Monday, January 31, 2022

Hound Master






Hound Master: Level 60
HP: 120,000 (240,000 Seraph Robe+1UP)
Attack: 1,000
5M Club: 80
Brutal Cudgal: 700 (1,700) (1,780)
Defense: 1,000
5M Armor: 80
Bronze Houndmaster Armor: 300 (1,300) (1,380)
Speed: 175
Skill: 185 (175)
Move: 6 (7)


Items:

Brutal Cudgal++: -10 Skill A heavy rounded club. This weapon deals incredibly high shatter damage to shields and barriers. This weapon is designed specifically for use with "Real Damage Blows" and significantly increases the activation of that ability. Base 350 (700) bludgeon type might. 

War Hound Leash: Whenever a War Hound starts its first turn in battle adjacent to this character, this unit may let the hound loose. This will boost the movement of the hound by +4 for that turn. 

Bronze Houndmaster Armor: This armor grants resistance to bludgeon, blade, magic, and dark. This armor is very sturdy. Base: 300 defense.


Abilities:

Keep Pace With the Pack: This unit will add four to its own movement and two to the movement of a Hound/Wolf type character if this unit begins its turn within two spaces of a wolf or hound. Costs: 5 pg

Hounds Harry: This unit may cause all War Hounds within three range of a targetted foe to all leap at the foe and gash them viciously. The hound master who gives this command must be within ten range of the hounds. Each hound that is activated by this command will give the foe a bleeding status. If the foe is already at lethal bleeding, each hound will deal 5% of the enemy's HP as indirect damage. This status does not need to calculate accuracy if there is more than one hound who participates. This ability only takes the action of the Houndmaster. It does not use the turn of the hound. Hounds Harry is considered a direct aggressive action by this character. Costs: 12 pg

Unleash the Hounds: This unit may use its turn to cause a War Hound within five range to take another turn. Costs: 4 pg

Hounds Best Friend: All all hounds/wolves within two range of this character gain +15 speed and skill and deal an additional 50% more damage. Costs: 8 pg

War Cry: Instead of attacking, this unit may rally their allies with a war cry. This will boost all ally units within three spaces, granting them a 30% bonus to their total attack damages. This attack boost only lasts during the turn it is used, not during the next enemy phase. Costs: 3 pg

Animal Healer: This unit heals any Beast or Dragon-type characters that it is riding or adjacent to. While this unit is near them, the characters will heal 10% of their HP at the beginning of each turn. This will also eventually heal status conditions. If the character using this ability also has the ability Soothe, using that ability will immediately cure stat debuffs, as well triggering this ability a second time on that ally. Costs: 3 pg

Soothe: This character is kind and caring. They may take a turn to soothe an ally. This will grant that character resistance to fear-type abilities for 2 turns, and will also grant 2 cool-down turns towards removing anger-based statuses like taunt and swagger. (See animal healer) Costs: 2 pg

Chain Attack: An ability used by tight-knit squads. If this character is part of a notable force of three or more who often battle in tandem, they may have access to this ability. If a character with Chain Attack is standing within their own attack range of a foe who is targeted by an ally, they may jump in and strike the foe before their ally does. This strike will only hit once, and it will be 10% of the normal damage of this character. This strike will boast +50 hit. Foes will not counter a chain attack and a chain attack will always strike before Vantage. The damage of a chain attack will be doubled if the unit has the ability “Support” unlocked and is at least a “Friend” with the ally who has triggered the attack. Costs: 5 pg

Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 speed/skill. 3% damage and 3% activation boost.
Close Friend/Sibling: +10 Speed/Skill. 10% Damage and 10% activation boost.
Spouse: +15 speed/skill. 15% damage and 15% activation boost.
Costs: 3 pg 

For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20%. Costs: 2 pg

Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. Costs: 2 pg

Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. These abilities will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 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


Character Type: Support, Status

Weakness: Weak to dark. Resists sonic based pain/fear statuses

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