Wednesday, December 21, 2022

Yuichiro Kurono






The Ash Reaper: Level 80


Move: 8 (9) (10) (12)


Items:
Ash Reaper Uniform: This tailored outfit will cause the black smoke terrain of this character to have a 20% (70%) (120%) chance to induce the bleeding status for any foe who starts their turn in the smoke. This status afflicts the lungs and as such ignores almost all item and innate resistances to taking the status or taking the status damage. This armor grants resistance to Absorb, Poison, Sonic, and Psychic-type damage. This armor is very frail. Base 300 defense.

(TBA) Ash Reaper Coat: This tailored coat will cause the black smoke terrain of this character to have a 40% (70%) (120%) (170%) chance to induce a poison status for any foe who starts their turn in the smoke. This poison boasts 100 (1,100) (1,900) (14,250) (28,500) (42,750) base might. This armor grants resistance to Air, Energy, Water, and Earth-type damage. This armor is very frail. Base 300 defense. 

Ashen Overcoat: An ash grey, business formal overcoat with an interior embroidered with small skulls. When in ash, rather than +30 Avoid, this character will boost his Avoid by +75. This buff now counts as a terrain buff, not a conditional buff; however, it is still a visual buff. This cloak grants resistance to Air, Energy, Water, and Earth-type damage. Base: 300 defense.

4- Mako Cells: +25% HP on top of HP Boosts; Very Hard to Steal

Centaur Heart: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death

Centaur Soul: +25% (+35%) HP on top of HP Boosts; Stacks with Centaur Heart; Lost upon death

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20% (30%). A character may only carry one of these items.

10- Heart Container: +10% HP, up to x2

Ancestor’s Coat: +20 Avoid. This coat may be worn with all other forms of armor. Holding this object causes a 5% increase to panic build.

Ancestor’s Dark Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build.

Ancestor’s Handkerchief: -50% to all disease, and bleed status conditions when they are used against this character. Holding this object causes a 5% increase to panic build.

Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes a 5% increase to panic build.

Ancestor’s Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).

Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by +10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build.

Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduce the total HP lost from enemy elemental damage by 10%.

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduce the total HP lost from enemy physical attacks by 10%.

Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also easily lost or stolen.

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.

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

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, overheat). This item is easily lost or stolen.

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.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

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 by 15%.

Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen. 

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Hornet Ring: A ring given to The Lord's Blade Ciaran by Gwyn. This legendary ring will boost the damage of Backstabs, Parry-Reposts, Critical Hits, and Perfect Strikes by 50%. This ring is easily dropped or stolen.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also easily lost or stolen.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

Ring of Mind: Extreme Resist Psychic; Immune to Mind Control

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.

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. 

Silence Ring: A ring containing silencing energy. This will drastically impact the efficacy of nearby spells. Allies within two range will be incapable of using spells (any attacks that are boosted by Catalysts). Enemies within two range will have the damage of their spells reduced by 75%. This ring is easily lost or stolen.

Sniperbite Ring: This ring will halve the damage from the attack Skilled Shot. This ring cannot be worn by characters with low or very low HP. It may also not be worn by characters using Acrobat's Tradeoff. This item is easily lost or stolen.

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

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.

Trinket of Porcelain Defense: This trinket will cause attacks that normally ignore defense to calculate defense fully vs this character if they have not been attacked (initiated against) yet this battle.

2-Atlas Stone: This incredibly heavy object will reduce the speed of the holder by 50. However, 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.

2-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Blood Rock: A large solid chunk that forms in coldblood. This uncanny object will increase the damage of bleeding statuses inflicted by this foe by 50%. This object is quite hard to steal and very rarely drops.

Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear. This item is nearly impossible to steal. It also has a 20% chance to cause most characters to suffer the Panic status each turn they hold it... though some characters are immune. 

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%.

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

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.

Concealment Sphere: A piece of technology made long ago using a shrouding sphere as the basis for the design. If this character looks like an ordinary citizen, a basic scan will not reveal their levels. This will cause most characters to assume they are harmless. However, if a foe is aware of this character's true abilities, this stone will in no way hide the levels or abilities of this character.  

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.

Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by 
burning statuses by multiplying their %damage by 1.5x. 

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%.


Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

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% 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%. 


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.

Plaguing Pact: Increases Bleed, Burn, Poison, and Disease status activation chances by 50%; Increases Radiation status activation chances by 25%; Prevents the use of any Indirect Damage

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.

Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.

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.

Vicious Silver Pin: A small, needle-like pin that can easily be 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.

Warming Ember: This item increases the activation chance of burn by 30%. 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.

Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by -20. It will reduce the activation rate of statuses by -50. This item is practically impossible to steal and is impossible to drop. 

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.

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.

Devilish Destruction Charm


Abilities:
Right Hand Eclipse (II+Needled): Signature ability. When Kurono places fog terrain, it will instead be a burning black smoke. This will cause all fog terrain he places to debuff the speed of foes standing in it by -10 (-15) (-30) and their skill by -20 (-30) (-60). Moving through the smoke with running/levitating-type movement will cost +1 (+2) move per tile for the foe (this movement penalty counts as a debuff). Moving through (not above) the smoke will cause foes to suffer an immediate 20 (820) (1,820) (15,470) (30,940) flame-type damage per tile they pass into. This damage can be resisted, but it cannot be defended, blocked, or dodged. Any foe starting their turn in the smoke will also have a 30% (60%) (80%) (110%) (140%) (190%) chance to take a burning status. This burning status burns from the inside out, causing it to ignore item-based resistances to taking the status or the status damage. Using breathing arts within this smoke will cause the arts to suffer a 2x cooldown time. Starting within this smoke for two turns in a row will completely lock all breathing arts... as well as breath attacks like those used by dragons. Starting within this smoke for three turns will cause the character to start suffocating and tier off 20% of their HP until they start their turn outside of the deadly cloud. If Kurono begins an engagement in this smoke terrain, he may immediately absorb the tile of smoke and crystallize the smoke into a weapon. The weapons are as follows:
Sword: +5 speed. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 2x the Skill damage boost might.
Knife: +10 speed. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 1x the Skill damage boost might.
Great Katana: -15 speed. +15 hit vs mid-ranged melee weapons. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 3x the Skill damage boost might.
Scythe: This weapon will deal blade/fire/air/poison damage. Cannot be dual wielded. The base might of this blade is 3x the Skill damage boost might. Half damage when countering.
Spear: +15 hit/avoid against body. This spear deals pierce/fire/air/poison damage. This weapons will have 2x the Skill damage boost might of Spear Skill.
These weapons last for 3 turns.
At second tier, Kurono may absorb all smoke tiles that are connected to the tile he is standing on. Each tile of smoke he absorbs and clears will buff the total damage of the weapon he creates using that smoke by 5% (x.65 for each Fog Bomb). He will also be able to leave a tile of smoke in any tile he throws a weapon into. This destroys the weapon but replaces it with a tile of smoke.
Costs: 12 pg

Eclipse Veil: Signature Ability. Kurono will buff his avoid vs attacks by +50 when standing in Black Smoke terrain. This buff is doubled vs ranged attacks. Costs: 5 pg

Ashen Strike: This unit strikes with a blow enhanced by ash. This is an activated ability. This ability will cause all strikes landed by this attack to deal 10% more damage per piece of equipment that this unit has had destroyed this battle. This boost is not removed by the repair of lost equipment. This ability may not be used to counter. Costs: 5pg

Coiling Smoke: Instead of attacking, this character may unleash a black smoke that reaches 1-2 range. If this smoke strikes a foe, it will hold them in place and reduce their avoid by 40 and their speed by 10. Foes with inhuman strength will ignore this, and Medium, Large, and Titanic characters will escape this bind much more quickly, potentially immediately. This bind may hold a foe in place for up to three turns. Air-type attacks used by or on the captured character will immediately free them. Costs: 3 pg

Fog Bomb: This character may take a turn to unleash a wall of fog. This wall of mist will cover all tiles within two (three) range. This will grant +30 visual avoid to allies and the unit who created the mist. Costs: 4 pg

Fog Trail: This character may choose to halve its movement and place fog terrain in all tiles it passes into. This ability uses the character's action. This will grant +30 visual avoid to allies and the unit who created the mist. Costs: 4 pg

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

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 (Ring)

Confidence: Each time this character dodges a foe entirely in an engagement, it will boost its base attack 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

Avoid Conflict (II): If this character is attacked but does not counter-attack, it will boost its evasion by 15 (+30) on the next turn. This can stack, maxing at 90+ (+140) avoid. This ability will be lost as soon as this character attacks. Costs: 4 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

Sixth Sense: This character has an uncanny perception of its surroundings. This adds +20 avoid when being attacked. It also allows this character to ignore vision-based evasion boosts. This is particularly true of invisible foes or enemies who have night-time stealth boosts. This does not allow the character to ignore extreme evasion or item-based evasion boosts. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. Costs: 5 pg

Exhaust: If this unit uses terrain or attacks that drop the speed of the foe, then that terrain and attack will cause the foe to lose 10% of their defense after every turn they start in the terrain or after any engagement in which the attack that slows the foe strikes them. The foe will not recover this defense until the end of the battle. Costs: 4 pg

Sadist: If this character watches someone suffer, they will boost their total damage by 25% for the next five turns. This will be triggered by pain statuses, or seeing a close ally watch their friend be killed. Abilities like Grieve or Somber Howl will also trigger this ability. Costs: 2 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% the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30% Costs: 6 pg

Immolation: All must burn. This character will increase its attack by 10% 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

Burning Weapon: When this character initiates (lands any attacks) with a fire weapon, those attacks will have a 40% (60%) (90%) (120%) (170%) chance to burn the enemy with each strike. Costs: 4 pg

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

Weapon Throw (III): The unit may throw their held weapon at a foe. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 4 pg

Dual Wield: If this unit holds two weapons, it will attack with both of them. In essence, this means the unit will always attack twice, but each attack will be different depending on which weapon is in each hand. Dual wielding is difficult and reduces speed and skill by -5. Costs: 5 pg or GM melee or marksman level.

Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.

(TBA) Right Hand Eclipse: Signature ability. When Kurono places fog terrain, it will instead be a burning black smoke. This will cause all fog terrain he places to debuff the Speed of foes standing in it by -10 and their Skill by -20. Any foe starting their turn in the smoke will also have a 30% chance to take a burning status. This burning status burns from the inside out, causing it to ignore item-based resistances to taking the status or the status damage. Using breathing arts within this smoke will cause the arts to suffer a 2x cooldown time. Starting within this smoke for two turns in a row will completely lock all breathing arts... as well as breath attacks like those used by dragons. Starting within this smoke for three turns will cause the character to start suffocating and tier off 20% of their HP until they start their turn outside of the deadly cloud. If Kurono begins an engagement in this smoke terrain, he may immediately absorb the tile of smoke and crystalize the smoke into a weapon. The weapons are as follows:
The weapons are as follows:
Sword: +5 speed. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 2x the Skill damage boost might.
Knife: +10 speed. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 1x the Skill damage boost might.
Great Katana: -15 speed. +15 hit vs mid-ranged melee weapons. This weapon will deal blade/fire/air/poison damage. The base might of this blade is 3x the Skill damage boost might.
Scythe: This weapon will deal blade/fire/air/poison damage. Cannot be dual wielded. The base might of this blade is 3x the Skill damage boost might. Half damage when countering.
Spear: +15 hit/ against body. This spear deals pierce/fire/air/poison damage. This weapons will have 2x the Skill damage boost might of Spear Skill.
These weapons last for 2 turns.
Costs: 6 pg

(TBA) Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15
If the character strikes an enemy, they will boost their skill stat by 5
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg

(TBA) Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. A thrown weapon will have the same hit accuracy, and it will have a range of 2. A thrown weapon will have the same damage output as a normal strike, but it will also receive bonus damage based on double this unit's throwing skill stat. When a weapon is thrown, the character must move onto the space it was thrown onto in order to retrieve it. Costs: 1 pg

(TBA) Clever Fighter: This character is careful in battle and warry of his enemy's strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 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) Bloodlust: During a battle, if this character kills another character, they will boost their total damage by 5%. This boost has no cap. This boost will last until the end of the day, or until the character sleeps, whichever comes first. Costs 5 pg

(TBA) Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. Costs: 4 pg

(TBA) 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


Character Type: Status, Melee, Assassin, Murderer

Weakness: Extreme weakness to ice and water-type damage. Immune to fire and the burn status. Extremely resists explosion.

Caps:
HP: Small
Attack: 200
Defense: 100
Speed: 133
Skill: 156
Move: 7



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