Wind Hashira: Level 66
HP: 195,000 (390,000 1UP+Draught of Life) (585,000 Heart and Soul)
Attack: 2500
2GM Sword: 400
3GM Air: 600
Green Nichirin Blade: 1000 (3500) (3900) (4500) (9,000) (36,000) (72,000) (144,000)(216,000)(324,000)
Defense: 2100
5M Armor: 80
Elite Demon Slayer Uniform: 300 (2400) (2480)
Short Pale Kimono: 200 (2680)
GM Shield: 200
Rayquazascale Pendant: 100 (700) (4,900) (9,800) (19,600) (22,280)
Raywuazascale Pendant: 100 (700) (4,900) (9,800) (19,600) (41,880)
Windscale Pendant: 20 (620) (4,340) (8,680) (17,360) (59,240)
Windscale Pendant: 20 (620) (4,340) (8,680) (17,360) (76,800)
Speed: 220 (230) (240) (250)
Skill: 200
Move: 7 (8)
Items:
(Destroyed) Green Nichirin Blade (+10 of 10): +10 speed. Sanemi has entered the universe with his signature weapon. The blade has been reforged to its former might. This weapon deals double damage to Demon type characters. This weapon currently has 1000 air/blade type base might. Having been sealed with a Savage Air Weapon Seal, this weapon deals 50% more damage when it initiates the attack. (Shattered)
Savage Air Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/air element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle.
Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).
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.
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.
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.
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.
Sun's Wish: A beautifully bright, pearl-like object. This rare item may be crafted using Drops of Sunlight and other rare objects. This item may be used to immediately change the map to day. This will not take the characters turn to do, and this day-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Night Sapphires will fail for those five turns. This object 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.
Bloodbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the bleeding status and blood damage in general.
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.
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.
Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear.
Devilish Destruction Charm
4-Poms of Power (Air)
12-Air Gems
Razor Stone and Razor Plate
Boots
Abilities:
Wind Breathing: This character may use many different forms of sword techniques via his unique Wind 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.
1st Form-Dust Whirlwind Cutter: (Activated, Brave) This art may add 3 movement to the character. However, they must attack a foe when using this cutting art. This may be used every turn.
2nd Form-Claws-Purifying Wind: (Activated, Not Brave) This art will strike four times and deal 75% the normal damage of a sword strike. However, this art deals massive armor and shield wear. This art may be used every other turn.
3rd Form-Clean Storm Wind Tree: (Not Activated, Brave) This art may be used when countering. It will reduce the damage of enemy ranged attacks by 75%, even if those ranged attacks are used from 1 range. This may be used once during the enemy phase every other turn.
4th Form-Rising Dust Storm: (Not Activated, Brave) This art will cause the sword strikes of the character to reach flying foes and will deal 50% more damage to them.
5th Form-Cold Mountain Wind: (Not Activated, Brave) This art may be used once every three turns. If it strikes the foe, it will reduce their avoid for the next two turns by 30.
6th Form-Black Wind Mountain Mist: (Activated, Brave) This attack will strike only once, and it is performed in a powerful uppercut. It will knock away all the shields and barriers of the foe for the rest of that phase. This attack may be used once every four turns.
7th Form-Gale, Sudden Gusts: (Not Activated, Brave) This art will function as a normal attack, but will clear five spaces around the user of any clouds of gas, fog or flame. This will remove certain abilities that leaves clouds on the map. Clouds will not be able to placed within five spaces of this character for two turns.
8th Form-Primary Gale Slash: (Not Activated, Brave) This art causes the user to leap into the air, granting them the ability to ignore terrain while moving. The user must attack at the end of their movement in order to use this. This art will also add 30 to the user's avoid. This art may be used once every other turn.
9th Form-Idaten Typhoon: (Activated, Not Brave) This art causes the character to flip above the foe. This only works on foes standing on the ground. The user must be adjacent, and they must be able to move to the opposite side of the foe. This art will cause the character to leap over the foe and unleash a powerful downwards attack, landing on the opposite side of the foe. However, this will deal 5x the damage of a normal strike. This attack may be used once a battle.
Costs: 15 pg
Marechi Blood: If this character is bleeding, all demons from the Demon Slayer Universe will receive -30 skill and avoid if they are within 10 range of him. However, the demons will also have a 50% chance to frenzy and target this unit if they start within ten range of him. Costs: 1 pg
Bloodletting: This character may spend their turn to inflict themselves with a bleeding status. Doing so will cost them 5% 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% of their HP. Finally, if they are severely bleeding they may perform this ability and give themselves lethal bleeding. This will immediately cost them 20% of their HP. This move should be used with care. Costs: 1 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).
If the character strikes an enemy, they will boost their skill stat by 5 (10).
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
If this character misses an enemy, they will boost their skill stat by 15 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10).
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
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
Demonslayer (III): This character deals 30% (60%) (120%) more damage to Demon-type foes. Costs: 8 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. Costs: 5 pg
Red Hot Weapon: This character strikes so hard and fast it actaully causes their weapon to glow red. If this character strikes with a single weapon with any attack that is guaranteed to strike 5+ times (such as Astra, Assault Moves, etc), on the next turn their weapon will deal 40% more damage. The weapon may also be used to cauterize a wound, allowing this character to stop lethal bleeding on themselves or an ally instead of attacking on that turn. This overheated weapon will also stop the foe it strikes on that second turn from autohealing. Costs: 5 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 (75%) 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
Vantage: If this character has less than 50% of their max HP, they will counterattack 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
Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% each turn they continue to engage with this character. This debuff will max out at a 50% reduction and will last until the abusive character falls in battle, or the battle ends. Costs: 3 pg
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg
Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counterattack. Costs: 7 pg
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon-type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counterattack. Costs: 7 pg
Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. Costs: 2 pg
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
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, back stabs, 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.
Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield
Character Type: Melee
Weakness: Mild weakness to dark. Resists air. Extremely resists pain, fear, and bleeding. Due to his extreme hatred of demons, Sanemi cannot receive ally buffs from any demon character.
Caps:
HP: Small
Attack: 500
Defense: 100
Speed: 140
Skill: 120
Move: 7
No comments:
Post a Comment