Blackbeard: Level 87 (90 stats)
HP: 1,680,000 (5,040,000) (12,096,000) (25,401,600) (40,642,560) (54,867,456) (71,327,693) (92,726,000 rune arc) (148,361,601)
Attack: 35,300
4 OMEGA Dark: 8000
2 OMEGA Marksman: 4000 (8000) (16000)
2 OMEGA Martial: 4000
2 OMEGA Throw: 4000
Black Hole Vomit: 100 (35,400) (43,400) (47,400) (402,900) (805,800) (2,417,400) (9,669,600)
All Absorbing Darkness Choke: 1000 (36,300) (44,300) (48,300) (410,550) (615,825) (1,231,650) (3,694,950) (7,389,900) (29,559,600)
Dark Blast: 35,300 (43,300) (368,050) (736,100) (2,944,400)
Martial Attack: 35,300 (39,300) (157,200)
Blackbeard's Flintlock Pistols: 4000 (39,300) (55,300) (110,600) (221,200) (663,600) (3,318,000) (13,272,000)
Defense: 35,000 (70,000)
2 OMEGA Armor: 4000
Vabranium Chainmail: 1200 (5200) (75,200)
Pirate Captain Uniform: 2000 (77,200)
Billowing Overcoat: 2000 (79,200) (198,000) (297,000)
2 OMEGA Shield: 4000
Raw Shadow Shield: 1000 (9000) (13,000) (110,500) (221,000) (663,000) (1,326,000) (1,405,200)
Raw Shadow Shield: 1000 (9000) (13,000) (110,500) (221,000) (663,000) (1,326,000) (2,731,200)
Raw Shadow Shield: 1000 (9000) (13,000) (110,500) (221,000) (663,000) (1,326,000) (4,057,200)
Ancalagonscale Pendant: 100 (8100) (12,100) (102,850) (205,700) (411,400) (4,468,600)
Ancalagonscale Pendant: 100 (8100) (12,100) (102,850) (205,700) (411,400) (4,880,000)
Darkscale Pendnat: 20 (8020) (12,020) (102,170) (204,340) (408,680) (5,288,680)
Darkscale Pendnat: 20 (8020) (12,020) (102,170) (204,340) (408,680) (5,697,360)
Darkscale Pendnat: 20 (8020) (12,020) (102,170) (204,340) (408,680) (6,106,040)
Darkscale Pendnat: 20 (8020) (12,020) (102,170) (204,340) (408,680) (6,514,720)
Darkscale Pendnat: 20 (8020) (12,020) (102,170) (204,340) (408,680) (6,923,400)
Darkscale Pendnat: 20 (8020) (12,020) (102,170) (204,340) (408,680) (7,332,080) (18,330,200) (27,495,300)
Speed: 310 (315) (+20 at sea/space)
Skill: 400 (410) (440) (+50 at sea/space)
Move: 7 (8) (9) (11) (14) (19)
Items:
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
Hollow Gemnode Gem- Blackhole Heart: 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. One of the Legendary Hearts. This object will double HP on top of all other HP boosts. This object will also allow this character's warping and teleporting moves to always work, regardless of gravity wells or items or maps that would normally prevent them from doing so. It will also allow the character to charge and then on the next turn(s) warp to a map adjacent to any character they have previously seen. This character must charge for the same number of turns as they are maps away from the character, meaning characters who are further away require more turns of charging.
Cryxox Blessing: A blessing from a Gemnode. Grants a martial character 50% more HP. This item is extremely hard to steal. This cannot stack with Ancient Blood.
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 these items.
4-Mako Energy Cells: Energy generated from life itself. 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.
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.
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.
8-Blackbeard's Flintlock Pistols++: Powerful Signature Weapons. 1-2 range. These brutal pistols are designed to be used perfectly in tandem with his Logia powers. These weapons will be boosted as if Blackbeard had the abilities Proficiency, Weapons Mastery, and Firearm Mastery, unlocked. Each pistol may only be fired once per battle. These pistols will allow Blackbeard to use a single attack from his Devil-Fruit powers alongside a pistol engagement via the ability "Swashbuckler". These weapons are incredibly hard to steal. Base 2000 (4000) bullet type damage.
6-Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.
6-Sniping Weapon Seal: An Elite Weapon Seal. This may only be used on Bows and Guns. +35 skill.
6-Sunlight Weapon Seal: This item may be placed onto a melee weapon. Upon doing so, the weapon will deal Sunlight damage on every strike. This will negate all low-light evasion boosts when being attacked and will immediately take sunlight damage at the end of the attack phase. This item will only be stolen if the weapon it is attached to is stolen (usually a 40% chance).
6-Lethal Weapon Seal: An Elite Weapon Seal. When equipped this weapon seal will grant the user a 60% chance to ignore life the saving or revival abilities of foes. This does not include form shifts. If this 60% triggers on a killing blow, the foe will die and be incapable of being revived by abilities or items.
9-Heavy Weapon Seal: An Elite Weapon Seal. This weapon seal will add 100% to the damage buff granted by the ability Heavy Blow (II) or (III). (Always used)
Vibranium Chain Mail++: Extremely hard and valuable chain mail. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 1200 defense.
Blackbeard's Pirate Captain Uniform++: A gaudy uniform. This outfit was made for Blackbeard. It will increase the range of the dark terrain he lays down as he moves as well as the range of his of his Black Hole Swallow by 50%. This uniform grants immunity to blade damage. Base 1000 (2000) defense.
Blackbeard Billowing Overcoat++: A massive black coat worn like a cape. This cape will grant the ability "Raw Barrier Proficiency" for free. It will also allow Blackbeard to hold one additional Raw Barrier. This cloak grants immunity to absorb and water-type damage. Base 1000 (2000) defense.
Pirate Emperor's Seal: A seal that can only be held by a pirate. This item is easily lost, but can only be stolen or looted by another pirate. This item will buff the speed of the holder by +20, the skill of the holder by +50, and the damage of the holder by 50% if they are on a map that is the sea, a coast, or outer space.
3-Raw Shadow Shield: 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 dark 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 dark to use this shield.
Drop of Might
3-Wary Stone: -50 speed. This stone will boost the defense of the holder by 50%. A unit may hold up to three of these items. It cannot stack with Atlas Stones. This stone prevents the holder from ever striking twice. This item is rarely dropped.
Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
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.
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.
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.
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.
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.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
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%.
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 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 Mustache Wax: Causes this character to double the impact of all stat debuffs used by it. Buffs the activation rate of poisoning abilities by 50%. Holding this object causes a 5% increase to panic build. (Mirrored Mustache cream).
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 Map: An ancient, eldritch map. Holding this item will cause 5% more panic build. This item will triple the perception range of the character, and allow them to detect invisible or shape shifted foes within three range of where they start or end their movement. This item will cause the character to escape tackles, holds, nets, and traps twice as quickly.
Ancestor's Monocle: This unusual item is created by inverting an Ancestor's Cloak. Grants the user +30 skill. Easily lost or stolen.
Hollow Gemnode Gem- Holy Grail Ring: 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. This ring is a Legendary Item. It will cause the character's base stats to act as though this unit is 3 levels higher. One of the two Legendary Holy Rings.
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.
Body Seal Ring: This ring allows a single elite weapon seal to be placed on the body attacks of the character. This will not be a standing buff, it will only apply when body attacks are being used to attack or counter. This item prevents form shifts.
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.
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.
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.
Choking Ring: This item will cause "Choke" type abilities to add martial damage. This will also boost the damage of chokes by 50%. This item is easily lost or stolen.
Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistence to throw and martial type damage.
Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon.
Penance 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.
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.
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.
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.
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.
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%.
Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. 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.
Sprinting Ring: This ring will boost the movement of the holder by 2 if they have no ability that's sole purpose is to improve their movement. This only works for characters who run. Any other movement type prevents this ring from working.
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.
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”.
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 appendage. 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%.
Bullet Breaker Badge: This item is nearly impossible to steal (5% chance). Once a battle, this character may activate this item at the start of their turn. This will not require their action to do. This item will then grant immunity to Pure Bullet damage for the next 4 turns. This will not grant resistance to bullet/(any second form of damage); however, pure bullet attacks will deal no damage whatsoever. Forging these badges takes a great deal of time and effort, 4 Bullet Plates are required to create this item.
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.
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.
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.
Vile Shadow
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.
Eye of Ender: A very rare drop (5%). Enough of these items could be used to create makeshift portals from one location to another. Holding this item prevents auto-damage from dark-type attacks.
Elite Solitary Focus Pearl: This pearl will double the total damage granted by Weapon Skill Levels if the holder has the specific Mastery ability unlocked. This item is easily dropped but cannot be stolen.
4-Poms of Power (Dark)
28-Night Sapphire
Pure Stone
Golden Casing+Bullet Plate
Boots: Grant+1 movement.
Heavy Duty Boots: Consumable. These Boots grant +1 movement (stacks with Boots) and allow this unit to ignore any movement debuffs when passing through trees and other naturally difficult terrains. May only be used by units with Walking/Running-type movement only.
Blazing Red Ichor: Grants +3 movement to foes who use running movement.
Abilities:
Dark-Dark Devil Fruit (III+Awakened): This character has eaten the Dark-Dark Devil Fruit. This has turned him into a man made of all-consuming darkness. Unlike other Logia fruit, this does not improve any of his resistances or make him intangible. It does improve his movement by +2 (+3) (+5), and will always immediately place dark on all tiles adjacent (within 2 (5) (7) range) of where he ends his movement. This darkness terrain tiers off 10% (20%) of the HP of any foe who stands in it. It will also debuff their defense by 30% (60%) for the next two turns. Foes may not warp within 10 (20) (on the same map) of this character due to Gravity. At the second tier, this character may charge for one turn. At the start of the next turn it may unleash a 10 (15)-range AoE called Black Hole Swallow that will pull any character, whether friend or foe, along with all structures and terrain into a massive void unleashed by this character. Characters sucked into this void will lose 30% (40%) (50%) of their HP from crush damage (If this kills the foe, all their items will immediately be looted). On the next turn, this character must expel all that he has absorbed in an attack called Black Hole Vomit. This attack will be boosted by "Weaponized Body". This may be blasted in a particular direction (1-5 range) (+50 hit). It will harm the expelled foes much like a throw, along with anyone that is struck by the massive blast of debris. The might of this blast, and the damage it gives to those both inside of it and struck by it will be 100 dark/throw-type damage. This damage will be multiplied by however much was pulled into the void. Characters who are inside this blast cannot defend or counter or dodge. Those the blast is shot at may defend, dodge, and counter as normal. This massive attack may only be used twice (four times) per battle. At the final stage, this ability grants access to the ability All Absorbing Darkness Choke. The ability must still be purchased. Costs: 20 pg
All Absorbing Darkness Choke: This character must have the Dark-Dark Devil Fruit (III) ability unlocked. +50 hit unless the foe is immune to Gravity. Rather than attacking or countering normally, this character may reach towards any foe within 4 range. The foe will be pulled towards this character. If they are pulled adjacent to him, he will grab and choke them. This will deal 1000 martial/dark-type damage. The foe usually cannot counter as this is a choke. When this attack strikes, it will ignore all the abilities, resistances, and immunities of the foe. This attack can only strike once. This attack is boosted by Weaponized Body. Costs: 8 pg
Endless Dream: Signature ability. Blackbeard has limitless ambition, a dream that has no end. If Blackbeard kills a foe who has a Devil-Fruit ability, he may absorb that ability and use it indefinitely. He will not pay levels for the ability, and the foe will lose access to that ability until Blackbeard is killed. Death will cause Blackbeard to lose all stolen Devil Fruit Powers. Costs: 6 pg
Shadow Tag: If a unit is on the ground and adjacent to this character, they cannot move away from it unless they are immune to dark or a dark-type character themselves. Costs: 4 pg
Absorb: Every time this unit kills an enemy, they may absorb a single, first-level ability from this foe and use it for the rest of the battle. Costs: 8 pg
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
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
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
Wary Fighter: This unit may only every attack once in a turn (unless using brave-type weapons). However, this unit may only ever be attacked once in a turn (unless the enemy is using multi-hitting weapons or abilities). Costs: 4 pg
Swashbuckler: 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
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
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)
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)
Rapid Fists: This unit may attack twice when using martial attacks. However, this will drop the speed and skill of the unit by 5. Costs: 5 pg or GM level Martial Skill
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
Wind Up: This ability may be learned by characters who reach GM in throw. If this character has not used a throwing move for one turn, on the next turn it will boost the damage of any throwing move by 50%. Costs: 5 pg or GM in Throw.
Incredible Barriers: The shields, barriers, and armor of this character will not be penetrated by magic, psychic or whip damage the way that most armor and barriers are. Costs: 2 pg (Miracle Scale)
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 (Armor)
(TBA) Flash Dark: This character uses even the dark attacks of others to fuel its power. This ability grants immunity to Dark-type damage, and each time a Dark-type attack strikes it, it will boost its total damage by 10%. This boost will last for up to 5 turns, and the cooldown will be reset each time the character is struck by a dark attack. This multiplier will max out at tripling the total damage of this character, but this does count as an ally-based boost, as ally units may be used to buff the damage of this character. Mixed damage types will still harm this character as with any other immunity. Costs: 5 pg
(TBA) Dark-Dark Devil Fruit: This character has eaten the Dark-Dark Devil Fruit. This has turned him into a man made of all-consuming darkness. Unlike other Logia fruit, this does not improve any of his resistances or make him intangible. It does improve his movement by +2, and will always immediately place dark on all tiles adjacent to where he ends his movement. This darkness terrain tiers off 10% of the HP of any foe who stands in it. It will also debuff their defense by 30% for the next two turns. Foes may not warp within 10 range of this character due to Gravity. Costs: 5 pg
(TBA) Dark-Dark Devil Fruit (II): This character has eaten the Dark-Dark Devil Fruit. This has turned him into a man made of all-consuming darkness. Unlike other Logia fruit, this does not improve any of his resistances or make him intangible. It does improve his movement by +2, and will always immediately place dark on all tiles adjacent (within two range) of where he ends his movement. This darkness terrain tiers off 10% of the HP of any foe who stands in it. It will also debuff their defense by 30% for the next two turns. Foes may not warp within 10 (20) range of this character due to Gravity. At the second tier, this character may charge for one turn. At the start of the next turn it may unleash an AoE that will pull any character, whether friend or foe, along with all structures and terrain into a massive void unleashed by this character. Characters sucked into this void will lose 30% of their HP from crush damage. On the next turn, this character must expel all that he has absorbed. This may be blasted in a particular direction (1-5 range) (+50 hit). It will harm the expelled foes much like a throw, along with anyone that is struck by the massive blast of debris. The might of this blast, and the damage it gives to those both inside of it and struck by it will be 100 dark/throw-type damage. This damage will be multiplied by however much was pulled into the void. Characters who are inside this blast cannot defend or counter or dodge. Those the blast is shot at may defend, dodge, and counter as normal. This massive attack may only be used once (twice) per battle. Costs: 10 pg
Character Type: Pirate, Destructive, Worldbreaker, Martial
Weakness: Weak to pain. Weak to taking poison, burn, and radiation statuses. Immune to dark. Extremely resists fear. Immune to strategist. 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: High
Attack: 400
Defense: 100
Speed: 110
Skill: 200
Move: 6
No comments:
Post a Comment