The Radio Demon: Level 83
HP: 1,008,000 (3,024,000) (7,257,600) (11,612,160 Heart and Soul) (15,095,808) (24,153,293) (28,983,952)
Attack: 16,400
True OMEGA Sonic: 2000
5GM Dark: 1000
5GM Fire: 1000
5GM Magic: 1000
5GM Energy: 1000
5GM Absorb: 1000
5GM Whip: 1000
5GM Bite: 1000
5GM Claw: 1000
Radio Demon Mic: 1500 (17,900) (18,900) (20,900) (156,750) (313,500) (627,000)
Crimson Bands of Cytorak: 400 (1900) (18,300) (19,300) (20,300) (21,300) (22,300) (167,250) (334,500) (501,750) (1,003,500) (1,304,550) (3,261,375)
True Form Claws: (1200) (17,600) (18,600) (19,600) (20,600) (21,600) (23,600) (177,000) (354,000) (531,000) (1,062,000) (2,655,000)
True Form Jaws: (1200) (17,600) (18,600) (19,600) (20,600) (21,600) (23,600) (177,000) (354,000) (531,000) (1,062,000) (2,655,000) (5,310,000)
Metroid Bite: 300 (1500) (17,900) (18,900) (19,900) (20,900) (156,750) (313,500) (627,000) (1,567,500) (3,135,000)
Defense: 16,400 (18,400) (36,800)
5GM Armor: 1000
Mithril Chain Mail: 800 (37,600) (38,600)
Radio Demon Strawberry Suit: 1000 (39,600)
Overlord's Hell-War Cloak: 300 (39,900) (79,800) (119,700) (299,250)
5GM Shield: 1000
Sound Spirit Shield: 1000 (2000) (3000) (5000) (37,500) (75,000) (150,000) (300,000) (361,400)
Shadow Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (601,400)
Flame Spirit Shield: 1000 (2000) (3000) (4000) (30,000) (60,000) (120,000) (240,000) (841,400)
Radio Demon Dial Pendant: 100 (2100) (15,750) (31,500) (63,000) (904,400)
Seath Crystal Pendant: 100 (1100) (8,250) (16,500) (33,000) (937,400)
Smaugscale Pendant: 100 (1100) (8,250) (16,500) (33,000) (970,400)
Celebi Leaf Pendant: 100 (1100) (8,250) (16,500) (33,000) (1,003,400)
Godzillascale Pendant: 100 (1100) (8,250) (16,500) (33,000) (1,036,400) (2,072,800) (3,109,200) (7,773,000)
Speed: 288 (293) (298) (308) (353) (+5 speed at range)
Skill: 315 (320) (330) (340) (+30 hit) (+30 hit) (+15 skill at range)
Move: 11 (12) (Teleportation)
Items:
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.
Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.
2-Fragment of Dracula: A shifting shadow with the eerie presence of Dracula. This item will boost the HP of high dark affinity characters by 5%. Holding multiple will allow this buff to stack. However, the wisdom of such an act is questionable. When stacking, these items combine to act as a single health item. This item rarely drops and is impossible to steal.
4-Mako Energy Cell
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 these items.
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.
10-Heart Containers
Radio Demon Mic+++: A mic that looks like it belongs in the 1930s. It is linked to the Radio Demon and cannot be stolen. This weapon can generate base 500 (1500) Dark/Sonic type blasts. The dark component of these blasts is not resisted or consumed. 1-2 range. This weapons also acts as a 500 (1500) base might catalyst. This Mic will also increase the range of all Sonic based buffs by 2.
Alastor's Overlord Claws+++: These claws are lightweight and forged into the glove-like hands of Alastor. He had set them aside for a time. They boast 400 (1200) base might and are practically impossible to steal. These Talons offer+5 speed. They also take no debuff for using the ability "Rapid Claws" if the character using them is over GM in claw.
Alastor's Overlord Fangs+++: Horrific demon fangs... that look oddly like the front of an old radio. Once used in great conquest, Alastor set these aside for a time. 400 (1200) base might. They will also boost the Dismember activation chance by 10% and remove stat penalty debuffs for using "Jaws of Death" if this character is 3GM or higher in bite.
Alastor's Overlord Forged Flesh: +10 speed/skill. Omega Forged Flesh. Grants innate extreme resistance to energy, fire, dark, and explosion. This forged flesh will allow Alastor to ignore the restrictions normally placed on his abilities while in his form shift. This flesh grants and additional 2000 to the base defense stat of the character.
Mithril Chainmail: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 800 defense.
Radio Demon Strawberry Suit++: A pimped out suit. This suit is shockingly resistant to wear. Grants extreme resistance to whip, light, psychic, and bludgeon. Base 500 (1000) defense.
Overlord's Hell-War Cloak: A cloak designed specifically by Alastor. This cloak will completely neutralize the impact of "Slayer" based abilities or items used by foes. Any attack or weapon or ability that causes the foe to deal extra damage to this character based on his type or history will deal no extra damage. This will not impact Karma. This cloak also grants extreme resistance to poison and resistance to explosion, air, and absorb. Base: 300 defense.
Overlord Bow Tie: This piece of equipment is warn like armor and very susceptible to wear. It was made by Nezuko using materials provided by Grimm and given to Alastor as a gift. This item will cause all foes within 2 range to suffer -20 (-40) avoid from fear. If the foe is a Demon, they will suffer -40 (-80).
Radio Demon Monocle: A small eye glass that buffs the hit of the character using it by 30. However, this item is extremely easy to break with attacks that target the face. If this item breaks, the character wearing it will take a bleeding status.
Demonic Forged Eye: This eye has been implanted into a Demon. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
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)
1-Sound Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in sonic and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Sonic, Magic and Shield skill and item boosts.
1-Shadow Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in shadow and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Dark, Magic and Shield skill and item boosts.
Drop of Might
2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, 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.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.
Flash Bomb: This item may be used once every two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's skill by 5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Newborn Star Brooch: A unit holding this item may warp an ally adjacent to them from anywhere on the map once every four (two) turns. This takes the item holder’s turn to do, but the ally may take their full turn either before or after being warped.
Elite Demonstone: This stone allows much better control of the demon form. It will boost the bonuses of the demon form by 50%.
Dream Demon Pocket Watch: A beautiful watch that makes a rhythmic ticking. Listening to this ticking grants extreme clarity to the mind of any demon holding it. This will boost the percent changes granted by the ability of Demon Sense by addinng 10% to both possible alterations.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
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.
Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities of foes within ten spaces of the character holding it. This item is easily lost and easily stolen.
Vicious Silver Pin: A small, needle-like pin that can easily we 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 diffiuclt to steal and very valuable.
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.
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 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.
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 chracter using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen.
Silence Ring: A ring containing silencing energy. This will drastically impact the efficacy of nearby spells. Allies within two range will be incapable of using spells (any attacks that are boosted by Catalysts). Enemies within two range will have the damage of their spells reduced by 75%. This ring is easily lost or stolen.
Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible 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.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage.
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, and backstabs.
Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.
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 to 45%.
Ancestor Spirit's Horn Ring: This ring will remove one turn of an active cooldown for every foe this character kills. This ring is easily dropped but cannot be stolen.
Ring of Arrogant Defense: This ring breeds an unwise arrogance into the holder. This will prevent them from using regular scale pendants. However, for every scale pendant they could have used, they will buff their total defense by 25%. If this character loses all of their barriers, they will also lose the defense buff of this ring.
Dark Stag Heart: A heart of the legendary black stag. Said to absorb all that is bright in the world. Grants resistance to light and sacred attacks, regardless of whether or not this character is weak to said attacks. The holder of this item will always resist sacred damage. This item, though extremely precious, is easily dropped or stolen.
Shimmering Slay-Breaker: This tiny, beautiful pin is warn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 25% less impactful (Example: 30% boost from Demon Slayer becomes a 22% boost. A weapon that deals double damage now deals 75%).
Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Nezuko waiting for Tanjiro at the pool, only to realize he was not coming back. This bloom is very hard to steal. This item will boost the pain type status activation by adding 15% to the roll chance.
Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.
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 reduces the total HP lost from enemy physical attacks by 10%.
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.
Hellish Stomach: If this character uses Devour, they will buff their attack by 30% for the next 3 turns. If this character uses the ability Swallow Alive, the damage will be doubled against the foe and the amount that this character heals will be doubled as well. This item prevents swallowed characters from auto-healing.
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.
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.
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.
Ravenous Colicoid Skull: The skull of a Colicoid. This hideous artifact allows the holder to devour fallen enemies. This will heal the character 30% of their max HP. This skull is somewhat cumbersome.
Hellish Stomach: If this character uses Devour, they will buff their attack by 30% for the next 3 turns. If this character uses the ability Swallow Alive, the damage will be doubled against the foe and the amount that this character heals will be doubled as well. This item prevents swallowed characters from auto-healing.
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.
Starved Fang: This item will allow a character who has the ability devour to activate that ability if they kill a foe with a biting attack (or an attack that correlates with how the character feeds). This item is easily dropped or stolen.
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.
Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.
Vile Sound: All Sonic attacks by this character will harm allies and foes alike. All Magic Attacks by this charater are impossible to consume. This item is nearly impossible to drop of steal.
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.
4-Poms of Power (Magic, Absorb, Energy, Fire)
12-Shrieking Stone+Sonic Plate
12- Fire Gems+Flame Plate
24- Night Sapphire+Dark Plate
12- Magic Crystal+Magic Plate
12- Jade Cubes+Absorb Plate
12- Energy Gems+Energy Plate
The Legendary Sonic Gem: This Legendary Gem may activate certain unique abilities on a character. Doubles total sonic damage.
20-Pool Sedatives: Removes PTSD for 5 turns in battle. Causes the character to lose 10% of their life when they use this item.
10- 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.
Nezuko's Theme Sheet Music: Alastor may alter "Battle Ballad" to be the "Nezuko Theme" music. This will cause no change to most characters. If the ally has any distaste for Nezuko, or has a self centered personality, the Battle Ballad boost will fail. Nezuko, however, will recieve a 60% boost and 13 speed/skill rather than the normal Battle Ballad buff. The buff will still last for two turns.
Kamado Tanjiro No Uta Sheet Music: Alastor may alter "Battle Ballad" to be the "Kamado Tanjiro No Uta" music. This will cause no change to most characters. If the ally has any distaste for Tanjiro, or has a self centered personality, the Battle Ballad boost will fail. Tanjiro, however, will recieve a 60% boost and 13 speed/skill rather than the normal Battle Ballad buff. The buff will still last for two turns.
One-Winged Angel Sheet Music: Alastor may alter "Battle Ballad" to be the "One-Winged Angel" music. This will allow Battle Ballad to buff Sephiroth, which normally will not occur due to his inability to recieve emotion bassed buffs. However, no other character will recieve the ballad buff due to the terrifying and almost worshipful tone of the music.
Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.
Abilities:
Radio Demon: Signature. This ability cannot be removed by Strategist. This character may hear all electronic transmissions ever sent. He may also always transmit to any electrical signaling device, regardless of distance or abilities that normally jam such transmissions. This character also consumes sonic damage, healing HP equal to the damage taken. When this unit is on the map, all enemy music-based statuses will fail. This ability also grants access to the ability "White Noise". Costs: 10 pg.
White Noise: An unusual ability. This ability makes a staggeringly painful burst of noise with the crackle of a breaking speaker. This has a 50% (65%) (80%) (89%) chance to cause any enemy within 3 (5) range to flinch and miss their turn. This ability may be used once a turn. Enemies may not be flinched by this attack twice in a row. Costs: Radio Demon
Alastor True Form (II): Alastor may shed his charming exterior and unleash his monstrous form. In this form, all physical attacks will deal 50% (100%) (150%) more damage and his total speed will be boosted by 20 (30) (45). He will not be able to use abilities like Strategist or Charisma in this form. This form will also prevent him from using Living Shadow or Warp. This form immediately gains access to the ability "Dismember", and will allow Alastor to use Dark/Sonic/Fire/Claw and bite type attacks. The demonic nature of this character is one that few have seen and lived. This character may use Ferocity only in his true form. Costs: 10 pg
Dismember: On every biting attack this character executes, it has a 20% (30%) (40%) (49%) chance to rip a limb off the enemy. This ability stacks with traumatizing blows, but if this ability activates it will also result in a bleeding status, regardless of whether or not traumatizing blows lands. Costs: True Form
Living Shadow: This character may take a turn to give their shadow freedom. This will create a shadow version of this character. The shadow will have half the HP of the original character, and will be destroyed instantly by a light-type attack. However, the Shadow of the character will share abilities and cooldowns, making the shadow a formidable tool in battle. The shadow may only be freed once (twice). Costs: 5 pg
Crimson Bands of Cytorak: A very dark and dangerous spell. Requires 5M Dark and 5M magic to use. This spell will open a portal an summon powerful, crimson, band-like tentacles. These tentacles count as dark/magic/fire/whip type damage, and they will always strike four times and only four times. Unless a foe can consume Dark, Fire, and Magic, they will take the full damage. This spell ignores item based immunities and resistances. These tentacles have a base 400 might. This ability may be used once every four (two) turns. 1-2 range. Costs: 5 pg
Crimson Bands of Cytorak Bind: Instead of attacking, the spell may be used to wrap around and bind a foe. This will hold them in place and reduce their avoid by 40 and their speed by 10. Foes with inhuman strength will ignore this, and Medium, Large, and Titanic characters will escape this bind much more quickly, potentially immediately. This bind may hold a foe in place for up to three turns. Costs: Spell and 3 pg
Warp: Once every four (two) turns, this unit may teleport anywhere on the map and then proceed to attack. This ability is inhibited by certain magic barriers, walls, or gravity fields. Costs: 5 pg
Strategist (II): This unit may choose two first-level abilities or a second-level ability held by an enemy unit within 10 spaces. These abilities 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: 8 pg
Ferocity: Beast only ability. This unit may activate this ability once (twice) 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
Battle Ballad: A sound based status. If a character is able to be inspired by a musical tune, this ability will buff that character for the next two turns. Any character within 2 (4) range will recieve +10 speed and +10 skill, along with an additional 50% damage for the next two turns. This character must take their turn to perform this buff. Some characters may enjoy this status more than others, and on a few it may debuff rather than buff them. This buff will not stack. Requires 1M sonic. Costs: 7 pg
Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (59%) 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
Demon Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 40% (50%) to any dodge, hit, or a 15% (25%) to any skill activation chance once every three turns. Costs: 4 pg
(Taken-Gamma Metroid) 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
Demonic Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. This ability cannot be used in daylight. Costs 5 pg
Music Lover (II): This character receives three times the bonus effects of music-based status improvement moves. Costs: 2 pg
Sadist: If this character watches someone suffer, they will boost their total damage by 25% for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 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% (9%) to all activation chances (including special attacks and status chances). (As this is a developing emotional ability, it does not function well. Currently will only trigger for Nezuko and Tanjiro Kamado, Currently only offers a 8% activation boost). Costs: 2 pg
Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. Costs 1 pg (Skull)
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
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
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)
Reverb: Legendary sonic gem ability. At the end of his movement, Alastor may unleash a powerful wave of incredibly painful sound. This will cause all foes within ten spaces to have a 15% (30%) (45%) (54%) chance to flinch from pain. This does not take his action to perform. This ability, unlike most other flinching abilities, may trigger against a foe multiple times in a row. If it does, the second time it triggers, it will stun, not flinch, the foe and also cause them to take severe bleeding and immediately lose 20% of their HP as their ears burst. This will happen every time the flinch triggers in a row, but if the flinch fails it will reset this. Costs: Legendary Sonic Gem.
(TBA) Sloppy!: This character deals 30% more damage to foes who have Savage Blows, Savage Elements, Berserk, Reckless Attacker or Wild Swing unlocked. Costs: 1 pg
(TBA) (Taken-War Horse) Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg
(TBA) Music Lover: This character. Receives double the bonus effects of sound based status improvement moves. Costs: 1 pg
(TBA) Reposition: Humanoid ability. This character may take their turn to take an adjacent ally and place them on the opposite side of them. If there is an ally in that space, this unit may swap them. The character(s) must be the same size class or smaller. Inhuman strength will allow the character to move a character who is one size class larger than them. Costs: 1 pg
(TBA) Hellfire: Legendary Gem Ability. This character's fire-type attacks all ignore 25% of a foe's resistances, do heavy wear (equal to explosion damage), and treat Immunities and Resistances to fire type damage as if they are one tier lower. Costs: Legendary Fire Gem
(TBA) Expose: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all its innate and item generated resistances and immunities removed for the next 4 turns. This will not remove resistances and immunities that are the result of abilities; those must be removed by Strategist. Costs: 5 pg
(TBA) Charisma: This character is extremely charming. Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. This ability starts slowly, but it increases in its likelihood to activate the more turns this character spends near the enemy. It does not affect the might of an enemy's counter-attack. It is surprisingly effective against certain units. Costs: 3 pg
Character Type: Demon, Beast, Status, Support
Weakness: Weak to sacred damage. Immune to Sonic and sound-based statuses. Resists fear. Immune to mind control. Resists dark, fire, bite, and claw. Despite his demonic and cruel nature, this character has an oddly old-world view of women, treating them with respect as a gentleman. As such, he will deal half damage to female foes... and will usually not voluntarily fight them.
(Immune to sonic and sacred. Extremely Reists whip, light, psychic, bludgeon, blade, pierce, throw, poison, ice, bullet, and martial. Resists dark, fire, air, absorb, explosion, bite, claw)
-10% less damage from physical attacks
Caps:
HP: High
Attack: 500
Defense: 500
Speed: 123
Skill: 150
Move: 10 (Teleporting or running. Ignores trees)
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