Metroid Queen: Level 60
HP: 168,000 (252,000 1UP)
Attack: 1800
GM Bite: 200
GM Energy: 200
GM Absorb: 200
GM Claw: 200
GM Poison: 200
GM Fire: 200
Claw Attacks: 1800 (2000)
Toxic Claws: 1800 (2000) (2200) (11,000) (16,500)
Draining Bite: 300 (2100) (2300) (2500) (2700) (13,500) (27,000) (54,000)
Posion Blast: 1800 (2000) (10,000)
Metroid Plasma Blast: 450 (2250) (2450) (2650) (13,250) (26,500)
GM Energy: 200
GM Absorb: 200
GM Claw: 200
GM Poison: 200
GM Fire: 200
Claw Attacks: 1800 (2000)
Toxic Claws: 1800 (2000) (2200) (11,000) (16,500)
Draining Bite: 300 (2100) (2300) (2500) (2700) (13,500) (27,000) (54,000)
Posion Blast: 1800 (2000) (10,000)
Metroid Plasma Blast: 450 (2250) (2450) (2650) (13,250) (26,500)
Defense: 1800
GM Shield: 200
Queen Energy Core: 200 (400) (2000) (4000) (5800)
Queen Poison Core: 200 (400) (2000) (4000) (9800)
Speed: 150
Skill: 160
Move: 7
Items:
4-Metroid Core: A rare it, obtained from a mission that must certainly have been perilous. This item is only dropped by Metroids, though the drop is rare. Doubles absorb-type damage.
8- Energy Gems: Boosts Energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
16-Poison Bloom: An odd flower. This item may be damaged or destroyed if the character is jostled heavily by explosion or throwing attacks. This flower will boost total poison damage by 25%.
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.
8- Energy Gems: Boosts Energy type damage by 50%. May allow a special type of energy attack once every four days. Can be used to strike an adjacent square with lightning.
16-Poison Bloom: An odd flower. This item may be damaged or destroyed if the character is jostled heavily by explosion or throwing attacks. This flower will boost total poison damage by 25%.
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.
Queen Energy Core Field: An energy field generated by an organic core. This grants 200 defense when attacking and when defending, and is boosted by energy skill and item boosts.
Queen Poison Core Field: An acidic field generated by an organic core. This grants 200 defense when attacking and when defending, and is boosted by energy skill and item boosts.
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.
Metroid Queen Fang: This object allows the holder who uses it to heal above their normal HP cap if using the Draining Metroid Bite ability.
Abilities:
Metroid Life Cycle: Signature ability. This ability cannot be removed by strategist. This character may take a turn to place a Metroid Infant on all tiles adjacent to it. If there is already a metroid next to it, using this ability will cause the Metroid to mature one phase. This can cause a Metroid to reach the Omega Phase. However, all these new units and new changes will vanish at the end of the battle, and these birthed units or matured units cannot be stolen from and will not drop any items. Costs: 9 pg
Metroid Inspiration: This unit will cause all Metroids within 2 spaces to boost their total attack by 100%. Costs: 5 pg
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Toxic Claws: This unit may add their poison skill stats and boosts to their claw attacks. This will also boost the total might of those attacks by 50%. Costs: 2 pg
Terrifying Presence: Fear type ability. Enemies within 2 spaces of this unit receive -30 avoid. Costs: 4 pg
Metroid Plasma Blast: A long-range and deadly blast of flame-like plasma. 1-3 range. This blast has base 450 might and deals both fire and energy-type damage. However, this attack takes a turn to recharge. This attack may be used to attack or to counter-attack. This ability may not be removed by strategist. Costs: 4 pg
Draining Metroid Bite: This ability cannot be removed by strategist. Base 300 might. Energy/Absorption/Bite type damage. This character bites onto a foe and receives as much HP as it takes away from its enemy. This works on nearly any character so long as they have an energy source. This attack completely ignores armor and defense. Costs: 8 pg
Swarm (II): Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 (30) point boost to their hit. Costs 6 pg
Corrosive Acid: The poison type attacks of this character cause huge weapon and shield wear. Costs: 2 pg
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
Absorb Energy: This ability does not work on lightning type damage. This character is completely immune to energy type attacks. If hit by an energy type attack, calculate the damage that would normally be given if this unit had zero defense, and add that number to their HP (even exceeding max HP). If this unit steps into an energized tile (which they have not made themselves) they may take a turn to absorb the energy. This will heal 50% of their HP (stopping at max HP). Every time this character absorbs energy or is hit by an energy type attack, add 10 to their total energy type attack power (before boosting items and abilities). 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
Terrifying Presence: Fear type ability. Enemies within 2 spaces of this unit receive -30 avoid. Costs: 4 pg
Metroid Plasma Blast: A long-range and deadly blast of flame-like plasma. 1-3 range. This blast has base 450 might and deals both fire and energy-type damage. However, this attack takes a turn to recharge. This attack may be used to attack or to counter-attack. This ability may not be removed by strategist. Costs: 4 pg
Draining Metroid Bite: This ability cannot be removed by strategist. Base 300 might. Energy/Absorption/Bite type damage. This character bites onto a foe and receives as much HP as it takes away from its enemy. This works on nearly any character so long as they have an energy source. This attack completely ignores armor and defense. Costs: 8 pg
Swarm (II): Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 (30) point boost to their hit. Costs 6 pg
Corrosive Acid: The poison type attacks of this character cause huge weapon and shield wear. Costs: 2 pg
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
Absorb Energy: This ability does not work on lightning type damage. This character is completely immune to energy type attacks. If hit by an energy type attack, calculate the damage that would normally be given if this unit had zero defense, and add that number to their HP (even exceeding max HP). If this unit steps into an energized tile (which they have not made themselves) they may take a turn to absorb the energy. This will heal 50% of their HP (stopping at max HP). Every time this character absorbs energy or is hit by an energy type attack, add 10 to their total energy type attack power (before boosting items and abilities). 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
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
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.
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
Character Type: Absorbing, Monster
Weakness: Ice weakness. If frozen, they are no longer immune to energy. If they are hit with an explosion type attack after being frozen, will take double damage and thaw. Resist energy, and absorb, and body-attack type damage.
No comments:
Post a Comment