Mirio Togata: Level 60
HP: 120,000 (240,000 Heart Container) (360,000 Centaur Heart+Soul) (432,000 Rune Arc)
Attack: 1,500
2GM Martial: 400 (800)
Martial Attacks: 1,500 (1,900) (2,700) (5,400) (8,640) (25,920) (77,760) (155,520)
2GM Martial: 400 (800)
Martial Attacks: 1,500 (1,900) (2,700) (5,400) (8,640) (25,920) (77,760) (155,520)
Defense: 800 (1,600)
2GM Armor: 400
Lemillion Armor: 300 (1,900) (2,300)
Lemillion Cape: 150 (2,450)
Speed: 185 (195) (+25 avoid)
2GM Armor: 400
Lemillion Armor: 300 (1,900) (2,300)
Lemillion Cape: 150 (2,450)
Speed: 185 (195) (+25 avoid)
Skill: 196 (+20 v body)
Lemillion Pure Martial Arm Wrappings: These wrappings are designed to drastically improve the base damage of a martial attack. They may not be augmented or improved by any element based abilities. However, they are sturdy and strong, a testament to the power of the body alone. These wrappings will double the skill boost of martial skill levels. These wrappings had to be customized to work alongside Lemillion's quirk. Base 400 martial type might.
Lemillion Armor: Armor made from special fibers constructed from Mirio's hair. This armor will phase alongside Mirio, and as such it is the only armor he will not lose upon activating his quirk. This armor is meant to work alongside Lemillion's quirk, and as such it blocks resists elemental damage including light, dark, earth, and air. Base 300 defense.
Lemillion Cape: A brilliant red cape. Designed to be flashy, this cape will draw the attention of foes. It also has useful resistances to fire, explosion, and poison type damage. Base 150 defense.
Lemillion Cape: A brilliant red cape. Designed to be flashy, this cape will draw the attention of foes. It also has useful resistances to fire, explosion, and poison type damage. Base 150 defense.
Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.
Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.
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, ambushes and backstabs.
Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.
Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 15%.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general.
2-Cursed Weight: +30% Damage to Pure Martial; -50 Speed; Very Hard to Steal
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen.
Devilish Destruction Charm
4-Focus Binding (Right Arm, Left Arm, Right Leg, Left Leg)
Abilities:
Phantom Threat: Signature Ability. Once every other turn, Lemillion may use his quirk to pass through multiple objects. Using this ability will add +2 to his total movement. He may not pass through the same object twice in a row. Objects he can pass through include characters, walls, buildings, the ground, ceilings, and certain types of solid terrain. Each object he passes through will add 5 to his speed, maxing out at 50+ speed. Each object he passes through will boost his damage by 20%, maxing at tripling his damage. After expending his movement, he may then strike a foe with normal martial attacks, and these attacks will receive the speed and damage buffs. The damage buffs will then be immediately lost, but the speed buff will last until the start of his next turn. Costs: 6 pg
Quirk-Permeation: Signature Ability. This ability cannot be removed by Strategist. This remarkable quirk is extremely tricky to use, requiring several years of practice to master. However, it will give the character teleportation-like movement if they are on the ground, add 3 to their movement, and will allow them to easily launch themselves high into the air to attack foes who are flying. This quirk will make the character intangible at nearly all times, as they can choose which portion of their body becomes permeable. This will not be the case if this character is ambushed or struck with a critical hit. While intangible, this character will be immune to pure physical damage. This ability will also allow this character to strike a foe while passing completely through their armor. This means the martial attacks of this character ignore armor and barriers. This ability will not work if this character uses Take The Hit. Costs: 10 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. Costs: 4 pg
Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Mastered Body: While this character lacks inhuman strength, they wield lethal force with their martial prowess. This ability cannot be used by characters who have access to Inhuman Strength. This ability will double the total damage of martial-type attacks. It will also boost the skill of this character by +20 when using martial attacks vs body damage using foes. Costs: 5 pg
Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
Weakness: Weak to earth and bullet type damage. Resists pain and fear statuses.
Caps:
HP: Small
Attack: 700
Defense: 100
Speed: 138
Skill: 146
Move: 7
Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
(TBA) Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg
Character Type: Martial, Speed
Weakness: Weak to earth and bullet type damage. Resists pain and fear statuses.
Caps:
HP: Small
Attack: 700
Defense: 100
Speed: 138
Skill: 146
Move: 7
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