Tanjiro Kamado: Level 86
HP: 912,000 (2,736,000) (6,566,400) (8,864,640) (11,524,032) (18,438,451) (29,501,522 Heart and Soul) (53,102,739 Rune Arc) (159,308,218)
Attack: 23,100
5GM Martial: 1,000
5GM Sword: 1,000
5GM Water: 1,000
5GM Fire: 1,000
Black Nichirin Blade: 1,500 (24,600) (25,600) (26,600) (199,500) (226,100) (452,200) (678,300) (1,017,450) (1,526,175)
Black Nichirin Blade: 1,500 (24,600) (25,600) (26,600) (27,600) (207,000) (427,800) (455,400) (592,020) (1,184,040) (1,776,000) (2,664,000) (3,729,600) (5,967,360) (8,951,040)
Defense: 23,000 (46,000) (92,000)
5GM Armor: 1,000
White Silverlight Underarmor: 150 (1,150) (47,150)
Elite Demon Slayer Sunlight Suitcoat: 300 (47,450)
Sunlight Lined Checkered Kimono: 200 (47,650) (95,300)
5GM Shield: 1,000
Humanity's Sun Shield: 1,000 (2,000) (3,000) (27,000) (54,000) (108,000) (140,400) (196,560) (393,120) (488,420)
Humanity's Sun Shield: 1,000 (2,000) (3,000) (27,000) (54,000) (108,000) (140,400) (196,560) (393,120) (881,540)
Smaugscale Pendant: 100 (1,100) (8,800) (17,600) (35,200) (916,740)
Smaugscale Pendant: 100 (1,100) (8,800) (17,600) (35,200) (951,940)
Orcaneripple Pendant: 100 (1,100) (8,250) (16,500) (33,000) (984,940)
Orcaneripple Pendant: 100 (1,000) (8,250) (16,500) (33,000) (1,017,940)
Flamescale Pendant: 20 (1,020) (8,160) (16,320) (32,640) (1,050,580)
Flamescale Pendant: 20 (1,020) (8,160) (16,320) (32,640) (1,083,220)
Flamescale Pendant: 20 (1,020) (8,160) (16,320) (32,640) (1,115,860)
Flamescale Pendant: 20 (1,020) (8,160) (16,320) (32,640) (1,148,500)
Flamescale Pendant: 20 (1,020) (8,160) (16,320) (32,640) (1,181,140)
Flamescale Pendant: 20 (1,020) (8,160) (16,320) (32,640) (1,213,780)
Waterscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (1,244,380)
Waterscale Pendant: 20 (1,020) (7,650) (15,300) (30,500) (1,274,980) (2,549,960) (3,824,940)
Speed: 311 (316) (326) (341) (346) (+5 at range) (+25 avoid) (+15-20; +10 avoid in light)
Skill: 325 (335) (345) (355) (365) (+5) (+10-20 in light) (+15 at range) (+30 hit when initiating)
Move: 8 (9) (+1-3)
Items:
Sun's Heart: This Heart is incredibly warm and bright, but also holds within it a burning fury. Unlike most Legendary Hearts, this will only grant its HP boost in Sunlit conditions. However, it will triple the HP of the holder.
Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.
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.
Venevonix Blessing: A blessing from a Gemnode. Grants a human character 50% more HP. This item is extremely hard to steal. This cannot stack with Ancient Blood.
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.
Radahn's Great Rune: A Legendary Item. If a character is holding this Rune and Uses a Rune Arc, they will gain the normal 20% HP boost, but will also gain an additional 50% HP boost on top of a +15 speed and -1 cooldown.
Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character’s HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.
Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.
10-Heart Containers
Black Nichirin Blade (+11 of 10): +10 speed. Tanjiro has entered the universe with his signature weapon. This weapon had reached its final form of development. This weapon deals 100% (150%) (180%) more damage to Demon type characters. This weapon currently has 1,000 (1,500) water/blade type base might. If this weapon is within two spaces of Nezuko and she has the bleeding status, the weapon will augment for 3 (4) turns. This augment will cause the weapon to become "Red Hot" and deal Nezuko's blood damage (only blood, not the blast damage).
Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. Only one weapon seal may be used per weapon. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).
Slaying Weapon Seal: Elite weapon seal. This weapon seal will increase the Slaying Capacity of the weapon it is attached to by adding 50% to the slaying buffs from both the weapon or abilities that are being triggered by the weapon.
Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% (84%) chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% (84%) triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.
White Silverlight Underarmor: Made of White Silverlight and darksteel, this beautiful piece grants immunity to light as well as resistance to dark, psychic, and energy. Base 150 defense.
Elite Demon Slayer Sunlight Suitcoat: A uniform designed to protect a Demon Slayer in their deadly line of work. Modified heavily to look fashionable by Alastor, this outfit now sports a small white necktie and fait sunlight patterns throughout. This suitcoat grants +5 (15) speed and +10 skill in sunlight, and an addition +5 speed and +10 skill if Tanjiro has his Dance of the Fire God Augment active. Grants extreme resistance to body type damage. This uniform is very sturdy, despite being made of cloth. Base: 300 defense.
Sunlight lined Checkered Kimono: This unusual cloak previously allowed the wearer to glide when it was owned by the Insect Hashira, but it no longer offers this benefit. This cloak has been modified and the interior is lined with a beautiful sunlight pattern. It will grant +1 movement if this character is in sunlight. It will grant +1 movement if Tanjiro has his Dance of the Fire God Augment active. And it will add +3 movement if it is both daylight and the augment is activet. This cloak grants resistance to blade, whip, fire, and air type damage. Base: 200 defense.
Sister Assassin Peasant Hat: This large hat is so wide it can actually drastically obscure the movements of the wearer. +30 skill when the wearer initiates the attack. This hat is easily destroyed.
2-Humanity’s Sun Shields: These incredible shields may only be used by human-type characters with high sunlight affinity. They boast 1000 base defense and are improved by fire, light, shield, and sunlight skill and item boosts. If the holder does not have light or does not have fire, then they may double the element that they do have concerning skill and item boosts.
Hanafuda Earrings: Earrings passed down to Tanjiro. These items are deeply meaningful. +10 skill.
Kamado Family Scarf: A scarf made by Nezuko using long bands patterned after the kimonos she once made for her family. Remind Tanjiro of what has been lost and what must now be protected. Grants +10 skill. This scarf increase the chance of Nezuko taking the hit for this character by 5%.
Vallite Crystal Lotus: This gift was given to partners who participated in the Vallite Ball. If this character is adjacent to their partner, they will gain +10 skill and +5% activation chances. (This item will not specify who the partner was, making it harder for foes to tell)
8-Sakura Flame Soulbloom: May be warn once in a battle. This pink flower is coated in beautiful flame like markings. After being warn, it will wither. However, if warn by someone who cares for Nezuko, and Nezuko is on the map, this object will grant +5 skill for the battle.
Wooden Demon-Carrying Chest: This small, lightweight box is worn on Tanjiro‘s back, unimpeding him in movement and in battle. Nezuko can shrink in size to fit inside to prevent her from taking damage from the sun or from the effects of Day Pearls. As well, it allows her to sleep during the day. This box can be targeted and broken in combat by abilities such as Real Damage Blows.
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.
Lucky Trigger: Once per engagement, this character will have a 10 hit rate vs the foe regardless of accuracy. This will become 20 hit rate if the attack is a critical hit.
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.
The Tesseract Cube- This item contains the Space Stone. If it gets stolen, it will take the enemy one month to open the cube and use the stone.
The Tesseract- Space Stone: One of the six Infinity Stones. This incredible object will unlock all teleportation and space manipulation-type abilities on the character who is holding it. If they have the abilities innately, it will also double their effectiveness (generally by halving their cooldown or increasing their activation rates).
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.
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.
Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.
Sun's Wish: A beautifully bright, pearl-like object. This rare item may be crafted using Drops of Sunlight and other rare objects. This item may be used to immediately change the map to day. This will not take the characters turn to do, and this day-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Night Sapphires will fail for those five turns. This object is hard to steal.
Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.
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.
Glorious Sun Fragment: This item will always drop upon the defeat of the holder. Boosts the damage of sunlight attacks by 30%.
Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP
Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduce the total HP lost from enemy physical attacks by 10%.
Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy elemental damage by 10%.
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.
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).
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
Ring of Mind: This ring extremely resists psychic. Grants immunity to mind control.
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.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
ᚦPatience Rune: This small silver letter may be easily kept in a pocket. It has been forged by Hiccup as a reminder of the value of patience, and that life-changing events can be found by anyone careful enough to look. This item will increase the number of turns that augments or positive stat boosting changes last by 50% (rounding down).
Rot Hunter's Ring: This unit gains +20 skill vs foes who have the "Rot Exhaltation Ring" equipped. They gain +20 skill vs foes who have the ability "Kindred of Rot Ring". This can be a +40 buff.
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.
Fallen Star Shard: A glowing piece of starlight captured in Valla. This item will allow Astra to trigger on counter attacks as well as cause Astra attacks to deal 75% the regular attack damage as opposed to 50%. This item is very hard to steal.
Elite Gleaming Slayer: This brilliant item will buff “Slaying” abilities on this character by adding 30% to how much additional damage they do.
Triangle Reach Medallion: This Medallion grants naturally ranged swords, axes (+clubs and hammers), and spears +1 range. This does apply to weapons that gain range thanks to an augment. It does not apply to throwing weapons.
Flame Clutch Ring: This ring will increase the damage of all direct fire-type damage this character uses by 50%. However, holding this ring will cause this character to increase all damage it takes from foes (including direct, indirect, statuses, and %tier off abilities) by 30%. This buff and debuff stacks additively if multiple Clutch Rings are used.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear-type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.
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.
Bloodbite Ring: This ring is easily lost or stollen. Wearing it causes a character to resist taking the bleeding status and blood damage in general.
Sniperbite Ring: This ring will halve the damage from the attack Skilled Shot. This ring cannot be worn by characters with low or very low HP. It may also not be worn by characters using Acrobat's Tradeoff. This item is easily lost or stolen.
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.
Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or 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.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
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 45%.
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.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage.
Penance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
Magic Stoneplate Ring: This ring grants resistance to magic damage. It is easily lost or stolen.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Mustafar Magma Shard: This item will harm characters who are not fire oriented. However, it will also increase all burn chance activations by 10%.
Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% (20%) (44%) chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.
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.
Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.
Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build.
Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build.
Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and Ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes 5% more panic to build for this character.
Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen.
Ancestor’s Tentacle Idol: An incredibly rare trinket. This item is impossible to steal, but is always dropped upon death. This item will cause the panic status on a character to build 5% more during battle. This incredible trinket will boost the total damage buffs granted by ally buffs by 20% (adding 20% at the end of any ally boost, 40% if the ally boost is at second tier, 60% if it is at third tier). This object has a 10% (34%) chance to allow a character to survive lethal hits.
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.
Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.
Soul of The Sea-Legendary Water Gem: A legendary item. This gem is extremely ancient, and was the heart of Dree civilization for hundreds of years. This item will double water type damage on top of all other element boosting items. It will also unlock special water-based abilities on certain characters.
Eye of Ra-Legendary Fire Gem: Only one of these exists in the entire dimension. Unlocks extremely powerful attacks on most fire-wielding characters. This will also double the total damage of any and all attacks that are enhanced by fire element.
Razor Stone+Razor Plate
12-Water Gem+Water Plate
12-Fire Gems+Flame Plate
9-Wistiria Slowing Poison Bombs: Consumable. One of these bombs may be thrown before attacking. This will cover one space and all adjacent spaces with a fog of poison. This poison does no damage, but is a terrain. This terrain will cause all characters standing in it who isn't immune to the poison status will lose 10 speed and an additional 20 avoid. The impact of this toxic smoke is 50% more impact for demons. This smoke usually stays on the map for 3-6 turns.
1-Sunlight Pendant: A pendant of the Warriors of Sunlight. This item may be used to summon a random warrior who is part of that covenant. The warrior will assist the summoner in battle, and disappear back home after the battle finishes, carrying the Pendant with him. These pendants are usually sold to noble characters by the Warriors of Sunlight (current cost 8,000 gold)
Boots: Permanent buff. +1 movement.
Abilities:
Reckless Sibling (II): This sibling is reckless and aggressive, always ready to jump into a fight for the sake of his sister. If this character is within 2 spaces of their close sibling, he will boost their damage by 100% (200%) (240%). He will also boost his speed by 15 (21). Cost: 10 pg
Sun Breathing: This character may use many different forms of sword techniques via his unique Sun Breathing form. If this character is incapable of breathing (due to a choke or the environment), he will be unable to use these techniques. This ability may not be removed by strategist. This ability will cause all strikes to deal sunlight damage. This ability cannot be used until the Dance of The Fire God is activated.
1st Form-Dance: (Brave, Activated) A single, powerful, vertical slash. This will deal 4x damage to flying foes.
2nd Form-Clear Blue Sky: (Brave, Activated) A single vertical attack that spins the attack 360 degrees. This will strike a character in front of the user, and a character directly behind as well. As the sword is two range, this attack may strike up to four foes. This attack may only be launched in a straight line, but will deal 50% more danage than a regular strike. May be used every other (every) turn.
3rd Form-Raging Sun: (NOT Brave, Activated) The user strikes a foe twice and only twice. During this attack, all anger-based buffs will be doubled.
4th Form-Fake Rainbow: (Brave, NOT Activated) The user twists and uses great speed to buff their evasion while attacking. +50 avoid when initiating an attack. This ability may only be used once every three (other) (every) turns. This ability may be paired with other activated abilities or may be used alongside a regular attack.
5th Form-Fire Wheel: (Brave, Activated) This character may unleash a spin attack. If they have a brave weapon, this attack may strike all foes twice. All foes will counter and dodge separately. This form may be used once every four (other) (every) turns.
6th Form-Burning Bones, Summer Sun: (NOT Brave, NOT Activated) This attack may be used to counter. If this form is chosen, this character will only counter attack with a single strike. However, if they vantage the foe, the total damage of the foe's attack against them will be cut in half.
7th Form-Sunflower Thrust: (NOT Brave, Activated) This attack strikes once but ignores defense and treats resistances as if they were one tier lower. May be used once every other (every) turn.
8th Form-Solar Heat Haze: (Brave, Activated) Using this form may add +2 movement to the character and +30 hit. However, they will only strike the foe once. This form may be used once every three (other) turns.
9th Form-Setting Sun Transformation: (NOT Brave, Activated) This form strikes once but suffers -15 hit. The attack deals 4x the normal damage of a strike and does decent shield and armor wear. This attack may be used once every four (other) (ever) turns.
10th Form-Beneficent Radiance: (Brave on SPIN, NOT Brave on STRIKE, Activated) This user performs a spin attack and then a finish strike. This is extremley powerful. The finish strike suffers -15 hit as usual, but has no bleed chance. Unlike "Spiraling Finish Strike" this attack does not grant extra movement. This attack may only be used once every eight (four) (three) turns.
11th Form-Dragon Sun Halo Head Dance: (Brave, NOT Activated) This form may only be used once (twice) a battle. It is incredibly powerful. This character may attack a foe normally, and if they are killed, he may continue and take another turn. He may take four additional turns, but after finishing, he will suffer a -25 speed and skill debuff from base and lose speed and skill boosting for the next turn. During this form, this character will receive Dragon specific ally buffs.
12th Form-Flame Dance: (Brave, NOT Activated) This character may double the number of times it strikes a foe, but doing this leaves this character open to counter. Using this form will cause the character to take double damage from the counter and during the next phase. This form may be used once every four (other) (every) turns.
Costs: 23 pg
Red Hot Weapon: This character strikes so hard and fast it actaully causes their weapon to glow red. If this character strikes with a single weapon with any attack that is guaranteed to strike 5+ times (such as Astra, Assault Moves, etc), on the next turn their weapon will deal 40% (50%) more damage. The weapon may also be used to cauterize a wound, allowing this character to stop lethal bleeding on themselves or an ally instead of attacking on that turn. This overheated weapon will also stop the foe it strikes on that second turn from autohealing. Costs: 5 pg
Demonslayer: This character deals 30% (80%) (110%) more damage to Demon-type foes. Costs: 2 pg
Twilight Displace: Instead of moving, this character may cause itself and one character to warp across the map. The character must be within 2 spaces of this unit. If the unit is an enemy, this ability must calculate accuracy. This ability may only be used once every four (two) (every) turns Costs: 6 pg
Chain Attack: An ability used by tight-knit squads. If this character is part of a notable force of three or more who often battle in tandem, they may have access to this ability. If a character with Chain Attack is standing within their own attack range of a foe who is targeted by an ally, they may jump in and strike the foe before their ally does. This strike will only hit once, and it will be 10% of the normal damage of this character. This strike will boast +50 hit. Foes will not counter a chain attack and a chain attack will always strike before Vantage. The damage of a chain attack will be doubled if the unit has the ability “Support” unlocked and is at least a “Friend” with the ally who has triggered the attack. Costs: 5 pg
Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg
Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (74%) 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
Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple (x3.1/+210%) 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
Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg
Demon Mark: A mark that manifests when a character has pushed themselves to the brink of death. This ability may be activated in battle. It will last for three (four) turns. In those turns the character will have +40 speed, +50% total damage, and +1 move. They will also be able to survive one lethal hit on each turn. However, should the battle not end in those three (four) turns, the character will die and always level down 6. If the battle does end, the character will pass out and be comatose for the next 1-3 weeks. Costs: 5 pg
Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 (4) speed/skill. 3% (23%) damage and 3% (4%) activation boost.
Close Friend/Sibling: +10 (12) speed/skill. 10% (30%) damage and 10% (12%) activation boost.
Spouse: +15 (18) speed/skill. 15% (35%) damage and 15% (18%) activation boost.
Costs: 3 pg
Continue To Dance Until Sunrise: Tanjiro signature ability. If Tanjiro uses his 12 sunlight breathing arts, in order, the entire map will turn to daylight. He does not have to attack an enemy to use an art. He can actiavte an art simply by choosing it as his action on his turn. This will only work with maps that can turn to sunlight, but this ability will trump all other abilities and items that would alter this. The map will remain sunlit until the end of the battle. Costs: 1 pg
Dance of The Fire God: This unit may take a turn to augment his normal Nichirn sword attacks with a blazing flame. This augment will last for five (seven) turns and now be treated as sunlight damage. This will make all the sword attacks of this character have 1-2 range. Resisting, being immune to, or consuming fire damage will not impact this ability. However, resisting, being immune to, or consuming the second element will impact this damage (but the damage will still be calculated as Fire/Secondary Element/Blade). This augment will boost the total attack damage by 50% (60%). Costs: 7 pg
For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 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. Taught by Koro Sensei. Costs 5 pg
Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15.
If the character strikes an enemy, they will boost their skill stat by 5.
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg (Medallion)
Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg (Ring)
Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)
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.
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
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
Flexible Water Breather: Legendary Water Gem Ability. Tanjiro may use up to 2 (4) of the Water Breathing Techniques. These may stack with the Sun Breathing abilities and both be used simultaneously. Breathing styles that are brave will not be brave if paired with non-brave breathing styles. Costs: Legendary Water Gem.
Inheritor of Sunlight: Legendary Fire or Light Gem ability. If Sunlight damage does specific negative statuses or damages to a foe (such as Demons and Vampires), those statuses and damages will be doubled. Any light based blinding abilities or items will double their impact. This character's Sunlight type damage attacks deal 30% (40%) more damage in daylight. Costs: Legendary Fire or Light Gem (depending on character)
(TBA) Water Breathing: This character may use many different forms of sword techniques via his unique Water Breathing form. If this character is incapable of breathing (due to a choke or the environment), he will be unable to use these techniques. This ability may not be removed by strategist.
1st Form-Water Surface Slash (Activated; Brave): This character may choose to only strike once, but doing so will boost the damage of the strike by 50%. This only works on regular attacks that this character initiates.
2nd Form-Water Wheel (Activated; Brave): This character may choose to only strike once, but it may strike all adjacent foes. Foes will dodge and counter individually. This may only be done once every three (other) turns.
3rd Form-Flowing Dance (NOT Activated; Brave): This character may debuff the speed of the regular attack that they initiate by 10 in order to improve their skill by 25.
4th Form-Striking Tide (Activated; NOT Brave): This character may choose to attack four times, but doing so will drop the might of his attacks by 50%. This form may only be used once every three (other) turns.
5th Form-Blessed Rain After Drought (NOT Activated; Brave): This character may choose to kill a foe painlessly.
6th Form-Whirlpool (Activated; Brave): This character may choose to only strike once, but it may strike all adjacent foes. Foes will dodge and counter individually. This will deal triple damage if this character and his foes are standing in water. This may only be done once every three (other) turns.
7th Form-Piercing Rain Drop (NOT Activated; Brave): This character may choose to boost his speed for one turn by 20. However, this will reduce the total damage of his attacks by 60%. This may be done every other (every) turn.
8th Form-Waterfall Basin (Activated; NOT Brave): This character may smash down into the foe with great force. This will triple the total damage of their regular attack, but it will only strike once. This will deal massive shield wear. This strike may only be performed once every 4 (other) turns.
9th Form-Splashing Water Flow (NOT activated; Brave): This character boasts incredible footwork. This will prevent them from taking fall damage and allow them to resist throwing damage.
Costs: 15 pg
(TBA) Water Breathing 10th Form-Constant Flux (NOT activated, Brave): This ability requires the character to have the ability "Water Breathing". If this character cannot breathe, they cannot use this ability. This character may activate this ability instead of doing a normal attack. This attack will boost the total damage of its normal sword attacks by 50%. If this character strikes a foe, it may then move up to four spaces and strike another enemy. If it strikes another enemy, it may continue to move up to four spaces to strike another. The same enemy may not be struck twice in a row, but an enemy may be struck multiple times if the character is bouncing back and forth. This ability will end after this character has attacked four separate times or if it misses an enemy. This ability will be boosted by Dragon boosting abilities. This ability may be used once every three (other) turns. Costs: 5 pg
(TBA) X-Ray Vision: This character may see through walls and identify shape-shifted characters. This also doubles the perception range of the character. If this character wishes, they may take a turn to look into a foe and try to find a weakness. This will allow them to target that weakness and deal 20% extra damage to that foe for the rest of the battle. Some foes may have more glaring weaknesses, and if this is the case the damage buff will be 50%. Costs 2 pg
(TBA) Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. Costs: 3 pg
(TBA) Astra: Before attacking, this unit has a 40% (64%) chance to trigger this skill. If the skill activates, the unit may strike five times with half (75%) damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 pg
(TBA) Defiant Movement: If this unit has less than half life, it will add +2 to its movement. This ability triggers as soon as the HP drops bellow the half line. Costs: 3
(TBA) Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg
(TBA) Certain Blow: When attacking, this character adds +20 to their skill. Costs 3 pg
(TBA) Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops bellow the half line. Costs: 3
(TBA) Defiant Skill: If this unit has less than half life, it will add +25 to its skill stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg
(TBA) (Taken-Vallite Sorcerer) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg
(TBA) Grieve: If an ally falls in battle, this character may take a turn to grieve. Doing so will clear negative psychic statuses. The resolve after doing this will add +10 skill to this character for the rest of the battle. This can stack. Costs: 1 pg
(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
(TBA) Sword 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. Costs: 5 pg
(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg
(TBA) Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg
(TBA) Bushido: For every unit in this character's party that is a lower level than it, this unit will boost its total attack damage fifty (maximum 400). Costs: 2 pg
(TBA) Cleave: The unit may try and instant-kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack.
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill.
This attack may miss, just as a normal sword strike would.
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7
(TBA) Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. Costs: 2 pg
(TBA) Critical Hit: Once 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. Costs: 5 pg
(TBA) High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg
(TBA) Parry and Pin Down: If this unit is attacked by whip or tail attacks, he may deflect the attack downwards and then pin it to the ground. This also works with chain weapons. The parry chance equals 40%+however much greater the skill stat of this character is over the foe. Parried strikes deal no damage. The weapon may be pinned if the strike is parried. Multiple weapons of the foe may be pinned If this unit pins down the weapon of the foe, he may choose to hold that weapon pinned or choose to counter. If the character chooses to counter, they may move within attacking range of the foe and will strike them for double damage. The foe will then have to choose to let go of this weapon on their next turn (if possible) or they forced to suffer -50 avoid and be unable to move outside of their weapon range from this character. If the character who has pinned the foe chooses, on their turn they may move within attack range of the pinned character and strike them dealing double damage. The foe will be unable to counter with whatever weapon was pinned, but the pin will end at that point. The maximum number of turns the weapon can stay pinned is 2. Moving off of the initial tile that the parry and pin was done at will free the foe from the pin. Costs: 5 pg
(TBA) Whip Breaker: This unit gains +50 skill and avoid against whips, tails, and chained weapons. Costs: 4 pg
Character Type: Melee
Weakness: Mild weakness to blood type damage. Weak to whip. Resists water damage. Due to his hard head, Tanjiro extremely resistists stunning statuses. He also does not take extra damage from "Headshot".
Innate immunity: headshot.
Innate extreme resist: stunning statuses.
Innate resist: water.
Immune: light, indirect damage, instant-killing abilities.
Extreme resist: body, explosion, bullet, stun(and halves).
Resist: dark, psychic, energy, blade, whip, fire, air, fear, pierce, magic.
Statuses: freeze, bleed, poison, disease, radiation, burn chances; bleed, poison, disease, radiation, burn damage; freezing aura.
Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 131
Skill: 145
Move: 7
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