Tuesday, July 11, 2023

Itachi Uchiha






Itachi Uchiha: Level 70 (77 update)
HP: 204,000
Attack: 3100
5M Sword: 80
5M Knife: 80
1GM Martial: 200
1GM Fire: 200
5M Throw: 80
1 Water: 5
5M Dark: 80
5M Light: 80
1 Psychic: 5
Amaterasu: 1,000 (1800) (4900) (5100) (5180) (36,260) (62,160) (124,320) (155,400)
Susanoo Blade: 500 (3600) (3800) (3880) (3960) (27,720) (47,520) (95,040) (356,400)
Susanoo Blade: 500 (3600) (3800) (3880) (3960) (27,720) (47,520) (95,040) (142,560) (534,600)
Flame Blast: 800 (3900) (4100) (28,700) (57,400) (71,750)
Elite Dark Dagger: 300 (3400) (3480) (3560) (19,580) (24,475)
Elite Dark Dagger: 300 (3400) (3480) (3560) (3640) (20,020) (45,500) (91,000) (136,500) (170,625)
Defense: 3000
3GM Armor: 600
Shadow of Yharnam Cloak: 100 (3100) (3700)
2GM Shield: 400
Speed: 250 (260) (270) (+25 avoid) (+40 avoid) (+15 (40) avoid in the dark) (+20 avoid when attacked)
Avoid At Night: 250 (260) (270) (+50 avoid) (+80 avoid) (+30 (80) avoid in the dark) (+40 avoid when attacked)
Skill: 250 (260)
Move: 7


Items:

Elite Dark Dagger (Sealed): +10 speed. This weapon boasts 300 blade/dark type might.  

Brave Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will strike twice the normal number of time when initiating the attack. This does not work if the weapon has a speed debuff greater than -20. This item will only be stolen if the weapon it is attached to is stolen (usually a 30% chance).

Basic Sword: A simple sword. 20 base blade-type might.

2-Blaze Rod: A strange but powerful item. This item will boost the base might of flame element attack by 400. This item will only boost element attacks that include fire type damage and have no physical damage component whatsoever. A character may carry multiple rods, with very small characters able to carry 1, small characters able to carry 2, medium 3, huge 4, titanic 5, and colossal 6. This item has a 5% drop rate.

Acrobat's Tradeoff: This item removes all HP buffs from the holder. It also removes all shields and barriers. It also prevents defense boosting abilities and items. It prevents the use of auto-healing abilities or items. However, it adds +10 speed and +40 avoid to the holder. Why defend when you cannot be touched? This item cannot be removed as it functions similar to a 1UP or Seraph Robe.

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.

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.

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

Ninjitsu Text-Pupetter: If this text is held by a character who has critical hit or Shinobi Death Blow, once a battle they may use a text to perform a ninjitsu art. The number of arts a character may perform per battle is determined by the number of texts they hold. This art allows the character to take control of the body of a dead foe if the foe is killed by a Shinobi Death Blow or a Critical Hit. This enemy unit will have half the normal HP of the once-living unit and will fight for three turns before falling back to death.

Lethal Spark Crystal: A crystallized spark breathed from the deep hatred and violence of Ancalagon. This crystal will allow this character to try to induce a “Lethal Burn” stat on a foe. This will occur if they take two “Severe Burns” and take off 20% of the enemy’s HP at the start of each turn.

Devilish Destruction Charm

4-Poms of Power (Fire)

12-Fire Gems

8-Water Gems

16-Night Sapphires+Plate

16-Day Pearls


Abilities:

Mangekyo Sharingan (III): This character has access to an incredibly powerful Sharingan. This allows access to multiple powerful abilities:
Tsukuyomi- Using both eyes, the user can target a foe within 6 range. The foe will then be cast into a psychic illusion filled with fear or pain (the user decides). This has an incredible 90% chance to stun the foe. This ability may only stun any individual foe once per battle.
Amaterasu- Using the right eye, the user can target a foe within 6 range. +50 hit. The foe will be engulfed in powerful black flames. These flames boast a staggering 1000 base might and deal Fire/Dark-type damage. This attack ignores all resistance and defense. While it only strikes once, it has a 100% chance to induce severe burning upon the foe.
Susanoo- This character may take a turn to create a massive warrior of flame around themselves. This will double their total defense and grant them access to a powerful sword. This sword deals Fire/Light type damage and deals triple damage when initiating. The sword boasts 500 base might. Foes killed by this sword may be absorbed into a special gourde that is held as an item by this character. Only one foe may be held this way, but the only way to free them would be to destroy the gourde. When in this massive flaming form, this character will only have half their normal movement, and their Size Class will be considered to be Huge (this will not impact HP). Each turn the user remains in this form will cost 5 skill due to damage to the eye.
Each use of this Sharingan will cause the character using it to lose 5 skill due to damage to the eye. Costs: 16 pg

Crow Swarm Jutsu (III): Itcahi Uchiha signature ability. Itachi may take his turn to create what looks like a massive swarm of crows around him and in all adjacent tiles (All tiles within three range). These crows are very distracting, making it hard for foes to fight. Standing within these crows grants Itachi +40 (+80) avoid. Attacking from within these crows grants Itachi +40 skill (and causes him to deal 50% more damage). Foes who stand within these crows will suffer -40 skill and avoid. Characters with sense-enhancing/deception-detecting abilities/items will not be impacted. At second tier, he may take his turn to target any tile within 10 range and fill it and all adjacent tiles with crow illusions. At the third tier, Itachi will be considered Concealed when inside his swarm of crows. He will also be able to take his turn to create replicas of himself made from these crows. He may make two replicas per turn. While these replicas will have only 1HP and cannot attack, they may spend their turn spreading the crow illusions in the same way Itachi can. Foes will not normally be able to tell the difference between Itachi and these replicas. These replicas may also be concealed if they stand within the crow illusions. Costs: 20 pg

Crow Illusion Dodge: If the character is being attacked by a ranged weapon they have a 50% chance to completely avoid the attack by teleporting. This may be boosted by items that improve teleport dodge, but this ability is not a teleport itself. Calculate this dodge before calculating a normal dodge. As an illusion, foes who have sense-enhancing/deception-detecting abilities/items will ignore this ability. Costs 3 pg

Blazing Weapon: This character may take a turn to add flame-type damage to its weapon and boost the total damage of the attacks by 50%. The weapon will receive the fire-type skill damage and boosts. This augment lasts for 5 turns. Costs: 5 pg

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

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

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

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

Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg

Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away. At night this distance may be smaller... and certain characters are not very alert. Costs: 1 pg

Blast Back: If this unit is using a fire, energy, or explosion-type attack on a foe, it may blast them back two spaces if it strikes them. This unit will take any negative terrain effects immediately after being blasted into them. This ability also drastically increases the knock-back force of the attacks, making them more effective at knocking riders off of mounts or causing vehicles to crash. Costs: 3 pg

Cover of Darkness: This unit receives double avoid bonuses in the dark or at night. This bonus is completely removed for a full turn after this character is targeted by a light-type attack. Costs 2 pg

(TBA) Flame Blast: -10 hit. This attack may only strike once. 1-2 range. This attack will deal triple the damage of a normal Fire Blast. Costs: 3 pg

(TBA) Flame Blast (II): -10 hit. This attack may only strike once. 1-2 range. This attack will deal triple the damage of a normal Fire Blast. At second tier, this attack may only strike twice. Costs: 6 pg

(TBA) Vantage: If this character has less than 50% of their max HP, they will counterattack 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) Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. 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 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: 1 pg

(TBA) Crow Swarm Jutsu: Itcahi Uchiha signature ability. Itachi may take his turn to create what looks like a massive swarm of crows around him and in all adjacent tiles. These crows are very distracting, making it hard for foes to fight. Standing within these crows grants Itachi +40 avoid. Attacking from within these crows grants Itachi +40 skill. Foes who stand within these crows will suffer -40 skill and avoid. Characters with sense-enhancing/deception-detecting abilities/items will not be impacted. Costs: 5 pg

(TBA) Crow Swarm Jutsu (II): Itcahi Uchiha signature ability. Itachi may take his turn to create what looks like a massive swarm of crows around him and in all adjacent tiles (All tiles within two range). These crows are very distracting, making it hard for foes to fight. Standing within these crows grants Itachi +40 avoid. Attacking from within these crows grants Itachi +40 skill. Foes who stand within these crows will suffer -40 skill and avoid. Characters with sense-enhancing/deception-detecting abilities/items will not be impacted. At second tier, he may take his turn to target any tile within 10 range and fill it and all adjacent tiles with crow illusions. Costs: 10 pg

(TBA) Dull Mind: This may expose an enemy unit to one tier of strategist. This only works against item granted resistance of immunity. This must be done instead of attacking. This status will last for three turns and must be performed at one range. This ability does not work on Psychic or Strategist class foes. Costs: 4 pg

(TBA) Strategist: This unit may choose a first level ability held by an enemy unit within 5 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg

(TBA) Strategist (II): This unit may choose two first-level abilities or a single second-level ability held by an enemy unit within 10 spaces. This ability will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 8 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) 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. (1x) 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 counterattack. Costs: 7 pg

(TBA) Vengeance: At the beginning of any counter-attack this unit initiates, there is a 50% chance for this skill to activate. If it does, add 30% of the character’s currently lost HP to raw attack damage. This extra damage may be blocked, dodged, and defended against just like a regular attack. This ability may be used on every standard attack. This attack will fail against certain very pacifistic characters. Costs 4 pg

(TBA) Knife Barrage: Once every two turns, this unit may double the number of times it would normally throw a knife. These knives home in, making them ignore abilities like teleport dodge and stealthy flier. 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) Assassinate: The art of a master assassin. If a character is killed unawares, their body will immediately vanish leaving no trace of death. The victim does not remember the transgression. This attack may be used on any activatable ability or regular attack performed by this character. This will prevent an enemy from recalling that last two phases before death, allowing for clean assassinations. Costs: 5 pg

(TBA) High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. Costs: 2 pg

(TBA) Hydro-Pump: -15 speed. This attack may only strike an enemy once. This blasts out an extremely pressurized beam of water directly into the foe. This will deal 3 times the damage of this character's normal water blast. Costs: 3 pg

(TBA) Hydro Pump (II): -10 speed. This character charges a massive burst of pressurized water and fires it directly at a foe. This will deal triple the damage of a regular water blast, but the attack may only strike once (at second phase, this attack may only strike twice). Costs: 6 pg

(TBA) Mangekyo Sharingan: This character has access to an incredibly powerful Sharingan. This allows access to multiple powerful abilities:
Tsukuyomi- Using both eyes, the user can target a foe within 6 range. The foe will then be cast into a psychic illusion filled with fear or pain (the user decides). This has an incredible 90% chance to stun the foe. This ability may only stun any individual foe once per battle.
Each use of this Sharingan will cause the character using it to lose 5 skill due to damage to the eye. Costs: 4 pg

Mangekyo Sharingan (II): This character has access to an incredibly powerful Sharingan. This allows access to multiple powerful abilities:
Tsukuyomi- Using both eyes, the user can target a foe within 6 range. The foe will then be cast into a psychic illusion filled with fear or pain (the user decides). This has an incredible 90% chance to stun the foe. This ability may only stun any individual foe once per battle.
Amaterasu- Using the right eye, the user can target a foe within 6 range. +50 hit. The foe will be engulfed in powerful black flames. These flames boast a staggering 1000 base might and deal Fire/Dark-type damage. This attack ignores all resistance and defense. While it only strikes once, it has a 100% chance to induce severe burning upon the foe.
Each use of this Sharingan will cause the character using it to lose 5 skill due to damage to the eye. Costs: 8 pg

Character Type: Melee, Speed, Stealth

Weakness: Due to a terminal disease, Itachi is not well suited for prolonged fights. He will lose 2 speed/skill after each turn he is in combat. Resists psychic, dark, and blade damage. Resists fear. 

Caps:
HP: Low
Attack: 200
Defense: 100
Speed: 150
Skill: 150
Move: 7


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