Eraserhead: Level 57
HP: 98,400 (196,800 Seraph Robe+1-UP)
Attack: 1,000
5M Martial: 80
5M Throw: 80
Martial Attack: 1000 (790) (870) (2610)
Throw: 390 (790) (870) (950) (2850)
Defense: 1,000
5M Armor: 80
Eraserhead Hero Armor: 300 (378) (458)
Eraserhead Hero Cloak: 150 (508)
Speed: 175
Skill: 175
Move: 7 (8)
Items:
Pure Martial Arm Wrappings: These wrappings are designed to drastically improve the base damage of a martial attack. They may not be augmented or improved by any element based abilities. However, they are sturdy and strong, a testament to the power of the body alone. These wrappings will double the skill boost of martial skill levels. Base 400 martial type might.
Eraserhead Hero Armor: Armor designed for Eraserhead. Grants resistance to martial, throw, poison, and absorb type damage. Fairly resistant to wear. Base 300 defense.
Eraserhead Hero Cloak: A dark, ragged cloak. Grants extreme resistance to blade and bludgeon type damage as well as resistance to psychic damage. Base 150 defense.
Eraserhead Dark Glasses: While Eraserhead normally needs to declare which foe he is using his Erasure Quirk on, these glasses prevent foes from knowing who is being impacted and what abilities are currently being locked. These glasses are easily damaged and destroyed.
10- Heart Container
Boots
Abilities:
Erasure (III): Aizawa’s quirk. Aizawa may gaze at a foe and remove abilities. This is different than strategist, and may remove abilities that are normally immune. This gaze boasts six range. Aizawa may gaze at a foe for one turn without blinking. Unlike strategist, this will immediately remove buffs or augments or form changes granted by the ability. If the foe has blinding abilities or items, or if Aizawa has been blinded, he will be unable to use this ability. At third stage, he may take off three tiers worth of abilities. This ability cannot removed absorbed, consumed, or bestowed abilities. Costs: 40 pg
Coil: -30 hit. This character may coil around a foe and crush them. If this attack lands, it will usually hold a character in place of the same tile as this unit, and it will reduce the avoid of the foe to 0. Unless the foe has attacks that can be fired when their arms are pinned to their side, they will be unable to counter. This makes weapons that usually work against tackles worthless (small guns and knives). However, a coiling character will suffer -50 avoid themselves, and striking them can reduce how long they can hold the captured foe. A coiled foe will also lose 15% of their HP at the start of each turn from air-loss. The coiling character may bite or strike the foe. Costs: 6 pg
Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. Costs 2 pg
(Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 pg
(TBA) Capturing Bands: An unusual weapon. 1-2 range. These long bands may be uses to grab and smash the foe, and the damage will be boosted as though it was pure marital. They may also be used to coil the foe. Instead of attacking, the bands 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: 6 pg
(TBA) Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that the character can be smashed against the ground depends on the speed of this unit. If it is:
5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. This ability may be used once every other turn. Costs: 6 pg
5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. This ability may be used once every other turn. Costs: 6 pg
(1 free pg at 39)
(TBA) Erasure: Aizawa’s quirk. Aizawa may gaze at a foe and remove abilities. This is different than strategist, and may remove abilities that are normally immune. This gaze boasts six range. Aizawa may gaze at a foe for one turn without blinking. Unlike strategist, this will immediately remove buffs or augments or form changes granted by the ability. If the foe has blinding abilities or items, or if Aizawa has been blinded, he will be unable to use this ability. At first stage, he may take one tier worth of abilities. This ability cannot removed absorbed, consumed, or bestowed abilities. Costs: 10 pg
(TBA) Erasure (II): Aizawa’s quirk. Aizawa may gaze at a foe and remove abilities. This is different than strategist, and may remove abilities that are normally immune. This gaze boasts six range. Aizawa may gaze at a foe for one turn without blinking. Unlike strategist, this will immediately remove buffs or augments or form changes granted by the ability. If the foe has blinding abilities or items, or if Aizawa has been blinded, he will be unable to use this ability. At second stage, he may take off two tiers worth of abilities. This ability cannot removed absorbed, consumed, or bestowed abilities. Costs: 20 pg
Character Type: Status, Martial, Speed, Stealth
Weakness: Weak to crush, martial and throw damage. Resists pain statuses.
Caps:
HP: Small
Attack: 500
Defense: 100
Speed: 140
Skill: 140
Move: 7
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