Wednesday, October 4, 2023

Admiral Akainu






Admiral Akainu: Level 88
HP: 1,478,400 (4,435,200) (10,644,480) (22,353,408) (35,765,453) (46,495,089) (62,768,370) (82,598,881)
Attack: 30,000
3 OMEGA Martial: 6000
3 OMEGA Fire: 6000 (12,000)
3 OMEGA Earth: 6000
3 OMEGA Explosion: 6000
Magma Fists: 600 (2000) (32,000) (38,000) (44,000) (50,000) (62,000) (527,000) (1,054,000) (1,581,000) (3,162,000) (6,324,000) (x1.15 in bright or dark)
Fire Blast: 30,000 (48,000) (408,000) (816,000) (x1.15 in bright or dark)
Defense: 30,000 (60,000)
3 OMEGA Armor: 6000
Admiral Akainu's Uniform: 1000 (61,000) (67,000)
Admira Akainu's Navy Coat: 1000 (68,000) (98,800) (148,200)
3 OMEGA Shield: 6000
Magma Shield: 1000 (7000) (13,000) (19,000) (161,500) (323,000) (484,500) (969,000) (1,938,000) (2,006,000)
Magma Shield: 1000 (7000) (13,000) (19,000) (161,500) (323,000) (484,500) (969,000) (1,938,000) (3,944,000)
Smaugscale Pendant: 100 (6100) (51,850) (103,700) (207,400) (4,151,400)
Smaugscale Pendant: 100 (6100) (51,850) (103,700) (207,400) (4,358,800)
Groudonscale Pendant: 100 (6100) (51,850) (103,700) (207,400) (4,566,200)
Groudonscale Pendant: 100 (6100) (51,850) (103,700) (207,400) (4,773,600)
Nuke Pendant: 100 (6100) (51,850) (103,700) (207,400) (4,981,000)
Nuke Pendant: 100 (6100) (51,850) (103,700) (207,400) (5,188,400)
Earthscale Pendant: 20 (6020) (51,170) (102,340) (204,680) (5,393,080)
Earthscale Pendant: 20 (6020) (51,170) (102,340) (204,680) (5,597,760)
Blastscale Pendant: 20 (6020) (51,170) (102,340) (204,680) (5,802,440)
Blastscale Pendant: 20 (6020) (51,170) (102,340) (204,680) (6,007,120)
Flamescale Pendant: 20 (6020) (51,170) (102,340) (204,680) (6,211,800)
Flamescale Pendant: 20 (6020) (51,170) (102,340) (204,680) (6,416,480) (12,832,960) (19,249,440)
Speed: 315 (320) (+20 avoid) (+10 speed/avoid in bright or dark)
Skill: 335 (345) (375) (+40 hit)
Move: 8 (9) (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

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.

Ablaze Heart: A Legendary heart. This heart will double Immolation damage buffs and cause the unit to not have a damage boost cap on Immolation. This heart will double the HP of the holder. 

10-Heart Containers

Crystal Soul: A bright white crystal. The object looks almost ethereal. This will boost the HP of a character on top of all other HP boosts by 20%. A character may only carry one of this item.

Ancestor’s Bottle: A bottle of strange, green liquid. This will boost the character's HP by 25% on top of all other HP boosting items. Holding this object causes a 5% increase in panic build.

4-Erd Tree Seeds: Seeds generated from young Erd Trees. This staggering item will boost the total HP of a character by 25% on top of other health-boosting items. This item is hard to steal. A character may carry up to four of these items; however, they are extremely rare. These seeds will prevent the holder from using Mako Cells.

Black Admiral Gloves++: Martial weapons that add 1400 base might to the Magma Fist attacks of Admiral Akainu. 

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. 

Honed Weapon Seal: An elite weapon seal. This weapon seal adds +40 hit whenever the weapon initiates the attack.

Admiral Akainu's Uniform++: This uniform protects Akainu. It grants immunity to water and pierce type damage and and grants 1000 additional base defense. This uniform grants Akainu immunity to Enfeeble. 

Admiral Akainu's Navy Cloak++: This cloak will cause pritates and thieves within three to suffer -50 (-100) avoid from fear. This cloak grants immunity to absorb and light damage. Base 1000 additional defense. 

2-Magma Shield: This shield may only be used by characters who use magma type damage. However, it is incredibly strong. It is boosted by the earth/fire/explosion skill and item boosts of the character. This shield will not remove Doubled Down Defense. 

Fleet Admiral's Seal: A seal that can only be held by an admiral. This item is easily lost, but can only be stolen or looted by another admiral. This item will buff the speed of the holder by +20 (+22), the skill of the holder by +50 (+55), and the damage of the holder by 50% (60%) if they are on a map that is the sea, a coast, or outer space. 

Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; 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.

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.

Unaware Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny white orb. When placed into the brain of a psychic character, it will allow them to ignore the condition stat buffs of an enemy character three times in a battle. This will cause this character to treat the foe as if the foe had been struck by defog or null. Impossible to steal unless the foe enters this character's mind.

Focused Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny black orb. When placed into the brain of a psychic character, it will grant immunity to a single hit of defog, null, or similar abilities, along with immunity to unaware, and unaware mental points (along with any other items/abilities that remove conditional stat changes). Impossible to steal unless the foe enters this character's mind.

Reborn Blood: This item will cause the holder to survive a lethal hit and immediately heal up to half HP after the lethal strike lands. If the character has other life-saving abilities, this item will trigger last.

Sun's Wish: A beautifully bright, pearl-like object. This rare item may be crafted using Drops of Sunlight and other rare objects. This item may be used to immediately change the map to day. This will not take the characters turn to do, and this day-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Night Sapphires will fail for those five turns. This object is hard to steal.

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

Broken Target Necklace: This character will take 30% less damage from all attacks/weapons that have "Slaying" properties if those slaying properties do not apply to it. This item is rarely dropped.

Gale Larimar: A legendary item. Grants the character the ability Galeforce. This will allow them to take an extra turn if they kill a foe, but they must continue using the same equipped weapon. They may do this four times, but will suffer a more significant debuff than the natural ability. After finishing a Gale Force turn, this character will suffer a -25 speed and skill debuff from baseline, and all speed and skill buffs will be ignored for the remainder of the enemy phase. This gemstone may only be used once every four (two) turns. 

Adamantine Larimar: If this character kills a foe, their total damage during their next turn will be boosted by 50%. They will keep this stat boost until they fail to kill a foe on their next turn. After failing, the character will suffer -10 speed and skill from base at the start of the enemy phase and during their next turn. The holder may choose not to activate this item. 

Analyst Medallion: This beautiful medallion is given to masterful strategists. It is easily lost or stolen. It grants the ability “Analyze” for free. However, if using this item, the character cannot use the item “Analyst’s Mark”. 

Metal Box: This item may be used once a battle. Upon activating it, the character will triple their innate defense stat for 5 turns. This item doesn't use up a turn to activate. This item is very hard to steal.

Vicious Silver Pin: A small, needle-like pin that can easily we warn on soft armor, hats, gloves, or other clothing. This pin is used to prick the character holding it at the beginning of a battle. Having this item will cause this character to counter-attack status based abilities that are normally not countered, such as strategist, expose, taunt, willow wisp, thunder wave, and other abilities of this nature. This will not cause the character to counter abilities that prevent countering, such as critical hits, finish strikes, ambushes, or sweeping blows. This pin is very diffiuclt to steal and very valuable. 

Triple Cross: A badge proving the highest strategist training possible. Makes this unit immune to abilities like "Strategist" and "Mold Breaker". This item rarely drops, though it is possible to steal it.

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

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

Crystal Heart: A beautiful violet crystal shaped like a beating heart. This extremely rare item will heal the holder 10% (13%) of their HP at the start of each turn. This item is easily lost or stolen.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

Lonely Star Shard: This item will boost the total damage of attacks/abilities that can only strike once by 25% (35%). This includes if the holder of the item has Heavy Blow.

Gold Edged Kaikishōhō: 10% (20%) more damage and defense when at full HP

Thiefbreaker Chain: A silver chain worn near the waist. This item will cut the chances of all stealing abilities in half while this character is alive. It has no impact after death. This item cannot be stolen or dropped. 

Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy elemental damage by 10%.

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduces the total HP lost from enemy physical attacks by 10%.

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 Monocle: This unusual item is created by inverting an Ancestor's Cloak. Grants the user +30 skill. Easily lost or stolen.

Ancestor’s Lantern: This lantern causes the character holding it to be immune to Critical Hits, Backstabs, and Ambushes. It also makes all those attacks 10% stronger when this character uses them on a foe. Holding this object causes 5% more panic to build for this character.

Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build. 

Ancestor’s Dark Candle: 15% damage boost in night or low light. +10 speed and +10 avoid in night or low light. Holding this object causes a 5% increase to panic build. 

Ancestor’s Ring: This ancient ring has a burning insignia upon it. It will increase the skill of the character holding it by 10, and will cause them to take 10% less damage from every single attack that strikes them. Holding this object causes a 5% more panic build

Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen. 

Ancestor’s Scroll: This ancient scroll will boost the total efficacy of healing abilities by 25%. Holding this object causes a 5% panic build at the start of every turn in battle.

Ancestor’s Coat: +20 avoid. This coat may be warn with all other forms of armor. Holding this object causes a 5% increase to panic build.

Ancestor’s Isolated Idol of Madness: This item will cause all conditional stat buffs that are not ally buffs to be increased in their efficacy by 10% at first tier and 20% at second tier. If this character has lost all their allies in combat (the minimum being 3 allies), they will have a 30% chance to survive any lethal hit until the battle ends or allies arrive. This item has a very high chance of being dropped or stolen. 

Black Hole Brooch: This ancient item is forged using powerful dark magic. It will prevent teleportation type movement and abilities within ten spaces of the character holding it. This item is easily lost and easily stolen.

Necronomicon: A ancient tome filled with an evil, dark energy. Gives the character holding it tremendous power over fear. Double's the effects of fear type moves.


Pthumeru Chalice: This ancient item will cause the character using it to take half damage from bleed, disease, burn, and poison statuses. This item is easily stolen, but it has an odd habit of vanishing as soon as the character who owns it dies.


Eldritch Trinket: A small trinket that resembled a hand reaching towards some sort of alien apendage. Holding this item reminds a character of the wide expanse of horror they have endured and fills them with courage. Grants resistance to fear type abilities. This item cannot be stolen, but it is usually dropped when the character falls in battle.

Rain-breaker: This small, delicate-looking piece of silk has been deeply blessed. Whenever a character is being attacked by a foe who will strike at them five or more times, the foe will have the total might of their attacks reduced by 50%. This item is easily lost or stolen. 

Masochist's Nerve Coil: A coil formed from a bundle of nerves and warn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Bracelet of Focus: A small, silver bracelet that wraps delicately around the arm of the wearer. This item will cause this character to reduce the chance of stunning and flinching abilities impacting it by 20%.

Chloranthy Ring: +5 speed. This ring will remove all speed debuffs acquired from using heavy weapons. However, if the weapons result in movement penalties, these will not be removed. However, this ring will not remove the speed debuffs from heavy weapons if the character using them has activated speed buffing abilities (frenzied blood, berzerk, ferocity, tailwind, overheat). This item is easily lost or stolen.

Havel's Ring: A ring belonging to the powerful Knight Havel. This ring lets the character ignore speed penalties that would normally be given by heavy weapons or armor. This item is easily dropped or stolen.

Golden Repair Ring: A glistening ring. This ring may repair one barrier at the start of each turn. However, holding this ring prevents the ability "Repair" from being used on or by this character. This item is easily lost or stolen.

Doubled Down Ring: Grants Doubled Down Defense for free. If the unit has the ability, this will allow the character to add up to 4 more additional basic scale barriers. This item is easily lost or stolen.

Rot Hunter's Ring: This unit gains +20 skill vs foes who have the "Rot Exhaltation Ring" equipped. They gain +20 skill vs foes who have the ability "Kindred of Rot Ring". This can be a +40 buff.

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.

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. 

Twinned Seal Ring: This ring will allow the holder to equip two elite weapon seals to their weapons. This item is easily lost or stolen.

Elite Frostbite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to ice-type damage. This ring will also halve the chance for this character to freeze, as well as increase their thaw chance by 45%.

Poisonbite Ring: This ring is easily lost or stolen. Wearing it causes a character to resist taking the poison status and poison damage in general. 

Blastbite Ring: This ring grants extreme resistance to explosion-type damage. It also slightly reduces the wear of Explosion-type attacks used against the character holding this ring. This ring is easily lost or stolen.

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

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

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

Ring of War: A ring forged in Asgard. Made to protect warriors in the most grueling of battles. Grants extreme resistance to throw and martial type damage. 

Ring of Steel Protection: A ring from the world of the Dark Soul. This rare and valuable item is easily lost and easily stolen. However, it grants the wearer resistance to blade and pierce type damage.

Speckled Stoneplate Ring: A gorgeous and incredibly valuable ring. Wearing this ring grants the character resistance to magic, dark, fire, and lightning type damage. The ring is easily lost or stolen.

Dragon Scale Ring: A legendary ring crafted by the Consumed King. This item is easily lost or stolen. Wearing this ring will grant resistance to critical hits, parry-reposts, perfect strikes, ambushes and backstabs.

Midnight Woodgrain Ring: This rare item will allow the holder to use the ability "Dodge Roll" for free. If the character has the ability already, this ring will add 10% to the chance to immediately dodge the foe.

Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. This item is easily lost or stolen. 

Calculating Mental Rune: A mental rune that is extremely hard to steal. This incredibly rare item will cause the character to reduce the activation rate of enemy abilities by 20. It will reduce the activation rate of statuses by 50. This item is practically impossible to steal and is impossible to drop.

Warmth Stone: A gentle, warming stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character being frozen and increase their chances of thawing to 45%. This will also cause them to only suffer a 10 speed debuff from Freezing Aura. This item is hard to steal.

Chill Stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking burn statuses. This item is hard to steal.

Cleansing stone: A gentle, cleansing stone. This rare enchanted item is crafted by ancient wizards. This item will halve the chance of this character taking poison, disease, and radiation statuses. This item is hard to steal.

Unfeeling Fragment of Heaven's Walls: This incredibly rare item will cause the holder to resist sacred damage, ignore Blessings of Divine Light, and be immune to the ability Rend Heaven. This item is nearly impossible to drop or steal. However, the holder of this item cannot be saved by Miracle or Miraculous Save, nor can they use Blessings of Divine Light.

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.

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 increases the chance of bleeding statuses by 20%.

Blood Heart: A pulsating heart made entirely of shimmering, shifting blood. 30% boost to bleed chances. Stacks with Blood tear.

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.

Deep Crimson Blood Droplet: A blood droplet so violently red, it is hard to look away from. This item will remove all innate and item related resistances to taking the bleed status or bleed damage. This item is very hard to steal (5% drop)

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.

Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by burning statuses by multiplying their percent-damage by 1.5x. 

Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%. 


Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.


Blazing Red Blood Droplet: This drop of blood appears to always be alight. It will cause the burn statuses of this character to ignore item and innate resistances to taking the burning status and burning status damage. This item is incredibly hard to steal (5% drop).

Vile Flame: All fire attacks by this character will harm allies and foes alike. All Fire attacks by this charater are impossible to consume. This item is nearly impossible to drop of steal.

OMEGA Brand: This brand allows a character to become Omega even if another character is the True Omega. This brand cannot be stolen. This brand allows the holder to climb up to 5 OMEGA Skill. 

Devilish Destruction Charm: This charm was fashioned by Plague knight. It requires many rare materials to crafts, including etherion chunks, true black wolfos hearts, vorpent eyes, and a black stag eye. Though this is a difficult object to create, it grants a character immunity to auto-damage, and allows them to reach a 7x multiplier with each element. Unfortunately, this item is easily dropped after defeat.

Fire Willow Core: This unusual item will double the Fire skill damage boost to attacks. This only applies to damage, not to defense. If the holder uses attacks that are only this attack damage, they will triple the skill damage.

4-Poms of Power (Fire, Earth, Explosion)

14-Fire Gems+Plate

14-Earth Gems+Plate

14-Volatile Crystals+Plate

Boots

Blazing Red Ichor: Grants +3 movement to foes who use running movement.

Abilities:

Mag-Mag Logia: An incredibly powerful ability. This character has consumed the Mag-Mag Devil Fruit. This will change the body of the user into magma itself. As such, this character is considered intangible. Characters who can ignore intangibility will be extremely resisted.  All lave attacks (lava attacks usually deal fire/earth/explosion-type damage) used by this character deal double damage. The Mag-Mag fruit allows this character to launch themselves across the map at incredible speeds. This will double this unit's movement and count as flying movement. This may be used once every three turns (every other turn), exploding out of a blast of magma. This blast will strike all adjacent characters and deal 100 (30,100) (36,100) (42,100) (48,100) (408,850) (817,700) (1,226,550) (2,453,100) (5,151,510) fire/earth/explosion-type damage. This "warp" is not actually a teleport. This damage ignores defense and is never countered. After warping, this character may attack or act as normal. This ability will also double the damage of the ability Flame Body by an additional 100%. It will also cause this character to not take autodamage from earth/fire/explosion boosting if they are OMEGA skill. Costs: 10 pg

Magma Fists: This character's fists are enveloped in molten lava. This will cause all martial attacks to be 1-2 range and boast a 50% (90%) (123%) burn status chance. These attacks also deal earth/fire/explosion type damage. These fists add 300 base might to the martial attacks and will also cause the martial attacks to deal 50% more damage at 1 range. This attack cannot be boosted by Inhuman Strength. Costs: 7 pg

Meteor Volcano (II+Needled): Akainu's Signature ability. Akainu may use this ability once (twice) per battle. This ability will target all foes within five (ten) range and strike them with his Magma Fists ability. This is not technically an AoE, as he will target foes individually and in order. However, this attack does boast +30 (+50) hit. He will strike each foe as if this is a normal engagement, calculating the number of hits and his hit chance as usual. Foes will dodge and counter individually. Rapid Fists will boost this ability. At second tier, this ability deals double damage to any foe who is more than a single tile in size, including enemy vessels. If Akainu charges for one turn, this ability will deal double damage, strike double the normal range, and double the burn chances of each strike. Costs: 10 pg

Magma Body: If this character is in a lava tile, they cannot be hit by ranged or area attacks. Costs: 5 pg

Flame Body: This unit's body is covered in flames. Any enemies who start a turn next to the unit will have a 20% (60%) (93%) of catching fire, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (6020) (51,170) (102,340) (317,254) fire-type damage immediately. Costs: 6 pg

Trail of Lava: This unit can leave lava terrain in the areas it passes through. It takes 2 move to set place a magma tile. Enemy units (or allies who are not immune to fire/earth) that step into these squares will have to spend 3 move to pass through them, and they will immediately take 20 (6020) (12,020) (102,170) (204,340) (408,680) (858,228) earth/fire type indirect damage. They will also have a 50% chance of getting a severe burn. Cost: 4 pg

Immolation: All must burn. This character will increase its attack by 10% (20%) (40%) every time it burns a foe, maxing at tripling its damage (no cap). This boost will last for five turns and this countdown will be reset every time it inflicts a new burning status. Costs: 5 pg

Overheat: This character may use the power of its flames to overheat its own body. Doing this will make this character lose 20% of its HP at the start of every turn. This ability cannot be undone unless the battle ends or someone strikes it with a status clearing mover. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20 (22), and it increases her attack by 100% (110%) the damage output of flame type attacks. It will also increase the chance of all burning statuses by 30% (33%) Costs: 6 pg

Intimidate: Fear-type ability. When this foe first engages an enemy, that enemy unit will receive a 50% (100%) reduction in their total damage. This debuff will last for a full turn. This ability may work on a foe multiple times if multiple units have this ability. This ability will trigger whether or not it is this character or the foe initiating combat. This ability has 2 range. Costs: 4 pg

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

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 (8) (16). 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

Heart Grabber: -10 hit. This ability may be used once every three turns. This attack only strikes once. This character approaches a foe whose heart is within arm's length from the surface of their chest. It then stabs it's hand straight in and cuts the heart deeply. This has an 80% chance to give the severe bleeding status. This attack will completely ignore defense and block. The base might of the attack will be x 3 the martial or claw attack of this character. This attack cannot be counter-attacked. Costs: 5 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

Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage of the attack as unblockable, undodgeable damage. 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 (Ring)

Dodge Roll: This unit may roll out of the way when being attacked. If the unit's skill is higher than that of the opponent, it immediately gives this character a 30% chance to completely dodge the attack. However, regardless of whether or not the attack is dodged, after the enemy attacks, or counterattacks, this unit may move one space. This can allow it to close the distance between itself and the enemy, or allow it to retreat. Costs: 4 pg (Ring)

Analyze: If this character consistently attacks the same foe, they will slowly boost their base skill stat.
If this character misses an enemy, they will boost their skill stat by 15
If the character strikes an enemy, they will boost their skill stat by 5
However, these boosts disappear when this unit attacks a different enemy. Analyze boosts may be negated by stat clearing moves or by putting the character to sleep. Costs 4 pg (Medallion) 

Unbreakable Barrier: This character has mastered the art of defense. All barriers and shields used by this character will be doubled in their total defense. Costs: 5 pg or GM shield


Character Type: Deity, Melee, Destructive

Weakness: Weak to earth damage. Immune to fire and explosion damage. Immune to lava terrain. 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: 1100
Defense: 1100
Speed: 125
Skill: 145
Move: 7

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