The Mist Hashira: Level 80 (82 update!)
HP: 432,000 (864,000) (1,728,000) (2,592,000 heart and soul) (3,110,400 Rune Arc)
Attack: 10,300
5GM Sword: 1000
5GM Water: 1000
5GM Air: 1000
Teal Nichirin Blade: 1500 (11,800) (12,800) (13,800) (14,800) (111,000) (222,000) (236,800) (473,600) (710,400)(1,065,600)
Defense: 10,000
5GM Armor: 1000
Mithril Chainmail: 800 (10,800) (11,800)
Elite Demon Slayer Uniform: 300 (12,100)
Oversized Demon Slayer Haori: 200 (12,300)
5GM Shield: 1000
Raw Water Shield: 1000 (2000) (3000) (24,000) (48,000) (144,000) (288,000) (300,300)
Raw Water Shield: 1000 (2000) (3000) (24,000) (48,000) (144,000) (288,000) (588,300)
Orcane Ripple Pendant: 100 (1100) (8800) (17,600) (35,200) (623,500)
Orcane Ripple Pendant: 100 (1100) (8800) (17,600) (35,200) (658,700)
Waterscale Pendant: 20 (1020) (8160) (16,320) (32,640) (691,340)
Waterscale Pendant: 20 (1020) (8160) (16,320) (32,640) (723,980)
Waterscale Pendant: 20 (1020) (8160) (16,320) (32,640) (756,620)
Waterscale Pendant: 20 (1020) (8160) (16,320) (32,640) (789,260)
Waterscale Pendant: 20 (1020) (8160) (16,320) (32,640) (821,900)
Waterscale Pendant: 20 (1020) (8160) (16,320) (32,640) (854,540)
Rayquazascale Pendant: 100 (1100) (8250) (16,500) (33,000) (887,540)
Rayquazascale Pendant: 100 (1100) (8250) (16,500) (33,000) (920,540)
Windscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (951,140)
Windscale Pendant: 20 (1020) (7,650) (15,300) (30,600) (981,740)
Speed: 295 (305) (310) (315) (340 avoid) (360 avoid) (+30 avoid)
Skill: 310 (300)
Move: 9 (10) (12)
Items:
4-Mako Cells
Live Great Serpent Viscera: A pulsing heart-like organ. This rare item will double the HP of the character who holds it.
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.
Teal Nichirin Blade (+11 of 10): +10 speed. Muichiro has entered the universe with his signature weapon. This weapon requires Nichirin ore to forge. This weapon currently has 1000 (1500) water/air/blade type base might. This weapon deals double damage to demons. In its final state, this weapon will release a 2 range cloud of mist when this character first activates the ability "Mist Blade". This weapon will also deal 50% more damage when in Mist Terrain.
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).
Exposing Water Seal: This seal will expose a foe to Water damage. This will not remove innate or ability-based resistances, but all item and equipment-based resistances and immunities will be completely ignored. An exposing seal will only work if the weapon has at least two elemental damage types. Pure Water weapons cannot accept this seal.
Mithril Chainmail: Ultra-lightweight armor, made of the extremely precious material, Mithril. This mail offers extreme resistance to blade and pierce type damage. Unlike plate Mithril armor, it does not offer resistance to bludgeon or body-type damage. This coat is so small and light, it can easily be warn under other armor or cloaks. Base 800 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.
Oversized Demon Slayer Haori: This large article of dark clothing looks too big for the child who wears it. However, this makes the movement of his joints very hard to track. When in fog, rather than having a +30 avoid buff, this character will boost his avoid by +75. This buff now counts as a terrain buff, not a conditional buff. However, it is still a visual buff. This cloak grants resistance to moonlight, absorb, light, and psychic. Base: 200 defense.
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.
2-Raw Water 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 water 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 water to use this shield.
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.
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.
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.
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”.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Pontiff's Right Eye Ring: If the wearer of this ring strikes an enemy more than twice in one turn, each of the following blows will deal 20% more damage to the foe. This item is easily lost or stolen.
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.
Lingering Dragoncrest Ring: Augment abilities last twice as long. This item is easily stolen or dropped.
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.
Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind). This item is easily lost or stolen.
Fog Ring: An unusual ring that makes it harder for enemies to notice the wearer. This will reduce the range of an enemy's perception to 10, or if the character has stealth upping abilities, it will reduce perception by and extra space. This item is easily lost or stolen. In fog, this ring will cloak the character on the world map.
Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.
Eldritch 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.
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).
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.
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.
Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.
Devilish Destruction Charm
Vallite Crest: A Crest created by Anankos. Boosts Vallite units Magic/Water by 50% alongside normal item boosts. Boosts Hoshidan units Light/Magic by 50%. Boosts Nhorian units Dark/Magic by 50%.
Razor Stone+Plate
12- Water Gem+Water Plate+ Water Plate
12- Air Gem+Air Plate+ Air Plate
4-Pom of Power (Water, Air)
1-Boots
Abilities:
Mist Breathing: This character may use many different forms of sword techniques via his unique Mist 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-Low Clouds, Distant Haze: (Activated, Not brave) This attack may only strike once, but it will completely ignore defense. This attack may be used every other turn.
2nd Form-Eight Layered Mist: (Activated, Not Brave) This art will allow the user to unleash eight attacks in a row. These attacks will deal 50% the damage of normal strikes. These strikes may still activate statuses. This form may be used once every three turns.
3rd Form-Scatter Mist Slash: (Activated, Not Brave) This art may be used when countering. It will reduce the damage of enemy ranged attacks by 75%, even if those ranged attacks are used from 1 range. This may be used once during the enemy phase every other turn.
4th Form-Shifting Flow Slash: (Activated, Not Brave) Rather than countering normally, this character may move up to three spaces trying to reach the foe and vantage hit them. If this character can naturally vantage the foe (via speed of the ability), he may move up to 6 spaces towards the foe and the single vantage hit will deal double damage. This may be used once per enemy phase.
5th Form-Sea Clouds Haze: (Activated, Brave) This art may be used once every five turns. This form will grant +3 movement to the user. This movement also moves over water or through tough terrain or foes without being inhibited. After moving, this art will unleash a flurry of slashes that will target and strike all foes within two range individually. All foes will dodge and counter individually. This character may choose not to attack foes within the attack range. Once this attack ends, a cloud of fog will be left within two range of where it was used. All allies, and this character, will gain +30 avoid from this fog if they stand in it. This fog will stay on the map for five turns.
6th Form-Lunar Dispersing Mist: (Not Activated, Brave) This attack may be used once every three turns. This form causes the user to backflip skyward and unleash a torrent of attacks. This is both Mist and Moonlight damage. Moonlight damage will do 25% more damage under a moonlit sky, 50% more damage if a character is using Luna or is on a map with a Moon changing ability (Red Moon), and 100% more damage when on the moon itself.
7th Form-Obscuring Clouds: (Not Activated, Brave) The personal creation of Muichiro. This character creates a vast array of after images as his speed fluctuates, obscuring his location. When using this art, Muichiro will choose to either:
Add +10 speed
Add no speed
Lose -10 speed
The foe must guess which he is doing. If they guess correctly, the attack will proceed normally. If they guess wrong, Muichiro will receive:
For +10 speed: +20 avoid
For no speed: +50 avoid and 50% more damage
For -10 speed: +100 avoid and 100% more damage.
This form may be used once every other tun.
Costs: 15 pg
The Mu in Muichiro is for Mugen (II): Signature ability. Muichiro may summon limitless strength for the sake of someone else. Muichiro's ability Unaware will no longer increase debuffs given to him and will no longer decrease his own conditional buffs. He will also be able to remain Unaware to foes regardless of Focused Mental Points; however, the conditional buffs of his foes will be halved rather than completely ignored. Muichiro will also receive double ally boosts when he is in the Demon Mark state. Costs: 8 pg
Mist Blade: This unit may take a turn to augment his weapon. This will cause the weapon to deal mist/blade type damage and boost the total damage by 50%. Mist damage can only be resisted by a foe who resists both water and air-type damage. When his weapon is augmented, this character will boast an additional 30 avoid. This is visual avoid, so some foes will ignore it. This avoid is also removed if a foe has an ability that can clear the mist away. This augment lasts 5 (10) (15) turns. Costs: 7 pg
Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Costs 5 pg
Demon Mark: A mark that manifests when a character has pushed themselves to the brink of death. This ability may be activated in battle. It will last for three (four) turns. In those turns the character will have +40 speed, +50% total damage, and +1 move. They will also be able to survive one lethal hit on each turn. However, should the battle not end in those three turns, the character will die and always level down 6. If the battle does end, the character will pass out and be comatose for the next 1-3 weeks. Costs: 5 pg
Fog Trail: This character may choose to halve its movement and place fog terrain in all tiles it passes into. This ability uses the character's action. This will grant +30 visual avoid to allies and the unit who created the mist. Costs: 4 pg
Flurry Assault: If this character is attacked and dodges all the enemy strikes, they may immediately rush up to the foe and counter-attack. They will counterattack with twice as many strikes as they would normally do. If this character is hit by even one strike, this skill will not activate. Costs: 3 pg
Luna: This skill has an 80% chance to activate on every attack. If it activates, the attack will calculate its damage as if the enemy's entire defense was reduced by 50%. 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
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 (2 turns) (3 turns) 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
Demonslayer (II): This character deals 30% (60%) more damage to Demon-type foes. Costs: 4 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
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
Unaware: This character ignores the conditional stat buffs of foes. Unlike a mental point, this ability has no cut off. However, it does not ignore Form Shift stat buffs or Augment stat buffs. Having this ability will halve the efficacy of similar conditional stat buffs benefiting this character. The efficacy of debuffs on an unaware character are also increased by 50%. Costs: 10 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
(74 pg in use at level 80???)
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)
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)
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) Mist Hashira: This character is one of the Pillars of the Demon Slayer Corps. All attacks used alongside breathing arts will deal 50% more damage. If there are other Demon Slayer Corps members on the map, all attacks used alongside breathing arts will deal 100% more damage rather than 50%. This ability will also cause Two Handed Stance to apply to activated melee abilities. Cost: Legendary Water Gem.
(TBA) Pouring Wounds: Bloodborne ability. The character can rip into enemies, giving them the bleeding status condition. This ability activates randomly on some physical attacks. The ability will cause a wound 40% of the time. This ability only activates on physical attacks. Costs: 3 pg
(TBA) Unforeseen Blow: This character strikes from within the cover of mist or smoke, making their attacks harder to avoid and defend against. This character will ignore 30% of an enemy's defense whenever this character attacks from within mist or smoke terrain. This character will also boost their skill when attacking from mist by +40. Costs: Legendary Air Gem
(TBA) 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
(TBA) 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 3x the normal damage of a strike with the equipped weapon. Costs: 5 pg
(TBA) 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
(TBA) 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
(TBA) Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% each turn they continue to engage with this character. This debuff will max out at a 50% reduction and will last until the abusive character falls in battle, or the battle ends. Costs: 3 pg
(TBA) Fog Bomb: This character may take a turn to unleash a wall of fog. This pal of mist will cover all tiles within two range. This will grant +30 visual avoid to allies and the unit who created the mist. Costs: 4 pg
(TBA) The Mu in Muichiro is for Mugen: Signature ability. Muichiro may summon limitless strength for the sake of someone else. Muichiro's ability Unaware will no longer increase debuffs given to him and will no longer decrease his own conditional buffs. Costs: 4 pg
Character Type: Melee, Stealth, Speed
Weakness: Weak to Moonlight damage (which includes Luna). Resists water, air, and poison. Immune to the defog status. Extremely resists emotional statuses.
Caps:
HP: Low
Attack: 400
Defense: 100
Speed: 145
Skill: 160
Move: 8
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