
Level: 26 (update abilities)
HP: 2,700
Attack: 42
Glock 17: 30 (72)
Remington 870: 75 (117)
Defense: 42
Agility: 57
Skill: 73
Speed: 57
Movement: 5
1.6/1.6/2.2/3/2.2
Continue reading “Leon S. Kennedy”
Level: 26 (update abilities)
HP: 2,700
Attack: 42
Glock 17: 30 (72)
Remington 870: 75 (117)
Defense: 42
Agility: 57
Skill: 73
Speed: 57
Movement: 5
1.6/1.6/2.2/3/2.2
Continue reading “Leon S. Kennedy”
Level: 31 (update abilities)
HP: 3,800
Attack: 62
Sora’s Keyblade: 25 (107)
Defense: 62
Agility: 74
Skill: 81
Speed: 74
Movement: 5
2/2/2.4/2.6/2.4
Continue reading “Sora”
Level: 40
HP: 6,500
Attack: 96
Martial Attack: 146 [292] {438 w/ Death Blow}
Psychic Martial Attack: 156 (234) [468] {585 w/ Death Blow}
Psychic Blast: 106 (159)
Defense: 80 [160]
Agility: 100
Skill: 112
Speed: 129 [+10 when attacking]
Movement: Unlimited
Continue reading “Crazy Diamond”
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

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