Tuesday, October 12, 2021

Zenitsu






Just The Worst: Level 64
HP: 168,000 (336,000)
Attack: 1,700
1GM Sword: 200
5M Energy: 80
Yellow Nichirin Blade: 800 (2,500) (2,700) (2,780) (15,290) (16,680) (21,684) (32,526) (65,052) (97,578)
Defense: 1,700
5M Armor: 80
Sakura Lined Yellow Haori: 200 (280) (1,980)
5M Shield: 80
Godzillascale Pendant: 100 (180) (990) (2,970)
Godzillascale Pendant: 100 (180) (990) (3,960)
Energyscale Pendant: 20 (100) (550) (4,510)
Energyscale Pendant: 20 (100) (550) (5,060)
Speed: 205 (215) (220)
Skill: 205 (215) (+5)
Move: 7


Items:

Live Great Serpent Viscera

Yellow Nichirin Blade (+10 of 10) (Sealed): +10 fully forged. Zenitsu has entered the universe with his signature weapon. This weapon requires Nichirin ore to forge. This weapon currently has 100 (800) lightning/blade type base might. This weapon deals double damage to demons. Weapon Seal, this weapon deals 50% more damage when it initiates the attack.

Savage Energy Weapon Seal: This novel item may boost the damage of a melee weapon that is melee/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. 

Sakura lined Yellow Hairo: This cloak has been modified and the interior is lined with a beautiful sakura pattern by Nezuko. This will cuase the wearer to increase the damage boost of Lethal devotion from a 100% boost to a 200%. This cloak grants resistance to blade, whip, fire, and air type damage. Base: 200 defense.

10-Sakura Flame Soulbloom: May be warn once in a battle. This pink flower is coated in beautiful flame like markings. After being warn, it will wither. However, if warn by someone who cares for Nezuko, and Nezuko is on the map, this object will grant +5 skill for the battle.

Thunder God's Ring: This mighty ring will buff all lightning damage by 30%. This items 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.

Crackling Blood Droplet: This eerie drop of blood crackles with blue flecks of lightning. This item is nearly impossible to steal. This item will prevent a for from having any item or innate resistance/immunity to lightning-based pain or paralysis statuses.

Inverse Binding: This binding will cause all minor item and ability stat buffs granted when attacking to switch to be granted during a counter. All minor item and ability stat buffs granted when countering will switch to be granted when initiating the attack.

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.

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: Lara Tybur'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.

Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. Each bloom is unique. Source: Lara Tybur's loss of hope as she was tormented and devoured in Hades. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds a Bloom of Anguish created by the same victim, 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%.

Razor Stone

8-Energy Gems+Plate

Abilities:

Thunder Breathing (Zenitsu): This character has access to Thunder breathing arts. This ability cannot be removed by strategist, but the user must be able to breathe in order to activate techniques. Unfortunately, Zenitsu only has access to the first form:
1st Form-Thunderclap and Flash: (Not brave, not activated) The user sheaths their blade and then launches forward with an incredibly powerful and fast drawing blow. This art will allow the character to move their maximum movement and vantage hit any foe who initiates the attack (whether against this character or any other) within the movement range of this character. If this unit is fast enough to vantage naturally, or has activated the ability vantage due to being under the HP threshold, this strike will deal triple damage. This ability may be used once during the enemy phase. This ability will strike flying foes Costs: 5 pg

Thunderclap and Flash Sixfold: Zenitsu signature. When using the first form, Zenitsu may activate it up to six times per enemy phase. He will also add +2 to his movement when activating this ability. If you are good at even one thing, master it. Costs: 4 pg

Thunderclap and Flash Eightfold: Zenitsu signature. Sixfold form must be mastered. When using the first form, Zenitsu may activate it up to eight times per enemy phase. He will also add +3 to his movement when activating this ability. This form must be removed by strategist first before removing the Sixfold form. If you are good at even one thing, master it. Costs: 4 pg

Thunderclap and Flash-Godspeed: Zenitsu signature. Eightfold form must be mastered. When using the first form, Zenitsu may activate it indefinitely in the enemy phase. He will also add +6 to his movement when activating this ability. This form must be removed by strategist first before removing the Eightfold form. If you are good at even one thing, master it. Godspeed may only be used twice per battle. Godspeed also boost the total damage of the Vantage by 50%. Costs: 8 pg

Shocking Weapon: The lightning weapon attacks made by this character have a 10% (40%) chance to cause foes to flinch. This ability does not count as an activated ability, so it may stack with other activated abilities. Costs: 4 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% (60%) 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

Demonslayer (III): This character deals 120% more damage to Demon-type foes. Costs: 8 pg

Lethal Devotion: This character has devoted their entire being to the protection of their superior. This ability is generally limited to the retainer/bodyguard who is closest to a character that they have devoted their life to. It is not necessarily a display of friendship/bond ability. If a character initiates an attack against the character who this character has devoted their life to protecting, this character will double (triple) its total damage against the attacking foe. This damage buff will last unit the end of the battle or until another foe directs an attack on the character who is being protected. Whichever unit has most recently attempted to harm the protected character will be the target of the increased damage. This ability will trigger if the character using it takes the hit for the protected character. This ability will trigger even if the attack is an AoE. Costs: 5 pg

Pass Out: This character is constantly hounded by crippling fear. However, every turn they are impacted by a fear ability, they have a 25% to pass out. Fear abilities that trigger (Panic, Terror, Heart Stopping Aura) and are not simply passive (Terrifying Presence) will have a 50% chance to cause this character to pass out. While passed out, this character will be immune to pain, fear, and emotion based statuses. However, they cannot act unless they wake. If they try to wake, they have a 30% chance. Costs: 3 pg

Sleep Walker: This character may act while sleeping. Costs: 2 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

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

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

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.

(TBA) 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


Character Type: Speed, Melee

Weakness: Zenitsu takes fear statuses and debuffs from allies. Zenitsu is weak to fear and takes double the impact. When under a fear or pain condition, Zenitsu's total damage, speed, and skill is halved. Extremely resists energy type damage.

Caps:
HP: Small
Attack: 100
Defense: 100
Speed: 135
Skill: 135
Move: 7

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