Lugia: Level 74
HP: 508,200 (1,016,000 Draught of Life+1UP)
Attack: 4,500
5GM Air: 1000
5GM Psychic: 1000
1GM Ice: 200
1GM Water: 200
1GM Wing: 200
1GM Tail: 200
1GM Claw: 200
1GM Bite: 200
Air Blast: 4,500 (5500) (38,500) (77,000) (231,000)(346,500)
Psychic Blast: 4,500 (5500) (38,500) (115,500)(173,250)
Ice Blast: 4500 (4500) (31,500) (94,500)
Water Blast: 4500 (4500) (31,500) (94,500)
Wing, Tail, Claw, or Bite Attacks: 4500 (4700)
Defense: 5,000 (10,000)
Ice Blast: 4500 (4500) (31,500) (94,500)
Water Blast: 4500 (4500) (31,500) (94,500)
Wing, Tail, Claw, or Bite Attacks: 4500 (4700)
Defense: 5,000 (10,000)
3GM Shield: 600
Lugia's Psychic Barrier: 1000 (2000) (2600) (18,200) (36,400) (46,400)
Lugia's Psychic Barrier: 1000 (2000) (2600) (18,200) (36,400) (46,400)
Rayquazascale Pendant: 100 (1100) (7700) (15,400) (30,800) (77,200)
Airscale Pendant: 20 (1020) (7140) (14,280) (38,560) (115,760)
Mergo's Wetnurse Feather Pendant: 100 (1100) (7700) (15,400) (131,160)
Psychicscale Pendant: 20 (1020) (7140) (14,280) (145,440)
Bonechillscale Pendant: 100 (300) (2100) (4300) (149,740)
Orcane Ripple Pendant: 100 (300) (2100) (4300) (154,040)
Icescale Pendnat: 20 (220) (1,540) (3,080) (157,120)
Waterscale Pendnat: 20 (220) (1,540) (3,080) (160,200)
Speed: 240 (+100 avoid)
Skill: 265
Move: 6 (10 flying or swimming)
Items:
Psychic Barrier: A barrier crafted by Lugia over many years. Defends against psychic and magic type damage, but not against dark. This field only protects the character when they are being attacked, not when they are attacking. This barrier is boosted by the psychic skill and item boost of the character. Base 200 defense.
Skill: 265
Move: 6 (10 flying or swimming)
Items:
Psychic Barrier: A barrier crafted by Lugia over many years. Defends against psychic and magic type damage, but not against dark. This field only protects the character when they are being attacked, not when they are attacking. This barrier is boosted by the psychic skill and item boost of the character. Base 200 defense.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
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.
Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.
Sacred Defense: A divine pendant of unknown origin. This rare item will allow a character to ignore its innate weaknesses when it is at full health. This item is easily broken, but not easily dropped.
Leftovers: A Pokemon item. A Pokemon may only carry one of these types of items, and they rarely work on other characters. This helpful snack will heal any Pokemon holding it 7% at the start of each turn.
Sacred Defense: A divine pendant of unknown origin. This rare item will allow a character to ignore its innate weaknesses when it is at full health. This item is easily broken, but not easily dropped.
Leftovers: A Pokemon item. A Pokemon may only carry one of these types of items, and they rarely work on other characters. This helpful snack will heal any Pokemon holding it 7% at the start of each turn.
Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.
Devilish Destruction Charm
12- Air Gems
12- Dream Wheels
12-Ice Gem
12- Water Gem
Abilities:
S.T.A.B.: Pokemon exclusive ability. If this character is using an attack that matches its element typing, the attack will receive a 50% boost in its total might. Costs: 5 pg
Torrential Hurricane: +50 hit. Legendary Gem Ability. This unit may choose a space within three range. The targetted space, and all spaces within two range, will be struck by a powerful wind AoE. This attack cannot be dodged. This attack does heavy shield and armor wear. The base might of this attack is 9x the air blast damage of this character. This attack may be used once every five days. Costs: Legendary Air Gem
Character Type: Pokemon, Element, Destructive, Defensive
Weakness: Earth, Dark, Lightning, and Ice. Extreme resistance to martial damage. Resists absorb and psychic.
12- Air Gems
12- Dream Wheels
12-Ice Gem
12- Water Gem
Hollow Gemnode Gem-Eye of The Storm-Legendary Air Gem: A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. This legendary item will double all air type damage and defense on top of normal item boosting. This item always drops when the user falls in battle. This item will often unlock a special ability on the holder.
Abilities:
S.T.A.B.: Pokemon exclusive ability. If this character is using an attack that matches its element typing, the attack will receive a 50% boost in its total might. Costs: 5 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Tailwind: This user may take a turn to boost it and all adjacent allies speed by 10 for the next three turns. Costs: 4 pg
Stealthy Flier (II): When in flight, this character adds 100 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 8 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
Clear Air: Signature Ability. When on the map, Lugia prevents all AoE type attacks that strike more than 5 range from a character from being able to be used. Abilities that allow a character to take multiple turns will also fail (except for time-related abilities). The use of air-gems to increase movement will also no longer work. However, none of these negative effects impact Lugia, though ally characters will stay be impacted. This ability cannot be turned off. Costs: 5 pg
Psychic (II): -10 speed. This attack may only strike an enemy once. This character reaches out and directly attacks the mind of an enemy. This will ignore most armors, and it will deal 3 times the damage of this character's normal psychic blast (at the second phase, this attack may strike up to twice) Costs: 6 pg
Aereo Blast (II): -10 speed. This character charges a massive burst of air and fires it directly at a foe. This will deal triple the damage of a regular air blast, but the attack may only strike once (at second phase, this attack may only strike twice). Costs: 6 pg
Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 pg
Multiscale: This character is protected by an incredible field of energy. 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 (1) pg
Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg
Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. Costs: 5 pg
Tailwind: This user may take a turn to boost it and all adjacent allies speed by 10 for the next three turns. Costs: 4 pg
Stealthy Flier (II): When in flight, this character adds 100 to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 8 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
Clear Air: Signature Ability. When on the map, Lugia prevents all AoE type attacks that strike more than 5 range from a character from being able to be used. Abilities that allow a character to take multiple turns will also fail (except for time-related abilities). The use of air-gems to increase movement will also no longer work. However, none of these negative effects impact Lugia, though ally characters will stay be impacted. This ability cannot be turned off. Costs: 5 pg
Psychic (II): -10 speed. This attack may only strike an enemy once. This character reaches out and directly attacks the mind of an enemy. This will ignore most armors, and it will deal 3 times the damage of this character's normal psychic blast (at the second phase, this attack may strike up to twice) Costs: 6 pg
Aereo Blast (II): -10 speed. This character charges a massive burst of air and fires it directly at a foe. This will deal triple the damage of a regular air blast, but the attack may only strike once (at second phase, this attack may only strike twice). Costs: 6 pg
Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 pg
Multiscale: This character is protected by an incredible field of energy. 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 (1) pg
Defog: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. Costs: 3 pg
Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. Costs: 5 pg
Surf: Once a day this unit may unleash a powerful pulse of water. This attack does not strike flying characters, but it has six range in all directions. The move has a base 100 (3100) (3300) (16,500) water type might. This attack cannot be dodged. Costs: 5 pg
Torrential Hurricane: +50 hit. Legendary Gem Ability. This unit may choose a space within three range. The targetted space, and all spaces within two range, will be struck by a powerful wind AoE. This attack cannot be dodged. This attack does heavy shield and armor wear. The base might of this attack is 9x the air blast damage of this character. This attack may be used once every five days. Costs: Legendary Air Gem
Ice Beam: 1-2 range. This attack is similar to this character's normal ice blast, giving the exact same amount of damage. However, when using this move, the character has a 20% (30%) to freeze the enemy. This attack may only hit twice. Costs: 3 pg
Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg
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
(TBA) Surf: Once a day this unit may unleash a powerful pulse of water. This attack does not strike flying characters, but it has six range in all directions. The move has a base 100 (3100) (3300) (16,500) water type might. This attack cannot be dodged. Costs: 5 pg
(TBA) Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more effective. This ability will drop the speed and skill of any character who is affected by it by 30 if they attempt to attack this character. If this character attacks the foe, the ability will not work. Costs: 3 pg
(TBA) Air Shield: Grants a protective shield of air to the character. The base might of the shield is 100 but is boosted by the air and shield skill stats and boosts of this character. Costs: 4 pg
Character Type: Pokemon, Element, Destructive, Defensive
Weakness: Earth, Dark, Lightning, and Ice. Extreme resistance to martial damage. Resists absorb and psychic.
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