Doom Slayer

Level: 45

HP: 8,250

Attack: 135

Martial: 155 [310]

Combat Shotgun: 75 (230) [460] {690 at 1 range}

Magnum: 30 (185) [370]

Defense: 135

Praetor Suit: 50 (205)

Agility: 126

Skill: 126 [121]

Speed: 126 [121]

Movement: 6

Items:

Praetor Suit (Unupgraded): The suit of the Doom Slayer. This suit grants 50 defense, and can currently hold up to 5 charges of Argent energy at a time. Each charge boosts the suit’s defense by 50. Getting hit while the suit is charged causes a charge to be depleted, but the damage he receives is halved. The suit resists Explosion damage, and is impervious to nearly all forms of wear.

Combat Shotgun: 1-2 range. 1.5x dmg at 1 range. 75 bullet dmg. 20% stun chance at 1 range, and stacks with Stunning Blows.

Magnum: Military issue pistol. +5 speed when wielded. 1-2 range. 30 bullet dmg.

Current Argent Energy: 5

Abilities:

Argent Energy: Doom Slayer signature. Each time this unit kills a demon unit, he gains one Argent Energy charge. He can spend a charge to multiply the damage of a single attack by 1.5x, to increase the charge on his Praetor suit, or to heal himself 20% of his health. 2 exp

Doom Slayer II: Doom Slayer signature. This unit deals 2x extra damage to demon units. Any demon within 5 spaces receives -30 avoid due to Fear. 4 exp

Hellwalker’s Rage: Doom Slayer Signature Ability. This unit will survive a single lethal hit for every enemy demon this unit has killed. Every lethal hit will boost this unit’s Speed by +40 and attack by 50% while decreasing their Skill by -20. Costs 6

Rip and Tear: Upon killing a demon, this unit may take another turn. They can take up to 5 turns total within 1 turn. For each demon this unit slays in combat, their base attack will increase by 10. This lasts until the end of the battle. 3 exp

Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. 4 exp

Army Slayer: Add 5 to base attack for each non-unique unit that is part of an organized hostile force that you kill. 5 exp

Berserk: This unit may activate this ability, and it will last for 3 turns. Activating it will increase their damage output by 1.5x, and increase their speed by 40. During this period, this unit takes 3x damage. 5 exp

Bloodbath: For every enemy that you inflict with bleeding status or kill your base attack increases by 5. This lasts until the end of the battle. This stacks with Bloodlust. Costs 5 exp

Bloodlust: If this character defeats a foe, they will then add 0.5x the number of the defeated enemy’s Level to their base Attack. This boost will last until the end of the day or until the end of the battle. 5 exp

Controlled Rage: This character is filled with intense rage, yet they are able to use it for their benefit. While using any anger based abilities, they will not suffer any of the negative effects of the ability. 3 exp

Dismember: On every biting attack (or other select abilities) this character executes, it has a 20% chance to rip a limb off the enemy. This ability stacks with Laceration, but if this ability activates it will also result in a bleeding status, regardless of whether or not Laceration lands. 3 exp

Dual Strike: This unit attacks once with the weapon equipped in each hand. -5 speed and skill. 5 exp or Ascended

Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat. If this character misses an enemy, they will boost their attack stat by 15. If the character strikes an enemy and cannot damage them, they will boost their attack stat by 10. If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 5. These boosts are removed when this unit attacks a different enemy. While Fury is activated, this unit has -15 skill. The unit that is using this ability can choose to end it voluntarily. 5 exp

Glory Kill: If this unit is within 2 range of a hostile unit that is flinched or stunned, this unit can move adjacent to the stunned unit and follow up the stunning attack with a 2x damage attack that cannot be counterattacked. Deals 3x damage to demons. Works with Dismember. 4 exp

Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. 3 exp

Hurl: -15 hit. This character may throw a weapon with all of their might. Calculates based on the Throw skill. This attack will deal double damage and have 1-2 range; however, you will have to retrieve the weapon from one of the adjacent spaces from the target. 2 exp

Inhuman Strength: This character is incredibly strong, and as such will not take any Speed debuffs from their equipment. They may also perform actions on units who are a size class larger than normal. This character is also immune to slowing 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 their Martial damage. 7 exp

One Man Army: Ignore all abilities and items that involve sharing stats with others in an organized/semi-organized force (Mob/Stand as One, etc.). 6 exp

Proficiency: If this unit uses a single Attack-type, they will double their damage with that Damage-type. 6 exp

Righteous Fury: If a close ally dies, this unit boosts its attack by 3x if they attack the enemy that killed them. Lasts for 5 turns. 3 exp

Stunning Blows (II): The character can batter enemies, stunning them and preventing them from acting in their next turn. This ability activates randomly on a few physical attacks. The ability will stun a foe 40% of the time. 6 exp

Sundering Blows: Deals extra item, weapon, armor wear with this unit’s attacks. 2 exp

Super Soldier: This unit’s weapons of varying types can all be boosted by Proficiency (as long as they are not more than one element). Weapons that use more than one damage type will not interfere with the Proficiency boosts, but will not receive the boosts either. 3 exp

Targeted Attack: This unit may choose to target a particular body part on an enemy it is targeting. Doing so can lead to many effective outcomes, but Targeted Attacks suffer a skill penalty. This is an Activatable ability, and can be used on any normal attack. If an effect is triggered, it will last for one full turn (character + enemy phases), and if it does not trigger, it will instead function as a typical attack. Attacking an opponent that does not notice you will half the skill penalty from doing a Targeted Attack. Each weapon Proficiency level higher than the opponent will reduce the -Hit by 5 (Example – 5AA Sword vs. 5A Sword: 25 of -Hit penalty reduced).

Head: -80 [20% Stun chance, -20 Hit and -2 Perception range]
Torso: -20 [20% Bleed chance]
Arm: -60 [20% chance to be unable to use equipped weapon, 50% (75%) damage reduction if one (both) arms are damaged]
Equipped Weapon: -100 [Break or Disarm the targeted weapon]
Leg: -40 [50% Movement, 50% Movement and -10 Speed if both legs damaged] Character Specific Location: -Varies [Effect varies]. 7 exp

Too Angry to Die: This unit will always survive one lethal hit. Following this, if the unit is in combat that is involved with the source of its anger (or causes deep anger within this character), this unit has a 50% chance to survive each lethal hit at 1 HP. 5 exp

Unrelenting Rage. This character completely ignores abilities that would prematurely end combat. They will continue to make follow up attacks even if affected by abilities that normally prevent counter. They may also attack multiple times if a foe has an ability that prevents it, such as Wary Fighter. If characters attempt to move away from him with dodging abilities, they will simply pursue them and continue with follow up attacks. Costs 5 exp

Weaponized Body: If using only bodily attacks multiply their damage by 1.5. 2 exp

Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. Range 1-2. Damage calculation will be normal weapon damage along with throw stat. When a weapon is thrown, the character must move onto the space where it landed to pick it up. 1 exp

Weapons Master: This unit is a master of several different weapons, allowing them to blend their knowledge of each weapon type. For each weapon proficiency level that is Proficient or above, this unit’s total attack will increase by 15%, and for each level that is Ascended or above, this unit’s total attack will increase by 30%. 4 exp

Proficiency:

5 Martial: 20

5 Marksman: 20

1 Hammer: 0

5 Armor: 20

Resists claw, bite, fire. Mild weakness to some terrain effects and electricity.

Caps:

HP: Normal
Attack: 150
Defense: 150
Agility: 140
Skill: 140
Speed: 140

Leave a comment