Monday, July 4, 2022

Angel Fiend






The Angel Devil: Level 77
HP: 360,000 (720,000) (1,080,000) (1,620,000 Heart and Soul)
Attack: 7,500
1 Wing: 5
5GM Martial: 1,000
5GM Sword: 1,000
1GM Spear: 200
5GM Air: 1,000
Lifetime Weaponcraft Sword: 770 (8,220) (9,220) (18,440) (36,880) (158,584) (237,876)
Quirk-Decay: 300 (7,800) (8,800) (26,400) (79,200) (118,800)
Defense: 7,050
5GM Armor: 1,000
Shadow of Yharnam Cloak: 100 (7,150) (8,150)
5GM Shield: 1,000
Raw Wind Shield: 1,000 (2,000) (3,000) (22,500) (45,000) (135,000) (270,000) (278,150)
Raw Wind Shield: 1,000 (2,000) (3,000) (22,500) (45,000) (135,000) (270,000) (548,150)
Rayquazascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (581,150)
Rayquazascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (614,150)
Windscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (644,750)
Windscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (675,350)
Windscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (705,950)
Windscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (736,550)
Windscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (767,150)
Windscale Pendant: 20 (1,020) (7,650) (15,300) (30,600) (797,750)
Speed: 278 (+25 avoid) (+5) (-5) (+25 avoid in the dark)
Skill: 270 (+5) (+10) (-5)
Move: 7 (8) (11 (12) flying)


Items:

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.

10-Heart Container: A mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container. 

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.

Starved Devil Forged Fangs: Omega forged fangs. These fangs grant an additional 2000 base might to the biting attacks of the Devil. They also unlock the ability “Devil Blood Feed” for free. 

Shadow of Yharnam Cloak: This pitch black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak offers a meager 100 defense.

Faceless Mask: A hideous mask. Debuffs the avoid of an adjacent enemy by 30 whenever the wearer attacks them. This debuff is fear. This mask may only be worn by puppet characters.

3-Raw Wind 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 air 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 air to use this shield.

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.

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.

Pulsing Heart:This item prevents the use of a Crystal Heart. However, it will feed a character blood at the start of every turn, healing them by 10%. This counts as consuming blood and thus can be prevented by some abilities and may activate other abilities. The character must be a character who feeds on blood to use this item.

Temporal Fissure: An uncanny object. If time manipulation abilities are used on the same map as this character, Time Guardians and Time Reapers are much more likely to appear. 

(TBA) Bloody Fist Ring: This ring grants the holder access to the ability “Up Close and Personal” for free. If the character has the ability already unlocked, it will double the buff granted. This item is easily lost or stolen.

Tear of Decay: A droplet that decays everything it touches. This item will boost the disintegration chances of the holder by 10%. 

Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien appendage. 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.

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.

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

Blastbite Ring: This ring grants extreme resistance to Explosion Type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

Flash Bomb: This item may be used once every (one) two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's skill by 5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters.

Golden Repair Powder: At the start of their turn, the user holding this item may use gold to repair one barrier or shield. It must be the most recently broken shield, and they must pay 10% of the total defense offered by the shield in gold. Items that buff the shield's defense will be calculated into the cost, but not any type of conditional stat buffs. This item is easily lost or stolen.

4-Pom of Power (Air): A legendary object from the age of gods. This item is always dropped upon death. This item will boost a selected element damage/defense by 25% per Pom, with a maximum damage boost of 100%, regardless of how many different elements are in the attack. This stacks alongside Legendary Gem Boosts. The Pom's element is chosen by the buyer, after which it cannot be changed. 

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.

Pure Stone

Razor Stone+Razor Plate

Needle Stone

10-Air Gem: Boosts air type damage by 50%. May allow a special type of air attack once every four days. Can be used to double the movement of a flying character for one turn.

Air Plate

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.

Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.

Abilities:

Quirk-Decay: Tomura signature ability. The martial attacks of this character will boast 300 extra base might and will deal decay damage. Instead of dealing regular martial, these attacks will cause the body of the foe to begin to rot and decay. This means that, if the foe has a body or physical form, he or she will be completely incapable of resisting this damage. This ability will also boost the total damage of the character's martial attacks by 50%. This ability cannot be removed by strategist. Costs: 6 pg

Disintegrating Touch: This ability may only be used with weapons/objects that allow Disintegration abitilies to trigger. If this character has higher speed or higher skill than the opponent, this attack will have a 30% (40%) chance to trigger on regular strikes. If it triggers, the attack will disintegrate and completely destroy one of the equipped items of the foe. This usually starts with shields and armor, but can eventually destroy equipped items such as elemental gems, rings, or other rare items. Most sacred weapons are immune to being destroyed in this manner. As the objects are reduced to dust, it is practically impossible to remake them. Costs: 8 pg

Lifetime Draining Touch (III-Needled): Angel's signature ability. -10 hit. If Angel touches a foe, he will drain their lifetime. This will cause the foe to immediately lose 10% of their HP. This is a time ability. This attack may be used when initiating or countering and will strike based on speed differences between this character and the foe. The needled form of this ability will cause it to treat time resistance/immunities granted by items to be treated as one tier lower against this ability. Costs: 20 pg

Lifetime Weaponcraft: Angel's signature ability. When using Lifetime Draining Touch, Angel may store the amount of HP he stole from a single foe. On the next turn, he may pour all that HP into a sword. This sword will have a base might equal to 10x Angel's level. The weapon will also add the HP stolen from a foe to this might, similar to how blood damage is added to an attack. This will make the damage Blade/Time. Time counts as elemental damage. Temporal stones grant immunity to the Time Damage Type. Weapons Mastery and Pure Stones will boost this damage but Proficiency will not. These weapons will exist for the rest of the battle, and Angel may give them to allies. Costs: 5 pg

Rend Heaven: On every attack this enemy launches against a foe, they have a chance to rend heaven with their weapon as they cleave through the sky. This ability has an 80% chance to activate. If this ability activates, it will add the enemy's base attack stat to the base attack of this character's strike. Costs: 4 pg

Gale Rush: This ability is only found on winged characters with high air affinity. Requires 3M air or higher. If the character has this ability, and they are attacked by a ranged foe, each attack the foe performs will allow this character to move three spaces towards the foe. This will eventually allow them to reach and counter the foe. As soon as they reach the foe, they will execute their entire counter-attack immediately. This ability will also allow the foe to chase down enemies with abilities such a Dodge Roll, and will allow the character to move back towards a foe who has thrown them or blasted them back. This ability only works if the character is flying when they are attacked.  Costs: 4 pg

Fear of Devils (II): Devils feed off of the fear of the entities they embody. They grow in strength based on the portion of the world that fears them. There are 100 Fear Points that are spread across all the different types of Devils. The number of points dedicated to this devil will boost the total speed and skill by 1 for each point that belongs to them. Their total damage and defense will also be boost by 2% per point that belongs to them. These points constantly shift and change based on the current state of the world. This boost counts as conditional. 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.

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

Weaponized Body (III): If this unit uses only pure martial type attacks, then it will increase the total damage output by 200%. Costs: 8 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. Taught by Koro Sensei. Costs 5 pg

Devil Blood Feed: Devils from the world of chainsaw man may feed on blood to heal. If using biting type attacks on foes, they will heal 20% of the damage they deal. If using a biting attack on a bleeding foe, they will heal 100% of the damage they deal. If a Devil consumes a blood based item, such as a blood vial, they will heal twice as much as most other units. They will also heal bleeding, real damage blows, dismemberment, and other forms of physical trauma. If they start a turn adjacent to a bleeding character, they will heal 20%. Starting next to a bleeding character will also cause their body to heal itself of trauma. Costs: 7 pg (fangs)

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

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) 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 weapon level.

(TBA) Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg

(TBA) Quirk-Decay (II): Tomura signature ability. The martial attacks of this character will boast 300 (600) extra base might and will deal decay damage. Instead of dealing regular martial, these attacks will cause the body of the foe to begin to rot and decay. This means that, if the foe has a body or physical form, he or she will be completely incapable of resisting this damage. This ability will also boost the total damage of the character's martial attacks by 50% (100%). This ability cannot be removed by strategist. Costs: 12 pg

(TBA) Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the 3attlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (5x) Costs: 4 pg

(TBA) Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg (Ring)

(TBA) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

(TBA) 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

(TBA) 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

(TBA) Galeforce: If this unit defeats an enemy, they may take another turn. This may be done up to 4 times. This ability allows both rider and steed to take this turn, though they must remain connected. After finishing your phase after using this ability, the character will suffer -15 speed and skill from their base and lose all item and ability evasion and speed boosts during the enemy turn and their next phase. This ability may be used once every three turns. Costs: 4 pg

(TBA) Fear of Devils (III): Devils feed off of the fear of the entities they embody. They grow in strength based on the portion of the world that fears them. There are 100 Fear Points that are spread across all the different types of Devils. The number of points dedicated to this devil will boost the total speed and skill by 2 for each point that belongs to them. Their total damage and defense will also be boost by 4% per point that belongs to them. These points constantly shift and change based on the current state of the world. This boost counts as conditional Costs: 8 pg

(TBA) Spreading Decay: The disintegration attacks of this character have the terrifying capacity to spread across anyone who is close to the target. If this character strikes a foe with a disintegrating attack, the attack will spread to all foes and allies who are adjacent (within two range) to the struck character. This spreading attack will deal half the damage of the attack used against the initial target. The attack damage may spread even further, striking characters adjacent to all the secondary characters as well. These attacks will deal one quarter (50%) of the damage, but they may spread as long as there is a chain of adjacent characters leading back to the initial target. The disintegration type attacks will also have the chance to destroy the enemies' equipment, but the chances will be halved for adjacent characters, and reduced to one fourth for all character who are even further but still part of the chain. All foes and allies calucalte dodge and counter individually. Costs: 7 pg

(TBA) Martial Assault: This unit rushes in with nothing but it's own trained body and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 5 times with normal martial damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg

(TBA) Coverage: This character excells at using coverage moves. The proficiency boosts will not be lost when this character uses other attacks. However, proficiency will not boost dual element attacks. Costs: 6 pg

(TBA) Demon Sense: This character has extremely sharp senses, allowing an uncanny ability to read and react to the enemy's slightest movements. This ability allows this character to add 40% to any dodge, hit, or a 15% to any skill activation chance once every three turns. Costs: 4 pg

(TBA) Lifetime Draining Touch: Angel's signature ability. -10 hit. If Angel touches a foe, he will drain their lifetime. This will cause the foe to immediately lose 10% of their HP. This is a time ability. This attack may only be used when initiating and will only strike once. Costs: 5 pg

(TBA) Lifetime Draining Touch (II): Angel's signature ability. -10 hit. If Angel touches a foe, he will drain their lifetime. This will cause the foe to immediately lose 10% of their HP. This is a time ability. This attack may only be used when initiating and will only strike twice, based on speed differences between this character and the foe. Costs: 10 pg

(TBA) 1000 Year Spear: If Angel has Lifetime Weaponcraft but has not created a weapon after touching at least ten foes in a battle, he may craft an incredibly powerful spear. This spear can only be used by a character who is GM in Spear or greater. The total base might of this spear will be 100x the level of Angel, and he may add the time damage from the highest HP drain he has performed over the last ten engagements. Costs: 5 pg

(TBA) Wing Shield: This character may shield themselves with their wings. This will prevent them from flying or countering with these wings. However, it will create a barrier that is equal to the total might of their wing attacks. Unfortunately, this can result in the destruction of the wings and the crippling of the character from flight for the battle. Costs: 4 pg

(TBA) Fear of Devils: Devils feed off of the fear of the entities they embody. They grow in strength based on the portion of the world that fears them. There are 100 Fear Points that are spread across all the different types of Devils. The number of points dedicated to this devil will boost the total speed and skill by 1 for each point that belongs to them. Their total damage and defense will also be boost by 1% per point that belongs to them. These points constantly shift and change based on the current state of the world. This boost counts as conditional. Costs: 2 pg

(TBA) 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

(TBA) 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

(TBA) Wing Gust: Instead of attacking, this unit may its wings to create a powerful gust of wind. It pushes everything three spaces in front of it back to the fourth space or further. This can also blow away many types of terrain (windy, sandstorm, smoke, gas, fire, dark). It will also deal the same basic damage as an air blast and wing attack from this character combined. This attack may only be used once every three turns. Costs: 3 pg

(TBA) Stealthy Flier: When in flight, this character adds 50 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: 4 pg

(TBA) Darting Blow: The character adds 10 to their speed stat when they initiate the attack. This improves both the evasiveness of the character, as well as their likelihood to attack multiple times. Costs 3 pg.

(TBA) 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

(TBA) Obsession: If this character finds a certain opponent interesting, they may activate this ability. Each time this unit attacks the foe, it will add 100 to its base attack stat. However, each time this unit attacks, it will also deduce 50 from its defense stat (which can enter the negatives). These additions and subtractions are only counted when this character is battling the particular foe they are interested in. This move cannot be canceled until the enemy is beaten or this character falls. Costs: 4 pg

Character Type: Demon, Angel, Status, Support, Destructive, Puppet

Weakness: Weak to mind control abilities. Mild weakness to martial damage. Resists light, air, and sacred type damage. This character is immune to the disease status, resists the poison status and poison damage. This character is immune to disintegration abilities.


Caps:
HP: Low
Attack: 600
Defense: 150
Speed: 143
Skill: 135
Move: 7 (10 flying)

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