Thursday, March 17, 2022

Decaying Ekzykes






Decaying Ekzykes: Level 76
HP: 588,000 (1,176,000 Draught of Life+1UP) (2,352,000) (3,528,000) (4,586,400) (6,879,600 Heart and Soul)
Attack: 6500
5GM Bite: 1000
5GM Wing: 1000
5GM Tail: 1000
5GM Claw: 1000
5GM Throw: 1000
2OMEGA Poison: 4000
2OMEGA Absorb: 4000
Rot Breath: 1000 (7500) (11,500) (15,500) (124,000) (248,000) (496,000) (644,800) (1,289,600 initiating)
Throw Damage: 6500 (7500)
Bite, Wing, Claw, or Tail Attacks: 6500 (7000) (8000) (12,000) (16,000) (128,000) (256,000) (512,000) (1,024,000)
Defense: 6500 (13,000) (26,000) (39,000)
3GM Shield: 600
Hydrascale Pendant: 100 (4100) (32,800) (65,600) (131,200) (144,200)
Hydrascale Pendant: 100 (4100) (32,800) (65,600) (131,200) (275,400)
Celebi Leaf Pendant: 100 (4100) (32,800) (65,600) (131,200) (406,600)
Celebi Leaf Pendant: 100 (4100) (32,800) (65,600) (131,200) (537,800)
Poisonscale Pendant: 20 (4020) (32,160) (64,320) (128,640) (666,440)
Poisonscale Pendant: 20 (4020) (32,160) (64,320) (128,640) (795,080)
Absorbscale Pendant: 20 (4020) (32,160) (64,320) (128,640) (923,720)
Absorbscale Pendant: 20 (4020) (32,160) (64,320) (128,640) (1,052,360) (2,104,720) (3,157,080)
Speed: 257 (+100 avoid Stealth Flier)
Skill: 270
Move: 9 (12 (13) flying)


Items:

4-Erd Tree Seeds: Seeds generated from young Erd Trees. 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. These seeds will prevent the holder from using Mako Cells.

Ancient Rot: This fearful item may only be used by characters who are decaying. This can be from disease or death. This item very rarely drops and cannot be stolen. This will boost the HP of the holder by 50%. This item cannot stack with Ancient Blood.

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 dopped at death.

Decaying Ekzykes' Dragon Heart: This incredible item will boost the HP of a dragon who is holding it by 30%. It will also boost all innately learned Dragon Type attacks used by the 30%. If a character holds this item, they may learn and use the unique breath weapon of the dragon it belongs to. This item rarely drops and cannot be stolen. Holding multiple hearts will allow multiple breath weapons to be accessed, but each weapon must be paid for with levels. The HP boost will be added together for each heart, but the attack boosts will not stack.

Draconic Forged Rot Claws, Jaws, Wings, and Tail: All the body weapons of this dragon have been forged to deal Rot Damage. This will add poison and absorb to the body attacks of this character and cause the attacks to each lead to a 10% build in rot for each time they strike. These body weapons also boost the base attack of each type by 500. These body weapons also remove debuffs from the abilities "Jaws of Death", "Rapid Claws", and "Reaving Wings".

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.

Great Dragon Hide Shard: This remarkable item may be used by any dragon who is a large size class or greater. This will double the defense of the dragon if they have their "Dragon Scale" ability unlocked. A Lesser Dragon Hide Shard could be created by breaking this item. 

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. 

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. 

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen. 

Temporal Stone: This extremely rare and valuable item makes a unit immune to time-stopping or altering abilities.

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.

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.

Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.

OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill. 

Valkyrie Feather: An extremely valuable item. This will double the air type damage of the character alongside regular items like air gems. This item will also grant +1 movement to winged flying characters. This movement buff will not stack from holding multiple Feathers. However, holding one of these feathers will also double how much arrow and crashing damage the character will take while in flight.

Devilish Destruction Charm

4-Poms of Power (Absorb/Poison)

14-Jade Cubes

14-Poison Blooms


Abilities:

Scarlet Rot: Poison attacks used by this character may cause the build-up of Scarlet Rot. Scarlet rot builds by a percent based on how many actions a foe takes while in a cloud of the rotting spores (including starting their turn), or however many poisonous spores directly hit them. Acting or starting a turn in the spores will cause a 20% build in the status. Resisting the poison status will cause a character to resist the % build-up of Scarlet Rot, but it will not reduce the damage taken by the rot when it triggers. As soon as the rot reaches 100%, the character will lose half their HP. They will also suffer a permanent 10% debuff to their HP for the rest of the battle. This 10% debuff may stack if the Rot status triggers repeatedly. Purge or high efficacy status clearing abilities may clear this status. This ability may not be removed by any method. Regular poison attacks that strike a foe will cause the build-up of Rot to increase by 5%. However, certain attacks cause much higher Rot Build. This status may only trigger once per phase. It will not build anymore after triggering until the next phase. Costs: 5 pg

Decaying Ekzykes' Rot Breath: 1-3 range. This breath weapon boasts a bade 1000 poison/absorb type might. It will deal double damage whenever the dragon initiates the attack. This breath attack release countless rotting spores. It may strike multiple times, and each strike will lead to the foe suffering a 30% build in the Scarlet Rot status. Costs: 5 pg

Cloud of Rot Unleashed: This character may unleash a cloud of Scarlet rot onto all tiles within four range. This may be done once every five turns. This cloud will stay on the map until removed, or it will remain on the map for up to five turns after the battle has concluded. This terrain may impact flying foes, but not foes who are soaring. This terrain will always harm friends and foes alike. Foes who start turns or take actions in the cloud will suffer a 20% build in Scarlet Rot per action. Costs: 7 pg

Body Slam: Hit -10. Calculate the accuracy of this hit as if it were a normal attack. This unit body slams an opponent. This only works on enemies that are small or very small. This attack cannot be blocked or defended. The damage of this attack is equal to 20% of their current HP. Costs 3 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

Cling To Life: This unit has suffered unspeakable loss and pain, yet still clings desperately to its sad existence. As such, this character may not be killed from full HP during a single phase enemy phase, regardless of how many times it is struck. It will survive with 1 HP. Costs: 4 pg

Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg

Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 (-60) avoid. 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

Great Enemy: If this character is engaged by more than one unique character who is not from the Lands Between from an enemy team, it will take as many turns per phase as there are unique enemies on a single team. This ability may only be used in The Lands Between. Costs: 5 pg

Flying Grab: The unit may attempt to attack their small or very small foe. This is somewhat clumsy, and it reduces hit by 15. If the attack lands, the character grabs their enemy and flies off with them. The character must be flying when initiating this attack. The character may then continue using any left-over movement, but each space takes two movement due to extra weight. Each space traveled gives throw damage to the enemy, and this ignores blocking and defense. Once the character has finished moving, they may throw their enemy up to two spaces away.  If the enemy falls in dangerous terrain, they will immediately take the negative effects. The enemy will take throw damage based off the character’s throw skill level. Costs: 4 pg 

Vicious Tackle: -15 hit. Instead of attacking, this unit may pick an adjacent enemy. The unit then tackles the foe, moving onto their same square. The unit may only tackle units who are a size class below them. Once this unit has the enemy pinned beneath them, the enemy cannot counterattack with their arms or legs, so unless they have other methods of attack, they are rendered helpless. However, this unit may not attack the enemy with its arms or legs either, so this move is useless without different types of attack (ex. bite). A pinned enemy has no evasion. A pinned enemy cannot block, but they can defend. This tackle can last from 1-5 turns, depending on the physical strength of the foe, as well as whether or not the foe is capable of counter-attacking. Costs: 6 pg

White Dragon Scales: This dragon's scales give it a unique ability based on their color. White gives this character complete immunity to light type damage. These scales also add a 50% buff to the character's total defense. Costs: 5 pg

Devastating Dragon Breath: Once every three turns, this character may exhale its breath weapon at full force. This will strike five squares in front of it in a straight line. Enemies will calculate their dodge chances separately. Enemies may counter-attack. Costs: 4 pg

Soar: This unit may take a turn to climb higher into the sky. At this altitude, 2 range attacks cannot reach this unit from the ground. 1 range attacks cannot reach this unit from normal flight or high elevation. However, the same is true for this unit. It cannot hit foes on the ground unless it has three range attacks, and it must use 2 range attacks to hit adjacent enemies in the air. Some huge area affecting attacks may strike a soaring character. Costs: 2 pg

Stealthy Flier (II): When in flight, this character adds +50 (+100) to their avoid if attacked by a ranged weapon. This only works for defense, not when this character attacks an enemy that happens to be ranged. Costs: 8 pg

Unnerve: Enemies within ten (20) spaces of this character cannot use "Consume" abilities. This includes abilities that consume souls, absorb the abilities of others (such as absorb), or devour the foe (living or dead). This is a fear status ability. Enemies cannot use consumable items. Some healing abilities will also be prevented. Costs 6 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

Jaws of Death: -10 speed and skill. This character may choose to put excessive force into its biting attacks. This will result in doubling the total damage of those attacks, but will also incur a speed and skill debuff. This attack may be used when countering. Cost 5 pg or GM in Bite.

Reaving Wings: -5 speed and skill. The wing attacks of this character will always deal double damage. This will not stack with other abilities of this type such as dual weild. This will only activate if the character has landed. It cannot activate in flight. Costs: 5 pg or GM in Wing

Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counterattacks. Costs: 5pg or GM in Whip or Tail

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

Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.

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

Character Type: Dragon, Status, Destructive

Weakness: Weak to the bleed status. Immune to absorb, poison damage and the poison status. Resists all body damage. Immune to auto damage. Extremely resists pain and fear. Resists mind control.

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