
Level: 98
HP: 94,000
Attack: 871
Fist of God: 871 (1,871) [50,517]
Defense: 871
Iron Body: 871 (971) [2,913]
Agility: 370
Skill: 390
Speed: 370
Movement: 8
Items:
Yujiro’s Martial Arts Outfit: A simple cloth outfit used by martial artists. Nothing special.
Abilities:
Strongest Man in the World: Title. This unit is renowned as the most powerful man in existence. When fighting against melee units, they will have -30 Agility and Skill in the face of this insurmountable foe.
The Ogre: Yujiro Hanma Signature Ability. This unit is supernaturally strong, and as such will not take any Agility or Speed debuffs from their equipment. This unit is immune to slowing abilities like Sticky Web or Latch On and may perform actions on units who are three size class larger than normal. This character breaks out of holds and tackles 5x as quickly as they would normally. This character also triples their Martial damage. Along with this, this unit strikes fear in the heart of their opponents, lowering their Skill by -30. Costs 10 exp
Demon Back: Hanma Signature Ability. Once per battle, this unit can take a turn to assume a empowering stance. When this stance is activated, this unit will boosts their Attack by 50%, as well as increasing their Agility, Skill, and Speed by +20. Along with this, this unit will take 30% less total damage from all attacks (stacks with other abilities). Lasts for 5 turns. Costs 8 exp
Half-Second Unconscious: Hanma Signature Ability. If this opponents Skill or Speed is higher than the opponents, they will perform their counter-attack before the enemy attacks. Cost 4 exp
Aiki: Martial Art Master Ability. This character can utilize an opponent’s strengths against them. If this unit is attacked by a melee attack, and they have higher Skill than the foe, they will have a 60% chance to counter the foe. If this succeeds, this unit will redirect the attack back at the foe at double the damage of the original attack. This does not interfere or use up any counter-attacks. Can trigger “Vengeance”. Costs 7 exp
Arm Breaking Blow: If attacking a unit from 1 range that has a Martial-type or melee attack, this character can disable a character’s arm. This has a 50% chance to activate. This will prevent that unit from counterattacking with that arm. Cost 4 exp
Body Slam: -15 Skill. This character can pick up an opponent and slam them into the ground. If this attack lands, it cannot be defended against or countered. Only works on similar size class. Cost 3 exp
Bulk Up: This character can take a turn to boost their Attack and Defense. If the character is struck while boosting, it will fail. This will boost both Attack and Defense by 25% per turn, maxing out at 2x Attack and Defense. Cost 4 exp
Defensive Shaori: Martial Art Mastery Ability. This unit may counter instinct and give no resistance to melee attacks. If this unit’s Agility and Skill are greater than or equal to the attackers, they may reduce the damage of melee attacks by 90%. This will prevent this unit from counter-attacking, as well as preventing any movement on this unit’s next turn. After getting hit, this unit will move back one space. Cost 6 exp
Dual Strike: This unit may strike consecutively with weapons in both hands. -5 skill and -5 speed. 5 exp or Ascended
Grappler: This unit specializes in grabs and throws. As a result, they suffer no accuracy penalties when using grabs, tackles, or throws. 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
Iron Body: This character has a body stronger than armor. If this unit is wearing no armor or shields, they will reduce all physical damage by 30%. They will also add their Armor proficiency to their defense and their Armor proficiency is boosted by “Weaponized Body“. Costs 6 exp
Nukite: Martial Art Ability. This unit may form their hand into a point and strike with the tips of their fingers. This attack will deal Pierce-type damage as a Martial attack and will ignore 50% of armor. Costs 4 exp
Proficiency (II): If this unit uses a single Attack-type, they will triple their damage with that Damage-type. Costs 12 exp
Sixth Sense: 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. 4 exp
Steady Stance: When attacked by an enemy who is using a melee weapon, this unit receives a +20 boost to their Agility and Skill. 3 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
Weaponized Body (III): If using only bodily attacks, multiply damage by x3. 8 exp
Whip Strike: Martial Art Ability. This unit may loosen their arms and flail them like whips. These strikes will deal Whip-type damage as a Martial attack and have a 40% chance to Bleed. Costs 4 exp
Proficiency:
Radiant Martial: 1000 (Boosts activation chance and damage against melee by 50%)
1AA Armor: 100
Resist Physical damage weaker than his Attack.
Caps:
HP: Large
Attack: 900
Defense: 900
Agility: 380
Skill: 400
Speed: 380
