Monday, March 9, 2020
Vaoltralix, Lord of Lightning
Vaoltralix, Lord of Lighting: Level 59
HP: 157,920 (315,840)
Attack: 900
3GM Energy: 600
5M Club: 80
5M Shield: 80
5M Throw: 80
Vaoltralix Lightning Orbs: 400 (1300) (1900) (1980) (9900) (29,970)
Lightning Blast: 900 (1300) (6500) (19,500)
Defense: 1000
Vaoltralix Energy Barrier: 200 (800) (880) (4400) (13,200)
Energy Shield: 100 (700) (3500) (16,700)
Speed: 175
Skill: 185
Move: 8
Items:
4-Vaoltralix Lighting Orbs: Four great orbs surrounded by crackling lightning. These weapons will always attack twice when initiating (brave). Though it deals bludgeon/lightning type damage, these remarkable weapons are boosted by lighting proficiency. However, if a character can consume energy/lighting, this attack will count as pure energy/lightning damage. Base 400 lighting/bludgeon type damage. 1-2 range.
Vaoltralix Energy Barrier: This barrier is enhanced by both shield and energy skill level boosts and items. Unlike many barriers, the defense of this shield will be applied both when the character using it is attacking or being attacked. Proficiency for energy will also boost the defense. This barrier offers no defense against earth, psychic, or magic type attacks. This shield may only be used by characters who have a body made of energy. Base 200 defense.
4-Pure Matter Orbs: At the base of reality, even matter is a form of energy. These odd-looking orbs will shimmer a cold blue, and look as though they once held something of immense strength. Unless a character is innately immune to the energy they will take 5% of their total HP as damage at the start of each turn for holding one of these items. Holding multiple of this item will stack the damage, but energy-consuming abilities will cause a character to heal from this status. These ancient items may also have other uses. They will double the total fire-type damage of this character.
5-Energy Cell: An energy canister that can be used to boost the HP of characters who have an energy-based vitality. These cells are small and easy to carry but are easily broken or destroyed. As such they are hard to steal, while also being costly to manufacture. Boosts total HP by 20%.
Abilities:
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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
Vicous Discharge: This character must take a turn to charge. After this, instead of attacking, this character may place electrified terrain under itself and five spaces from itself in straight lines going N, E, S, and W. This electrical terrain will take 5% of any character's HP who starts in it or moves through it. It also has a 25% chance to cause an enemy to flinch each time they start in it or move through it. Costs: 6 pg
Energy Shield: Grants a protective shield of energy to the character. This shield does not defend against psychic, magic, or earth-type damage. The base might of the shield is 100 but is boosted by the energy skill stats and boosts of this character. Costs: 4 pg
Consume Energy: This character is immune to energy type attacks. If struck by an energy type attack, they will heal as much HP as the total might of the attack. They may also consume a lightning terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg
Live Lighting: If in electrified terrain, this character will heal 20% of its HP at the start of each turn. If this unit is hit by an electric type attack, it will also heal 20% of its HP. This character is immune to lightning type damage. Costs: 4 pg
Lightning Body: If this character is in a electric terrain, they cannot be hit by ranged or area attacks. Costs: 5 pg
Thunderwave: -30 hit. This character may attempt to give mild paralysis to an adjacent unit. This will drop the enemy's speed stat by 35 until it is cured or heals. This status usually lasts 5 turns. Costs: 3 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
Static: This unit's body is covered in electricity. Any enemies who start a turn next to the unit will have a 25% chance of flinching, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (620) (3,100) (9,300) lighting-type damage immediately. Costs: 6 pg
Thunder (II): Range 6. Hit - 30 (-20). This unit may strike a single tile with a terrific blast of lightning. The attack will give 900 (1800) (2400) (12,000) (36,000) lightning type damage. This attack gives double (triple) damage to characters who are flying. This move may only be used once every three (two) turns. Costs: 8 pg
Character Type: Element
Weakness: Extreme weakness to earth type attacks. Immune to lighting. Extreme resistance to energy type damage. Resists air.
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