Doomfang: Level 57
HP: 196,800
Attack: 1,000
5M Fire: 80
5M Ice: 80
GM Bite: 200
Fire Blast: 1000 (1080) (5940)
Ice Blast: (1080) (5400)
Blue Coldflames: 500 (1500) (1580) (8,609) (16,590)
Bite Attacks: 1000 (1200) (2,200)
Doomfang: (1200) (2780) (15,920) (29,190) (58,380)
Defense: 1,000 (1,300)
Flamescale Pendant: 20 (100) (550) (1,550)
Icescale Pendant: 20 (100) (500) (2,050) (2,665)
Speed: 160 (-50 avoid due to size class)
Skill: 170
Move: 8 slithering/flying (10 swimming)
Items:
Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character.
Sickening Roar: This character can unleash a horrible roar. Any characters within two spaces of this enemy will immediate have their total defense cut in half for the next three turns. Costs: 3 pg
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
Character Type: Dragon, Destructive
Weakness: Weak to poison. Weak to the poison and disease status. Weak to the radiation status. Mild weakness to bite damage. Resists water, ice, and fire.
Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Node Hunter Richard's last moments of being tormented and toyed with before his deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.
8-Ice Gem: Boosts ice type damage by 50%. May allow a special type of ice attack once every four days. Can be used to freeze all adjacent squares.
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.
Berk Crest: A coiled dragon, the symbol of the Berkian tribe. This brand is granted by Stoick and immediately identifies the character as an ally of Berk. It will allow a 50% damage boost to explosion and fire type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand.
1-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.
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.
Icescale Pendant: An ancient pendant, made from a pale blue 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 ice skill stat and boosts of this character. This item is easily lost or stolen.
Abilities:
Blue Coldflames: Signature ability. The flames of the Doomfang are terrifically cold. They have a 20% (30%) chance to freeze foes. Foes will have a 30% chance to thaw, and may only be frozen for 3 turns. These coldflames may be used to attack or to counter. They will ignore both fire and ice resistances and immunities. They cannot be consumed unless the foe can consume both ice and fire. These flames have 500 base might. 1-2 range. This ability cannot be removed by strategist. Costs: 6 pg
Doomfang: Signature ability. This character may add the total damage of its blue coldflames to its biting attacks. This will remove weaponized body boosts. This will add the total the base might of both attacks and then calculate multipliers. Costs: 4 pg
Black Dragon Scales: This dragon's scales give it a unique ability based on their color. Black gives this character complete immunity to dark type damage. These also boost the total defense of the character by 30%. Costs: 5 pg
Swallow Alive: -20 hit. This character may swallow an enemy 1 size class smaller than them. After swallowing the foe, the enemy will lose 10% of their HP at the start of each turn. This is poison type damage, so immunities and resistances still apply. The character who has swallowed the foe will heal 5% of their HP at the start of each turn while the enemy is inside them. If the character who has swallowed the enemy does not attack the following turns, it may increase the damage taken by the foe to 15%. The enemy may attack the character who has swallowed them, and they have a 100% chance to hit the predatory character. However, they may only strike once, and their total damage will be reduced by 25%. If this character wishes, they may take a turn to vomit out the captured character. Costs: 6 pg
Coil: -30 hit. This character may coil around a foe and crush them. If this attack lands, it will usually hold a character in place of the same tile as this unit, and it will reduce the avoid of the foe to 0. Unless the foe has attacks that can be fired when their arms are pinned to their side, they will be unable to counter. This makes weapons that usually work against tackles worthless (small guns and knives). However, a coiling character will suffer -50 avoid themselves, and striking them can reduce how long they can hold the captured foe. A coiled foe will also lose 15% of their HP at the start of each turn from air-loss. The coiling character may bite the foe. 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
Body Slam: Hit -10. Calculate the accuracy of this hit as if it were a normal attack. This unit body slams an opponent. This only works on enemies that are small or very small. This attack cannot be blocked or defended. The damage of this attack is equal to 20% of their current HP. Costs 3 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy: Costs 1 pg
Devastating Flame Dragon Breath: Once every three turns, this character may exhale its flame breath at full force. This will strike five squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. Costs: 4 pg
Stunning Blows (III): The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 60% (75%) of the time. This ability only activates on physical attacks. Costs 12 pg
8-Ice Gem: Boosts ice type damage by 50%. May allow a special type of ice attack once every four days. Can be used to freeze all adjacent squares.
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.
Berk Crest: A coiled dragon, the symbol of the Berkian tribe. This brand is granted by Stoick and immediately identifies the character as an ally of Berk. It will allow a 50% damage boost to explosion and fire type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand.
1-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.
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.
Icescale Pendant: An ancient pendant, made from a pale blue 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 ice skill stat and boosts of this character. This item is easily lost or stolen.
Abilities:
Blue Coldflames: Signature ability. The flames of the Doomfang are terrifically cold. They have a 20% (30%) chance to freeze foes. Foes will have a 30% chance to thaw, and may only be frozen for 3 turns. These coldflames may be used to attack or to counter. They will ignore both fire and ice resistances and immunities. They cannot be consumed unless the foe can consume both ice and fire. These flames have 500 base might. 1-2 range. This ability cannot be removed by strategist. Costs: 6 pg
Doomfang: Signature ability. This character may add the total damage of its blue coldflames to its biting attacks. This will remove weaponized body boosts. This will add the total the base might of both attacks and then calculate multipliers. Costs: 4 pg
Black Dragon Scales: This dragon's scales give it a unique ability based on their color. Black gives this character complete immunity to dark type damage. These also boost the total defense of the character by 30%. Costs: 5 pg
Swallow Alive: -20 hit. This character may swallow an enemy 1 size class smaller than them. After swallowing the foe, the enemy will lose 10% of their HP at the start of each turn. This is poison type damage, so immunities and resistances still apply. The character who has swallowed the foe will heal 5% of their HP at the start of each turn while the enemy is inside them. If the character who has swallowed the enemy does not attack the following turns, it may increase the damage taken by the foe to 15%. The enemy may attack the character who has swallowed them, and they have a 100% chance to hit the predatory character. However, they may only strike once, and their total damage will be reduced by 25%. If this character wishes, they may take a turn to vomit out the captured character. Costs: 6 pg
Coil: -30 hit. This character may coil around a foe and crush them. If this attack lands, it will usually hold a character in place of the same tile as this unit, and it will reduce the avoid of the foe to 0. Unless the foe has attacks that can be fired when their arms are pinned to their side, they will be unable to counter. This makes weapons that usually work against tackles worthless (small guns and knives). However, a coiling character will suffer -50 avoid themselves, and striking them can reduce how long they can hold the captured foe. A coiled foe will also lose 15% of their HP at the start of each turn from air-loss. The coiling character may bite the foe. 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
Body Slam: Hit -10. Calculate the accuracy of this hit as if it were a normal attack. This unit body slams an opponent. This only works on enemies that are small or very small. This attack cannot be blocked or defended. The damage of this attack is equal to 20% of their current HP. Costs 3 pg
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. You must have just killed the enemy: Costs 1 pg
Devastating Flame Dragon Breath: Once every three turns, this character may exhale its flame breath at full force. This will strike five squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. Costs: 4 pg
Stunning Blows (III): The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 60% (75%) of the time. This ability only activates on physical attacks. Costs 12 pg
Sickening Roar: This character can unleash a horrible roar. Any characters within two spaces of this enemy will immediate have their total defense cut in half for the next three turns. Costs: 3 pg
Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.
Character Type: Dragon, Destructive
Weakness: Weak to poison. Weak to the poison and disease status. Weak to the radiation status. Mild weakness to bite damage. Resists water, ice, and fire.
No comments:
Post a Comment