Dynamight: Level 60
HP: 120,000 (240,000 Heart Container) (480,000 Mako) (720,000 Centaur Heart+Soul)
Attack: 1,500
5GM Martial: 1,000
5GM Explosion: 1,000
5GM Energy: 1,000
5GM Fire: 1,000
Explosion Bracers: 1,000 (1,500) (3,000) (4,000) (5,000) (37,500) (75,000) (225,000) (450,000)
Explosive Choke: 100 (600) (2,100) (3,100) (4,100) (30,750) (61,500)
Defense: 1,000
4- Mako Cells: +25% HP on top of HP Boosts; Very Hard to Steal
(), (), Explosion Poms
Abilities:
Quirk-Explosion: Bakugo Signature Ability. This ability allows the user to generate small, powerful explosions in the palms of their hands. These explosions may be added to martial-type attacks, and they will not inhibit Weaponized Body boosts. This ability may not be removed by strategist, but it can be removed by certain other types of quirks. Costs: 4 pg
Weaponized Body (III): If this unit uses only pure martial/claw/body type attacks, then it will triple the total damage output. Costs: 8 pg
(TBA) Wild Swing: -30 hit. This unit may swing wildly at its opponents during its normal strikes. This only works with physical attacks. If using wild swing, this unit will deal 30% extra damage. Costs: 3 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) Fury Point: If this character is hit by an attack that they cannot dodge (such as an assault or area affecting attack), then they will multiply their total attack might x 4 for the entirety of the next turn. Costs: 4 pg
(TBA) 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
Character Type: Destructive, Martial, Speed
Weakness: This character is extremely susceptible to taunt. The taunted status will last for twice as long. Resists explosion type damage.
Caps:
HP: Small
Attack: 500
Defense: 100
Speed: 144
Skill: 95
Move: 8
5GM Armor: 1,000
Lord Explosion Murder! Armor: 300 (382) (462)
Lord Explosion Murder! Armor: 300 (382) (462)
5GM Shield: 1,000
Explosion Bracers++: +10 Speed. A martial weapon. These unique items are designed to work perfectly with Kacchan's quirk. They will work with his mixed martial/explosion type regular attacks, and they will add 1 range to those attacks. However, these weapons will drop the total power of his attacks by 30% if used at 2 range. Base 500 (1,000) martial type might.
Lord Explosion Murder! Armor: Armor created for the hero Kacchan. This equipment works perfectly for him, granting 300 defense as well as resistance to the bullet, knife, and martial type damage. Now if only he could come up with a better name...
Stark Industries Tracking Scope: A scope that can be outfitted into mech suits or cyborg implants. This incredibly valuable item will boost the skill of the character using it by 40.
TNT Block: This item may be stored in the core of explosion oriented characters. This item will add 500 base might to their regular explosion blasts as well as their self-destruct oriented abilities.
Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death
Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death
10- Heart Container: +10% (+20%) HP, up to x2 (x3)
Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.
Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.
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.
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.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops.
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.
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.
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.
Devilish Destruction Charm
12- Energy Gems+Energy Plate
12- Volatile Crystals+Explosion Plate
12- Fire Gems+Flame Plate
Abilities:
Quirk-Explosion: Bakugo Signature Ability. This ability allows the user to generate small, powerful explosions in the palms of their hands. These explosions may be added to martial-type attacks, and they will not inhibit Weaponized Body boosts. This ability may not be removed by strategist, but it can be removed by certain other types of quirks. Costs: 4 pg
Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% each turn they continue to engage with this character. This debuff will max out at a 50% reduction and will last until the abusive character falls in battle, or the battle ends. Costs: 3 pg
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 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
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
Blast Back: If this unit is using a fire, energy, or explosion-type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg
Brutal Beat Down (II): If this character uses martial attacks that can blast a foe back, whenever they initiate the attack they may choose to chase after the foe, moving back within range and striking the foe again. This gives the character the ability to easily smash a foe across an entire battlefield. The foe will take terrain damage for each tile they are blasted back into. Just like blast back, this is an all-or-nothing commitment. The foe will counter if this ability is activated so long as this character moves within the foes range. This ability also allows this character to chase foes who use Dodge Roll, Hit and Run, or other abilities that cause them to move during combat engagement. At second tier, if a foe is blasted into a structure or another character, that character or object will take 50% of the damage of the attack that triggered blast back as indirect damage. At second tier, this ability may trigger "Chase Down" against the foe. Costs: 8 pg
Blinding Explosions: This attack will remove dark lighting-based boosts from a foe. It will also cause the foe to suffer -30 hit during their counterattack. This ability applies to all initiated explosion-type abilities used by this character. Costs: 3 pg
Chase Down (II): If a foe moves away from this unit, this unit will gain +30 skill against that foe on its next turn as well as a 50% damage boost. Costs: 4 pg
Explosive Choke: -15 hit. This character may rush forward and grab an opponent by the throat. This attack will only strike once, but if it succeeds the enemy cannot counter-attack. This ability only works on characters who are the same size or smaller. This attack negates all block and defense for the enemy and gives them 100 Explosion/(Martial)-type damage. This ability also immediately breaks two barriers. Costs: 4 pg
Explosive Wall: If this character has activated an explosion-type ability against a foe, on that foe's next phase, all attacks that the targeted character uses against this character from 1 range will be debuffed by 75%. Costs: 4 pg
Explosive Launch: +3 move. A rare form of super jump, this character uses an explosion to launch themselves into the air. This allows them to bypass certain high structures and enables engagement with flying enemies. While using this ability, the character is given flying-type movement, but they must land at the end of the turn. If this character starts a turn by using this jump, which has no real penalties, they will create a small explosion around their feet. This will strike all enemies adjacent to them regardless of avoid. This small explosion will not be counter-attacked. Base 20 (1,020) (8,250) explosion-type damage. Costs: 5 pg
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
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
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
Weaponized Body (III): If this unit uses only pure martial/claw/body type attacks, then it will triple the total damage output. Costs: 8 pg
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
(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) Fury Point: If this character is hit by an attack that they cannot dodge (such as an assault or area affecting attack), then they will multiply their total attack might x 4 for the entirety of the next turn. Costs: 4 pg
(TBA) 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
(TBA) Blinding Explosions: This attack will remove dark lighting based boosts from a foe. It will also cause the foe to suffer -30 hit during their counter attack. This ability applies to all initiated explosion type abilities used by this character. Costs: 3 pg
(TBA) Howitzer Impact: A devastating signature ability of Bakugo. Once a battle, he may launch into the air and then dive down onto a foe, spinning and pulling in air to fuel an absolutely massive explosion. This attack will deal 3x the damage of his normal, quirk-enhanced explosion/martial attacks and will blast the foe back 3 spaces, giving anyone impacted by the unit being blown back 30% of the total damage of the attack as well. This attack can be countered, but it is relatively difficult to do. This attack may be improved by reckless attacker, but not wild swing. Costs: 6 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) 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) Hot Head: If this character is struck by taunt or strategist, it will increase the total damage it deals to the foe who has inflicted that status by 50% until the status is cleared. Costs: 2 pg
(TBA) AP-Shot Autocannon: Once every other turn, this character may triple the number of times they strike with explosion-type blasts. This will not stack with other abilities that increase the number of times this character strikes. Costs: 5 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
(TBA) Howitzer Impact: A devastating signature ability of Bakugo. Once a battle, he may launch into the air and then dive down onto a foe, spinning and pulling in air to fuel an absolutely massive explosion. This attack will deal 3x the damage of his normal, quirk-enhanced explosion/martial attacks and will blast the foe back 3 spaces, giving anyone impacted by the unit being blown back 30% of the total damage of the attack as well. This attack can be countered, but it is relatively difficult to do. This attack may be improved by reckless attacker, but not wild swing. Costs: 6 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) 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) Hot Head: If this character is struck by taunt or strategist, it will increase the total damage it deals to the foe who has inflicted that status by 50% until the status is cleared. Costs: 2 pg
(TBA) AP-Shot Autocannon: Once every other turn, this character may triple the number of times they strike with explosion-type blasts. This will not stack with other abilities that increase the number of times this character strikes. Costs: 5 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: Destructive, Martial, Speed
Weakness: This character is extremely susceptible to taunt. The taunted status will last for twice as long. Resists explosion type damage.
Caps:
HP: Small
Attack: 500
Defense: 100
Speed: 144
Skill: 95
Move: 8
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