Monday, April 12, 2021

Muzan Kibutsuji






The King of Demons: Level 93
HP: 2,310,000 (6,930,000) (16,632,000) (26,611,200) (42,577,920 Heart and Soul) (57,480,192) (74,724,250) (104,613,949) (220,000,000 r-up)
Attack: 51,000
3 OMEGA Claw: 6000
3 OMEGA Bite: 6000
3 OMEGA Whip: 6000
3 OMEGA Poison: 6000 (12000)
3 OMEGA Dark: 6000 (12000)
3 OMEGA Psychic: 6000
3 OMEGA Sonic: 6000
3 OMEGA Fire: 6000
3 OMEGA Explosion: 6000
Claw/Bite Attacks: 51,000 (52,200) (58,200) (122,220) (366,660) (733,320) (1,796,634) (3,000,000)
Dark Blood Claws/Jaws: 51,000 (52,200) (58,200) (70,200) (82,200) (616,500) (1,233,000) (1,315,200)(2,630,400) (6,444,480) (12,888,960) (17,000,000) (x1.3 if highest lvl)
Tendril Attacks: 51,000 (52,200) (58,200) (122,220) (366,660) (898,317) (2,000,000)
Dark Blood Tendril Attacks: 51,000 (52,200) (58,200) (70,200) (82,200) (616,500) (1,233,000) (1,315,200)(2,630,400) (6,444,480) (9,000,000) (x1.3 if highest lvl)
Poison Blast: 51,000 (63,000) (491,400) (982,800) (2,948,400) (4,000,000)
Psychic Blast: 46,000 (52,000) (390,000) (780,000) (2,340,000) (3,042,000)
Sonic Blast: 46,000 (52,000) (390,000) (780,000) (2,340,000) (3,042,000)
Dark Blast: 51,000 (63,000) (491,400) (982,800) (2,948,400) (4,000,000)
Elite Demonic Explosive Flame: 700 (51,700) (57,700) (63,700) (75,700) (567,750) (1,135,500) (1,703,260) (3,406,500) (5,109,750) (7,000,000)
Defense: 51,000 (102,000)
3 OMEGA Armor: 6000
Mithril Underarmor: 800 (102,800) (108,800)
Vibranium Lined Suite: 1000 (109,800)
Demon King Evening Coat: 500 (110,300)
Day Armor: 4000 (114,300) (228,600) (1,000,000)
6 OMEGA Shield: 6000
Shadow Mental Shield: 1000 (7000) (13000) (19000) (142,500) (285,000) (570,000) (1,140,000) (1,254,300)
Flame Mental Shield: 1000 (7000) (13000) (19000) (142,500) (285,000) (570,000) (1,140,000) (2,394,300)
Poison Mental Shield: 1000 (7000) (13000) (19000) (142,500) (285,000) (570,000) (1,140,000) (3,534,300)
Explosion Mental Shield: 1000 (7000) (13000) (19000) (142,500) (285,000) (570,000) (1,140,000) (4,674,300)
Ancalagonscale Pendant: 100 (6100) (45,750) (91,500) (183,000) (4,857,300)
Hydrascale Pendant: 100 (6100) (45,750) (91,500) (183,000) (5,040,300)
Smaugscale Pendant: 100 (6100) (45,750) (91,500) (183,000) (5,223,300)
Radio Demon Dial Pendant: 100 (6100) (45,750) (91,500) (183,000) (5,406,300)
Mergo's Feather Pendant: 100 (6100) (45,750) (91,500) (183,000) (5,589,300)
Darkscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (5,769,900)
Poisonscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (5,9450,500)
Flamescale Pendant: 20 (6020) (45,150) (90,300) (180,600) (6,131,100)
Sonicscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (6,311,700)
Psychicscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (6,492,300) (12,984,600) (20,000,000)
Speed: 350 (355) (365) (+2-49) (+46) (+25 avoid) (+20 avoid) (+50 avoid v sword)
Skill: 350 (380) (390) (+2-49) (+30 hit) (+50 v sword)
Move: 9 (10) (11) (13) (15) (18)



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.

Heart of Supremacy: A Legendary Heart. If this unit is the highest level character on the map, it will boost its total damage and defense by 40%. This heart will also double the HP of the holder. 

10-Heart Containers

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.

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.

Ancient Blood: Grants 50% extra HP on top of boosting items to characters with high blood affinity.

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.

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 dropped at death.

Progenitor Kanji: Upon establishing 12 Moons, Muzan manifested the proginitor Kanji. For every Upper Moon on the map with him, he will gain +5 speed and skill. For every Lower moon on the map with him, he will gain +2 speed and skill. If all the 12 Moons are present, he will gain +45 speed and Skill.

Muzan's Talons+++: These claws are lightweight and forged into the bodies of Muzan. They boast 400 (1200) base might and are practically impossible to steal. These Talons offer +5 speed and increase bleed chance activations by 10%. They also take no debuff for using the ability "Rapid Claws" if the character using them is over GM in claw. (1-2 range) (3)

Muzan’s Fangs+++: Terrible demon fangs. 400 (1200) base might. They will also boost the bleed activation chance by 10% and remove stat penalty debuffs for using "Jaws of Death" if this character is 3GM or higher in bite. (1-2 range) (3)

Muzan’s Tendrils+++: Terrible demon whips. 400 (1200) base might. They will also boost the bleed activation chance by 10%. These function as whips and buff the base might of the “tendril” attacks of this character. 1-3 (4) (5) range. These body weapons may trigger "Sting" abilities. 

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.

Vibranium-lined Evening Suit: This suit grants immunity to martial, bludgeon, and bullet, as well as resistance to light. 1000 defense

Demon King Evening Jacket: Works as a cloak. This grants resistance to ice, wind, air, and poison type damage. 500 defense

Day Armor: A Legendary Item. This armor grants total immunity to Sunlight Damage. It will also cause this character to debuff the damage of all sunlight attacks against it by 50%, and will boost the damage of this character vs sunlight users by 50%. It also causes the character to take no extra damage from Red Hot Weapons and prevents that ability from locking Autohealing abilities. This armor is practically indestructible, and may be worn on top of all other armor; it does not take up an armor slot on this character. This armor boasts a staggering 4000 base defense. Grants +2 running type movement. 

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.

Shadow Mental Shield: An extremely powerful shield that may be used by any unit that has 5GM in dark and psychic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Dark, Psychic and Shield skill and item boosts. Cannot be used alongside spirit shields.

Flame Mental Shield

Poison Mental Shield

Crucible Stone: This stone will boost the stat buffs granted by form shifts by 25%. This stone cannot be stacked with other Elite Form Shift Stones. This stone is incredibly hard to steal (5%).

Ancestor's Monocle: This unusual item is created by inverting an Ancestor's Cloak. Grants the user +30 skill. Easily lost or stolen.

Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to 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 a 5% increase to panic build.

Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. This item works even against Blood Droplet items that would normally remove its protection, as do all Ancestor Trinkets. Holding this object causes a 5% panic build at the start of every turn in battle.

Ancestor's Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).

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 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 Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.

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

Miraculous Shadow: This consumable item may be carried by any character weak to the sun. A character may only carry one of these items, however the shade will rush out and protect them from taking the normal %damage they would from sunlight... as well as making the character not weak to sunlight if the sunlight that is first striking them is linked to an attack. This protection will destroy this item. 

Muzan Blood: May be used to shape shift.

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.

Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character. 

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% (12%) of their HP at the start of each turn. This item is easily lost or stolen.

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.

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen. 

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.

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.

Vile Poison: All Poison attacks by this character will harm allies and foes alike. All Poison Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.

Vile Shadow: All Dark attacks by this character will harm allies and foes alike. All Dark Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.

Vile Thoughts: All Psychic attacks by this character will harm allies and foes alike. All Psychic Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.

Vile Sound: All Sonic attacks by this character will harm allies and foes alike. All Sonic Attacks by this character are impossible to consume. This item is nearly impossible to drop of 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.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

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.

Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.

Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear.

Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.

Hydra Fang and Socket: A vile object. This is very hard to lose or steal, and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.

2-Deep Toxic Crystal: A crystal farmed from deep within a concentrated poison swamp. These are quite rare, but buff the base damage of poisons that deal a raw number by 400. A small character may carry up to two, medium-3, huge-4, titanic-5, colossal-6. 

Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.

Barbed Arm Band: This brutal item may be used right before the character holding it attacks. It will slice into the arm of the holder and deal 1000 damage as well as immediately tiering off 5% of their HP. This will give the character a bleeding status at the very start of their attack. 

Deep Crimson Blood Droplet: A blood droplet so violently red, it is hard to look away from. This item will remove all innate and item related resistances to taking the bleed status or bleed damage. This item is very hard to steal (5% drop)

Hideous Black Blood Droplet: A blood droplet so heinously dark, it is hard to look away from. This item will remove all innate and item related resistances to taking the poison status or poison status damage. This object is quite hard to steal and rarely drops (5%).

Blazing Red Blood Droplet: A blood droplet so intensely red, it is hard to look away from. This item will remove all innate and item related resistances to taking the burning status or burning status damage. This object is quite hard to steal and rarely drops (5%).

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 do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%. 


Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.


Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage


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.

Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by 20. It will reduce the activation rate of statuses by 50. This item is practically impossible to steal and is impossible to drop. 

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. 

Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

Bloody Reach Ring: This ring increases the range of ranged blood attacks by +1. This cannot stack with triangle reach items. This does work for augments that increase range. 

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.

Kindred of Rot Ring: This ring will cause the character to boost their attack damage by 30% (33%) if any character within two range has a poison status or has triggered Scarlet Rot. 

Bursting Heart Ring: A ring that throbs eerily like a beating heart. Increases the total %damage dealt by blood attacks by adding an additional 10% of the character’s HP for both allies and enemies within 2 range. This item is completely nullified if a Clotting Ring is within range.

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.

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.

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 

Elite Bloodbath Ring: This ring will grant access to the ability Bloodbath for free. If the holder does not normally have the required personality, this will grant access to the ability, but it must be paid for. This ring will double the bloodbath boosts. This item is easily lost or stolen.

Elite Bloodlust Ring: This ring will grant access to the ability Bloodlust for free. If the holder does not normally have the required personality, this will grant access to the ability, but it must be paid for. This ring will double the bloodlust boosts. This item is easily lost or stolen.

Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. 

Moon's Wish: A beautifully dark, pearl-like object. This rare item may be crafted using shards of Midnight and other rare objects. This item may be used to immediately change the map to night. This will not take the characters turn to do, and this night-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Day Pearls will fail for those five turns. This object is hard to steal. 

Cross of Supremacy: This item is extremely hard to drop or have stolen. It will cause this character to never break proficiency.

Bloodletting Razor Brooch: Grants the ability Bloodletting for free.

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.

OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill.

Round Up Brand: This brand allows a character to round up their damage, defense, and HP. The math for rounding up is dictated by level:
1-50: Round up to nearest 1,000
51-70: Round up to nearest 10,000
71-90: Round up to nearest 100,000
91-100: Round up to nearest 1,000,000

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 defeated.

Crow Mauler Soul: This incredibly powerful and rare item may be held inside a philosopher stone. This will change the Philosopher Stone into a new item. That item will boost all damage dealt by the character (including damage from statuses, indirect damage, and atypical damage types such as crush or falling) by x1.3.

Willow Core (Poison, Dark)

Claw Stone+Claw Plate

Fang Stone+Fang Plate

Twisted Stone+Whip Plate

12- Twisted Spoons+Plate

12-Shrieking Stone+Plate

24- Night Sapphire+Plate

6- Vorpent's Eye+Plate

12-Fire Gems+Plate

12-Volatile Crystals+Plate

4-Poms of Power (Dark, Poison, Explosion, Fire, Psychic, Sonic)

Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.

Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only. 

Blazing Red Ichor: Grants +3 movement to foes who use running movement.

Eminis Temporal Ice Crystal Binding: A blue crystal lodged deep within Muzam's chest. Should he ever devour Maria or use his power as the progenitor demon to kill her remotely, this crystal will explode and freeze Muzan in space and time.


Abilities:

Progenitor Demon: Signature ability. This is an ability absorbing ability, and as such cannot ever be stripped from this character. This character may transform others into demons. This requires a single damaging injection of his blood. However, to change them permanently requires a great deal of time. Temporary transformation will grant “Demonic Healing”, and “Demon Sense” to the character injected for the rest of the battle. It will also give them the same weaknesses found on every demon from this universe, namely the sun, Nichirin, light, and other Demon Slaying items or abilities. However, this is only part of Muzan’s true power. He may take the signature abilities of other demons if he kills them in battle. They will not be able to reclaim their ability or use it until Muzan falls in battle or decides to return it. He may also posses the bodies of Demons who he has killed if he meets them at the portal they appear from. This will remove Muzan from the map until that Demon falls in battle. This ability cannot be removed by strategist. Costs: 20 pg

Muzan True Form (II): Muzan may shed his charming exterior and unleash his monstrous form. In this form, all physical attacks will deal 50% (100%) (125%) (145%) more damage and his total speed will be boosted by 20 (30) (38) (46). In this form, Muzan may use both jaws of Death and Rapid Claws simultaneously but will take debuffs from both. This will double his bite attack number OR double his claw damage, as the abilities may be applied to both damage types. In true form, all Muzan’s physical attacks have a 10% (20%) (70%) (120%) (142%) chance to induce bleeding. This also applies the "Tough Claws" damage multiplier to Jaw attacks. This form does not prevent Demonic Healing. Costs: 10 pg

Demon Blood Art-Black Blood (II): Muzan Signature. This chapter may add 5% of his max HP to all claw, whip, or bite type damage if he is bleeding, 10% if he is severe bleeding, and 20% if he is lethal bleeding. If he is bleeding, he may choose for the attacks to be Dark/Poison/Blood/Physical should he wish. If he makes these attacks multi-element, then they will have a 50% (100%) (130%) (180%) (230%) (280%) (302%) chance to poison the foe, giving them 300 (1100) (13,100) (98,250) (294,750) (442,125) (884,250) (1,149,525) damage every turn until the end of the battle. At second tier, this ability's poison status will cause the foe to suffer -10 (-20) speed and skill. This can stack, maxing at -40 speed and skill (accounting for foe resistances to debuffs). Costs: 10 pg

Astra: Before attacking, this unit has a 40% (62%) chance to trigger this skill. If the skill activates, the unit may strike five times with half 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

Sword Breaker: If this unit is battling an enemy who is using a sword, they will receive 50 to their avoid and 50 to their skill both when attacking and when being attacked. Costs: 5 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% (24%) 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

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% (44%) to any dodge, hit, or a 15% (17%) to any skill activation chance once every three turns. 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

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. Costs 5 pg

Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 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 (30) (33)
If the character strikes an enemy, they will boost their skill stat by 5 (10) (11)
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

Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single enemy phase, regardless of how many times it is struck. It will survive with 1 HP. (This will work if the character autoheals to full before taking statuses) Costs: 4 pg

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% (60%) 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

Long Reach: This unit adds 1 range to most of its 1 range attacks. This means these attacks do not count as ranged attacks, even though they can reach 2 spaces away. Costs: 3 pg

For I Alone: This character acts for themself and no one else. They have no connections, bonds, or care for any other soul. This character will boost their activation chances by 20% (22%) if they are more than two range from any ally unit. Costs: 2 pg

Bloodletting: This character may spend their turn to inflict themselves with a bleeding status. Doing so will cost them 5% (3%) a of their HP. They may repeat this if they are already bleeding and give themselves the severe bleeding status. Doing so will immediately cost them 10% (5%) of their HP. Finally, if they are severely bleeding they may perform this ability and give themselves lethal bleeding. This will will immediately cost them 20% (10%) of their HP. This move should be used with care. Costs: 1 pg (Medallion)

Elite Demonic Explosive Flame: Signature ability. This attack may only be used once every other turn. This attack will only strike once. This massive fire ball has 2 range and will strike all adjacent squares. Adjacent squares will only take half damage, but the targeted square will take 50% more damage. This massive ball of flame boasts a staggering 700 fire/exposion/dark type might. Costs: 4 (0 Taken from Elite Night Creature) pg

Tear To Pieces: If this character attacks an adjacent foe with a claw or bite attack and then another character who has this ability attacks the character from the opposite side, the total damage of that attack will be doubled. If another character with this ability attacks from yet another side, the damage will still be doubled. If a final character attacks from the last adjacent space, that final attack will be tripled. This must all be done in one phase. This ability activates even if the ability "Mob" is being used. This ability requires 5M in either claw or bite. If the characters using this have cramped conditions, their will be multiplied by the highest multiplied unit in the group (so if attacks have reached doubling, all additional units will also recieve the doubling treatment). Costs: 7  (0 Taken from Adavanced Night Creature) pg

Marauder (II): Signature ability. This character chooses a single unique character to hunt. For the next year they will deal 50% (100%) more damage to that foe. Against all other foes, this character will deal 20% (10%) less damage. Costs: 10 pg (0 Taken from Marauder)

Hell-Hound Punish: Signature ability.When this character enters a battle, he may declare a foe he wishes to target. Every turn that character fails to damage this character, this character will summon a Hell-Hound. This Hell-Hound will rush to target the targetted foe. Summoned Hell-Hounds will deal double damage to the foe. Costs: 8 pg (0 Taken from Marauder)

Lethal Sting: Signature ability. If attacking a small or very small foe with a stinger attack, a Rechet of Bogdan has a 13% chance to activate this ability. This terrifying attack can trigger on a "Tri-Attack" if all users of the attack are Rechets of Bogdan. If this ability triggers, it will multiply the total damage of the tail attack x9. This is a poison status of sorts, so characters immune to the poison status are immune to this ability activating. This ability will only roll once during a tri-attack, but it will boost the entire tri-attack. This poison attack will ignore defense. Costs: 8 pg (0 Take from Rechet of Bogdan)

Flaming Roar: Signature ability. This character may take a turn to roar at all opponents in a cone of four spaces directly in front of it. Any enemies inside this cone will immediately take this character's sonic damage plus its base attack (Same damage as a Sonic Blast). This is an area attack and cannot be dodged, but it can be blocked. Enemies will never counterattack this attack. This roar also has a 60% (100%) (150%) of giving any enemies within its area of attack a severe burning condition. Costs: 5 pg (0 Taken from Balrog)

Deadly Strike: Signature ability. Whenever a Minion of Utgar attacks or counters, they may choose to use this ability. Using this ability will not prevent the use of other activatable abilities. When this ability is used, the Minion will flip 2-3 coins. If no coins land on heads, the minion will completely miss the foe. If one coin lands on heads, this attack will deal normal damage. If two coins land on heads, this attack will deal double damage. If three coins land on heads, this attack will deal triple damage. If the Minion is attacking the foe from a higher elevation (such as Flying vs walking/levitating) it will toss three coins. At equal footing it will toss two. The coin flip will only be performed once and will apply for the entire set of attacks or counters on that turn. Costs: 3 pg (0 Taken from Minion of Utgar)

Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5% (15%) (30%). This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg (Ring)

Bloodbath: Every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5% (15%) (30%). This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg (Ring)

Devourer of Nations (III): 40% HP buff after feeding on thousands of lives. Costs: 30,000 devourings.

Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail

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

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

Devour: This character may take a turn to eat fallen enemies, regaining around 30% of its HP by doing so. Costs 1 pg (Skull)

(TBA) Devourer of Thousands (II): 20% HP buff after feeding on thousands of lives. Costs: 3,000 devourings.

Character Type: Demon, Worldbreaker

Weakness: Extreme sunlight weakness. This unit will take 30% of its total HP as damage on any turn it is exposed to sunlight. Weak to light damage. Characters are twice as likely to cleave this character. Mild weakness to poison and takes double from the poison Status. Immune to mind control. Resists fear and pain. However, unless this character is killed by sunlight, light damage, cleave, or demon killing items/abilities it will not truly die and will not level down (though it will still fall in battle and may lose items). There are also a few demon killing poisons or weapons that can kill the undying that may fell this character. Resists blood damage. Extremely resists dark and magic type damage.

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