
Level: 38
HP: 5,900 (23,600)
Attack: 61
Reinforced Titan Blade: 30 (111)
Martial Attacks: 81 [162] {810 Titan}
Bite: 81 [162] {810 Titan}
Defense: 61 {183 Titan}
Agility: 91 [68] [+10 when using ODM]
Skill: 99 (104)
Speed: 91 [68]
Move: 5 (7 ODM) [8 Titan]
1.6/1.6/2.4/2.6/2.4
Items:
Standard ODM: A specialized grappling device that uses gas propulsion to drastically increase the wearer’s mobility. If the wearer is within 2 spaces of any terrain, buildings, or giant+ characters, the ODM will allow them to add 3 to their movement as well as allow them to bypass any movement penalties. Upon utilizing the movement boost, the character will also receive +10 avoid for the remainder for their turn.
4 Reinforced Titan Blade: +5 speed. A thin, sharp blade used for cleaving the nape of a Titan’s neck. Standard issue for the Scout Regiment. Deals 30 blade damage. 20% chance to inflict bleeding
Key to the Basement: A key that holds many secrets. As long as Eren keeps his resolve, this key will boost his skill by 5.
Flaregun: A common tool used in the military by the Garrison and the Survey Corps. The signal flare has a variety of uses, depending on the mission and brigade using them.
Abilities:
The Coordinate: Eren Yeager Signature. This character has harnessed the power of kings, and can assert his will over those who follow him. This will allow the character to control any Titans or characters that have submitted to this unit. The effectiveness of this power is dependent on the purity of the users bloodline, and scales with the influence the unit exerts. Because it requires the royal bloodline to function, it is possible to remain latent in certain situations. At low levels of influence, this unit would be able to control weak Titans, but as their influence grows, they would be able to control stronger units. 8 exp
Attack Titan Shift: Eren Yeager Innate ability. This character may harness the power of the attack titan and transform itself into a titan. The unit will grow to a massive size class, and have +3 movement. This will boost the character’s total HP by 4x, Attack by 5x, and Defense by 3x, but reduce their Agility and Speed by 0.75x. This unit may only shift into a Titan once per battle. Fear based abilities only apply while in Titan form. 8 exp
Berserk: This unit may activate this ability once a battle at the start of its turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal x3 damage to it. 5 exp
Dismember: On every biting attack 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 (-20 speed and skill in Titan form)
For those I must protect: If this unit is within two spaces of a character that they are deeply loyal toward and protective of, this unit will increase the percent chance of all their activatable skills by 20%. 2 exp
Heartstopping Aura: Fear type ability. If this character has not attacked this turn, and an enemy unit approaches them, the enemy will be gripped by an unshakable feeling of horror. This ability will cause any enemy that attempts to move within 3 spaces of this character to have their movement completely halted upon coming within range. This ability will only affect an enemy once, regardless of how many units have it. 4 exp
Heavy Blow: This unit may only attack once. Attacks are boosted by 1.5x. 4 exp
High Jump: This unit may leap up onto extremely high structures without spending extra movement. This also allows this unit to attack and counterattack flying units with 1 range attacks. 2 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
Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damage. 4 exp (human form only)
Laceration: All physical attacks from this unit have a 20% chance to inflict bleed. 3 exp
Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output x3 if they engage the enemy that landed the killing blow. This boost will last for five turns. 3 exp
Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage from the attack as raw damage. Costs 5 exp
Steadfast: This unit will survive one lethal hit for each close ally in their party. 4 exp
Stunning Blows: 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 20% of the time. This ability only activates on physical attacks. 3 exp
Strong Throw: Skill – 5. The character chooses an adjacent small or very small enemy. They then attack them. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. Any skill level damage for throwing will be added to the character who has been thrown, regardless of their defense. 2 exp
Sundering Blows: Deals extra item, weapon, armor wear with this unit’s attacks. 2 exp
Take the Hit: This unit can choose to attempt to take the hit for an adjacent ally. 50% chance to succeed. If this unit takes the hit, they cannot dodge the attack, but can counterattack as usual. 2 exp
Terrain Throw: This unit may pick up the terrain and throw it 1-2 spaces. The ground is a fairly weak projectile, only giving 10 damage plus this character’s throw, and Earth skill/boosts, but trees (25) and rocky terrain (50) are much stronger. This character may only throw once a turn. If terrain hits a flying character, it may knock them out of the sky. 3 exp
Terrifying Presence: Fear type ability. Enemies within two spaces of this unit receive -30 avoid. 4 exp
Titan Regeneration: While in its titan form, this unit will heal 10% of its total HP at the start of every turn. If this unit sustains more than 10% of its maximum health as dmg in a turn, they will not heal the following turn. 4 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
Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over characters that are at least one size class smaller than them, ignoring them. It may also move over forest and rocky terrain, ignoring them. If it moves over an enemy character, the character will calculate the trample as if it were a normal attack. If they are hit by the trample, they receive 10% of this character’s max HP as damage. Moving into a space with a unit and trampling them costs 2x normal movement. This damage cannot be blocked or defended against. This unit may only trample an enemy once per turn. It may not attack an enemy after trampling them. 4 exp
Uncontrolled Power: This character may add 50% to their total attack damage on any normal attack they launch. This may be done for individual strikes in a attack, allowing total control of how many high damaging hits this character lands. However, for each strike this character successfully lands on the foe with this power increase, this character will take 30% of the total damage of the attack as recoil. 4 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
Vicious Tackle: -15 hit. This unit can choose to tackle an adjacent unit that is a smaller size class. The pinned unit has their agility reduced to 0. If the unit is a size class smaller, they can be pinned for a maximum of 5 turns (if more than 1 size class smaller, maximum of 8 turns). The pinned unit cannot escape during the first turn they are pinned. The second turn they are pinned, they have 40% chance to escape, and each turn after increases their chance by 10%. If the pinning unit is attacked during this time, the chance to escape may increase dramatically. Both the pinned and pinning unit can only attack if their weapons are accessible in that state. 6 exp
Weaponized Body (II): If this unit uses only pure martial or body type attacks, then it will increase the total damage by 2x. 4 exp
Proficiency:
5 Martial: 20
5 Bite: 20
5 Sword: 20
Weak to Taunt. Resist Martial and Fear-type. Extreme weakness to attacks that hit the back of the neck.
Caps:
HP: Normal
Attack: 80
Defense: 80
Agility: 120
Skill: 130
Speed: 120
