Tuesday, June 16, 2020
Blue's Arcanine
Blue's Arcanine: Level 55
HP: 84,000
Attack: 750
5M Fire: 80
5M Bite: 80
Fire Blast: 750 (830) (4150) (6,225) (18,675) (28,013)
Bite Attack: 750 (830)
Flame Wheel: 300 (1050) (5250) (7,875) (23,725) (35,438)
Defense: 200
Flamescale Pendant: 20 (100) (500) (700)
Speed: 150 (165)
Skill: 175
Move: 8
Items:
8- Fire Gems: Boosts fire-type damage by 50%. May allow a special type of fire attack once every four days. Can be used to light four adjacent squares on fire.
Choice Band: This item will lock the Pokemon wearing it into the attack that they choose. This will not lock them into status moves. However, this attack will boost the damage of Physical hits by 50%. This move lock may be removed by switching this Pokemon out.
Flamescale Pendant: An ancient pendant, made from a red dragon scale imbued with potent sorcery. Though the pendant itself offers a meager 20 defense when being attacked (like a shield or barrier), its total defense is improved by the flame skill stat and boosts of this character. This item is easily lost or stolen.
Abilities:
Flash Fire: This character uses even the fire attacks of others to fuel its power. This ability grants immunity to Fire-type damage, and each time a Fire-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 (1) pg
Consume Fire: This character is completely immune to fire type attacks. If hit by a fire type attack, calculate the damage that would normally be given if this unit had zero defense, and add that number to their HP (even healing them above max HP). If this unit steps into a burning tile (which they have not made themselves) they may take a turn to consume the fire. This will heal 50% of their HP (stopping at max HP). Costs: 5 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
S.T.A.B.: Pokemon exclusive ability. If this character is using an attack that matches it's element typing, the attack will recieve a 50% boost in its total might. Costs: 5 pg
Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg
Ferocity: Beast only ability. This unit may activate this ability once a day. The unit may activate this ability at the beginning of its turn, and may then continue into an attack in the same turn. When this ability is activated, this unit's speed increases by 40. It also adds 50% to the total might of all its physical attacks. However, it will reduce its total skill by 20. This mode lasts for three turns. Costs: 5 pg
Flame Wheel (III): (+10 speed) (+15 speed) This character coats its body in flame and then spirals violently into the foe. This has a 20% (40%) (50%) chance to burn the foe. This attack counts as phsyical damage. Base 300 flame type might. This attack may be used to counter. Costs: 8 pg
Paralyzing howl: Any enemy units within three spaces of this character have a chance of being paralyzed for one turn by fear. This move can be used once every other turn, and it takes a turn to activate. Any enemies nearby have a 50% of flinching and missing their turn. An enemy may not be flinched 2 turns in a row by this ability. Requires: 3 pg
Beast Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 15% to any dodge, hit, or skill activation chance once every two turns. Costs: 3 pg
Intimidate: Fear type ability. When this foe first engages an enemy, that enemy unit will receive a 50% reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 pg
Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg
Character Type: Pokemon, Beast, Elemental
Weakness: Extreme resistance to absorb. Resists fire, ice, blade, and light. Extremely weak to earth. Weak to water.
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