Monday, February 27, 2023

Shigure






Shigure: Level 76
HP: 336,000 (672,000) (840,000) (1,260,000 Heart and Soul) (1,512,000 Rune Arc)
Attack: 6,200
5GM Martial: 1,000
2GM Knife: 400
5GM Spear: 1,000
5GM Sword: 1,000
5GM Marksman: 1,000
5GM Dark: 1,000
5GM Water: 1,000
5GM Magic: 1,000
5GM Light: 1,000
5GM Air: 1,000
4GM Sonic: 800
2GM Poison: 400
Elite Brave Harmonic Naginata: 600 (6,800) (7,700) (8,500) (63,750) (127,500) (255,000) (382,500)
Defense: 6,000
5GM Armor: 1,000
Vibranium Chainmail: 600 (6,600) (7,600)
Shadow of Yharnam Cloak: 100 (7,700)
5GM Shield: 1,000
Ancalagonscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (40,700)
Orcane Ripple Pendant: 100 (1,100) (8,250) (16,500) (33,000) (73,700)
Seathscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (107,700)
Blessed Great Serpentscale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (139,700)
Rayquazascale Pendant: 100 (1,100) (8,250) (16,500) (33,000) (172,700)
Darkscale Pendant: 20 (1,100) (8,250) (16,500) (33,000) (204,700)
Waterscale Pendant: 20 (1,100) (8,250) (16,500) (33,000) (236,700)
Magicscale Pendant: 20 (1,100) (8,250) (16,500) (33,000) (268,700)
Lightscale Pendant: 20 (1,100) (8,250) (16,500) (33,000) (300,700)
Airscale Pendant: 20 (820) (8,250) (16,500) (33,000) (332,700)
Radio Demon Dial Pendant: 100 (900) (6,750) (13,500) (27,000) (359,700)
Sonicscale Pendant: 20 (820) (6,150) (12,300) (24,600) (384,300)
Hydrascale Pendant: 100 (300) (2,250) (4,500) (9,000) (393,300)
Poisonsscale Pendant: 20 (220) (1,650) (3,300) (6,600) (399,900)
Speed: 274 (184)
Skill: 270 (+15 avoid in the dark)
Move: 9


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.

Live Great Serpent Viscera

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%. A character may only carry one of these items.

Elite Brave Harmonic Naginata++: +10 speed. As a Naginata it is fast and accurate, but also somewhat frail and offers minimal wear to enemy weapons and armor. This sonic enhanced spear gives sonic/blade or sonic/pierce type damage. Might 300 (600). Always strikes twice when attacking. This weapon deals 50% more damage when initiating the attack.

Savage Sonic Weapon Seal: This noval item may boost the damage of a melee weapon that is melee/element only. It will double the total damage of the weapon. However, it will prevent any type of augmenting abilities. It will also prevent any items such as pure stones from working. It will not work with odd weapons that have multiple damage types but are boosted by either weaponized body or proficency. This seal is placed on a weapon and cannot be removed during a battle. 

Vibranium Chain Mail: Extremely hard and valuable chain mail. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 600 defense.

Shadow of Yharnam Cloak: This pitch black cloak grants +25 avoid at night or in very dark conditions. This cloak defends against magic and psychic and resists blade, saw, whip, and bludgeon type damage. This cloak offers a meager 100 defense. 

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.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time-stopping or altering abilities.

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.

Vaulting Ring: This ring grants the ability Vault for free. If the character is already paying for the ability, this ring will increase the avoid of the vaulting character by 15 whenever they are using the ability. This item is easily lost or stolen.

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

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. 

Ancestor’s Tentacle Idol: An incredibly rare trinket. This item is impossible to steal, but is always dropped upon death. This item will cause the panic status on a character to build 5% more during battle. This incredible trinket will boost the total efficacy of ally buffs by 20% (adding 20% at the end of any ally boost, 40% if the ally boost is at second tier, 60% if it is at third tier). This object has a 10% (34%) chance to allow a character to survive lethal hits.

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

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. 

Clotting Ring: This ring will debuff the damage of all blood type attacks used within three range of it. This will debuff the damage of ally blood attacks by 50%, and enemy attacks that have a blood component by 75%. This ring 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, and backstabs.

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. 

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.

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. 

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

ELEMENT Willow Core: This unusual item will double the ELEMENT skill damage boost to attacks. This only applies to damage, not to defense. If the holder uses attacks that are only this attack damage, they will triple the skill damage.

Hoshidan Crest: Vallite Crest: A Crest created by Anankos. Boosts Vallite units Magic/Water by 50% alongside normal item boosts. Boosts Hoshidan units Light/Magic by 50%. Boosts Nhorian units Dark/Magic by 50%.

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.

4-Poms of Power (Magic)

4-Poms of Power (Light)

4-Poms of Power (Dark)

4-Poms of Power (Sonic)

4-Poms of Power (Poison)

24-Night Sapphire+Dark Plate

12- Water Gems+Water Plate

12-Shrieking Stones+Sonic Plate

24-Poison Blooms+Poison Plate

24-Magic Crystals+Magic Plate

24-Day Pearls+Light Plate

12-Air Gems+Aire Plate

Abilities:

Supportive Sibling (II): This character specializes in supporting their sibling in battle rather than diving into the combat themselves. When this character is within two range of their sibling, they will gain a 200% boost to their total damage. All support abilities used by this character will be treated as if their buffs were x1.5 stronger for their sibling if that sibling is within two range of them. Costs: 10 pg

Serene Aura: This character has a subtle grace that can easily fill an enemy with wonder. This ability works like Seductive Presence, only affecting certain characters, but it is generally more affective. This ability will drop the speed and skill of any character who is affected by it by 30 (60) if they attempt to attack this character. If this character attacks the foe, the ability will not work. Costs: 3 pg

Avoid Conflict: If this character is attacked but does not counter-attack, it will boost its evasion by 15 on the next turn. This can stack, maxing at 90+ avoid. This ability will be lost as soon as this character attacks. Costs: 2 pg

Take the Hit: This ability has a 50% chance to activate. This unit may swap places with an ally when they are about the be attacked. They will take the damage in their friend's stead. They will also counterattack the foe if possible. This does not allow the character to vantage hit, even if they are 40 faster than their foe. Costs: 2 pg

Sing: This character may reinvigorate most types of allies by singing. This will allow units who have moved to take another full turn. This song has two range and can allow any allies within its reach to move again. This ability cannot be removed by strategist. This may be done every other turn. Costs: 5 pg 

Perfect Pitch (III+Needled): Shigure Signature ability. If Shigure has more or equal % of his HP than allies within two (three) range, whenever Shigure uses Sing he will heal those characters by adding 50% of his max HP to the ally. This may heal characters above their max HP cap. In the needled state, Sing will also trigger Battle Balad within the Sing radius. The ability Sing will also boast three, rather than two range. Costs: 12 pg

Duet: Shigure Signature ability. If Shigure is singing Light Song or Dark Song and another ally sings the song with him, the song will add +10/-10 speed/skill to ally/enemy units who have dragon blood. As long as Shigure lives, if a character singing this song falls in battle, they will continue singing as a spirit alongside Shigure. Banish may remove them. If more than two characters are singing, then this +10/-10 buff/debuff will be added for each additional singer. Costs: 2 pg

Light Song: Signature ability of Azura. This powerful song can be heard and felt by every unit on the map. Azura may take one turn to start singing, and then after that, she will sing until she chooses to stop.  She may freely attack or activate other abilities while singing this song. This song will increase the total damage dealt by characters who possess dragon blood by 50% (100%). However, using this song will cause the character to lose 10% of it's HP at the start of every turn it is singing. This can only be avoided if the character is in certain locations. Costs: 6 pg

Dark Song: Signature ability of Azura. This powerful song can be heard and felt by every unit on the map. Azura may take one turn to start singing, and then after that, she will sing until she chooses to stop.  She may freely attack or activate other abilities while singing this song. This song will decrease the total damage dealt by characters who possess dragon blood by 50% (75%). However, using this song will cause the character to lose 10% of it's HP at the start of every turn it is singing. This can only be avoided if the character is in certain locations. Costs: 6 pg

Battle Ballad: A sound based status. If a character is able to be inspired by a musical tune, this ability will buff that character for the next two turns. Any character within 2 range will recieve +10 speed and +10 skill, along with an additional 50% damage for the next two turns. This character must take their turn to perform this buff. Some characters may enjoy this status more than others, and on a few it may debuff rather than buff them. This will also buff the damage of "Finale" by 20%. This buff will not stack. Requires 1M sonic. Costs: 7 pg

Tailwind: This user may take a turn to boost it and all adjacent allies' speed by 10 for the next three turns. Costs: 4 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

Support: This character becomes stronger when standing side by side with close allies. This buff counts as a conditional ally buff. This buff will be calculated by choosing the adjacent ally who this character is emotionally closest to. If both units have this ability unlocked, the buffs are doubled. The buffs are as follows:
Acquaintance: +1 speed/skill. 1% damage and activation boost. Not buffed by Tentacle Idol.
Friend: +3 (4) speed/skill. 3% (23%) damage and 3% (4%) activation boost.
Close Friend/Sibling: +10 (12) speed/skill. 10% (30%) damage and 10% (12%) activation boost.
Spouse: +15 (18) speed/skill. 15% (35%) damage and 15% (18%) activation boost.
Costs: 3 pg 

Music Lover (III): This character receives four times the bonus effects of music-based status improvement moves. 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

Vault: When riding a mount, this character may choose whether or not to use its own avoid stat or the mount's avoid stat. Costs: 1 pg (Vaulting Ring)

Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)

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

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 Swordsmanship level.

Rapid Thrust: This unit will double the number of times it will strike if using a spear or rapier. This will allow brave weapons to hit 4 x the normal strike rate. Costs: 5 pg or GM in Spear.

(TBA) Solo: This character will draw the attention of low intelligence foes, making them target this character instead of others. However, performing this song will boost the speed of this character by 10 and his avoid by 20 (a total of 30 more avoid) for the next two turns. This will also boost the total damage of "Finale" by 50%. Requires 1M sonic. Costs: 6 pg

(TBA) Perfect Pitch: Shigure Signature ability. If Shigure has more or equal % of his HP than allies within two range, whenever Shigure uses Sing he will heal those characters by adding 10% of his max HP to the ally. This may heal characters above their max HP cap. Costs: 3 pg

(TBA) Perfect Pitch (II): Shigure Signature ability. If Shigure has more or equal % of his HP than allies within two range, whenever Shigure uses Sing he will heal those characters by adding 25% of his max HP to the ally. This may heal characters above their max HP cap. Costs: 6 pg

(TBA) Music Lover: This character receives double the bonus effects of music-based status improvement moves. Costs: 1 pg

(TBA) Music Lover (II): This character receives three times the bonus effects of music-based status improvement moves. Costs: 2 pg

(TBA) Hyper Voice: This powerful attack deals 90 (130) (200) sonic damage to an enemy 1-2 spaces away. It does receive attack stat and sonic stat boosts and bonuses. However, Hyper Voice ignores armor, shields, and barriers. It will also always strike the original target, ignoring abilities like Take The Hit. Costs: 4 pg

(TBA) Hyper Voice (II): This powerful attack deals 300 sonic damage to an enemy 1-2 (3) spaces away. It does receive attack stat and sonic stat boosts and bonuses. However, Hyper Voice ignores armor, shields, and barriers. It will also always strike the original target, ignoring abilities like Take The Hit. At second tier, this ability will also strike all foes in the path of the attack if used in a straight line. This attack may strike more than once. If the character has used a singing type ability in the last turn, the total damage of Hyper voice is increased by 50%. Costs: 8 pg

(TBA) Lullaby: This unit chooses an adjacent enemy and tries to put them to sleep with a magical lullaby. The accuracy of this attack is based on this unit's magic and sonic skill levels. Each skill level will add 10% to this move's accuracy, maxing out at 90%. Costs 2 pg

(TBA) Surf: Once a day this unit may unleash a powerful pulse of water. This attack does not strike flying characters, but it has six range in all directions. The move has a base 100 (382) (462) (2772) water type might. This attack cannot be dodged. Costs: 5 pg

(TBA) Soothe: This character is kind and caring. They may take a turn to soothe an ally. This will grant that character resistance to fear-type abilities for 2 turns, and will also grant 2 cool-down turns towards removing anger-based statuses like taunt and swagger. Costs: 2 pg

(TBA) Sword Breaker: If this unit is battling an enemy who is using a sword, they will receive 50 to their avoid and 50 to their skill both when attacking and when being attacked. Costs: 5 pg

(TBA) Sword Breaker (II): If this unit is battling an enemy who is using a sword, they will receive 100 to their avoid and 100 to their skill both when attacking and when being attacked. Costs: 10 pg

(TBA) Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. (4.15) Costs: 4 pg

(TBA) Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg

(TBA) Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost element attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 pg

(TBA) Poison Strike: Every time this unit engages an enemy in combat, they will lose 5% at the end of the engagement. This will occur whether or not the character can damage the opponent. This damage cannot kill an opponent; it will always leave them with 1HP. Costs: 4 pg

(TBA) Real Damage Blows: The effectiveness of this ability is based drastically on this unit's combat skill levels. Before attacking, the player controlling this unit may specify where they wish to strike the opponent. The likelihood of them striking where they choose is what the skill levels will determine. Every normal strike is an opportunity to use this skill. This counts as an activation skill. There are many mild effects that can be triggered by striking particular areas. Here are some of the most common:
Eyes: 1 Turn of Blindness -10 skill.
Head: Stuns character for one turn, causing them to flinch. Works best with bludgeon type attacks.
Arm: May remove an enemy's ability to use a weapon or shield for one turn.
Leg: May drop an enemy's movement speed 3 for one turn.
Heart: Causes bleeding status for 2 turns
Lungs: Drops enemy speed stat -10 for 1 turn.
Spine/Neck: 2 turns of paralysis. Hard to land.
Guts: Easiest to land. Drops enemy defense 10% for 2 turns.
Effects take place immediately, even in between your strikes and the enemy's counter attack. Costs: 7 pg

(TBA) Replicate: This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit nor the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. Costs: 6 pg

(TBA) Replicate (II): This unit may take a turn to make a clone of itself. The clone will share this character's stats identically. The clone will also share HP with this unit. The clone will also share abilities, meaning if an ability is still recharging, neither the unit not the clone will be able to access it. If the clone is killed, the unit dies as well. However, the clone can be immediately removed if the character chooses. This move may be used once a battle. The second version of this ability allows a third clone to be created, and this clone may be made by either the character or the initial replica. Costs: 12 pg

(TBA) Engagement: Guard 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 the regular strike of this foe. This attack cannot be countered, but it can be dodged. It has a +50 hit. If the character is ranged, flying will not prevent this attack from occurring. Costs: 4 pg

(TBA) Wind Weapon: This character may take a turn to augment it's weapon. This will give the weapon wind type damage and grant it the wind type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 (7) turns. Costs: 5 pg

(TBA) Weapon Throw (II): The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe twice. 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: 2 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) Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

(TBA) 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 Swordsmanship level.

(TBA) Critical Hit: Once every day, this unit may attack an adjacent enemy with a critical strike. This attack cannot be dodged, and it totally negates all forms of defense. The strike will give 3 x the normal damage of a strike with the equipped weapon. Costs: 5 pg

(TBA) Critical Odds: This ability may trigger on any attack or counter, including while other activatable abilities are triggering. This ability causes every attack to have a 10% chance to deal 3x damage. Costs: 5 pg 

(TBA) Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3 x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. Costs: 5 pg

(TBA) Hit and Run: If this unit strikes an enemy with their attack, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. Costs: 4 pg

(TBA) Vantage: If this character has less than 50% of their max HP, they will counter attack an enemy before the enemy strikes. This vantage strike will only be one hit, any other follow up counter-attacks will occur after the enemy has performed their strikes. Costs: 4 pg

(TBA) Sword Assault: This unit rushes in with its weapon and attacks with a flurry of blows. 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 2 x damage strike. Costs: 5 pg

(TBA) Spear Assault: This unit rushes in with its weapon and attacks with a flurry of blows. 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 2 x damage strike. Costs: 5 pg

(TBA) Knife Assault: This unit rushes in with a small weapon and attacks with a flurry of blows. The character may target an adjacent enemy. The enemy cannot dodge this attack. The character using the assault move then strikes 12 times with half damage and finishes with a 2 x damage strike. This move may only be used once a day. Costs 5 pg

(TBA) Dark Weapon: This character may take a turn to augment it's weapon. This will give the weapon dark type damage and grant it the dark type skill and item boosts of the character. It will also increase the total damage of the weapon attacks by 50%. This augment lasts for 5 turns. Costs: 5 pg

(TBA) Lethality: This character may deal death instantaneously to many types of enemies, targeting their weakest point and ending them, This is a assasin only ability. It is usually only able to be learned by theives and ninjas. This move may only be activated when attacking from one range. The attack must be able to damage the foe. The attack must hit the foe.
Calculation:
If your speed is 1.5 x higher than the enemy, you have a 3% chance to instant kill them.
If your speed is 2 x higher than an enemy, you have a 5% chance to instant kill them.
If your speed is 2.5 x higher than the enemy, you have a 10% chance to instant kill them.
If your speed is 3 x higher than the enemy, you have a 20% chance to kill them.
If your speed is 4 x higher than the enemy, you have a 30% chance to kill them.
Costs: 7 pg

(TBA) Animal Whisperer: This unit has an affinity for dealing with animals. When riding a beast, the mount will receive a 50% boost to all their attacks. Costs: 4 pg

(TBA) Supportive Sibling: This character specializes in supporting their sibling in battle rather than diving into the combat themselves. When this character is within two range of their sibling, they will gain a 100% boost to their total damage. All support abilities used by this character will be treated as if their buffs were x1.25 stronger for their sibling if that sibling is within two range of them. Costs: 5 pg

Character Type: Speed, Melee, Support

Weakness: 
Bow, Axe and falling damage. Mild energy and martial weakness. Resists water, dark, air, knife and extremely resists magic type attacks. Resists poison and resists taking the poison status. Shigure will never damage allies with AoE type moves. 

Caps:
HP: Low
Attack: 300
Defense: 100
Speed: 144
Skill: 140
Move: 8


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