Bonechill: Level 56
HP: 109,400 (164,100 1 UP)
Attack: 800
1GM Ice: 200
1GM Air: 200
5M Magic: 80
5M Claw: 80
5M Bite: 80
Ice Breath: 500 (1300) (1500) (1700) (8500) (17,000)
Ice Breath: 500 (1300) (1500) (1700) (1780) (8,900) (17,800) (26,700) (40,050)
Ice Blast: 800 (1000) (5000)
Air Blast: 800 (1000) (5000)
Defense: 550
2GM Armor: 400
Golden Tank: 2000 (2550) (2950)
Bonechillscale Pendant: 100 (300) (1500) (4,450) (8,900) (17,800)
Airscale Pendant: 20 (100) (500) (4,950)
Magicscale Pendant: 20 (220) (1,100) (6,050) (12,100) (24,200)
Speed: 161 (-60 avoid)
Skill: 171
Move: 5 in tank (11 flying)
Items:
Bonechill Tank: -60 avoid. Bonechill's devious invention. This slow-moving tank is made primarily of extremely well-crafted firegold. It offers immunity to fire and explosion damage, along with resistance to all physical damage. This tank may also double the total defense of Bonechill if he chooses to be closed inside of it and not counter during the enemy phase. If the tank is shut, it also blocks all forms of status conditions. If the Bonechill wishes, he may eject himself from the tank and fly towards foes, but as long as the tank does not move, it may receive defensive boosts from abilities that require the character to be motionless. Base 2000 defense.
Bonechillscale Pendant: A notably well-enchanted pendant. This easily lost or stolen item will add 100 defense to the character wearing it, but only when they are defending. This defense will be boosted by the ice skill and item boosts of the character.
Windscale Pendant: An ancient pendant, made from a pale 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 flame skill stat and boosts of this character. This item is easily lost or stolen.
Magicscale Pendant: An ancient pendant, made from a pink 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 flame skill stat and boosts of this character. This item 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.
4-Frostburn fragments: This rare ice item can be found in the freezing tail of the Frostburn comet. It is extremely cold, and will deal 5% damage to any character holding the item who is not immune to ice. It will double the damage of ice type attacks This item can also be used for other purposes.
8- Magic Crystal: These rare items boost the holding unit's magic attack damage by 50%. Unfortunately, they are much like glass, and they must float around the unit when being used, so they are easily stolen or broken.
8- Air Gems: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
Abilities:
Enchanted Ice Breath: This character may take a turn to breathe deeply and prepare enchanted ice breath. This will add magic type damage to the breath attacks of this character and boost the total might of those attacks by 50%. This boost will last for four turns. Costs: 5 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
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%) 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 a battle. Costs: 5 pg
Strategist (II): This unit may choose two first-level abilities or a second-level ability held by an enemy unit within 10 spaces. These abilities 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: 8 pg
Consume Ice: This character is immune to ice type attacks. If they are struck by one, they will heal as much damage as the base might of the attack. They may heal above their maximum HP. However, healing over maximum HP can only be done by using enemy attacks. Costs: 5 pg
Motionless Fortress: Defensive class ability. If this unit does not move on and is not moved by a foe's attacks or abilities, it will double its total defense. However, if it moves it must remain motionless for 2 turns in order to regain this boost. Costs: 3 pg.
Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg
Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. Costs: 5 pg
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
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 (1150) (1350) (6570). This attack may only strike once. 1-3 range. Costs: 4 pg
Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
Character Type: Element, Strategist, Defensive, Dragon
Weakness: Weak to fire. Weak to explosion. Weak to multibounce and high jump kick. This character is immune to ice. Resists air and water.
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