Monday, October 4, 2021

Liu Kang






Earthrealm's Chosen One: Level 76
HP: 420,000 (840,000 1-UP+Seraph Robe) (1,260,000 Heart and Soul) (1,512,000 Rune Arc)
Attack: 6,300
5GM Martial 1,000
5GM Fire: 1,000
5GM Bite: 1,000
1 Club: 5
Martial Attack: 6,300 (7,300(21,900)
Flaming Fists and Feet: 6,300 (7,300) (8,300) (66,400) (132,800) (398,400)
Elite Nunchucks: 1,000 (7,300) (8,300) (9,300) (9,305) (74,440) (83,745) (167,490) (502,470)
Fire Blast: 6,300 (7,300) (58,400) (116,800)
Flame Dragon Bite: 1,000 (7,300) (8,300) (9,300) (744,400) (148,800) (446,400)
Defense: 6,300
5GM Armor: 1,000
Aged Mail: 150 (1,150) (7,450)
Elite Hoshidan Martial Armor: 300 (7,750)
Shadow of Yharnam Cloak: 100 (7,850)
5GM Shield: 1,000
Smaugscale Pendant: 100 (1,100) (8,800) (17,600) (35,200) (43,050)
Smaugscale Pendant: 100 (1,100) (8,800) (17,600) (35,200) (78,250)
Firescale Pendant: 20 (1,020) (8,160) (16,320) (21,640) (110,890)
Firescale Pendant: 20 (1,020) (8,160) (16,320) (21,640) (143,530)
Firescale Pendant: 20 (1,020) (8,160) (16,320) (21,640) (176,170)
Firescale Pendant: 20 (1,020) (8,160) (16,320) (21,640) (208,810)
Firescale Pendant: 20 (1,020) (8,160) (16,320) (21,640) (241,450)
Firescale Pendant: 20 (1,020) (8,160) (16,320) (21,640) (274,090)
Speed: 270 (280) (290) (320) (+25 avoid in the dark)
Skill: 265 (255)
Move: 8 (9)


Items:

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.

2-Heart Containers

2-Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.

2-Elite Nunchucks++: +5 (15) speed. -5 skill. These items may be used without causing debuffs from "Rapid Fists". Although they are clubs, they are used in tandem with martial attacks and count as "Body Weapons". They are still considered a disconnected attack. These items may change martial damage to bludgeon damage, and may cause all attacks used with nunchuks to have a 10% (25%) (40%) chance to cause a foe to flinch. Unfortunately, Nunchucks do not boost kicking damage. Base: 500 (1,000) damage.

Aged Mail: Armor that is still decently sturdy. Grants resistance to blade and pierce. Base 150 defense.

Elite Hoshidan Martial Armor: +10 speed. Lightweight, extremely balanced armor. Wears easily, but does add extreme resistance to pierce, water, and light type damage. With easy wear comes easy repair, but this can become tedious as it must be done after any intense battle. Base defense: 300.

Shadow of Yharnam Cloak: This pitch black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak offers a meager 100 defense. 

Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Japanese Prisoner Frank's last moments of being tormented and toyed with before his deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.

Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.

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. 

Vanishing Crystal: This small crystal looks as thought it is made of swirling black smoke. It will allow the character holding it to learn teleport dodge. If the character learns the ability naturally, this item will allow the character to use teleport dodge against ranged attacks, not just ranged weapons. 

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. 

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.

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. 

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.

Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. 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. 

Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.

Mustafar Magma Shard: This item will harm characters who are not fire oriented. However, it will also increase all burn chance activations by 10%. 

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% (20%) (30%) 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.

Berk Crest: A coiled dragon, the symbol of the Berkian tribe. This brand is granted by Stoick and immediately identifies the character as an ally of Berk. It will allow a 50% damage boost to explosion and fire type attacks, and this stacks alongside gems without causing damage to self or allies. A character may only ever have one brand.

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-Pom of Power (Fire): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed. 

Heavy Stone+Plate

12-Fire Gems+Flame 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.

Abilities:

Liu Kang's Dragon: Once (twice) per battle, Liu Kang may summon a massive dragon of flame to bite down on a foe. The bite of this dragon boasts 1,000 base bite/fire type damage. This attack is improved by weaponized body. This attack will ignore life-saving abilities, but will only strike once. If a foe is stunned or has less than 50% of their HP, this attack will triple the total damage. When using this ability, Liu Kang's dragon may receive Dragon based ally boosts. Costs: 5 pg

Bulk Up: This character may take a turn to boost its defense and martial attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost martial attacks and total defense by 25%. This ability may only be used 5 (10) times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three turns. Costs: 4 pg

Martial Assault: This unit rushes in with nothing but it's own trained body 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 martial damage and finishes with a 2 x damage strike. This move may only be used once (twice) a day. Costs 5 pg

Axe Kick: -15 hit. This character may land a crushing kick using their heal to shatter the skull of their foe. This ability requires the user to be GM in martial. If this attack lands, the foe will not counter. This attack deals 3x the martial (kicking) damage of the character using it and ignores 50% of the foe’s defense. It will also reduce the foes defense by 50% for the next three turns and deal extremely heavy armor and shield wear. This attack may strike flying foes. With “High Jump” it may strike soaring foes. Striking a flying foe, if they are within one size class range of this character, will cause them to crash into the ground and immediately take falling and terrain damage. Inhuman strength will allow this attack to smash characters into the ground who are two size classes bigger than this character. This ability may be used once every four turns. Costs: 5 pg

Neck Break: This ability may only be used once a battle. The character chooses and adjacent small or very small enemy and attacks. If they land the blow, they grab the opponent and break their neck, giving 200 damage to most enemies. After their neck is broken, the character receives the paralysis status, preventing them from moving unless they regenerate or are cured. Costs 6 pg

Flying Bicycle Kick: This character launches towards the foe feet first and proceeds to land a flurry of kicks. This will double the number of times they kick. This is improved by "Rapid Fists". This ability may be used once every other turn. This ability may even increase the number of strikes in "High Jump Kick". Costs: 5 pg

Krushing Blow: This character uses a martial attack to deal massive damage to the armor of the foe, cracking it wide open and leaving the foe with terrible trauma. This ability will only activate on martial attacks. This strike will only hit once, but will deal double damage and has a 50% (70%) (80%) chance to cause the foe to bleed. Rapid fists allows this attack to strike twice. After this character has finished attacking the foe, the foe will have all their armor based resistances cut in half for the next two turns. This means immunities will become extreme resistances, extreme resistance will become resistance, and resistances will be completely lost. Performing this ability multiple times will reduce the armor repeatedly. After two turns, the armor will return to normal. Costs: 5 pg

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

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 -15 Hit.
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 counter-attack. Costs: 7 pg

Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg

Fatality: If this character kills a foe and deals more than 50% of their HP extra in damage (by using all of their attacks against the foe, this character will continue to strike the downed body), then all allies of that foe within 3 spaces will be shocked and appalled by the extreme display of gore and violence. This will cause all those foes to suffer a 30% reduction in their attack and defense for the next 3 turns. This is a fear status. Costs: 7 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

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

Flaming Fists and Feet: The martial attacks of this character all deal fire damage. This does not remove weaponized body boosts, but unlike "Fists and Feet of Fire" this ability is not improved by "Inhuman Strength". Costs: 2 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

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

Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. 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

Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill

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

(TBA) Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat.
If this character misses an enemy, they will boost their attack stat by 100.
If the character strikes an enemy and cannot damage them, they will boost their attack stat by 60.
If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 40.
However, these boosts disappear when this unit attacks a different enemy. Also, when a unit has started the fury process, they will have -15 skill until they end the fury attack. Fury boosts may be negated by stat clearing moves or by putting a furious character to sleep. A furious character may choose to end the fury phase on their own. Costs 5 pg

(TBA) Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. Costs: 4 pg

(TBA) High Jump Kick: -20 hit. This powerful attack will quadruple the damage of this unit's normal martial attack. It may only strike once. If this move misses, this character will take the damage of the attack themselves. This attack may only be used once every other turn. Even if the character using this attack has a percect hit chance against the foe, this attack still has a 20% chance to miss. Costs: 4 pg

(TBA) Bell Kick: Once every three turns, this unit may perform a powerful bell kick. This move is calculated by reducing the enemy's overall defense by 50%. However, this attack may only strike once. If the character struck is small or very small, they will be knocked back one space if possible. They will immediately take negative terrain effects, just like if this was a throw. Costs: 3 pg

(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg

Character Type: Martial, Element

Weakness: Weak to hammer damage. Resists martial and extremely resists fire. 

Caps:
HP: Small
Attack: 400
Defense: 400
Speed: 140
Skill: 135
Move: 7 (Teleporting)

No comments:

Post a Comment