Koro Sensei: Level 73
HP: 268,800 (537,600) (821,400 Heart and Soul) (985,680 Rune Arc)
Attack: 4,300
5GM Whip: 1,000
1GM Throw: 200
2GM Energy: 400
5GM Light: 1,000
5GM Explosion: 1,000
Assassination Tentacles: 4,300 (5,300) (10,600) (31,800) (95,400) (143,100)
5GM Armor: 1,000
5GM Shield: 1,000
Defense: 4,300
Great Serpentscale Pendant: 100 (1,100) (7,700) (15,400) (30,800) (35,100)
Great Serpentscale Pendant: 100 (1,100) (7,140) (15,400) (30,800) (65,900)
Lightscale Pendant: 20 (1,020) (7,140) (14,280) (28,560) (94,460)
Lightscale Pendant: 20 (1,020) (7,140) (14,280) (28,560) (123,020)
Lightscale Pendant: 20 (1,020) (7,140) (14,280) (28,560) (151,580)
Lightscale Pendant: 20 (1,020) (7,140) (14,280) (28,560) (180,140)
Lightscale Pendant: 20 (1,020) (7,140) (14,280) (28,560) (208,700)
Lightscale Pendant: 20 (1,020) (7,140) (14,280) (28,560) (237,260)
Godzillascale Pendant: 100 (300) (2,100) (4,200) (241,460)
Godzillascale Pendant: 100 (300) (2,100) (4,200) (245,660)
Energyscale Pendant: 20 (220) (1,470) (2,940) (248,600)
Energyscale Pendant: 20 (220) (1,470) (2,940) (251,540)
Speed: 265 (270) (280) (310) (325) (+30 avoid) (+50 avoid)
Skill: 290 (300)
Move: 12
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.
(TBA) Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.
Stealth Hoodie: +30 avoid. A rather goofy notion... but surprisingly effective. This hoodie offers no real defense or resistance, but its coloration and shape somehow make the character wearing it harder to hit.
Moon Tie: A tie with a hole in it. Grants Koro Sensei +10 skill.
(TBA) Body Seal Ring: This ring allows a single elite weapon seal to be placed on the body attacks of the character. This will not be a standing buff, it will only apply when body attacks are being used to attack or counter. This item prevents form shifts.
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.
Small Buckle: This small buckle allows a character to access the ability “Carry the Small” for free.
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.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
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.
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.
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.
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.
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.
Parabola Charm: This item will cause damage types that normally ignore barriers to ignore half of the currently intact barriers of the foe. This will be performed by counting barriers and ignoring the bottom half. This item is rarely lost or stolen.
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
Penance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.
4-Pom of Power (Light): 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.
Twisted Stone+Twisted Plate
12- Energy Gems+Energy Plate
24- Day Pearls
12-Bomb Badges+Explosion Plate
1-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.
Abilities:
Assassination Tentacles: +15 speed. Count as Whip/Body damage. Boosted by whip-boosting items. Improved by Proficiency and Weaponized body. They cannot be boosted by Weapons Mastery. 1-2 range. These tentacles deal 50% extra damage when initiating. Costs: 4 pg
Super Being Perfect Speed: Koro Sensei signature ability. Koro Sensei will gain +30 speed when he is at full HP. If he has this ability unlocked, he may also unlock Extreme Evasion III even if he has speed boosting abilities. However, when Koro Sensei loses HP, he will also lose speed. For every % of HP he loses, he will lose 3 speed, and the buff from this ability will be completely removed. For every 10% of his HP that is missing, he will lose 1 movement. Costs: 5 pg
Speed Clones: This character may take a turn to create three Speed Clones. These replicas exist for one turn. They will share the HP and stats with the original. These do not count as summoned units. These clones cannot be made while captured, held in place, incapable of moving, or while having a speed or movement debuff. The replicas must stay within this character’s full movement of the original. After one turn the clones will vanish. This ability may not be used two turns in a row. Speed clones may not be created or used when taking the three turns granted by "Outmaneuver". Costs: 8 pg
Take the Hit Substitute: Once per battle, this frail character may throw a barrier between an adjacent ally and a foe's attack. This barrier will block a single hit of the enemy entirely. Costs: 3 pg
Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
Worthy Professor: This unit has a knack for learning skills that are usually locked behind other class restrictions. It may also teach these skills to others, regardless of whether or not this unit has those skills equipped or not. Costs: 3 pg
Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damages. 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
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 (III): +50 Avoid both when attacking and when being attacked. This unit cannot be hit by ranged attacks. This unit cannot be hit by area attacks. Attacks that "Always Hit" must calculate accuracy and may miss. Costs 20 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
Carry The Small: This character may cary a child on their back. Doing so will grant them a 75% chance to take the hit for the character. The child will treat this unit as a mount, with one of the characters being required to sacrifice their action in order to allow a dismount/mount. Using this ability prevents this character from using Take The Hit, as they must prioritize the child they are carring. Costs: 1pg (Small Buckle)
Strike Twice: When initiating a regular attack while using a whip or tail weapon, this character will strike twice the normal amount. This will not occur when the character counter attacks. Costs: 5 pg or GM in Whip or Tail
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) Absolute Defense Form: Koro Sensei signature ability. Rather than falling in battle, Koro Sensei may take on an Absolute Defense form. As soon as he would fall in battle, he will shift into a small sphere. This sphere is completely invincible to direct damage. However, this small sphere is easy to steal, and will allow Koro Sensei to be picked up and carried easily by a single character. Koro Sensei cannot act while in this sphere, and he will be trapped in this form for three days. Costs: 4 pg
(TBA) Outmaneuver Assassin Class Ability. This character may spend its action this turn preparing to outmaneuver their foes. Doing this will allow them to take 3 full turns next turn. Holding this ability prevents the character from being impacted by ally-oriented turn-granting abilities. If this character is struck while charging, this ability will fail. Costs: 5 pg
(TBA) Explosive Energy Pulse: This character may charge and then release a small but powerful AoE. After charging for one turn, this character may release a 3 range Energy/Explosion/Light type blast. This blast boasts 100 base might and is impossible to dodge. This blast deals decent shield and armor wear. Costs: 4 pg
(TBA) Clap Stunner: This character may drop all weapons and slowly approach a foe. If the foe does not have an emotion-based status currently active (such as being angry or calm), this character may target that foe and clap directly in front of them. This is a sonic status. This clap has a 50% chance to stun the adjacent foe. Costs: 4 pg
(TBA) Kinetic Vision: Ignores conditional speed buffs when calculating accuracy. Focused Mental Points do not protect a character from this ability. Costs: 3 pg
(TBA) Tentacle Grab: -15 speed. 1-2 range. A whip grab. Much more accurate and longer range than a regular grab. This unit lashes out a long tentacle and wraps it around a medium or small character. If this hit lands, this unit may then throw that unit two spaces away from itself. The unit will take damage based on the attack and skill and item boosts of the character. This damage ignores defense and block. This damage is considered body damage and will be buffed by Weaponized Body and whip-type skill/item boosts. If a character is thrown into a dangerous terrain, they will immediately take the negative effects. Cost: 4 pg
(TBA) Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that the character can be smashed against the ground depends on the speed of this unit. If it is:
5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. Costs: 6 pg
(TBA) Grab and Smash: If this character has grabbed an enemy with a normal grab ability. This unit may smash the enemy into the ground multiple times before throwing them. The number of times that the character can be smashed against the ground depends on the speed of this unit. If it is:
5 faster: 1 extra hit.
10 faster: 2 extra hits.
15: 3 extra hits
20: 4 extra hits:
30: 5 extra hits.
40: 6 extra hits.
Each hit will give the same amount of damage as the throw, and will completely ignore defense just like a throw. Also, just like a throw, the unit will immediately take the negative effects of any terrain they are smashed against. Costs: 6 pg
(TBA) Recover: Three times a day, this unit may take a turn to recover 40% of it's HP. Costs: 5 pg
(TBA) Heal: Gives this unit a "Heal" staff. This item may be used 5 times in a battle. Instead of attacking, this unit may take a turn to heal an ally 40% of their HP. 1-2 range. Costs: 3 pg
(TBA) Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg
(TBA) Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg
(TBA) Frenzied Blood: Assassin/murderer exclusive ability. If this character kills a foe, it will add 5 to its base speed. This boost will last for the next two turns unless this character kills another foe. The maximum speed boost this ability can generate is 40. Costs: 5 pg
(TBA) Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. Costs: 3 pg
(TBA) For those I must protect: If this unit is within three spaces of a character that they are deeply loyal toward and protective of, they will increase the percent chance of all their activatable skills by 20%. Costs: 2 pg
(TBA) Bullet Grabber: This unit may grab the oncoming bullet of an attacking foe. This ability has a 50% chance to activate on every enemy attack with a bullet-type weapon. If it succeeds, it will completely nullify the attack of the enemy. This unit may perform counter-attacks after grabbing the enemy weapon. Costs: 4
(TBA) Strategist (II): This unit may choose two first level abilities or a second level ability held by an enemy unit within 10 spaces. These abilities 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: 8 pg
Character Type: Monster, Assassin, Speed, Support
Weakness: Weak to Heart striking abilities. Weak to seductive aura and flirt. Seductive aura and flirt will last longer and also halve Koro Sensei's avoid along with his attack. Attacks from space have +50 hit vs Koro Sensei. This character suffers -30 avoid for one turn if struck by water damage or if they start their turn in water. Weak to tentacle damage.
Caps:
HP: Small
Attack: 500
Defense: 500
Speed: 150
Skill: 170
Move: 12 (Flying)
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