Sunday, September 22, 2019

Omega Metroid





Omega Metroid: Level 50
HP: 75,600
Attack: 600
5M Bite: 80
5M Energy: 80
5M Absorb: 80
5M Claw: 80
5M Poison: 80
5M Fire: 80
Claw Attacks: 600 (680)
Toxic Claws: 600 (680) (760) (3800) (5700)
Draining Bite: 300 (900) (980) (1060) (1140) (5,700) (11,400)
Posion Blast: 600 (680) (3400)
Plasma Scream: 450 (1050) (1130) (1210) (6050) (12100)
Defense: 600
Energy Core Field: 100 (180) (900) (1500)
Speed: 129
Skill: 135
Move: 9



Items:

4-Metroid Core: A rare it, obtained from a mission that must certainly have been perilous. This item is only dropped by Metroids, though the drop is rare. Doubles absorb-type damage.

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.

16-Poison Bloom: An odd flower. This item may be damaged or destroyed if the character is jostled heavily by explosion or throwing attacks. This flower will boost total poison damage by 25%.

8- Fire Gems: Boosts fire-type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire. 

Mature Energy Core Field: An energy field generated by an organic core. This grants 100 defense when attacking and when defending, and is boosted by energy skill and item boosts. 


Abilities:

Toxic Claws: This unit may add their poison skill stats and boosts to their claw attacks. This will also boost the total might of those attacks by 50%. Costs: 2 pg

Terrifying Presence: Fear type ability. Enemies within 2 spaces of this unit receive -30 avoid. Costs: 4 pg

Metroid Plasma Blast: A long-range and deadly blast of flame-like plasma. 1-3 range. This blast has base 450 might and deals both fire and energy-type damage. However, this attack takes a turn to recharge. This attack may be used to attack or to counter-attack. This ability may not be removed by strategist. Costs: 4 pg

Draining Metroid Bite: This ability cannot be removed by strategist. Base 300 might. Energy/Absorption/Bite type damage. This character bites onto a foe and receives as much HP as it takes away from its enemy. This works on nearly any character so long as they have an energy source. This attack completely ignores armor and defense. Costs: 8 pg

Latch On: When this character bites onto a foe, it latches on until shaken off. This means it may continue to attack in the future turns without having to calculate for hit chances. Having one of these characters latched onto the enemy drops the enemy speed by 10. This can stack. Costs: 3 pg

Swarm (II): Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 (30) point boost to their hit. Costs 6 pg

Corrosive Acid: The poison type attacks of this character cause huge weapon and shield wear. Costs: 2 pg

Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg

Absorb Energy: This ability does not work on lightning type damage. This character is completely immune to energy type attacks. If hit by an energy 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 energized tile (which they have not made themselves) they may take a turn to absorb the energy. This will heal 50% of their HP (stopping at max HP). Every time this character absorbs energy or is hit by an energy type attack, add 10 to their total energy type attack power (before boosting items and abilities). Costs: 6 pg

Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg

Building Hunger: If this unit is within 10 spaces of an enemy, they may activate this ability against them. Each turn this unit remains targeted to that enemy will result in an addition of 50 base points to the attack of this character. However, it will also result in the loss of 5 skill for each turn the enemy is targeted. This character may not attack any other unit when it is locked onto a foe, though it may counter. This ability may be ended at any time and started again. Costs: 5 pg


Character Type: Absorbing, Monster

Weakness: Ice weakness. If frozen, they are no longer immune to energy. If they are hit with an explosion type attack after being frozen, will take double damage and thaw. Resist energy, and absorb, and bodily-attack type damage. 

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