Friday, November 13, 2020

Orcinus Orca






Killer Whale: Level 52
HP: 79,200
Attack: 850
5M Bite: 80
5M Tail: 80
Bite Attacks: 850 (930) (2,790)(8,370) (16,740)
Tail Attacks: 850 (930) (2,790)(8,370)
Defense: 850 (1,190)
Speed: 140 (150) (140)
Skill: 140 (130)
Move: 10 (swimming, 2 on land)


Items:

Whale Oil: This rare item will occasionally drop from defeated whale foes. The potential of this strange fluid is untapped.

Orca Fang: A sharp fang from the mouth of an orca. This object increases the stun, but not flinch, chances of this character by 10%. 

Abilties:

Breach: This character may leap out of water and attack flying foes. If it does so, it will boost its total damage by 25% and knock the foe into the water with it (if the attack strikes). This ability may not be removed by strategist. Costs: 2 pg

Tidal Wave Pull: Orca signature ability. If a group of Orcas rush towards the shore, using at least three movement in a straight line, they will form a tidal wave if all the orcas end their movement in water and in a straight line. The wave will be as wide as the line of orcas, and it will travel inland 2 spaces for each orca that uses this ability to form the line (maxing at a 10 range wave). If this wave strikes a foe, it will pull the foe into the ocean, placing them as far into the sea as they were once standing inland. This ability cannot hit flying foes. This ability cannot be dodged. Foes struck by this ability have a 50% (60%) chance to be stunned and will have their avoid dropped by 30 for the first full turn they take in the water. Costs: 5 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

Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg

Sonar: This character can use sound to scan the battle around them. This will double the perception range of this character, making ambushes much harder to land. This ability will also cut all vision based evasion boosts used by foes or vision based skill debuffs suffered by this character in half. This character will be able to locate invisible foes if they are within six range of where this character either begins or ends its movement. Costs: 2 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.

Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg

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

Thick Fat: This character is covered by a dense layer of fat... which offers a surprisingly good defense. Grants resistance to martial, fire, ice, and bludgeon-type damage. This ability also boosts the defense of the unit by 40%. Costs: 6 pg

Drag and Drown: -10 skill. This character may try to grab hold of a foe. If it lands the hit and the foe is smaller than this character, it may drag them into the water, spending all the movement points it has remaining in this turn. If the foe is the same size as this character, each space it moves while dragging this character will cost two movement points. This character will continue to hold onto the foe, reducing their avoid by 50. However, the foe may attack this character when they take their turn, and this character will be unable to avoid the foe. While this character maintains its grip on the foe, the foe's total damage will be reduced by 10% per turn. They will also lose 10% of their HP each turn from drowning. Some characters are immune to this. This character may maintain its grip on the foe as long as it lives, continuing to move and pull them with it. However, the foe does have a 20% chance to break free at the start of its turn. Multiple units may grab hold of a foe using this ability, but it will not speed up the drowing process. Costs: 5 pg


Character Type: Aquatic

Weakness: Spear damage. Resists water, psychic, and sonic type damage.

No comments:

Post a Comment