Thursday, February 25, 2021

Paarthurnax






Paarthurnax: Level 70
HP: 357,000 (714,000 Viscera) (1,428,000 Mako Cells) (2,142,000 Heart+Soul)
Attack: 3,600
5GM Fire: 1,000
5GM Ice: 1,000
5GM Explosion: 1,000
5GM Sonic: 1,000
5GM Air: 1,000
5M Bite: 80
5M Tail: 80
Ancient Dragon Flames (1-3 (4) range): 3,600 (6,800) (7,800) (8,800) (17,600) (70,400) (140,800) (281,600) (563,200) (1,689,600)
Unrelenting Force/Frost & Fire Breath: 1,400 (5,000) (6,000) (7,000) (52,500) (105,000) (210,000) (630,000) (1,260,000)
Fire Breath: 1,400 (5,000) (6,000) (7,000) (52,500) (105,000) (210,000) (420,000)
Frost Breath: 1,400 (5,000) (6,000) (7,000) (52,500) (105,000) (210,000) (420,000)
Defense: 4,000 (8,000) (12,000)
5GM Shield: 1,000
Speed: 220
Skill: 255
Move: 6 (7) (11 (12) flying)

Items:

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.

Molten Coating: A coating that some characters may obtain by being near-deadly volcanoes on Mustafar. This coating will boost the base defense of the character by 50%. However, this coating may be relatively easily destroyed by bludgeon and explosion-type damage. 

Choking Coil: A black coil that wraps around the throat of a dragon or other breath-weapon using character. This rare item will increase the range of breath attacks by 50%. This item cannot be stolen, though it may drop.

Elite Ancient Dragon Spark: A spark of the blazing breath of Ancalagon. This item is impossible to steal. Boosts the total damage of "Ancient Dragon Flames" by 100%.

Scorching Spark Crystal: A crystallized spark breathed from the unspeakable heat of Anacalagon’s breath. This crystal will cause all flame breath-type attacks to have a 30% burn chance. It will add 30% if the attacks already have a burn chance.

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.

Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character. 

Valkyrie Feather: An extremely valuable item. This will double the air-type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.

Devilish Destruction Charm

Fire, Air Poms

Fire, Explosion, Ice, Air, Sonic Plate

12- Fire Gems

12- Volatile Crystals

12- Ice Gems

12- Air Gems

12- Sonic Gems

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.


Abilities:
Breath of Kyne: Paarthurnax Signature Ability. This unit can focus on the Words of Power on one of the Shouts they know. This will reduce the cooldown time of that specific shout by -2 turns. This can only be done for one shout at a time. Switching shouts will not reduce their cooldown until the shout is used (does not work mid-cooldown). Switching shouts does not consume the action of this character this turn. Costs: 2 pg

Unrelenting Force (III): Fus Ro Dah. Once every 5 turns, this unit can unleash a destructive blast of force. This will push everything three (four) spaces in front of it back to the fourth (fifth) space or further. (At third tier this attack will strike a row three wide and four tall, pushing all foes directly away from the character using the shout in a straight line). This can also blow away many types of terrain windy, sandstorm, smoke, gas, fire, dark. It also boasts 1400 base sonic/air type damage. Foes will not counter this attack. This attack will also boost its total damage by 100% if it is used by a Dragon. Costs: 16 pg

Frost Breath (III): Fo Krah Diin. Once every 5 turns, this unit can unleash a furious blizzard from their maw. Reduces Movement by -2 (-4) for two turns. Has a 30% (40%) chance to Freeze. Base 1400 Ice/Air-type damage. 1-4 (6) range. This attack may strike multiple times. This attack will also boost its total damage by 100% if it is used by a Dragon. Costs: 12 pg

Drain Vitality: Gaan Lah Haas. Once every 5 turns, this unit can attack the very life essence of the target. If this attack lands, the target will decrease their total HP cap and Attack by 20%. Lasts for 3 turns. 1-2 (3) range. This debuff does not stack with itself. This cannot be done if a character lacks a soul, and this ability does "touch" the soul of the foe. Costs: 4 pg

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

Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25% (50%). This ability may only be used 5 times during a battle. This ability will max out at doubling (3x) the stats it improves. This boost lasts for 3 turns. Costs: 4 pg

Calm Refresh: If this character has activated Calm Mind, they will refresh two (four) barriers/shields at the start of each turn. Costs: 3 pg

Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 pg

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 pg

(TBA) Wisdom of Ages: This character has experienced a lifetime longer than mortal comprehension. This ability grants resistance to emotion manipulating abilities such as taunt and abuse. +20 skill. +20% activation chances on abilities and statuses. Costs: 6 pg

(TBA) Become Ethereal (II): Feim Zii Gron. Once every 5 turns, this unit may become completely invulnerable. While in this state, this unit cannot attack or be directly harmed. Increases move by +3 (+6). Lasts for a single turn. Costs: 8 pg

(TBA) Green Dragon Scales: This dragon's scales give it a unique ability based on their color. Green gives this character complete immunity to poison-type damage. These scales also add a 50% buff to the character's total defense. Costs: 5 pg

(TBA) Honorable Defender: This character comes into combat well aware of the risk of activated abilities. This will double the defense of this character against activated abilities. This includes abilities that must be chosen to activate and those that activate with a %chance. However, this ability comes at a cost, as it will prevent this character from using Assault Moves or Critical Hits. Costs: 3 pg

(TBA) Take the Hit (III): If an allied unit that is adjacent to this unit is attacked, this unit has a 100% 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: 8 pg

(TBA) Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg

(TBA) Dragon Fang (II): During any attack, this ability has a 60% chance to activate. If it activates, the total damage of the attack will be boosted by 100%. This ability may activate when counter-attacking. Costs: 10 pg

(TBA) Fire Breath (III): Yol Toor Shul. Once every 5 turns, this unit can unleash an explosive wall of flame. Deals half damage to adjacent units. Has a 30% (40%) (70%) (120%) chance to Severe burn. This base 1400 Fire/Explosion-type damage. 1-4 (6) range. This attack may strike multiple times. This attack will also boost its total damage by 100% if it is used by a Dragon. Costs: 12 pg

(TBA) Way of the Voice: Paarthurnax Signature Ability. This dragon is devoted to subverting their warmongering nature through peaceful meditation. If on the same map as the Alpha, the total pacification chance will increase by 30%, as well as boosting the defense of all pacified dragons by 100%; however, this unit’s attack will be halved if this effect is in place. Costs: 4 pg

(TBA) 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

(TBA) Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg

(TBA) Fire Breath: Yol Toor Shul. Once every 5 turns, this unit can unleash an explosive wall of flame. Deals half damage to adjacent units. Has a 30% chance to burn. This base 500 Fire/Explosion-type damage. 1-2 range. This attack may strike multiple times. Costs: 3 pg

(TBA) Fire Breath (II): Yol Toor Shul. Once every 5 turns, this unit can unleash an explosive wall of flame. Deals half damage to adjacent units. Has a 50% chance to burn. This base 800 Fire/Explosion-type damage. 1-2 (3) range. This attack may strike multiple times. This attack will also boost its total damage by 50% if it is used by a Dragon. Costs: 6 pg

(TBA) Frost Breath: Fo Krah Diin. Once every 5 turns, this unit can unleash a furious blizzard from their maw. Reduces Movement by -2 for 2 turns. Has a 10% chance to Freeze. Base 500 Ice/Air-type damage. 1-2 range. This attack may strike multiple times. Costs: 3 pg

(TBA) Frost Breath (II): Fo Krah Diin. Once every 5 turns, this unit can unleash a furious blizzard from their maw. Reduces Movement by -2 (-3) for two turns. Has a 20% chance to Freeze. Base 800 Ice/Air-type damage. 1-2 (3) range. This attack may strike multiple times. This attack will also boost its total damage by 50% if it is used by a Dragon. Costs: 6 pg

(TBA) Become Ethereal: Feim Zii Gron. Once every 5 turns, this unit may become completely invulnerable. While in this state, this unit cannot attack or be directly harmed. Increases move by +3. Lasts for a single turn. Costs: 4 pg

(TBA) Unrelenting Force: Fus Ro Dah. Once every 5 turns, this unit can unleash a destructive blast of force. This will push everything three spaces in front of it back to the fourth space or further. This can also blow away many types of terrain windy, sandstorm, smoke, gas, fire, dark. It also boasts 500 base sonic/air type damage. Foes will not counter this attack. Costs: 4 pg

(TBA) Unrelenting Force (II): Fus Ro Dah. Once every 5 turns, this unit can unleash a destructive blast of force. This will push everything three spaces in front of it back to the fourth space or further. (At second tier this attack will strike a row three wide and three tall, pushing all foes directly away from the character using the shout in a straight line). This can also blow away many types of terrain windy, sandstorm, smoke, gas, fire, dark. It also boasts 800 base sonic/air type damage. Foes will not counter this attack. This attack will also boost its total damage by 50% if it is used by a Dragon. Costs: 8 pg

(TBA) Kyne's Peace: Kaan Drem Ov. Once every 5 turns, this unit may enforce peace throughout nature with their voice. Any entity that is a part of nature (fauna, flora, weather, etc.), magical or mundane, will be calmed. If the units are a lower level than this character, they will immediately cease combat and not respond unless attacked. If they are an equal or higher level than this unit, they will have their Attack reduced by 50%. This unit will also have their total Attack reduced by 50%; however, they will double their Defense if they do not attack or counter-attack. This ability affects most weather on the map, although certain potent types of weather will not be impacted. This ability has ten range of impact concerning foes. Cost: 6 pg

(TBA) Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg

(TBA) Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away.  If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 pg 

(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability 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: 4 pg

(TBA) Soothe: This character is kind and caring. They may take a turn to soothe an ally. This will grant that character resistance to fear type abilities for 2 turns, and will also grant 2 cooldown turns towards removing anger-based statuses like taunt and swagger. Costs: 2 pg

(TBA) Green Dragon Scales: This dragon's scales give it a unique ability based on its color. Green gives this character complete immunity to poison type damage. These scales also boost the character's total defense by 30%. Costs: 5 pg

(TBA) 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.

(TBA) 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


Character Type: Dragon, Defensive, Status, Support.

Weakness: Extreme weak to Dragon slaying abilities. Dragonrend locks all breath abilities. Weak to arrows. Immune to Time abilities. Resist fire and ice. Immune to burn and freeze. 

Caps:
HP: Huge
ATK: 500
DEF: 900
SPD: 120
SKL: 155
Move: 6 (10 flying)

No comments:

Post a Comment