Friday, December 27, 2019

Killua Zoldyck





Killua Zoldyck: Level 42 (update abilities)
HP: 19,440
Attack: 430
4 Martial: 20
5 Claw: 25
4 Energy: 20
5 Poison: 25
Martial Attack: 430 (450)
Nen Martial Attack: 430 (450) (470) (2,350)
Claw Attack: 430 (455)
Nen Claw Attack: 430 (450) (475) (2,375)
Jolt: 20 (450) (470) (2,350)
Thunderbolt: 400 (830) (855) (4,275)
Defense: 21
4 Armor: 20
4 Shield: 20
Nightjar Mirror Feathered Cloak: 150 (170) (191)
Speed: 126 (131) (141) (+25 avoid) (+15 avoid at night)
Skill: 126 (118)
Move: 7




Items:

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.

Nightjar Mirror Feathered Cloak: +5 speed to units who wear this cloak as the only form of armor. A cloak worn by Nightjar Ninja. Protects them during their dangerous missions by offering resistance to bludgeon, whip, and absorb type damage. This cloak also allows a character to glide from high structures. This cloak also protects from cold weather and cold debuffs. Offers 200 defense. 

Abilities:

Hold Charge: Killua will gain one charge for every time he is struck by a lightning type attack. He will also gain a charge for starting in lighting terrain. He will start any given battle with two charges. Certain abilities will increase use his charges. He may hold a maximum of 5 charges. Costs: 1 pg

Godspeed: Signature ability. Killua may use 5 charges to activate this ability at the start of his turn and then proceed to move and attack. In this state, he will increase his movement by 4 and increase his speed stat by 40. He will also increase his total damage output by 50%. This ability will last for three turns. Costs 6 pg

Jolt: This character may strike themselves or an ally with this extremely light electrical attack. This can be used to charge certain abilities. It will deal only 20 damage, but if a character has consume energy/lighting it will heal them 20%. Costs: 2 pg

Thunderbolt: Signature Ability. This attack may be used once every four turns, but has a straight-line range of 5 and can be used to counter-attack. It will deal 400 lightning type damage to all foes, but will also be countered and dodged by all of them. The attack costs one charge to do but may be buffed by using multiple charges. Each charge will buff the total attack by 25%, maxing out at doubling the total damage. Costs: 4 pg

Thunderwave: -30 hit. This character may attempt to give mild paralysis to an adjacent unit. This will drop the enemy's speed stat by 35 until it is cured or heals. This status usually lasts 5 turns. Costs: 3 pg

(TBA) Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 3x. Costs: 8 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. 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

Nen Master: This unit is very proficient in using Nen. They may add their energy skill stat and boosts to all their martial, claw, bite, and tail attacks. Does not interfere with weaponized body. Costs: 2 pg

(TBA) En: Nen ability. This Nen ability allows this character to remove all enemy visibility-based evasion boosts (such as stealth evasion in dark areas and invisibility evasion boosts), as well as making invisible characters and items visible. Costs: 3 pg

(TBA) Ko: Nen ability. This unit can take a turn to focus their Nen into a particular attack (martial/claw/tail/etc.). This allows them to add their natural defense stat to their natural attack stat. This can only be done by adding all of the defense stat; it cannot be partially selected. Thus, while Ko is in effect, this character’s innate defense stat is 0. This remains until the character takes another turn to remove Ko. In this state, the character will also suffer taking triple damage from foe attacks. Costs: 4 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) 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

(TBA) Certain Blow: When attacking, this character adds 20 to their skill. Costs 3 pg

(TBA) Clever Fighter: This character is careful in battle and wary of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg

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

Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg

(TBA) Confidence: Each time this character dodges a foe, it will boost its base attack stat by 20. This ability will max out at a 500 damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg

(TBA) Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg

(TBA) Death Blow: When attacking, this character adds 25% to their total attack damage. Costs 3 pg

(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

(TBA) Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg

(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg

(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -15 Hit.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 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) Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg

Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg

(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg

Lightning Rod: This character is powered by lightning. Being struck by an electrical attack or starting a turn in electrical terrain will boost this character's speed by 5 for the next 3 turns. This boost may stack, but will max out at 35. Costs: 5 pg

(TBA) Heart Grabber: -10 hit. This ability may be used once every three turns. This attack only strikes once. This character approaches a foe whose heart is within arm's length from the surface of their chest. It then stabs it's hand straight in and cuts the heart deeply. This has an 80% (100%) chance to give the severe bleeding status. This attack will completely ignore defense and block. The base might of the attack will be x 3 the martial or claw attack of this character. This attack cannot be counter-attacked. Costs: 5 pg

(TBA) Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. It cannot steal weapons that are being held or full body armor. Generally, this move can take something directly from the enemy character's inventory. Extremely rare items are stolen last. Costs: 3 pg

(TBA) Light Fingers: If this unit uses Thief on an enemy, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

(TBA) Clawed Assault: 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 damage and finishes with a double damage strike. This move may only be used once a day. Costs 5 pg

(TBA) Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double its total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 pg


Character Type: Martial, Speed, Element, Assassin, Stealth

Weakness: Severe fear status weakness. This may be overcome if he is fighting to protect an extremely close friend. It is only a mild fear weakness if Killua is a higher level than the foe. Immune to pain based status abilities. Immune to the poison status. Resists poison and lightning. 

Caps:
HP: Very Small
Attack: 500
Defense: 25
Speed: 150
Skill: 150
Move: 8

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