Saturday, September 9, 2023

Captain Olimar






Olimar: Level 87
HP: 787,200 (2,361,600) (5,667,840) (11,902,464) (19,043,942) (25,709,322) (33,422119) (43,448,755)
Attack: 26,000
2 OMEGA Throw: 4000
2 OMEGA Fire: 4000
2 OMEGA Water: 4000
2 OMEGA Energy: 4000
2 OMEGA Poison: 4000
2 OMEGA Dark: 4000
2 OMEGA Explosion: 4000
2 OMEGA Earth: 4000
2 OMEGA Magic: 4000
2 OMEGA Ice: 4000
2 OMEGA Light: 4000
Defense: 26,000 (54,000)
2 OMEGA Armor: 4000
Vibranium Mesh: 1200 (55,200) (59,200)
Olimar Astronaut Suit: 3000 (62,200) (124,400) (186,600)
2 OMEGA Shield: 4000
Olimar's Flameblock Shield: 1000 (5000) (9000) (13000) (110,500) (221,000) (442,000) (884,000) (946,200)
Olimar's Waterblock Shield: 1000 (5000) (9000) (13000) (110,500) (221,000) (442,000) (884,000) (1,830,200)
Tahu Toa Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (2,105,600)
Elite Enhanced Flame Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (2,381,00)
Gali Toa Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (2,656,400)
Elite Enhanced Water Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (2,931,800)
Elite Enhanced Energy Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (3,207,200)
Elite Enhanced Poison Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (3,482,600)
Rhakshi Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (3,758,000)
Elite Enhanced Dark Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (4,033,400)
Onua Toa Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (4,308,800)
Pohatu Toa Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (4,584,200)
Elite Enhanced Earth Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (4,859,600)
Elite Enhanced Magic Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (5,135,000)
Kopaka Toa Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (5,410,400)
Elite Enhanced Ice Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (5,685,800)
Elite Enhanced Light Shield: 100 (4100) (8100) (68,850) (137,700) (275,400) (5,961,200)
Flamescale Pendant: 20 (4020) (34,170) (68,340) (136,680) (6,097,880)
Waterscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (6,234,560)
Energyscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (6,371,240)
Poisonscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (6,507,920)
Darkscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (6,644,600)
Earthscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (6,781,280)
Magicscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (6,917,960)
Icescale Pendant: 20 (4020) (34,170) (68,340) (136,680) (7,054,640)
Lightscale Pendant: 20 (4020) (34,170) (68,340) (136,680) (7,191,320) (14,382,640) (21,573,960)
Speed: 325 (335) (340) (360) (+5 at range)
Skill: 365 (375) (415) (+15 at range) (+20 avoid) 
Move: 8 (9) (11) (12)


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

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.

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.

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.

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.

Hollow Gem-The Legendary Captain's Heart: A Legendary heart. This will increase the buffs granted by this character's ally buffing moves directed at its crew by an additional 20%. It will also grant all crew members +2 move if they are on the same map. This heart will double the HP of the holder.

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.

Vibranium Mesh Underarmor++: Extremely hard and valuable mesh armor. Can easily be worn under armor. Grants immunity to martial and bullet. Almost immune to wear. Base 1200 defense.

Olimar's Space Suit++: This unique little astronaut suit allows Olimar to survive in space or in atmospheres he cannot breathe in. It protects him from gaseous terrains/abilities that could poison or suffocate him. It may also equip the very unique Flameblock and Waterblock shields. This armor also grants Olimar +10 speed and skill and +2 movement. It cannot be equipped with cloaks. Base: 3000 defense. 

Olimar's Flameblock Shield: This weird shield requires special astronaut-style armor to be equipped. It boasts 1000 base defense and is boosted by the shield, fire, and energy skill and items buffs. If the astronaut suit is destroyed, these shields cannot be used. 

Olimar's Waterblock Shield: This weird shield requires special astronaut-style armor to be equipped. It boasts 1000 base defense and is boosted by the shield, water, and energy skill and items buffs. If the astronaut suit is destroyed, these shields cannot be used. 

Olimar's Astro-Toss Glove: +10 (+20) speed, + 10 skill. An unusual weapon. Used to throw Pikmin. It can recieve weapon seals and will apply their effects to thrown Pikmin. +1 range when throwing Pikmin. This item very rarely drops. 

Rushing Weapon Seal: This weal will grant +10 speed to the weapon it is affixed to. 

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. 

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). This item 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, and backstabs.

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. 

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. 

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of 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.

Elite Clotting Ring: This ring will debuff the damage of all blood type attacks used within 12 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.

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.

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.

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.

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.

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.

Ancestor’s Handkerchief: -50% to all disease, and bleed status conditions when they are used against this character. Holding this object causes a 5% increase to panic build.

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 a 5% increase to panic build.

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 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. Holding this object causes a 5% increase to panic build.

Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more panic build.

Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% increase to panic builds.

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.

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%.

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.

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.

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.

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.

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.

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.

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.

Madman's Knowledge: A cracked skull of someone who once obtained great knowledge and insight. This item will halve the chance of mind controlling abilities activating against this character.

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

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.

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.

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very Hard to Steal

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.

Analyst's Mark: A wax seal given to incredibly talented students. This seal will double the boosts gained by the ability "Analyze" and will allow the boost to come into play directly after each swing. However, this seal is fragile, and if broken it takes a great deal of time and effort to repair. This item is difficult to steal and never drops. 

Stark Industries Tracking Scope: A scope that can be outfitted into mech suits or cyborg implants. This incredibly valuable item will boost the skill of the character using it by 40. 

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.

Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character.

Stagnancy Pact: Increases the chances of freeze and flinch statuses by 20%; Increases stun and petrification status chances by 10%; Prevents the use of any Indirect Damage.

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.

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%.

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.

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. 

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.

Max boosting items (overboosting) and plates for: Fire, Magic, Light, Poison, Dark, Energy, Earth, Water, Ice

Poms of Power (Fire, Magic, Light, Poison, Dark, Energy, Earth, Water, Ice)

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. 

20-Horner Pie: A delicious pie. Heals humans 20% of their HP. Eating more than three of these pies in a turn doesn’t heal any HP.


Abilities:

The Brave Captain Olimar: Signature ability. Olimar was saved by the Pikmin long ago when he first crashed onto their planet. As such, he cares for their well-being, and the Pikmin can tell. Any Pikmin within 3 range of him will boost their total damage by 50% (70%). Costs: 4 pg

30-Day Time Limit: Signature ability. Olimar once survived a grueling 30 days on the planet of PNF-404. In battle, Olimar will be able to survive 30 lethal hits. However, each turn he is in battle will burn one of these survival counts. He cannot increase this count. If Olimar runs out of Pikmin, he will also immediately lose all his survival counts. Olimar is on a desperate timer to end the conflict and escape. Costs: 6 pg

Pikmin Captain: This character leads Pikmin into conflicts. They may lead up to 100 Pikmin on the map at any given time. This character may throw the Pikmin 1-2 (3) range. This throw will deal the damage of the Pikmin to the foe, and the Pikmin will latch on. The foe may only counter this character, they may not counter the Pikmin. However, they may spend their own turn attacking any Pikmin who have latched onto them. Latched on Pikmin may stay latched on as long as they want, and they will spend each turn striking the foe once. This strike will ignore defense. As such, it is very unwise to leave a large number of Pikmin latched onto you. The foe will never counter latched-on strikes. The Pikmin will add the element skill and item damage boosts of this character to their attack. Pikmin will also be aided by the Focused Mental Point of their captain. This ability cannot be removed by strategist. Costs: 5 pg

Pikmin Toss (III): This character is proficient at tossing Pikmin. As such, if this character has the ability "Wind Up" unlocked, they will double (4x) the number of Pikmin they throw at the foe. At third tier, every other turn (every turn) (twice per turn) this character may wind up and throw 4 Pikmin at a foe for every 5 speed they are faster than the opponent. This rapid toss will count as an activated ability. Costs: 8 pg

Pikmin Mob (II): Rather than attacking as normal, this unit may cause all Pikmin within 5 (10) range to target adjacent foes. This will cause all the Pikmin to latch onto the foe, and rather than striking individually, the Pikmin will combine all their damage into one strike. This functions similar to the ability "Mob". However, most Pikmin cannot strike flying or levitating foes with this ability. This ability may be used once every three (every other) (every turn) (twice per turn). Costs: 6 pg

Ultra Spicy Spray: This spray will strike all allies within 3 range. It will boost the damage of minion/plant type units by 50% (70%) for three turns. It does count as a consumable, so certain abilities prevent this spray from working. This spray does not take the turn of the captain to activate. This spray may be used once (2x) (4x) per batttle. Costs: 5 pg

Ultra Bitter Spray: This spray is incredibly powerful. It boasts 3-range and +40 hit. If it strikes a foe, it may petrify them. It will triple the normal petrification chance. This spray may be used twice (3x) (6 times) per battle. Using this spray takes the turn of the Captain. Costs: 5 pg

Petrify: This character may use certain specialized attacks to petrify a foe, turning them to stone. This is an activatable ability. When used, this ability will have a % chance to afflict the foe with the petrification status. This % will be equal to the % of HP that character has lost. The weaker the foe, the more likely this status is to land. A petrified character has a 10% chance of breaking free at the start of each turn, and this chance will increase by 10% for each turn they remain petrified. Petrification will also double the physical defense of the foe, but any sort of element-based defense (like barriers or pendants) will be lost. Petrified foes will take triple damage from sonic or bludgeon type attacks (and these damage types will now ignore resistance and immunities). Costs: 7 pg

Inspiration: Ally units within two spaces of this character receive +10 (+12) speed, +10 (+12) skill, and have a 25% (45%) boost to their total attack damages. Costs: 4 pg

Onion: While this captain may only have 100 Pikmin out on the map at a time, he may store extra Pikmin within his Onion. This device may take a turn to descend from space and land on the map. It may then release Pikmin onto the map. Strangely, this Onion cannot be harmed but will retreat from the battle if the Captain falls in battle. Onions have 12 flying movement after descending from space. Costs: 6 pg

Dandori Master: This character is a master of resource and time management. This will increase the number of times abilities can be used per battle by +1 and reduce all cooldowns by 1 turn. Costs: 6 pg

Precision Army Positioning: This character is able to command their troops very precisely. If a foe triggers Savage Blow or uses an AoE within 10 range of this character, the range of that wave of damage will be halved when calculating whether it strikes the troops under this character's command. Costs: 6 pg

Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%). Costs: 6 pg

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

Avoid Conflict: If this character is attacked but does not counter-attack, it will boost its evasion by 15 on the next turn. This can stack, maxing at 90+ avoid. This ability will be lost as soon as this character attacks. Costs: 2 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 (30).
If the character strikes an enemy, they will boost their skill stat by 5 (10)
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

Glowmob: An incredibly powerful ability granted by Glow Pikmin. This character may take a turn to draw all Glow Pikmin within range to it. They will congeal into an invincible orb of light that foes cannot target nor damage. On the next turn, the Captain may move and then toss the orb 1-3 range. If the orb targets a single foe, it will deal damage equal to all the Glow Pikmin added into one attack (similar to Mob). If the orb does not target a single foe, the Glow Pikmin will divide and equally attack all foes within 1-3 range. Glow Pikmin will also latch onto foes as soon as they strike them in the Glowmob. This attack will also release a bright flash over a range equal to 1/10 the number of Glow Pikmin inside the orb. The bright flash from this attack has a debuff to hit/avoid equal to the number of Glow Pikmin inside the orb. It will also boast a flinch chance equal to the total number of Glow Pikmin inside the attack. Costs: Granted by Glow Pikmin

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

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)

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.


Character Type: Strategist

Weakness: Olimar will die in a normal atmosphere (lose 20% of their HP per turn). His space suit normally protects him from this. Extremely resists fear. Resists mind dulling abilities and mental statuses. 

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