+2
Hammering Blade
50 TUStunChanceDuration400% damage to 1 enemy. 500% damage instead if the user has survived 100TU or more on the battlefield. 600% damage instead if the user has survived 200TU or more on the battlefield. This attack ignores enemy damage reduction effects and any effects of non-boss enemies that would prevent the target from being defeated.
Then stuns the target for 100TU, then if the hit target has 200TU or more and is not a Stun Absorber, they can no longer be Stunned by Hammering Blade unless they leave the battlefield.
+2
Thunder Shield
1 TUALLHealerFor each ally on the battlefield that is Sleeping or on or below 95% of max HP, Allies gain 1 Spirit, and a random enemy is Stunned for 100TU. Then all allies on the battlefield heal for 1000% of the user's attack, are Purified (removes negative status effects like sleep, burn or poison), and granted a Stun Ward and Sleep Ward.
Usable if any ally on the battlefield is on or below 95% of max HP. This skill becomes locked for 50TU after use.
Each Ward prevents their named effect from being applied once, then is removed. Identical Wards cannot stack.
-2
Disabling Bolts
1 TUALLNoDamageThe enemy with the lowest current TU and the enemy with the highest current TU have their Active Skills disabled for 50TU. When a unit's Active Skills are disabled and they get the turn, they will lose the turn as if they were sleeping. This effect cannot affect boss units, cannot be purified, and will end if the user is defeated.
Usable only if there are at least 2 non-Imposter enemies on the battlefield and becomes locked for 50TU after use. Usable 5 times per battle.
God of ThunderGuardianOnEntryThis unit's attacks heal this unit for 100% of total damage dealt. This unit cannot be sent to the reinforcements from the battlefield.
This unit enters battle with an Instant Death Ward. An Instant Death Ward prevents this unit from being immediately defeated without damage by a non-boss enemy once, then is removed. Instant Death Wards cannot be ignored and cannot stack.
This unit will become a Guardian for 100TU:
- When this unit enters the battlefield.
- Each time this unit defeats a non-conjured enemy with an attack while on the battlefield.
This unit cannot become a Guardian from other skills.
While this unit is a Guardian:
- It has 50% damage reduction from attacks.
- This unit has Stun and Sleep immunity.
- Each time a unit gets the turn, this unit will be healed for 100% of its max HP.
While this unit is not a Guardian, this unit's Attack is increased to 1.5x. This Attack increase does not stack with Enrage effects.
For any enemy attack that would hit 1 or 2 other allies while this unit is a Guardian, this unit has a 100% chance to redirect 1 hit to itself instead. This unit will not redirect skills that don't deal damage.
Unshackled PowerHoldGroundPlusThe first time this unit is damaged by an enemy attack, that enemy's Active Skills are disabled for 20TU, plus 20TU per Awakening (up to 100TU if this unit has 4 Awakenings), and this unit has its current TU reduced by 50TU. Whenever this unit uses Thundering Wrath, this effect is reset so it can trigger again.
Each time this unit takes damage from an attack and survives until after the end of the turn, 2 random enemies are Weakened and granted Rage Wards. Then all non-burning allies are Purified. Weakened units have their Attack reduced to 0.75x until the end of their next turn. This effect will overwrite any existing Weak or Enrage effects on affected units. The effect of Weakening may be diminished if the affected unit's Attack is increased by other effects and it can be overwritten by Enrage effects. Rage Wards will prevent a unit from becoming Enraged once, then be removed. Rage Wards cannot stack.
If this unit would be defeated, it instead survives with 1 HP and then cannot be defeated until its next turn. This effect ends after triggering once each time this unit enters the battlefield. Whenever another non-conjured ally on the battlefield is defeated, this Hold Ground+ effect is reset so it can trigger again, then all allies become Purified and gain the Armor status effect. This may not trigger if this unit is defeated or sacrificed at the same time. Armor will overwrite other status effects on those allies. Armor grants 50% damage reduction from the next attack, then Armor is removed.
HP Up Lv3awkHPAdds 1200 to this unit's max HP.
Attack Up Lv3awkAtkAdds 300 to this unit's Attack.
Sword Resist Lv3awkBonus10% less damage from attacks by units equipped with Swords.
Sword MasteryawkWepCan use weapon skills of Swords in addition to their original preferred weapon type.
Pick Weight: 1.0
Threats:- 1.1
TimeInCombat100
- 1.15
TimeInCombat200
Skills:
1.0
Hammering Blade
1000.0
Thunder Shield
500.0
Disabling Bolts
Gacha:
Did you wake me up...?
What, you want me to lend you a hand?
Sure, I'd be happy to.
All I need is your flesh, blood, and bones...
Just kidding! Hehehe♪
Login:
Ah, what a relief. I thought you left me behind...
I was just about to go to where you were... yes, right behind you...
Tap:
Vitality is amazing, isn't it? Bugs are so earnest it almost brings me to tears. They struggle so hard to live, even when their head and body are torn apart...
I hate sleeping. It's so boring.
Come on, there are so many more fun things to do instead.
So please don't go to sleep on me either, okay?
My way of laughing is strange...?
Haha? Hahe...hihee? Hmm... I don't really understand.
I need to lift the corners of my mouth more? Like diss?
Idle:
When it's this quiet... hehehe... I start to get an irresistible urge to add to my collection... I wonder if someone nice is around...?