Toph: Level 87
HP: 787,200 (2,361,600) (5,667,840) (9,068,544) (19,043,942) (25,709,322) (33,422,119) (43,448,755)
Attack: 27000
2 OMEGA Martial: 4000
4 True OMEGA Earth: 16000 (48000)
Martial Attacks: 27,000 (31,000) (46,500)
Earth Blast: 27,000 (75,000) (600,000) (1,200,000) (3,600,000) (4,500,000) (x1.5)
Stone Edge: 600 (27,600) (75,600) (604,800) (1,209,600) (3,628,800) (4,536,000) (x1.5)
Earthquake: 100 (27,100) (75,100) (600,800) (961,280) (1,922,560) (5,767,680) (7,209,600) (x1.5)
Defense: 27000 (54,000)
2 OMEGA Armor: 4000
Vibranium Mail: 1200 (57,200) (61,200)
Toph's Martial Armor: 1000 (62,200)
Blind Bandit Cloak: 1000 (63,200) (126,400) (189,600)
2 OMEGA Shield: 4000
Raw Earth Shield: 1000 (17000) (21000) (168,000) (336,000) (1,008,000) (2,016,000) (2,079,200)
Raw Earth Shield: 1000 (17000) (21000) (168,000) (336,000) (1,008,000) (2,016,000) (4,095,200)
Groudon Scale Pendant: 100 (4100) (32,800) (65,600) (131,200) (4,226,400)
Groudon Scale Pendant: 100 (4100) (32,800) (65,600) (131,200) (4,357,600)
Earthscale Pendant: 20 (4020) (32,160) (64,320) (128,640) (4,486,240)
Earthscale Pendant: 20 (4020) (32,160) (64,320) (128,640) (4,614,880)
Earthscale Pendant: 20 (4020) (32,160) (64,320) (128,640) (4,743,520)
Earthscale Pendant: 20 (4020) (32,160) (64,320) (128,640) (4,872,160)
Earthscale Pendant: 20 (4020) (32,160) (64,320) (128,640) (5,000,800)
Earthscale Pendant: 20 (4020) (32,160) (64,320) (128,640) (5,129,440) (10,258,880) (15,388,320)
Speed: 305 (325) (335) (340) (+20 avoid)
Skill: 385 (395) (405) (+100 vs grounded foes)
Move: 7 (8) (14)
Items:
Hollow Gem-Heart of The Earth: A Legendary Heart pulled from the core of the planet. This heart will boost the total damage of earth attacks by a staggering 50% if the holder is standing on solid ground on the central planet. This heart will double the HP of the holder.
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.
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-Mako Cells
Vibranium Mail 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.
Toph's Martial Armor++: +10 speed/skill. This lightweight armor is susceptible to wear. However, it grants extreme resistance to explosion, energy, light and immunity to fire. Base 500 (1000) defense.
Toph's Blind Bandit Champion Cape++: This incredible cape boosts the range of all Earth attacks by +1. The cape grants extreme resistance to absorb, air, water, and sonic damage. Base 500 (1000) defense.
Earth Bending Bracers: (+10 speed) These bracers are worn on the arms and legs of an earth bender. They can be given “Weapon Seals”. These martial weapons will allow the user to use “Rapid Fists” on most basic earth element attacks. This will even apply to attacks that normally strike only once.
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.
2-Raw Earth 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 Earth 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 Earth to use this shield.
Torrent Breaker: This unusual piece of cloth will cause all hits after the fifth hit of a foe in a single engagement to no longer deal statuses, debuffs, or wear.
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.
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.
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”.
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. However, it will also increase their total defense by 50%. A character may hold up to two of these items. This item is very hard to steal.
Trinket of Divine Armor: Increase total Defense by 10% for each GM in Armor; Very 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.
3-Erdtree Sap: Heal 5% (15%) (19%) of HP at start of turn; Up to 3 may be held at a time.
Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.
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.
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.
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.
Bending Charm: This item will boost the reflection chances of Element Bender type abilities by adding 10% to the activation chances.
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 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 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.
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.
Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.
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.
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.
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 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.
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.
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.
Elite Roaring Earth Ring: This incredible ring will boost the damage of earth-type attacks that cannot strike flying or levitating foes by 60%. 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.
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.
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.
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)
Gemlord's Infinite Conflict Mental Point: A brilliant, bloody mental point. This grants "Battle Lust" for free.
Gemlord's Limitless Mental Point: This unique item causes all damage boosting caps on conditional damage buffing abilities to be completely removed.
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.
(TBA) World's Core-The Legendary Earth Gem: This Legendary gem will double the earth damage of the character on top of normal item damage boosting. It will also unlock a special ability on certain characters.
4-Poms of Power (Earth)
Willow Core-Earth
Earth Nation Crest: A brand placed on a character that shows loyalty to the earth nation. It will boost the martial and earth damage of the character by 50% additively alongside the normal item boosts.
12-Earth Gems+Earth Plate
Boots
Rugged Brown Ichor: Grants +3 movement to characters who use the Earth Surf ability for movement.
Abilities:
"I am the greatest Earth Bender in the world, and don't you dunderheads forget it": Signature ability. Despite her minuscule stature, Toph is an extraordinary earth bender. She will ignore cooldowns for all generic activated Earth Elemental attacks. She may also take two engagements with any of these abilities after moving. Costs: 9 pg
Earth Bender (II): This character may bend any Earth-type attacks launched at it. If this character has a higher or equal Earth skill level than the character attacking it, it will have a 60% (70%) chance to reflect any Earth-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 Earth attack may be redirected at any space within range of this character. The range will be equal to the max range of the redirected Earth attack. Costs: 8 pg
Metal Bender (II): This character may bend any metal attacks launched at it (most melee weapons, bullets, martial attacks from mechs, etc). If this character has a higher or equal Earth skill level than the corresponding skill level of the foe attacking it, it will have a 60% (70%) chance to reflect any these attacks that are launched at it or at adjacent spaces. If this is a mixed attack, the bending will only reflect half the 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 metal attack may be redirected at any space within range of this character. The range will be equal to the max range of the redirected metal attack. Costs: 8 pg
Earth Bending Radar: Signature ability. Despite being born blind, Toph uses earth bending to see the world around her. If Toph is grounded, she gains +10 perception vs other grounded foes. She also gains a staggering +100 skill. All of these buffs are lost if Toph is not grounded, the foe is not grounded, or the ground the foe is standing on is not connected to the ground Toph is standing on. Costs: 4 pg
Stone Edge: -20 hit. This immensely powerful attack is the perfect Earth-type counter to flying foes. 1-3 (4) range. This attack has 600 base earth type might, and will deal triple damage to flying foes. It also deals extremely heavy armor wear and has a 40% chance to induce the bleeding status. This attack may strike multiple times depending on the speed stat of the character using it. This attack may be used every three turns. This attack is technically considered physical. Costs: 4 pg
Earthquake: Once a day this unit may unleash a powerful earthquake. This attack only strikes characters on the ground, but it has six (7) range in all directions. The move has a base 100 earth/shatter type might. This attack cannot be dodged. Costs: 5 pg
Rock Tomb: 1-2 (3) range. Once every three turns, this unit may cause an avalanche of rocks to fall onto the foe. This will do 50% more damage than their normal earth blast, and if the attack lands it will drop the enemy's speed by 10 (20) and their move by 2 (4). Although it is an earth attack, this may strike flying units. This attack only strikes once. Costs: 4 pg
Rock Tomb: 1-2 (3) range. Once every three turns, this unit may cause an avalanche of rocks to fall onto the foe. This will do 50% more damage than their normal earth blast, and if the attack lands it will drop the enemy's speed by 10 (20) and their move by 2 (4). Although it is an earth attack, this may strike flying units. This attack only strikes once. Costs: 4 pg
Earth Wall Crush: This character may take their turn to create two 1 by 4 walls of earth anywhere within 10 spaces of them. This wall will be very sturdy and difficult to break unless the foe uses earth, bludgeon, or explosion damage against it. At the start of their next turn, as long as this unit has remained within 10 range of the earth wall, they may move the wall (or both walls) four spaces. This will strike foes and deal damage equal to a basic earth blast. It will also push foes along. If this pushes foes into a structure, including another earth wall, it will crush them, dealing massive shield wear and causing the foe(s) to immediately lose 20% of their HP. This does not work on titanic or larger characters. If a foe dodges the wall, they will simply leap over or on top of it, staying as close to their starting tile as possible. Foes may counter the character. The character may then act and take a full turn after moving the wall. Costs: 8 pg
Blinding Dust Cloud: This character may target any tile within three range. That tile and all tiles within two range will be struck by a huge cloud of dust. This cloud lasts for two turns. Any characters, whether friend or foe, standing in the cloud suffer a -30 (-60) skill debuff from blinding. Costs: 2 pg
Earth Surf: This character may surf upon earth that it creates as it moves. This will give it flying-type movement, and add 3 (6) to its basic movement, though it will still be connected to the ground. This earth that is created may also allow units to follow it into spaces that would otherwise be impossible to reach. Costs: 3 pg
Take the Hit: If an allied unit who is adjacent to this unit is attacked, this unit has a 50% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. Costs: 2 pg
Abuse: This character constantly abuses his opponents both physically and verbally. This has a striking impact on certain characters, particularly those who are sensitive, competitive, or honorable. If this ability activates on the foe, they will have their total damage and defense reduced by 10% (20%) each turn they continue to engage with this character. This debuff will max out at a 50% reduction, and will last until the abusive character falls in battle, or the battle ends. Costs: 3 pg
Metal Bending Iron Coat: -15 hit. This may use metal bending on a foe. If this works, she may strip them of metal shields or armor. Vs mechs or other foes with fully mental bodies, this ability will reduce their max HP by 20%. Vs cyborgs or other partially metal bodied foes, it will reduce their max HP by 10%. This ability cannot be used more than once against a foe. However, using this ability will immediately trigger the ability "Iron Defense" if unlocked. It will also refresh half of the user's barriers. Inside her metal coat, the user will be immovable by allies or foes unless they have abilities such as "Inhuman Strength". This metal coat lasts 5 turns. Costs: 5 pg
Iron Defense (II): This character takes a turn to drastically harden their metal defense. This will increase their total defense by 100% (120%). If they are struck during the turn they try to apply this buff, this move will fail. This ability may stack, maxing out at a 300% defense buff. This buff lasts for 5 turns. Costs: 6 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
Death Blow: When attacking, this character adds 25% to their attack damage stat. Costs 3 pg
Battle Lust: This character longs for nothing more than to overcome the mightiest of foes. If this character attacks a foe and does not kill them, they will buff the damage of his next attacks against them by 50% (60%). If they attack a foe and miss every strike as or are incapable of harming them, they will buff their damage against them by 100% (110%) for their next attacks. These buffs will last the entire battle, or until the foe dies, or if this character attacks or counters a different character. This buff maxes out at a 400% damage boost. Costs: 8 pg (Mental Point)
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 (17)
If the character strikes an enemy, they will boost their skill stat by 5 (6)
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)
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)
(TBA) For Those We Must Protect: If this character is standing within 2 spaces of an ally that they are very close to and protective of, then it will add 20% to all activation chances (including special attacks and status chances). Costs: 2 pg
(TBA) Earth Bending Unshakable Stance: Legendary Earth Gem ability. This character must take a turn to enter a perfected fighting stance. Doing this will halve their movement. However, it will double their range, increase their skill by +30, and double the damage of their generic activated earth attack abilities. Costs: Legendary Earth Gem.
(TBA) Earth Bender: This character may bend any earth type attacks launched at it. If this character has a higher earth skill level than the enemy attacking it, it will have a 60% chance to relect any earth 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 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) Earth Wall Crush: This character may take their turn to create a 1 by 3 wall of earth anywhere within 5 spaces of them. This wall will be very sturdy and difficult to break unless the foe uses earth, bludgeon, or explosion damage against it. At the start of their next turn, as long as this unit has remained within five range of the earth wall, they may move the wall three spaces. This will strike foes and deal damage equal to a basic earth blast. It will also push foes along. If this pushes foes into a structure, including another earth wall, it will crush them, dealing massive shield wear and causing the foe(s) to immediately lose 20% of their HP. This does not work on titanic or larger characters. If a foe dodges the wall, they will simply leap over or on top of it, staying as close to their starting tile as possible. Foes may counter the character. The character may then act and take a full turn after moving the wall. Costs: 4 pg
Character Type: Element, Martial, Destructive
Weakness: Weak to fire damage. Weak to the drowning status. Extremely resists earth damage. Toph is blind and immune to blinding statuses. If a foe is levitating or flying, or if Toph is not on solid ground connected to the ground the foe is standing on, she will suffer a -50 skill debuff. She will also have only 1 perception range vs that foe if they are concealed. If Toph has been afflicted by a sonic status that turn, thee skill debuff will be doubled.
No comments:
Post a Comment