Dry Bowser

Level: 30

HP: 3,500

Attack: 180

Martial Attack: 200

Claw Attack: 220 [330]

Whirling Fortress: 575

Fire Breath: 200 (340) [510]

Magic Blast: 200

Molten Hammer: 100 (320) (544) [816]

Defense: 150

Shell Armor: 75 (245)

Agility: 48

Skill: 77

Speed: 66

Movement: 6

Items:

1 – Fire Stone: A rare item. Boosts Fire type damage by 50%.

2 – Fire Stone Shard: An uncommon item. Boosts Fire type damage by 10%.

King Koopa’s Molten Hammer: A mysterious gift bestowed to the King of Koopas. This item has his name inscribed on it, so the only possibility is that it belonged to him in an alternative reality. This hammer is immensely valuable, and particularly suited to King Koopa. The hammer deals base 100 hammer/fire dmg, and also functions as a staff/catalyst (adds its base dmg/Proficiency to magic attacks and spells). When used as a hammer, it may only strike once. The hammer’s magical properties allow Bowser to take a turn to summon 2 Koopa or Paratroopa to assist him.

Abilities:

VICE: Egotistical. This unit is weak to taunt, and its effects will be doubled against this unit. -2 exp

Dry Bowser: Bowser Signature Ability. Upon death, revive as Dry Bowser. Dry Bowser will have 50% of the maximum health of Bowser, gains the ability Flash Fire, and will have all Fire damage boosted by 50%. Weak to bludgeon dmg. 7 exp

Fire Breath: Bowser Innate Ability. Once every four turns, Bowser may use a special Fire Breath attack. He may choose to use one of the following: a) attack with 5 range in a straight line, b) attack all enemy units within 2 spaces, c) attack once with 2x dmg, d) attack 2x the normal amount with his fire breath. 4 exp

Flying Slam: -25 hit. Bowser Signature Ability. Bowser claw attacks the enemy and grabs them. If it connects, the enemy cannot use their next turn. On Bowser’s next turn, he flies into the air and slams them underneath him, dealing 20% of his max HP as damage. 4 exp

Giga Bowser: Once per battle, this unit may take a turn to transform into this form. Doing so will boost Bowser’s attack and defense by 50%. While in this form, this unit cannot be stunned or flinched. Whirling Fortress adds Ice type dmg, and has a 25% chance to freeze anyone hit by it, and all Bite/Breath attacks gain Explosive type dmg. This form lasts 3 turns. 5 exp

Shell Defense: Koopa ability. Grants a shell “armor” that is equal to half of the unit’s innate defense stat. 3 exp

Whirling Fortress: Koopa ability. Once every 3 turns, Koopas can retreat into their shell and do a spin attack, hitting all adjacent squares, and preventing counterattack. This attack deals damage based on the total of the Claw attack and Shell defense of the user (only the Shell “armor,” not total defense). Bowser can use this to recover onto terrain he was thrown off of the turn prior (e.g. if he was thrown off a bridge, the following turn he could activate this move to escape). 4 exp

Death Blow: When initiating an attack, this unit has its attack multiplied by 1.25x. 3 exp

Flash Fire: This ability is only in effect while in Dry Bowser form. If this unit is hit by a Fire type attack, they suffer no damage from it, and this unit’s Fire damage is boosted by 50%.

Heavy Blow: This unit may only attack once. Attacks are boosted by 1.5x. 4 exp

Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. 4 exp

Laceration: All physical attacks from this unit have a 20% chance to inflict bleed. 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

Size Change: Take a turn to change size classes, from large to giant (or vice versa). Increasing size will drop agility by 1/2, but will multiply attack by 2x. HP values are unaffected. 5 exp

Strong Jaw: Doubles Proficiency stat added to bite attacks, and increases wear. 2 exp

Sweeping Blow: If initiating an attack with a tail or mace weapon, the target unit cannot counterattack. 3 exp

Tough Skin: Grants resistance to bullet, strike, explosion. 6 exp

Tough Claws: This unit’s claw attacks give heavy wear, and this ability doubles Claw Proficiency damage bonuses. The damage of claw type attacks is boosted by 50%. Costs 4 pg

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). Each turn, the pinned unit has a 50% chance of escaping. Both the pinned and pinning unit can only attack if their weapons are accessible in that state. 6 exp

Villainous Aura: “Heroic” characters that attempt to attack this character in the early stages of battle have their attack damage reduced by 0.5x, and slowly increases 0.1x for each successive turn (0.5x, 0.6x, … 1.0x). 3 exp

War Cry: Take a turn to boost all ally attack by 1.25x within 3 spaces for the remainder of the current phase. 3 exp

Warp: Every four turns, warp to any spot on the current map. Cannot use activatable abilities on the turn you warp. 5 exp

Proficiency:

5 Fire/Claw/Tail/Bite/Martial/Magic/Armor – 20

3 Hammer/Catalyst – 10

2 Influence – 5

Weak to fire/lava terrain, mind control/manipulation, bludgeon. Resists martial, fire.

Caps

Attack: 300

Defense: 240

Agility: 90

Speed: 110

Skill: 125

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