The Flame Hashira: Level 81
HP: 600,000 (1,200,000 1UP+Draught of Life) (2,400,000) (2,880,000) (4,320,000 Heart and Soul) (5,184,000)
Attack: 12,200
5GM Fire: 1,000
5GM Sword: 1,000
Red Nichirin Blade: 1,500 (13,700) (14,700) (15,700) (133,450) (149,150) (298,300) (596,600) (894,900) (1,342,350)
Defense: 12,200 (24,400)
5GM Armor: 1,000
Vibranium Chainmail: 600 (25,000) (26,000)
Elite Demonslayer Uniform: 300 (26,300)
Flaming Cloak: 200 (26,500)
5GM Shield: 1,000
Raw Flame Shield: 1,000 (2,000) (3,000) (25,500) (51,000) (153,000) (306,000) (332,300)
Raw Flame Shield: 1,000 (2,000) (3,000) (25,500) (51,000) (153,000) (306,000) (638,100)
Raw Flame Shield: 1,000 (2,000) (3,000) (25,500) (51,000) (153,000) (306,000) (944,100)
Smaugscale Pendant: 100 (1,100) (9,350) (18,700) (37,400) (981,500)
Smaugscale Pendant: 100 (1,100) (9,350) (18,700) (37,400) (1,018,900)
Flamescale Pendant: 20 (1,020) (8,670) (17,340) (34,680) (1,053,580)
Flamescale Pendant: 20 (1,020) (8,670) (17,340) (34,680) (1,088,260)
Flamescale Pendant: 20 (1,020) (8,670) (17,340) (34,680) (1,122,940)
Flamescale Pendant: 20 (1,020) (8,670) (17,340) (34,680) (1,192,300)
Flamescale Pendant: 20 (1,020) (8,670) (17,340) (34,680) (1,226,980)
Flamescale Pendant: 20 (1,020) (8,670) (17,340) (34,680) (1,261,660) (2,523,320) (3,784,980)
Speed: 290 (300) (305)
Skill: 285 (295)
Move: 8 (9)
Items:
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.
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.
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.
Red Nichirin Blade (+11): +10 speed. Rengoku has entered the universe with his signature weapon. The blade has been reforged to its former might. This weapon deals double (130%) damage to Demon type characters. This weapon currently has 1500 fire/blade type base might. Having reached its final form, this weapon now deals double damage to burning foes. Having been sealed with a Savage Fire Weapon Seal, this weapon deals 50% more damage when it initiates the attack.
Savage Fire Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/fireelement 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).
Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.
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.
Flaming Cloak: An oddly designed article of armor This cloak grants resistance to bludgeon, whip, sonic, and air type damage. This cloak has a unique property in that it will boost the activation of all burning statuses by 50%. Base: 200 defense.
3-Raw Flame Shield: A shield that can only truly be used by a being who only has access to a single element. This barrier offers 1000 defense and is improved by the fire and shield type skill and item boosts of this character. The defense of this shield is boosted by proficiency. The holder must be 5GM in fire to use this shield.
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.
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.
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.
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.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% of their HP at the start of each turn. This item is easily lost or 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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.
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.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
ᚦPatience Rune: This small silver letter may be easily kept in a pocket. It has been forged by Hiccup as a reminder of the value of patience, and that life-changing events can be found by anyone careful enough to look. This item will increase the number of turns that augments or positive stat boosting changes last by 50% (rounding down).
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.
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. 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.
Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduce the total HP lost from enemy physical attacks by 10%.
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.
Eldrich 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.
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.
Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.
Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.
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.
Elite Gleaming Slayer: This brilliant item will buff “Slayer” abilities on this character by adding 30% to how much additional damage they do.
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.
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 stollen. 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 resistence to throw and martial type damage.
Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.
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.
Ancestor's Tentacle Idol: An incredibly rare trinket. This item is impossible to steal, but is always dropped upon death. This item will build the panic status on a character (5% panic build each turn during battle). This incredible trinket will boost the total damage buffs granted by ally buffs by 20% (adding 20% at the end of any ally boost, 40% if the ally boost is at second tier, 60% if it is at third tier). This object has a 10% (34%) chance to allow a character to survive lethal hits.
Vile Flame: All fire attacks by this character will harm allies and foes alike. All fire Attacks by this character are impossible to consume. This item is nearly impossible to drop or steal.
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
Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% (60%) (70%) (120%) (144%) (+20%) chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.
Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.
Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.
Hashira Kanji: This Kanji allows a Hashira to carry a Raw Shield even if they have access to more than one Element. If they have access to only one element, they may carry one additional Raw Shield.
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 defeat.
4-Poms of Power (Fire)
Razor Stone+Plate
14-Fire Gems+Plate
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: Permanent +1 Move. Stacks with Boots. Allows wearer to ignore all movement debuffs from terrain (except Sticky Web)
Abilities:
Flame Breathing: This character may use many different forms of sword techniques via his unique Flame 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-Unknowing Fire: (Brave, Activated) A single, powerful stroke that slices a foe from behind. This will ignore all stat buffs of the foe, in a fasion similar to an Unaware Mental Point, for the duration of the engagement in which it is used. This form may be used once every other turn. This form may be used to counter.
2nd Form-Rising Scorching Sun: (Brave, Not Activated) This character unleashes a powerful upwards blow. This will strike flying foes, deal 50% extra damage to flying foes, and will have a 100% (150%) (160%) (210%) (234%) (+20%) chance to give them a burning statius.
3rd Form-Blazing Univers: (Not Brave, Activated) This character may choose to attack with a powerful downward blow. This will deal 4x the damage of a regular stike. This art may be used once every five turns.
4th Form-Blooming Flame Undulation: (Activated) This art may be used when countering. It will cause all ranged attacks used against the character to be burned up. This will prevent any ranged attacks that are not ambushes to fail against this character during the enemy phase it is activated in. This ability may be used once every other turn.
5th Form-Flame Tiger: (Brave, Not Activated) This character's sword strikes suddenly deal either flame/claw or flame/bite damage, but the total damage is unchanged. This will improve the wear of the attacks significantly. This form may be used every other turn.
6th Form-Rushing Commet: (Brave, Activated) This character may double their movement in a straight line. This form may be used every three turns. If this character attacks a foe while using this art, the foe cannot Vantage.
7th Form-Desolating Flame Torrent: (Activated, Not Brave) This character may strike a foe once, but the foe will have a 100% (150%) (160%) (210%) (234%) (+20%) chance of taking a Severe burning status. All characters standing within three range of the struck foe will have a 50% (100%) (110%) (160%) (184%) (+20%) chance of taking a Severe burning status. This form may be used every other turn.
8th Form-Dancing Sparks: (Not Activated, Brave) +30 speed. This character greatly boosts the speed of his movement and blade, however, this will cause the foe to take double damage from elemental attacks and AoEs for the rest of his and the enemy's next turn. This may be done once every three turns.
9th Form-Rengoku: (Brave, Not Activated) This takes a high stance. He then burns his own body up in an incredibly powerful aura before launching at his foe. This will reduce the HP of the character to 10%, but it the strikes landed when using this form deal double damage. Using this art will immediately activate all Defiant abilities as well as Fury of the Fallen. This ability may only be used once per battle. When this ability is used, live-saving abilities will fail against Rengoku.
Costs: 17 pg
Protect The Young Buds: Signature ability. Rengoku will selflessly put his life and every once of his strength on the line to protect those weaker than himself. If Rengoku has allies on the map who are a lower level than he is, he will double (120%) his damage and defense, as well as boosting his speed and skill by 15 (18). However, if one of his allies falls, he will lose this buff. This ability cannot be removed by strategist. Costs: 8 pg
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
Burning Weapon: When this character initiates regular attacks with a fire weapon, those attacks will have a 40% (90%) (100%) (150%) (174%) (+20%) chance to burn the enemy with each strike. Costs: 4 pg
Astra: Before attacking, this unit has a 40% (64%) 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
Demonslayer (II): This character deals 30% (60%) (90%) more damage to Demon-type foes. Costs: 8 pg
Take the Hit (II): If an allied unit who is adjacent to this unit is attacked, this unit has a 50% (75%) (99%) chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 4 pg
Red Hot Weapon: This character strikes so hard and fast it actually 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 auto-healing. Costs: 5 pg
Immolation: All must burn. This character will increase its attack by 10% every time it burns a foe, maxing at tripling its damage. This boost will last for five turns and this countdown will be reset every time it inflicts a new burning status. Costs: 5 pg
Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg
Fury of The Fallen: 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
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
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
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 below the half line. Costs: 3
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
Raw Barrier Proficiency (II): If this character has barriers that can be boosted by proficiency, this ability will boost those barriers rather than Proficiency (II). Costs: 2 pg
Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg
For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% (24%) to all activation chances (including special attacks and status chances). Costs: 2 pg
Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg (Ring)
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 (Medallion)
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 (Miracle Scale)
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
(TBA) Raw Barrier Proficiency: If this character has barriers that can be boosted by proficiency, this ability will boost those barriers rather than Proficiency. Costs: 1 pg
Character Type: Melee
Weakness: Weak to air and martial damage. Immune to fire. Extremely resists explosion. Resists mind control and sleep. Resists fear and pain.
Caps:
HP: Small
Attack: 300
Defense: 100
Speed: 135
Skill: 145
Move: 7
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