Beast Titan: Level 81
HP: 840,000 (1,680,000 Draught of Life+1UP) (3,360,000) (10,080,000) (15,120,000 heart and soul)
Attack: 12,600
2GM Martial: 400
5GM Earth: 1000
OMEGA Throw: 2000
Martial Attacks: 12,600 (13,000) (26,000) (41,600) (124,800)(374,400)(748,800)(936,000)
Strong Throw: 12,600 (16,380) (49,140)(147,420)(184,275)
Attack: 12,600
2GM Martial: 400
5GM Earth: 1000
OMEGA Throw: 2000
Martial Attacks: 12,600 (13,000) (26,000) (41,600) (124,800)(374,400)(748,800)(936,000)
Strong Throw: 12,600 (16,380) (49,140)(147,420)(184,275)
Beast Titan Barrage-
Ground: 600 (13,200) (15,200) (16,200) (121,500) (234,000) (315,900) (947,700)(1,895,400)(2,369,250)
Trees: 1000 (13,600) (15,600) (16,600) (124,500) (249,000) (323,700) (971,100)(1,942,200)(2,427,750)
Rocky Terrain: 1200 (13,800) (15,800) (16,800) (126,000) (252,000) (327,600) (982,800)(1,965,600)(2,457,000)
Large Boulder: 3600 (16,200) (18,200) (19,200) (144,000) (288,000) (374,400) (1,123,200)(2,246,400)(2,808,000)
Defense: 2,600 (5,200) (7,800)(10,140)
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.
12- Earth Gem+Earth Plate
Diamond Skin: This unit may take a turn to make areas of its skin hard and diamond-like. This will render the character immune to blade and pierce type attacks until this diamond skin wears off. This hardening lasts for 4 turns. However, it does take a full turn to do (The ability only starts working at the start of this character's next turn). 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
Titan Regeneration: Titan exclusive ability. This unit will heal 20% of it's total HP at the start of every turn. Costs: 5 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
Character Type: Beast, Destructive, Strategist, Monster
Weakness: This character is cocky when in combat, having very rarely lost. This confidence makes him weak against abilities like vengeance and fury. Fury builds will double when used against this foe, and vengeance will deal 50% instead of 30% of the taken damage. This character extremely resits pierce and bullet type damage from foes who are smaller than it.
Caps:
HP: Huge
Attack: 700
Defense: 700
Speed: 115
Skill: 180
Move: 6
1GM Shield: 200
Groudonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (38,200)
Groudonscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (71,200)
Earthscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (101,800)
Earthscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (132,400) (264,800) (397,200)(516,360)
Blessing of Ymir: This incredibly rare item is nearly impossible to steal. It will boost the HP of any Eldian Shifter who is holding it by 100%. It will boost the HP of an Eldian of royal blood who is also a Titan by 200%.
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.
4-Mako Energy Cells: Energy generated from life itself. 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.
Ksaver's Glasses: A hand-me-down passed on to Zeke. Deeply meaningful. As long as these glasses are not broken, Zeke will gain +40 skill.
Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible to steal.
Parachute: This object will allow a character to have gliding movement when leaping from a high structure. This will add 3 to their movement.
Spellbite Ring: This ring grants extreme resistance to magic. 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.
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.
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 to 45%.
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.
Sewing Ring: A ring that grants extreme resistance to Pierce. Very valuable but also easily lost of stolen.
Ring of Mind: This ring extremely resists psychic. Grants immunity to mind control.
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.
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.
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.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
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.
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.
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.
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%.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
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.
Thief Killing Curse: A horrible object designed to punish any thief who would dare steal from the holder. This curse will trigger once for every item that is stolen from this unit, but it will not trigger for items looted from it. When this curse triggers, the thief will immediately take 20,000 deletion damage. If this kills foe, the stolen item will be lost to deletion as well.
Thiefbreaker Chain: A silver chain worn near the waste. 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.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
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.
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.
Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character.
Tacticians Wary Map: A small item that is relatively hard to steal. It will allow the holder to choose to trigger the ability "Wary Fighter" once for an entire phase. The character may choose to activate this ability right before an enemy attacks or this unit attacks an enemy. The user of this item must not have a base speed cap over 120.
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.
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.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, it will also increase their total defense by 50%. A character may hold up to two of these items. This item is very hard to steal.
Juggler's Bauble: This odd item is easily lost or stolen. Causes all throw damage to deal 30% more.
2-Cursed Weight: An item that may be placed on the ankles of a character. This will drop their speed by 50. Two of these items may be equipped. If the character is using pure body damage, these weights will buff that damage by 30% each.
4-Focus Binding (Right Arm, Left Arm, Right Leg, Left Leg): This item will boost the total damage of the user's pure martial damage by 25%. If all four limbs are bound, it will improve the total damage by 100%. Each binding is specific to the limb, and cannot be changed to fit a different limb after it has been chosen. This item rarely drops (20% chance)
4-Poms of Power (Earth)
12- Earth Gem+Earth Plate
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.
Abilities:
Beast Titan Shift: This character may transform itself into a titan. This makes it a large size, and it will multiply the character's total attack might x 3. This will give the character +3 movement speed. Though the character is this size, they are still able to be killed by cleave. This change will also boost the character's total defense by 50%, but it will reduce their avoid by 30. This unit may only shift into a Titan once per battle. Using Titan shift will completely heal this character. This ability grants "Strong Throw" for free.Costs: 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
Beast Titan Shift: This character may transform itself into a titan. This makes it a large size, and it will multiply the character's total attack might x 3. This will give the character +3 movement speed. Though the character is this size, they are still able to be killed by cleave. This change will also boost the character's total defense by 50%, but it will reduce their avoid by 30. This unit may only shift into a Titan once per battle. Using Titan shift will completely heal this character. This ability grants "Strong Throw" for free.Costs: 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
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
Beast Titan's Barrage (II): +40 hit. Beast Titan signature ability. This attack works much like terrain throw, but its damage is boosted by the Titan shift multiplier and Inhuman Strength.
Beast Titan's Barrage (II): +40 hit. Beast Titan signature ability. This attack works much like terrain throw, but its damage is boosted by the Titan shift multiplier and Inhuman Strength.
On normal ground, it has a base: 600
In trees: 1000
In rocky terrain: 1200
If he is given a large boulder: 3600
This attack may strike twice with Rapid Fists, and it may only be used once every other turn (each turn). However, it will add the earth and throwing skills to the base might. The attack has two alterations. One pitch throws the debris in a wide cone, striking a Five space wide cone directly in front of the character. The second pitch tosses the debris in a combat line, striking 15 spaces in a direct line in front of the Titan. This attack may trigger skills such as traumatizing blows and will double the chances of bleed triggering. This attack cannot be removed by strategist. This attack deals triple damage to small or very small characters. Foes struck by this attack will lose 3 move and 20 speed for the next turn. Costs: 16 pg
Death Shot: When attacking, this character adds 25% to their attack damage stat. Costs 3 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
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
Diamond Skin: This unit may take a turn to make areas of its skin hard and diamond-like. This will render the character immune to blade and pierce type attacks until this diamond skin wears off. This hardening lasts for 4 turns. However, it does take a full turn to do (The ability only starts working at the start of this character's next turn). 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
Titan Regeneration: Titan exclusive ability. This unit will heal 20% of it's total HP at the start of every turn. Costs: 5 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
Traumatizing Blows (II): 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 60% (80%) of the time. This ability only activates on physical attacks. Costs: 6 pg
Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability 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
Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability 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
Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.
Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.
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: Form Shift
(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 (20) for three turns. This affects of this move cannot be compiled. Costs: 2 pg
(TBA) Terrain Throw: This unit may pick up the terrain and throw it 1-2 spaces. The ground is a fairly weak projectile, only giving 40 (2540) (2740) (4740) (33,180) (99,940)(124,425) damage plus this character's throw and earth skill, but trees 60 (2560) (2760) (4760) (33,320) (99,960)(124,960) and rocky terrain 150 (2650) (2850) (4850) (33,950) (101,850)(127,313) are much stronger. This character may only throw once a turn. If terrain hits a flying character, it may knock them out of the sky. Costs: 3 pg
(TBA) Beast Titan's Barrage: +10 hit. Beast Titan signature ability. This attack works much like terrain throw, but its damage is boosted by the Titan shift multiplier.
On normal ground, it has a base 300 (2800) (3000) (5000) (35,000) (105,000)(131,250)
In trees, 500 (3000) (3200) (5200) (36,400) (109,200)(136,500)
In rocky terrain, it has a base 600 (3100) (3300) (5300) (37,100) (111,300)(139,125)
If he is given a large boulder, the attack has 1200 (3700) (3900) (5900) (41,300) (123,900)(154,875)
This attack may only strike once, and it may only be used once every other turn. However, it will add the earth and throwing skills to the base might. The attack has two alterations. One pitch throws the debris in a wide cone, striking a three space wide cone directly in front of the character. The second pitch tosses the debris in a combat line, striking 7 spaces in a direct line in front of the Titan. This attack may trigger skills such as traumatizing blows. This attack cannot be removed by strategist. This attack deals double damage to small or very small characters. Costs: 8 pg
Character Type: Beast, Destructive, Strategist, Monster
Weakness: This character is cocky when in combat, having very rarely lost. This confidence makes him weak against abilities like vengeance and fury. Fury builds will double when used against this foe, and vengeance will deal 50% instead of 30% of the taken damage. This character extremely resits pierce and bullet type damage from foes who are smaller than it.
Caps:
HP: Huge
Attack: 700
Defense: 700
Speed: 115
Skill: 180
Move: 6
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