Friday, January 24, 2020

Garou





Garou: Level 38
HP: 22,200 (33,300 1 UP)
Attack: 228
4M Martial: 70
5M Water: 80
Martial Attack: 228 (298) (894)
Fist Of Flowing Water Crushing Rock: 200 (500) (728) (798) (878) (4390) (13,170)
Defense: 228
Martial Arts Suit: 100 (328)
Waterscale Pendant: 20 (100) (500) (828)
Speed: 106 (116)
Skill: 118 (128)
Move: 7




Items:

Martial Arts Suit: A simple suit that offers modest defense. It allows for great flexibility, granting +10 skill on martial attacks. Base 100 defense.

8- Water Gem: Boosts water type damage by 50%. May allow a special type of water attack once every four days.

Parry Ring: This character may perform special parrying abilities, such as shield repost, spin deflect, or certain signature abilities, even when the foe is using assault moves, finish strikes or critical hits (including Tri-Attacks). This does not work against ambush, backstab, parry repost, or mob. This will also allow Parrying abilities to work on all connected physical attacks, including body and whip which are usually excluded. This character may parry characters who are larger than them. Like all rings, this item is very easily lost or stolen.

Water Martial Wrappings: Martial wrapping that readily welcome water augmentation. These will add 300 extra martial type might to the attacks of this character.

Dark Woodgrain Ring: This rare item will allow the holder to pay levels for the ability "Dodge Roll" to the character.  If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.

Waterscale Pendant: An ancient pendant, made from a dark blue dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the water skill stat and boosts of this character. This item is easily lost or stolen. 

Abilities:

Fist Of Flowing Water Crushing Rock: This ability may not be removed by strategist. This martial arts form may be used to attack or to counter. It has a base 200 might and adds water type damage to martial attacks. However, it will not inhibit weaponized body. This ability may be used on other activatable attacks, such as assualt moves or critical hits. Costs: 4 pg

Flowing Counter (II): Signature Ability. This character specializes in redirecting force. If they are attacked or counter-attacked with a bludgeon or body type attack, and they have higher skill than the foe, they will have a 70% chance to activate this ability. If the ability activates, they will choose not to dodge the attack, but will only take half damage from it. They will redirect the attack back at the foe. This has +50 hit and will have double the might of the attack the was launched at Garou. Using this ability does not use Garou's counter attacks or follow up attacks, meaning he may continue to attack as normal after landing this counter. This ability can also activate vengeance both when attacking and counter-attacking. If Garou is taking damage while activating the counter, he will survive one lethal hit with 1 HP remaining. Costs: 14 pg

Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg

Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg

Provoke: This character is intentionally inslunting and provoking. This will force a foe to counter-attack them the maximum number of times that their speed will allow. However, this character has a 30% chance to choose what attack is used by the enemy to counter. This will not allow the character to swap the equipped weapon of the foe. Costs: 2 pg

High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 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

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

Character Type: Melee, Monster, Speed

Weakness: This character is more likely to take damaging statuses (bleeding, poison, burn). Due to the aggressive restless nature of this character, he will not heal by sleeping or by ending a battle, and he may not be healed during combat. Resists water, earth, and body type attacks.

Caps:
HP: Small
Attack: 300
Defense: 300
Speed: 139
Skill: 155
Move: 8

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