
Level: 31 (update abilities)
HP: 3,800
Attack: 62
Sora’s Keyblade: 25 (107)
Defense: 62
Agility: 74
Skill: 81
Speed: 74
Movement: 5
2/2/2.4/2.6/2.4
Items:
Sora’s Keyblade: This keyblade can be used to access nearly any minor lock. In this base form, the blade deals 25 Slash or Strike-type damage.
Expert Earring: This simple earring features five stars intertwined by a chain. Once per day, this magical earring allows this character to boost their Attack, Defense, Agility or Skill by 25%, or their Speed by +10. This boost will last until the end of the battle.
Abilities:
Drive Gauge (II): Sora Innate Ability. Sora can build the drive gauge by landing hits on hostile units, and by killing them in combat. Each normal hit he lands will increase the gauge by 1, and each kill will do the same. The gauge can reach a maximum of 5. Upgrading the gauge will increase the limit. The gauge can be used to activate drive forms, or to summon. 2 exp
Keychain: Sora Innate Ability. Through various methods such as tokens, Sora can acquire upgrades to his keyblade, which he can use interchangeably. The quality of the keyblade he uses will determine the quality of the upgrades. 2 exp
Party: Sora may form a party with 2 other members. Doing so will allow access to Drive abilities, combos, etc., depending on the unit. Any party members within 2 spaces of Sora will have their Speed boosted by 5. 2 exp [Current Party: Eren Yeager, Naofumi]
Keyblade Slingshot: Eren Yeager party member ability. Once per battle, while Sora is adjacent to Eren, either character may use their turn to initiate this attack. Eren will throw Sora at a target (up to 10 range) and Sora will pierce them with a massive keyblade attack. The attack will deal damage twice. The throw will deal damage equal to Eren’s throw attack damage + 10% of Sora’s maximum HP + 50 damage for each space traveled, and may knock an opponent back 2 spaces if Sora chooses (instead of using his follow up attack). If Sora uses his follow up attack, he will use a single strike that deals 2x damage. 5 exp
Ultimate Shield Bash: Naofumi party member ability. Once every three turns, if Sora is adjacent to Naofumi, Sora may add the total defense of Naofumi’s shield to his attack damage, and it will be added to his defense during the attack as well. 3 exp
Party Leader: Sora may allow one party member per turn that ends their movement within 2 spaces of him to take another turn. 3 exp
Action Abilities: TBD
AntiForm: Each time any Drive Form besides Final Form is used, Sora has a 5% chance to enter this form. The counter will increase each time one of these forms is used, but using Final Form decreases the chance by 10%. This form cannot activate when an ally has fallen. In this form, Sora has 2x movement and +40 speed. He both gives and receives 1.5x damage. However, he may not use magic or his keyblade in this form, and instead must use his claws, which deal dark/claw dmg. He may not heal while in this form, but he has access to Dodge Roll. This drops the Drive Gauge to 0, and will last 2 turns.
Blizzard: Spell. Once every three turns, Sora may attack using a 2 range ice blast. Any foe along the path of the targeted foe will be damaged by this as well. 3 exp**
Combo Attack: This ability has a 20% chance to activate on any normal attack. If this ability activates, this unit will attack with 3 attacks instead of 1, with the first 2 attacks dealing 50% of the usual damage. 8 exp
Cure: Spell. Once per battle, this unit may take a turn to heal himself and all his party members within 2 spaces 30% of his max HP. 4 exp*
Dodge Roll: If this unit has higher Skill than the unit attacking them, they have a 30% chance to roll a space away and completely avoid the attack. If they attempt to do the dodge roll, they cannot defend with their shield. Regardless, after each series of attacks, they can choose to roll a space away from their current space. This can allow for escaping out of the attacker’s range, or even rolling into counterattack range. 4 exp*
Final Form: Requires that all Drive Forms are acquired. Costs 5 drive to activate, and lasts for 3 full turns. During this time, Sora has levitating movement. Each enemy that he passes by while moving takes the damage of 50% of an unboosted keyblade attack. All damage is boosted by 1.5x, and his speed is increased by 40. In this form, any abilities that can only be used a certain amount of times per battle that have been used up can be used again. 6 exp
Fire: Spell. Sora may take a turn to surround himself with fire. Any enemy unit that steps into a space containing this fire take the damage of a fire blast, and have a 50% chance to burn. These flames will dissipate upon Sora initiating an attack. 4 exp**
Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. 3 exp
High Jump: This unit may leap up onto 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. 4 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*
Limits: TBD
Limit Form: Costs 4 drive to activate, and lasts for 2 full turns. During this time, each turn he can access one of the following abilities: Hurl, Assault Move, Astra, Finish Strike (followed by a 2x dmg elemental attack). 3 exp
Master Form: Costs 4 drive to activate, and lasts for 2 full turns. During this time, Sora has flying type movement, can wield 2 keyblades without penalty, and all spells will receive a 50% damage buff. His speed is increased by 40. 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. 3 exp**
Summons: TBD (Likely cost 2-5 depending on abilities).
Thunder: Spell. Once every five turns, this unit may target an opponent at up to 3 range with a lightning blast. All hostile units adjacent to the target receive the damage as well. 4 exp**
Valor Form: Costs 3 drive to activate, and lasts for 2 full turns. While in Valor form, Sora cannot use Magic, but he will be able to wield a keyblade in each hand with no penalty, and his speed is increased by 40. 3 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
Wisdom Form: Costs 3 drive to activate, and lasts for 2 full turns. While in Wisdom form, Sora has +2 movement, and his spells have -1 turn cooldown time. All magical type attacks (spells and magic type damage) have their damage boosted by 1.5x. 3 exp
Proficiency:
5 Strike: 20
5 Blade: 20
Resists dark.
Caps:
HP: Normal
Attack: 100
Defense: 100
Agility: 120
Skill: 130
Speed: 120
