Troupe Master Grimm

Level: 65

HP: 15,500 (31,000) (46,500)

Attack: 286

Nightmare Wings: 100 (786) [5,502]

Nightmare Blast: 286 (1,086) [7,602]

Defense: 220

Troupe Master Cloak+++: 600 (920)

Great Firescale Pendant: 100 (300) (900) {1,820}

Great Psychicscale Pendant: 100 (300) (900) {2,720}

Great Darkscale Pendant: 100 (300) (900) {3,620}

Agility: 205 (260 Avoid)

Skill: 225

Speed: 205

Movement: 8 (9) (Flying/Teleporting-type movement)

Items:

Troupe Master Cloak+++: +30 Avoid. A beautiful black cloak that resembles the thin membrane of insect wings. A deep red on the inside, truly enchanting. This cloak seemingly morphs into the wearer’s body, granting them a stunning set of wings. These wings may be used as weapons and may be augmented with “Nightmare Flames“. Base 100 Wing-type damage. Base 200 (600) Armor.

Blazing Nightmare Lantern: A latern fully engorged with the flames of Nightmares. This terrifying object will double both the chances of sleep moves activating and the length that the target stays asleep. Along with this, this item will double the damage of Nightmare-type attacks against sleeping units. Acts as a catalyst for Fire and Dark-oriented spells and blasts. Adds Base 500 Damage to Spells and Blasts.

Great Firescale Pendant: A red scale, heavily enchanted for defense, attached to a golden chain. The pendant produces a basic shield that is improved with the wearer’s Fire proficiency and boosts. Base 100 Shield.

Great Psychicscale Pendant: A purple scale, heavily enchanted for defense, attached to a golden chain. The pendant produces a basic shield that is improved with the wearer’s Psychic proficiency and boosts. Base 100 Shield.

Great Darkscale Pendant: A black scale, heavily enchanted for defense, attached to a golden chain. The pendant produces a basic shield that is improved with the wearer’s Dark proficiency and boosts. Base 100 Shield.

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.

5-Lifeblood Seed (Consumed): A tiny blue seed that contains lifeforce. Eating one makes you feel livelier and bolsters your fortitude. Boosts HP by 20% (up to 2x HP), but is gone once that HP is lost. This HP cannot be healed.

Abilities:

Pure Nightmare Flames: Troupe Master Grimm Signature Ability. This units Flame-type attacks are composed of fully empowered Nightmare Flames. This will make all Fire-type attacks deal Fire/Dark/Psychic-type damage, as well as being impossible to consume unless the target has both “Consume Fire”, “Consume Dark” and “Consume Thoughts“. Costs 6 exp

Nightmare Fire Bats: Troupe Master Grimm Signature Ability. Once every other turn, this unit may fire off 3x the normal amount of Pure Nightmare Flame Blasts. These bats home in, ignoring abilities like “Teleport Dodge” or “Stealthy Flier“. Costs 5 exp

Flaming Pufferfish: Troupe Master Grimm Signature Ability. -60 Skill. This unit may release a series of blasts that target all spaces within 5 spaces whenever their HP drops below 50%. While in this form, this unit will take 50% less damage, but will be unable to move. This fires off blasts indiscriminately, so they may harm allies as well. Fires 5 blasts per space at 50% damage. Only happens once per battle. Costs 6 exp

Consume Fire: This character is completely immune to Fire-type attacks. If hit by a Fire-type attack, this unit will heal the same amount as the attack’s damage. If this unit steps into a burning tile they may take a turn to consume the fire. This will heal 50% of their HP. 5 exp

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

Hypnosis: -30 (-15) Skill. This unit may attempt to put an enemy to sleep. This will cure the target unit of any statuses and stat changes. Units affected by this ability will stay asleep for up to 5 (10) turns and have a 30% (15%) chance to wake up at the start of their turn. Being attacked will wake the enemy unless the damage is Psychic-type damage. Costs: 3 exp

Quiver Dance (II): This unit may take a turn to increase their speed and damage. This will increase their total attack by 10% and their Speed by +5 (maximum damage=100%; maximum speed=+50). This boost lasts for 3 turns, but can be refreshed by using this ability again. If this unit fails to maintain the boost, they will lose the full boost. Costs 10 exp

Sleep Pulse: Once per battle, this character may unleash a powerful pulse of psychic energy, immediately putting all characters within 10 spaces to sleep. Affected units will remain asleep for a maximum of 3 (6) turns and will have a 30% (15%) chance of waking at the start of each of their turns. Being attacked will wake the enemy unless the damage is Psychic-type damage. Costs: 5 exp

Teleport Dodge (II): If this unit is being attacked by a ranged attack and is faster than the foe attacking, they have a 70% chance to avoid the attack. This is calculated before calculating if the attack hits. 8 exp

Terrifying Presence: Fear-type Ability. Enemies within two spaces of this unit receive -30 Avoid. Costs 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:

1AA Fire: 100

1AA Psychic: 100

1AA Dark: 100

1AA Wing: 100

1AA Shield: 100

1AA Armor: 100

Weak to Water. Immune to Fire, Burn statuses, and Mind Control.

Caps:

HP: Normal
Attack: 650
Defense: 500
Agility: 380
Skill: 400
Speed: 380
Movement: 9

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