Clubba: Level 33
HP: 17,640 (26,460)
Attack: 200
GM Club: 200
5M Martial: 80
Clubba Club: 500 (700) (900) (1800) (3600) (10,800) (22,140) (33,210) (43,173)
Martial Attack: 200 (280) (840) (1,092)
Defense: 200
GM Armor: 200
Clubba Shell: (500) (700) (1,260)
Speed: 83 (63) (68)
Skill: 100 (110)
Move: 5
Items:
1-UP
Clubba Club: -20 speed. This weapon can only strike once when used for normal attacks. This unusual weapon completely ignores intangibility on all foes and damage resistances on Ghost-type characters. This club boasts 500 bludgeon-type might. It can only be used by a monster class unit.
Clubba Shell: An odd armor that can be used by a monster-class unit. Grants 500 defense. This armor prevents the use of any other armor. This armor doubles the buff granted by Thick Fat. This armor grants resistance to blade, bullet, and whip type damage.
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.
Pure Stone
Heavy Stone+Plate
Abilities:
Proficiency (II): If this unit uses a single attack type, they may triple that attack type's total damage. Costs: 12 pg
Weapons Master: This unit is a master of many types of combat. This allows them to fully understand the battlefield and boosts their power with each and every weapon they master. This ability grants a 15% boost to total damage given with all weapons for every master level the character acquires in any weapon type. It grants 30% for every Grand Level Master. This ability cannot be removed by strategist. Costs: 4 pg
Mob: All units that have Mob and are in range of a single opponent may add all their total attack damage together and strike the enemy in unison. This attack can only strike once, but it is impossible to dodge. If the character being attacked is fast enough to counter-attack before being hit, they will only strike one of the mobbing enemies. If the mobbing enemy who starts the attack is killed, his damage will not be given, but the rest of the mob will still deal damage as normal. Costs: 5 pg
Thick Fat: This character is covered by a dense layer of fat... which offers a surprisingly good defense. Grants (extreme) resistance to martial, fire, ice, and bludgeon-type damage. This ability also boosts the defense of the unit by 40% (80%). Costs: 6 pg
Skull Bash: This attack may only be used with a hammer or a club. This will cause the attack to only strike once, but the strike will deal double damage. The foe who is struck will lose 10% of their defense for every GM the attacker is in the weapon that is being used (Hammer or Club). This debuff lasts for 3 turns and can stack. Costs: 4 pg
Up Close and Personal: This character always fights without use of range. If this character lacks any sort of attack that can strike at ranged enemies, and is fighting an enemy who has any sort of ranged attacks, this character will boost their total damage by 30%. Costs: 2 pg
Two-Handed Stance: This character may take a formidable combat stance, laying aside any shields or secondary weapons and holding their primary weapon in both hands. Doing this will boost the skill of this character by +10. It will boost the speed of this character by +5. It will also improve the total damage of melee weapons by 50%. Brave weapons will still strike twice, but abilities like assault moves, critical hits, back stabs, or finish strikes will not be improved by this ability. The character must choose to enter and exit this stance on their own turn before attacking. This ability cannot be used in tandem with Rapid Thrust or Strike Twice. Costs 5pg or GM in Sword, Axe, Club, Hammer, or Scythe.
Character Type: Melee, Monster
Weakness: Weak to the sleep and fear statuses. Extremely resists body-type damage.
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