
Level: 20
HP: 900
Attack: 40
Nightmare Flame: 50 (330) [1,650]
Homing Nightmare Flames: 50 (350) [1,750]
Nightmare Blast: 40 (300) [1,500]
Defense: 40
Agility: 54
Skill: 48
Speed: 48
Movement: 6
Items:
Nightmare Flame: A twisted branch bearing the ever-burning Nightmare Flame. This will act as a catalyst for any Fire or Dark oriented spells and abilities, but also serves as a viable staff weapon. Adds Base 100 damage to Spells and Blasts. Base 50 Fire/Psychic/Strike-type damage. The flame itself may be stolen by individuals adept at manipulating Fire or the Mind.
4-Nightmare Wheel: A mysterious crimson, lattice-like wheel that emits an off-putting aura. Residue from nightmares. Boosts both Fire and Psychic-type damage by only 50%, but only when they are used in tandem.
Abilities:
Nightmare Flames: Grimmkin Signature Ability. This units Flame-type attacks are composed of Nightmare Flames. This will make all Fire-type attacks deal Fire/Psychic-type damage, as well as being impossible to consume unless the target has both “Consume Fire” and “Consume Thoughts“. Costs 3 exp
Homing Nightmare Flames: Grimmkin Signature Ability. Once every 3 turns, instead of attacking, this unit may summon 5 Nightmare Flames. If an enemy moves within two spaces of them, these flames will automatically attack, regardless of phase. There are five flames, and each deals Base 50 Fire/Psychic-type damage. If this character moves within two spaces of an enemy on its own turn, the flames will automatically fire. This does not count as the character’s attack for this turn, and thus cannot be counter attacked. 5 exp
Teleport Dodge: If this unit is being attacked by a ranged attack and is faster than the foe attacking, they have a 50% chance to avoid the attack. This is calculated before calculating if the attack hits. 4 exp
Warp: Once every 4 turns, this unit can warp to any spot on the current map. It can attack after warping, but may not use activatable attacks. 5 exp
Will o’ Wisp: This unit summons a flurry of wisps to burn a target. It gives no damage, but it has an 80% chance to give them a Burn status. Costs 3 exp
Proficiency:
5A Fire: 80
5A Psychic: 80
5A Staff: 80
Immune to Fire, Burn statuses, and Mind Control. Weak to Water.
Caps:
HP: Tiny
Attack: 100
Defense: 100
Agility: 140
Skill: 120
Speed: 120
Movement: 7
