Monday, August 31, 2026

Doctor Doom






Victor Von Doom: Level 1

Stats Page (in progress)

Move: 5


Items:

Abilities: (all TBA)
Mystic Supreme: Signature Ability. Doom may add Magic-type damage to his Energy-type blasts and will boost them with spell-boosting items and abilities. These blasts will have 1-3 range. 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

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

Ovoid Mind Transfer (II): 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%) 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: 12 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

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

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

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% 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 damage of that by 10% 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% 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% chance to Freeze the target. Costs: 2 pg

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

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

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

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

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

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 

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

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

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

Calculating Fighter: This character calculates the chances of an enemy's victory. This character reduces the activation rate of activatable skills by 30% (60%) (120%). Costs: 6 pg

Time Warp: Once (twice) a day, this character may stop time for two 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 their 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

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

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

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

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)

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

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

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

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

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

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%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost lasts for 3 turns. Costs: 4 pg

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

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

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

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

Pavis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. Costs: 4 pg

Counter: This unusual ability allows a character to directly damage a foe who has struck it. This ability has a 50% 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 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

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 Magic: This unusual ability allows a character to directly damage a foe who has struck it. This ability has an 80% chance to activate. It may only activate against attacks that have a magic component. If this ability activates, it will immediately give 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

Bullet Rain: Once every other turn this character may fire three times as many energy blasts as normal. Costs: 5 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% (22%) if they are more than two range from any ally unit. Costs: 2 pg

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

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


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. Resist debuffs.

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