Guardian Stalker

Level: 50

HP: 20,000

Attack: 225

Guardian Eye Beam (5 range): 250 (595) (833)

Charged Guardian Eye Beam (5 range): 1,666 {4,046 when attacking}

Dark Pulse: 355 (533)

Energy Blast: 285 (342)

Explosive Blast: 285 (342)

Dark Blast: 275 (468)

Claw Attack: 245

Defense: 225

Agility: 110

Skill: 150

Speed: 120

Movement: 9

Items:

Guardian Stalker Core: This core is built from ancient technology, and is used to power the Guardian Stalkers. This item boosts Energy/Explosion type damage by 3x, but it must be this exact dual typing. Boost only applies when initiating attack. The majority of the time, when a Guardian is destroyed, this core explodes instantaneously. However, if one were to find a way to preserve this item, they could be found useful. Can only be used in machines, robots, vehicles.

Calamity’s Malice: This Guardian was brought to this world from a world in which a great Calamity ruled. This Calamity imbued itself within the Guardians, and as such, has become integrated into the Guardians. Boosts Dark type damage by 1.5x. Perhaps there is a way to remove this from them, but as of yet, nothing has been found.

Upgraded Guardian Eye Beam: This weapon allows for Charge Shot to be used while moving without losing the attack buff. 1-3 (5) range. Deals base 250 energy/explosion dmg. Getting hit in this location will certainly stun a Guardian. Can only fire once when charged, and if not charged, Stalker Core boost does not apply. Can be parried.

Energy Stone Shard (2): Boosts Explosion damage by 10%.

Explosive Stone Shrapnel (2): Boosts Explosion damage by 10%.

Dark Stone Shard (2): Boosts Dark damage by 10%.

Abilities:

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

Armored Blow: When attacking, this unit will have its total defense boosted by 50%. 3 exp

Blast Back: If this unit is using a fire, energy, or explosion type attack on a foe, it may blast them back up to two spaces if it strikes them. The 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. 3 exp

Charge Shot: The unit may take a turn and charge their ranged weapon. Their next attack is multiplied by 2x. Moving will remove this buff. 2 exp

Dark Pulse: Once every three turns this unit may release a powerful pulse of dark energy that strikes all adjacent squares. This attack only hits once. The base might of this attack is 80 Dark type damage. Each character standing next to this unit when this move is performed calculates their dodge, block, and defense separately. 4 exp

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

Long Range (II): This character’s ranged attacks have 2 extra range. 8 exp

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

Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. 5 exp

Skill Shot: If this unit’s Skill is 20+ higher than the opponent’s Agility, and is attacking with a ranged attack, this ability has a 40% chance to trigger. If it triggers, the attack damage is multiplied by 1.25x. Each attack activation chance is calculated separately. 5 exp

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

Suppressive Fire: If this unit misses its target, the target’s Skill and Agility are both reduced by 5. These debuffs last until this unit targets another unit. 3 exp

Trample: -20 hit. If this unit activates this ability at the beginning of its turn, it may move over small or very small characters, 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

Proficiency:

3A Energy: 60

3A Explosion: 60

2A Dark: 50

5 Claw: 20

Caps:

Size – large

Att/Def – 225

Agi – 110

Spd – 120

Skl – 150

Resists pure physical damage. Resists dark. Extremely weak to sacred weapons. Weak to arrows.

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