Donkey Kong

Level: 20

HP: 1,500

Attack: 100

Martial Attack: 100 [300]

Cargo Throw: 100 [300] {450 when 1 range throw}

Defense: 60

Agility: 40

Skill: 48

Speed: 48

Movement: 6

5/3/2/2.4/2.4

Items:

Mercenary Cloak: Offers no protection, but identifies an alliance with the Mercenary Guild. What could have caused this ape to associate with them?

50 – Banana: Oh, that may be why… Heals 10% of the user’s max HP.

Abilities:

Cargo Throw: -15 hit. Donkey Kong signature ability. Donkey Kong may grab an opposing unit that is up to one size class larger. After grabbing the opponent, Donkey Kong may continue any movement he had remaining. At this point he can choose to throw the grabbed unit up to two spaces away, or if the unit is thrown one space away, the throw damage is multiplied by 50%. Alternatively, Donkey Kong may choose to hold the unit on the turn he grabs them, and throw them on the next turn. If he does this, neither he nor the enemy unit will be able to counterattack if attacked, and the unit cannot escape this. Any enemy thrown into terrain will take the effects of the terrain immediately. 6 exp

Hand Slap: Donkey Kong signature ability. Once every 3 turns, Donkey Kong may take a turn to slap the ground. All enemies within 3 range of this attack have a 60% chance to be Stunned for a turn. 4 exp

Bulk Up: This character may take a turn to boost its defense and martial attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost martial attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three turns. 4 exp

Grappler: This unit specializes in grabs and throws. As a result, they suffer no accuracy penalties when using grabs, tackles, or throws. 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

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

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

Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and avoid. 3 exp

Strong Throw: -5 hit. This unit can choose an adjacent unit of the same size class or smaller. 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. 2 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

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

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

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

Weaponized Body (III): If using only bodily attacks (martial, throw, tail, etc.), multiply their damage by 3. 8 exp

Proficiency:

1A Martial – 40

1A Throw – 40

Weak to Psychic, Taunt, Strategist. Resists Body attacks.

Caps

attack – 250

def – 150

agi – 100

skl/spd – 120

Leave a comment