MONSTERSThis is a supplementary post for Giselle as being able to Summon Monsters is one of her greater strengths by adding +1 Party Members temporarily to the team. Monsters operate on some different sets of rules compared to humans. Most notably their primary resource is a Rage meter versus Vigor. For those of you that played Marvel Heroes, it operates the same as it did for Wolverine. To put it in laymans terms, Rage works likes this:
Rage MeterRage starts at 0 and builds up as the monster either takes damage or deals damage itself. To be more precise, the in-game help function states as follows:
- If an enemy blocks an attack, Rage generates at 50% of Rage recovery
- If an attack hits, Rage generates at 100% of Rage Recovery
- If an attack crits, Rage generates at 150% of Rage Recovery
- Putting a target out of action generates Rage at 200% of Rage Recovery
- When being attacked, Rage increases by 100% of Rage Recovery
- If the monster spends a turn where they don't perform an action, then Rage decreases by 50% of Rage recovery.
Different attacks consume different amounts of Rage. If you have not reached the amount of Rage necessary, then that skill cannot be used. Basics always cost 0 rage, so a Basic attack is always available, unlike humans who will need to fully restore Vigor.
Monsters otherwise share the same stats as humans but cannot equip weapons or armors. They can equip select accessories however.
Growth MasteryA monster's class growth is slightly different than humans. Once they hit a certain level, they can evolve into a stronger form until they plateau at the evolutionary peak. Each time they do, they gain new abilities as well as a new growth mastery. Growth Masteries are a huge pain in the ass for a stat topic, because they are randomized and selected from a pool for you to choose only one of. A monster can also change a growth mastery like humans do with their personals, but there's a catch. Monsters can only change "Training" type masteries. Masteries that are either evolutionary or instinctual are affixed once selected. This means that in-game, it can actually be better to select 3 Training growth masteries versus the other two types because it allows for greater flexibility on the table. Thankfully, for DL purposes, there are only a handful of useful masteries:
Training Type- Chasing Training: Speed+10, Move+1
- Inrush Training: When summoned, Monster gains an instant turn
- Recovery Training: At the end of its turn, Monster consumes 10 Rage to restore 20% of its MHP. If there is not enough Rage or monster is already at Max HP, nothing happens.
- Independence Training: Monster functions as an ally instead of a summon; it does not surrender if Summoner is defeated as long as other allies are alive (Relevant for team matches)
Genetic Type- Wobbly Belly: Target's Crit damage -100%
- Fragrance: Creates an Aura within melee range that increases Speed by 10 and Hit, Block, Evade and Crit by 10%. Does not effect monster itself. Stacks with other auras.
- Foul Smell: Creates an Aura within melee range that decreases Speed by 10 and Hit, Block, Evade and Crit by 10%. Does not effect monster itself. Stacks with other auras.
- [Elemental Enhancement]: Usually related to boosting a stat based on number of related elemental masteries equipped. Depending on what you allow, this can be very useful or useless.
Instinctual Type- Violentness: Rage automatically increases by 10 at the start of your turn
- Rage Explosion: For everyone 1 point of Rage, damage increases by 0.3%
For most monsters, they can grow up to 3 times. Dragons get 4. The unfortunate part of all this is that unless you recruit the lowest evolutionary monster tier, a certain number of these masteries will be random meaning it is a huge pain to get exactly what you want. The one exception to this are dragons, who can only be recruited at their lowest tier. However, even then, the draw for any one particular evolution's growth mastery just might not be great. This means that in the DL, I probably wouldn't see monsters getting the best combo of growth masteries - I'd probably allow only 1 of the slots to be selectable. This has the added benefit of making monster's growth mastery the same as the individual mastery of the PCs, which is nice.
Monsters on HandSelecting which monsters to get stats for are also a huge pain. As noted, Giselle can stock up to 20 monsters at once, being ready to deploy. While only 1 can be summoned at a time, she can effectively call all 20 during a single level if she needs to. Getting 20 monster stats is a massive undertaking, so instead of that I'm proposing a few solutions:
1) Get stats for one of each type of monster. There are 5 types in total so far: Spiders, Frogs, Panthers, Birds and Dragons. This has the added benefit of show casing what each monster can do, although selecting the type of monster within each specie still needs some work
2) Get stats for unique monsters only. These are the Boss types, the legendary monsters, etc. This is actually significantly more work than you think. It includes: 3 Panthers, 3 Frogs, 2 Spiders and 2 Dragons. Note that this misses Birds. Aside from that, I'm currently missing one of the Frogs on my file, so this clearly isn't really my cup of tea.
3) Get "Normal" monsters only. Dragons for example are clearly late game creatures. This has the added advantage that the monsters picked will be 100% compatible with Giselle's Sniper class since it doesn't have Beast Tamer. On the other hand, it also limits some of the more unique monsters as they appear late or require some unique conditions before they are spawned.
I'm personally a fan of the first option. It's a moderate amount of work but I really like adding one of each class to the table. For the monsters selected, I will most likely be focusing on them as such:
- Bird: Normal class bird. There are no legendary or boss monster bird, so this feels fine
- Spider: Legendary class spider. Most spiders are in-fact terrible. However, the Legendary class boss Spider has some legs (no pun intended) and is probably the most interesting of the choices.
- Frog: Epic class Frog. This one's tough. The best Frog is a boss, but for all intents and purposes, I think Sniper Giselle may want to be able to call them on because Frogs are versatile buff/debuffers. As an added bonus, this lets us hit the Water element for masteries, which is something that no PC gets so it will definitely be unique
- Panther: Legendary class panther. There's arguments to go with a Normal class panther since its the most common monster type. However, all the memorable panthers are either Epic or Legendary class. I figure Legendary makes more sense as a result.
- Dragon: Normal class Dragon. As noted earlier, Dragons have to be bred up from the lowest tier, which is always at Normal (even if the boss versions are Legendary). Because all Dragons end up being a Normal class monster, I'll go ahead and select the one I think helps Giselle out the most.
Whew. Note that this post is NOT final. If one day somebody else plays the game and wants the stats of another monster in the mix, I'll be more than happy to add it...assuming I have the monster on hand. So, with that, on with the show:
ASH COVERED MONARCHCLASS: Yasha
Class Mastery - Hidden Prey - While standing on a Spider Web, restores 10% MHP
Affixed Skill:Intrepid Spirit - No bonuses
Individual Masteries (Pick 1 only):Inrush Training - Gets an Instant Turn when summoned
StatsHP: 1566
Rage: 100
Rage Recovery: 10
Base SP: 100 Spirit. Each point of Spirit SP increase Hit by 0.1%.
Attack: 714
ESP: 402
Hit: 99.72%
Crit: 22.15%
Crit Dmg: 240.5%
Armor: 1098
Resistance: 424
Base Block: 0%
Base Dodge: 55.98%
Speed: 84
Move: 9
Sight: 14
OD Duration: 2
Slash Resistance: 824
Pierce Resistance: 553
Blunt Resistance: 879
Has negligible Elemental Resistances
SKILL SET UPStat Boosting Passives (all already factored): Extreme Speed: Speed+10
Ability Enhancing Passives:Acidic Poison: On a crit, target receives Acidic Poison status effect
Corrosive Poison: On a crit, target receives Corrosive Poison status effect
Paralyzing Poison: On a crit, target receives Slow Down effect
Neurotoxin: On a crit, target receives Neurotoxin status effect
Hidden Spiderweb: On a crit, generates a Spiderweb on target's position
Spin a Web: Sets up a Spider Web on current tile
Rapid Slacklining: -1 Action Point when utilizing "Climb the Spider Web" ability
Spider Web widening: Ending a turn on a Spider web extends the Spider web to all adjacent tiles
Offensive Passives:Predator in the Net: When you begin your turn on a Spider web, removes the distance penalty on attacking a target
Prey in the Net: Attacking a target who is standing on a Spider Web delays their turn by 30 CT
Spider Web Spraying: Attacking with Spiderweb Drop or Strong Spider Web Fall creates Spider web in those fields
Defensive Passives:Sly Fisherman: Avoids detection when using 'Spider Web Movement', 'Prey Fishing' and 'Putting down the Prey'
Spiderweb Stunts: While standing on a Spider web, Evade +30%
Beast Friend: If summoned monsters restores its HP from your master, you restore 15% of the HP Recovered. If you restore HP from your master, Monster heals 15% of the amount recovered
Independent Passives:Cobweb Pouch: When defeated, you inflict Sticky Spider Web to all adjacent targets
Hunter above the Net: Defeating another target that is being buffed by a Spider web recovers 1 Action Point
Spiderweb Connecting: While travelling through Spider Web fields, you gain bonuses from all Spider Web fields you pass through
Passive Enhancements:Fresh Caught Fish: If you KO a target with Prey Throwing, recover 1 AP. Reduces AP used for Putting Down Prey and Prey Throwing
Spider Web Tailor: CT-3 for every 1 Spider field effect generated by abilities and masteries
Strong venom: For every 1 Poison type debuff, damage increases by 25%. Killing a target with a Poison type debuff restores 1 AP
Assassin Above the Net: Causes Crits to generate Sticky Spider Web if target is also receiving bonuses from a Spider Web. CT-10 when evading an attack. Also adds Speed +10
The Fisher of Men: Restores 1 AP when using "Climbing the Spider web" if the target was under a Spider Web and you were not exposed to any enemy, Causes 'Spider Web Movement', 'Prey Fishing' and 'Putting down the prey' to grant Acceleration if you are not exposed
ABILITIES:Basic (always available) -ScratchingDelay: 10
Cooldown: 0
Rage Cost: 0
Range: 1
Type: Single, Melee
Property: Slashing
Deals 100 + 75% Attack +100% Rage or 636 Damage
50% chance to inflict Bleeding
Special (choose 4) -Climb the Spider WebDelay: 20
Cooldown: 2
Rage Cost: 10
Range: Self
Type: Buff, AoE
Property: Varies
Jumps into the air, becoming temporarily untargetable. Immune to attacks and effects in this state. Disables Moving, Attacking and own Zone of Control. Enables the following:
- Spider Web Movement: Move to targeted area
- Prey Fishing: Pulls target upwards. Allows usage of new abilities
- Spiderweb Drop: See below
- Strong Spiderweb Fall: See below
Prey FishingDelay: 40
Cooldown: 3
Rage Cost: 10
Range: 5
Type: Singe, Follow-Up
Property: Miscellaneous
Can only be used after Climbing the Spider Web is used
Once selected, allows the following abilities to be used:
- Putting Down Prey: Drops target down to selected location
- Prey Throwing: Throws target to the selected area and deal 100 Blunt damage to target + all others in the area
- Bind Prey: Drops Target to selected area while binding them with Spider web, causing Cobweb Cocoon. Target loses all buffs
Spiderweb DropDelay: 20
Cooldown: 2
Rage Cost: 0
Range: 6
Type: Fall, Small AoE
Property: Blunt
Deals 50 + 20% Armor +50% Attack +10% HP + 50% Rage to targeted area or 783 Damage
Target's turn is delayed by 20 CT
25% chance to Bruise all enemies effected by attack
Enemies cannot counter attack this ability
Spider ShotDelay: 30
Cooldown: 3
Vigor Cost: 30
Range: 3
Type: Melee, Single
Property: Blunt
75 + 25% Armor + 50% Attack +50% Rage to target area or 722 Damage
Target's turn is delayed by 20 CT and is knocked back by 1 Tile
50% chance to Bruise all enemies effected by attack
50% damage if attacking a target in an exposed state
Turning Over a New LeafDelay: 0
Cooldown: 5
Rage Cost: 10
Range: Self
Type: Buff/ Instant
Property: Wind
User gains 1 additional action point when triggered. Costs 0 Action Points
Abilities from SkillsSpiderweb Set upDelay: 30
Cooldown: 0
Rage Cost: 0
Range: 1
Type: Single, Field Effect
Property: Trap
Creates Spider Web on target tile.
Supers - (requires SP to be maxed to be used)Strong Spider Web FallDelay: 60
Cooldown: 5
Rage Cost: N/A
Range: 6
Type: Fall, Small AoE
Property: Blunt
Deals 200 + 33% Armor +100% Attack + 33% HP +100% Rage or 1893 Damage
Knocks back all targets by 3 tiles and delays all targets by 60 CT
50% chance to inflict Severe Bruise
100% more damage if target was in exposed state
Enemies cannot counter attack this ability
Reinforced Spider ShotDelay: 60
Cooldown: 5
Rage Cost: N/A
Range: 5
Type: Melee, Single
Property: Blunt
Deals 150 + 50% Armor +100% Power +100% Spirit +200% Rage or 1713 Damage
Knocks back all targets by 3 tiles and delays all targets by 60 CT
50% chance to inflict Bruise
100% more damage if target was in exposed state
EVALUATIONBIG RED NEGOORICLASS: Negoori
Class Mastery - Resevoir Water - While starting a turn on Water, restores 10% MHP. If it is also raining, restore 20% MHP
Affixed Skill:Flowing Water - Gives bonus elemental resistances: Ice/Earth +30, Water +100. Already factored
Individual Masteries (Pick 1 only):Chase Training - +1 Move and +10 Speed
StatsHP: 1655
Rage: 100
Rage Recovery: 10
Base SP: 150 Water SP. Each point of Water SP increase Evade by 0.2%.
Attack: 640
ESP: 1117
Hit: 73.87%
Crit: 7.48%
Crit Dmg: 201.6%
Armor: 863
Resistance: 806
Base Block: 0%
Base Dodge: 19.77%
Speed: 85
Move: 12
Sight: 13
OD Duration: 2
Slash Resistance: 629
Pierce Resistance: 472
Blunt Resistance: 330
Ice Resistance: 193
Earth Resistance: 138
Water Resistance: 372
Has negligible Fire, Wind, Lightning Resistances
SKILL SET UPStat Boosting Passives (all already factored): Strong Hind Legs: +1 Move
Deep Sea: +2 OD Duration
Heavy Rain: Doubles effect of Water SP. +50 Max Water SP
Ability Enhancing Passives:Happy Song: Heal and Support Abilities cost only 1 Action Point
Rain Shower: Reduces Water casting delay by 33%
Roaring Cry: Healing and Support Abilities have their AoE range expand by 1
Never ending Singing: Reduces Heal and Support abilities casting delay by 33%
Acidic Mucus: On a crit, inflict Acidic Poison on target
Fluctuating Waterflow: On a crit, increase ability cooldowns by 1
Mucus Scattering: On a crit, remove 1 random buff from the target
The Pain of Poison: On a crit, if target was already Poisoned, their turn is delayed by 30 CT
Offensive Passives:Mist Magician: Crit+10% and Crt Damage +25% with Water attacks
The Hunter Above the Water: Restores 1 AP if you knock out the target while both of you are on Water
The Predator Above the Water: No distance penalty on attacks if turn starts on Water
Dewdrop: +5 Water SP at the start of a turn
Drizzle: +25% more Water SP generated from Water type attacks
Infiltrating Poison: Deal 100% more damage to targets with a Poison Debuff
Defensive Passives:Divide and Rule: Removes Poison type debuff at the start of a turn. +5 SP for each debuff removed this way
Rain Bucket: If an attack would deal 33% HP or more, restore Rage equal to 5% of the damage
Mucus Skin: Removes a random debuff at the start of your turn
The One Who Walks on Water: Evade +20% while on Water
Independent Passives:- None -
Passive Enhancements:Cloud Sorcerer: +1 OD Duration, +10% Water Damage
Hear Me Sing! : Further reduces Heal and Support abilities by 1 AP. Also adds Speed+10, Move+1
Misty Rain: +5 more Water SP at the start of a turn (+10 Total), Water SP generated by moves increase by another 25% (50% total). Activation of Rain Bucket adds +5 Water SP
Mucus Secretion: Acquire buffs removed by Mucus Scattering and causes Crits to also delay target by 10 CT. CT-10 for removal of any debuffs
Poisoning the Water: Crits inflict an additional random Poison type debuff
The Assassin in the Water: Speed +10. Adds +30 CT Delay during combat on Water and reduces CT for next turn by 10 when evading in Water
ABILITIES:Basic (always available) -Deadly Mist WhipDelay: 0
Cooldown: 0
Rage Cost: 0
Range: 6
Type: Melee, Line Fire
Property: Water
Deals 150 + 75% Attack +75% ESP +100% Rage or 1614 Water Damage
50% chance to Poison target
50% more damage when target is exposed
Damage +3% for every 1 tile difference between you and the target.
If the attack hits, automatically pulls target towards you by at most 4 tiles. CT+40.
Special (choose 3) -Acid BallDelay: 7
Cooldown: 0
Rage Cost: 15
Range: 6
Type: Single, Shooting
Property: Water
Deals 100 + 75% ESP +50% Rage or 1048 Water Damage
25% chance to inflict Acidic Poison on targets
10% chance to create an Acid Cloud at targeted area
Acid ExplosionDelay: 21
Cooldown: 3
Rage Cost: 25
Range: 2
Type: Melee, Small AoE
Property: Water
Deals 125 + 50% ESP + 50% Water SP +100% Rage or 779 Damage
Inflicts Acidic Poison to all targets in the area
Creates an Acid Cloud in targeted area
+50% More damage against Exposed targets
Song of SilenceDelay: 21
Cooldown: 3
Rage Cost: 25
Range: 4
Type: Debuff, Small AoE
Property: Water
Inflicts Silence to all Surrounding targets
Supers - (requires SP to be maxed to be used)Sleeping SongDelay: 41
Cooldown: 5
Rage Cost: N/A
Range: 5
Type: Debuff, Small AoE
Property: Water
Inflicts Sleep on all surrounding targets
Acid RainDelay:41
Cooldown: 3
Rage Cost: N/A
Range: 5
Type: Fall, Medium AoE
Property: Water
Deals 100 + 100% ESP +100% Water SP +100% Rage or 1367 Water Damage
Creates Acid Cloud within the target area
EVALUATIONGOLD MOLARCLASS: Tima
Class Mastery - Rage of Nature: When an enemy is KO'd within your line of sight, +20 Rage
Affixed Skill:Neural Circuit- Gives bonus elemental resistances: Fire/Wind +30, Lightning +100. Already factored
Individual Masteries (Pick 1 only):Thunder: Increases Crit Rate by 3% for every 1 Lightning Mastery
StatsHP: 2747
Rage: 100
Rage Recovery: 10
Base SP: 200 Lightning SP. Each point of Lightning SP increase Evade by 0.5%.
Attack: 1599
ESP: 1574
Hit: 92.5%
Crit: 89%
Crit Dmg: 390%
Armor: 841
Resistance: 591
Base Block: 0%
Base Dodge: 38.85%
Speed: 75
Move: 14
Sight: 9
OD Duration: 5
Slash Resistance: 384
Pierce Resistance: 470
Blunt Resistance: 572
Fire Resistance: 214
Lightning Resistance: 407
Wind Resistance: 152
Has negligible Ice, Water, Earth Resistances
SKILL SET UPStat Boosting Passives (all already factored): Body Training: HP increases by 10 per Level
Willpower: +5 ESP per Level
Extreme Speed: Speed+10
Thunder of Rage: Effects of Lightning SP are doubled. SP+50
Extreme Lightning Strike: Overcharge Duration +2
Ability Enhancing Passives:High Voltage: If an attack would do more than 50% of target's HP, also inflicts High-Voltage Shock
Electric Shock: Increases rate of inflicting Shock on Electric Attacks by 50%
High Voltage Shock: Abilities that inflict Shock become High Voltage Shock
Offensive Passives:Electric Pulse: Increases Lightning SP gained by 25%
Thunderbolt: Adds a 20% chance to stun with electric attacks
Overflowing Energy: Lightning SP gained while in Overcharge reduces CT for next turn by the same amount
Acute Pain: Doubles damage against foes suffering from an Electric status. Also adds +15% Crt Damage for Lightning attacks
Atom Decomposition: When attacking, target's Lightning Resistance decreases by 4% for every 1 Lightning mastery
Strong Jaw: Attack Power +20%
Lightning Bolt: Deals a fixed 100 Lightning Damage on attacks. Lightning Attack Damage +5%
Defensive Passives:Sentinel: Block +3% for every enemy within Line of Sight
Energy Conversion: If damage received is > 33% of max HP, Lightning SP increases by 5% of the damage received
Solidification: When damage is received, gain Fortification buff, increasing Armor and Resistance by 100. Stacks up to 10 levels.
Static: Deals 100 Fixed Lightning damage to both you and all targets adjacent to you when attacked at melee range
Independent Passives:Condenser: When damage is taken, gain stacks of Flash equal to damage received, up to a maximum of 999. When attacking, add the number of Flash charges to Attack and ESP values, then remove Flash.
Guardian's Descendent: Access to Indominatable / Intelligent Tima
When Indominatable Tima is activated:
- Deactive Intelligent Tima
- Block +10%, Damage -25%
When Intelligent Tima is activated:
-Deactive Indominatable Tima
- Evade +10%, Speed +20. When evading, CT-10
Passive Enhancements:Back Up Power : Gain Flash charges when Lightning SP increases through Energy Conversion and Overcharge state. Cancels incoming damage at range 1. Lightning Crit Damage +30%
Large Condenser: Number of Flash charges gained increase by 50%. Also increases Max SP+50, OD duration by 1 and Lightning Crit Damage by 30% (already factored)
Nerve Stimulus: Lightning SP gained from Lightning abilities increase by another 25%. Also boosts HP by 100, Speed by 10 and ESP by 100 (already factored(
Guardian's Successor: Changes Indominatable / Intelligent Tima to Indominatable / Clever Successor
When Indominatable Successor is activated:
- Deactive Clever Successor
- Block +20%, Damage -30%
When Intelligent Tima is activated:
-Deactive Indominatable Successor
- Evade +15%, Speed +25. When evading, CT-15
Also improves activation of Fortification by 2 levels at a time.
ABILITIES:Basic (always available) -Lightning ScratchDelay: 15
Cooldown: 0
Rage Cost: 0
Range: 1
Type: Melee, Single
Property: Lightning
Deals 100 + 50% Attack +25% ESP +100% Rage or 1443 Lightning Damage
Inflicts High-Voltage Shock on target
Special (choose 4) -Lightning HowlDelay: 30
Cooldown: 2
Rage Cost: 10
Range: 6
Type: Shooting, Small AoE
Property: Lightning
Deals 175 + 75% ESP +50% Rage or 1429 Lightning Damage
Inflicts High-Voltage Shock on target
This attack bounces to other foes within 3 spaces of the original target.
6 Bounces maximum. Damage increases for each bounce
HowlDelay: 10
Cooldown: 9
Rage Cost: 0
Range: Self
Type: Buff
Property: N/A
Instantly maxes out Rage meter to its maximum. Adds Rage status to the user.
Consumes 0 Action Points
Thunder VeilDelay: 20
Cooldown: 3
Rage Cost: 20
Range: Self
Type: Buff
Property: Lightning
Adds Thunder Veil to user, which does the following:
- Improves Evade against Ranged attacks by 40%
- Vigor Recovery +10
- Speed +20
- Armor & Resistance + 200
- Lightning Resistance +300
Lasts 3 turns; consumes all action points
Lightning ManeDelay: 0
Cooldown: 0
Rage Cost: 10
Range: Self
Type: Buff
Property: Lightning
Adds Lightning Mane to user. Has an Upkeep of 10 Rage/turn. If not enough, automatically deactivates. While Lightning Mane is active, user:
- Increases Lightning Resistance by 100
- Increases ESP damage by 30%
- Rage consumption is doubled while Lightning Mane is active.
Lightning MoveDelay: 0
Cooldown: 5
Rage Cost: 16
Range: 12
Type: Movement
Property: Lightning
Teleports to target location
Cannot be detected when this ability is used
Does not trigger Response attacks or Counters when used
Supers - (requires SP to be maxed to be used)Thunder RoarDelay: 60
Cooldown: 3
Rage Cost: N/A
Range: 8
Type: Shooting, Small AoE
Property: Lightning
Deals 375 + 100% ESP +100% Lightning SP +100% Rage or 2361 Lightning Damage
Inflicts High-Voltage Shock on target
This attack bounces to other foes within 3 spaces of the original target.
8 Bounces maximum. Damage increases for each bounce
Lightning SprintDelay: 60
Cooldown: 3
Rage Cost: N/A
Range: 6
Type: Melee, Line Fire
Property: Lightning
Deals 200 + 50% Attack+ 100% ESP +100% Lightning SP +200% Rage or 3290 Lightning Damage
Inflicts High-Voltage Shock on target
This attacks pierces all targets in the line
Damaged targets are knocked back by 3 tiles and have their turns delayed by 60 CT
Damage +25% if target is exposed
Hit +30%
Creates Electric Fields along the path travel
EVALUATIONFROST DRAKI PRINCECLASS: Draki
Class Mastery - Noble Ego: Immunity to Confusion
Affixed Skill:Frozen Heart- Gives bonus elemental resistances: Earth/Water +30, Ice+100. Already factored
Individual Masteries (Pick 1 only):Scale Armor: Adds "Scale Armor" Command. See Abilities for more details. Allows user to turn into Landmark and provide cover for allies.
StatsHP: 1778
Rage: 100
Rage Recovery: 10
Base SP: 150 Ice SP. Each point of Ice SP decrease damage received by 4.
Attack: 1245
ESP: 1246
Hit: 70.49%
Crit: 20.32%
Crit Dmg: 316.44%
Armor: 1222
Resistance: 1858
Base Block: 0%
Base Dodge: 14.15%
Speed: 62
Move: 13
Sight: 9
OD Duration: 5
Slash Resistance: 498
Pierce Resistance: 618
Blunt Resistance: 733
Ice Resistance: 372
Water Resistance: 180
Earth Resistance: 204
Has negligible Fire, Wind, Lightning Resistances
SKILL SET UPStat Boosting Passives (all already factored): Willpower: +5 ESP per Level
Firm Scale: Adds 20 Armor for every Beast mastery, 20 Resistance for every SP mastery, 15 SP for every Draki Mastery and 30 HP for every Common Mastery. Already factored
Extreme Cold: OD Duration +2
Ability Enhancing Passives:Absolute Zero: Changes Frostbite effect to Freezing when using an Ice attack
Frozen Sword: Increase chance of inflicting Frostbite by 50%
Frozen Touch: Melee attacks that do not have added status now inflict Frostbite at a 50% chance
Offensive Passives:Ice Magician: Ice Attack Crit +10%, Ice Crit Damage +25%
Bone-Chilling: +5 Ice SP at the start of a turn
Cold Wave: Increases Ice SP generated by 25%
Ice Bolt: Deals 100 Fixed Ice damage when attacking. Increases Ice attack damage by 5%
Ice Splinters: If a target is already suffering from an Ice debuff, attacking them again triggers Bleeding
Shatter: Damage dealt to an Ice debuffed enemy increases 100%. Ice Crit Attack Dmg +10%
Frozen Scythe: For every 1% HP lost, +1% more damage from an Ice attack ability
From One Fog to Another: When starting and ending turns in a Smokescreen, CT-20
Predator in the Fog: When beginning a turn in a Smokescreen, removes the distance penalty associated for attacking
Defensive Passives:Fine Scale: If incoming damage type is same as the previous damage type, damage received decreases by 50%
Weird Scale: Decreases damage taken by 8% for every 1 negative status effect
Frosty Wind: Inflicts Frostbite to all targets adjacent to you at the end of your turn
Ice Castle: If the damage received by an ESP ability is less than your raw Resistance stat, the damage is halved
Ice Shield: Reduces all damage received by 15%
Cold of Despair: Doubles the effect of Ice SP. Increases max SP by 50
The One that Walks in the Fog: Evade+10% while in a Smokescreen
Independent Passives:0
Molt: Adds "Molt" ability - See Abilities below for more details. User clears all physical debuffs and heals 300 +100% ESP HP.
Hunter in the Fog: Defeating an enemy while both of you are in a Smokescreen recovers 1 AP.
Passive Enhancements:Frost Magician: OD Duration +1, Ice Damage +10% (already factored)
Frost Bolt: When Ice Bolt triggers, and target is already suffering from an Ice debuff, further delays their turn by 20 CT. Causes Ice Bolt's Fixed damage to also inflict Frostbite. Ice attack damage +10% (already factored)
Frozen Blade: Changes Bleeding status to Severe Bleeding status when attacking an Ice debuffed enemy. Also improves damage dealt to Ice debuffed targets by another 25%
Frozen Soul Reaper: Defeating a Frozen target recovers 1 AP
Ice Soldier: HP/Armor/Resistance +100 (Already factored), Ice Attack Hit +5%
Snow Storm: Delays adjacent targets' CT by 10 when ending your turn beside them. Damage to Ice debuffed enemies further increase by 25%. Ice Crit Damage +30%
The Assassin the Fog: Speed+10. When beginning a turn in a Smokescreen, gain Concentration. Getting a crit on a target while both of you are in a Smokescreen delays target by 30 CT
Glittering Scale: Armor and Resistance +200 (already factored). Further decreases same type attack damage reduction by 25%. Upon using Molt, gain the same number of positive status as negative status removed.
ABILITIES:Basic (always available) -Ice ScratchDelay: 15
Cooldown: 0
Rage Cost: 0
Range: 1
Type: Melee, Single
Property: Ice
Deals 100 + 50% Attack +25% ESP +100% Rage or 1215 Ice Damage
Inflicts Freezing on damaged targets
Special (choose 4) -Ice BiteDelay: 10
Cooldown: 0
Rage Cost: 10
Range: 1
Type: Melee, Single
Property: Ice
Deals 75 + 75% Attack + 25% ESP +50% Rage or 1657 Ice Damage
Inflicts Freezing on target
Damage +50% if attacking in Still Stance
If target is biological, recovers 7.5% of damage dealt as HP
Hit+20%
Ice ChariotDelay: 30
Cooldown: 1
Rage Cost: 24
Range: 6
Type: Melee, Line Fire
Property: Ice
Deals 100 + 100% ESP +100% Rage or 1712 Ice Damage
This attack pierces all targets in the line
When damaged, target's turn is delayed by 20 CT
Inflicts Freezing on targets
Creates Ice Mists along the path travel
Clears Fire along path of travel
Ice ArmorDelay: 0
Cooldown: 0
Rage Cost: 10
Range: Self
Type: Buff
Property: Ice
Adds Ice Armor to user. This ability has an upkeep of 10 Rage/turn. Automatically deactivates if not enough Rage.
- Causes targets that damage to you to be inflicted by Frostbite
- Armor +200
- Ice Resistance +300
Chill of RageDelay: 0
Cooldown: 6
Rage Cost: 0
Range: Self
Type: Aura
Property: Ice
Adds Chill of Rage to user. Has an Upkeep of 10 Rage/turn. If not enough, automatically deactivates.
Inflicts Frostbite on targets that end their turn beside you
Abilities from SkillsScale ArmorDelay: 0
Cooldown: 0
Rage Cost: 0
Range: Self
Type: Buff
Property: N/A
Upkeep of 10 Rage/Turn. Automatically deactivates if not enough Rage.
When activated, Adds 100% Block Rate and increases Armor by 200 to user.
User becomes a Landmark, allowing allies to use them although they lose the ability to gain cover.
MoltDelay: 0
Cooldown: 5
Rage Cost: 10
Range: Self
Type: Healing
Property: N/A
User clears all physical status and heals 300 + 100% ESP HP or 1546 HP
Can be used up to 9 times per Mission.
Does not consume any Action Points
Supers - (requires SP to be maxed to be used)Frost BreathDelay: 80
Cooldown: 6
Rage Cost: N/A
Range: 10
Type: Shooting, Line Fire
Property: Ice
Deals 300 + 150% ESP +100% Ice SP +100% Rage or 3023 Ice Damage
Inflicts Freezing on damaged targets
Delays all damaged enemies by 40 CT
Damage +100% if target is exposed
Creates Ice Mist in targeted area and clears Fire
Frost Ground ShakeDelay: 60
Cooldown: 3
Rage Cost: N/A
Range: 6
Type: Melee, Small AoE
Property: Ice
Deals 300 + 50% Attack+ 100% ESP +100% Ice SP or 2898 Ice Damage
50% chance to inflict Freezing on targets
Delays damaged enemies by 50 CT
Creates Ice Mist on tiles around targeted area at a 50% chance. Max 6 tiles
Clears Fire at targeted area
EVALUATIONBIG ROCK DORORICLASS: Dorori
Class Mastery - High Temper: Rage+10 at the start of turn if an enemy is in your line of sight. Double this bonus if you are under Rage status
Affixed Skill:Nature Balance - Gives bonus elemental resistances: Ice/Water +30, Earth +100. Already factored
Individual Masteries (Pick 1 only):Inrush Training - Gets an Instant Turn when summoned
StatsHP: 1969
Rage: 100
Rage Recovery: 10
Base SP: 150 Earth SP. Each point of Earth SP increases Block chance by 0.5%
Attack: 549
ESP: 526
Hit: 72.30%
Crit: 41.2%
Crit Dmg: 227.20%
Armor: 690
Resistance: 737
Base Block: 0%
Base Dodge: 14.76%
Speed: 76
Move: 14
Sight: 10
OD Duration: 4
Slash Resistance: 287
Pierce Resistance: 65
Blunt Resistance: 565
Ice Resistance: 120
Earth Resistance: 325
Water Resistance: 165
Has negligible Fire, Wind, Lightning Resistances
SKILL SET UPStat Boosting Passives (all already factored): Solidity: Armor+80. +2 Armor for every level.
Extreme Speed: Speed+10
Verdure: Overcharge duration +2
Ability Enhancing Passives:Burning Wing Stroke: Rage consumption -50%, Casting Delay -40%
Contaiminated Teeth: Changes Infection to Decay status
Storm Wing Stroke: Support Actions cost 1 less Action Point
Offensive Passives:Earth Magician: Earth attack crit chance +10%, Earth attack Crt damage +25%
Stone Throwing: Decreases target Block% based on Block Rate from accumulated Earth SP
Weathering: Landing a critical strike decreases target's SP by 20
Rock Fist: Damage from Physicals improve by 20% of armor rating
Predator of the Sky: Wjen attacking from an elevated position, Hit+20%
Strong Wing Stroke: When moving more than 8 tiles or performing a Dash attack, gain Acceleration status
Prosperity: If Big Rock Dorori is at full HP at the end of her turn, CT-10 on next turn
Defensive Passives:Natural Recovery: Whenever HP falls below 50%, Heals self by 15% of max HP at the cost of 5 SP
Goddess of Abundance: Effects of Earth SP are doubled. Max SP +50
Rock Castle: Incoming physical damage is halved, if the damage inflicted would be less than 50% of armor value
The One who Walks on the Sky: When attacking from an elevated position, Evade+20%
Sandstorm: At the end of Big Rock Dorori's turn, all adjacent enemies gain Slowdown status
Independent Passives:The Hunter Above the Sky: Defeating an enemy from an Elevated Position restores 1 AP
Passive Enhancements:Rapid Fluttering: Move+1 (already factored)
Sand Castle: Once per battle, cancel fatal damage against you. Landing a critical strike further increase SP by 10
Stone Hammer: Physical attacks inflict Armorbreak. If damage inflicted would be less than armor rating, Gain Stone Skin effect. Defeating an enemy increases Earth SP by 10. Amor +200
The Assassin Above the Sky: Speed+10 (already factored). Moving More than 8 tiles or using a dashing attack also decreases CT by 10. Scoring a Crit in an elevated position delays target by 10 CT
ABILITIES:Basic (always available) -BiteDelay: 5
Cooldown: 0
Rage Cost: 0
Range: 1
Type: Melee, Single
Property: Slashing
Deals 100 + 75% Attack +50% Rage or 650 Damage
50% chance to Inflict Decay
Delays target by 10 CT
Hit+10%
Flesh BiteDelay: 5
Cooldown: 0
Rage Cost: 0
Range: 1
Type: Melee, Single
Property: Slashing
Deals 100 + 75% Attack +50% Rage or 650 damage
50% chance to inflict Bleeding
Hit+10%
If used on biological targets, restores 10% HP of the damage dealt
Special (choose 3) -Wing StrokeDelay: 13
Cooldown: 3
Rage Cost: 15
Range: 9
Type: Fall, Line Fire
Property: Blunt
Deals 80 + 50% Attack + 50% Speed +50% Rage or 531 Damage
This attack pierces all targets in the line of fire
25% chance to inflict Slowdown
Damage +50% if target is exposed
Delays target by 10 CT
Clears field effects except for Electric Fields
Rock ThrowDelay: 25
Cooldown: 3
Rage Cost: 15
Range: 2
Type: Fall, Small AoE
Property: Blunt
Deals 125 + 50% Attack +25% Max HP + 50% Rage or 1030 Damage
When damaged, delays by 20 CT
50% chance to inflict Bruise
Damage +100% if attacking in Still Stance
Binding DanceDelay: 30
Cooldown: 5
Rage Cost: 30
Range: 2
Type: Debuff, Small AoE
Property: Earth
100% chance to inflict Constricting Root on enemies in targeted area
Target cannot move
Block and Evade -20%
Supers - (requires SP to be maxed to be used)Deadly Rock ThrowDelay: 25
Cooldown: 5
Rage Cost: N/A
Range: 3
Type: Fall, Small AoE
Property: Blunt
Deals 300 + 100% Attack Power +50% Max HP +100% Earth SP +100% Rage or 2222 Damage
50% chance to Inflict Severe Bruise on damaged targets
Delays all damaged enemies by 40 CT
Damage +200% if attacking from Still Stance
Powerful Wing StrokeDelay: 30
Cooldown: 5
Rage Cost: N/A
Range: 9
Type: Fall, Line Fire
Property: Blunt
Deals 200 + 100% Attack+ 100% Speed +100% Rage or 1063 Damage
50% chance to inflict Slow Down on targets
Delays damaged enemies by 40 CT
Damage increases by 100% if target is exposed
Clears most field effects at targeted area (except Electric Fields)
Hit+20%
EVALUATION