Marro Divider: Level 58
HP: 84,480
Attack: 1200
GM Claw: 200
Marro Divider Cyber Claws: 800 (2000) (2200) (4400) (13,200) (39,600) (59,400)
Defense: 800
1GM Armor: 200
Marro Divider Heavy Armor: 500 (700) (1500)
Speed: 185 (195)
Skill: 180
Move: 7
Items:
Marro Hive Forged Eyes: If a foe is within the perception range of a Marro Unique Hero, then the Marro troops will be able to use the Skill stat of the Marro Hero rather than their own. Swarm will still buff the hit chances.
Marro Divider Cyber Claws++: +10 speed. Brutal claws that prevent the use of any type of attack. These claws boast 400 (800) base claw type might. They remove Rapid Claw debuffs. They have a 30% (50%) chance to induce bleeding.
Marro Divider Heavy Armor: This armor will cause Marro Dividers to take half damage from adjacent enemies. This armor is grafted into their body. Base: 500 defense.
Marro Divider Forged Legs: These powerful legs grant Marro Dividers the ability "High Jump" for free.
Blood Tear: A rare and unusual item. This item is normally found in the tears of monstrous, vile characters. It may also be found as a rare drop from horn lizards. This item is extremely hard to lose and is rarely stolen. This tear strangely increases the chance of bleeding statuses by 20%.
Claw Stone+Claw Plate
Abilities:
Swarm (II): Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 (30) point boost to their hit. Costs 6 pg
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
Unending Onslaught: Enemies attack by this character cannot vantage hit them. Costs: 4 pg
Weaponized Body (III): If this unit uses only pure martial or body type attacks, then it will triple the total damage Costs: 8 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Tough Claws: This unit's claws are as hard as diamond. They give heavy weapon and armor wear with every blow, and this ability doubles the claw skill damage bonuses. It will also boost the damage of claw type attacks by 50%. Costs 3 pg
Clawed Assault: 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 damage and finishes with a double damage strike. This move may only be used once a day. Costs 5 pg
Armor Rend: This character tears into the armor of foes with massive claws or fangs. This ability will only activate on regular claw or bite attacks. After this character has finished attacking the foe, the foe will have all their armor based resistances cut in half for the next two turns. This means immunities will become extreme resistances, extreme resistance will become resistance, and resistances will be completely lost. Performing this ability multiple times will reduce the armor repeatedly. After two turns, the armor will return to normal. Costs: 4 pg
Armor Rend: This character tears into the armor of foes with massive claws or fangs. This ability will only activate on regular claw or bite attacks. After this character has finished attacking the foe, the foe will have all their armor based resistances cut in half for the next two turns. This means immunities will become extreme resistances, extreme resistance will become resistance, and resistances will be completely lost. Performing this ability multiple times will reduce the armor repeatedly. After two turns, the armor will return to normal. Costs: 4 pg
Cell Divide: Signature ability. If a Marro Divider is hit by a lethal attack, they have a 20% chance to survive the hit. If they survive the hit, they will also replicate and place another Divider on the nearest possible space. Each lethal hit will be forced to overcome this survival ability, meaning it is possible for a Marro divider to replicate multiple times per enemy engagement. Costs: 4 pg
Gallop: If this unit is traveling in a straight line, it may boost its movement speed by 50%. Costs 4 pg
Engagement (II): Guard or HeroScape class ability. This character will not allow a foe to get past it. As such, if a character moves through a tile that is adjacent to this character, they must either stop or take damage equal to 3x (4x) the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 (+75) hit. If the character is ranged, flying will not prevent this attack from occurring. At second tier, if a foe starts their turn next to this character, then moving at least one space away from this character will trigger this ability as well. Foes must target at least one Engaged character with an attack or all Engaged characters will activate this ability against them. Costs: 8 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. This ability cannot be removed by strategist. Costs: 2 pg (Forged Legs)
Rapid Claws: This unit may attack twice when using claw attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
Character Type: Monster
Weakness: Weak to fire. Immune to poison. Immune to Mind Control and all other mental statuses as long as there is a unique Marro Hero on the map.
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