Thursday, December 21, 2023

Azula






Azula: Level 62 (77 update)
HP: 115,200 (230,400)
Attack: 1600
1 Martial: 5
1GM Fire: 200
1GM Energy: 200
Fire Blast: 800 (2,400) (2,600) (18,200) (54,600) (68,250)  
Fire Bending-Lightning Generation: 1,000 (1,800) (3,400) (3,600) (3,800) (26,600) (53,200) (159,600) (199,500) 
Heat Wave: 200 (1,000) (2,600) (2,800) (19,600) (58,800) (73,500) 
Defense: 1300
1 Armor: 5
Mightnight Cloak: 150 (1450) (1455)
5M Shield: 80
Flamescale Pendant: 20 (220) (1,540) (2,995)
Flamescale Pendant: 20 (220) (1,540) (4,450)
Flamescale Pendant: 20 (220) (1,540) (5,905)
Flamescale Pendant: 20 (220) (1,540) (7,360)
Flamescale Pendant: 20 (220) (1,540) (8,815)
Flamescale Pendant: 20 (220) (1,540) (10,270)
Energyscale Pendant: 20 (25) (1,540) (11,725)
Energyscale Pendant: 20 (25) (1,540) (13,180)
Speed: 200 (210) (+40 avoid in dark)
Skill: 220
Move: 6 (+3)


Items:

Live Great Serpent Viscera

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

Midnight Cloak: An astoundingly dark cloak. Grants +40 avoid at night. Also grants an additional 150 defense. This cloak is expensive and rare, but also extremely easy to damage and destroy.

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.

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. 

Beastmaster Ring: A ring that grants extreme resistance to both claw and bite. Very valuable but also 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.

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.

Mustafar Magma Shard: This item will harm characters who are not immune to fire. However, it will also increase all burn chance activations by 10%.

12-Fire Gems

12-Energy Gems

Abilities:

Fire Bender (II): This character may bend any fire-type attacks launched at it. If this character has a higher or equal fire skill level than the character attacking it, it will have a 60% chance to reflect any fire-type attacks that are launched at it or at adjacent spaces. If this is a mixed attack, the bending will reflect it completely if it is fully elemental damage, but will only reflect half the damage if it is mixed with physical damage. This reflected attack will deal double the base damage. This reflected attack may be dodged by the opponent who fired it. At the second tier, the fire attack may be redirected at any space within range of this character. The range will be equal to the max range of the redirected fire attack. Costs: 8 pg

Fire Bending-Lightning Generation (II): This ability requires the holder to have Fire Bender (II) unlocked. This attack will only strike once but is viciously powerful. This attack may trigger "Backstab" even when used from range. 1-5 range. This powerful bolt is considered pure lightning damage, but it is boosted by flame-boosting items and abilities. Base: 1000 lightning type might. This ability can now be used to counter. If the character spends one action to charge, this attack will deal double damage if it is the attack used directly after the charge. Costs: 6 pg

The Last Agni Kai (III): Azula Signature ability. Azula Deals 200% more damage to foes who have access to Flame Type damage. This is considered "slaying" damage. Costs: 8 pg

Heat Wave (II): Once every three turns this unit may release a powerful pulse of fire energy that strikes all squares within 3 spaces of this character. This attack only hits once. The base might of this attack is 200 fire-type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. This attack has a 20% (30%) chance to induce burning at the second stage. Costs: 8 pg

Sunlight Strength: Fire Bender ability. The damage of all fire-type attacks used by this character will be increased on a sunlit map by 30%. Costs: 2 pg

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

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

Blaze: Innate ability of Charmander. This unit's fire type attacks will be boosted in damage by 50% if this character has less than 25% of it's HP remaining. Costs: 2 pg

Fury of The Fallen: Fury of the Fallen: If this character has 10% of its max HP or less, it will triple the amount of damage that it deals. This boost will last for 1 turn after the character falls below 10%. This ability may activate multiple times, but a unit must be healed above 40% and then fall to low health again in order to activate it a second time. Costs: 1 pg

Backstab: This character may stab an opponent in the back. The direction an opponent is facing is determined by where they just attacked last, but the must-have attacked with a 1 ranged attack. If this unit moves behind the foe, their attack will only be able to strike once. However, it will deal 2 x damage and prevent the enemy from counter-attacking if it lands. 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 move. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame-type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg

(TBA) Flame Launch: +3 move. A rare form of super jump, this character uses a fire to launch themselves into the air. This allows them to bypass certain high structures and enables engagement with flying enemies. While using this ability, the character is given flying type movement, but they must land at the end of the turn.  If this character starts a turn by using this jump, which has no real penalties, they will create a small explosion around their feet. This will strike all enemies adjacent to them regardless of avoid. This small explosion will not be counter-attacked. Base 20 (220) (1,540) (4,620) fire type damage. Costs: 5 pg

(TBA) Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg

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

(TBA) Fire Bender: This character may bend any fire-type attacks launched at it. If this character has a higher fire skill level than the enemy attacking it, it will have a 60% chance to reflect any fire-type attacks that are launched at it or at adjacent spaces. If this is a mixed attack, the bending will reflect it completely if it is fully elemental damage, but will only reflect half the damage if it is mixed with physical damage. This reflected attack will deal double the base damage. This reflected attack may be dodged by the opponent who fired it. Costs: 4 pg

(TBA) Lighting Bender: This character may bend any fire-type attacks launched at it. If this character has a higher fire skill level than the enemy attacking it, it will have a 60% chance to reflect any lightning-type attacks that are launched at it or at adjacent spaces. If this is a mixed attack, the bending will reflect it completely if it is fully elemental damage, but will only reflect half the damage if it is mixed with physical damage. This reflected attack will deal double the base damage. This reflected attack may be dodged by the opponent who fired it. Costs: 3 pg

(TBA) Lightning Bender II: This character may bend any fire-type attacks launched at it. If this character has a higher or equal fire skill level than the character attacking it, it will have a 60% chance to reflect any lighting-type attacks that are launched at it or at adjacent spaces. If this is a mixed attack, the bending will reflect it completely if it is fully elemental damage, but will only reflect half the damage if it is mixed with physical damage. This reflected attack will deal double the base damage. This reflected attack may be dodged by the opponent who fired it. At the second tier, the fire attack may be redirected at any space within range of this character. The range will be equal to the max range of the redirected fire attack. Costs: 6 pg

(TBA) The Last Agni Kai: Azula Signature ability. Azula Deals 50% more damage to foes who have access to Flame Type damage. This is considered "slaying" damage. Costs: 2 pg

(TBA) The Last Agni Kai (II): Azula Signature ability. Azula Deals 100% more damage to foes who have access to Flame Type damage. This is considered "slaying" damage. Costs: 4 pg

(TBA) Fire Bending-Lightning Generation: This ability requires the holder to have Fire Bender (II) unlocked. This attack will only strike once but is viciously powerful. This attack may trigger "Backstab" even when used from range. 1-5 range. This powerful bolt is considered pure lightning damage, but it is boosted by flame-boosting items and abilities. Base: 500 lightning type might. This ability cannot be used to counter. Costs: 3 pg

(TBA) Fists and Feet of Fire: This character may add its fire skill stats and boosts to its martial attacks. Costs: 2 pg

(TBA) 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 move. Once started, the character is on a ticking timer. However, this will boost the speed of this unit by 20, and it will double the damage output of flame-type attacks. It will also increase the chance of all burning statuses by 30%. Costs: 6 pg

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

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

(TBA) Flame Thrower: This attack is exactly the same as the character's normal fire blast or breath attacks. However, these attacks now have 40% chance to burn the enemy. Costs: 3 pg

(TBA) Heat Wave: Once every three turns this unit may release a powerful pulse of fire energy that strikes all squares within 2 spaces of this character. This attack only hits once. The base might of this attack is 100  fire type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. Costs: 4 pg

(TBA) Extreme Evasion: +25 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Attacks that "Always Hit" must calculate accuracy and may miss, but they will receive a +40 hit chance. Taught by Koro Sensei. Costs 5 pg

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

(TBA) Squad Commander (II): This ability allows the leader of an elite squad of heroes to inspire his units to move again. If units of this character's squad end their turns within two spaces of the leader, they may take one more full turn. Only Four units may do this in a turn, though up to eight may have access to it.(Members:_____,____,_____,_____,_____,_____,_____,_____). Costs: 8 pg

(TBA) Chain Attack: An ability used by tight-knit squads. If this character is part of a notable force of three or more who often battle in tandem, they may have access to this ability. If a character with Chain Attack is standing within their own attack range of a foe who is targeted by an ally, they may jump in and strike the foe before their ally does. This strike will only hit once, and it will be 10% of the normal damage of this character. This strike will boast +50 hit. Foes will not counter a chain attack and a chain attack will always strike before Vantage. The damage of a chain attack will be doubled if the unit has the ability “Support” unlocked and is at least a “Friend” with the ally who has triggered the attack. Costs: 5 pg

Weapon-Free: Speed-Class exclusive ability. If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base speed. Costs: 2 pg

(Can be taught: Backstab, Scatter Fire)


Character Type: Element, Destructive, Martial

Weakness: Weak to Earth and Water. Weak to mental statuses (excluding fear). Extremely resists fire, explosion, energy, air and martial.

Caps:
HP: Low
Attack: 500
Defense: 100
Speed: 140
Skill: 170
Move: 6

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