Nuhvok Kal: Level 46
HP: 60,480
Attack: 736
4M Shield: 70
4M Earth: 70
Gravity-Saw Shields: 600 (1336) (1406) (1476) (8,856)
Earth Blast: 736 (806) (4836) (1-2 range)
Gravitational Crush: 200 (936) (2,808)
Defense: 920
4M Armor: 70
Nuhvak Kal Bioarmor: 600 (1520) (1590)
Earth-hammer Shields: 300 (370) (440) (2640) (4,230)
Speed: 110
Skill: 138
Move: 7 (burrowing)
Items:
Gravity-Saw Shields: Elite equipment used by Nuhvok Kal. Give earth/bludgeon/Saw type damage. The small teeth that line these weapons give them notably good wear, especially to barriers, and deal double damage to most structures. Base defense 300. Base attack 600. The unique nature of these shields allows them to be boosted in their defense by earth gems. Unfortunately, these shields must be cybernetically engrafted into a character, making it hard for most units to use them, and making them quite hard to steal. These shields will also triple the base damage of the ability, Gravitational Crush.
Nuhvok Kal Bio-armor: The small, organic Krana depends on this bio-armor to move around. It is basically the body of this character, thus damage to it can lead to serious difficulty. This highly enhanced armor is infused with massive amounts of Protodermis. As such, it has been grafted to resist water, light, air, and dark type damage. Grants 600 base defense.
10-Earth Gem: This rare item will increase the total damage of earth type attacks by 50%. This gem is the heart of this particular character, and thus it cannot be stolen. This item may be used to create a single tile of rocky terrain.
Abilities:
Gravitational Crush: This ability cannot be removed by strategist. This character creates an extremely powerful gravitational field directly on a target. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. Base 200 gravity type damage. The crushing force of this attack will also always reduce the movement of a foe by 3 and prevent flying or levitating movement in the next phase. If a foe is susceptible to this crushing damage, they will also always lose 10% of their HP when this attack lands. 1-3 range. This attack will damage allies. This attack may only strike once. Costs: 3 pg
Ram: This unit may ram into other units. The power of this attack is based on the number of spaces traveled by this unit, plus this unit's base attack, plus this 10% of this unit's max HP. It will add 30 extra damage for every space moved while rushing forward to attack. This may only hit once. The base might of this move without traveling is 100 (836), and if the unit travels the maximum number of spaces it is 100 (280) (1,116). This counts as body-type damage. Costs: 4 pg
Shield Attack: When attacking with a shield as the primary weapon, this unit adds the shield's defense while attacking and not only while defending. Costs: 3 pg
Dig: Once every three turns this character may burrow beneath the ground when taking its movement that phase. It will remain buried beneath the ground for one phase. This will grant the burrowing type movement. Upon stopping its movement on the next phase, the character will explode from the ground, damaging all adjacent enemies. The base might of this attack is 80 (816) (886) (5316), and it is boosted by the base attack and by earth type skill and item boosts. This damage is impossible to avoid and ignores defense. The character may attack or perform another action after doing this. Costs: 4 pg
Gravity (II): At the start of an attack this unit forces all characters within eight spaces of it to drop to the ground. This may hurt a character, but the damage varies depending on their character type and weight. If the unit is smashed down into hazardous terrain, they immediately take double the negative effects of that terrain. This character may choose not to activate gravity. This ability will prevent teleportation type movement and abilities within ten spaces of this character. Costs: 8 pg
Gravity Trap: This character may activate a gravity trap around itself. This will take a turn to do. This will last for 3 turns. If a unit is on the ground and adjacent to this character, they cannot move away from it unless they have inhuman strength or are a huge or larger character. They will also receive a -20 speed debuff. Costs: 4 pg
Gravity Shift: An uncanny ability. Requires the character have the ability "Gravity (II)". This character may take a turn to shift the center of gravity for all characters within 25 spaces of it. This will impact allies and foes alike. This alteration will last for 3 turns. Gravity may be caused to completely reverse, causing most characters to "fall up". Falling up for three turns will take a character extremely high, which will eventually lead to suffocation damage (20%). When gravity returns to normal, the character may take fall damage if they are not caught. The gravity may also be shifted N,E,S, or W. Characters will fall in that direction, usually 8 spaces at the start of their turn. If they strike a structure, they may take fall damage. Characters who can fly, cling to structures, or have swinging movement, may be able to stop themselves from being impacted by this ability. This ability may be used 3 times a battle. The character using this ability may continue to move as normal. Costs: 12 pg
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
Character Type: Earth, Element, Robot, Worldbreaker
Weaknesses: Mild weakness to water and light type damage. Extreme resistance to fire and earth type attacks. Affected by hacking as well as psychic attacks. Affected by EMP.
Caps:
HP: High
Attack: 800
Defense: 1000
Speed: 120
Skill: 150
Move: 7
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