HP: 43,200 (86,400 1UPx2)
Attack: 500
GM Dark: 200
Attack: 500
GM Dark: 200
GM Psychic: 200
GM Sonic: 200
GM Bite: 200
Bite Attack: 500 (700)
Dark Blast: 500 (700) (3500)
Lick: 30 (530) (750) (3650)
GM Bite: 200
Bite Attack: 500 (700)
Dark Blast: 500 (700) (3500)
Lick: 30 (530) (750) (3650)
BOO!: 300 (800) (1000) (1200) (1400) (7,000) (14,000) (21,000)
Defense: 100
GM Shield: 200
Darkscale Pendant: 20 (220) (1100) (2200) (2,300)
Psychicscale Pendant: 20 (220) (1100) (2200) (4,500)
Sonicscale Pendant: 20 (220) (1100) (2200) (6,700)
16- Night Sapphire: Can immediately turn the battlefield to night. Stealth-type characters receive 15+ avoid in the dark. Also boosts dark type attacks 25%.
8-Twisted Spoons
8-Shrieking Stones
Boo Sheet: A white sheet. Grants +2 movement to levitating wraith-type characters.
Star Points: If in the Mushroom Kingdom, this unit will drop star points equal to the number of levels lower than it a foe is when they defeat it. Each foe that contributes may gain these points, but if any foe is a higher level than this unit, it will not drop points.
Abilities:
Intangible: This ability usually limited to only ghost-type characters. It makes them immune to any physical types of attacks, but not to element attacks. Ground attacks count as an element. Costs: 3 pg
Spook: Fear type ability. 1-3 range. Instead of attacking, this unit may attempt to frighten the enemy. If this works, the enemy units will immediately be forced to move as far away from this character as they possibly can. The chance of this ability succeeding lessons each time it is used. Costs: 4 pg
Lick: Dark-type damage. This enemy licks an adjacent opponent with a ghostly tongue. This attack has a base might of 30 and has a 30% chance to paralyze the target, inflicting -35 speed for the next five turns. This is a fear-based paralysis, and thus some characters are immune. This attack may strike more than once. Costs: 3 pg
Willow Wisp: 1-2 range. This unit summons a flurry of willow wisps to burn the target. It gives no damage, but it has an 80% chance to give them a burn status. Fire/dark-type status move. Costs: 3 pg
Teleport Dodge: If the character is being attacked by a ranged weapon and is faster than the foe attacking, they have a 50% chance to completely avoid the attack by teleporting. Calculate this dodge before calculating a normal dodge. Costs 3 pg
BOO!: This unusual ability requires the character to charge for one turn. After doing this, they may move adjacent to a foe and startle them with a heart stopping fear attack. This attack cannot be dodged. This attack fully ignores defense. Being struck by this attack causes the foe to suffer -30 avoid as a fear debuff for three turns. This debuff can stack. If this attack is somehow dodged, the debuff remains. This attack only strikes once. The base might of this attack is 300 dark/psychic/sonic/fear damage. The damage of this attack is boosted by fear boosting items and abilities. Foes cannot counter this ability after being hit (as such they can vantage). This attack is impacted by the ability “Prankster”. Costs: 7 pg
Prankster: This unit’s status abilities cannot be Vantaged by an enemy. Costs: 1 pg
Prank Scare: This unit can jump scare an ally. This will cause the ally to be flinched and miss their turn, but it will also put them on edge. This grants immunity to ambush and resistance to fear-based flinch and stun statuses for the rest of the battle. Costs: 2 pg
Pass: This unit may pass through enemies and obstructions without having their movement hindered. Costs: 2 pg
Extreme Evasion (II): +35 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Costs 10 pg
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
Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg
Ambush: If this character attacks a foe who was not alerted to their presence before the start of the phase, the strike will only hit once, but will deal 3 x damage and ignore shields, force fields, and not be countered. Costs: 3 pg
Wear Down: If this unit initiates combat with a foe, regardless of whether or not they land a hit on them, they will reduce the foe's defense by 10%. This will stack if this character or other characters with the ability continue to engage with the debuffed for. This debuff will last for two turns past the last time it was triggered. This ability is usually limited to low tier military units. Costs: 5 pg
Swarm (II): Each time this unit or any other units of the same type attack a foe and miss, the next unit of this type will have a 20 (30) point boost to their hit. Costs 6 pg
Character Type: Ghost, Wraith, Stealth
Weakness: Absorbtion type attacks
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