Spyro

Level: 45 (update abilities)

HP: 8,250

Attack: 135

Platinum Claws: 165

Platinum Fangs: 165

Platinum Tailspear: 185

Horn Attack: 155

Fire Breath: 155 (202)

Ice Breath: 140 (154)

Electric Breath: 155

Earth Breath: 135

Aether Breath: 585 (819)

Defense: 108

Agility: 135 (140 when defending)

Skill: 126 (131 when defending)

Speed: 108

Movement: 7 (5 while flying)

3/2.4/3/2.8/2.4

Items:

Platinum Fangs: A set of handcrafted fangs made by Andre the Blacksmith. Each one is engraved and as sharp as a dagger. Be careful not to bite your tongue. Base 30 Pierce-type damage.

Platinum Claws: A set of handmade claws made by Andre the Blacksmith. Each one is engraved and holds a great edge. Insanely sharp, and each hit gives a 20% chance to inflict bleed. Base 30 Slash-type damage.

Platinum Tailspear: A platinum socketed spearhead that is designed to rest on the end of a tail. It is lightweight and versatile. As it is an extension of the body, it will be boosted by abilities such as “Weaponized Body” and receive Tail and Spear skills. Base 55 damage. 

3 – Red Chuchu Jelly: A jiggling mass of warm, red jelly from a Chuchu.

3 – Garnet Shards: A tiny fleck from garnet. This tiny shard of gemstone seems to hold the power of fire. Boosts Fire-type damage by 10%.

3-Green Chuchu Jelly A jiggling mass of acidic, green jelly from a Chuchu.

1 – Labradorite Shard: A tiny fleck from a labradorite chunk. This tiny shard seems to hold the power of ice. Boosts Ice-type damage by 10%.

Abilities:

Aether Breath: Spyro Signature Ability. Once every 4 turns, combine its Fire/Earth/Electric/Ice breath attacks into 1 attack. Functions as a normal attack, so all elements factor into weaknesses/resists, and it can hit more than once. If all elements are Ascended level or higher, this becomes a normal attack (can be used every turn). 6 exp

Sparx the Dragonfly: Spyro Signature Ability. This character has a handy helper named Sparx. Sparx will fly around, picking up items from units this unit kills. This will grant a 20% boost to item discovery. Sparx will also let this character know what is going on around, increasing Agility and Skill by +5 when defending. 4 exp

Dragon Time: Once a day, this unit can slow time and take 2 turns within 1 turn. All other units within 5 range of Spyro will have their skill and agility reduced by 10 during this time. Enemies can still counterattack as usual. 5 exp*

Wing Shield: If Spyro is being attacked by a ranged elemental attack, and his Skill is higher than the attacker, he has a 40% chance to deflect the attack back at the attacker. If he deflects it, the unit that attacked him receives 2x the damage instead. 4 exp*

Certain Blow: When initiating an attack, this unit has +20 hit. 3 exp

Confidence: Each time this character dodges a foe, they will boost their Attack by +10 (Max 100). Boost is lost upon being hit. Cost 3 exp

Darting Blow: When initiating an attack, this unit has +10 speed. 3 exp

Death Blow: When initiating an attack, this unit has its attack multiplied by 1.25x. 3 exp

Flame Body: This character can coat themselves in flame, making all characters that attack them within melee range have a 20% chance to burn. While Flame Body is active, this character is immune to flame. Lasts for 3 turns. 4 exp

Frost Body: This character can surround themselves in freezing wind, making all characters that attack them within melee range have a 20% chance to freeze. While Frost Body is active, this character is immune to frost. Lasts for 3 turns. 4 exp

Glide: If this character falls or jumps off of a high place, they can multiply their movement by 1.5x. 2 exp

Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. 4 exp

Laceration: All physical attacks from this unit have a 20% chance to inflict bleed. 3 exp**

Ram: This unit may spend its movement moving in a straight line to ram into a unit. It can use some of its movement to position itself into a place where it can move in a straight line, and then activate this ability. This attack deals 10 base damage for each space this unit moved to ram plus the damage of a bodily attack, and if this unit spent all of its movement to ram, the total damage is multiplied by 2x. Works with Weaponized Body. 4 exp*

Storm Body: This character can coat themselves in lightning, making all characters that attack them within melee range have a 20% chance to be paralyzed. While Storm Body is active, this character is immune to Lightning. Lasts for 3 turns. 4 exp

Taunt: This character can taunt an adjacent unit. The taunted unit will be unable to use any Activatable Abilities for 3 turns. 3 exp

Weaponized Body: If this unit uses only bodily attacks (Martial, Bite, Throw, etc.), boost total damage by 1.5x. 2 exp**

Wide Spray: If this unit uses a ranged attack at 1 range, they will receive +20 Skill for that attack. 2 exp

Proficiency:

2 Ice: 5

5 Fire: 20

5 Horn: 20

5 Energy: 20

1 Earth: 0

1 Claw: 0

1 Bite: 0

1 Tail: 0

1 Spear: 0

Resist Fire, Ice. Weak to Dark.

Caps:

HP: Normal
Attack: 150
Defense: 120
Agility: 150
Skill: 140
Speed: 120

Wolfos

Level: 8

HP: 400

Attack: 14

Claw: 19

Defense: 8

Agility: 18

Skill: 15

Speed: 18

Movement: 6

Items:

Wolfos Heart: The large heart pulled from a Wolfos. It seems restless… (15% drop chance)

Abilities:

Ferocity: Activatable. Multiply damage by 1.5x. +40 speed, -20 skill. 5 exp

Stunning Howl: Can be used once every 3 turns. As your action, howl. Units within 2 spaces have a 50% chance to be stunned. 3 exp

Proficiency:

2 Claw: 5

Weak to explosion.

Torch Hollow

Level: 16

HP: 900

Attack: 35

Torch: 60 (70 when lit) [75 w/ DB (88 when lit w/ DB)]

Defense: 16

Agility: 32

Skill: 22

Speed: 43

Movement: 5

Items:

Torch: A torch that burns much longer than what seems normal. Base 15 Fire/Strike damage.

Abilities:

Berserk: Once per battle, this unit can take a subaction to activate berserk. This will boost their attack damage by 1.5x and give +40 speed, but also boost the damage they take by 3x. 5 exp

Death Blow: When initiating attack, add 1.25x to this unit’s attacks. 3 exp

Mob: Other units with mob who are within attacking range of the targeted unit can, instead of attacking on their turn, add their attack to the attacking unit. 5 exp

Wild Swing: -30 hit. This unit may activate wild swing on normal physical attacks. If using wild swing, this unit will deal 30% extra damage. 3 exp

Proficiency:

3 Club: 10

3 Fire: 10

Weak to Fire. Resists Fear-type statuses.

Stray Demon

Level: 40

HP: 19,500

Attack: 240

Demon’s Catalyst: 1,860 (2,325 when attacking)

Defense: 240

Agility: 50

Skill: 100

Speed: 70

Movement: 5

Items:

Demon’s Catalyst: 1-2 range. A staff made from ragged wood and topped with a Titanite chunk. This gnarled staff, while crude, is a durable and reliable tool for a Demon. Base 300 Magic/Strike damage.

Abilities:

Catalyst Slam: Stray Demon Signature Ability. This unit by take a turn to raise their catalyst and charge the latent magical energies that reside within. Once charged, the catalyst is then slammed down, releasing a blast of Magic-type damage over the range of 6 spaces. If a unit is on the space that the slam occurs on, they will take 3x damage from the catalyst strike, as well as 3x damage from the blast. Costs 7 exp

Death Blow: When attacking, this character adds 25% to their total damage. Costs 3 exp

Flying Butt Slam: This character can take a turn to fly into the air. Next turn, they will slam down on the space they are in, dealing 10% of their maximum health as damage to anyone within 1 space of them, and 5% of their maximum health as damage to anyone within 2 spaces of them. 5 exp

Heavy Blow III: This unit may only strike once, but its physical attacks are boosted by 3x. 16 exp

Savage Blow: When this unit attacks an enemy, regardless of whether or not they hit their foe, the enemy units standing within two spaces of the foe attacked will take 25% of the total damage from the attack as raw damage. Costs 5 exp

Terrifying Presence: Fear-type Ability. Enemies within 2 spaces of this unit receive -30 avoid. Costs 4 exp

Proficiency:

1A Club: 40

1A Magic: 40

1A Staff: 40

Extremely weak to Bleeding status. Resists Fire, Hammer.

Orca

Level: 25

HP: 2,500

Attack: 45

Islander Spear: 215

Defense: 45

Agility: 50

Skill: 75 (80)

Speed: 50

Movement: 5

Items:

Islander Spear: +5 Skill. A basic spear used for fishing. Doubles damage when thrown. Base 70 Pierce-type damage.

Abilities:

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

Parry/Riposte: If this unit is attacked by a unit of the same size class or smaller using a melee weapon, and this unit has higher skill, they may attempt to parry the attack. They have a 50% chance to succeed. If they fail, they take the full damage without using their shield to defend. If they do succeed, they nullify the attack (and all subsequent attacks from that enemy), and attack with a guaranteed 2x damage hit. 5 exp

Steady Stance: When attacked by a unit using a melee weapon, +20 skill and +20 avoid. 3 exp

Strong Throw: -5 hit. This unit can choose an adjacent unit of the same size class or smaller. If they land a blow, instead of attacking, the character may throw their enemy a space away. If the enemy falls in dangerous terrain, they will immediately take the negative effects. Characters may not block a throw. 2 exp

Swordbreaker: When attacked or attacking a unit with a sword, +25 hit and avoid. 5 exp

Trainer: This unit can be paid 1 gold per point in their Proficiecy stats to train other units in the respective stat. Cannot train above their current Proficiency level. 5 exp and Ascended in a weapon type

Weapon Throw: The unit may throw their held weapon at a foe. If this is done, they will only be able to attack the foe once. Ranged foes may retaliate. Range 1-2. Damage calculation will be normal weapon damage along with throw stat. When a weapon is thrown, the character must move onto the space where it landed to pick it up. 1 exp

Proficiency:

1AA Spear: 100

Marill

Level: 6

HP: 200

Attack: 9

Martial Attack: 9

Water Blast: 21

Whirlpool: 62 (124 on water terrain)

Defense: 7

Agility: 20

Skill: 14

Speed: 18

Movement: 6

Items:

1 – Water Stone Shard: A fleck of blue stone that gleams a gentle green. Boosts Water-type damage by 10%.

Abilities:

Serene Aura: This ability will drop the speed and skill of any character who is affected by it by 30 if they attempt to attack this character. If this character attacks the foe, the ability will not work. Can fade over time. 3 exp

Whirlpool: Base 35 water dmg. If this attack targets a space with water, the damage is doubled. Additionally, if a water space is targeted, that space becomes whirlpool terrain. If a unit is in whirlpool terrain, they receive -10 speed, have a 20% chance to escape, and receive 40 damage at the start of each turn. Characters with swimming type movement can escape at any time, by spending 2 movement to leave the space. Whirlpool terrain lasts up to 5 turns. 3 exp

Proficiency:

3 Water – 10

1 Martial – 0

Resists Fire and Martial. Weak to Lightning and Absorb.

Lizalfos

Level: 5

HP: 200

Attack: 13

Lizalfos Boomerang Sword: 23

Defense: 5

Agility: 14

Skill: 6

Speed: 14 (24)

Movement: 5

Items:

Lizal Boomerang: A Lizalfos-made boomerang sword which in addition to being thrown can be used as a single-handed melee weapon. Has 2 range when thrown and will return if the hit is successful. It can only be thrown when attacking. Base 5 Slash damage.

Lizalfos Tail: The severed tail of a Lizalfos. It continues to wriggle even after being separated from its body. (20% drop rate)

Lizalfos Horn: A winding horn that is found atop the head of a Lizalfos. (10% drop rate)

Abilities:

Darting Blow: Add +10 Speed when initiating attack. 3 Exp

Shed Skin: This unit has a 25% chance to remove minor statuses it has each turn. 2 exp

Proficiency:

2 Sword – 5

Weak to Fire.

Hollow Soldier

Level: 17

HP: 800

Attack: 30

Longsword: 50 (63 w/ DB)

Crossbow: 45 (56 w/ DB)

Defense: 17

Hollow Armor: 22 (27 w/ shield)

Agility: 20

Skill: 25

Speed: 34

Movement: 5

Items:

Longsword: A simple iron longsword. Deals 10 Slash damage.

Wooden Crossbow: 1-2 range. A sturdy crossbow made completely from wood. Deals 1.5x damage at 1 range. Base 10 Pierce-type damage.

Wooden Shield: A simple shield. Susceptible to fire and wear. Base 5 defense when defending.

Hollow Soldier Armor: Sturdy armor worn by soldiers whose minds have gone hollow. A pity… Base 5 armor.

Abilities:

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

Death Blow: When initiating attack, add 25% to this unit’s attacks. 3 exp

Dodge Roll: If this unit has higher skill than the unit attacking them, they have a 30% chance to roll a space away and completely avoid the attack. If they attempt to do the dodge roll, they cannot defend with their shield. Regardless, after each series of attacks, they can choose to roll a space away from their current space. This can allow for escaping out of the attacker’s range, or even rolling into counterattack range. 4 exp

Mob: Other units with “Mob” who are within attacking range of the target unit can, instead of attacking on their turn, add their attack to the attacking unit. 5 exp

Proficiency:

3 Sword – 10

2 Marksman – 5

Weak to Fire and Lightning.

Hollow

Level: 13

HP: 500

Attack: 25

Straight Sword Hilt: 39

Shortbow: 35

Defense: 20

Agility: 20

Skill: 14

Speed: 27 (32 w/ SS hilt) [+10 when attacking]

Movement: 5

Items:

Straight Sword Hilt: +5 Speed. These Hollows haven’t even realized the swords they swing are swords no more. How far gone they must be… Base 4 Slash damage. (50% drop chance)

Shortbow: A simple wooden bow. Its small size allows it to fire quickly, even at close range. Base 10 Pierce-type damage.

Abilities:

Berserk: Once per battle, this unit can take a subaction to activate berserk. This will boost their attack damage by 1.5x and give +40 Speed, but also multiply the damage they take by 3x. 5 exp

Darting Blow: When attacking, add +10 to Speed. 3 exp

Mob: Other units with “Mob” who are within attacking range of the targeted unit can, instead of attacking on their turn, add their attack to the attacking unit. 5 exp

Proficiency:

2 Marksman – 5

3 Sword – 10

Weak to Fire. Resists Fear-type statuses.

Goomy

Level: 15

HP: 600

Attack: 15

Poison Blast: 35 (42)

Absorb: 40 (55) (66)

Bubble: 40 (55) (66)

Twister: 40 (65) (78)

Defense: 15

Agility: 45

Skill: 30

Speed: 30

Movement: 5

Items:

Poisonous Stone Shard (2): Boosts Poison damage by 10%.

Absorbent Stone Shard (2): Boosts Absorb damage by 10%.

Kinetic Stone Shard (2): Boosts Energy damage by 10%.

Water Stone Shard (2): Boosts Water damage by 10%.

Abilities:

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

Absorb: Deals base 40 Absorb dmg. Heals the user of 1/2 the damage dealt. Can strike up to 2x. 3 exp

Bubble: Deals base 40 Water dmg. 10% chance to lower the target’s Speed by 5. 3 exp

Twister: A powerful air attack. Base 40 Air/Energy-type damage. Deals double damage to dragons. Can only used when attacking. 3 exp

Proficiency:

2 Air – 5

2 Energy – 5

5 Poison – 20

1 Absorb – 0

1 Water – 0

Weak to Ice. Resists Fire and Water.