Josuke Higashikata

Level: 40 (update abilities)

HP: 6,500

Attack: 96

Silver Caestus: 30 (146) {183 w/ Death Blow}

Defense: 80

Agility: 100

Skill: 112

Speed: 104 (109) [+10 when attacking]

Movement: 5

2.4/2/2.5/2.8/2.6

Items:

Psychic Stone: A very rare item that boosts psychic damage by 50%.

Modified School Uniform: A black school uniform that has been modified by Josuke. Provides no protection, but is light and allows for quick movements. +5 Speed.

Silver Caestus: A pair of ancient battle gloves, worn like modern boxing gloves, made with leather strips and filled with Silver plates. Base 30 Martial-type damage.

Dark Wood Grain Ring: This unbelievably rare item enables its user to move nimbly while this ring is equipped. If this character’s Skill is higher than the attacker’s Skill, than this unit has a 20% chance to dodge roll. Whether or not the ability activates, this unit may move one space after the enemy attacks.

10- Steel Ball Bearings: +10 speed. Small steel balls used in industrial machinery. Dense, and packs a strong punch if thrown or shot from a slingshot. 10 bullet dmg.

Abilities:

Crazy Diamond (II): Josuke Innate ability. This character may take a turn to summon Crazy Diamond. Crazy Diamond shares HP with this unit. Any stat boosting abilities (Weaponized Body, etc.) this unit has instead apply to Crazy Diamond, but they share activatable skills. Crazy Diamond must stay within 3 spaces of this character at all times. Crazy Diamond’s total damage and defense are 2x Josuke’s, has +20 speed, has a 50% chance to take the hit for any allies within its range (if it chooses), and can spend a turn to revert something to a prior state or heal a unit for 20% of Crazy Diamond’s maximum health. This cannot be used to heal himself. 12 exp***

DORARARA: Josuke Highaskita Signature Ability. On each normal attack, this unit has a 50% chance for this ability to trigger. If it triggers, this unit will attack 5x with 1/2 dmg attacks instead of each normal attack. 5 exp

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

Bulk Up: This character may take a turn to boost its defense and martial attacks. However, if the character is struck while on the turn it performs this ability, it will lose focus and the boost will fail. This ability will boost martial attacks and total defense by 25%. This ability may only be used 5 times during a battle. This ability will max out at doubling the stats it improves. This boost will last for three turns. 4 exp

Clever Fighter: This character is careful in battle and wary of his enemy’s strengths. This character takes half damage from assault moves, Perfect blows, backstabs, parry reposts, and critical hits. 6 exp

Competitive: This character is highly competitive. For every ally on this character’s team that is a higher level than it on the map, this character will boost its base attack stat by 5 (100 max). 2 exp

Darting Blow: When initiating attack, add 10 to this unit’s speed. 3 exp

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

Defiant: If this character is hit by an attack or ability that they are weak against, then their next attack will have +15 hit and double in total might. 2 exp

Dual Strike: This unit attacks once with the weapon equipped in each hand. -5 speed and skill. 5 exp or Ascended

Heroic Aura: This character strikes fear into villainous and cruel enemies. It will reduce their attacks that they try to mount against it by 50% for the first few turns, including counter-attacks. The enemies will eventually get over this fear, but this status is very effective early on. 3 exp

Heroic Entrance: If this character has ally units within visual range, their first attack in a battle will have 3 times the normal damage output. This does not work for special attacks. 3 exp

Hot Head: If this character is struck by taunt or strategist, it will increase the total damage it deals to the foe who has inflicted that status by 50% until the status is cleared. 2 exp

Hurl: -15 hit. This character may throw a weapon with all of their might. Calculates based on the Throw skill. This attack will deal double damage and have 1-2 range; however, you will have to retrieve the weapon from one of the adjacent spaces from the target. 2 exp

Inhuman Strength: This character is incredibly strong, and as such will not take any Speed debuffs from their equipment. They may also perform actions on units who are a size class larger than normal. This character is also immune to slowing abilities like Sticky Web or Latch On. This character breaks out of holds and tackles twice as quickly as it would normally. This character also doubles their Martial damage. 7 exp

Inspiration: Ally units within two spaces of this character receive +10 speed, +10 skill, and have a 25% boost to their total attack damage. 4 exp*

Perfect Strike: This unit may patiently wait to strike a foe. This strike will deal 3x the normal damage. This may not be used on special abilities or activated attacks. This 3x damaging strike must be chosen to activate before calculating whether or not you hit or miss. This ability may be used 3 times per battle. 5 exp

Proficiency: If this unit uses a single attack type, they may double that attack type’s total damage. 6 exp*

Psychic Shield: Grants a protective shield of psychic energy to the character. This shield does not defend against dark or magic type attacks. The base defense of the shield is 50, and can be damaged/broken like other shields. 4 exp

Ready Defense: Instead of attacking, this unit may take a turn to boost their total defense by 50% for the remainder of the next enemy phase.

Stand User: This unit can add their Psychic proficiency and boosts to their Stand’s attacks. Does not interfere with Weaponized Body. 2 exp

Steady Stance: When attacked by an enemy who is using a melee weapon, this unit adds +20 to their skill and 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

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**

Take the Hit: This unit can choose to attempt to take the hit for an adjacent ally. 50% chance to succeed. If this unit takes the hit, they cannot dodge the attack, but can counterattack as usual. 2 exp**

Weaponized Body: If using only bodily attacks multiply their damage by 1.5. 2 exp**

Proficiency:

5 Martial: 20

3 Psychic: 10

Weak to Taunt and explosion. Resists martial and psychic.

Caps:

HP: Normal
Attack: 120
Defense: 100
Agility: 125
Skill: 140
Speed: 130