Minute Men: Level 47
HP: 45,900 (59,670 Seraph Robe)
Attack: 190
5M Marksman: 80
Advanced Musket: 2000 (2190) (2270) (4540) (6810) (20430) (61290) (107,258)
Advanced Flintlock Pistol: 400 (590) (670) (1340) (2010) (6030) (18090) (31,658)
Defense: 190
5M Armor: 80
Minute Men Uniform: 400 (590) (670)
Revolution Cloak: 200 (870)
Speed: 103
Skill: 165
Move: 5
Items:
Advanced Musket++: This weapon cannot counter-attack. This weapon may only strike once when attacking. However, this weapon is incredibly strong, and it will add 100% to the total buff offered by the ability "Heavy Blow". 1-3 (6) range. Base 2,000 bullet-type might.
Advanced Flintlock Pistol++: This weapon may only strike once when attacking. This weapon will deal 50% more damage when it vantages the foe. However, this weapon is incredibly strong, and it will add 100% to the total buff offered by the ability "Heavy Blow". 1-2 (5) range. Base 400 bullet-type might.
Minute Men Uniform: A simple but useful military uniform. This uniform grants restsiance to bullet, explosion, and martial type damage. This uniform is shockingly sturdy. This outfit defends against psychic and magic. Base: 400 defense.
Revolution Cloak: A dark cloak designed for the early American militlary units. This grants resistance to ice, fire, dark, freezing, and burning. Base: 200 defense.
Golden Casing: A rare and valuable item. It will boost bullet damage by 50% alongside gem boosts. However, only one of these items may be used at a time.
Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.
Abilties:
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (1.75x) Costs: 4 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Heavy Blow (II): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will multiply the damage of normal strikes by 100% (200%). Costs: 8 pg
Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 12 pg
Continuous Fire: Marksman-Troop ability. If this character attacks an enemy, and then an identical character attacks the same enemy on the same phase, the total damage output of the follow-up character will be increased by 50%. This ability may stack. The maximum % boost is 300%. Costs: 4 pg
Tri-Attack: If this unit, along with two other units with this skill, stands on three sides of an enemy without attacking, then the strongest unit may activate a critical hit. This critical hit will deal 3 x the damage of a normal blow, and it cannot be dodged or counter-attacked. Costs: 5 pg
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. The foe will not counter after being struck by this attack. Costs: 5 pg
Character Type: Troop, Marksman, Sniper
Weakness: Weak to ice damage. Resist pain statuses.
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