Friday, June 18, 2021

Kokushibo






Upper Three: Level 80
HP: 756,000 (2,268,000 Heart Containers) (5,443,200 Mako Cells) (7,348,320 Bottle) (9,552,816 Crystal Soul) (15,284,506 Ancient Blood) (24,455,209 Heart+Soul) (29,346,251 DoT)
Attack: 10,100
5GM Sword: 1,000
5GM Dark: 1,000
5GM Light: 1,000
Kyokokukamusari: 1,400 (10,500) (11,500) (12,500) (13,500) (27,000) (135,000) (270,000) (540,000) (810,000) (1,215,000) (2,430,000)
Defense: 10,100 (11,100) (22,200) [44,400] (66,600)
5GM Armor: 1,000
Elite Demonslayer Uniform: 300 (22,500) (23,500)
Vibranium Chainmail: 600 {24,100}
Short Pale Kimono: 200 {24,300} [48,600] (72,900)
5GM Shield: 1,000
Ancalagonscale Pendant: 100 (1,100) (9,350) (18,700) (37,400) {51,600}
Ancalagonscale Pendant: 100 (1,100) (9,350) (18,700) (37,400) {89,000}
Blessed Great Serpentscale Pendant: 100 (1,100) (9,350) (18,700) (37,400) {126,400}
Blessed Great Serpentscale Pendant: 100 (1,100) (9,350) (18,700) (37,400) {163,800}
Darkscale Pendant: 20 (1,020) (8,670) (17,340) (34,680) {198,480}
Darkscale Pendant: 20 (1,020) (8,670) (17,340) (34,680) {233,160}
Lightscale Pendant: 20 (1,020) (8,670) (17,340) (34,680) {267,840}
Lightscale Pendant: 20 (1,020) (8,670) (17,340) (34,680) {302,520} [605,040] (907,560)
Speed: 281 (296) (306) (316) (321) (331) (336) (356) (+20 v melee) (+100 Avoid v Sword)
Skill: 295 (310) (320) (330) (+30 Hit) (+20 v melee) (+100 Skill v Sword)
Move: 10 (11) (12) (14)


Items:

Demon Flesh Blade-Kyokokukamusari (+7 of 10) (Sealed): +10 Speed. This weapon is made from the powerful flesh of Kokushibo. As such, it cannot be stolen. This weapon works much like a Nichirin blade, but it will be forged stronger for each character it is used to slay who had the ability "Demon Slayer". It may achieve up to a +10 forging. Base 1,400 Blade/Dark/Light-type might. 200 at +1. 2000 at +10. For a katana, this is a brutally powerful weapon with incredible balance and few drawbacks.
>Exposing Shadow Seal
>Brave Weapon Seal

Vibranium Chain Mail: Extremely hard and valuable chain mail. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 600 defense.

Elite Demon Slayer Uniform: A uniform designed to protect a Demon Slayer in their deadly line of work. Grants extreme resistance to body type damage. This uniform is very sturdy, despite being made of cloth. Base: 300 defense.

Short Pale Kimono: +10 speed. An oddly designed article of armor This cloak grants resistance to bludgeon, whip, sonic, and air type damage. Lightweight and incredibly easy to move in. Base: 200 defense.


Kokushibo's Forged Flesh: Grants innate resistance to Absorb, Sonic, Air, and Earth; Adds 1,000 to Base Defense; Very Hard to Steal


Upper Rank Three Kanji: A tattoo on the eye of a demon, symbolizing his high status. This grants this character +15 speed and +15 skill.

Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped.

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.

4- Mako Cells: +25% HP on top of HP Boosts; Very Hard to Steal

Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death

Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death

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.

10- Heart Container: +10% (+20%) HP, up to x2 (x3)

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.

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

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.

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 character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.

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, ambushes and backstabs.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

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 by 15%.

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.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

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.

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial-type damage. 

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.

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.

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. 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. 

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.

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation-type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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.

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.

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.

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.

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Fallen Star Shard: A glowing piece of starlight captured in Valla. This item will allow Astra to trigger on counter attacks as well as cause Astra attacks to deal 75% the regular attack damage as opposed to 50%. This item is very hard to steal.

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

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

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

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.

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.

Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.

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.

Vicious Silver Pin: A small, needle-like pin that can easily be 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 difficult to steal and very valuable.

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.

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.

Devilish Destruction Charm

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

Razor Stone + Plate

Dark, Light Poms

24- Day Pearls + Light Plate

24- Night Sapphires + Dark Plate



Abilities:

Moon Breathing: This character may use many different forms of sword techniques via his unique Moon Breathing form. If this character is incapable of breathing (due to a choke or the environment), he will be unable to use these techniques. This ability may not be removed by strategist. This ability will cause all strikes to deal Moonlight damage. This ability cannot be used until the Moon-Bathed Demon Blade is activated.
1st Form-Dark Moon- Evening Palace: (Not brave, Not Activated) A single, blindingly fast draw. This art will always allow the user to vantage hit the foe, but will only strike them once. If the user would vantage hit the foe without this ability, then using this form will still result in a single strike, but will deal double damage.
2nd Form-Pearl Flowers Moon Gazing: (Brave, Not Activated) Crescent-shaped slashes. This form may be used once every other (every) turn. Using it will cause any melee counterattacks launched by the foe to deal 50% less damage. Aside from that, this functions as a normal attack and may strike multiple times.
3rd Form-Loathsome Moon- Chains: (Not Brave, Activated) Two vicious slashes that will strike all foes on a single space as a type of area attack. +30 hit. This attack will strike twice and only twice. This form may be used once every other (every) turn.
4th Form-Ebbing Moon- Mirage: (Brave, Not Activated) -10 skill. A complex art that sends blinding moonlight in all direction. +40 avoid for the remainder of the turn. Functions as a regular attack.
5th Moon Spirit, Calamitous Eddy: (Brave, Not Activated) A set of powerful climbing slashes, forming a vortex of moonlight Crescents. +25% damage against flying foes. Aside from this, the attack functions as a normal strike. May strike flying foes without high jump. May strike soaring foes with high jump.
6th Form-Perpetual Night, Lonely Moon- Incessant: (Brave, Not Activated) +2 range to regular sword attacks. This is a terribly powerful art. May be used once every (other) three turns and only when initiating attacks.
7th Form-Mirror of Misfortune- Moonlit: (Not Brave, Activated) A massive, single strike. This attack strikes once but ignores defense and treats resistances as if they were one tier lower. May be used once every other (every) turn.
8th Form-Moon-Dragon Ringtail: (Brave, Not Activated) This form may only be used once (twice) a battle. It is incredibly powerful. This character may attack a foe normally, and if they are killed, he may continue and take another turn. He may take four additional turns, but after finishing, he will suffer a -30 speed and skill debuff from base and lose speed and skill-boosting for the next turn. During this form, this character will receive Dragon-specific ally buffs.
9th Form-Waning Moonswaths: (Brave, Activated) This form creates a stream of crescents that may strike in all directions. This attack will strike only once, but may strike up to three separate foes of the user's choice. Each foe will counter and dodge individually. This form cannot strike a single foe repeatedly, it must be separate foes. This form may be used once every other (every) turn.
10th Form-Moon Through Bamboo Leaves: (Brave, Activated) This attack will triple the times this character strikes, but will reduce the total damage by 75%. This may be used once every four (two) turns.
11th Form-Fall Moon-Rapid Descent: (Brave, Not Activated) +20 speed for this turn. A very rapid art. However, it does result in causing all attacks and counters for this phase to deal only 50% of their normal damage.
12th Form-Moon Dance: (Brave, Not Activated) This character may double the number of times it strikes a foe, but doing this leaves this character open to counter. Using this form will cause the character to take double damage from the counter and during the next phase. This form may be used once every four (two) turns.
13th Form-Falling Moon: (Not Brave, Activated) -15 skill. This character may plunge their blade into the heart of a foe, causing them to "Finish Strike" the foe. The foe will not counter. This form has a 50% chance to induce Severe Bleeding. This form may be used once every six (three) turns.
14th Form-Tenman Crescent Moon: (Brave, Activated) This attack will strike all foes and allies within range, much like a spin attack. It will only strike once, but this attack deals savage wear to armor, shields, and even structures. This form may be used once every other (every) turn. 
15th Form-Cold Moon-Death's Embrace: (Brave, Not Activated) -15 speed. A calculated and lethal form. This attack ignores take-the hit and life-saving (but not form changing/shifting) survival abilities. This functions as a regular attack.
16th Form-Moonbow-Half Moon: (Not Brave, Activated) -10 skill. Six unbelievably powerful strikes. This art may be used once (twice) a week, but will allow Kukushibo to strike a foe six times dealing 30% more damage with every strike. This art is still improved by Two-Handed Stance. This is a truly terrible art.
Costs: 33 pg

Demon Blood Art-Moon Bathed Demon Blade: This unit may take a turn to augment his normal demon blade sword attacks with shimmering moonlight. This augment will add light-type damage and last for five turns and now be treated as moonlight damage. Moonlight damage will do 25% more damage under a moonlit sky, 50% more damage if a character is using Luna or is on a map with a Moon changing ability (Red Moon), and 100% more damage when on the moon itself. This will make all the sword attacks of this character have 1-2 range. Resisting, being immune to, or consuming light damage will not impact this ability. However, resisting, being immune to, or consuming the dark element will impact this damage (but the damage will still be calculated as Light/Dark/Blade). This augment will boost the total attack damage by 50%. Costs: 7 pg

Kokushibo True Form (II): Kokushibo may unleash his monstrous form, covered in blades and wielding an absurdly long blade. In this form, all physical attacks will deal 50% (100%) more damage and his total speed will be boosted by +10 (+20). Unlike most form changes, this will not prevent Kokushibo from autohealing, but his healing will be reduced by half. This form will add +1 range to all breathing art attacks at second tier. Costs: 10 pg

Demon Mark: A mark that manifests when a character has pushed themselves to the brink of death. This ability may be activated in battle. It will last for three turns. In those turns the character will have +40 speed, +50% total damage, and +1 move. They will also be able to survive one lethal hit on each turn. However, should the battle not end in those three turns, the character will die and always level down 6. If the battle does end, the character will pass out and be comatose for the next 1-3 weeks. (As a demon, Kokushibo cannot die from exhaustion. However, failing to win in three turns will result in his HP cap being reduced by 90%, making him incredibly vulnerable.) 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% 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% to any dodge, hit, or a 15% to any skill activation chance once every three (other) turns. Costs: 4 pg

Astra: Before attacking, this unit has a 40% 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

Duelist: When this unit initiates an attack against another enemy who is using a melee weapon, they add 20 to their dodge and 20 to their skill. Costs: 3 pg

Luna: This skill has an 80% chance to activate on every attack. If it activates, the attack will calculate its damage as if the enemy's entire defense was reduced by 50%. Costs: 4 pg

Sword Breaker (II): If this unit is battling an enemy who is using a sword, they will receive 100 to their avoid and 100 to their skill both when attacking and when being attacked. Costs: 10 pg

Doubled Down Defense: If this character has access to only two forms of elements used for elemental barriers, they may equip twice the normal number of those barriers. This does require carrying two of the items. Costs: 1 pg

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, backstabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

(TBA) Blades of Agony: If this unit is struck by an attack, it will release a torrent of blades from its flesh. These deal pierce type damage. They are an area attack, and they strike all adjacent squares. These blades may only trigger once per individual enemy that attacks. They immediately give twice (triple) the damage of the current normal blade strike of this unit. This damage cannot be blocked, but it can be defended against. This damage will never cause enemies to counter. Costs: 4 pg

(TBA) X-Ray Vision: This character may see through walls and identify shape-shifted characters. This also doubles the perception range of the character. If this character wishes, they may take a turn to look into a foe and try to find a weakness. This will allow them to target that weakness and deal 20% extra damage to that foe for the rest of the battle. Some foes may have more glaring weaknesses, and if this is the case the damage buff will be 50%. Costs 2 pg

(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

(TBA) Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg

(TBA) Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal damage and finishes with a 2 x damage strike. Costs: 5 pg

(TBA) Cleave: The unit may try and instant kill a foe by decapitating them. The chance of this move working is calculated before any normal sword attack. 
Calculation: Your Sword Skill Level – Foes Melee Weapon Level.
Example: 3M - 2 = 60% chance to instant kill. 
This attack may miss, just as a normal sword strike would. 
This attack only works on medium or smaller characters.
Note this does not work on every character. Costs 7

(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

(TBA) Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg

(TBA) 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. Costs: 5 pg

(TBA) 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.
If the character strikes an enemy, they will boost their skill stat by 5.
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

(TBA) Defiant Might: If this unit has less than half life, it will increase its total damage by 30%. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg

(TBA) Defiant Defense: If this unit has less than half life, it will increase its total defense by 50%. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg

(TBA) Defiant Movement: If this unit has less than half life, it will add +2 to its movement. This ability triggers as soon as the HP drops bellow the half line. Costs: 3

(TBA) Defiant Speed: If this unit has less than half life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg

(TBA) Defiant Skill: If this unit has less than half life, it will add +25 to its skill stat. This ability triggers as soon as the HP drops below the half line. Costs: 3 pg

(TBA) 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% 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

(TBA) Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg

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


Character Type: Demon, Melee

Weakness: Extreme sunlight weakness. This unit will take 15% of its total HP as damage on any turn it is exposed to sunlight. Weak to air, earth, and bullet type damage. Characters are twice as likely to cleave this character.  However, unless this character is killed by sunlight, light damage, cleave, or demon killing items or abilities, it will not truly die and will not level down (though it will still fall in battle and may lose items). Extremely resists blade damage. Resists blood damage. Immune to pain. 

With All Items:

Heal 30% (20%) HP per turn

-75% activation chance on Burn, Freeze, Bleed, Curse, Poison activation

-50% activation on Disease, Radiation activation

-50% damage from all statuses

Immune: Bullet, Martial, Indirect Damage, Time

Extreme Resists: Blade, Whip, Bludgeon, Throws, Body

Resists: Dark, Fire, Magic, Lightning, Blood, Poison, Absorb, Sonic, Air, Earth, Critical Hit, Parry-Riposte, Perfect Strikes, Ambush, Backstab, 5 or more hits

Weak: Cleave

Extreme Weak: Sunlight


Slain Demonslayers:
Annie
Lorian
Sanemi
Giyu
Simon
Alucard
Hornet

Caps:
HP: High
Attack: 200
Defense: 100
Speed: 131
Skill: 145
Move: 9

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