Monday, August 15, 2022

Hokka






Hokka: Level 85
HP: 1,008,000 (3,024,000) (7,257,600) (11,612,160 Heart and Soul) (15,095,808) (27,172,454) (36,682,813) (58,692,502) (123,254,254)
Attack: 20200
3 OMEGA Martial: 6000
3 OMEGA Fire: 6000
3 OMEGA Psychic: 6000
3 OMEGA Explosion: 6000
1 OMEGA Bite: 2000
1 OMEGA Claw: 2000
1 OMEGA Tail: 2000
Martial Attacks: 1000 (21,200) (27,200) (43,520) (87,040) (130,560) (391,680)
Frustration: 1000 (21,200) (27,200) (33,200) (39,200) (294,000) (588,000) (1,176,000) (1,528,800) (2,374,200) (7,122,600)(10,683,900 initiating)(16,025,850)
Telepyrosis: 300 (20,500) (26,500) (32,500) (243,750) (487,500) (975,000) (1,267,500) (1,901,250) (5,133,375)(7,700,063)
Defense: 20,200 (40,400)
5GM Armor: 1000
Dragon Martial Arts Fighting Pants: 300 (40,700) (41,700) (83,400) (125,100) (337,770)
5GM Shield: 1000
Omega Explosion Mental Shield: 1000 (7000) (13000) (14,000) (105,000) (210,000) (420,000) (840,000) (881,700)
Omega Explosion Mental Shield: (7000) (13000) (14,000) (105,000) (210,000) (420,000) (840,000) (1,721,700)
Flame Mental Shield: 1000 (7000) (13000) (14,000) (105,000) (210,000) (420,000) (840,000) (2,561,700)
Flame Mental Shield: 1000 (7000) (13000) (14,000) (105,000) (210,000) (420,000) (840,000) (3,401,700)
Hokka's Psychic Barrier: 200 (6,200) (7,200) (54,000) (108,000) (216,000) (3,401,916)
Hokka's Psychic Barrier: 200 (6,200) (7,200) (54,000) (108,000) (216,000) (3,617,916)
Mergo's Wet Nurse Feather Pendant: 100 (6100) (45,750) (91,500) (183,000) (3,800,916)
Mergo's Wet Nurse Feather Pendant: 100 (6100) (45,750) (91,500) (183,000) (3,983,916)
Smaugscale Pendant: 100 (6100) (45,750) (91,500) (183,000) (4,166,916)
Smaugscale Pendant: 100 (6100) (45,750) (91,500) (183,000) (4,349,916)
Psychicscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (4,532,916)
Psychicscale Pendant: 20 (6020) (45,150) (90,300) (180,600) (4,715,916)
Flamescale Pendant: 20 (6020) (45,150) (90,300) (180,600) (4,898,916)
Flamescale Pendant: 20 (6020) (45,150) (90,300) (180,600) (5,079,516)
Flamescale Pendant: 20 (6020) (45,150) (90,300) (180,600) (5,260,116)
Flamescale Pendant: 20 (6020) (45,150) (90,300) (180,600) (5,440,716)
Flamescale Pendant: 20 (6020) (45,150) (90,300) (180,600) (5,621,316)
Flamescale Pendant: 20 (6020) (45,150) (90,300) (180,600) (5,801,916) (11,603,832) (17,405,748) (46,995,520) (Clutch-30%)
Speed: 315 (335) (340) (355) (403)(413)(+25 avoid) (+20 avoid) (+50 avoid v sword)
Skill: 315 (335) (345) (360) (+50 vs Sword) (+65 v human sized foe) (+50 hit) (+50 skill v sword)
Move: 8 (9) (10) (17 as Scalecloak)(20)


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.

The Legendary Raven's Heart: A legendary heart. If this unit is holding a Gale Larimar or has Galeforce unlocked, it may trigger Galeforce once per battle and take the maximum number of turns even if the character does not kill foes in the engagements. However, doing this causes the character to suffer a double debuff and causes them to reduce their own HP cap by 50% for the rest of the battle. These debuffs cannot be cleared. This heart doubles the HP of the holder.

Cryxox Blessing: A blessing from a Gemnode. Grants a martial character 50% more HP. This item is extremely hard to steal. This cannot stack with Ancient Blood.

Farum Azula Ancient 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 dragon spell 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.

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.

4-Mako Energy Cells: Energy generated from life itself. 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.

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.

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 these items.

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.

10-Heart Containers: 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.

Draconic Forged Flesh++: +10 Speed and Skill. The flesh of this character has been forged to be even more durable and powerful. This flesh has been designed to increase the total defense of the character by 50% if they have either an anger-based status triggered. 2000 defense added to base defense stat.

Hokka's Draconic Forged Fists++: +10 and Skill speed once grafted into the character. Base: 500 (1000) might. These fists remove Rapid Fist Debuffs.

Dragon Martial Arts Fighting Pants: Loose fitting armor. This armor will grant +1 movement, +15 speed, and +15 skill if this is the only armor worn by the character. Grants blade immunity. However, this armor is relatively fragile. Base: 300 defense.

Omega Draconic Forged Eye: This eye has been implanted into a Dragon. It grants +50 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.

2-Omega Explosion Mental Shield: An extremely powerful shield that may be used by any unit that has Omega in explosion and 5GM in psychic. This is extremely hard to steal, but not impossible. Base: 1,000 defense. Boosted by Explosion, Psychic and Shield skill and item boosts. How such a shield exists is unclear. This shield will not remove Doubled Down Defense.

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

Elite Dragonstone: This stone allows much better control of the dragon form of a Manakete. It will boost the bonuses of the dragon form by 50%.

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 (two) turns. 

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”. 

Rapid Shift Serum: This character may form change and still take an action even if the form change would normally take their action on that turn. This serum is injected into the blood and nearly impossible to steal.

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% (13%) of their HP at the start of each turn. This item is easily lost or stolen.

3-Erdtree Sap: Heal 5% (15%) (19%) of HP at start of turn; Up to 3 may be held at a time. 

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

Shura Stone: An ancient and rare artifact. The result of a shinobi becoming a Shura. This item will double the damage buffs granted by anger abilities. This item doubles the impact of negative anger statuses on this character and doubles their chance to Frenzy. 

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. 

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.

Accute 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, this rare item will increase the range of their psychic attacks and throws by 1. It will not increase the range of indirect psychic abilities, such as reflectors, shields, or statuses. Impossible to steal unless the foe enters this character's mind.

Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.

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

Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and Ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes 5% more panic to build for this character.

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 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

Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen. 

Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by burning statuses by multiplying their percent-damage by 1.5x. 

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% (50%) (+33%) chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.


Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%. 


Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.


Heartseeker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 2x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.


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.


Death Blow Ring: A very rare ring. Doubles the damage buff granted by the ability "Death Blow".


City's Bane Ring: This ring will halve the wear given by turret/artillery structures. This item 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.


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. 

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

Flame Clutch Ring: This ring will increase the damage of all direct fire-type damage this character uses by 50%. However, holding this ring will cause this character to increase all damage it takes from foes (including direct, indirect, statuses, and %tier off abilities) by 30%. This buff and debuff stacks additively if multiple Clutch Rings are used. 

Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.

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.

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.

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 45%.

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. 

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.

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. 

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

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.

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.

Bloom of Release: Bleed, Burn, Poison, Radiation, Cleave, Dismember, and even Pain statuses used by this character may kill a foe through survival abilities but not form shifts. For Pain, Dismember, or Cleave the ability must trigger when the foe is at 1HP (for non-damaging statuses) or trigger on a damaging strike that would kill them (Such as Stunning Blows). The chance for this lethal status to take place is 30%. To use this item, the holder must have a matching Bloom of Anguish.

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

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. 

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.

2-Cursed Weight: An item that may be placed on the ankles of a character. This will drop their speed by 50. Two of these items may be equipped. If the character is using pure body damage, these weights will buff that damage by 30% each. 

4-Focus Binding (Right Arm, Left Arm, Right Leg, Left Leg): This item will boost the total damage of the user's pure martial damage by 25%. If all four limbs are bound, it will improve the total damage by 100%. Each binding is specific to the limb, and cannot be changed to fit a different limb after it has been chosen. This item rarely drops (20% chance).

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.

Eye of Ra-Legendary Fire Gem: Only one of these exists in the entire dimension. Unlocks extremely powerful attacks on most fire-wielding characters. This will also double the total damage of any and all attacks that are enhanced by fire element. 

4-Poms of Power (Fire, Psychic)

12-Fire Gems+Flame Plate

12-Explosion Badges+Explosion Plate

12-Twisted Spoons+Psychic Plate

Boots: +1 movement

Abilities:

Telepyrosis-Frustration (II+Needled): Hokka's Signature ability. This character may add psychic and fire-type damage to their martial attacks. This will not remove Weaponized Body buffs. All strikes that are improved by this technique will have a 50% (100%) (140%) (173%) chance to burn foes. This technique deals 100% (200%) (300%) more damage if this character is being impacted by any form of anger-based ability or status. Each engagement Hokka uses this ability in will cause her to lose 10% (20%) (5% (10%) with natural resistances) of her HP from auto damage. This fighting style does not work if Hokka is Shifted into her Dragon Form. In the second tier, this fighting style will grant +20 (+40) (+48) speed when used. It will also grant +50 (+65) skill vs human-sized foes. It will also boost the total damage of initiated attacks by 50%. In the needled state this ability will grant Hokka the same movement she would have in her Scalecloak form even if she has not shifted. Costs: 12 pg

Telepyrosis: This ability cannot be removed by strategist. This character uses psychic energy to generate flames directly on a target. Take the hit fails to protect characters attacked by this move, and most defense is ignored. This attack can be used to attack or to counter. This will deal 100% (200%) (300%) more if the character is using an anger-based ability against the foe. This includes Fury, Vengence, Fury Point, or Avenging Fury. This damage is also doubled if the character has be subjected to taunt or swagger. However, the damage will be reduced by 50% if this character is using a calming move. Base 300 fire/psychic type damage. 1-3 (4) range. This attack will damage allies. Costs: 4 pg

For My Mother: Signature ability. Hokka may trigger this anger ability at the start of any turn. It will cause her to take double (triple) auto damage. She may not deactivate this ability. While in this state Hokka will be filled with boiling wrath. This will grant +40 (+44) (+66) speed and increase her damage by 50% (60%) (120%) (180%). This ability may stack with "Overheat". This ability may only be triggered once per battle, so if it is removed it cannot be reapplied. Costs: 5 pg

Scalecloak (II): This character may shape-shift into a dragon. This is a very bright event, giving off massive energy and heat. Doing this removes any human-sized armor. However, in this form, the total damage and defense of this character is buffed by 100% (120%) (170%). The movement of the character is also increased by 5 (7). This form makes mastering emotions harder, meaning the Scalecloak will only be able to use one type of psychic ability per phase. Radiation poisoning prevents this form change. Radiation poisoning will remove the stat buffs granted by this form shift. Costs: 10 pg

Explosive Flame Launch: +3 move. A rare form of super jump, this character uses an explosion to launch themselves into the air. This allows them to bypass certain high structures and enables engagement with flying enemies. While using this ability, the character is given flying-type movement, but they must land at the end of the turn.  If this character starts a turn by using this jump, which has no real penalties, they will create a small explosion around their feet. This will strike all enemies adjacent to them regardless of avoid. This small explosion will not be counter-attacked. Base 20 (6020) (12020) (90,150) (180,300) (360,600) (721,200) explosion/fire type damage. Costs: 5 pg

Scalecloak Healing: This dragon is nearly impossible to kill as its wound heal almost instantly. This character will regain 20% (25%) of their HP at the beginning of every turn. This healing will not stop unless certain conditions occur. Drowning, suffocation, or radiation poisoning prevent this healing. With this ability, this character may not be killed from full HP for one entire phase during any given battle. Costs 5 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

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

Fury of the Fallen: If this character has 10% of its max HP or less, it will triple (2.2x) (440%) (660%)  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

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

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

Axe Kick: -15 hit. This character may land a crushing kick using their heal to shatter the skull of their foe. This ability requires the user to be GM in martial. If this attack lands, the foe will not counter. This attack deals 3x the martial (kicking) damage of the character using it and ignores 50% of the foe’s defense. It will also reduce the foes defense by 50% for the next three turns and deal extremely heavy armor and shield wear. This attack may strike flying foes. With “High Jump” it may strike soaring foes. Striking a flying foe, if they are within one size class range of this character, will cause them to crash into the ground and immediately take falling and terrain damage. Inhuman strength will allow this attack to smash characters into the ground who are two size classes bigger than this character. This ability may be used once every four turns. Costs: 5 pg

Sword Breaker: If this unit is battling an enemy who is using a sword, they will receive 50 to their avoid and 50 to their skill both when attacking and when being attacked. Costs: 5 pg

Defiant (II): If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 (20) (30) skill and double (triple) (400%) (600%) in total might. Costs: 4 pg

Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20 (22), and it increases her attack by 100% (110%) the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30% (33%) Costs: 6 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% (60%) (120%) (180%) 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

Death Blow: When attacking, this character adds 25% (50%) to their attack damage stat. Costs 3 pg

Rage Empowered Psyosis: Legendary Gem Ability. The psychic abilities of this character are fueled by burning anger. This character will have the efficacy of all anger based abilities increased by x1.5, including the damage buff naturally granted by Telepyrosis abilities when the character is in an angered state. Costs: Legendary Fire Gem

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) 

Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg (Ring)

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 or Miracle Scale

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

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) 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 2x damage strike. This move may only be used once a day. Costs 5 pg

(TBA) Frustration-Foolish: This ability requites the holder to have the telepyrosis ability “Frustration”. This character focuses frustration towards their mind. This ignores dampeners and as it is all internal it will ignore all debuffs. This ability may be used when frozen or petrified. This will then cause the head of this character to explode and release a 5 (6) range AoE. This blast boasts 500 base fire/psychic/explosion type might. If this character is angry, this attack deals 100% (200%) (300%) more damage. If this character is afflicted by a mental status by a foe (including fear or anger) each status will boost the damage of this attack by 100% (200%) (300%). Using this attack causes the user to remove all mental statuses, including ones like “Ferocity” or “Berserk”. It also causes the user to lose built mentalities such as “Battle Lust” or “Analyze”. This ability resets the mind of the character completely, but also causes the user to lose 30% of their HP and will prevent them from acting until they regrow their head at the start of their next turn. Costs: 5 pg


Character Type: Martial, Dragon, Psychic, Speed

Weakness: Extreme weakness to radiation-type damage. Extremely resists ice, fire, explosion, freezing, and pain. This character takes half damage from auto damage.

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