Friday, July 21, 2023

Donquixote Doflamingo






Heavenly Demon: Level 74 (77 update)
HP: 363,000 (726,000 Heart Containers) (1,452,000) (1,815,000)
Attack: 5,000
5GM Martial: 1,000
2GM Whip: 400 (800)
5GM Marksman: 1,000
String String Attack: 600 (5600) (6400) (12,800) (25,600) (76,800) (360,960) (451,200)
Defense: 4,500
4GM Armor: 800
Captain Suit: 300 (4800) (5600)
5GM Shield: 1,000
Speed: 250 (+10) (+60 avoid)
Skill: 260
Move: 6 (7) (17 swinging-type movement)


Items:

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.

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 dopped at death.

10-Heart Containers: A Mysterious magical item. Boosts total HP by 10%. These items may stack but will max out at doubling total HP. Unlike Seraph robes, any character may use a Heart Container.

Simple Flintlock Pistol: -10 speed. This weapon may only strike once. 1-2 range. Base 100 bullet-type might.

40-Quicksilver Bullet: This large bullet must be fired from a blunderbuss or combat shotgun. The bullet adds 300 extra damage to whatever weapon it is being fired from. This bullet will strike wraiths and phased characters. This bullet has a 50% chance to flinch an enemy if it strikes them during a vantage hit. These bullets may be forged in the Hunter's Dream in exchange for gold and blood.

Doflamingo Captain Suit: This flamboyant suit was specifically tailored for Doflamingo by Alastor. This suit doubles the rate at which this character builds thread for the ability "Build Thread". Grants resistance to blade, light, absorb, and sonic. to Grants 300 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.

Small Buckle: This small buckle allows a character to access the ability “Carry the Small” for free.

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.

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. 

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%.

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. 

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

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.

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

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 increase the chance of bleeding statuses by 20%.

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.

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.

Coiling Wire: This item is rarely dropped or lost. It will increase the avoid granted by Swing by +10 and increase the added movement by +2. 

Rain-breaker: his 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.

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.

Pure Stone

Twisted Stone+Whip Plate

Boots: Odd shoes from the world of Fire Emblem. Consumable. After being worn once, they grant +1 movement to the character who used them.


Abilities:

String String Devil Fruit (II): (+10 Speed) This character may form long threads from the tips of his fingers. These seemingly harmless cords are actually incredibly powerful and sharp. They deal little to no weapon or armor wear, but they do count as pure whip damage. These cords may be used to counter. These cords boast 1-3 range. These cords may trigger Astra or Cleave. Base 300 (600) whip-type might. By manipulating his strings, this character will gain the ability "Swing" for free. He may also swing off of clouds, meaning he may swing on most maps. If this unit uses the ability "Soar" and swings, he may immediately reach soaring height and will only fall down to flying height at the end of his turn. At second tier, this character may combine all their thin threads into one single strike. This strike will not be improved by "Strike Twice". This whip attack will gain +2 range, strike behind shields and barriers, ignore 50% of the foe's defense, and deals 2x the damage of a regular string attack. A full Spool Vessel may be expended to double the damage of any of these string attacks. At second tier, this ability will double the movement and avoid buffs granted by Swing. Costs: 12 pg

Living Strings: This character may take a turn to create a clone of themself out of string. This will create a shadow version of this character. The copy will have half the HP of the original character, and will be destroyed instantly by blade-type attacks. However, the copy of the character will share abilities and cooldowns, making it a formidable tool in battle. This character may make an additional string clone with a full spool vessel. This clone will not trigger Build Thread. Costs: 5 pg

Build Thread: This ability cannot be removed by strategist. This character will gain thread each time it strikes a foe. It will gain one "thread point" for each strike it actually lands. Six of these points will fill its vessel completely, and it cannot make more. A full spool vessel may be used for many different types of attacks and abilities. Costs: 2 pg

Swing: This unit excels in using swinging movement. It may grapple to structures or characters who are two size classes larger than them if those objects are within three spaces of where they start or end their movement. Upon grabbing a structure, they may add +3 (+5) (+10) to their total movement, add +20 (+30) (+60) to their avoid for the rest of their phase. Costs: 2 pg (0 pg String String)

The Birdcage (II): Signature ability. Doflamingo must take a turn to charge. After this, he may spend his next turn to create a giant birdcage-like structure of thread over the battlefield. The range of this cage will be 2x (3x) the level of Doflamingo (Minimum Range 20, Max Range Full Map. Doflamingo may choose starting size). All characters, both friend and foe, will be unable to move in or out of the cage. Portals will be disabled. No communication can enter or exit the cage. However, very small characters may slip between the threads and exit. Teleporting and Warping may escape the threads. The Birdcage will only be removed by killing Doflamingo or if Doflamingo himself takes his turn to remove it. At second tier, Doflamingo may begin to constrict the Cage. This will reduce the size of the cage by 2 range each turn. He may choose to start or stop this at the start of any of his turns. Foes who are pushed by the moving cage walls, or who are knocked into it, will lose 20% of their HP and immediately take a Lethal Bleeding status. Within the cage, Doflamingo may use the String Puppet ability on two separate characters per turn. That ability will have the same range as the cage itself. Costs: 20 pg

String Puppet: This character may take its turn to try and connect strings to a small or very small foe. 1-3 range. This ability must calculate accuracy. If it strikes, it has a 50% to work. If this ability does succeed, the foe will be made into a puppet, and this character will be the puppeteer. On the following turns, this character may puppet the caught character. This will take his action to do; however, he may puppet all characters that he has caught. Puppeting a character allows this unit to move them up to 8 spaces and attack with them using their normal, non-activated attacks. The puppet foes will be able to spend their turn trying to escape. They will have a 10% chance to escape, and this chance will increase by 10% at the start of each turn. Characters with inhuman strength will double the chance to escape. Puppet-type characters will halve their escape chances. They cannot move when caught. They cannot perform physical attacks. However, if they have attacks or abilities that do not required their physical movement, they may still perform those acts. The character using String Puppet may move any puppet one addition time by expending a full Spool Vessel. Costs: 8 pg

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

Weapons Mastery: This character uses their prowess with many weapons to boost their understanding of combat. For each master level they have with a particular weapon type, they will boost their total attack damage by 15%. This ability cannot be removed by strategist (2.35x) (4.7x). Costs: 4 pg

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

Squad Commander: This ability allows the leader of an elite squad of heroes to inspire his units to move again. If units of this character's squad end their turns within two spaces of the leader, they may take one more full turn. Members: Azula (Strike Leader), Itachi (Assassin),_____,______ Costs: 4 pg

Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg

Carry The Small: This character may cary a child on their back. Doing so will grant them a 75% chance to take the hit for the character. The child will treat this unit as a mount, with one of the characters being required to sacrifice their action in order to allow a dismount/mount. Using this ability prevents this character from using Take The Hit, as they must prioritize the child they are carring. Costs: 1pg (Small Buckle)

(TBA) Astra: Before attacking (or countering), this unit has a 40% chance to trigger this skill. If the skill activates, the unit may strike five times with half-damage blows instead of once. This unit may trigger astra with each normal strike it attempts. Each strike of astra will calculate dodge and damage individually. This unit may choose not to activate this skill. Costs: 5 pg

(TBA) Armament Haki: A powerful force of sheer will. This ability must be chosen to be activated by the user. They may only use this ability a certain number of times per battle, as it drains a significant amount of stamina. Armament Haki may be used 1/10 the level of this character per battle. Armament Haki ignores intangibility completely. Armament Haki ignores Devil Fruit abilities that grant defense or resistance/immunity buffs. Armament Haki ignores any abilities based on the special body of the foe that grant defense or resistances. This includes abilities like Dragon Scales or Thick Fat. Armament Haki may be used in tandem with other activated attack abilities. It may only be used on attacks that are connected to the user (such as martial or swords), not on projectiles. When using Armament Haki, the user deals 25% more damage. Being given extreme mental statuses that harm focus (frenzy, panic, terror) will burn away one use of this ability. Costs: 6 pg

(TBA) Sewn Body: This ability requires the ability "Focus" to be unlocked. If it is, this character will heal itself 20% at the start of each turn after it uses the ability "Focus" for the first time in battle. Costs: 1 pg

(TBA) Grit: If this unit does not have access to any barriers, their tough nature can help them fight through the wounds they receive. This ability will cause this character to take 40% less damage from foes whenever the foe initiates the attack. This ability will also cause this character to halve the activation of pain statuses used against it. Costs: 4 pg

(TBA) String String Devil Fruit: This character may form long threads from the tips of his fingers. These seemingly harmless cords are actually incredibly powerful and sharp. They deal little to no weapon or armor wear, but they do count as pure whip damage. These cords may be used to counter. These cords boast 1-3 range. These cords may trigger Astra or Cleave. Base 300 whip-type might. By manipulating his strings, this character will gain the ability "Swing" for free. He may also swing off of clouds, meaning he may swing on most maps. If this unit uses the ability "Soar" and swings, he may immediately reach soaring height and will only fall down to flying height at the end of his turn. Costs: 6 pg

(TBA) Focus: This unit may spend a filled soul or thread vessel to heal 50% of its HP. This takes a turn to accomplish. Costs: 4 pg

(TBA) 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

(TBA) The Birdcage: Signature ability. Doflamingo must take a turn to charge. After this, he may spend his next turn to create a giant birdcage-like structure of thread over the battlefield. The range of this cage will be 2x the level of Doflamingo (Minimum Range 20, Max Range Full Map. Doflamingo may choose starting size). All characters, both friend and foe, will be unable to move in or out of the cage. Portals will be disabled. No communication can enter or exit the cage. However, very small characters may slip between the threads and exit. Teleporting and Warping may escape the threads. The Birdcage will only be removed by killing Doflamingo or if Doflamingo himself takes his turn to remove it. Costs: 10 pg

(TBA) Swashbuckler: Pirate class ability. If this character is dual wielding a melee weapon and a marksman weapon, they may take two separate engagements during a turn. One with the fire arm and the other with the melee weapon. These two engagements may be against the same foe or against two separate enemies. Melee or marksman skills may be activated, but dual wield will always be active (so two handed stance or other similar abilities will not be calculated). Foes will counter each engagement individually. Costs: 5 pg

(TBA) Whip Disarm: This character uses a long whip. This whip may be used to steal the weapons of foes. This must be done instead of attacking. Whether the weapon is stolen will be determined by a roll. Both the whip user and target character will roll and then add their current Skill to the roll. Whoever rolls higher will win the engagement. If the whip user wins, the weapon will be pulled into their hand. They may not place it into their inventory. If the weapon has debuffs, they will suffer them but they will not gain any stat buffs from the stolen weapon. A Thief Breaker Chain and Inhuman Strength will add +30 to the target's roll. If the weapon is a signature weapon, the target will add +30 to their roll. If they are a larger size class, the target will add +30 to their roll. This ability does calculate accuracy. Costs: 5 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) Soar: This unit may take a turn to climb higher into the sky. At this altitude, this character will be considered one additional tile away from the map. It will also make flying characters unable to strike it with 1 range attacks. Costs: 2 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) Bloodbath: Every time this character inflicts a bleeding status or kills another character, they will boost their total damage by 5%. This lasts until the end of the battle. This stacks additively with the Bloodlust buff. Unlike Bloodlust, Bloodbath will max out at a 200% damage buff. Costs: 5 pg 

(TBA) Armament Haki (II): A powerful force of sheer will. This ability must be chosen to be activated by the user. They may only use this ability a certain number of times per battle, as it drains a significant amount of stamina. Armament Haki may be used 1/10 the level of this character per battle. Armament Haki ignores intangibility completely. Armament Haki ignores Devil Fruit abilities that grant defense or resistance/immunity buffs. Armament Haki ignores any abilities based on the special body of the foe that grant defense or resistances. This includes abilities like Dragon Scales or Thick Fat. Armament Haki may be used in tandem with other activated attack abilities. It may only be used on attacks that are connected to the user (such as martial or swords), not on projectiles. When using Armament Haki, the user deals 50% more damage. In the second stage, the ability may also be activated during either an attack or a counter, and when the ability is activated it will boost the total defense of this character by 50%. Being given extreme mental statuses that harm focus (frenzy, panic, terror) will burn away one use of this ability. Costs: 12 pg

(TBA) Haki of the Supreme King: A unique and powerful form of Haki. This character may take a turn to exude their extreme will over others. This ability will have 10 range. If this is done, all units who 20 levels lower than this character will enter a coma and be stunned for 3 turns. If the foe is a non-unique/troop unit, then this ability will trigger against them if they are 10 levels lower than them. Unfortunately, this ability impacts allies and enemies alike. This counts as an emotional status. This ability may be used once per battle. Costs: 4 pg

(TBA) Haki of the Supreme King (II): A unique and powerful form of Haki. This character may take a turn to exude their extreme will over others. This ability will have 10 (15) range. If this is done, all units who 20 levels lower than this character will enter a coma and be stunned for 3 turns. If the foe is a non-unique/troop unit, then this ability will trigger against them if they are 10 levels lower than them. Unfortunately, this ability impacts allies and enemies alike. This counts as an emotional status. This ability may be used once per battle. At second tier, this ability no longer impacts allies. Costs: 8 pg

(TBA) High Jump Kick: -20 hit. This powerful attack will quadruple the damage of this unit's normal martial attack. It may only strike once. If this move misses, this character will take the damage of the attack themselves. This attack may only be used once every other turn. Even if the character using this attack has a percect hit chance against the foe, this attack still has a 20% chance to miss. Costs: 4 pg

(TBA) Curb Stomp: This is an activated ability. However, it will strike the same number of times that regular martial kicks would. This attack deals 50% more damage to prone characters (such as characters knocked prone by Backstab or held prone by Vicious Tackle), increases shield wear drastically, and ignores 50% of the prone foes defense. Costs: 2 pg 

(TBA) Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg

(TBA) Weaponized Body (III): If this unit uses only pure body type attacks, then it will increase the total damage output by 200%. Costs: 8 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) Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg

(TBA) Intimidate: Fear-type ability. When this foe first engages an enemy, that enemy unit will receive a 50% 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

(TBA) 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


Character Type: Pirate

Weakness: Weak to blade damage. Resists pain. 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: 400
Speed: 130
Skill: 140
Move: 6 

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