Gyomei Himejima: Level 36 (Update)
HP: 126
Attack: 22
1 Axe: 5
1 Club: 5
1 Whip: 5
1 Earth: 5
Gyomei's Nichirin Axe: 200 (222) (227) (232) (237) (308 initiating)
Gyomei's Nichirin Mace: 200 (222) (227) (232) (237)
Defense: 22
1 Armor: 5
1 Shield: 5
Speed: 2 (-8)
Skill: 3
Move: 6
Items:
Gyomei's Nichirin Chain Weapon:-10 speed. 1-2 range. This weapon has two sides, and each may be held in a hand with dual wield. One side is an axe, and this axe will deal 30% more damage when Gyomei initiates the attack. The other side is a spiked mace. This mace boasts staggering armor and shield wear. This weapon deals 100% more damage to Demon-type characters. This weapon boasts 200 blade/bludgeon and earth type might. The axe is boosted by axe, whip, and earth skill and item boosts. The mace is boosted by club, whip, and earth skill and item boosts.
Abilities:
(TBA) Stone Breathing: This character may use many different forms of weapon techniques via his unique Stone Breathing form. If this character is incapable of breathing (due to a choke or the environment), he will be unable to use these techniques. This ability may not be removed by strategist.
1st Form-Serpentine Bipolar: (Activated, not dual wield) A strike with the massive spiked mace. This strike only deals 50% of the normal damage of this weapon strike. However, it bypasses shields and deals massive wear to cloth based armor sets. This can destroy armor before destroying barriers. This form may be used once every four turns.
2nd Form-Upper Smash: (Activated, not dual wield) -20 hit. A triple damage strike from the mace of the weapon. Unfortunately, it is easy to dodge. However, after the initial smash, the chain of the weapon may throttle the throat of the foe. This choke boasts +10 hit and deals martial/earth damage using the base might of the axe portion of the weapon. Inhuman Strength may buff the damage of the choke. The choke cannot be countered and will ignore barriers. This form may be used once every 5 turns.
3rd form-Stone Skin: (Activated) Rather than counter-attacking, once per enemy phase, this unit may whirl his massive chain weapon to deflect blows. This will reduce the damage he takes from attacks in that engagement by 75%. This ability may be used once every other turn.
4th form-Volcanic Rock Rapid Conquest: (Activated, dual wield) Spin attack +1 range. +50 hit. Always strikes with both the club and axe. Reduces damage taken from counters by 50%. Can be used once every four turns.
5th form-Arcs of Justice: (Activated, Dual Wield). The holder swings his axe and then his mace towards the foe. The number of times this attack strikes is based on speed. The axe and mace come from opposite sides, making them extremely hard to dodge and parry. If the axe is parried, the mace will immediately strike the foe. If the axe misses, the mace gains +50 hit. This hit boost may stack until the end of the engagement, making it very hard for a foe to consistently dodge this barrage of multidirectional attacks. This ability may be used once every three turns.
Costs: 16 pg
(TBA) Air Vortex: This character may take their turn to pull air towards themself by spinning their weapon. This will remove gas or fog-based terrain from the tile they are standing in. It will also boost the damage of any breathing attacks they use in the next turn by 50%. Costs: 3 pg
(TBA) Juggernaut Speed: While massive, this character gradually can ramp up his speed to match that of even quick-moving foes. After each engagement with a foe, this character will add +10 to his speed vs that foe. He may continue to add speed until his base speed stat matches that of the foe. This will not take conditional or item-based speed buffs into account for either character. Costs: 3 pg
(TBA) X-Ray Vision: This character may see through walls and identify shape-shifted characters. This also doubles the perception range of the character. If this character wishes, they may take a turn to look into a foe and try to find a weakness. This will allow them to target that weakness and deal 20% extra damage to that foe for the rest of the battle. Some foes may have more glaring weaknesses, and if this is the case the damage buff will be 50%. Costs 2 pg
(TBA) Red Hot Weapon: This character strikes so hard and fast it actaully causes their weapon to glow red. If this character strikes with a single weapon with any attack that is guaranteed to strike 5+ times (such as Astra, Assault Moves, etc), on the next turn their weapon will deal 40% more damage. The weapon may also be used to cauterize a wound, allowing this character to stop lethal bleeding on themselves or an ally instead of attacking on that turn. This overheated weapon will also stop the foe it strikes on that second turn from autohealing. Costs: 5 pg
(TBA) Demonslayer: This character deals 30% more damage to Demon-type foes. Costs: 2 pg
(TBA) Demonslayer (II): This character deals 30% (60%) more damage to Demon-type foes. Costs: 4 pg
(TBA) Demonslayer (III): This character deals 30% (60%) (120%) more damage to Demon-type foes. Costs: 4 pg
(TBA) Chain Attack: An ability used by tight-knit squads. If this character is part of a notable force of three or more who often battle in tandem, they may have access to this ability. If a character with Chain Attack is standing within their own attack range of a foe who is targeted by an ally, they may jump in and strike the foe before their ally does. This strike will only hit once, and it will be 10% of the normal damage of this character. This strike will boast +50 hit. Foes will not counter a chain attack and a chain attack will always strike before Vantage. The damage of a chain attack will be doubled if the unit has the ability “Support” unlocked and is at least a “Friend” with the ally who has triggered the attack. Costs: 5 pg
(TBA) Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 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) Demon Mark: A mark that manifests when a character has pushed themselves to the brink of death. This ability may be activated in battle. It will last for three turns. In those turns the character will have +40 speed, +50% total damage, and +1 move. They will also be able to survive one lethal hit on each turn. However, should the battle not end in those three turns, the character will die and always level down 6. If the battle does end, the character will pass out and be comatose for the next 1-3 weeks. Costs: 5 pg
(TBA) 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
(TBA) For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg
(TBA) Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. Costs: 3 pg
(TBA) Grieve: If an ally falls in battle, this character may take a turn to grieve. Doing so will clear negative psychic statuses. The resolve after doing this will add +10 skill to this character for the rest of the battle. This can stack. Costs: 1 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
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) Raw Barrier Proficiency (II): If this character has barriers that can be boosted by proficiency, this ability will boost those barriers rather than Proficiency (II). Costs: 2 pg
(TBA) Patient Defender: If this character chooses, they may not counter-attack during the enemy phase. This will triple their total defense. Costs: 4 pg
(TBA) Steady Steps: If this unit uses solely walking type movement (no mounts, flying, hovering, swinging, or teleporting) and has a base speed at 50 of 7 or less, it will boost its total defense by 30%. Costs: 1 pg
(TBA) Divine Protection: As the head of a religion or a notably devout member, this unit appears to be protected by divine power. This will cause the first set of attacks launched against them to deal half damage if this unit started the turn with full HP. This ability will fail to work against sacred weapons. Costs: 2 pg
(TBA) Miracle: This unit has a 20% chance to survive a lethal strike from an enemy. It will survive with 1HP if this activates. Costs: 4 pg
(TBA) Pray: This unit may take a turn to pray. This will add 20% to the chances of Miracle activating for the the next full turn. This ability may be used once every three turns. Costs: 1 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
Character Type: Melee, Destructive, Defensive
Weakness: Weak to poison, whip, and sonic-type damage. Resists moonlight and earth-type damage. Gyomie is blind and ignores vision-based debuffs. Resists pain and fear.
Caps:
HP: High
Attack: 1100
Defense: 1100
Speed: 115
Skill: 160
Move: 7
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