Thursday, February 27, 2020

Dark Samus, The Metroid Prime





Dark Samus, The Metroid Prime: Level 67
HP: 294,000 (588,000 1 UP+Draught of Life)
Attack: 2,500
5GM Energy: 1000 (2000)
2GM Marksman: 400
1GM Dark: 200
5M Explosion: 80
5M Claw: 80
5M Psychic: 80
5M Whip: 80
Dark Arm Cannon: 250 (2750) (4750) (4950) (5350) (32,100) (64,200)
Shadow Claw: 2,500 (2,700) (2,780) (16,680) (25,020)
Dark Void Blast: 900 (3400) (5,400) (5,800) (6,000) (36,000) (72,000)
Phazon Tendrils: 150 (2600) (4,600) (4,800) (4,880) (29,280) (58,560)
Defense: 2,500
5M Armor: 80
Dark Varia Suit: 350 (2,850) (2,930)
1GM Shield: 200
Dark Varia Suit Shields: 10 (2010) (2210) (13,260) (26,520) (14,990)
Elite Energy Shields: 50 (2050) (2250) (13,500) (27,000) (41,990)
Speed: 206 (211)
Skill: 221 (231)
Move: 9 (levitating/teleportation)




Items:

Metroid Prime Core: A terrible object fully corrupted by Phazon. The mixed Metroid DNA will Phazon corruption allows the holder of the item to not take auto-damage from carrying too many dark or energy boosting items. It will also add 1000 extra base might/defense to energy Skill. However, this heart will very quickly give the holder Phazon poisoning.

Elite Energy Shields: These shields offer 50 defense, and are improved by the energy and shield skill and items boosts.

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. 

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.

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

Blade Breaker Badge: This item is nearly impossible to steal (5% chance). Once a battle, this character may activate this item at the start of their turn. This will not require their action to do. This item will then grant immunity to Pure Blade damage for the next 4 turns. This will not grant resistance to blade/(any second form of damage); however, pure blade attacks will deal no damage whatsoever. Forging these badges takes a great deal of time and effort, and it is likely that multiple Razor Plates are required to create this item.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage. 

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. 

Light Stoneplate Ring: This ring grants resistance to light type damage. Easily lost or stolen. 

Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.

10- 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.

20- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%


Abilities:

Dark Varia Suit: This impressive, basic form of the power suit was once the go-to armor of Samus Aran, but it has fallen into the hands of the Metroid Prime. This suit grants 350 base defense and comes equipped with an energy shield that grants 10 defense when being attacked and is enhanced by shield and energy skills stats and item boosts. The suit will also grant resistance to fire, ice, explosion, and poison type damage. The suit has a built-in oxygen supply, allowing travel into space. The suit may equip a powerful arm cannon, though that is a separate ability. This ability may not be removed by strategist. Costs: 6 pg

Shadow Claw: This unit may add it's dark type skill to its claw attacks. It will also boost the total might of these attacks by 50%. Costs: 2 pg

Dark Arm Cannon: +5 speed. The basic weapon of the power-armor. This canon is easy to fire due to its engraftment into the arm of the user. The cannon has a 250 base energy/explosion/marksman type might. This canon may be charged using charge shot, but the character using it may still move around freely. This ability may not be removed by strategist. 1-2 range. Costs: 3 pg

Energy-Based Vitality: This character's life is linked directly to the energy level of their suit. As such, they are extremely difficult to damage when they are at full health. When this unit has full HP, they will take half damage from the first enemy who attacks them. Costs: 2 pg

Morph Ball: If this unit moves in a straight line and does not attack during its turn, it may increase its movement by 50% and add 35 to its avoid. Costs: 4 pg

Phazon's Conquest: Signature ability. All attacks by this character deal Phazon damage and have a 10% chance to induce Phazon poisoning (see Phazon Burst Ability). This character will still be damaged by being in a Phazon Burst, but it may be healed in that state, and it will not take extra damage from Phazon attacks. Attacks that do not contain energy elements will still gain a damage buff from the Phazon Burst. Costs: 4 pg

Phazon Burst: This character may activate a Phazon state, drastically increasing the damage of all their energy-based attacks. In this state, the characters energy attacks will be 3 x stronger than normal. However, activating this state costs 10% of this character's max HP, and each turn they stay in the state costs 20% of the character's HP. The character cannot heal while in this state. The Phazon enhancement also adds a 25% chance to Phazon poison opponents with the energy attacks. Phazon poison works like the radiation status and is boosted by and resisted by items pertaining to radiation. Phazon poisoning will damage an enemy 8% of their total HP each turn and lasts 20 turns. This brutal status can stack. Phazon poisoning is nearly impossible to cure. While in this Phazon form, if this character is hit by Phazon or radiation-type attacks, it will take 4 x the damage. This ability takes a turn to deactivate but may be activated instantly. Costs: 6 pg

Dark Void Blast: +40 hit. Once every three turns this character may alter the arm canon into a powerful dark blaster. This attack may only strike once, but it will hit all characters adjacent to the foe who is struck. The black-hole like blast is extremely hard to dodge. Base 900 energy/dark/marksman type damage. Costs: 4 pg

Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg

Tracking HUD: This unit's visor tracks the movement of foes and makes striking them easier. This grants +10 skill when using a ranged weapon, but will result in a -30 skill penalty if this character is struck by an EMP. Cost: 2 pg

Warp: Once every four turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg

Flash Dark: This character uses even the dark attacks of others to fuel its power. This ability grants immunity to Dark-type damage, and each time a Dark-type attack strikes it, it will boost its total damage by 10%. This boost will last for up to 5 turns, and the cooldown will be reset each time the character is struck by a dark attack. This multiplier will max out at tripling the total damage of this character, but this does count as an ally-based boost, as ally units may be used to buff the damage of this character. Mixed damage types will still harm this character as with any other immunity. Costs: 5 pg

Shape Shift: This unit may take a turn to take on the appearance of someone else. When in that character's form, they gain that character's movement type, along with their resistances and weaknesses. However, shape-shifting cannot remove the innate weakness of the character using this ability. Costs: 5 pg

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

Mind Shackle: Before attacking, this unit may choose an adjacent enemy. This unit then has a 2 percent chance to hypnotize the opponent and force them to join their party. Unlike mind dive, this move may be used on as many opponents as this character wants. The effects also last beyond when the battle is over. The hypnosis will only be lifted when either the hypnotized character or the character that performed the mind shackle are defeated. Psychic-type characters are immune to mind shackle. Costs: 5 pg

Phazon Tendrils: Once every four turns, this character may use the Phazon that dwells within it to lash out at foes. This attack will always strike three times, but it may hit more based on this character's speed (12 times maximum). These tendrils have a 150 energy/dark/whip type might, and are boosted by the attack stat, along with the skill stats and boosts of the character. These whips will hit behind shields, and they have a 1-2 range. The void tendrils each have a 25% chance to induce the bleeding status on the enemy they strike, alongside Phazon poisoning if it has abilities that allow that. Costs: 6 pg

Rapid Arm Canon: If this character uses an arm canon, they may choose to learn this GM marksman ability instead of dual gunner. This will cause the character to double the number of times they strike when attacking, much like Nock Twice. Costs: 5 pg or GM Marksman

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

Character Type: Marksman, Energy, Martial, Strategist, Dark, Possessor


Weakness: Mild weakness to light and explosion type damage. Resists dark and psychic. This character resists taunt, and is immune to real-damage blows.

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