Meruem: Level 60
HP: 168,000 (336,000 Seraph Robe/1-UP/HC) (-200,000 deletion)
Attack: 1,400
2M Martial: 50
1GM Tail: 200
1M Energy: 40
5 Hammer: 25
1M Explosion: 40
Nen Fists of Gratia: 200 (1600) (1650) (1690) (5,070) (27,885) (33,462)
Energy Blast: 1400 (1450) (7,975)
Nen Cybernetic Tail Blade: 800 (2200) (2400) (2450) (7,350) (40,425) (43,362)
Nen Cybernetic Tail Boom Hammer: 500 (1900) (2100) (2150) (2175) (6,525) (35,888) (43,065)
Nen Cybernetic Tail Boom Hammer: 500 (1900) (2100) (2150) (2175) (2215) (6,645) (36,548) (43,857) (87,714)
Defense: 1,400
1M Armor: 40
1M Shield: 40
Mark CA-I Ironman exoskeleton: 500 (1900) (1,940)
Mark CA-I Energy Shields: 200 (240) (280) (1,540) (3,480)
Energyscale Pendant: 20 (60) (360) (3,840)
Speed: 181 (186) (+25 avoid)
Skill: 185
Move: 9 (11 Winged/Flying type movement) [12]
HP: 168,000 (336,000 Seraph Robe/1-UP/HC) (-200,000 deletion)
Attack: 1,400
2M Martial: 50
1GM Tail: 200
1M Energy: 40
5 Hammer: 25
1M Explosion: 40
Nen Fists of Gratia: 200 (1600) (1650) (1690) (5,070) (27,885) (33,462)
Energy Blast: 1400 (1450) (7,975)
Nen Cybernetic Tail Blade: 800 (2200) (2400) (2450) (7,350) (40,425) (43,362)
Nen Cybernetic Tail Boom Hammer: 500 (1900) (2100) (2150) (2175) (6,525) (35,888) (43,065)
Nen Cybernetic Tail Boom Hammer: 500 (1900) (2100) (2150) (2175) (2215) (6,645) (36,548) (43,857) (87,714)
Defense: 1,400
1M Armor: 40
1M Shield: 40
Mark CA-I Ironman exoskeleton: 500 (1900) (1,940)
Mark CA-I Energy Shields: 200 (240) (280) (1,540) (3,480)
Energyscale Pendant: 20 (60) (360) (3,840)
Speed: 181 (186) (+25 avoid)
Skill: 185
Move: 9 (11 Winged/Flying type movement) [12]
Items:
Cybernetic Tail Blade: This unusual weapon is cybernetically grafted into the tail of the user. As such, it cannot be stolen or dropped. It will not interfere with weaponized body and deals tail/energy/blade type damage. It is incredibly strong, having a base 800 might. This item is susceptible to hacking.
Cybernetic Tail Boom Hammer: A trick weapon. This large hammer may only strike once, however, if charged for one turn, this hammer will unleash a blast that deals double damage and is enhanced by explosion type damage. This deals significant shatter damage and wears to shields and barriers. Base: 500 bludgeon type damage. This weapon will not interfere with the weaponized body.
Energyscale Pendant: An ancient pendant, made from a blue dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the energy skill stat and boosts of this character. This item is easily lost or stolen.
(TBA) 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.
(TBA)Valkyrie Feather: An extremely
valuable item. This will double the air type damage of the character
alongside regular items like air gems. This item will also grant +1
movement to winged flying characters. This movement buff will not stack
from holding multiple Feathers. However, holding one of these feathers
will also double how much arrow and crashing damage the character will
take while in flight.
(TBA) Ring of War: A ring forged in
Asgard. Made to protect warriors in the most grueling of battles. Grants
extreme resistence to throw and martial type damage.
Mark CA-I-Troupe Ironman exoskeleton: +5 speed. A suit designed by Tony Stark for Meruem. This suit has a built-in detonator that Stark can activate if he feels threatened. However, the suit is extremely resistant to damage, wear, and hacking. It allows the user to survive in space, though it cannot obtain that altitude without a launchpad. The armor is made of purified Fire Gold, which offers resistance to fire, explosion, and bullet type damage. The suite boasts 500 base defense and also comes equipped with energy shields that offer 200 base defense when being attacked and are boosted by energy and shield skills and item boosts. The frightful design of this armor reduces the avoid of adjacent enemies by 10 (20). The suit is able be disabled by EMP type attacks, but will reboot fairly quickly (usually within 2-4 turns).
Hunter's License: An easily lost item. This extremely valuable card identifies the character as a member of the Hunter Association. This will boost the total damage of Nen attacks by 20%.
(TBA) Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.
8- 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.
(THA) Energy Plate: Boosts energy type attack damage by 50%. This will stack alongside gem boosts but not ever engage damage penalties. A unit may not hold two of the same plates.
2-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.
Abilities:
Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg
Disrupt Rhythm: Meruem signature ability. If Meruem is attacked two times consecutively with the same type of attack, he instantly dodges all hits, rushes up to the attacker (regardless of range), and his counter-attack deals 50% extra damage. It does not have to be the same unit attacking him twice in a row, it only has to be the same attack type. Attack types include damage types (blade, pierce, magic, etc.), assault moves, finish strike, etc. Ex. two consecutive assault moves would trigger this ability, whereas an assault move and a regular attack using the same weapon would not. If a foe waits a turn, they may attack with the same attack type after the one turn cool-down. Costs: 5 pg
Galeforce:
If this unit defeats an enemy, they may take another turn. This may be
done up to 4 times. This ability allows both rider and steed to take
this turn, though they must remain connected. After
finishing your phase after using this ability, the character will
suffer -15 speed and skill from their base and lose all item and ability
evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. 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
Terrifying Presence: Fear-type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
Unbreakable Soul: This character stood amidst the sea of raging souls when Father absorbed all life on the central continent. However, the soul of this character remained unbroken and reached the center of the Soul Stone. This character cannot be killed on a turn if it has started that turn with full HP. They will survive the turn with 1HP. This ability will only trigger once a battle. Costs: 1 pg
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 3x. Costs: 8 pg
Quiver Dance: This ability may be used 5 times per battle. This unit may take a turn to boost their total elemental damage and speed stat by 25% (however, the maximum amount of speed that can be added is 15 per dance, with a 45 speed increase cap). This boost will last for 4 turns maximum unless this character continues to use the ability to refresh the boost. This boost can stack, maxing out at doubling the attack of this character. However, if this character takes damage on a turn that it is using quiver dance, the boosts will all be lost. Costs: 5 pg
Unbreakable Soul: This character stood amidst the sea of raging souls when Father absorbed all life on the central continent. However, the soul of this character remained unbroken and reached the center of the Soul Stone. This character cannot be killed on a turn if it has started that turn with full HP. They will survive the turn with 1HP. This ability will only trigger once a battle. Costs: 1 pg
Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 3x. Costs: 8 pg
Quiver Dance: This ability may be used 5 times per battle. This unit may take a turn to boost their total elemental damage and speed stat by 25% (however, the maximum amount of speed that can be added is 15 per dance, with a 45 speed increase cap). This boost will last for 4 turns maximum unless this character continues to use the ability to refresh the boost. This boost can stack, maxing out at doubling the attack of this character. However, if this character takes damage on a turn that it is using quiver dance, the boosts will all be lost. Costs: 5 pg
Flurry Assault: If this character is attacked and dodges all the enemy strikes, they may immediately rush up to the foe and counter-attack. They will counter attack with twice as many strikes as they would normally do. If this character is hit by even one strike, this skill will not activate. Costs: 3 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
Nen Master: This unit is very proficient in using Nen. They may add their energy skill stat and boosts to all their martial, claw, bite, and tail attacks. Does not interfere with weaponized body. Costs: 2 pg
Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail
Identify Rhythm: Meruem signature ability. Meruem may choose not to counter-attack an enemy when he is attacked. When he does that, he gains +20 speed against that enemy. This effect can stack multiple times, and can be used against multiple enemies simultaneously, but each stat buff is counted separately, not shared. This effect goes away once he attacks the unit. Costs: 3 pg
Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg
Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. Costs: 3 pg
Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 pg
Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg
(TBA) Inhuman Might Stance: This character may take one turn to take a powerful fighting stance. This stance will last for the rest of the battle. In this stance, damage buffs from Inhuman Strength may be applied to abilities like Nen-Master, Ki-Master or other single-element martial attacks that are normally only boosted by Weaponized Body (if all abilities are unlocked). This ability may not be removed by strategist. This does not count as a conditional boost. Costs: 1 pg
(TBA) Terrifying Stare: Fear type move. Instead of attacking, this character may choose an enemy directly in front of them. The character then gazes into them with a terrifying stare. This drops the enemy's speed 10 for three turns. This affects of this move cannot be compiled. Costs: 2 pg
(TBA) En: Nen ability. This Nen ability allows this character to remove all enemy visibility-based evasion boosts (such as stealth evasion in dark areas and invisibility evasion boosts), as well as making invisible characters and items visible. Costs: 3 pg
(TBA) Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. Costs: 3 pg
(TBA) Strategist: This unit may choose a first-level ability held by an enemy unit within 5 spaces. These abilities will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg
(TBA) Photon: Nen ability. A concentrated form of En. This Nen ability allows this character to remove all enemy visibility-based evasion boosts (such as stealth evasion in dark areas and invisibility evasion boosts), as well as making invisible characters and items visible. This also allows for the character to gain a degree of understanding of the individuals caught within the radius. Costs: 1 and En
(TBA) Absorb: Every time this unit kills an enemy, they may absorb a single, first-level ability from this foe and use it for the rest of the battle. Costs: 8 pg
(TBA) 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% of the time. Costs 3 pg
(TBA) Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
(TBA) Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg
(TBA) Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy: Costs 1 pg
(TBA) Sweeping Blow: If this unit chooses to use this attack, then they may only strike their foe once. However, if the blow lands, the enemy will be unable to retaliate. This attack may only be done with tail, tentacle, or mace type weapons. Costs: 3 pg
(TBA) Ko: Nen ability. This unit can take a turn to focus their Nen into a particular attack (martial/claw/tail/etc.). This allows them to add their natural defense stat to their natural attack stat. This can only be done by adding all of the defense stat; it cannot be partially selected. Thus, while Ko is in effect, this character’s innate defense stat is 0. This remains until the character takes another turn to remove Ko. Costs: 4 pg
(TBA) 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
(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg
(TBA) Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg
(TBA) Bulk Up: This character may take a turn to boost its defense and martial attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost martial attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three turns. Costs: 4 pg
(TBA) Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg
(TBA) Clever Fighter: This character is careful in battle and wary of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
(TBA) Competitive: This character is highly competitive. For every ally on this character's team that is a higher level than it on the map, this character will boost its base attack stat by 50 (400 max). Costs: 2 pg
(TBA) Confidence: Each time this character dodges a foe, it will boost its base attack stat by 20. This ability will max out at a 500 damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg
(TBA) Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg
(TBA) Death Blow: When attacking, this character adds 25% to their total attack damage. Costs 3 pg
(TBA) Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. Costs: 2 pg
(TBA) 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 energy skill stats and boosts of this character. Costs: 4 pg
(TBA) Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg
(TBA) Martial Assault: This unit rushes in with nothing but its own trained body and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal martial damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg
(TBA) 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 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
(TBA) Proficiency: If this unit uses a single attack type, they may double that attack type's total damage. Costs: 6 pg
(TBA) Ready Defense: Instead of attacking, this unit may take a turn to boost their total defense by 50% for the remainder of the next enemy phase. Costs: 2 pg
(TBA) 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
(TBA) Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
(TBA) Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
Character Type: Martial, Monster, Strategist, Destructive
Weakness: Weak to explosion. Extreme weakness to radiation (including nuclear radiation and phazon). Resists martial, bludgeon.
Caps:
HP: High
Attack: 600 (12/lvl)
Defense: 600 (12/lvl)
Speed: 131 (2.62/lvl)
Skill: 135 (2.7/lvl)
Attack: 600 (12/lvl)
Defense: 600 (12/lvl)
Speed: 131 (2.62/lvl)
Skill: 135 (2.7/lvl)
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