
Level: 1
HP: 30
Attack: 1
Defense: 0
Agility: 1
Skill: 1
Speed: 1
Movement: 4
Items:
Chuchu Jelly: A blob of wiggling jelly. Can be used in potions… probably. (75% drop chance)
Abilities:
Proficiency:
0 Martial: 0

Level: 1
HP: 30
Attack: 1
Defense: 0
Agility: 1
Skill: 1
Speed: 1
Movement: 4
Items:
Chuchu Jelly: A blob of wiggling jelly. Can be used in potions… probably. (75% drop chance)
Abilities:
Proficiency:
0 Martial: 0

Level: 10
HP: 400
Attack: 16
Wooden Club: 36 (79 w/ Fire Weapon)
Defense: 9
Agility: 22
Skill: 16
Speed: 22
Movement: 5
Items:
Wooden Club: A sturdy branch that was crudely fashioned into a club. Burns up in 3 turns. Base 10 Strike-type damage.
2 – Fire Stone Shard: A small fleck of orange stone that gleams a bright red. Boosts Fire-type damage by 10%. (10% drop rate)
Bokoblin Horn: The severed horn of a Bokoblin, a creature often encountered on the plains of Hyrule. (50% drop rate)
Bokoblin Guts: A rare material obtained by defeating a Bokoblin. It convulses on its own every now and then, which is really creepy, but perhaps it has a use… (10% drop rate)
Abilities:
Fire Weapon: Take a turn to light this unit’s weapon on fire. Add fire skill stats and boosts. Multiply total damage by 1.5x. This augment lasts 5 turns. 5 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 Fire: 10
3 Club: 10
Weak to Fire.

Level: 30
HP: 10,500
Attack: 110
Demon’s Great Hammer: 100 (230) [690] [1,035]
Defense: 83
Agility: 40
Skill: 66
Speed: 55
Movement: 4 (4 while flying)
Items:
Demon’s Great Hammer: -20 Agi/Speed. A massive hammer made from the Stone Archtrees – a weapon befitting the massive demons that wield them. 50% chance to Stun, but can only strike once. Base 100 Strike-type damage. Can be infused or augmented.
Abilities:
Faithful Guard II: If this unit stays guard in one location, their attack damage is multiplied by 1.5x. If they leave, this no longer applies. 4 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. 5 exp
Proficiency:
5 Club: 20
Mild weakness to Activatable Abilities.

Level: 35
HP: 4,000
Attack: 70
Sword: 330 (83 in shield form) [413 w/ DB (103 in shield form)]
Shadow Ball: 855 (214 in shield form) [1069 w/ DB (267 in shield form)]
Defense: 70
Stance Defense: 220 (55 in blade form)
Agility: 70
Skill: 105
Speed: 70 (35 in shieldform) [+5 w/ shadow ball]
Movement: 5
Items:
Dusk Stone: An incredibly rare item. Used to evolve this pokemon from a Doublade. Boosts Dark damage by 1.5x.
Abilities:
STAB: Pokemon Exclusive Ability. If this Pokemon uses an attack that matches its typing, the damage is multiplied by 1.5x. 5 exp
Stance Change II: Aegislash Innate Ability. When this unit initiates an attack, it assumes its blade form. In this stance, this unit will multiply its Attack by 2x and half its total Defense. This character may also take a turn to use King’s Shield. King’s Shield shifts this unit into its shield form, which multiplies its defense by 2x and halves its total Attack. King’s Shield remains in effect until this unit attacks, whether initiating or by counterattacking. If an enemy unit attacks this character while they are using King’s Shield, the enemey’s attack will be halved for the next 2 turns. This unit starts all battles in shield form. 16 exp
Weakness Policy: Pokemon Exclusive Ability. If this Pokemon is hit with an attack it is weak to, on its next turn it will deal double damage. 4 exp
Death Blow: When initiating attack, this unit deals 1.25x dmg. 3 exp
Gyro Ball: The unit may tackle the foe with a high-speed spin. The slower the user, the greater the damage. If this unit is faster, the attack will deal no damage. If this unit is slower, the attack will have a minimum of 10 damage and will add 2x the difference in Speed to the attack (max 200 damage). Deals Strike-type damage. Costs 3 exp
Shadow Ball: +5 Speed. This unit may hurl a shadowy blob at the foe. It also has a 10% chance lower the foe’s Defense by 50% for the rest of the Phase. This may only be used when initiating attack. Cost 4 exp
Proficiency:
1P Shield: 40
1P Dark: 40
1P Sword: 40
Extreme Weak to Dark. Weak to Fire and Earth. Immune to Body-type attacks.
(Ghost/Steel) Type
Caps:
HP: Normal
Attack: 100
Defense: 100
Agility: 100
Skill: 150
Speed: 100