Monday, August 31, 2026

Doctor Doom






Victor Von Doom: Level 83

Stats Page

Move: 8 (9) (12)


Items:
Eminis Gauntlet of Power+++: This Gauntlet will function as a catalyst. It will boost the base might of spells by 4,000 (12,000) damage. Spells that deal Ice-type damage will deal double damage and will give the foe a temporal slowing debuff for one turn. This slowing debuff reduces the foe's Speed by 5 (10) (20) per hit, and it cannot be resisted. If this character has the ability "Rapid Fists", it may use another Gemnode gauntlet on the other hand and cast spells from each via "Rapid Fists". 

Oninonix Gauntlet of Power+++: This Gauntlet will function as a catalyst. It will boost the base might of spells by 4,000 (12,000) damage. Spells that deal Fire, Energy, or Explosion-type damage will deal double damage and will boost this unit's by 10% per hit. If this character has the ability "Rapid Fists", it may use another Gemnode gauntlet on the other hand and cast spells from each via "Rapid Fists".

Supreme Iron-Doom Armor (+Damage Negator x2, Tracking Scope): -1 Move; -X Speed. +20 (+60) Skill. This suit offers immunity to Bullet, Bludgeon, Martial, Magic, and Energy and defends against Magic and Psychic. This armor is immune to wear. This suit also grants resistance to Radiation and the Radiation status. The suit is also extremely resistant to damage, wear, and hacking. It allows the user to survive in space, though it cannot reach that altitude without a launchpad. The suit boasts Base X Defense and also comes equipped with X energy shields that offer base X defense when being attacked and are boosted by energy and shield skills and item boosts. If the character has "Doubled Down Defense", this suit can project two of these energy shields. This suit will reduce all damage by X%. Unlike most Stark Industries' armor, this suit does not grant flying-type movement, but comes equipped with an anti-threat adaptive programming. This will reduce the total damage dealt by enemies by X%. The suit can be disabled by EMP-type attacks, but will reboot fairly quickly (usually within 2-4 turns).

Elite Jumper-Pack: A jet-pack that will temporarily launch the wearer into the sky. This allows them to attack flying units with 1-range attacks, and will allow them to ignore terrain. However, they will land at the start of their next turn and take any terrain damage/statuses. Using this movement type will also cause the character to take 2x damage from missile-type attacks. This jet-pack will boost the movement of the character by 4.

Ancestor's Will: Boosts all droppable HP boosts by 10%; Very Easily Dropped.

Nightmare Free Heart: A Legendary Heart. This item will double the health of this character and grants the holder immunity to psychic statuses. This legendary item was created when Ness defeated all evil within his heart. 

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: +25% HP on top of HP Boosts; Very Hard to Steal

Centaur Heart + Soul: 25%+25% (60%) HP on top of HP Boosts; Stacks with Centaur Soul; Lost upon death

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% (30%). A character may only carry one of these items.

10- Heart Container: +10% (+20%) HP, up to x2 (x3)

Life Ring: This ring boosts the max HP of the holder by 10% (20%).

Rune Arc:  Activates a Great Rune. If no Great Rune is held, it will buff this character's HP by 20% (30%). Only humans, elves, and lords/gods may use this item. Lost upon death.

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 Monocle: This item grants +30 Skill. Easily lost or stolen. 

Ancestor’s Candle: 15% damage boost in daylight or bright light. +10 speed and +10 avoid in daylight or bright light. Holding this object causes a 5% increase to panic build.

Ancestor’s Handkerchief: -50% to all disease, and bleed status conditions when they are used against this character. Holding this object causes a 5% increase to 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 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 a 5% increase to panic build.

Ancestor’s Map: An ancient, eldritch map. Holding this item will cause 5% more panic build. This item will triple the perception range of the character, and allow them to detect invisible or shape-shifted foes within three range of where they start or end their movement. This item will cause the character to escape tackles, holds, nets, and traps twice as quickly. 

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. Holding this object causes a 5% increase to panic build.

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 Musket Ball: This intricate musket ball will increase the damage of all ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase to panic build.

Ancestor’s Pen: This intricate pen will increase the damage of all 1-ranged attacks by 10%. If the character has the ability “Critical Odds”, it will increase the chance of the Crit by 8%. Holding this object causes a 5% increase in panic build.

Ancestor’s Pistol: This ancient pistol will cause this character to increase its speed by 5 and its skill by 15 when using ranged attacks. Holding this object causes a 5% more 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 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.

Eye of Agamotto (Time Stone):  This item contains the Time Stone. If it gets stolen, it will take the enemy one month to open the amulet and use the stone.

The Time Stone: One of the six Infinity Stones. This incredible object will unlock all time manipulation type abilities on the character who is holding it. If they have the abilities innately, it will also double their effectiveness (generally by halving their cooldown and doubling the duration of time statuses).

Deep-Sea Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduce the total HP lost from enemy elemental damage by 10%.

Lake Caryll Rune: A rune carved into the mind of a character. Impossible to lose or steal unless the foe mind-dives this character. This item will cause the character to reduce the total HP lost from enemy physical attacks by 10%.

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

Bellowing Dragoncrest Ring: A ring that boosts the damage of spells using a catalyst by 30%.

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.

Bloodbite Ring: This ring is easily lost or stolen. It grants resistance to taking the bleeding status as well as resistance to blood-type damage.

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.

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.

Elite Flamebite Ring: A ring from the world of the Dark Soul. Grants extreme resistance to fire-type damage. This ring will also halve the chance for this character to burn.

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 15%.

Elite Radiationbite Ring: This rare ring grants extreme resistance to radiation-type damage and the radiation status. 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.

Mob Boss Ring: A ring that grants extreme resistance to Bullet. Very valuable but also easily lost of stolen.

Mortal’s Clinging Ring: This ring may grant the ability “Cling To Life” to a human character for free. However, the human cannot have the ability Steadfast available to them or any other generic life-saving ability unlocked. This item is easily lost or stolen.

Pennance Ring: A ring that grants extreme resistance to Whip. Very valuable but also 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. 

Ring of Arrogant Defense: This ring breeds unwise arrogance in the holder. This will prevent them from using regular scale pendants. However, for every scale pendant they could have used, they will buff their total defense by 25%. If this character loses all of their barriers, they will also lose the defense buff of this ring.

Ring of Mind: Extreme Resist Psychic; Immune to Mind Control

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.

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. 

Sniperbite Ring: This ring will halve the damage from the attack Skilled Shot. This ring cannot be worn by characters with low or very low HP. It may also not be worn by characters using Acrobat's Tradeoff. This item is easily lost or stolen.

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

Stonesmashers Ring: This unusual and rare ring grants extreme resistance to bludgeon. 

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.

Advanced Field Disrupter: This fragile piece of tech generates a disruptive field around the character, causing them to ignore dimensional alterations. This includes Subspace Debuffs, Negative Zone, and Mirrior Dimension... among other similar things. 

Anti-Time Point: The inversion of a Temporal Stone. This item can be used to activate "Time Warp" for 2 turns; however, the user is also affected by this Time Warp if they are not immune to Time abilities.

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 this item. This item is very hard to steal.

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.

Blessing of Divine Light: This beautiful drop of gold prevents this character from taking indirect damage, and from being killed by instant-kill abilities.

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%.

Calculating Charm: A small charm with ancient numbers carved into it. This charm will double the impact of Calculating Fighter. This item is very easily lost or stolen.

Chilling Ember: This item increases the activation chance of Freeze by 30%. This item is easily lost or stolen. 

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.

Cross of Supremacy: A medal given to only the most dedicated and powerful soldiers. This item may be stolen, but it will never drop. This item gives the character holding it an ability similar to supreme soldier, in that attacks that it uses will not break proficiency and proficiency made be used to boost multiple single-element attack types. However, this item will only allow the character to do this if it is GM or higher in the attack types they are using. Using a damage type that this character is not a GM skill level in will result in a loss of proficiency boosts.

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.

Collapsing Stars Tome: A Tome that grants the ability "Collapsing Stars". Incredibly valuable. To use this tome the user must be a sorcerer, wizard, witch or mage. 

(TBA) Curse of Profane Darkness: A horrid orb of jet-black darkness. This orb will increase the damage of all Indirect damage by 25% and increase instant kill activation chances by 10%. 

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.

Drop of Strength: This item is incredibly difficult to steal or loot. It will double the base attack stat of the holder.

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.

Elite Shimmering Slay-Breaker: This tiny, beautiful pin is worn like a brooch. It will cause abilities and items/weapons that increase the damage against this character wearing it to be 50% less impactful (Example: 30% boost from Demon Slayer becomes a 15% boost. A weapon that deals double damage now deals 50%). 

Flame Rock: A rock that forms in blazing blood. This rare item will increase the damage given by burning statuses by multiplying their %damage by 1.5x. 

Flash Bomb: This item may be used once every (one) two turns. It will not take your action that turn, and it will create a blinding field of light around you. It will drop all foe's Skill by -5 within five range, and will illuminate the area and remove dark terrain and drive off certain types of shadowy characters.

Flint Fang: A dark fang from the terrifying Rhahi that live near the Voya Nui deletion lava. This item is extremely rare but also easy to lose. Boost the chances of burning enemies by 30%.


Fractal Stone: A stone that is icy cold to the touch and appears to have an ever-changing, snowflake-like form. This stone will add 10% to any freezing chance that already exists in abilities/weapons held by this character.


Hack Backdoor: Once per battle, this unit may escape from hacked statuses. This item rarely drops.


Heartseeker Thorns: A dark bracelet made of twisting black thorns. This item will increase the might of counter-based abilities by 2x. This includes Vengeance, Counter, Counter-Strike, Counter-Magic, Bide, and parry repost.

2-Magic Rod: A strange but powerful item. This item will boost the base might of magic element attack by 400. This item will only boost element attacks that include magic-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.

4- Mako Heart: This item heals the holder 5% (6%) of their HP at the start of each turn. Up to four may be carried at once. This item cannot be used in tandem with Erd Tree Sap. These items are easily dropped or stolen. 

Masochist's Nerve Coil: A coil formed from a bundle of nerves and worn on the arm. This grotesque item will halve the likelihood of the wearer being stunned or flinched by pain abilities. This item is quite rare and unfortunately also quite fragile. This item rarely drops (10% rate).

Miracle Scale: A shimmering scale. Grants the ability “Incredible Barriers” for free.

Mustafar Magma Crystal: An extremely rare item. This purified diamond of magma will cause all the fire types of this character to have a 10% chance to burn. This does not increase burn chances on moves that already have a chance to burn foes. This item is fairly easy to steal but very rarely drops.


Mustafar Magma Shard: This item will harm characters who do not have a strong affinity to fire. However, it will also increase all burn chance activations by 10%. 


Newborn Star Brooch: A unit holding this item may warp an ally adjacent to them from anywhere on the map once every four (two) turns. This takes the item holder’s turn to do, but the ally may take their full turn either before or after being warped.

Parabola Charm: This item will cause damage types that normally ignore barriers to ignore half of the currently intact barriers of the foe. this will be performed by counting barriers and ignoring the bottom half. This item is rarely lost or stolen.

Philosopher's Stone: Allows this unit to use abilities twice as often as they should be used.

Plague Cord: A vile, mercury cord. This item allows for statuses to trigger on indirect damage. This only applies to direct attacks that cause indirect damage, not additional indirect damage that may trigger due to other abilities. This item is easily lost or stolen. 

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.

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.

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.

Round Up Brand: This brand allows a character to round up their damage, defense, and HP. The math for rounding up is dictated by level:
1-50: Round up to nearest 1,000
51-70: Round up to nearest 10,000
71-90: Round up to nearest 100,000
91-100: Round up to nearest 1,000,000

Silver-Edged Kaikishōhō: A sharp coin, forged in Valla. This object looks like a regular coin, and as such it is very hard to steal. This item will allow a character to learn the ability "Vantage". If they already have access to the ability, it will allow Vantage to trigger at 60% of their HP. This item will also cause this character to Vantage hit foes who are 30 speed slower than them.

Soulborg's Last Resort: A small, well-protected generator located at the heart of a Soulborg. This item is quite hard to steal. However, this item will immediately cure all EMP damage this character takes once per battle.

Spellsong Ring: A ring containing spell song energy. This will drastically impact the efficacy of nearby spells. This unit and all allies within two range will boost their spell damage by 75%. All enemies within 2 range will also boost their spell damage by 50%. If this unit is within range of a Silence Ring or Dissonant Sound, all buffs granted by this ring will be ignored.

Sun's Wish: A beautifully bright, pearl-like object. This rare item may be crafted using Drops of Sunlight and other rare objects. This item may be used to immediately change the map to day. This will not take the characters turn to do, and this day-time alteration will last for a minimum of five turns. Certain abilities may prevent this, but objects such as Night Sapphires will fail for those five turns. This object is hard to steal. 

Temporal Stone: This extremely rare and valuable item makes a unit immune to time stopping or altering abilities.

Trinket of Divine Armor: A small trinket of extreme potency. This item is nearly impossible to steal (5%). It will boost the total defense of the character by 10% for each GM in armor they have.

Trinket of Porcelain Defense: This trinket will cause attacks that normally ignore defense to calculate defense fully vs this character if they have not been attacked (initiated against) yet this battle.

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.

Unfeeling Fragment of Heaven's Walls: This incredibly rare item will cause the holder to resist sacred damage, ignore Blessings of Divine Light, and be immune to the ability Rend Heaven. This item is nearly impossible to drop or steal. However, the holder of this item cannot be saved by Miracle or Miraculous Save, nor can they use Blessings of Divine Light.

Vicious Silver Pin: A small, needle-like pin that can easily be 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 difficult to steal and very valuable.

Warming Ember: This item increases the activation chance of burn by 30%. This item is easily lost or 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.

(TBA) 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.

Acute Spirit Point: A very small speck of highly condensed magic energy. This looks like a tiny black orb. When placed into the brain of a magic character, this rare item will increase the range of their spell attacks and magic throws by 1. It will not increase the range of indirect magic abilities, such as reflectors, shields, or statuses. Impossible to steal unless the foe enters this character's mind.

Calm Mental Point: A very small speck of highly condensed psychic energy. This looks like a tiny blue orb. When placed into the brain of a character, it will double the buffs of Calm-based statuses. This includes Deep Breath and Calm Mind. It will also allow the unit to use Calm Mind as many times as it wishes per battle. Impossible to steal unless the foe enters this character's mind.

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. 

Loyal Mental Rune: This rune will grant the holder "For Those I Must Protect" for free. This can grant the ability to characters with unsuitable personalities.

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.

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.
Devilish Destruction Charm

Poms+Max Boosting Items (Absorb, Air, Dark, Earth, Energy, Explosion, Fire, Ice, Light, Magic, Poison, Psychic, Sonic)

Spirit Shield (Absorb, Air, Dark, Earth, Energy, Explosion, Fire, Ice, Light, Poison, Psychic, Sonic)

Toa Shield (Lewa, Rahkshi, Onua, Pohatu, Tahu, Kopaka, Takanuva)

Enhanced Elite Shields (Absorb, Air, Dark, Earth, Energy, Explosion, Fire, Ice, Light, Magic, Poison, Psychic, Sonic)

Greatscale Pendants (Celebileaf, Rayquazascale, Ancalagonscale, Groudonscale, Godzillascale, Smaugscale, Bonechillscale, Great Serpentscale, Seathcrystal, Hydrascale, Mergofeather, Radio Demondial)


Abilities:
Ovoid Mind Transfer (II + Needled): Signature Ability. After taking his turn, Doom may attempt a mind transfer with another character. Any character within 3 (6) range may be targeted. If the character is an ally, this ability will always succeed. If it is a foe, this counts as mind control, and it has a 30% (60%) (80%) chance to succeed. The controller character will gain Doom’s mind (including all mental buffs/debuffs and Doom’s skill, rather than their own) and immediately take a full turn. After that turn, the character’s mind will be returned to them. In its needled state, this ability will ignore item-based resistance and immunity to mind control if the foe is no more than 5 levels higher than Doom. It can still be resisted by items and abilities that reduce status activations. Costs: 12 pg

Mystic Supreme: Signature Ability. Doom may add his Magic-type blast damage to his Energy-type blasts and will boost them with spell-boosting items and abilities. Can be used when attacking or countering. These blasts will have 1-3 (4) range and may be fired multiple times based on Speed. Certain Energy-type augments may improve these blasts, but only one may be used at a time. Switching between these augments will build “Elements Unleashed”. Costs: 4 pg

Mystic Void: This ability may augment Doom’s Mystic Blasts. This will add Dark-type damage to the blasts and will reduce the target’s defense by 10% (20%) per hit for one turn. Costs: 2 pg

Mystic Golem: This ability may augment Doom’s Mystic Blasts. This will add Earth-type damage to the blasts and will reduce the target's damage by 10% (20%) per hit for one turn vs this character. Costs: 2 pg

Mystic Nova: This ability may augment Doom’s Mystic Blasts. This will add Explosion-type damage to the blasts and will always break two barriers per hit. Costs: 2 pg

Mystic Flare: This ability may augment Doom’s Mystic Blasts. This will add Fire-type damage to the blasts and will have a 50% (70%) (100%) (130%) chance to Burn the target. Costs: 2 pg

Mystic Frost: This ability may augment Doom’s Mystic Blasts. This will add Ice-type damage to the blasts and will have a 20% (30%) (60%) chance to Freeze the target. Costs: 2 pg

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 50% (70%). 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

Bullet Rain: Once every other turn, this character may fire three times as many energy blasts as normal. Costs: 5 pg

Savage Elements: Alchemist and Sorcerer exclusive ability. When this unit attacks an enemy with an element-based attack, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will lose take 25% of the total damage of the attack as unblockable, undodgeable damage. This ability triggers even on specialized, activatable attacks. Costs: 4 pg

Calm Mind: This character may take a turn to boost its defense and elemental attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus, and the boost will fail. This ability will boost elemental attacks and total defense by 25% (50%) (60%). This ability may only be used 5 times during a battle. This ability will max out at doubling (tripling) the stats it improves. This boost lasts for 3 turns. Costs: 4 pg

Magic Guard: This character has mastered an incredible enchantment. This protects them with a brilliant spell that prevents them from taking any damage that is not from direct attacks. This means any % damage from attacks or statuses, fall damage, indirect damage, poisons, and any other non-direct damage sources fail against this character. Even abilities like Scarlet Rot, Black Flames, or Panic/Terror will fail to damage the character (regardless of Unconquerable Fear). The ability “Silence” or other spell-removing abilities will remove a Magic Guard. It does not protect the character from instant-kill abilities. They may still take debuffs from statuses or poisons, but will never take damage. Costs: 18 pg 

Master of Science and Magic: This character may use basic high-tech shields while still having access to advanced element shields and spirit shields. Costs: 3 pg

Energy-Based Vitality: This character's life is linked directly to the energy level of their suit. As such, they are extremely difficult to damage when they are at full health. When this unit has full HP, they will take half damage from the first enemy who attacks them. Costs: 2 pg

Counter: This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 50% (70%) chance to activate. The foe must have lower skill than this character. It may only activate against adjacent attacks that have a physical component. If this ability activates, it will immediately give (x2) the foe the amount of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. Costs: 5 pg

Counter Magic: This unusual ability allows a character to directly damage a foe who has struck it. This ability has an 80% (100%) chance to activate. It may only activate against attacks that have a magic component. If this ability activates, it will immediately give (x2) the foe the amount of damage that its defense blocks. This will happen the exact second each strike of the foe lands, and this damage is impossible to dodge or defend against. There is no immunity to this damage. This ability may stack with "Counter". Costs: 4 pg

Time Reversal: This unit may reverse time temporarily, allowing them to readjust outcomes that they did not like. This allows for five (10) (20) re-rolls in any given battle. Costs: 4 pg

Relativity: This unit moves faster than others while in slowed time. When within a time warp, this unit will always take a full (two) additional turn per turn in the warp. Costs: 4 pg

For I Alone: This character acts for themself and no one else. They have no connections, bonds, or care for any other soul. This character will boost their activation chances by 20% if they are more than two range from any ally unit. Costs: 2 pg

For Those I 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 (0) pg (Mental Rune)

Collapsing Stars: A gravity spell. This spell creates five orbs of energy around the character. These orbs will immediately launch at any foes who move into their range (1-2). This includes if the user walks close to the foe. These orbs are relatively weak, dealing only 10 dark/magic (gravity) type damage. However, they boast +30 hit. And each orb that strikes the foe will reduce their movement by 1 and their avoid by 10 for the next two turns. What is worse, each orb will cause the foe to lose 4% of their total HP from crush damage. This ability takes the user's turn to cast. This ability may be used once every four (two) turns. Costs: 7 pg (Tome)

Badge Points: This ability will give the character badge points equal to their current pg Level. Badges may be swapped around similar to abilities, as each badge requires a certain number of points to wear. The character *must* have a default badge layout selected; however, badges may be swapped around prior to entering any battle. All badge base damage/defense multipliers stack additively with each other. Costs: 0 pg (Holding any badge unlocks this ability)
>Zap Tap: Grants the ability "Static" for free. Costs: 12 bp

Static: This unit's body is covered in electricity. Any enemies who start a turn next to the unit will have a 20% (40%) of taking the paralysis status from shock, and any enemy units that strike this character with physical attacks (or short melee attacks) will receive 20 (1,020) (8,160) (16,320) lightning-type damage immediately. This Paralysis will last for three turns, and it will reduce the Speed of the foe by 25. This cannot stack with other shock paralysis abilities like Thunder Wave. Costs: 6 pg (Zap Tap)

(TBA) Aegis: When being attacked, this unit has a 60% (80%) chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. Costs: 4 pg

(TBA) Pavis: When being attacked, this unit has a 60% (80%) chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. Costs: 4 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) Blast Back: If this unit uses a fire, energy, or explosion-type attack on a foe, it may blast them back two spaces on a hit. 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) Ovoid Mind Transfer: Signature Ability. After taking his turn, Doom may attempt a mind transfer with another character. Any character within 3 range may be targeted. If the character is an ally, this ability will always succeed. If it is a foe, this counts as mind control, and it has a 30% chance to succeed. The controller character will gain Doom’s mind (including all mental buffs/debuffs and Doom’s skill, rather than their own) and immediately take a full turn. After that turn, the character’s mind will be returned to them. Costs: 6 pg

(TBA) Mystic Siphon: This ability may augment Doom’s Mystic Blasts. This will add Absorb-type damage to the blasts and will heal this character the same amount of damage dealt. Costs: 2 pg

(TBA) Mystic Gale: This ability may augment Doom’s Mystic Blasts. This will add Air-type damage to the blasts and will deal double damage to flying foes. Costs: 2 pg

(TBA) Mystic Flare: This ability may augment Doom’s Mystic Blasts. This will add Fire-type damage to the blasts and will have a 50% chance to Burn the target. Costs: 2 pg

(TBA) Mystic Frost: This ability may augment Doom’s Mystic Blasts. This will add Ice-type damage to the blasts and will have a 20% chance to Freeze the target. Costs: 2 pg

(TBA) Mystic Radiance: This ability may augment Doom’s Mystic Blasts. This will add Light-type damage to the blasts and will Blind the target, reducing their Hit by -30 for one turn (does not stack). Costs: 2 pg

(TBA) Mystic Entropy: This ability may augment Doom’s Mystic Blasts. This will add Poison-type damage to the blasts and will have a 20% chance to give the target Radiation poisoning. Costs: 2 pg

(TBA) Mystic Psycho: This ability may augment Doom’s Mystic Blasts. This will add Psychic-type damage to the blasts and will build Frenzy by 5% per hit. Costs: 2 pg

(TBA) Mystic Roar: This ability may augment Doom’s Mystic Blasts. This will add Sonic-type damage to the blasts and will have a 20% chance to Flinch the target. Costs: 2 pg

(TBA) Mystic Martial: This character may empower their fists with potent Mystic energy. This will cause their martial attacks to gain Energy-type 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) Pacify Mind: Magic/Psychic ability. This character may take their turn to clear frenzy build up back to 0 on an adjacent unit. This will also remove Berserk or Taunt. Costs: 4 pg

(TBA) Barrier: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any physical attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

(TBA) Light Screen: This unit uses a turn to create a barrier in front of itself and all allies that stand adjacent to it. This barrier will reduce any element type attack damage by 50%. This barrier lasts for three turns. It may be broken by strong bludgeon, explosion, or shatter type attacks. Costs: 3 pg

(TBA) Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30%. Costs: 6 pg

(TBA) Astral Project: This character may release their soul into the Astral World. This will cause their physical body to collapse. If either their body or their Astral form is killed, they will die. However, their Astral form is intangible, and it will have flying movement and will double their normal movement speed (unless they are already a flying character). This Astral Projection may take its turn to immediately return to their body. Costs: 5 pg

(TBA) Magic Sense: This character has an uncanny perception of its surroundings. This adds 20 avoid when being attacked. It also allows this character to ignore vision-based evasion boosts. This is particularly true of invisible foes or enemies who have night-time stealth boosts. This does not allow the character to ignore extreme evasion or item based evasion boosts. This will allow the character to ignore Conceal Presence and allow the character to identify foes who are shapeshifted or have treacherous intent. This character may see invisible foes, but only if they are within six spaces of the character. Costs: 5 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 (Medallion)

(TBA) Eldritch Weapon Creation: Sorcerer ability. This character may summon weapons made of pure magic energy. These weapons include shields, whips, and swords. They are dreadfully powerful, and the character may switch between them without having to "equip" a new one. The base might of the weapon is 20 per melee weapon skill level, and 40 per melee weapon Master Level (300 max). These weapons will deal melee/magic/light/fire type damage. These weapons may be used with dual wield. These weapons deal half damage when counter-attacking. Costs: 5 pg

(TBA) Banish: A potent spell, learned only after advanced training in magic. Requires the character to be 3M in magic or higher. This character may banish all summoned/created characters or objects that are within 30 spaces of them. This must be done instead of attacking. Banished characters may not return for 5 turns. This includes replicas, personas, and even Pokemon. Banish may only be used once (twice) a battle. Costs: 4 pg

(TBA) Strategist: This unit may choose one first-level ability or one second-level ability held by an enemy unit within 5 spaces. These abilities will then be removed until the end of the battle, or until the unit using strategist is defeated. Strategist cannot block strategist. This ability may be used once per enemy. Costs: 4 pg

(TBA) Clever Fighter: This character is careful in battle and wary of his enemy's strengths. This character takes half damage from assault moves, perfect blows, backstabs, parry reposts, and critical hits. Costs: 6 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) Magic Barrier: Instead of attacking, this unit may create a magic barrier. This will add 100 to their defense. It will also add this extra defense to all units who are standing directly next to them. This ability prevents this unit from counter-attacking; however, the allies that it shields may still attack. This shield is able to be broken by powerful spells or shattering type attacks. It requires a staff, talisman, or catalyst to use this shield, and breaking the shield strongly damages the staff. If the staff has a Savage Element Crest attached, it will double the defense of this barrier. Costs: 4 pg

(TBA) Consume Energy: This character is immune to energy type attacks. If struck by an energy type attack, they will heal as much HP as the total might of the attack. They may also consume a lightning terrain tile, healing themselves 50% of their total HP. They may not create this tile themselves. Costs: 5 pg

(TBA) Necromancy: This unit can take a turn to choose a fallen unit, friendly or otherwise, and raise them from the dead. These units fight for the unit that resurrected them. They are only partially alive, and thus only have 20% of their original health and 50% of their normal attack and defense stats. They may use specialized abilities if they are not still suffering from a cooldown. This ability must be used adjacent to the corpse, and the corpse must be in-tact enough to continue in combat. Costs: 7 pg

(TBA) Core Surge: This unit may take a turn to surge power into its core. If it wishes, it may blast this power at a foe as a 3-range beam of energy that strikes only once but deals triple the damage of a normal energy blast.  Regardless of whether this ability is used to attack, it will grant an Artifact. Artifacts may be held by the unit until the end of the battle. Artifacts will completely the first status/debuff type this unit encounters. If impacted by multiple status types per engagement, the Artifact holder may choose which one to negate. Having multiple artifacts allows multiple status/debuff types to be negated. Artifacts are lost upon being used, and the holder may not choose when they trigger. Costs: 6 pg

(TBA) Time Warp: Once a day, this character may stop time for two (4) turns. This reduces enemy avoid to zero. It prevents enemy units from counter attacking. When time is stopped, only this unit and other units with Time Warp will take turns. Enemy units cannot be killed during a time stop; they will retain at least 1 HP no matter what. 
This unit may also take 2 (4) “step backs” once a day. Step backs allow the character to re-roll a result they do not like. However, if there is another character on the map with “Time Warp”, that enemy can spend one of their re-rolls to block a re-roll. 
It should be noted that tampering with time might cause strange and dangerous side effects, so it is best not to be done often.
Costs: 6 pg

Stats:
HP: Small
Atk: 100
Def: 100
Spd: 120
Skl: 180
Move: 6


Class: Worldbreaker, Gadget, Magic, Psychic, Strategist


Weaknesses: Weak to Taunt. Can never receive ally buffs. Resists debuffs.

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