

Level: 51 (update)
HP: 10,300
Attack: 172
Astora Greatsword: 130 (342) [1,026] {3,078}
Repeater Crossbow: 20 (192) [576] {1,728}
Cannon Arm: 50 (232) [666] {1,332 at 1 range} {3,996}
Defense: 140
Berserker Armor: 100 (240)
Agility: 140 {160}
Skill: 175
Speed: 140 (150) {170}
Movement: 7
12/10.4/5/5/5
Items:
Brand of Sacrifice: This Brand causes Guts to dwell within the Interstice, giving access to the intersections between Planes, meaning where Planes overlap, he will be able to interact freely with all Planes. However, all within those Planes will be able to do the same. This also means that any units that are immune to physical damage due to intangibility will not be immune to Guts’ attacks. Any wearers of this brand will be hunted by those that desire blood constantly. The Brand will cause pain that will alert Guts of the presence of any of these units, with the degree of pain proportional to the magnitude of the threat.
Berserker Armor: The Berserker Armor’s ominous od overtakes its wearer’s mind, suppressing their fear and perception of pain. Upon activating the Berserker Armor, Guts’ strength and agility are unmitigated by his body’s natural limitations, and as such, the Beast is able to imbue him with feral, superhuman fighting capabilities similar to those of demonkind. Base 100 Defense, but does not defend against pierce.
Cannon Arm: Upgradeable Prosthetic attachment. 1-2 range. Deals 2x damage at 1 range. Can only fire once, and can only be used once per battle. Base 50 Explosion-type damage.
Repeater Crossbow: Upgradeable Prosthetic attachment. 1-2 range. Old and archaic in its function. Can only fire a single shot if fired 1-handed, but fires 4x per shot if firing 2-handed. Base 20 Pierce-type damage.
Astora Greatsword: This greatsword, bestowed only upon elite knights, is a relic of the ruined land of Astora. This sword is exceptionally long, but lightweight and remarkably durable. As such, though it is an Ultra Greatsword, it actually boosts Speed by 10. Deals base 130 Blade-type damage.
Bloodshield: The bloodshield spoken of in the lost legends. The red blood is slightly enchanted, and boost various resistances. Offers base 60 defense when being attacked, and reduces Bleed, Poison, and Curse chance/buildup by half as long as this shield is equipped.
Abilities:
Berserker Armor: Guts Innate ability. Guts may spend a turn to activate the armor. The armor will multiply Guts’ total damage by 2x, and increase his Agility and Speed by 15. It makes Guts immune to Fear and Pain based effects. While wearing the armor, Guts will have a 50% chance to Frenzy each turn, and each turn he uses this armor in combat will increase the chance by 5%. This armor will heal Guts of any status he receives, but each time he is healed of a status he will be inflicted with Bleed. Deactivating the armor will have a 50% chance to succeed, but will drop by 5% on each unsuccessful attempt. At this stage of the ability, the armor will increase The Struggler ability’s chance to activate by 20%. If any anger based abilities are activated while using this armor, they will remain active as long as the armor is on, and their negative effects are negated. 8 exp
The Black Swordsman: Guts Signature ability. While wielding a sword, this unit will take no stat penalties from their weapon, regardless of weapon size. Their prosthetic attachments are able to be boosted by proficiency as well. The Black Swordsman deals double damage to Demonic units. 5 exp
The Struggler: Guts Innate ability. This character constantly wars with Causality, and has been dubbed the Struggler. This makes this character Fateless. This makes “The Absolute” and “Currents of Causality” use double the normal amount of Causality units and makes divining this character impossible. This unit will always survive one Phase where they would have died at 1 HP, regardless of how many times they are attacked. After this Phase, they have a 50% (70%) chance to survive each subsequent lethal attack at 1 HP, with each survival boosting their chance to survive by 5% (80% maximum). Each of these additional lethal attacks this unit survives will increase their Galeforce cap by 1 for the remainder of the battle. 6 exp
Arm Breaking Blow: If attacking a foe from one range, this character has a 50% chance to prevent the enemy from counterattacking with one of their weapons. If the enemy is dual wielding, this attack will prevent one of the hands from counter-attacking no matter what. 4 exp
Army Slayer: Add 5 to base attack for each non-unique unit that is part of an organized hostile force that you kill. 5 exp
Backstab: If another unit has attacked using a 1 range attack, this unit may stab them in the back. They must have attacked the turn prior, and the attack deals 2x dmg. The enemy unit cannot counterattack. 5 exp
Berserk: This unit may activate this ability once a battle at the start of its turn. The ability lasts for 3 turns. When activated, this ability will increase the total damage this unit deals by 50%. It will also increase the speed stat of this unit by 40. However, any attacks that strike this unit during this time will deal 3x damage to it. 5 exp
Bloodbath: For every enemy that you inflict with bleeding status or kill your base attack increases by 5. This lasts until the end of the battle. This stacks with Bloodlust. Costs 5 exp
Bloodlust: If this character defeats a foe, they will then add 0.5x the number of the defeated enemy’s Level to their base Attack. This boost will last until the end of the day or until the end of the battle. 5 exp
Cleave: This unit has a chance to instantly kill a unit by cleaving them. The chance of this move working is calculated before any normal sword attack, and has a 5% chance of activating for each Proficiency level higher this unit is with their attacking weapon than the target unit is with theirs. Radiant Proficiency counts as 25% instead of 5% (Radiant vs 5AA – 25% chance to cleave). If the unit is a higher level than this one, and this ability triggers, it will instead reduce their health by 50% of their maximum HP, and trigger a Lethal Bleeding status. 7 exp
Clever Fighter: This character is careful in battle and wary of his enemy’s strengths. This character takes half damage from abilities like Assault Moves, Backstab, Critical Hits, Finish Strike, Parry/Riposte, and Perfect Strike. 6 exp
Controlled Rage: This character is filled with intense rage, yet they are able to use it for their benefit. While using any anger based abilities, they will not suffer any of the negative effects of the ability. 3 exp (DOES NOT APPLY WHILE WEARING BERSERKER ARMOR)
Demon Slayer: This unit deals 30% extra damage to demon units. 3 exp
Duelist: When this character initiates combat with a unit who is using a melee weapon, they receive a 20+ buff to their Agility and Skill. 3 exp.
Fury: If this character consistently attacks the same foe, they will slowly boost their base attack stat. If this character misses an enemy, they will boost their attack stat by 15. If the character strikes an enemy and cannot damage them, they will boost their attack stat by 10. If the character strikes at an enemy and harms but does not kill them, they will boost their attack stat by 5. These boosts are removed when this unit attacks a different enemy. While Fury is activated, this unit has -15 skill. The unit that is using this ability can choose to end it voluntarily. 5 exp
Galeforce: Upon killing an enemy, this unit may take another turn. They can take up to 3 turns total within 1 turn. 4 exp
Heavy Blow: This unit may only attack once, regardless of speed. 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 (4 exp for vehicles)
Laceration: All physical attacks from this unit have a 20% chance to inflict bleed. 3 exp
Lucky: Once a battle, this character may reroll one dice roll. Cannot be used on any other character’s rolls. 1 exp
One Man Army: Ignore all abilities and items that involve sharing stats with others in an organized/semi-organized force (Mob/Stand as One, etc.). 6 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
Proficiency (II): If this unit uses a single attack type, they may triple that attack type’s total damage. 12 exp
Spin Attack: Once every three turns, this unit may activate this ability. It will strike every adjacent enemy once. Each attack is calculated separately. 4 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
Sundering Blows: Deals extra item, weapon, armor wear with this unit’s attacks. 2 exp
Sword Grabber: When attacked by a unit using a sword, this unit may attempt to grab the blade. This ability has a 50% chance to activate on every enemy attack with a blade-type weapon. If it succeeds, it will completely nullify the attack of the enemy, and the enemy will not be able to perform any follow-up attacks. This unit may perform counter-attacks after grabbing the enemy weapon if they have a weapon that is usable while grabbing the blade. If the enemy is dual wielding, then this character may try and catch both blades, but it cannot counter-attack after doing so. 5 exp
Unrelenting Rage. This character completely ignores abilities that would prematurely end combat. They will continue to make follow up attacks even if affected by abilities that normally prevent counter. They may also attack multiple times if a foe has an ability that prevents it, such as Wary Fighter. If characters attempt to move away from him with dodging abilities, they will simply pursue them and continue with follow up attacks. 5 exp
Vengeance: When this unit counter-attacks, they have a 50% chance to activate this ability. If Vengeance activates, they will add 20% of the character’s currently lost HP and add it to their next attack as raw damage, which cannot be blocked or defended. 4 exp
Wild Swing: -30 hit. This unit may swing wildly at its opponents during its normal strikes. This only works with physical attacks. If using wild swing, this unit will deal 30% extra damage. 3 exp
Proficiency:
1 Armor: 0
1A Sword: 40
1 Marksman: 0
3 Explosion: 10
Resists Pain statuses.
Caps:
HP: Normal
Attack: 150
Defense: 130
Agility: 135
Skill: 170
Speed: 135
