Territorial Oak: Level 50
HP: 75,600 (151,200 Oak Hearts)
Attack: 1000
GM Explosion: 200
GM Absorb: 200
GM Fire: 200
GM Psychic: 200
GM Whip: 200
Power Whip: 120 (720) (1720) (1920) (2120) (12,720) (38,160) (144,480)
Burning Oak: 1000 (2000) (2200) (2400) (2600) (2800) (16,800) (33,600) (50,400) (67,200) (201,600)
Defense: 1000 (2000)
GM Shield: 200
Psychic Shield: 100 (300) (500) (3000) (6000) (8000)
Celebi Leaf Pendant: 100 (300) (1800) (3600) (11,600)
Smaugscale Pendant: 100 (300) (1800) (3600) (15,200)
Mergo's Wetnurse Feather Pendant: 100 (300) (1800) (3600) (18,800)
Absorbscale Pendant: 20 (220) (1320) (2640) (21,440)
Flamescale Pendant: 20 (220) (1320) (2640) (24,040)
Psychicscale Pendant: 20 (220) (1320) (2640) (26,720) (80,160)
Speed: 100
Skill: 190
Move: 4
Items:
5-Oak Hearts: This item will boost the HP of a character by 20%. However, the character must be a plant.
Heavy Vines: These vines triple the damage of "Power Whip", and will add 600 to the base might of that attack. These items are hard to steal.
Dark Wood Core: This core could be used to perhaps make a ring. Or, if the holder is a plant, it will double the holder's base defense stat.
10-Fragrant Roots
10-Fire Gems
10-Twisted Spoons
10-Volatile Crystals
Abilities:
Burning Oak: Signature ability. Upon falling in battle, this character will burst into a massive ball of flames. This will unleash a 4 range AoE. This counts as a "Self-Destruct" ability. The base might of this attack is 1000 Fire/Absorb/Explosion/Psychic type might. However, if this unit is the last foe to fall in battle, the total damage of this attack will be reduced by 75%. Costs: 13 pg
Power Whip: This unit attacks twice with two powerful vine whips. The base might of this attack is 120, but it is enhanced by the attack stat as well as whip and absorb skill bonuses and boosts. As a whip attack, this has two range and ignores shields. Costs: 4 pg
Ingraine: This character takes a turn to plant it's roots deep into the ground. This makes them impossible to move. It will also heal 10% of it's HP at the start of each turn after doing this. Costs: 3 pg
Territorial: This character is viciously territorial. If it has been sitting in one spot for ten turns in a row, it will ten double its defense and attack. This defense and attack buff will last until the turn after they first move from that place. Costs: 5 pg
Leech Seed: This character may fire seeds into a foe. If this attack lands, the foe will have seeds take root within them. These seeds will steal 10% of that foes' HP and cause the closest ally to the character who fired the leech seed to heal 10% of their HP. This status must be purged in order for it to be removed. The "Seeded" status does not stack. Plant-type characters are immune to this status, as are non-organic foes. Costs: 6 pg
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
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Tick Down: If this character has a self-destruct oriented ability, if they take an extra turn and do not move in order to charge said ability, then they will double the total damage of that attack and add +100 hit. Costs: 2 pg
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
Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 pg
Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
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
Strike Twice: When innitiating a regular attack while using a whip or tail weapon, this character will strike twice the normal ammount. This will not occur when the character counter attacks. Costs: 5pg or GM in Whip or Tail
Character Type: Plant, Monster, Destructive, Psychic
Weakness: Weak to axe and fire damage. Extremely resists absorb, explosion, psychic, and body type damage.
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