Tuesday, July 28, 2026

Danny Phantom






Danny Fenton: Level 1

Stats Page

Move:


Items:

Abilities:

(TBA) Going Ghost: Signature ability. This form shift will not prevent curse healing. This character may take a turn to become a wraith. This will make them intangible. This form shift lasts for 5 turns. While a wraith they gain +5 flying-type movement. They will also gain a staggering +50 avoid for their first engagement each turn. This form will also boost the damage of this character by 50%. Costs: 6 pg

(TBA) Going Ghost (II): Signature ability. This form shift will not prevent curse healing. This character may take a turn to become a wraith. This will make them intangible. This form shift lasts for 10 turns. While a wraith they gain +5 (+7) flying-type movement. They will also gain a staggering +100 avoid for their first engagement each turn. This form will also boost the damage of this character by 100%. Costs: 12 pg

(TBA) Ghostly Wail: Signature ability. Once per battle Danny may spend a turn to charge. After charging, he may unleash a massive AoE that boasts +50 hit, cannot be dodged, and deals double the damage of a Ghost Ray. If the ghost rays of Danny are improved by any of the supporting abilities, the Ghostly wail may add the effects of ALL of them to the massive blast. Costs: 5 pg

(TBA) Ghostly Wail (II): Signature ability. Once per battle Danny may spend a turn to charge. After charging, he may unleash a massive AoE that boasts +50 hit, cannot be dodged, and deals double the damage of a Ghost Ray. If the ghost rays of Danny are improved by any of the supporting abilities, the Ghostly wail may add the effects of ALL of them to the massive blast. At second tier, this wail will also have a 50% chance to flinch all foes from fear and will ignore 50% of the defense of foes. Costs: 10 pg

(TBA) Ghost Ray: These potent blasts of ecto energy may be fired at foes when attacking or countering. 1-3 range. These attacks deal dark/psychic type damage. These blasts may be fired multiple times based on speed. Certain psychic abilities may improve these blasts, but only one may be used at a time. Switching between these enhancements can be done to trigger Elements Unleashed. Base 300 might. Costs: 3 pg

(TBA) Ghostly Pyrokinesis: This ability may improve Ghost Ray. This will add fire damage to the blasts and give them a 50% chance to burn foes. Costs: 2 pg

(TBA) Ghostly Cryokinesis: This ability may improve Ghost Ray. This will add ice damage to the blasts and give them a 20% chance to freeze foes. Costs: 2 pg

(TBA) Ghostly Photokinesis: This ability may improve Ghost Ray. This will add light damage to the blasts and will cause the blast to blind a struck foe. The blinded foe will suffer -30 hit for one turn. This debuff does not stack. Costs: 2 pg

(TBA) Elements Unleashed: This character has mastery over many different element types, and as such can quickly overwhelm enemies. If this unit uses a simple element blast against a foe, and then uses a different type of element blast against that same enemy, the second blast will increase its total might by fifty percent. This ability will continue to stack on additional damage until the unit using it strikes the foe with a blast that it has used previously. Costs: 5 pg

(TBA) Elements Unleashed (II): This character has mastery over many different element types, and as such can quickly overwhelm enemies. If this unit uses a simple element blast against a foe, and then uses a different type of element blast against that same enemy (or a different foe, at second stage), the second blast will increase its total might by fifty percent. This ability will continue to stack on additional damage until the unit using it strikes a foe with a blast that it has used previously. Costs: 10 pg

(TBA) Ghostly Absorb: Every time this unit kills an enemy who is a wraith, they may absorb a single, first-level ability from this foe and use it for the rest of the battle. Costs: 5 pg

(TBA) Ghostly Absorb (II): Every time this unit kills an enemy who is a wraith, they may absorb a single second-level ability from this foe or two first-level abilities and use it for the rest of the battle. Costs: 10 pg

(TBA) Phantom Martial: This character may empower their fists with potent ghostly energy. This will cause their martial attacks to gain psychic/dark element damage. This may then be improved by Inhuman Strength. While not the normal elements required, these martial attacks may trigger blast back. Costs: 4 pg

(TBA) Inhuman Strength: This character is incredibly strong. It will not take speed reduction from holding heavy weapons or armor. It may also throw characters who are a size class larger than normal. This ability also prevents this character from being slowed down by abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles its martial damage. Costs: 7 pg

(TBA) Curse Healing: This character may take a healing form. They may not be in any other form while doing this. It takes one turn to activate this form. In healing form, the character will regain 20% of their HP at the beginning of every turn. The character may only use this ability for twenty turns in any given battle. Costs 5 pg

(TBA) Phantom Stealth: This character may become invisible on the world map. They cannot be detected unless the enemy has some sort of sense enhancing special ability. They will be revealed when they attack, but only for one turn. They may retreat, and become invisible again. Stealth also adds 15+ to avoid dodge. Cost: 4 pg

(TBA) 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

(TBA) Pass: This unit may pass through enemies and obstructions without having their movement hindered. Costs: 2 pg

(TBA) Extreme Evasion (II): +35 Avoid both when attacking and when being attacked. This unit may dodge area attacks. Costs 10 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) 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

(TBA) 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

(TBA) Possession: Before moving (or being moved) and before attacking, this unit may attempt to possess the body of a corporeal, unique foe. This will have a 10% chance to succeed. This chance will improve by 2% per master level in Psychic and 3% per GM. At any omega level Psychic, it will boast a 50% activation. It does count as a form of mind control, but mind-control preventing items will only ever halve the activation of this ability. If this possession succeeds, the wraith will exit the map and enter the mindscape of the foe and take control of it. Certain mindscapes are inherently hostile, so this can lead to the destruction of the wraith. Upon entering the foe, they will gain control of them and be able to take full turns with them starting on the next turn. If the controlled character is killed, they cannot level down or be looted, and the wraith will exit the corpse at 10% of their own HP and be stunned for one turn. The wraith can, at any time, take their turn to exit the foe, but the foe will still be safe from any level downs or loss until next using a portal. The abilities Purge and Banish will remove the wraith, placing them adjacent to the previously possessed character, reducing their HP to 10% and stunning the wraith for one turn. Costs: 5 pg

(TBA) Phantasmal Killer: A wraith must take their turn to activate this ability. After this, every other turn (starting next turn) they will deal double damage and double damaging statuses  (bleed, burn, and poison activation). This is not impacted by philosopher stones or other cooldown modifiers. Costs: 6 pg

(TBA) False Replicas: This character may take a turn to sacrifice 30% of it's HP to generate two false replicas of itself. These replicas will have 10% of this character's HP as their own. They will not be able to use abilities that have already been expended by the character. This character may make up to ten of these replicas in any given battle. On any map, there may only be 16 replicas at any given time (meaning both foes and allies may contribute to maxing out this number). Killing this character will destroy the replicas. False replicas cannot buff, take the hit for, heal, or enhance the character that created them or other identical false replicas in any way. Costs: 8 pg

Character Type: Wraith, Destructive, Stealth, Elemental, Martial

Weakness: Danny will take double damage vs Wraith slaying items/abilities (on top of the normal damage). Weak to radiation poisoning. Weak to absorb type damage. Extremely resists dark and psychic damage. Resists fear and pain.

Stat Caps:
HP: Low
Attack: 100
Defense: 100
Speed: 145
Skill: 145
Move: 8 levitating/flying movement

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