Wednesday, August 28, 2019

Dark Beast Paarl





Dark Beast Paarl: Level 37 (update abilities)
HP: 23,760
Attack: 333
4M Energy: 70
4M Claw: 70
1M Dark: 40
Claw Attacks: 333 (403)
Vaporizing Silverclaws: 350 (683) (753)
Lightning Blast: 333 (403) (1,612)
Dark Blast: 333 (373) (1,119)
Lightning Claw: 333 (403) (473) (2,365) (3,548)
Lightning Sliverclaws: 350 (683) (753) (823) (4115) (6,173)
Defense: 140 (182)
Speed: 90
Skill: 91
Move: 7




Items:

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.

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

Vaporizing Silverclaws: A strange, highly corrosive silver liquid solidified into deadly claws. These claws have a 15% chance to disintegrate enemy equipment (starting with shields, then moving to armor, then equipped items or weapons). Base 350 claw type damage.

Abilities:

Lighting Claw: This unit's claw attacks may be enhanced with lighting. This will add energy type damage to the claw attacks of this character and also boost the total damage of these attacks by 50%. Costs: 2 pg

Pouring Wounds: Bloodborne ability. 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 40%  of the time. This ability only activates on physical attacks.  Costs 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

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

Warm Fur: This unit is covered in a thick layer of fur. This works as surprisingly good armor, granting resistance to fire, ice, explosion, and martial type damage. It grants immunity to cold debuffs and extreme resistance to freezing. Buffs total defense by 30%. Costs: 6 pg

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

Thunderwave: -30 hit. This character may attempt to give mild paralysis to an adjacent unit. This will drop the enemy's speed stat by 35 until it is cured or heals. This status usually lasts 5 turns. Costs: 3 pg

Absorb Lightning: This character is completely immune to lightning type attacks. They also resist basic energy type attacks. If hit by a lightning type attack, calculate the damage that would normally be given if this unit had zero defense, and add that number to their HP (even exceeding max HP). If this unit steps into an electrocuted tile (which they have not made themselves) they may take a turn to absorb the lightning. This will heal 50% of their HP (stopping at max HP). Every time this character absorbs lightning or is hit by a lightning type attack, add 10 to their total lightning type attack power (before boosting items and abilities). Costs: 6 pg


Character Type: Beast, Undead, Element

Weakness: Bludgeon and fire type attacks. Immune to lightning. Resists energy, dark, and psychic. Immune to the bleeding, sleeping, and poison type statuses.

Caps:
HP: Medium
Attack: 450
Defense: 200
Speed: 129
Skill: 130

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