Wednesday, December 7, 2022

Marro Hive






Marro Hive: Level 66
HP: 390,000 (780,000 Draught of Life+1UP) (1,560,000) (2,340,000)
Attack: 3000
5GM Psychic: 1000
5GM Poison: 1000
Poison Blast: 3000 (4000) (34,000) (68,000)
Psychic Blast: 3000 (4000) (34,000)
Defense: 3000 (6000)
5GM Armor: 1000
Marro Hive Armor: 3000 (4000) (10,000) (20,000) (60,000)
5GM Shield: 1000
Marro Hive Heavy Poison Shield: 3000 (4000) (5000) (42,500) (83,000) (166,000) (176,000)
Marro Hive Heavy Poison Shield: 3000 (4000) (5000) (42,500) (83,000) (166,000) (342,000)
Hydrascale Pendant: 100 (1100) (9,350) (18,700) (37,400) (379,400)
Hydrascale Pendant: 100 (1100) (9,350) (18,700) (37,400) (416,800)
Poisonscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (451,480)
Poisonscale Pendant: 20 (1020) (8,670) (17,340) (34,680) (486,160)
Mergo Feather Pendant: 100 (1100) (9,350) (18,700) (504,860)
Mergo Feather Pendant: 100 (1100) (9,350) (18,700) (523,560)
Psychicscale Pendant: 20 (1020) (8,670) (17,340) (540,900)
Psychicscale Pendant: 20 (1020) (8,670) (17,340) (558,240) (1,116,480) (3,349,440)
Speed: 180 (80) (-50 avoid due to size)
Skill: 280
Move: 0 (after landing) 40 (in space)


Items:

Centaur Heart

4-Mako Cells

Marro Hive Armor: -80 speed. This heavy armor offers immunity to Fire and Explosion type damage. This armor boasts a staggering 3000 base defense.

2-Marro Hive Heavy Poison Shield: -10 speed. This massive shield boasts 3000 base defense and is boosted by the shield and poison skill of the character. This shield is organic and must be grafted into an alien life form to work. These shields block Psychic/Whip/Magic damage.

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.

Gear of War: A large contraption. If this unit has full HP and is invading a notable kingdom/nation/home-base, the enemies will be incapable of sending out transmissions or escaping through portals on the map. This device may only be carried on huge vehicles.

Poisonous Heart: This unusual item may be held by characters who are immune to Poison. It prevents the use of autohealing abilities or other autohealing items. However, it will heal the holder 20% of their HP at the start of each turn if they are in poisonous swamp terrain.

Hydra Fang Shard: This object will increase the chance of poison statuses by 30%. This item is very hard to steal.

Hydra Fang and Socket: A vile object. This is very hard to lose or steal, and will increase the chance of poisoning a foe by 50% as well as boost the damage of poisons that deal a raw number rather than a percent (as most poisons do) by 50%.

5-Deep Toxic Crystal: A crystal farmed from deep within a concentrated poison swamp. These are quite rare, but buff the base damage of poisons that deal a raw number by 400. A small character may carry up to two, medium-3, huge-4, titanic-5, colossal-6. 

Drop of Might

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

Devilish Destruction Charm

4-Pom of Power (Poison)

28-Poison Blooms+Poison Plate

14-Twisted Spoons

(Unknown)

Advanced Radar: This device must be placed on the map. It has 50,000 HP and no defense. This device will reveal the location of all invisible or concealed foes on the map. It will not remove evasion buffs granted by invisiblity.

Banner of Cruel War: This object must be placed on the battlefield. It has 50,000 HP. This banner is a reminder of the brutality of war. If this object is on the map, it will prevent Miraculous Save, Strudy, Miracle, Steadfast, or Cling To Life from working. This will impact all characters on the map, whether friend or foe.

Abilities:

Hive Mind: Signature ability. The Marro Hive may make all common/non-unique Marro units within thrity spaces of it take an additional turn. This ability cannot be removed by Strategist: Costs: 16 pg

Marro Rebirth (III): Signature ability. At the start of every turn, the Marro Hive has a 40% chance to birth 1 (3) (6) non-unique Marro Units. Costs: 20 pg

Poisoned Earth: At the start of its turn, this unit will release poison swamp water onto all adjacent tiles. This poisonous swamp counts as water terrain. Walking movement will take two move to pass through a space of poisonous swamp. This swamp has a 50% (80%) (130%) chance to poison characters who start their turn in it. This poison boasts a staggering 1000 (2000) (4000) (34,000) (51,000) (102,000) (306,000) base might. After all adjacent tiles are covered, at the start of all following turns, this unit may put down four additional spaces of poisonous terrain. This terrain is put down simultaneously and must all be adjacent to previously placed swamp terrain. This terrain is cleared when this character falls in battle. Costs: 5 pg

Poisonous Proficiency (II): If this character uses only the poison as its damaging statuses (no burn, bleed, radiation, disease), then it will increase the total damage of the poison statuses it gives by 200%. This does not apply to unusual poison statuses that deal a percent of a foe’s life. This ability cannot be removed by strategist. Costs: 6 pg

Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg

Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. 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

Transport: This vehicle may transport up to 10 small units inside of it. 5 medium units may be transported. 1 huge unit may be transported. Costs: 10 pg

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


Character Type: Transport, Strategist, Status, Psychic

Weakness: Weak to fire type damage. Immune to poison. Immune to Mind Control and all other mental statuses as long as there is a unique Marro Hero on the map. Immune to overboost damage.

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