Chrollo Lucilfer

Level: 45

HP: 8,250

Attack: 117

Ben’s Knife: 20 (137)

Nen Martial: 137 (164)

Cloud Gauntlets: 5 (142) (156)

Defense: 90

Black Set: 10 (100)

Agility: 126

Skill: 128

Speed: 144

Movement: 6

2.6/2/2.8/3.2/2.8

Items:

Abbey Music Coil: Grants extreme Magic-resist when defending, and cancels Outsider abilities within 3 spaces.

Ben’s Knife: One of many knives made by an infamous serial killer in memory of his prey. The toxin which coats this blade is said to be so strong that only 0.1 mg of it could paralyze a whale. 5 hits with this blade is enough to inflict a toxic status (10% per turn). Base 20 blade dmg.

Black Set: The pardoners listen to the confessions of sinners, urging reflection and salvation, and their masks symbolize separation from worldly desires. The pardoners’ attire is uniformly black in color and said to be imbued with the Goddess of Sin’s mystical power, which provides resistance against all manner of magic. This armor set offers a meager 10 defense, but it resists Magic, and those who are pardoners or deeply connected with sin will find that its defense scales with the sin of the assailant, among other potential effects.

Cloud Gauntlets: Base 5 Air/Lightning/Strike type damage. Made of literal clouds, so not much in the damage department, but they feel nice and cooooooool…

2 – Energy Stone Shard: Boosts Energy damage by 10%.

Lightning Stone Shard: Boosts Energy damage by 10%.

Abilities:

Skill Hunter (II): Chrollo Lucilfer innate ability. Chrollo’s Nen ability allows him to steal abilities from other units. These abilities will not have a cost. At this stage of the ability, Chrollo can keep 10 stolen abilities (stage II and III abilities count as 2/3). Doing so has 4 requirements. First, Chrollo must either see an ability performed/active within 10 spaces of him. Second, Chrollo must contribute to that character being killed or captured. Third, Chrollo must cause the enemy to make contact with his book, Bandit’s Secret, which will have -50 hit (can be done while attacking or counter-attacking), or the ability must be removed by him using Strategist. Fourth, all requirements must be met within one engagement. If Chrollo is killed by the former wielder of the ability, he will lose the ability gained from them by Skill Hunter, and it will be returned to the owner. He may only steal signature and innate abilities. 14 exp

(Given by the Hassan) Evening Bell: Once per battle, this unit can mark a target for death. Every attack made against this character will deal 50% more damage and have +15 Hit against the marked unit. If this unit kills a marked unit, will heal equal to the total HP of the marked target. If this unit kills a marked unit before the mark wears off, they may mark another target. Lasts 3 turns. Costs 8 exp

(Stolen from Goomy) Gooey: Goomy signature ability. When this unit moves, it leaves behind Gooey terrain. This terrain has a 20% chance to give mild poison status to units that start their turn in this terrain, and drops enemy Speed by -10 for each Gooey square they pass through. This effect can stack. The unit that steps through the terrain will gain back +5 Speed per turn they do not enter the terrain. 6 exp

Fun Fun Cloth: Chrollo Lucilfer signature ability. This ability allows Chrollo to wrap items or characters in this cloth. Whatever is placed inside the cloth shrinks to a size that allows it to fit in the palm of the hand, as long as it remains inside. In order to capture a character, the character must have less than 10% health, and the accuracy of this cloth will have -20 hit, unless the unit suffers from particular statuses like paralysis. 2 exp

Sun and Moon: Chrollo Lucilfer signature ability. Chrollo can bear the marks of Sun and Moon on each hand. If he places them on objects, and the Sun and Moon touch, they will generate an explosion. He can attempt to place one on a unit or object as an action (-20 hit), and if that target makes physical contact with the other symbol, it will generate an explosion. Additionally, if he is using Dual Strike and lands both hits, the second strike will have Explosion proficiency stat and boosts added to the damage. 6 exp

Charisma: Any enemy units that might find this unit charming immediately have their total attack damage halved when trying to strike this foe. The ability likelihood to activate increases the more turns this character spends near the enemy. It does not affect the strength of an enemy’s counter-attack. 3 exp

Clever Fighter: This character is careful in battle and wary of his enemy’s strengths. This character takes half damage from assault moves, Perfect blows, Backstabs, Parry Ripostes, and Critical Hits. 6 exp

Conceal Presence: This character may blend in easily with his environment, allowing them to sneak past the enemy. Enemy units will not detect this character until they are around 6 squares away (3 at night). Cost 1 exp

Dual Strike: This unit attacks once with the weapon equipped in each hand. -5 speed and skill. 5 exp or Ascended

En: Nen ability. This character has superhuman senses. When being attacked, they will receive a +20 boost to their Agility. This ability also allows allows them to detect enemies at double the normal range, including those shrouded by Conceal Presence or Magic Stealth or Shapeshift. 4 exp

Energy Shield: Grants a protective shield of energy to the character. This shield does not defend against Psychic or Magic damage. The base might of the shield is 50 and is boosted by the Energy proficiency stat and boosts of this character. 4 exp

Extreme Evasion: +25 Agility both when attacking and when being attacked. Attacks that “Always Hit” must calculate accuracy and may miss, but they will receive a +40 hit chance. 5 exp

Grandmaster: If this unit has strategist, it may also remove signature abilities, following the same rules as apply to the normal abilities. At Strategist III, this character may remove innate abilities as well. 4 exp

Heist: This unit is excellent at creating effective strategies for committing heists. This unit will have the ability to steal from stores without being caught. Success rate is similar to the rates of a Thief stealing from an individual unit. 3 exp

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

Light Fingers: If this unit uses Thief on an enemy, they may continue forward, passing safely through their opponent, and finishing out however many movement spaces they had left. 4 exp

Master Thief: This character is one of the best. This ability allows this character to take whatever item they wish out of a character’s inventory. If the item they take is equipped, the victim will be notified; however, if the item is not equipped, the victim will not be notified until they attempt to equip or use the item. Thief ability + 10 exp OR Ascended Thief

Nen Master: This unit may add their Energy Proficiency stat and boosts to all bodily attacks. Does not interfere with weaponized body. 2 exp

Shu: Nen ability. This unit may take a turn to augment a weapon with Nen. Doing so will allow them to add their Energy proficiency stat and boosts to the weapon. This boost will last for 5 turns. 5 exp

Strategist (III): This unit may remove one third level ability, a second level ability and a first level ability, or three first level abilities from a unit within 10 spaces. The unit cannot use that ability until this unit falls in battle, or the end of the battle. Strategist cannot remove an equal level Strategist. May only be used once per enemy. Does not work on signature or innate abilities. 16 exp

Teleportation: Once every 4 turns, this unit may move an ally that is within 5 spaces to another space anywhere on the current map. 5 exp

Thief: Instead of attacking, this unit may try and steal an item from an adjacent enemy. Equipped items cannot be stolen. Less rare items are stolen first, while extremely rare items are stolen last. 3 exp

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

Weapon-Free: If this character is fighting with no melee or marksman weapon equipped, they will receive a +10 boost to their base Speed. 2 exp

Proficiency:

3 Energy – 10

1 Knife

3 Martial – 10

Resists Fear.

Caps

Att: 130

Def: 100

Agi: 140

Skl: 160

Spd: 140

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