Saturday, October 19, 2019

Thor





Thor: Level 55
HP: 84,000 (134,400 Drought of Life) (168,000 1-UP)
Attack: 650
1GM Hammer: 200
5M Energy: 80
5M Axe: 80
5M Martial: 80
5M Throw: 80
Martial Attacks: 650 (730) (1460)
Mjolnir: 600 (1250) (1450) (1530) (1930) (9650) (19,300)
Storm Breaker: 800 (1450) (1650) (1730) (1810) (2210) (11,050) (22,100)
Lightning Blast: 650 (730) (3650)
Defense: 450
5M Armor: 80
5M Shield: 80
Asgardian King Armor: 600 (1050) (1130)
Electrical Shield: 50 (130) (210) (1050) (2180)
Speed: 156
Skill: 148 (153)
Move: 8




Items:

Mjolnir: The legendary hammer of Thor. Only those who are worthy may lift this weapon. This hammer will return when thrown and will deal 50% extra damage. It deals incredibly heavy damage to barriers and shields. This hammer is a short ranged melee weapon, but unlike a knife it cannot be used when the holder is tackled or pinned. This hammer grants the ability to fly. Base 600 bludgeon/lightning type damage.

Storm Breaker: -20 speed. The legendary weapon made for Thor. This hammer/axe weapon will return when thrown, but unlike Mjolnir it does not deal extra damage when thrown. This weapon deals devasting damage to enemy weapons and armor. Base 800 blade/bludgeon/lightning type damage.

Asgardian King Armor: Kingly armor made of a perfect blend of pure Silverlight and Darksteel. This grants resistence to light, dark, energy, and psychic. This armor does defend against magic, though it does not resist it. This armor also generates a small electrical shield. Base 600 defense.

Electrical Shield: A field of protective energy that adds defense when this character is not innitiating attack. Grants 50 defense and is boosted by shield and energy stats and item boosts.

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.

Berkian Heroe's Pendant: A pendant given to Thor for his powerful defense of Berk against the Golden Dragon's hordes... and for validating Gobber's tall tales. Boosts skill by 5 if the character is fighting a battle for the sake of Berk of the ideals Berk holds. If this character is fighting alongside another character who holds this item, they will both receive a +10 skill boost. However, if two characters holding this item face one another in battle, both will receive -10 skill. 
Abilities:

God Of Thunder: Thor Signature ability. The lightning of Thor cannot be absorbed or consumed by foes. It also ignores resistances and immunities. Costs: 3 pg

Thunder (II): Range 6. Hit - 30 (-20). This unit may strike a single tile with a terrific blast of lightning.  The attack will give 900 (1550) (1630) (8150) lightning type damage. This attack gives double (triple) damage to characters who are flying. This move may only be used once every three (two) turns. Costs: 8 pg

Hand to Hammer Combat (III): This unit adds its x 5 its martial skill damage to its hammer damage. This will add martial damage type to these attacks as well. 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

Reckless attacker: If this unit has a less than a 50% chance to strike their foe, they will multiply their total attack damage x 3. Costs: 4 pg

Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg

Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult, and reduces speed and skill by -5. Costs: 5 pg or GM Axe weapon level.

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

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

Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg

Berserk: This unit may activate this ability once a battle at the start of it's turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3 x damage to it. Costs: 5 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 30.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 20.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 10.
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

Character Type: Melee, Martial, Element, Destructive

Weakness: Mild dark weakness. Immune to lightning. Resists energy.

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