Friday, March 13, 2020

Frost Giant





Frost Giant: Level 27
HP: 6,660
Attack: 270
3M Ice: 60
3M Martial: 60
Martial Attack: 270 (330) (660)
Fist and Feet of Ice: 270 (330) (390) (1170) (2340)
Defense: 270
3M Armor: 60
Frost Giant Armor: 700 (970) (1030)
Speed: 68
Skill: 73
Move: 5 (6 in snow)




Items:

Frost Giant Armor: -20 speed. A heavy set of armor comprised of super-cold steel and leather straps. Grants resistance to fire type damage. Base 700 defense.

4-Ice Gem: Boosts ice type damage by 50%. May allow a special type of ice attack once every four days. Can be used to freeze all adjacent squares.


Abilities:

Freezing Touch: Every time this unit engages an enemy in combat, the foe will lose -5 (-10) Speed at the end of the engagement. This will occur whether or not the character can damage the opponent. This is a temperature-based status, meaning some characters are immune. This debuff maxes out at -30 Speed. Being in extremely cold environments allows the debuff to clear twice as slowly and the debuff cap is -40 speed. This ability only triggers when this character initiates the attack. Costs: 5 pg

Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg

Fists and Feet of Ice: This character may add its ice skills stats and boosts to its martial attacks. Costs: 2 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 (630) (690) (2070). This attack may only strike once. 1-3 range. Costs: 4 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

War Cry: Instead of attacking, this unit may rally their allies with a war cry. This will boost all ally units within three spaces, granting them a 30% bonus to their total attack damages. This attack boost only lasts during the turn it is used, not during the next enemy phase. Costs: 3 pg


Character Type: Martial, Status, Ice, Monster

Weakness: Fire-type damage. Mild explosion weakness. Weak to hammer type damage. Immune to ice. Resists martial. 

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