Sunday, May 15, 2022

Starscourge Radahn






Radahn: Level 86
HP: 1,276,800 (3,830,400) (9,192,960) (14,708,736 heart and soul) (19,121,357) (25,813,832) (46,464,897 rune arc)
Attack: 24,000
4 OMEGA Sword: 8000
5GM Marksman: 1000
2 OMEGA Dark: 4000
2 OMEGA Magic: 4000
2 OMEGA Energy: 4000
1 OMEGA Fire: 2000
1 OMEGA Light: 2000
1 OMEGA Explosion: 2000
1 OMEGA Earth: 2000
Starscourge Greatswords: 4500 (28,500) (36,500) (40,500) (44,500) (48,500) (363,750) (727,500) (1,091,250) (2,182,500) (2,509,875)
Starscourge Greatswords: 4500 (28,500) (36,500) (40,500) (44,500) (48,500) (50,500) (378,750) (757,700) (1,136,250) (1,515,400) (3,030,800) (4,546,200) (5,228,130)
Lion Greatbow: 2000 (26,000) (27,000) (31,000) (35,000) (39,000) (292,500) (585,000) (877,500) (1,755,000) (2,018,250)
Collapsing Stars: 10 (1510) (25,510) (191,325) (382,650) (765,300) (994,890) (1,144,124)
Falling Star: 1500 (25,500) (27,000) (29,000) (31,000) (232,500) (465,000) (697,500) (1,395,000) (1,604,250)
Defense: 24,000 (48,000)
5GM Armor: 1000
Starscorge Under Armor: 300 (1300) (49,300)
Stargscourge Lion Armor: 2000 (51,300)
Starscourge Cloak: 300 (51,600) (103,200) (258,000) (387,000)
5GM Shield: 1000
Shadow Spirit Shield: 1000 (5000) (9000) (10,000) (75,000) (150,000) (300,000) (600,000) (651,600)
Energy Spirit Shield: 1000 (5000) (9000) (10,000) (75,000) (150,000) (300,000) (600,000) (1,251,600)
Fire Spirit Shield: 1000 (3000) (4000) (8,000) (60,000) (120,000) (240,000) (440,000) (1,691,600)
Light Spirit Shield: 1000 (3000) (4000) (8000) (60,000) (120,000) (240,000) (440,000) (2,131,600)
Earth Spirit Shield: 1000 (3000) (4000) (8000) (60,000) (120,000) (240,000) (440,000) (2,571,600)
Ancalagonscale Pendant: 100 (4100) (30,750) (61,500) (123,000) (2,694,600)
Seath Crystal Pendant: 100 (4100) (30,750) (61,500) (123,000) (2,817,600)
Godzillascale Pendant: 100 (4100) (30,750) (61,500) (123,000) (2,940,600)
Smaugscale Pendant: 100 (2100) (15,750) (31,500) (63,000) (3,003,600)
Great Serpentscale Pendant: 100 (2100) (15,750) (31,500) (63,000) (3,066,600)
Groudonscale Pendant: 100 (2100) (15,750) (31,500) (63,000) (3,129,600) (6,259,200) (15,648,000) (23,472,000)
Speed: 320 (335) (340) (+10 speed +10 avoid) (+20 avoid) (+50 avoid v prosthetics)
Skill: 320 (330) (+20-40 v rot) (+50 v prosthetics)
Move: 7 (8) (17-mount)


Items:

Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.

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.

Centaur Heart

10-Heart Containers

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

(TBA) Hollow Gemnode Gem-Radahn's Great Rune: A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. A Legendary Item. If a character is holding this Rune and Uses a Rune Arc, they will gain the normal 20% HP boost, but will also gain an additional 50% HP boost on top of a +15 speed and -1 cooldown. 

2-Starscourge Greatswords+++: -35 speed. Unbelievably massive, onyx blades. These huge weapons require the holder to have at least 20,000 base attack currently in order to use them. These weapons boast 1500 (4500) blade/dark/magic/energy type might. This weapon's damage is not debuffed when using the ability "Astra". At their final state, they may be augmented with the ability Earthen Weapon. When augmented, they may deal either blade or bludgeon and may be treated as either a sword or a club. This weapon will allow the character to access the Weapon Art "Starcaller Cry". This weapon functions as a base 500 (1500) might catalyst but may only be used for Gravity and Starlight spells.

Lion Greatbow++: -20 This massive bow is incredibly heavy. Only Medium or Large size class units may use it, and they must have at least base 140 skill at 50 and be 3GM in marksman to use it. This weapon will grant access to the ability "Radahn's Rain". This weapon boasts a staggering 1-5 range. It may also perform a scattershot. Using a scattershot will cause the weapon to only strike once. However, from 2-3 range the weapon gains +50 hit. At 1 range the weapon will deal double damage. Base 1000 (2000) pierce/dark/magic/energy type might.

3-Elite Golden Weapon Seal: This seal may be placed on a weapon. A weapon may only have one Elite Weapon Seal. Weapon seals may be swapped only outside of combat. A Golden weapon seal will apply Golden Typing to the weapon. This is a subcategory, similar to Sacred or Sunlight, so it only applies as a typing and will not be calculated into proficiency. Golden typing causes a weapon to deal 20% more damage while under the light of the Erd Tree or 20% more damage when using a Rune Arc. A total of 40% more damage may be achieved by doing both. 

Collapsing Stars Tome: A Tome that grants the ability "Collapsing Stars". Incredibly valuable. To use this tome the user must be a sorcerer, wizard, witch or mage. 

Starscourge under armor: This heavy fur under armor grants extreme resistance to ice and immunity to temperature debuffs. Base: 300 defense.

Starscourge Lion Armor++: -20 speed. This heavy armor grants immunity to light and explosion-type damage. It also grants extreme resistance to saw-type and sonic type damage. Extremely resistant to wear. Base 1000 (2000) defense. 

Starscourge Cloak: This massive cloak grants immunity to psychic and fire, making it a staggeringly valuable base 300 defense. 

Flame Spirit Shield: An extremely powerful shield that may be used by any unit that has 5GM in fire and magic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Fire, Magic and Shield skill and item boosts.

Shadow Spirit Shield

Gemnode Granted-Light Spirit Shield

Gemnode Granted-Energy Spirit Shield

Gemnode Granted-Earth Spirit 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.

Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build. 

Ancestor’s Dark Candle: 15% damage boost in night or low light. +10 speed and +10 avoid in night or low light. Holding this object causes a 5% increase to panic build. 

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

Vampiric Eye: This terrifying red orb is all that remains of a vampire's eye. A very rare drop from the elusive vampires of the Umbar Planes, this item will cause this character to heal 10% of all the damage it deals. This item is easily lost or stolen.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

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: Sanemi'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: Sanemi’s loss of hope as he 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%.

Exposed Nerve Coil Ring: This item will cause the holder to treat resistances to pain statuses as if they were one tier lower. This item is very hard to steal.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (other) turns. 

Ravenous Colicoid Skull: The skull of a Colicoid. This hideous artifact allows the holder to devour fallen enemies. Thiwill heal the character 30% (38%) of their max HP. This skull is somewhat cumbersome.

Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very diffiuclt to steal and very valuable. 

Hellish Stomach: If this character uses Devour, they will buff their attack by 30% (40%) for the next 3 turns. If this character uses the ability Swallow Alive, the damage will be doubled against the foe and the amount that this character heals will be doubled as well. This item prevents swallowed characters from auto-healing.

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.

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

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

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.

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.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Thiefbreaker Chain: A silver chain worn near the waste. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped. 

Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build

Gemnode granted-Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy elemental damage by 10%.

Gemnode granted-Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.


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, overheat). This item is easily lost or stolen.


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.


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.

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. 

(TBA) Ring of the Watcher: A ring given to Sif when she was knighted by Gwyn. This ring will boost the effects of avenging-based abilities (including somber howl) by 50%. This ring is easily lost or stolen.

Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring is easily lost or stolen.

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Lingering Dragonscrest Ring: This ring will double the duration of augments and conditional buffs activated by this character. This item is easily lost or stolen. 

Ring of Arrogant Defense: This ring breeds an unwise arrogance into the holder. This will prevent them from using regular scale pendants. However, for every scale pendant they could have used, they will buff their total defense by 25%. If this character loses all of their barriers, they will also lose the defense buff of this ring.

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

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen. 

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage. 

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. 

Rot Hunter's Ring: This unit gains +20 skill vs foes who have the "Rot Exhaltation Ring" equipped. They gain +20 skill vs foes who have the ability "Kindred of Rot Ring". This can be a +40 buff.

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.

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, ambushes and backstabs.

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.

Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Vile Energy: All energy attacks by this character will harm allies and foes alike. All Energy Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.

Vile Shadow: All dark attacks by this character will harm allies and foes alike. All dark Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.

Vile Light: All light attacks by this character will harm allies and foes alike. All light Attacks by this character are impossible to consume. This item is nearly impossible to drop of steal.

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. Howerver, it will also increase their total defense by 50%. A character may hold up to two of this item. This item is very hard to steal.

Devilish Destruction Charm

4-Poms of Power-Dark, Energy, Magic, Light, Explosion, Earth, Fire

Max boosting items and plates for: Dark, Energy, Magic, Light, Explosion, Earth, Fire

Boots

10-Wisteria Slowing Poison Bombs: Consumable. One of these bombs may be thrown before attacking. This will cover one space and all adjacent spaces with a fog of poison. This poison does no damage but is a terrain. This terrain will cause all characters standing in it who isn't immune to the poison status will lose 10 speed and an additional 20 avoid. The impact of this toxic smoke is 50% more impact for demons. This smoke usually stays on the map for 3-6 turns.

Abilities:

Starcaller Cry: This weapon art may be used once every five (three) (other) turns. The unit will first unleash a ten range AoE. This AoE will pull all units within that ten range as close as they can be pulled to the user. The foes struck by this AoE will lose 25% of their HP from crush damage. They will also be unable to fly or teleport or levitate for the next turn. This attack has a 50% (80%) chance to flinch the enemy from pain. Foes will not counter this AoE. On the next turn, without moving, the user will slam down both swords. This will add the damage of both swords together into one powerful strike. This strike will hit all enemies within three range. If there is a foe at one range, the sword strike may be targeted at them. This one foe will take 3x the damage that the three-range portion of this smashing AoE gives. Costs: 8 pg and suitable weapon. 

Radahn's Rain: +20 hit. This weapon art may be used every other turn (every turn). It will strike all foes within range of the bow of the user once (twice with Nock Twice). Foes will dodge and counter separately. Costs: 4 pg and suitable weapon.

Starscourge: Radahn's Signature ability. Rahdan takes no damage and is unaffected after the fourth strike of a foe against him (whether the strike lands or not) in any engagment. He is also immune to all starlight-oriented abilities (Astra, Star Storm). This does not include sunlight. Costs: 5 pg

Falling Star (II+Needled): Radahn's Signature ability. Upon being damaged down to half HP, Rahdan will be unable to take any more damage and will immediately launch off of the map into orbit. After this, on his next turn, Rahdan may rocket down and slam into the ground. This will unleash a 5 range AoE that deals 500 (1000) (1500) Light/Fire/Explosion/Earth type damage. Foes will not counter this AoE. After this, Rahdan may move and take his turn normally. Rahdan may choose to activate this ability at any time, but he will lose out on the life-saving aspect of the ability. At the second tier, he may use this ability once (twice) (four times) without removing the life-saving component. After Rahdan dies, he will no longer hold the stars in place. This will cause a massive star to fall and strike the battlefield. This will deal the same (2x) the damage as his attack when he slams into the map, but the star will strike all foes within 20 tiles of where it falls (On the Map). Costs: 32 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

Battle Lust: This character longs for nothing more than to overcome the mighiest of foes. If this character attacks a foe and does not kill them, they will buff the damage of his next attacks against them by 50%. If they attack a foe and miss every strike as or are incapable of harming them, they will buff their damage against them by 100% for their next attacks. These buffs will last the entire battle, or until the foe dies, or if this character attacks or counters a different character. This buff maxes out at a 400% damage boost. Costs: 8 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 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

Prosthetic Breaker: This unit specializes at the destruction of augmented or prosthetic limbs. +50 and avoid vs any foe who has prosthetic or cyborg limbs. This includes all cyborgs. Costs: 5 pg

Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage of the attack as unblockable, undodgeable damage. Costs: 5 pg

Earthen Weapon: An unusual augment. Adds earth damage to weapons for 5 (10) turns and boosts the total damage by 50%. Costs: 5 pg

Gravity-Spared Mount: This unit manipulates gravity to allow them to ride units that are smaller than themselves. Costs: 2 pg

Vault: When riding a mount, this character may choose whether or not to use its own avoid stat or the mount's avoid stat. Costs: 1 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

Collapsing Stars: A gravity spell. This spell creates five orbs of energy around the character. These orbs will immediately launch at any foes who move into their range (1-2). This includes if the user walks close to the foe. These orbs are relatively weak, dealing only 10 dark/magic (gravity) type damage. However, they boast +30 hit. And each orb that strikes the foe will reduce their movement by 1 and their avoid by 10 for the next two turns. What is worse, each orb will cause the foe to lose 4% of their total HP from crush damage. This ability takes the user's turn to cast. This ability may be used once every four (two) (every) turns. Costs: 7 pg (Tome)

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) 

Nock Twice: This character will always fire twice when using a bow. This only applies when attacking, and it does not apply to brave weapons. Costs: 5 pg or GM in marksman

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

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM Swordsmanship level.

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 (Miracle Scale)


Character Type: Melee, Magic, Destructive

Weakness: Weak to Scarlet Rot build. Weak to mob (or similar abilities). This character also takes double damage from poison statuses. Extremely resists fear and pain. Immune to mind control and crush damage. Immune to gravity-related abilities and attacks. 


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Leonard: Level 50
HP: 43,200
Attack: 0
Defense: 0
Speed: 140
Skill: 100
Move: 11 (12) (17)

Items:

Radahns Saddle: This unique saddle was designed for Leonard. It prevents any of Rahdan's attacks from harming his beloved steed.

Boots

Abilities:

Gravity Assisted Steed: If the rider of this mount has "Gravity-Spared Mount", this horse mount will increase its movement by +5. Costs: 10 pg

Beloved Steed (II): Signature ability. If Leonard dies, it will increase the total attack of Rahdan by 50% (100%) (150%). Costs: 10 pg

Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. 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


Steadfast (II): This unit stays in the fight for the sake of its allies and friends. It will survive two lethal hits once for each unit in your party that this character is close to. Costs: 8 pg


Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 20% of this characters max HP as damage. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. Costs: 4 pg


Defiant Speed: If this unit has less than half-life, it will add +15 to its speed stat. This ability triggers as soon as the HP drops bellow the half-line. Costs: 3

Character Type: Mount

Weakness: All damage types. 

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