Thursday, September 12, 2019

Shoto Todoroki






Shoto Todoroki: Level 81
HP: 600,000 (1,200,000 1-UP) (2,400,000) (3,600,000 Heart and Soul) (4,320,000 Rune Arc)
Attack: 12,300
2GM Martial: 400
5GM Fire: 1,000
5GM Ice: 1,000
5GM Explosion: 1,000
5GM Air: 1,000
5GM Energy: 1,000
Martial Attack: 12,300 (12,700)
Fists of Ice: 12,300 (12,700) (13,700)
Fists of Fire: 12,300 (12,700) (13,700)
Fists of Ice and Fire: 27,400 (232,900) (452,100) (904,200) (1,130,250)
Ice Blast: 12,300 (13,300)
Fire Blast: 12,300 (13,300) 
(14,900)
Ice Fire Blast: 26,600 (28,200) (188,700) (366,300) (697,950) (1,395,900) (1,744,875)
Blizzard: 80 (12,380) (13,380)
Heatwave: 200 (12,500) (13,500)
(TBA) Blizzard Heatwave: 16,880 () () () () () ()
Scatter Fire Ice: 26,600 (28,200) (188,700) (366,300) (697,950) (1395,900) (1,744,875)
Infinite Heat-Absolute Zero (AOE): 50 (12,350) (13,950) (14,950) (15,950) (16,950) (135,600) (279,675) (419,513) (839,025) (1,048,781)
Infinite Heat-Absolute Zero: 200 (12,500) (14,100) (15,100) (16,100) (17,100) (18,100) (144,800) (298,650) (443,450) (579,200) (1,158,400) (1,448,000)
Defense: 12,000
5GM Armor: 1,000
Outcast Super Under-armor: 150 (1,150) (13,150)
Mark ST-1 Ironman Armor: 500 (13,650)
Blazing Lined Yharnam Cloak: 100 (13,750)
5GM Shield: 1,000
Tahu Fire Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) (76,750)
Enhanced Elite Flame Shield: 100 (1,100) (2,100) (15,750) (31,500) (63,000) (139,750)
Mark ST-1 Energy Shields: 200 (1,200) (2,200) (16,500) (33,000) (172,750)
Kopaka Ice Roundshield: 100 (1,100) (2,100) (15,750) (31,500) (201,550)
Lewa Air Shield: 100 (1,100) (2,100) (15,750) (31,500) (233,050)
Enhanced Elite Energy Shield: 100 (1,050) (2,050) (15,750) (30,750) (266,500)
Enhanced Elite Ice Shield: 100 (1,100) (2,100) (15,750) (30,750) (297,250)
Enhanced Elite Air Shield: 100 (1,100) (2,100) (15,750) (30,750) (328,000)
Flamescale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (358,600)
Energyscale Pendant: 20 (1,020) (7,650) (15,300) (373,900)
Icescale Pendant: 20 (1,020(7,650) (15,300) (389,200)
Airscale Pendant: 20 (1,020) (7,650) (15,300) (404,500) (809,000) (1,213,500)
Speed: 286 (291) (296) (-5) (+25 avoid) (+25 avoid in the dark)
Skill: 293 (333) (-5)
Move: 7 (8) (11)



Items:

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.

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.

3-Spark of Life: A valuable item that boosts the total HP of a character. This item is easily lost or stolen, but it can only be used by characters who have a strong affinity for the flame element. Boosts max HP by 30%. 

4-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate

Stark Industries Extreme Temperature Guantlets: These twin guantlets will boost ice and fire type blasts by 25%. If the attack is ice and fire, then the total damage will be boosted by 50%. These complex guantlets are able to be hacked and/or shut down by EMP type attacks. 

Outcast Super Under-armor: Durable and lightweight. Designed for fighting monstrous foes. Grants resistance to all body type damage. This armor can be worn under normal armor. Base 150 defense.

Mark ST-I Ironman Armor: +5 speed. A suit designed by Tony Stark for Shoto. 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 defends against magic and psychic and is made of purified Dark steel and air protodermis and offers resistance to air, explosion, psychic and dark 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 suit is able be disabled by EMP type attacks, but will reboot fairly quickly (usually within 2-4 turns).

Blazing Lined Yharnam Cloak: This pitch black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak has been lined with a blazing gold interior, in a striking penstripe fashion. This will allow the character wearing it to hold 2 extra Blaze Rods. This cloak offers a meager 100 defense.

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. 

Kopaka Ice Roundshield: This small shield offers 100 base defense when not inniating the attack, but it will also be boosted by shield and ice skill and item boosts. This shield takes heavy wear from fire and explosion type attacks.

Lewa Air Shield:  These shields offer 100 defense, and are improved by the air and shield skill and items boosts. These shields do not defend against lightning  type damage, but they do defend against psychic and magic.

Enhanced Elite Flame Shield: These shields are engrafted into the armor of this character. They offer 100 defense when this character is not initiating the attack. These shields are boosted by the shield and fire skill stats and item boosts of this character.

Enhanced Elite Ice Shield: These shields are engrafted into the armor of this character. They offer 100 defense when this character is not initiating the attack. These shields are boosted by the shield and ice skill stats and item boosts of this character.

Enhanced Elite Air Shield: These shields are engrafted into the armor of this character. They offer 100 defense when this character is not initiating the attack. These shields are boosted by the shield and air skill stats and item boosts of this character.

Enhanced Elite Energy Shield: These shields are engrafted into the armor of this character. They offer 100 defense when this character is not initiating the attack. These shields are boosted by the shield and energy skill stats and item boosts of this character.

Heart of Ice: This item is very difficult to steal, but if it is placed inside the chest of a character it will prevent them from taking autodamage or harming allies due to having too many ice boosting items.

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.

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.

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Flame Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of burn statuses inflicted by this character by 50%. This object is quite hard to steal and very rarely drops.

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.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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.

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear-type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

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.

Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable. 

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

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. 

Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage. 

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.

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.

Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character. 

Mustafar Magma Shard: This item will harm characters who are not fire oriented. However, it will also increase all burn chance activations by 10%. 

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% (20%) (50%) (+30%) chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.

(TBA) 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.

Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.

4-Pom of Power (Fire): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed. 

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.

14-Ice Gem+Ice Plate

12-Fire Gems+Flame Plate

12-Energy Gems+Energy Plate

12-Air Gems+Air Plate

12-Bomb Badges+Explosion Plate

(TBA) Casket of Winters- The Legendary Ice Gem: This legendary item will double the ice type damage of this character's attacks, multiplied on top of other item and ability damage boosts. It will also unlock abilities on certain characters. There is only one of these items in the universe.

Boots: +1 movement.

Abilities:

Infinite Heat-Absolute Zero Blast: Shoto's signature ability. This character may use their mastery over both heat and cold to unleash an absolutely devastating blast on foes. This ability takes one turn to charge. After charging, Shoto may move to a square and unleash this blast. The blast is formed from rapidly expanding air that has been taken from extreme cold to extreme heat in a fraction of a second. The attack has two components. The first is an AoE attack that cannot be dodged. This blast will strike all enemies within 7 spaces of Todoroki. The blast is ice/fire type damage and has a base 50 might. However, Shoto may also focus a huge portion of the blast straight forward. This will strike a single foe and has a range of 1-4 squares. This attack is ice/fire/air/explosion type damage... making it one of the few four element-type attacks to exist in this world. The base might of this focused blast is 200. This attack may only be done once (twice) per battle. Costs: 7 pg

Freezing Aura: If an enemy is within 1 space of this character, they will have their speed reduced by 20. This is an ice type status, and thus certain abilities or immunities will ignore it. Costs: 5 pg

Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 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

Flame Body: This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% (30%) (60%) (+30%) of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (1,400) (1,600) (3,200) (24,000)  fire-type damage immediately. Costs: 6 pg

Extreme Heat: If this character has the ability "Flame Body", this ability will increase all the burn chances of its fire attacks by 30%. Costs: 2 pg

Deep Freeze: An extremely powerful ice ability. This attack launches a wave of extreme cold that strikes all foes within ten spaces. If the foe is standing on the ground, the ice will freeze their feet, making it impossible for them to move for one turn. This attack also has a 35% (45%) (65%) chance to freeze all foes that it strikes. This is an area attack, and thus cannot be dodged. As it does not truly damage foes, it will not trigger enemy counter-attacks. This attack may be used once (twice) a battle. Costs: 5 pg

Martial Assault: This unit rushes in with nothing but it's 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

Scatter Fire: This character may unleash four bolts of homing flames. +40 hit. These flames ignore teleport dodge, stealthy flier, and back-roll type abilities. The base might of the flames is the same as a regular fire blast. Only four bolts will be fired, regardless of the speed stat of this character. These four bolts have 1-3 range, and can target characters individually. This ability takes two (one) turns to recharge. Each blast has a 10% (20%) (50%) (+30%) chance to induce the burning status. Costs: 4 pg

Scatter Ice: This character may unleash four bolts of homing bolts of sharp ice. +40 hit. These blasts ignore teleport dodge, stealthy flier, and back-roll type abilities. The base might of the blasts is the same as a regular ice blast. Only four bolts will be fired, regardless of the speed stat of this character. These four bolts have 1-3 range, and can target characters individually. This ability takes three 
(two) turns to recharge. Each blast has a 10% (20%) (40%) chance to induce the freezing status. Costs: 4 pg

Swap: Humanoid ability. This character may take their turn to take an adjacent ally and switch places with them. The character must be the same size class. Inhuman strength will allow the character to move a character who is one size class larger than them. This can allow a unit to immediately mount/dismount. Costs: 1 pg 

Shelter: Humanoid ability. This character may take an adjacent ally and move themselves and that ally back two spaces. The direction moved will always be the opposite direction of where the ally is positioned compared to the character using Shelter. If this unit is on a mount, they may pull the ally onto the mount with them. The character must be the same size class. Inhuman strength will allow the character to move a character who is one size class larger than them. Costs: 1 pg

Ice surf: This character may surf upon ice that it creates as it moves. This will give it flying-type movement, and add 3 to its basic movement. This ice that is created may also allow units to follow it into spaces that would otherwise be impossible to reach. Costs: 3 pg

Hyperchill: This character may use the power of its ice to freeze over its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the skill of this unit by 30, and it will double the damage output of ice-type attacks. It will also increase the chance of all freezing statuses by 20%. Costs: 6 pg

Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg

Fists and Feet of Fire: This character may add its fire skill stats and boosts to its martial attacks. Costs: 2 pg

Fists and Feet of Ice: This character may add its ice skills stats and boosts to its martial attacks. Costs: 2 pg

Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg

Blaze: Innate ability of Charmander. This unit's fire type attacks will be boosted in damage by 50% if this character has less than 25% of it's HP remaining. Costs: 2 pg

Death Blow: When attacking, this character adds 25% to their attack damage stat. 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. Taught by Koro Sensei. Costs 5 pg

Quirk- Half Hot, Half Cold: Signature ability. This character may mix their fire and ice blasts together to form dual-element blasts. He may also mix fist and feet of fire with fist and feet of ice. He may also mix heatwave and blizzard, along with flamethrower and ice beam. Costs: 4 pg

Fist of Feet of Fire and Ice: May be used in place of either Fists and Feet of Fire or Fists and Feet of Ice. This attack will have a base might of the combined base attacks of Fists and Feet of Fire or Fists and Feet of IceCosts: Quirk

Scatter Fire Ice: This ability takes two turns to recharge. It will have the base might of adding the base damage of both blasts. This will alos have the same chance to induce statuses as if both attacks were used. Costs: Quirk 

Overheat-Hyperchill: If this character has activated either Overheat or Hyperchill, on the next turn they may activate the alternate ability. Doing this will remove the 20% HP loss per turn. This will boost the damage of Fire/Ice-type attacks by 200%. Costs: Quirk

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

(TBA) Hellfire: Legendary Gem Ability. This character's fire-type attacks all ignore 25% of a foe's defense, do heavy wear (equal to explosion damage), and treat Immunities and Resistances to fire type damage as if they are one tier lower. Costs: Legendary Fire Gem

(TBA) Ice Pillar Surge: This torrential attack launches huge spikes of ice from the ground. This attack will always leave jagged ice terrain in all spaces that it strikes. These ice spikes have a 20% chance to give a character a bleeding status, and they will damage any character who stands on them 10% of their HP. The base might of this attack is 350. This attack may only strike once. 1-3 range. Costs: 4 pg

(TBA) Quick-Study: This character will earn double skill points from battles. Costs: 1 pg

(TBA) Cold Calculation: If this character is within ten spaces of a foe, it may choose to attack them on its next turn. If it does not perform an attack on this turn, and it does attack the foe on the next, it will add +30 skill to all ice-element type attacks. Costs: 2 pg

(TBA) Shove: Humanoid ability. This character may take their turn to push an adjacent ally one or two spaces forward in a straight line. The character must be the same size class or smaller. Inhuman strength will allow the character to shove a character who is one size class larger than them. Costs: 1 pg 

(TBA) Reposition: Humanoid ability. This character may take their turn to take an adjacent ally and place them on the opposite side of them. If their is an ally in that space, this unit may swap them. The character(s) must be the same size class or smaller. Inhuman strength will allow the character to move a character who is one size class larger than them. Costs: 1 pg 

(TBA) Legendary Ice Surge: Shoto may unleash a devastating wave of ice that generates spikes high into the air and covers a huge portion of the map. This mountain of ice will be a diamound shaped area 9 high and 9 wide. Any foe hit by this attack will have a 100% (110%) chance to be frozen. The damage of the attack is 3x the ice blast damage of shoto. The attack is an AoE and cannot be dodged. It will strike flying foes. Niether enemies nor allies may move through this terrain unless they have teleporting, burrowing, or soaring movement. This ice mountain will remain on the map for 5 turns. This ability may be used once every five (three) days. Costs: Legendary Ice Gem.

(TBA) Blizzard: Once every two (one) turns this unit may release a powerful pulse of ice energy that strikes all squares within 2 spaces of this character. This attack only hits once. The base might of this attack is 80 ice type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Costs: 4 pg

(TBA) Heat Wave (II): Once every three 
(two) turns this unit may release a powerful pulse of fire energy that strikes all squares within 3 spaces of this character. This attack only hits once. The base might of this attack is 200 fire-type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. This attack has a 20% (30%) (+30%) chance to induce burning at the second stage. Costs: 8 pg

(TBA) Blizzard Heat Wave: May be used in place of either Heat Wave or Blizzard. This attack will have a base might of the combined base attacks of Blizzard and Heat WaveCosts: Quirk

(TBA) Flame Thrower: This attack is exactly the same as the character's normal fire blast or breath attacks. However, these attacks now have 40% (70%) (80%) chance to burn the enemy. Costs: 3 pg

(TBA) Ice Beam: 1-2 range. This attack is similar to this character's normal ice blast, giving the exact same amount of damage. However, when using this move, the character has a 20% (30%) to freeze the enemy. This attack may only hit twice (unless mixed with flamethrower via quirk). Costs: 3 pg

(TBA) Ice Shield: Grants a protective shield of ice to the character. This shield does not defend against psychic, magic, or explosion type damage. The base might of the shield is 100 but is boosted by the fire ice stats and boosts of this character. Costs: 4 pg

(TBA) Fire Shield: Grants a protective shield of fire to the character. This shield does not defend against psychic, magic, or water type damage. The base might of the shield is 100 but is boosted by the fire skill stats and boosts of this character. Costs: 4 pg

(TBA) 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

(TBA) Flare Blitz: This character may strike and adjacent foe with an explosive tackle. This attack has a base 220 explosion/fire type might. This attack is boosted by your fire and explosion skill stats and bonuses, as well as the character's normal attack stat. If this attack lands, the character who uses it will take 1/3 of the total might of the attack as recoil damage. Costs: 3 pg

(TBA) Burn it Down: This unit can set fire to the areas it passes through. It takes 2 move to set a tile ablaze. The duration of these flame barriers will depend on the type of terrain that is burning. Enemy units (or allies who are not immune to flame) that step into these squares will have to spend 2 move to pass through them, and they will immediately take fire type damage. They will also have a 50% chance of getting the burn status. Cost: 4 pg

(TBA) Flame Blast: -10 hit. This attack may only strike once. 1-2 range. This attack will deal triple the damage of a normal Fire Blast. Costs: 3 pg

(TBA) Flame Blast (II): -10 hit. This attack may only strike once. 1-2 range. This attack will deal triple the damage of a normal Fire Blast. At second tier, this attack may only strike twice. Costs: 6 pg

Character Type: Element, Martial

Weakness: Weak to air type attacks. Mild explosion weakness. Immune to ice and fire.

(Innate Immunities: fire, ice. 
Resistances: body, psychic, dark, blade, saw, whip, bludgeon, magic.)

Caps:
HP: Small
Attack: 400
Defense: 100
Speed: 131
Skill: 138
Move: 6

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