Grimmchild: Level 76
HP: 336,000 (672,000 Seraph Robe) (1,344,000) (2,016,000) (40,960,920 Shabriri)
Attack: 6500
2GM Wing: 400
2GM Fire: 400
2GM Dark: 400
HP: 336,000 (672,000 Seraph Robe) (1,344,000) (2,016,000) (40,960,920 Shabriri)
Attack: 6500
2GM Wing: 400
2GM Fire: 400
2GM Dark: 400
2GM Light: 400
2GM Explosion: 400
2GM Psychic: 400
2GM Magic: 400
Cloaked Wing Attack (Fire): 600 (7100) (7500) (7900) (8300) (70,500) (150,000) (501,900) (1,606,080)(3,011,400)
Cloaked Wing Attack (Fire-Bats): 600 (7100) (7500) (7900) (8300) (70,500) (150,000) (501,900) (853,800) (2,732,160) (5,464,320)
Fire Blast: 6500 (6900) (58,650) (117,300) (351,900)(1,055,700)
Cloaked Wing Attack (Dark): 600 (7100) (7500) (7900) (8300) (70,500) (150,000) (501,900)
Dark Blast: 6500 (6900) (58,650) (117,300) (351,900)
Frenzied Burst: 100 (3100) (9600) (10,000) (10,400) (10,800) (91,800) (183,600) (275,400) (358,020) (716,040)
Cloaked Wing Attack (Fire): 600 (7100) (7500) (7900) (8300) (70,500) (150,000) (501,900) (1,606,080)(3,011,400)
Cloaked Wing Attack (Fire-Bats): 600 (7100) (7500) (7900) (8300) (70,500) (150,000) (501,900) (853,800) (2,732,160) (5,464,320)
Fire Blast: 6500 (6900) (58,650) (117,300) (351,900)(1,055,700)
Cloaked Wing Attack (Dark): 600 (7100) (7500) (7900) (8300) (70,500) (150,000) (501,900)
Dark Blast: 6500 (6900) (58,650) (117,300) (351,900)
Frenzied Burst: 100 (3100) (9600) (10,000) (10,400) (10,800) (91,800) (183,600) (275,400) (358,020) (716,040)
Defense: 6000
2GM Armor: 400
Troupe Heir Armor: 300 (6300) (6700)
Troup Heir Cloak: 600 (7300)
2GM Armor: 400
Troupe Heir Armor: 300 (6300) (6700)
Troup Heir Cloak: 600 (7300)
2GM Shield: 400
Smaugscale Pendant: 100 (700) (5,950) (11,900) (23,800) (30,500)
Ancalagonscale Pendant: 100 (700) (5,950) (11,900) (23,800) (54,300)
Smaugscale Pendant: 100 (700) (5,950) (11,900) (23,800) (30,500)
Ancalagonscale Pendant: 100 (700) (5,950) (11,900) (23,800) (54,300)
Great Serpentscale Pendant: 100 (700) (5,950) (11,900) (23,800) (78,100)
Mergo's Feather Pendant: 100 (700) (5,950) (11,900) (23,800) (101,900)
Seath Crystal Pendant: 100 (700) (5,950) (11,900) (23,800) (125,700)
Flamescale Pendant: 20 (620) (5,270) (10,540) (21,080) (146,780)
Darkscale Pendant: 20 (620) (5,270) (10,540) (21,080) (167,860)
Flamescale Pendant: 20 (620) (5,270) (10,540) (21,080) (146,780)
Darkscale Pendant: 20 (620) (5,270) (10,540) (21,080) (167,860)
Lightscale Pendant: 20 (620) (5,270) (10,540) (21,080) (188,940)
Psychicscale Pendant: 20 (620) (5,270) (10,540) (21,080) (210,020)
Magicscale Pendant: 20 (620) (5,270) (10,540) (21,080) (231,100)
Speed: 276 (301 avoid)
Skill: 263
Move: 11 (12) (13) (Flying, Teleporting)
Speed: 276 (301 avoid)
Skill: 263
Move: 11 (12) (13) (Flying, Teleporting)
7-Heart Containers
Troupe Heir Armor: Brilliant Armor gifted to the Grimmchild by Meruem and Hornet. This masterful armor was crafted using brilliant Pale Ore. It has been enhanced to grant resistance to both water, magic and absorb type damage. 300 defense.
Troupe Heir Cloak++: This long cloak is designed with a peculiar flair. It grants resistance to dark, blade. Grants 300 (600) base defense. This cloak will add the fire blasts of this character to the wings of element attacks. This cloak will also add 300 (600) base attack to the wing attacks of this character. They will also add the armor skill stat buffs to these wing attacks. Flame bats will add 2x the blast damage to the wing strikes. This cloak allows Nightmare Flames to boost wing/flame damage regardless of their physical component.
Troupe Heir Armor: Brilliant Armor gifted to the Grimmchild by Meruem and Hornet. This masterful armor was crafted using brilliant Pale Ore. It has been enhanced to grant resistance to both water, magic and absorb type damage. 300 defense.
Troupe Heir Cloak++: This long cloak is designed with a peculiar flair. It grants resistance to dark, blade. Grants 300 (600) base defense. This cloak will add the fire blasts of this character to the wings of element attacks. This cloak will also add 300 (600) base attack to the wing attacks of this character. They will also add the armor skill stat buffs to these wing attacks. Flame bats will add 2x the blast damage to the wing strikes. This cloak allows Nightmare Flames to boost wing/flame damage regardless of their physical component.
Frenzied Flame Talisman+++: This talisman will only boost the damage of Frenzied Flame miracles. However, it boasts a staggering 1000 (3000) spell buff.
Bloodshot Eye of Frenzy: This item is very hard to steal. However, the character who holds it will gain hit equal to the current frenzy chance a foe has. If the foe has frenzied in the last turn, this eye will add +100 hit. This eye prevents any other forms of eyes or scopes from being used.
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 difficult to steal and very valuable.
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.
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.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
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.
Ring of the Sun's Firstborn: A ring that Gwyn once gave his son, but that was lost in the ages past. This ring is easily stolen or dropped but boosts total miracle damage by 30%.
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 to 45%.
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.
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.
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). This item is easily lost or stolen.
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.
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.
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%) (72%) 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%.
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.
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.
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.
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.
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.
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.
10-Nightmare Flames: Consumable. Doubles the damage of the next fire attack. Damage must be pure element.
Devilish Destruction Charm
4-Poms of Power (Light, Dark, Psychic, Fire)
14- Fire Gems+Flame Plate
14- Bomb Badge+Explosion Plate
14- Twisted Spoon+Psychic Plate
14- Magic Crystal+Magic Plate
28- Day Pearl+Light Plate
28- Night Sapphire+Dark Plate
1-Air Gem
28- Night Sapphire+Dark Plate
1-Air Gem
Valkyrie Feather
Three-Fingered Mark: A three-fingered handprint on the mind of the character. This grants them vulnerability to possession by the Frenzied Flame. If possessed, they will obtain 20% of Shabriri's HP. They will gain access to Frenzied flame abilities. Frenzied flame abilities will never remove conditional damage buffs granted by abilities like Proficiency or other abilities that lock a character into a damage type. If this character Frenzies, they will never attack Shabriri and not be negatively impacted by his signature, nor will they attack other Three Finger Marked characters.
Boots
Abilities:
Quiver Dance (II): This ability may be used 10 (20) times per battle. This unit may take a turn to boost its total damage and speed stat by 35% (55%) (however, the maximum ammount of speed that can be added is 25 per dance, with a 50 speed increase cap). This boost will last for 4 turns maximum unless this character continues to use the ability to refresh the boost. This boost can stack, maxing out at doubling the attack of this character. However, if this character takes damage on a turn that it is using quiver dance, the boosts will all be lost. Costs: 10 pg
Character Type: Element, Speed, Strategist
Weakness: Weak to wind and water type attacks. Resists psychic. Immune to fire. Immune to autodamage.
Quiver Dance (II): This ability may be used 10 (20) times per battle. This unit may take a turn to boost its total damage and speed stat by 35% (55%) (however, the maximum ammount of speed that can be added is 25 per dance, with a 50 speed increase cap). This boost will last for 4 turns maximum unless this character continues to use the ability to refresh the boost. This boost can stack, maxing out at doubling the attack of this character. However, if this character takes damage on a turn that it is using quiver dance, the boosts will all be lost. Costs: 10 pg
Proficiency (II): If this unit uses a single attack type, they may double (triple) that attack type's total damage. Costs: 12 pg
Fire Bat Barrage (II): Once (twice) per turn, this unit may double the number of times its normal fire blasts would fire. These blasts also home in, making them ignore abilities like teleport dodge, stealthy flier, and dodge roll. The fire Bats also boast a 50% (100%) (122%) burn chance. Costs: 10 pg
Heir of Flame (II+Needle): Signature ability. The Grimmchild's wings of element attack will not break proficiency on pure damage attacks. All flame-type attacks used by allies within two (three) spaces of the Grimmchild will be boosted by 50% (100%) (200% (220%)), including the Flame Attacks of the Grimmchild himself. However, this buff will be lost if the Grimmchild uses any element other than fire. (Not impacted by Frenzied Flame Abilities) Costs: 8 pg
Wings of Element: This character may add their element damage to their normal wing attacks. Costs: 2 pg
Immolation: All must burn. This character will increase its attack by 10% (20%) every time it burns a foe, maxing at tripling its damage. This boost will last for five turns and this countdown will be reset every time it inflicts a new burning status. Costs: 5 pg
Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg
Embrace Madness: This character will deal double (2.1x) damage when they frenzy. Costs: 2 pg
Frenzied Burst Miracle: +40 hit. This miracle will cause the user to increase their chance to frenzy by 10%. This frenzy chance will reset after frenzy triggers. This attack will only strike once, but it will unleash an 8 range burst of frenzy that will strike at a single foe. This attack may be charged in advance one turn before. Doing so will double the damage. This attack deals 100 Fire/Psychic/Light type damage. Being struck by this attack will increase the frenzy chance of the foe by 10%. This frenzy chance will reset after frenzy triggers. This attack may be used once every other turn (every turn). Costs: 6 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
Volant Explosion: Once every three turns, this character may rush into the opponent with a powerful uppercut using their wings. This attack only strikes once, but its damage will be calculated by reducing the enemy's defense by 50%. If the enemy is the same size or smaller than this character, and if the attack connects, the enemy will be knocked back one space, preventing them from counter-attacking with a 1 ranged weapon. Whether or not the move strikes the foe, this attack will generate a burning tile beneath the character who uses it, as well as four tiles, each two spaces away: above, below, right, and left. Costs: 4 pg
Fury of the Fallen: If this character has 10% of its max HP or less, it will triple (2.2x) 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
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
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
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
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) Consume Fire: This character is immune to fire type attacks. If they are struck by one, they will heal as much damage as the base might of the attack. They may heal above their maximum HP. However, healing over maximum HP can only be done by using enemy attacks. Costs: 5 pg
(TBA) Flame Choke: -15 hit. This character may rush forward and grab an opponent by the throat. This attack will only strike once, but if it succeeds the enemy cannot counter-attack. This ability only works on characters who are the same size or smaller. This attack negates all block and defense for the enemy and gives them 100 flame type damage. This ability also immediately gives the enemy the burn status. Costs: 4 pg
(TBA) Confidence: Each time this character dodges a foe, it will boost it's base attack stat by 20. This ability will max out at a 500 damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg
(TBA) Burn it Down: This unit can set fire to the areas it passes through. It takes 2 move to set a tile ablaze. The duration of these flame barriers will depend on the type of terrain that is burning. Enemy units (or allies who are not immune to flame) that step into these squares will have to spend 2 move to pass through them, and they will immediately take 10 (90) (360) fire type damage. They will also have a 50% chance of getting the burn status. Cost: 4 pg
(TBA) Volant Explosion: Once every three turns, this character may rush into the opponent with a powerful uppercut using their wings. This attack only strikes once, but its damage will be calculated by reducing the enemy's defense by 50%. If the enemy is the same size or smaller than this character, and if the attack connects, the enemy will be knocked back one space, preventing them from counter-attacking with a 1 ranged weapon. Whether or not the move strikes the foe, this attack will generate a burning tile beneath the character who uses it, as well as four tiles, each two spaces away: above, below, right, and left. Costs: 4 pg
(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg
(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg
(TBA) Confidence: Each time this character dodges a foe, it will boost it's base attack stat by 20. This ability will max out at a 500 damage boost. However, this damage boost will be completely lost as soon as this character is hit. Costs 3 pg
(TBA) Heir of Flame: Signature ability. The Grimmchild's wings of element attack will not break proficiency on pure damage attacks. All flame-type attacks used by allies within two spaces of the Grimmchild will be boosted by 50%, including the Flame Attacks of the Grimmchild himself. However, this buff will be lost if the Grimmchild uses any element other than fire. Costs: 4 pg
Character Type: Element, Speed, Strategist
Weakness: Weak to wind and water type attacks. Resists psychic. Immune to fire. Immune to autodamage.
Caps:
HP: Low
Attack: 600
Defense: 100
Speed: 146
Skill: 133
Move: 10
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