Gali, Toa of Water: Level 54
HP: 78,000 (156,000)
Attack: 350
3GM Water: 600
5M Claw: 80
Ennhanced Water Hooks of Gali: 800 (1150) (1750) (1830) (10,980) (32,940)(49,410)
Water Blast: 350 (950) (5700) (17,100) (25,650)
Defense: 350
5M Armor: 80
5M Shield: 80
Gali Mata Armor: 500 (850) (930) (1010)
Gali Water Shields: 100 (700) (780) (4680) (5690)
Great Kanohi Kaukau: 300 (5990)
Speed: 151
Skill: 155
Move: 6 (10 Swimming)
Items:
5-Glowing White Protodermis: A brilliant, white fluid. If consumed it will dwell in the body of a character, and as such it is hard to remove. This will increase the HP of characters who are cyborge and do not have any dark affinity by 20%.
Ehanced Water Hooks of Gali: This reforged weapon will now always strike twice when innitiating the attack from one range. The base might has also been improved to 400 (800 at GM Fire).
6-Droplets of Youth: These ancient, frozen droplets have a dazzling sheen. Unless a character is immune to water, 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 Water consuming abilities will cause a character to heal from this status. These ancient items may also have other uses. They will double the total water-type damage of this character.
Gali Mata Armor: The armor of Gali. This armor grants an extreme resistance to dark, absorb, and lightning. This suit comes with built-in water shields. Base: 500 defense.
Gali Water Shields: These shields offer 100 defense, and are improved by the water and shield skill and items boosts. These shields do not defend against lightning or energy type damage, but they do defend against psychic and magic.
Great Kanohi Kaukau: This legendary item unlocks the ability "Mask of Water Breathing" for free. However, it may only be warn be a chosen Toa. This mask will also offer 300 defense when being attacked. Bludgeon attack may knock this mask loose.
Abilities:
Mask of Water Breathing: Signature Ability. This character may breathe underwater and cannot drown. Costs 2 (0) pg
Water Hooks of Gali: Gali signature ability. This character wields twin hooks that channel the power of water. These deadly weapon have 1-2 range and have 200 bclaw/water type damage. The damage of this weapon cannot be consumed, as the water of the Toa drowns even the most powerful foes. The base might of this weapon will be increased by 50% at 1M water and doubled at GM water. The weapon may be improved by forging, though this is difficult. This weapon may be boosted by proficency regardless of the dual typing. Costs: 7 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Toa: This character cannot take autodamage, or damage from allies, if the attacks contain the primary element used by this character. Costs: 3 pg
Toa Mata: A Toa must choose their form, and Tahu has decided to remain in his Mata form. In this form, the element attacks of this character will be boosted by 50%. Costs: 5 pg
Nova Blast: The Toa may sacrifice their life and unleashe an incredible blast of elemental energy. This attack will deal 3x the damage of the regular element blast. The attack is an AoE that cannot be dodged, and the range of the attack is 10. This attack can level the character down. This attack takes one turn to charge. Costs: 5 pg
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
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 (450) (1050) (6,300) (18,900) (28,350) water type might. This attack cannot be dodged. Costs: 5 pg
Cleansing Water: This character may take a turn to use pure water to clean the injuries of an adjacent ally. This will heal the character 20% and cure poison and disease statuses. This will also remove even severe burn statuses. Costs: 4 pg
Whirlpool: Instead of attacking this unit may make a whirlpool terrain. Whirlpool terrain traps anyone who was in the water in that space until the whirlpool dissipates. This terrain does not catch flying or hovering units. This terrain may be escaped from units that have access to "Swim" type movement. A whirlpool may not be moved across without becoming trapped in the vortex. While caught in a whirlpool, the character will receive -10 speed. At the start of each turn, the trapped unit will take 40 (640) (3840) (11520) (17,280) water type damage. Costs: 3 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
Soothe: This character is kind and caring. They may take a turn to soothe an ally. This will grant that character resistance to fear type abilities for 2 turns, and will also grant 2 cool down turns towards removing anger based statuses like taunt and swagger. Costs: 2 pg
Character Type: Toa, Water, Element, Support
Weakness: Weak to absorb and lightning type damage. Immune to water. Resists fire and ice.
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