Kami Eneru: Level 85
HP: 840,000 (2,520,000) (6,048,000) (12,700,800) (20,321,280) (32,514,048) (42,268,262) (57,062,154) (74,180,801)
Attack: 20,700
3 OMEGA Staff: 6000
4 OMEGA Energy: 8000
Kami Eneru's Staff: 1500 (22,200) (28,200) (36,200) (72,400) (343,900) (447,070) (581,191) (1,162,382) (3,487,146) (6,974,292) (x1.15 in bright or dark)
Lightning Blast: 20,700 (28,700) (243,950) (317,135) (412,276) (824,551) (2,473,653) (4,947,306) (x1.15 in bright or dark)
Defense: 20,700 (41,400)
3 OMEGA Armor: 6000
Kami Eneru's Relaxed Fighting Pants: 1000 (42,400) (48,400)
Kami Eneru's Waist Cloak: 1000 (49,400) (98,800) (148,200)
3 OMEGA Shield: 6000
Raw Lightning Shield: 1000 (9000) (15,000) (134,300) (268,600) (805,800) (1,611,600) (1,661,000)
Raw Lightning Shield: 1000 (9000) (15,000) (134,300) (268,600) (805,800) (1,611,600) (3,272,600)
Godzillascale Pendant: 100 (8100) (68,850) (137,700) (275,400) (3,548,000)
Godzillascale Pendant: 100 (8100) (68,850) (137,700) (275,400) (3,823,400)
Energyscale Pendant: 20 (8020) (68,170) (136,340) (272,680) (4,096,080)
Energyscale Pendant: 20 (8020) (68,170) (136,340) (272,680) (4,368,760)
Energyscale Pendant: 20 (8020) (68,170) (136,340) (272,680) (4,641,440)
Energyscale Pendant: 20 (8020) (68,170) (136,340) (272,680) (4,914,120)
Energyscale Pendant: 20 (8020) (68,170) (136,340) (272,680) (5,186,800)
Energyscale Pendant: 20 (8020) (68,170) (136,340) (272,680) (5,495,480) (10,918,960) (16,378,440)
Staff Shield: (6,974,292) (13,948,584) (19,444,064) (38,888,128) (58,332,192)
Speed: 315 (320) (340) (350) (+20 avoid) (+30 avoid) (+25 avoid) (+20 avoid) (+10 speed/avoid in bright or dark) (-15)
Skill: 310 (320) (330) (+30 hit) (+40 hit) (-15)
Move: 8 (9) (12)
Items:
Hollow Gemnode Gem-Ancestor's Will: All HP boosting items that can be dropped will boost the amount of HP they add by adding an additional 10% to their HP buff. This item, unlike a normal trinket, is easily dropped or stolen.
Rune Arc
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.
Hollow Gemnode Gem- Heart of Thunder: A mercy granted rarely by a Gemnode. This hollow gem may imitate a Legendary item once held by this character. If this character falls in battle, they will lose this item for six months. This item cannot be stolen. A Legendary heart. This heart will boost the Lightning Damage of the holder by 30%. It will also allow them to warp anywhere on the map that lightning strikes. This warp may only be done once per turn. This heart will double the HP of the holder.
Oninonix Blessing: A blessing from a Gemnode. Grants a deific character 50% more HP. This item is extremely hard to steal. This cannot stack with Ancient Blood.
10-Heart Containers
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 this item.
Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.
4-Erd Tree Seeds: Seeds generated from young Erd Trees. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare. These seeds will prevent the holder from using Mako Cells.
Kami Eneru's Staff+++: +10 (+20) speed. This staff deals bludgeon or pierce/Lightning-type damage. This weapon will be boosted by proficiency despite being two damage types. If this staff breaks, Kami Eneru may melt the golden weapon and reform it. This takes his turn to do. Base 1500 bludgeon or pierce/lightning type damage.
Kami Eneru's Drums+++: These strange weapons may be used in tandem with Kami Eneru's Staff. This allows a lightning blast to be used in tandem with the staff attacks. If not used with the staff, it will double the number of lightning blasts Kami may fire off. This will also boost the range of Lightning Blasts by +2. This item is forged into Kami Eneru's body.
Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to.
Kami Eneru's Waist Cloak++: This tough blue cloak boosts the avoid of the wearer by +30. It will also grant immunity to dark and psychic type damage. Base: 1000 defense
Kami Eneru's Relaxed Figthing Pants++: +10 speed/skill. These unique pants may only be warn by a deific character. They grant immunity to absorb and poison type damage. Base: 1000 defense.
2-Raw Lightning Shields: A shield that can only truly be used by a being who only has access to a single element. This barrier offers 1000 defense and is improved by the energy and shield type skill and item boosts of this character. The defense of this shield is boosted by proficiency. The holder must be 5GM in energy to use this shield.
Deific Forged Eye: This eye has been implanted into a Deity. It grants +30 hit but this buff is completely removed by blinding abilities and will stay removed for the rest of the battle.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal
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.
Hollow Gemnode Gem-Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.
Sun's Wish: A beautifully bright, pearl-like object. This rare item may be crafted using Drops of Sunlight and other rare objects. This item may be used to immediately change the map to day. This will not take the characters turn to do, and this day-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Night Sapphires will fail for those five turns. This object is hard to steal.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
Broken Target Necklace: This character will take 30% less damage from all attacks/weapons that have "Slaying" properties if those slaying properties do not apply to it. This item is rarely dropped.
Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (two) turns.
Adamantine Larimar: If this character kills a foe, their total damage during their next turn will be boosted by 50%. They will keep this stat boost until they fail to kill a foe on their next turn. After failing, the character will suffer -10 speed and skill from base at the start of the enemy phase and during their next turn. The holder may choose not to activate this item.
Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”.
Metal Box: This item may be used once a battle. Upon activating it, the character will triple their innate defense stat for 5 turns. This item doesn't use up a turn to activate. This item is very hard to steal.
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 diffiuclt to steal and very valuable.
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.
Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.
Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.
Drop of Might: A golden drop distilled in the blood of a character. Permanently doubles base defense. It can technically be removed but requires extreme precision.
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.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
Lonely Star Shard: This item will boost the total damage of attacks/abilities that can only strike once by 25% (35%). This includes if the holder of the item has Heavy Blow.
Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP
Thiefbreaker Chain: A silver chain worn near the waist. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped.
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 reduces 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 reduces the total HP lost from enemy physical attacks by 10%.
Gleaming Slayer: This brilliant item will buff “Slayer” abilities on this character by adding 10% to how much additional damage they do.
Elite Shimmering Slay-Breaker: This tiny, beautiful pin is worn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 50% less impactful (Example: 30% boost from Demon Slayer becomes a 15% boost. A weapon that deals double damage now deals 50%).
Ancestor’s Mustache Cream: Causes this character to halve the impact of all stat debuffs used against it. Also causes all poisoning abilities used against it to suffer a -50% activation rate. This item works even against Blood Droplet items that would normally remove its protection, as do all Ancestor Trinkets. Holding this object causes a 5% panic build at the start of every turn in battle.
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 5% more panic to build for this character.
Ancestor’s 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 Dark Candle: 15% damage boost in night or low light. +10 speed and +10 avoid in night or low light. Holding this object causes a 5% increase to panic build.
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
Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen.
Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.
Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.
Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.
Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.
Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.
Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. 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.
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.
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%.
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.
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.
Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.
Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.
Rot Hunter's Ring: This unit gains +20 skill vs foes who have the "Rot Exhaltation Ring" equipped. They gain +20 skill vs foes who have the ability "Kindred of Rot Ring". This can be a +40 buff.
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.
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.
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 45%.
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.
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.
Pennance Ring: A ring that grants extreme resistance to whip. Very valuable but also easily lost or stolen.
Mob Boss Ring: A ring that grants extreme resistance to bullet. Very valuable but also easily lost of stolen.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
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.
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.
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.
Thunder God's Ring: This mighty ring will buff all lightning damage by 30%. This items 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.
Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen.
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.
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.
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.
Bloom of Anguish: A delicate, blood-red flower. This flower blooms on the ground where a character has experienced unspeakable suffering. Each bloom is unique. Source: Japanese Prisoner Merry's last moments of being tormented and toyed with before their deletion in Hades. This item will boost the pain type status activation by adding 15% to the roll chance.
Unbound Bloom of Agony: A robust, blood-red flower. This flower blooms on the ground where a character has repeatedly experienced unspeakable suffering. This item appears to have been directly created by a Gemnode. This item will boost the pain type status activation by adding 15% to the roll chance. If the character holding this bloom also holds any Bloom of Anguish, this %buff will stack. If this character holds both blooms, this item will also buff the bleed, poison, disease, and dismember chance of the character by 10%.
Crackling Blood Droplet: This eerie drop of blood crackles with blue flecks of lightning. This item is nearly impossible to steal. This item will prevent a for from having any item or innate resistance/immunity to lightning-based pain or paralysis statuses.
Vile Energy: All Energy attacks by this character will harm allies and foes alike. All Fire Energy by this charater are impossible to consume. This item is nearly impossible to drop of steal.
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.
OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill.
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 (Energy)
Heavy Stone+Plate
Needle Stone+Plate
14-Energy Gems
Boots
Blazing Red Ichor: Grants +3 movement to foes who use running movement.
Abilities:
Rumble-Rumble Logia: An incredibly powerful ability. This character has consumed the Rumble-Rumble Devil Fruit. This will change the body of the user into lightning itself. As such, this character is considered intangible. Characters who can ingore intangibility will be extremely resisted. The Gum Gum fruit ability ignores this intangibility. All lightning attacks used by this character deal double damage. The Rumble Rumble fruit allows this character to warp anywhere on the map once every three turns (every other turn), exploding out of a blast of lightning. This blast will strike all adjacent characters and deal 100 (20,800) (28,800) (244,800) (318,240) (413,712) (827,424) (2,482,272) (4,964,544) lightning type damage. This "warp" is not actually a teleport. This damage ignores defense and is never countered. After warping, this character may attack or act as normal. This ability will also double the damage of the ability Static by an additional 100%. It will also cause this character to not take autodamage from Lightning boosting if they are OMEGA skill. Costs: 10 pg
Lightning Body: If this character is in a electrocuted tile, they cannot be hit by ranged or area attacks. Costs: 5 pg
Trail of Electrocution: This unit can electrocute the areas it passes through. It takes 2 move to set elctrocute a tile. The duration of this lightning will depend on the type of terrain that is burning (usually 2 turns max). Enemy units (or allies who are not immune to lightning) that step into these squares will have to spend 3 move to pass through them, and they will immediately take 20 (8020) (68,170) (88,621) (115,207) (230,415) (691,244) (1,382,488) lightning type indirect damage. They will also have a 50% chance of getting the flinched. Cost: 4 pg
El Thor (II+Needled): Kami Eneru signature ability. Once (Twice) every battle, Kami Eneru may blast any tile within 20 (25) range. This tile will take a 3x (5x) damage lightning blast. All tiles within one (two) (three) range will take damage equal to (50% stronger than) (100% stronger than) Kami Eneru's normal Lightning Blast. This is an AoE and cannot be dodged (in the Needled state, it also gains +30 hit). This blast will deal double damage to flying characters or characters standing in water. Costs: 12 pg
Five Left Standing: Kami Eneru signature ability. At the start of the battle, Kami Eneru may state that only five characters on the map will be left standing. Until there are only five units alive on the map, Kami Eneru will deal double damage (110%). However, he will be mandated to kill characters until five remain. His arrogance will not allow him to flee the battle until only five or less characters are left standing. Costs: 6 pg
Intimidate: Fear type ability. When this foe first engages an enemy, that enemy unit will receive a 50% (100%) reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 pg
Deific Oppression: This character is far above the mortals they battle. If a foe uses non-aggressive ability that takes their turn to accomplish, this character may take their full movement towards the foe and attack them, striking them once with their normal attack. This ability may also trigger immediately if a foe uses any form of consumable. If this character would vantage hit the foe, this attack deals double damage and prevents the foe from taking the action or the consumable. This ability may only strike one foe during the enemy phase. Costs: 5 pg
Taunt: The character taunts an adjacent foe. The foe is then unable to use any sort of specialized attack or status move. They also receive -15 skill. This status lasts for 3 turns. Costs 3 pg
Static: This unit's body is covered in electricity. Any enemies who start a turn next to the unit will have a 20% (50%) (100%) of taking the paralysis status from shock, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (8020) (68,170) (88,621) (115,207) (230,415) (691,244) (2,073,731) lightning-type damage immediately. This Paralysis will last for three turns, and it will reduce the speed of the foe by 25. This cannot stack with other shock paralysis abilities like Thunder Wave. Costs: 6 pg
Shocking Weapon: The lightning weapon attacks made by this character have a 10% (40%) (90%) chance to cause foes to flinch. This ability does not count as an activated ability, so it may stack with other activated abilities. Costs: 4 pg
Crackling Proficiency: This character may not deal any damaging statuses. This buff will be lost if this character uses an attack that does not deal lightning damage. However, they add 50% to the flinch/stun/paralysis chances of their lightning abilities. Costs: 3 pg
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 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
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
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
Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg (Ring)
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 (Medallion)
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
Staff Shield: This character may use their staff to defend themselves when being attacked. This will add half the total might of their staff attacks to their defense when being attacked or when attacking. However, this will result in a debuff of -15 speed and -15 skill. This defense will not be improved by augments or abilities such as Death Blow that increase the might of the staff's attack, but will be improved by the item and skill boosts that are applied to the weapon. Costs: 5 pg or GM in staff
Character Type: Deity, Melee, Destructive
Weakness: Weak to earth damage. Mild weakness to Gum-Gum martial attacks. Immune to lightning. This character may breathe on the moon. As a character who has consumed a Devil Fruit, this character will suffer a 50% reduction in ALL stats if they are knocked into the ocean or are drowning. They also will take double drowning damage.
Caps:
HP: Small
Attack: 800
Defense: 200
Speed: 140
Skill: 135
Move: 7
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