Tuesday, April 28, 2020

Shade Lord





Void Given Focus: Level 70
HP: 510,000
Attack: 3,500
OMEGA Claw: 2000
5GM Dark: 1000
5GM Whip: 1000
5GM Throw: 1000
Void Whips: 3,500 (4,500) (5,500) (33,000) (99,000)
Void Claws: 3,500 (5,500) (6,500) (39,000) (117,000)(175,500)
Defense: 3,500
True Shadow Shield: 300 (1300) (7800) (23,400) (27,900)
Speed: 210
Skill: 230
Move: 6




Items:

5-Shards of Midnight: Extremely rare and powerful dark objects. May only be used by a character who is truly one with darkness. These items increase the holder's dark type damage by 100%.

True Shadow Shield: A shield that can only truly be used by a being who is made entirely of darkness. This impressive barrier is very difficult to break, but is susceptible to light-type damage. This barrier offers 300 defense and is improved by the dark type skill and item boosts of this character. The defense of this shield is boosted by proficiency.


Abilities:

God of Gods, Void of Voids: This character's darkness is impossible to comprehend. Many have sought after it, and many have perished. The dark type attacks of this character may all be improved by proficency even if they are dual attack type. Foes cannot consume the dark type attacks of this character. This character may consume all forms of dark type attacks, regardless of the abilities of the foe, except in the case that the foe is a high Dark skill level than this character... a laughable notion. 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

Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal ammount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail

Shadow Grab: -15 speed. 1-2 range. A dark grab. Much more accurate and longer range than a regular grab. This unit lashes out a long shadow and grabs onto medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage equal to the skill level damage of this character's attack, throw and dark (3500) (4500) (5500) (33,000) (99,000) . This damage ignores defense, dark immunities, and block. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 3 pg

Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that the character can be smashed against the ground depends on the speed of this unit. If it is:

5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. Costs: 6 pg

Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Shadow Claw: This unit may add it's dark type skill to its claw attacks. It will also boost the total might of these attacks by 50%. Costs: 2 pg

Void Tendrils: Once every three turns, this character may open up the darkness that dwells with and lash out with it. This attack will always strike four times, but it may hit more based on this character's speed (16 times maximum). These tendrils have a 150 (3,650) (4,650) (5,650) (33,900) (101,700) dark/whip type might, and are boosted by the attack stat, along with the skill stats and boosts of the character. These whips will hit behind shields, and they have a 1-2 range. The void tendrils each have a 25% chance to induce the bleeding status on the enemy they strike. Costs: 6 pg

Heartstopping Aura: Fear-type Ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 (6) spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. Costs: 4 pg

Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. 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

Lord of Void: This character may take a turn to summon a random number (1-6) of Siblings from the Hollow Knight universe. These siblings may strike this character, which will be counted towards dark consuming abilities. This ability may be used once every three turns. Costs: 5 pg

Void Tendril Terrain: Signature ability. This attack can only be used by those who are GM in dark or higher. This character may take a turn to charge. After this turn, at the start of its next turn it will place Void Tendril terrain down on all adjacent squares. Void tendril terrain is odd in that it must calculate accuracy, but it is extremely deadly. Void tendrils are a type of terrain that can be destroyed by light type attacks. Standing in this terrain, or within two spaces of it, will lead to the terrain attacking the player. The terrain will strike 4 times with 20,000 damage dark/whip type damage. This has a 25% chance to induce bleeding with each hit. The accuracy of the terrain is 170 hit. It can be consumed. Costs: 4 pg


Character Type: Dark, Destructive, Worldbreaker

Weakness: Strongly resists light type damage. Immune to dark. Immune to strategist. Immune to mind conntrol, debuffs, and negative statuses. Weak to sonic and sacred damage. This character is a psychic entity, and is very hard to find, and even harder to master.

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