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
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.
Legendary Shield: A small, unassuming shield. Holds a green gem that can absorb various material and subsequently allow the shield to take a new forms. Grants resistance to Fire. Base 200 armor.
Barbarian Armor: -10 Agility. A set of armor consisting of a full steel cuirass set atop a mail hauberk and boiled leather pauldrons and greaves reinforcing the shoulders and thighs. Base 50 armor.
Pale Dragonbone Armor: +10 Agility. An armor set made from the bones of a dragon, and reinforced throughout with Pale Ore. Resists Fire, and defends against Magic. Base 60 defense.
Abilities:
Legendary Shield Hero: Naofumi Innate Ability. Unlocks the Legendary Shield, which cannot be unequipped, destroyed, or stolen once equipped. This ability cannot be removed once unlocked. The Shield’s base Defense value will be equal to this character’s Defense stat. Although it is a shield, it will block against attacks and counter attacks. This unit may also feed Elemental Stones to the Shield to grant resistances to elemental damage. Unlocks Legendary Shield Abilities. Costs 6 exp
Air Strike Shield: Legendary Shield Ability. 1-2 range. Once every other turn, this unit may create a tangible wall of magical energy. This wall will take up a 2×1 area that cannot be passed through. This unit can decide what direction they want it to face, with certain directions potentially limiting movement options for attackers. This can be done on “Take the Hit” if this unit is within range. This Shield has HP equal to this unit’s Defense and will dissipate if its HP is reduced to 0. Costs 5 exp
Shield Prison: Legendary Shield Ability. Once every 4 turns, this unit may summon a cage of shields to surround a foe or themselves. If used against a foe, this unit will calculate for accuracy and the target may dodge. This cage prevents the unit inside from using Teleportation-type movement or abilities like “Warp“. This cage has an HP stat equal to double this unit’s Defense stat. Costs 5 exp
First Guard: Legendary Shield Ability. This unit may take a turn to boost their total Defense by 25% (maxes out of x3). This boost will last 4 turns unless refreshed. Costs 4 exp
Aegis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the elemental damage of the enemy will be reduced by 50%. 4 exp
Cleanse: Remove all minor status conditions from an adjacent ally. Counts as action for the turn. 3 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 Ripostes, and Critical Hits. 6 exp
Empower: This unit may take a turn to empower all ally units within 3 spaces of it. This will boost those character’s total attack damage by 50% for the remainder of the turn. 5 exp
Enrage: Target an adjacent unit. That unit gains a 1.5x attack boost and -10 Skill, but can only target you. Lasts 3 turns. 3 exp
Heal: Heal an adjacent unit by 30% of their maximum health. Loses 5% efficacy for each size class larger the receiving unit is than this unit. 3 uses per battle. 3 exp
Null: Instead of attacking, this unit may choose one adjacent enemy. This enemy will have all their stat changes removed. This debuff will last for three turns and cannot be removed. This will not remove item based stat boosts. 3 exp
Pavis: When being attacked, this unit has a 60% chance to activate this skill. If the skill activates, the physical damage of the enemy attack will be reduced by 50%. 4 exp
Perfect Balance: This character has an amazing constitution and sense of balance, making them immune to effects such as Stun, Dizzy, or Confusion. 3 exp
Purge: Remove one major status condition from an adjacent ally. Counts as action for the turn. 5 exp
Righteous Fury: If this character witnesses a close ally die, they will multiply their damage output by 3 if they engage the enemy that landed the killing blow. This boost will last for five turns. 3 exp
Shield Bash: If this character has a shield equipped, it may bash an adjacent enemy with it. This attack’s damage is calculated by 25% of the shield’s defense stat and this unit’s attack stat. If the Shield Bash hits, the enemy has a 20% chance to be stunned. 3 exp
Shield Proficiency (II): If this unit uses a shield, boost its Defense by 3x. 12 exp
Shield Reflect: When this character is attacked from a range, they may attempt to reflect to projectile back. If this character’s skill is higher than the skill of the attacker, then they will have a 25% chance to reflect the ranged attack and give the enemy unit the damage instead. 3 exp
Steadfast: This unit stays in the fight for the sake of its allies and friends. It will survive a lethal hit once for each unit in your party that this character is close to. 4 exp
Take the Hit (III): If an allied unit who is adjacent to this unit is attacked, this unit has a 100% chance of rushing forward and switching places with the ally. They will take the damage, and they cannot dodge the blow, however, they may activate defensive skills, and they will be allowed to defend, block, and retaliate as usual. 8 exp
Warn: This character may warn one of his units about an incoming attack. This will increase the avoid of that character by 30 points until the end of the enemy phase. 2 exp
King Koopa’s Molten Hammer: A mysterious gift bestowed to the King of Koopas. This item has his name inscribed on it for some unknown reason. This hammer is immensely valuable, and particularly suited to King Koopa. The hammer also functions as a staff/catalyst and adds its base damage and Proficiency to magic attacks and spells. When used as a hammer, it may only strike once. The hammer’s magical properties allow Bowser to take a turn to summon 2 Koopa or Paratroopa to assist him. Base 100 Strike/Fire-type damage
1 – Fire Stone: A rare item. Boosts Fire type damage by 50%.
2 – Fire Stone Shard: An uncommon item. Boosts Fire type damage by 10%.
Abilities:
VICE: Egotistical. This unit is weak to taunt, and its effects will be doubled against this unit. -2 exp
Dry Bowser: Bowser Innate Ability. Upon death, revive as Dry Bowser. Dry Bowser will have 50% of the maximum health of Bowser, gains the ability Flash Fire, and will have all Fire damage boosted by 50%. Weak to bludgeon dmg. 7 exp
King Koopa’s Fire Breath: Bowser Signature Ability. Once every three turns, Bowser may use a special Fire Breath attack. He may choose to use one of the following: a) attack with 5 range in a straight line, b) attack all enemy units within 2 spaces, c) attack once with 2x dmg, d) attack 2x the normal amount with his fire breath. 4 exp
Flying Slam: -25 hit. Bowser Signature Ability. Bowser claw attacks the enemy and grabs them. If it connects, the enemy cannot use their next turn. On Bowser’s next turn, he flies into the air and slams them underneath him, dealing 20% of his max HP as damage. If Bowser takes enough damage while grabbing someone, he may drop them. 4 exp
Giga Bowser: Once per battle, this unit will take on a more menacing and massive form. This will increase their size up 1 Size Class (Huge) and increase their total Attack and Defense by 50%; however, they will also suffer -40 Avoid due to their increase size. Along with this, this unit will add Ice-type damage when they perform “Whirling Fortress“, which gives it a base 30% chance to Freeze. This unit will also add Dark-type damage to their Claw attacks and Explosion damage to their Bite and Breath attacks. This unit will suffer a -10 Skill debuff once this ability wears off for the remainder of the phase. Lasts for 3 turns. 6 exp
Shell Defense (II): Koopa ability. Grants a shell “armor” that is equal to the unit’s innate defense stat. 6 exp
Whirling Fortress: Koopa ability. Once every 3 turns, Koopas can retreat into their shell and do a spin attack, hitting all adjacent squares, and preventing counterattack. This attack deals damage based on the total of the Claw attack and Shell defense of the user (only the innate defense of the user, including Shell Defense, Hard Body, etc.). Bowser can use this to recover onto terrain he was thrown off of the turn prior (e.g. if he was thrown off a bridge, the following turn he could activate this move to escape). 4 exp
Death Blow: When initiating an attack, this unit has its attack multiplied by 1.25x. 3 exp
Flash Fire: This ability is only in effect while in Dry Bowser form. If this unit is hit by a Fire type attack, they suffer no damage from it, and this unit’s Fire damage is boosted by 50%.
Hard Body: This unit’s body provides a hard covering, offering 50 defense. If the body is made of a particular element, component, etc. that can be boosted by items, this defense is boosted as well. 4 exp
Heavy Blow: This unit may only attack once. Attacks are boosted by 1.5x. 4 exp
Hit and Run: When this unit attacks, if they have any remaining movement, they may use it. 3 exp
Laceration: All physical attacks from this unit have a 20% chance to inflict bleed. 3 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
Size Change: Take a turn to change size classes, from large to giant (or vice versa). Increasing size will reduce Agility to 50% of its current value, and Speed to 75% of its current value, but will multiply attack by 2x. HP values are unaffected. Lasts for 3 turns. 5 exp
Strong Jaw: Doubles Proficiency stat added to bite attacks, and increases wear. 2 exp
Sweeping Blow: If initiating an attack with a tail or mace weapon, the target unit cannot counterattack. 3 exp
Tough Skin: Grants resistance to bullet, bludgeon, explosion. 6 exp
Tough Claws: This unit’s claw attacks give heavy wear, and this ability doubles Claw Proficiency damage bonuses. The damage of claw type attacks is boosted by 50%. Costs 4 pg
Vicious Tackle: -15 hit. This unit can choose to tackle an adjacent unit that is a smaller size class. The pinned unit has their agility reduced to 0. If the unit is a size class smaller, they can be pinned for a maximum of 5 turns (if more than 1 size class smaller, maximum of 8 turns). Each turn, the pinned unit has a 50% chance of escaping. Both the pinned and pinning unit can only attack if their weapons are accessible in that state. 6 exp
Villainous Aura: “Heroic” characters that attempt to attack this character in the early stages of battle have their attack damage reduced by 0.5x, and slowly increases 0.1x for each successive turn (0.5x, 0.6x, … 1.0x). 3 exp
War Cry: Take a turn to boost all ally attack by 1.25x within 3 spaces for the remainder of the current phase. 3 exp
Warp: Every four turns, warp to any spot on the current map. Cannot use activatable abilities on the turn you warp. 5 exp
Proficiency:
5 Martial: 20
5 Claw: 20 (40)
5 Bite: 20
5 Tail: 20
5 Hammer: 20
5 Catalyst: 20
5 Fire: 20
5 Magic: 20
5 Armor: 20
2 Influence: 5
Weak to Fire/Lava terrain, Mild Throw, and Mind Control. Resists Martial and Fire.