Monday, June 22, 2020

Su Bak Na







Su Bak Na: Level 81
HP: 600,000 (1,200,000 Draught of Life+1UP) (2,400,000) (3,600,000) (5,400,000 heart and Soul)
Attack: 13,000
5GM Scythe: 1000
5GM Poison: 1000
5GM Marksman: 1000
5GM Explosion: 1000
5GM Energy: 1000
5GM Psychic: 1000
5GM Water: 1000
Marro Hivelord Dual Scythe: 6000 (19,000) (20,000) (21,000) (22,000) (23,000) (172,500) (356,500) (540,500) (563,500) (1,127,000) (1,690,500) (2,535,750) (x3 initiating, 1/4 defending)
Marro Hivelord Long Ranged Plasma Rifle: 600 (13,600) (14,600) (15,600) (16,600) (17,600) (140,800) (272,800) (413,600) (827,200)
Marro Hivelord Long Ranged Plasma Rifle: 600 (13,600) (14,600) (15,600) (16,600) (17,600) (18,600) (148,800) (288,300) (437,100) (576,600) (1,153,200) (1,729,800)
Psychic Blast: 1,600 (1,680) (8,400)
Defense: 12,000 (24,000)
5GM Armor: 1000
Marro Hivelord Armor: 1400 (2400) (26,400) (39,600)
5GM Shield: 1000
Psychic Barrier: 600 (1600) (2600) (20,800) (41,600) (83,200) (109,600)
Mergo Feather Pendant: 100 (1100) (8,800) (17,600) (35,200) (144,800)
Hydrascale Pendant: 100 (1100) (8,800) (17,600) (35,200) (180,000)
Godzillascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (213,000)
Orcane Ripple Pendant: 100 (1100) (8,250) (16,500) (33,000) (246,000)
Psychicscale Pendant: 20 (1020) (8,160) (16,320) (32,640) (278,640)
Posionscale Pendant: 20 (1020) (8,160) (16,320) (32,640) (311,280)
Energyscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (341,880)
Waterscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (372,480) (558,720)
Speed: 287 (293) (+5)
Skill: 290 (305) (+10) (+30 hit) (+40 hit when initiating)
Move: 7 (Walking, Swimming)





Items:

4-Mako Energy Cells: Energy generated from life itself. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare.

Centaur Heart: Only one of these items may be held. It will boost the total HP of the holder by 25% on top of all other HP boosts. This item is immediately dopped at death.

Marro Heart: This item prevents the use of Legendary Hearts on this character. It will boost the HP of the character by 50%. All ally buffs granted by this character may now only apply to Marro or Wislinu units. All ally boosts granted by this unit may now stack. 

Su Bak Na's Hivelord Dual Scythe+++: An incredibly savage weapon. This weapon deals double (3x) damage when it initiates the attack. It deals very little wear to enemy equipment. This weapon boasts a staggering 2000 (6000) base blade/energy/poison/psychic type might. This weapon deals 1/4 damage when this character is counter-attacking. In its final form, this weapon always strikes twice when attacking and deals 3x damage when initiating. 

Marro Hivelord Long-Ranged Plasma Rifle++: A long-range, well-rounded weapon. Unlike regular Marro blasters, this weapon requires surgery to bind the blood vessels of the character with this weapon. The character must have toxic blood in order for the weapon to function. Base might 600. 1-4 range. Energy/Explosion/Poison type damage. This weapon may be improved by Hydro Boost. This weapon prevents the use of the ability "Sniper Shot". 

2-Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.

2-Critical Weapon Seal: An elite weapon seal. This weapon seal will boost the damage of critical hits executed by this weapon by 50%. This cannot be added to weapons that already have boosted damage on crits. 

Marro Hivelord armor++: Armor designed for aquatic combat. This armor will double the total defense of the character if they are swimming. While in water, grants immunity to fire-type damage. Grants resistance to whip, blade, and air-type damage. Base defense 1400. 

Utgar's Pledge: This magificent item was given only to Utgar's highest generals before his death at the hands of Sardilic. This item will boost the skill of Su Bak Na by 15.

Monstrous Forged Eye: This eye has been implanted into this character. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

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.

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.

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.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

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.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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. 

Elite Thief Killing Curse: A horrible object designed to punish any thief who would dare steal from the holder. This curse will trigger once for every item that is stolen from this unit, but it will not trigger for items looted from it. When this curse triggers, the thief will immediately take 200,000 deletion damage. If this kills the foe, the stolen item will be lost to deletion as well. 

Thiefbreaker Chain: A silver chain worn near the waist. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped. 

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). This item is easily lost or stolen.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.

Dual Augment Ring: If this character has two weapon augments, they may activate them both at once. This does not necessarily mean the augments will stack, but it does allow them to use separate augments of separate weapons.

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.

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage. 

Mob Boss Ring: A ring that grants extreme resistance to bullet. Very valuable but also easily lost of stolen.

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen. 

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen. 

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

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.

Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.

Vicious Silver Pin: A small, needle-like pin that can easily be warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status-based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very difficult to steal and very valuable. 

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Vile Poison: The poison attacks of this character cannot be consumed. The poison attacks of this character will always harm allies. 

Devilish Destruction Charm

Marro Hive Crest: This brand will buff the damage of psychic and poison-type damage by 50% (stacking alongside regular item boosts). 

4-Poms of Power (Psychic, Water, Poison, Energy)

12-Twisted Spoon+Psychic Plate

12-Water Gem+Water Plate

12-Energy Gem+Energy Plate

24-Poison Bloom+Poison Plate

Razor Stone+Razor Plate

Psychic Barrier: This powerful barrier works like a shield. It blocks most attack types but does not defend against dark or psychic. Like most barriers, it is susceptible to being shattered. Base defense 600


Abilities:

Hive Supremacy: Signature ability. Su Bak Na will increase all roll chances used by any Marro or Wilsinu units on the map by 5 (10). This ability cannot be removed by Strategist. This includes hit, dodge, and ability activations. Costs: 7 pg

Water Absorb: If in a water tile, this character will heal 20% of its HP at the start of each turn. If this unit is hit by a water-type attack, it will also heal 20% of its HP. This character is immune to water type damage. Costs: 4 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

Dull Mind: This may expose an enemy unit to one tier of strategist. This only works against item granted resistance of immunity. This must be done instead of attacking. This status will last for three turns and must be performed at one range. This ability does not work on Psychic or Strategist class foes. Costs: 4 pg

Inspiration: Ally units within two spaces of this character receive +10 (+20) speed, +10 (+20) skill, and have a 25% (50%) boost to their total attack damages. (This buff only applies to Marro/Wilsinu) Costs: 4 pg

Vault: When riding a mount, this character may choose whether or not to use its own avoid stat or the mount's avoid stat. Costs: 1 pg

Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg

Scythe Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. This may be used once (twice) per day. Costs: 5 pg

Critical Hit: Once (Twice) every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. This attack will not be countered. Costs: 5 pg

Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg

Height Advantage: If this unit is on a mount who stands higher than the foe they are facing, this character will gain +10 hit with 1-ranged attacks. However, this does not work if the mount is flying. Costs: 1 pg

Poison Weapon: This character may take a turn to augment its weapon. This will give the weapon poison-type damage and grant it the wind-type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg

Hydro Boost: This character may take a turn to augment their blaster with water-type damage. This will add water-type damage to the weapon and boost its total might by 50%. This augment lasts for 3 turns. If this character is in water, then this buff will be a 100% damage boost, and the cooldown for the augment will be refreshed. Costs: 6 pg

Unnerve: Enemies within ten (20) spaces of this character cannot use "Consume" abilities. This includes abilities that consume souls, absorb the abilities of others (such as absorb), or devour the foe (living or dead). This is a fear status ability. Enemies cannot use consumable items. Some healing abilities will also be prevented. Costs 6 pg

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. Costs: 4 pg

Engagement (II): Guard or HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop or take damage equal to 3x (4x) the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 (+75) hit. If the character is ranged, flying will not prevent this attack from occurring. At second tier, if a foe starts their turn next to this character, then moving at least one space away from this character will trigger this ability as well. Foes must target at least one Engaged character with an attack or all Engaged characters will activate this ability against them. Costs: 8 pg

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

Dual Gunner: 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 Marksman level.

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

The Marro Conquest: Legendary Gem signature ability. Once every five days this character may use this ability to drop a Marro Hive. This structure will begin to spread poisonous swamp terrain around it. This ability has a random chance to drop between 1 and 3 hives. These hives will be connected by the swampy terrain instantly. One hive will always be adjacent to the Marro Hivelord who uses this ability. This terrain will function exactly like normal poison swamp terrain for most units, but Marro units will ignore movement debuffs. Swampy terrain takes 2 movement to pass through with walking movement. It does not slow down swimming characters. Starting your turn in swampy terrain will cause the character to have a 50% chance to take a poison status that will deal 500 (580) (2900) (5800) damage at the start of every turn. This status will last for ten turns unless it is refreshed by starting in another swampy tile. This status can stack if you start your turn in the swamp multiple times. Much like water, some characters may hide themselves bellow this terrain, making ambushes likely. However, coming up from below the swamp will reveal the character and take the action of that character for that phase. Marro units standing in this swamp will boost their damage by 20%. This swamp and the hives will remain after the battle, but may be destroyed (each hive has 100,000 HP). A Marro unit may take a full turn to enter one hive and then spend their next turn exiting from any other hive on the planet. Only Marro units may do this. Costs: Legendary Poison Gem


Character Type: Alien, Psychic, Strategist, Melee

Weakness: Weak to fire damage. Immune to poison and the poison status. Immune to mind control. Resists Psychic. 

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