Lehvak: Level 17
HP: 2,280
Attack: 136
5 Shield: 25
1M Air: 40
Air-Cutter Shields: 300 (436) (461) (501) (1001)
Air Blast: 136 (176) (352) (1-2 range)
Defense: 170
5 Shield: 25
Tahnnok Bioarmor: 400 (570) (595)
Earth-hammer Shields: 200 (225) (265) (530) (1125)
Speed: 41
Skill: 44
Move: 6
Items:
Air-Cutter Shields: Basic equipment used by Bohrok units. Give air/bludgeon type damage. These weapons have a 20% chance to cause the bleeding status. These weapons have been upgraded from their base form. Base defense 200. Base attack 300. The unique nature of these shields allows them to be boosted in their defense by fire 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.
Lehvak 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 armor resists Lightning type damage, but water damage gives it massive wear. Grants 400 base defense.
2-Air Gem: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.
Abilities:
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 (236), and if the unit travels the maximum number of spaces it is 100 (280) (516). 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
Windblast: Instead of attacking, this unit may create a powerful gust of wind. It pushes everything three spaces in front of it back to the fourth space or further. This can also blow away many types of terrain windy, sandstorm, smoke, gas, fire, dark. It will also deal the combined damage of this units air and magic skills. This attack may only be used once every three turns. Costs: 3 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
Whirlwind: Instead of attacking this unit may make a whirlwind terrain. Whirlpool terrain traps anyone who was in the water in that space until the whirlwind dissipates. This terrain does not catch burrowing units, or units that can cling to the ground. This terrain may be escaped from units that have access to flying type movement. A whirlwind may not be moved across without becoming trapped in the vortex. While caught in a whirlwind, the character will receive -10 speed. At the start of each turn, the trapped unit will take 40 (176) (216) (432) air type damage. This terrain will last two turns under most circumstances. Costs: 3 pg
Character Type: Air, Element, Robot
Weaknesses: Weak to Lightning and light type damage. Resists Air and Earth type attacks. Affected by hacking as well as psychic attacks. Affected by EMP.
Caps:
HP: Small
Attack: 400
Defense: 500
Speed: 120
Skill: 130
Move: 7
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