Friday, October 28, 2022

Marro Stingers






Marro Stinger: Level 57
HP: 137,760 (275,520 Draught of Life+1UP)
Attack: 700
GM Marksman: 200
5M Poison: 80
5M Water: 80
5M Explosion: 80
5M Energy: 80
Marro Stinger Plasma Blaster: 800 (1500) (1700) (1780) (1860) (1940) (11,640) (22,310) (32,980) (49,470) (61,838)
Marro Stinger Plasma Blaster: 800 (1500) (1700) (1780) (1860) (1940) (2020) (12,120) (23,230) (34,340) (45,450) (68,175) (102,263) (127,828)
Defense: 800
5M Armor: 80
Marro Armor: 300 (1100) (1180) 
Hydrascale Pendant: 100 (180) (1080) (2,260)
Orcane Ripple Pendant: 100 (180) (990) (3,250)
Godzillascale Pendant: 100 (180) (990) (4,240)
Poisonscale Pendant: 20 (100) (600) (4,840)
Waterscale Pendant: 20 (100) (550) (5,390)
Energyscale Pendant: 20 (100) (550) (5,940)
Speed: 135
Skill: 235 (+40 hit) (+20)
Move: 6


Items:

Marro Stinger Plasma Blaster++: -10 speed. +30 hit. This weapon may only fire once. This weapon may not counter-attack. A long-range, incredibly heavy weapon. Gives energy/explosion/poison-type damage. Base might 800. 1-4 (7) range. Can be augmented with "Hydro Boost". 

Marro Armor: Excellent to swim in. Doubles the defense of this character when in water. Grants immunity to fire type attacks in water. Grants resistance to air and whip type damage. Very resistant to wear. Base 300 defense.

Marro Stinger Scope: This scope is forged into the body of a Marro Stinger. +40 hit. 

Marro Hive Crest: This brand will buff the damage of psychic and poison-type damage by 50% (stacking alongside regular item boosts). 

8- Energy Gems+Energy Plate

8- Water Gems+Water Plate

8- Volatile Crystals+Explosion Plate

16-Poison Blooms+Poison Plate

Abilities:

Stinger Drain (III): Signature ability. At the start of the turn, a single Marro Stinger will roll for all Marro Stingers on the map. This roll will boost the damage of the Stingers for the rest of the turn. Activation-boosting abilities or items will add their value to the roll. Roll:
1-20: A single Marro Stinger dies. All other stingers falter and fail to move or attack this turn.
21-45: No attack boost.
46-100: All Marro Stingers boost their attack by (25%) (50%) (100%) for the entire turn. 
Costs: 8 pg

Stinger Bloodshot: Signature ability. Marro Stingers may sacrifice 10% of their HP. This ability may be used once per turn. It will only strike once. +30 skill. However, it will add 20% of their max HP to the weapon strike and add blood damage to the attack. It will also increase the range of the attack by 1. This attack has a 40% chance to cause the enemy to flinch. Costs: 5 pg

Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 8 pg

Heavy Blow (III): This unit sacrifices speed for strength, making it impossible for them to strike an enemy twice. However, this ability will increase the damage of normal strikes by 200%. Costs: 16 pg

Hydro Boost: This character may take a turn to augment their blaster with water-type damage. This will add water-type damage to the weapon and boost its total might by 50%. This augment lasts for 3 turns. If this character is in water, then this buff will be a 100% damage boost, and the cooldown for the augment will be refreshed. Costs: 6 pg

Water Absorb: If in a water tile, this character will heal 20% of its HP at the start of each turn. If this unit is hit by a water-type attack, it will also heal 20% of its HP. This character is immune to water-type damage. Costs: 4 pg

Continuous Fire: Marksman-Troop ability. If this character attacks an enemy, and then an identical character attacks the same enemy on the same phase, the total damage output of the follow-up character will be increased by 50%. This ability may stack. The maximum % boost is 300%. Costs: 4 pg

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

Certain Blow: When attacking, this character adds +20 to their skill. Costs 3 pg

Steady Gunner: This unit uses a single heavy gun. Rather than dual wielding, this unit will use only a single firearm. This stance will boost the total damage of the ranged weapon by 50%. Costs: 5 pg or GM in Marksman. 

Character Type: Marksman, Sniper, Monster

Weakness: 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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