Makuta: Level 90
HP: 1,680,000 (3,360,000)
Attack: 35,500
OMEGA Dark: 2000
5GM Scythe: 1000
5GM Psyhic: 1000
5GM Absorb: 1000
5GM Energy: 1000
5GM Sonic: 1000
5GM Poison: 1000
Staff of Shadows: 1200 (36,700) (38,700) (39,700) (198,500) (397,000) (794,000)
Great Shadow Hand: 800 (36,300) (37,300) (38,300) (191,500) (383,000)
Dark Blast: 35,500 (37,500) (187,500)
Psychic Blast: 35,500 (36,500) (182,500)
Absorb Blast: 35,500 (36,500) (182,500)
Energy Blast: 35,500 (36,500) (182,500)
Sonic Blast: 35,500 (36,500) (182,500)
Poison Blast: 35,500 (36,500) (182,500)
Defense: 35,500
5GM Armor: 1000
Teridax Bio-Armor: 1500 (37,000)
5GM Shield: 1000
Mask of Shadows Shadow Shield: 500 (2500) (3500) (17,500) (35,000) (72,000)
Speed: 310 (300)
Skill: 350
Move: 8 (teleporting)
Items:
5-Poisonous Black Protodermis: A sickly, black 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 with extremely high dark affinity by 20%.
Teridax Bio-Armor: -10 speed. The armored cyborge shell of Makuta. This impressive armor grants and extreme resistance to fire, ice, air, earth, and water type damage. The armor is also extremely resistant to wear. This armor is massively heavy, making throwing moves less impactful against this foe. However, falling will deal significantly more damage to this character. Base 1500 defense.
Mask of Shadows: This incredible item is nearly impossible for a character to master. A 5GM in Dark skill level would be required at the very least. However, this item allows the wearer to see any terrain that is covered by darkness within the nearest three maps in all directions. It will also allow the character to Warp to any dark tile within three maps. The character will not suffer a turn debuff for doing this, and they will be able to attack with any ability after teleporting. This teleportation is still susceptible to gravity abilities, and it may only be done once every four turns. This mask Also grants a Shadow Shield.
Mask of Shadows Shadow Shield: This shield is only avaiable when a character is wearing the Mask of Shadows. This shield is impossibly strong, but also nearly immediately destroyed by light type attacks. Base 500 defense. This shield is boosted by the shield and dark skill stats and boosts.
Staff of Shadows: This extremely deadly weapon is truly a great scythe, though the name may be misleading. This weapon deals blade/dark type damage, but it will double its total might when it innitiates attacks. Like most scythes, this weapon deals half damage onn counter attacks. Makuta may actually split the staff in half and dual weild it. This will remove the damage doubling bonus on attack innitiations. This weapon has been reforged and unlocked to its final form. Base 1200 damage.
Savage Dark Weapon Seal: This noval item may boost the damage of a melee weapon that is melee/dark element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.
8- Nightmare Wheels: Boosts the psychic ability of a character by 50%
16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%.
8-Jade Cube: A brilliant green chunk of jade that has be cut into the shape of a small cube. This item will boost absorb type attacks by 50%, but it may not be used by plant based characters.
8- Sonic Amplifier: A small device that is worn on armor. This amplifies sonic attacks, but is very fragile and easily stolen. This item will often break if the character falls in battle. Boosts sonic damage by 50%.
8- Energy Gems: Boosts Energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
16-Poison Bloom: An odd flower. This item may be damaged or destroyed if the character is jostled heavily by explosion or throwing attacks. This flower will boost total poison damage by 25%.
10-Desperate Shadows: A gift from the father of shadows. This item will allow this character to survive one lethal attack if the attack deals light-type damage.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, and backstabs.
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or stolen.
Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.
Abilities:
Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Melee level.
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
Father of Shadows: Signature ability. All the dark attacks of this character cannot be consumed. This character may consume all dark type attacks. This ability cannot be removed by strategist. Costs: 4 pg
Father of the Rahkshi: Signature Ability. The Rahkshi are the children of Makuta. As long as they are still aligned to his cause, they will receive a speed ad skill boost of 40 alongside and attack and defense boost of 50% if they are within 10 spaces of him. If Makuta is in his lair, he may also take a turn to craft new Rahkshi from Protodermis if one of his sons has fallen. He may create as many Rahkshi as have fallen in the battle, in essence bringing them back to life. Costs: 10 pg
Great Shadow Hand: This terrifying attack may only be used in tandem with abilities such as True Shadow Form or with the item Mask of Shadows. Wherever the shadow of this character sits may be targeted by this attack. A massive black hand reaches up from the ground ant attempts to grab the enemy. This will cruch them if the attack lands, instantly reducing their HP by 15%. The hand iteself gives dark/absorb damage, but boasts a massive base might of 800. This attack may only strike once. Costs: 6 pg
Shadow Tag: If a unit is on the ground and adjacent to this character, they cannot move away from it unless they are immune to dark or a dark type character themselves. Costs: 4 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg
Consume Dark: This character is immune to dark type attacks. If struck by a dark type attack, they will heal as much HP as the total might of the attack. They may also consume a dark terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg
Flash Dark: This character uses even the dark attacks of others to fuel its power. This ability grants immunity to Dark-type damage, and each time a Dark-type attack strikes it, it will boost its total damage by 10%. This boost will last for up to 5 turns, and the cooldown will be reset each time the character is struck by a dark attack. This multiplier will max out at tripling the total damage of this character, but this does count as an ally-based boost, as ally units may be used to buff the damage of this character. Mixed damage types will still harm this character as with any other immunity. Costs: 5 pg
Pitch Black: If this character is in a dark area, all light attack used by any character within three spaces of this character, whether friend or foe, will have their total damage reduced by 50%. Costs: 5 pg
Mind Dive: This unit attempts to reach into the mind of an enemy and take control of them. This takes a turn to do, and the attack has a 30% chance of landing. This attack does not work on psychic type characters, and magic and strategists characters naturally escape from a mind dive twice the normal rate. However, if this attack hits, the enemy unit will be forced to join this character's party for the next six turns. Costs: 5 pg
Gravity: At the start of an attack this unit forces all characters within two 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 five spaces of this character. Costs: 4 pg
Time Warp: Once a day, this character may stop time for two turns. This reduces enemy speed to zero. It prevents enemy units from counter-attacking. When time is stopped, only this unit and other units with Time Warp will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what.
This unit may also take 2 “step backs” once a day. Step backs allow the character to re-roll a result they do not like. However, if there is another character on the map with “Time Warp”, that enemy can spend one of their re-rolls to block a re-roll.
It should be noted that tampering with time might cause strange and dangerous side effects, so it is best not to be done often. Costs: 6 pg
Hypnosis: -30 hit. This move will put an adjacent enemy to sleep. Characters put to sleep are immediately cured of status conditions, boost, or reductions. A sleeping character will stay asleep for a maximum of five turns, with a 30% chance of waking up each turn they are asleep. Costs: 3 pg.
Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add half of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
Elements Unleashed: This character has mastery over many different element types, and as such can quickly overwhelm enemies. If this unit uses a simple element blast against a foe, and then uses a different type of element blast against that same enemy, the second blast will increase its total might by fifty percent. This ability will continue to stack on additional damage until the unit using it strikes the foe with a blast that it has used previously. Costs: 5 pg
Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg
Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg
Strategist (II): This unit may choose two first level abilities or a second level ability held by an enemy unit within 10 spaces. These abilities 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: 8 pg
Character Type: Element, Dark, Destructive, Worldbreak, Possessor, Psychic
Weakness: Weak to light. Immune to dark. Strongly resists psychic damge. Immune to mind control. Strongly resists most psychic statuses.
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