Omega Monstrous Forged Eye: This eye has been implanted into a Monster. It grants +50 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

Crow Mauler Soul: This incredibly powerful and rare item may be held inside a philosopher stone. This will change the Philosopher Stone into a new item. That item will boost all damage dealt by the character (including damage from statuses, indirect damage, and atypical damage types such as crush or falling) by x1.3.

3-Wary Stone: -50 speed. This stone will boost the defense of the holder by 50%. A unit may hold up to three of these items. It cannot stack with Atlas Stones. This stone prevents the holder from ever striking twice. This item is rarely dropped.

Trinket of Divine Flesh: Increase total Defense by 10% for each 10 levels this character holds. This item cannot be used by characters who wear 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.

Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.

Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items. 

Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.

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.  

Elite Choking Coil: A black coil that wraps around the throat of a dragon or other breath-weapon using character. This rare item will increase the range of breath attacks by 100%. This item cannot be stolen, though it may drop.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

Broken Target Necklace: This character will take 30% less damage from all attacks/weapons that have "Slaying" properties if those slaying properties do not apply to it. This item is rarely dropped.

Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (two) turns. 

Adamantine Larimar: If this character kills a foe, their total damage during their next turn will be boosted by 50%. They will keep this stat boost until they fail to kill a foe on their next turn. After failing, the character will suffer -10 speed and skill from base at the start of the enemy phase and during their next turn. The holder may choose not to activate this item. 

Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”. 

Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very diffiuclt to steal and very valuable. 

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.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.

Lonely Star Shard: This item will boost the total damage of attacks/abilities that can only strike once by 25% (35%). This includes if the holder of the item has Heavy Blow.

Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP

Thiefbreaker Chain: A silver chain worn near the waist. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped. 

Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy elemental damage by 10%.

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.

Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. This item works even against Blood Droplet items that would normally remove its protection, as do all Ancestor Trinkets. Holding this object causes a 5% panic build at the start of every turn in battle.

Ancestor's Monocle: This unusual item is created by inverting an Ancestor's Cloak. Grants the user +30 skill. Easily lost or stolen.

Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and Ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes 5% more panic to build for this character.

Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build. 

Ancestor’s Dark Candle: 15% damage boost in night or low light. +10 speed and +10 avoid in night or low light. Holding this object causes a 5% increase to panic build. 

Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build

Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen. 

Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

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.


Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

Unfeeling Fragment of Heaven's Walls: This incredibly rare item will cause the holder to resist sacred damage, ignore Blessings of Divine Light, and be immune to the ability Rend Heaven. This item is nearly impossible to drop or steal. However, the holder of this item cannot be saved by Miracle or Miraculous Save, nor can they use Blessings of Divine Light.

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.

Rot Hunter's Ring: This unit gains +20 skill vs foes who have the "Rot Exhaltation Ring" equipped. They gain +20 skill vs foes who have the ability "Kindred of Rot Ring". This can be a +40 buff.

Elite Clotting Ring: This ring will debuff the damage of all blood type attacks used within 12 range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.

Body Seal Ring: This ring allows a single elite weapon seal to be placed on the body attacks of the character. This will not be a standing buff, it will only apply when body attacks are being used to attack or counter. This item prevents form shifts. 

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 45%.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

Blastbite Ring: This ring grants extreme resistance to explosion-type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

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. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage. 

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.

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost 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.

Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by 20. It will reduce the activation rate of statuses by 50. This item is practically impossible to steal and is impossible to drop.

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by burning statuses by multiplying their percent-damage by 1.5x. 

Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%. 


Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.


Blazing Red Blood Droplet: This drop of blood appears to always be alight. It will cause the burn statuses of this character to ignore item and innate resistances to taking the burning status and burning status damage. This item is incredibly hard to steal (5% drop).

Uranium Pearl: This super compacted isotype will boost the chance of this character giving their foe a radiation poison status by 10%.

Terminal Radiation Crystal: The radiation statuses of this character will kill characters and ignore life-saving abilities. This item is incredibly difficult to lose or steal.

Vile Flame: All fire attacks by this character will harm allies and foes alike. All Fire attacks by this charater are impossible to consume. This item is nearly impossible to drop of steal.

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.

Gemlord's Mind Breaking Crystal: This incredible item was bestowed upon Godzilla. It causes the holder to negate the mental points of all characters who are within five range of him.

Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.

OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill. 

(Fire, Explosion, Energy, Poison, Light) Willow Core: This unusual item will double the Fire skill damage boost to attacks. This only applies to damage, not to defense. If the holder uses attacks that are only this attack damage, they will triple the skill damage.

Devilish Destructive Charm

Legendary Hollow Gems: Legendary Fire, Energy, Explosion, Light and Poison Gems

Max Boosting Items and Plates for: Fire, Energy, Explosion, Light, Poison

Boots

Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only. 

Blazing Red Ichor: Grants +3 movement to foes who use running movement.

Abilities:

A God Incarnate. A City Doomed (II+Needled):  Shin Godzilla signature ability. Godzilla will start on the map as a much smaller form. He will be incapable of using Atomic Breath. At the start of his next turn, he will grow into a larger form. He will double (x2.2) his HP, attack, and defense. He will still be incapable of using Atomic breath. At the start of the next turn, he will transform into his most massive size, doubling  (x2.2) his HP, attack, and defense once again. However, his movement in this final form will be reduced to 4. In the final state, Godzilla will receive incredibly powerful abilities to compensate for his loss of speed. This will include all versions of the "Slow Moving" abilities. It will also include the "Monstrous Trample" ability. Costs: 16 pg

Escalating Disaster: Kaiju class ability. For each turn this unit is in battle and does not take direct damage from an initiating enemy, excluding damage from artillery structures, it will boost its total damage and defense by 50% (60%) for the rest of the battle. This will max out at a 200% buff. Costs: 7 pg

Fallout: This character adds its poison skill stats and boosts to its fire type attacks. This is nuclear radiation poisoning, and thus many character who may resist or be immune to poison will still be damaged by it. Any attack with nuclear radiation will have a 20% (30%) (60%) chance to poison the enemy. This poison will give the enemy 5% damage until it is cured. Costs: 4 pg

Trail of Desolation: This character leaves a trail of devestated terrain behind it. This terrain is both burning and radioactive. It costs 2 movement to pass through, and each step you take through it has a 20% (60% burn) (30% (60%) rad) chance to burn and poison the character that passes through it. Costs: 4 pg

Atomic Breath: Base 200 energy/fire/light type damage. 1-3 (6) (9) (18) range. This is the signature attack of Godzilla. This blast will always recieve the Fallout boosts, regardless of whether or not the ability is removed. This ability cannot be removed by strategist. This attack may be used to counter. Costs: 4 pg

Devastating Atomic Breath Ray: Signature ability. Once every three turns (every other turn) this character may fire off its Flame Breath first and then unleash its Atomic breath in a beam that strikes 6 (9) (18) (36) spaces directly in front of it. This attack may be counter attacked (though it is only countered once, not for the flame breath). Costs: 4 pg

Lethal Atomic Lightshow: Once every five (3) turns, this character may attack all squares around itself with its atomic breath. This attack has +40 hit, and it deals 50% extra damage to flying enemies. It will also make almost any flying unit crash into the ground. This will have the same range as the regular attomic breath. Costs: 4 pg

Consume Radiation: This character is immune to radiactive damage, and it will heal as much damage as any radioactive strik would have given. If a radioactive attack is mixed damage, it will still heal this character regardless of the other element. If this character is standing in radioactive terrain, it will heal 5% of its HP per turn. Costs: 4 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 (-60) avoid. Costs: 4 pg

Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 (6) spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg

Monstrous Regeneration: This unit will heal 20% of it's total HP at the start of every turn. Costs: 5 pg

Charge Shot: The user takes a turn and charges their ranged weapon. If they are attacked during the next enemy phase, their attack power is doubled. If the character does not move, they will keep this charge until they strike and enemy. Costs 2 pg

Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 (6) times per battle. Costs: 5 pg

Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg

Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 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 damage of normal strikes by 200%. Costs: 16 pg

Monstrous Trample: Titanic Size Class exclusive. If this character is using the ability trample, it may end its movement on a tile that contains enemy units after attempting to trample them. The foes will not be stuck under this unit and may exit out from under it. However, they cannot move through it. Costs: 2 pg (0 pg Needled)

Flame Body: This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% (60%) of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (8020) (16,020) (136,160) (272,340) (354,042) (1,062,126) (2,124,252) fire type damage immediately. Costs: 6 pg (0 pg, Flesh)

Slow Moving Defense: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the defense of the character using it. Costs: 5 pg (0 pg Needle)

Slow Moving Strength: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the attack of the character using it. Costs: 5 pg (0 pg Needle)

Slow Moving Range: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will double the range of the character using it. Costs: 5 pg (0 pg Needle)

Slow Moving Skill: This character has incredibly slow movement. With this ability active, this character's movement is reduced to 4 and it cannot be warped or moved by any ability. This character cannot be carried by or moved by an ally. This includes blast back or abilities used by enemies to move this character on the map. However, this ability will increase the skill of the user by +60. Costs: 5 pg (0 pg Needle)

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
If the character strikes an enemy, they will boost their skill stat by 5
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 (Medallion) 

Ray Of Death: Legendary Energy Gem Ability. Once every week, this character may unleash their long ranged ray ability (Hollow Purple, Vision Beam, Devastating Atomic Breath Ray). This ability will double the range of that attack, increase the damage by 50%, and cause it to ignore enemy barriers. If the enemy has no barriers, this ray will instead ignore enemy defense completely. Costs: Legendary Energy Gem

Raze The World: Legendary explosion gem ability. All of this character's explosion, psychic, and fire type attacks will trigger "Savage Blow". This will strike all allies, regardless of how many boosting items he is carrying. Telegravitosis will also strike all foes within two spaces of the targetted enemy and deal 3%-8% of their life instantly (1/4) of the normal crushing damage of this attack. Unlike Savage Blow, Godzilla may choose when to activate this ability. This ability ignores all immunities or resistances to indirect damage. Costs: Legendary Explosion Gem.

Sea Of Flames: Legendary Fire Gem ability. The flame tiles placed by this character will grow into inferno terrain after one turn. Each Inferno terrain will place a single new tile of flame adjacent to it. This will cause the entire area around this character to quickly become a sea of flames. This will also double the fire and inferno terrain damage (10% and 20% respectively). Costs: Legendary Fire Gem

Blinding Atomic Blast: Legendary Light Gem ability. The light/radiation type damage attacks of this character will debuff the skill foes it attacks or counters by -50 skill at the end of the engagement. This debuff lasts for 2 turns and does not stack. Costs: Legendary Light Gem

Horrific Radioactive Aura: Legendary Poison Gem ability. If a foe starts within two range of this character will immediately take a radiation status. Costs: Legendary Poison Gem

(TBA) 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

(TBA) Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. This move may only be done once every five turns. Costs: 5 pg

(TBA) A God Incarnate. A City Doomed:  Shin Godzilla signature ability. Godzilla will start on the map as a much smaller form. He will be incapable of using Atomic Breath. At the start of his next turn, he will grow into a larger form. He will increase his HP, attack, and defense by 50%. He will still be incapable of using Atomic breath. At the start of the next turn, he will transform into his most massive size, increasing his HP, attack, and defense by 50% once again. However, his movement in this final form will be reduced to 4. Costs: 8 pg

(TBA) Fire Shield: Grants a protective shield of fire to the character. This shield does not defend against psychic, magic, or water 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

Character Type: Destructive, Monster

Weakness: Weak to air type damage. Immune to fire, poison, and energy. Immune to the radiation status. Extremely resists explosion. Immune to auto damage. Immune to artillery structures (including wear). Immune to indirect damage.



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