Monday, May 8, 2023

Horner Minute Men



Horner Minute Men: Level 67
HP: 210,000 (420,000 Draught of Life+1UP)
Attack: 2300
3GM Marksman: 600 (1200) (2400)
3GM Sword: 600
Advanced Musket: 2000 (4200) (6600) (13,200) (26,400) (79,200) (316,800) (1,584,000)
Advanced Flintlock Pistol: 400 (2700) (5100) (10,200) (20,400) (61,200) (244,800) (1,224,000)
Minute Man Saber: 1000 (3300) (3900) (7800) (15,600) (46,800) (140,400) (702,000)
Defense: 2300
2GM Armor: 400
Minute Men Uniform: 400 (2700) (3100)
Revolution Cloak: 200 (3300)
Speed: 223
Skill: 285 (320)
Move: 6 (7)

Items:

Advanced Musket++ (Sealed): This weapon cannot counter-attack. This weapon may only strike once when attacking. However, this weapon is incredibly strong, and it will add 100% to the total buff offered by the ability "Heavy Blow". 1-3 (6) range. Base 2,000 bullet-type might.

Advanced Flintlock Pistol++: This weapon may only strike once when attacking. This weapon will deal 50% more damage when it vantages the foe. However, this weapon is incredibly strong, and it will add 100% to the total buff offered by the ability "Heavy Blow". 1-2 (5) range. Base 200 (400) bullet-type might.

Minute Man Saber++: This weapon is designed to be used as a last resort if foes close the gap and attack the minutemen from close range. This saber boasts a ferocious 500 (1000) base might. However, it can only strike once. This sword will not break proficiency for fire-arm weapons. 

Sniping Weapon Seal: An Elite Weapon Seal. This may only be used on Bows and Guns. +35 skill.

Minute Men Uniform: A simple but useful military uniform. This uniform grants restsiance to bullet, explosion, and martial type damage. This uniform is shockingly sturdy. This outfit defends against psychic and magic. Base: 400 defense. 

Revolution Cloak: A dark cloak designed for the early American militlary units. This grants resistance to ice, fire, dark, freezing, and burning. Base: 200 defense. 

Phase Breaker Ring: This character may strike Phased or intangible foes. These foes will still resist the damage, but will no longer be immune. 

Solitary Focus Pearl: This pearl will double the total damage granted by Weapon Skill Levels if the holder is using only one form of weapon and has the specific Mastery ability unlocked. This item is easily dropped but cannot be stolen.

Golden Casing+Bullet Plate

Pure Stone: This extremely valuable and rare stone will double the total attack damage of any pure weapon. A pure weapon is a weapon that receives no element enhancement. Only one of these items may be used, though they do stack with other items and abilities. Thankfully, this item is small and subtle, making it hard to drop or steal.

Razor Stone+Blade Plate

Boots

1-God Slaying Bullet: This bullet has been designed specifically to kill a God. This bullet deals triple damage to deity-type foes. It may be fired from any weapon.

1-Angel Slaying Bullet

1-Beast Slaying Bullet

1-Titan Slaying Bullet

1-Dragon Slaying Bullet

1-Demon Slaying Bullet

Abilties:

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. (2.95x) (5x) Costs: 4 pg

Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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% (300%). Costs: 16 pg

Sniper Shot (III): This character's ranged attacks add 3 to their total range. Costs: 12 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

Fire Arm Mastery: This unit has mastered the Fire Arms. This ability will double the sword skill damage boosts of this character's attacks. This will also double the boosts of Weapons Mastery for sword skill levels... but will remove all Weapons Mastery boosts gained from other skills. This ability cannot be removed by Strategist. Cost: 4 pg

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. The foe will not counter after being struck by this attack. Costs: 5 pg

Skilled Shot (II): This skill has a 70% chance to activate. It will add 4 x the skill stat of this character as damage. This damage cannot be dodged, blocked, reflected, or defended against. However, this does not ignore immunities. This ability completely ignores all evasion and dodging abilities. Costs: 8 pg

Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. Costs: 4 pg

Character Type: Troop, Marksman, Sniper

Weakness: Weak to ice damage. Resist pain statuses.

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