Post by Coolshaymin on Aug 27, 2016 18:31:51 GMT -8
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 4 | -3 |
DEX | 12 | +1 |
CON | 6 | -2 |
INT | 14 | +2 |
WIS | 20 | +5 |
CHA | 14 | +2 |
Witch
Madou/Puyo
Alignment: Chaotic Neutral
Motto: "What could possibly go wrong?" "I'm back for you, Arle~! Did you miss me?"
Allies/Friends: None in paticular
Enemies/Rivals: Arle Nadja
Backstory: link
Appearance:
History On Li: While brewing potions with mysterious ingredients she found, a disaster at her shop occurred. Her potion began to emit a purple smoke from a purple liquid and the cauldron shook. In the next moment, it erupted and created a portal that sucked in her whole shop including herself. Before she knew it, she was dropped off in the Rainbow Square with various parts of her shop scattered around her.
She ended up making a shop in the Life Sphere to sell potions. This shop did not get the most business but it was good to have that still. Still, she had to work herself up to achieve great magical power. Whether or not this will end poorly for the Life Sphere with her antics is yet to be seen.
Primary Attacks (3)
Milky Way: "What's wrong? Sparkles too much for you~?" Creates magical cosmic sparkles that damage a foe as they are in the way of the Cosmic Magic. Is swift and chainable. [Light Wisdom Attack, 8%]
Tachyon: "This spell is too fast even for a certain blue blur!" Witch calls forth an invisible projectile to assault an enemy! It moves faster than the speed of light, preventing even psychics from 'seeing' it coming properly. Instead, the victim must guess where the attack is coming from, allowing it to target WIS. 1 turn cooldown (Medium Wis Attack; Does 22%)
Black Hole: "And away you go!" Witch creates a black hole that sucks a target in with immense force! Because dodging gravity is a ridiculous idea, it targets CON instead. If the target is unable to resist the pull, they are subjected to crushing forces as they pass through the black hole and then deposited somewhere of Witch's choice. uses 2 actions. (Heavy Wis Attack; Does 30% Damage)
Special Attacks (3)
Aurora: "The planets here my call and grant my power!" Witch invokes the cosmic energies of a specific celestial body to empower herself or an ally using the phrase "Aurora (Planet)!" Depending on which celestial body she chooses, a unique buff will be given for 2 turns. 2 turn cooldown. All stat buffs reference the modifier, not the stat.
Solis | +1d4 to their Charisma Mod |
Luna | For every female character in the thread, Witch and her allies gain a +1 in that Character's highest stat plus an extra +1 in a stat of her choice. |
Mercurius | +1d4 to their INT mod. |
Venus | +1d8 to their healing done and received but the effect doesn't double when self-healing. |
Martis | +1d4 to their Strength Mod |
Iovi | -1d8 to damage taken |
Saturnia | +1d4 to their CON Mod |
Uranum | +1d4 to their Wisdom Mod. |
Neptunium | +1d4 to their DEX Mod |
Plutoneum | +1d8 to their damage done |
Potion of Essence: "I art thou, thou art I, now give me your essence!" Witch can harvest 'essence' from others, either by taking a DNA sample from them or by using something of sentimental value of theirs. These essences can be used to create specialized potions that infuse those essences into herself when consumed. These can be combined with items to try and infuse their effects together, allowing Witch to mix and match effects at will. These potions can be brewed and consumed to bestow their effects onto Witch or given to other characters, and can even be stored for later! However, drinking a potion itself lasts 3 turns and has a 3 turn cooldown once the buff ends simply because it's tough on the body. The essences themselves can be obtained willingly or simply by making successful attacks against the target. They are capable of bestowing one of three effects, which are cataloged in this thread and act as followed:
- Giving Witch access to a move from the contributing character
- Buffing one of Witch's stats to match the base, unbuffed stat of the contributing character at the time of their essence being taken
- A damage resistance buff equal to their CON modifier
Polymorph Potion: "May not be as fancy as that Ashe girl but they'll never see it coming~!" Like a ditto, Witch can use essences to temporarily transform herself or someone into another person, copying their appearances and voices but not their mannerisms, stats, or abilities. This grants her a +2 charisma bonus to attempts to convince others she is the target in question. This disguise can last indefinitely but will cease to be effective against characters permanently if she fails a charisma roll by 5 or more, or fails two charisma rolls in a row. Witch can make sneak attacks freely so long as she has made a successful deception check that turn. These attacks will deal 1.5x damage, however Witch will be outed immediately once the target recovers from the initial series of blows and it becomes their turn.
Potion Disaster: "Let's see what this potion does!" Witch either gives an ally or herself a potion to drink. Alternatively she can throw a potion at a foe to splash them with it. This potion has random effects based on a 1d14 roll. 1= Burn, 2 = Flower, 3 = Frozen, 4 = Infatuation, 5 = Mega, 6 = Metal, 7 = Mini, 8 = Paralysis, 9 = Disabled 10 = Poison, 11 = Sickness, 12 = Sleep, 13 = Slowed, 14 = Virus. The custom statuses are listed below.
Final Smash (1)
Meteor: "A bit generic, I know, but I EARNED this Meteor spell!" Witch channels one of her most powerful spells to destroy a foe. Summons a hailstorm of Cosmic Meteors to rain down and explode on impact with a foe for powerful damage. (60%)
Other Info: Is capable of using her broom for flight.
Tends to make her own potions though she does have a book of recipes handed down from her Grandma, Wish.
Crowned Witch
Appearance:
Primary Attacks (3)
Cosmic Superiority: "Bow down to my Cosmic Might!" Witch summons rainbow swirls of cosmic energy to slap the foe from close or a distance with a less spammable but more powerful variation of her Milky Way spell that the crown boosts with her charismatic power. [Medium Wisdom Attack, 13+Charisma Mod]
Grand Meteor: "With this crown calling down meteor's from the heavens is much easier!" Witch summons a giant meteor from the heavens to crush her foe under it's weight before it explodes in a golden explosion of stardust. Like her other spells, the crown empowers it through her charm. 2 turn cooldown. [Heavy Wisdom attack, 16+Charisma modx2]
[PTabbedContent=Blazing Star Witch][PTab=Stats]
[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Primary Attacks]-Blazing Broom: An upgrade to Witch's Broom that allows her to fling deadly flames around with little hesitation, her focus is a bit kept on keeping the broom and her fire burning, massively raising her defenses but she is a tad more distracted on controlling the cosmic flames from her broom. Can be used in swift swings or heavy firey bashes. (Light to Medium Wisdom Attack, 8-18%)
-Solar Flare: A mix of fire and holy magic, Witch forms a small ball of heated energy in her hand that she can either keep as an added light source with her broom or explode in a massive surge of light and heat that threatens to vaporize all in the area with the extremely searing heat. Since dodging light can be rather impossible, this spell must be braced and endured with CON. 2 turn cooldown. (Heavy Wisdom Attack, 26%)
-Blazing Meteor: A fire enhanced version of Comet. This version puts a physical strain on Witch and leaves her vulnerable but it's massive amount of destructive force is hard to argue as a burning ball of cosmic magic falls from the sky directly towards the foe and ending in a massive explosion that threatens to turn those near the target to ash as well. This attack has a +2 to accuracy but it leaves Witch vulnerable while casting it, lowering her own dodge rolls by 2 on her next turn. She takes 7% recoil. (Heavy Wisdom Attack, 32%)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks]-Blazing Limits: Witch's fire spells has the benefit of increasing in power the more damaged her life force is. In other words, the more hurt she is when in or triggering Blazing Star will produce brighter, stronger and hotter flames, her flames actively change in color based on how much life she has. At full her flames are red, at about 3/4 health they turn orange, at half they turn white and on her last legs her flames burn the hottest at blue. Mechanically speaking, for every 20% damage Witch has acquired she will gain a +1 to her Wisdom Stat and a +1 to damage output.
-Ignited Star: Witch ignites her own magic and "heart", causing a sudden surge of power that severely increases the intensity of her flames and magic at she pushes her own abilities to their limits. For 3 turns Witch will gain a +2 to her Wisdom Mod and all damage she does has her Wisdom Mod added to it. She can extend this buff by Severe Exhausting herself for every turn she extends it. 3 turn cooldown.
-Manavore: "I could use some more food to keep my magic up..." Blazing Star Witch uses significantly more Mana than base Witch so she needs to eat more to maintain her energy levels. This Stat is called Mana. It always starts at 7 and can go as low as 0 or as high as 20. The more mana she has the more power she can burn but she has to be careful not to burn out. It lowers by 1 every time she uses an offensive spell as Blazing Star Witch. Eating any food will raise it back up by 1 but any spicy food will raise it by 3. If her Mana Levels raise during a turn she will not lose any Mana when casting. If her level is below Low Mana she will maintain the debuff even if she reverts and she can not transform back if her magic levels are Abundant or higher. Her Mana Levels are:
0: Drained (-2 to Wisdom Mod, constantly loses 1% HP per turn and has one less Combat Action)
5: Low (-1 to Wisdom Mod, Constantly loses 1 HP)
15: Abundant (+1 Wisdom Mod, deals +3 damage if her roll beats the opponent by 6)
20: Surplus (+2 Wisdom Mod, deals +6 damage if her roll beats the opponent by 6)
Due to her low moral compass she can opt to use a foe as a source of mana to take from with a magic spell that allows her to use them as a source. Witch voraciously devours the target in a cartoonish fashion! This move has a 20% chance of targeting a random target other than the one Witch chooses. While eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to Witch. Witch makes a single 1d20+Con roll to reduce the damage of all attacks from the victim that turn, with a natural 19+ being a crit that doubles the roll. If she rolls higher than the damage done, she takes the difference and adds it to the 10% digestion damage she can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, her damage resistance roll gains a stacking +2 bonus and hermana levels increase by 5 Witch cannot spit the target up voluntarily. 2 turn cooldown.
-Inferno Trap: A blazing dance that surrounds the opponent's limbs in magic binding flames, attempting to keep them restrained in a form of long ranged grapple. These holy flames keep restrained an area of Witch's choice and while the opponent is grappled she has a few options. She can perform Heat Transfer to steal a single buff or debuff from them and apply it to herself. She can use Ignite to cause a severe burn on a place of her choosing, inflicting burn or poison based on the severity applied. Finally, she can choose to instead bind the opponent's neck with the flames, causing smoke and a difficulty of breathing with her fire's hold, inflicting Gagged and Suffocation until the hold is broken. She may also bind opponents to the ground with the technique... In case she felt like sitting on them to assert her dominance. 3 turn cooldown. The sacred flames are resisted with INT or willpower. [/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks]-Phoenix: An insanely powerful healing spell that is rivaled by nearly none, but it requires the full blaze of Witch's power to perform. This spell causes a celestial phoenix of stars, cosmos and fire to appeal above a target of her choice before unleashing sacred flames that revitalize their health and cleanses any damage they have taken. This technique heals a whopping 80% to a single individual and is an extremely effective revive. In addition, if Witch runs out of HP while in Blazing Star Mode she may opt to trigger Phoenix and revive herself instantly if she has her Final Smash available in a form of variation known as Phoenix Rise. However, this fire cosmic magic puts a huge strain on her magic powers, increasing the cooldown of all her attacks by 1 for 3 turns.
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[/PTabbedContent]
Potion Disaster: "Let's see what this potion does!" Witch either gives an ally or herself a potion to drink. Alternatively she can throw a potion at a foe to splash them with it. This potion has random effects based on a 1d14 roll. 1= Burn, 2 = Flower, 3 = Frozen, 4 = Infatuation, 5 = Mega, 6 = Metal, 7 = Mini, 8 = Paralysis, 9 = Disabled 10 = Poison, 11 = Sickness, 12 = Sleep, 13 = Slowed, 14 = Virus. The custom statuses are listed below.
Magic Transfiguration Potion: "Transformations? Child's play~!" A magic created to alter magic, transforming the clothes, spells and natural ability of any mage based on magic formulas.... Well, that WAS going to be the planned effect, but for some reason the potion only reacts to Witch's Magic. A Transformation move.
Final Smash (1)
Meteor: "A bit generic, I know, but I EARNED this Meteor spell!" Witch channels one of her most powerful spells to destroy a foe. Summons a hailstorm of Cosmic Meteors to rain down and explode on impact with a foe for powerful damage. (60%)
Other Info: Is capable of using her broom for flight.
Tends to make her own potions though she does have a book of recipes handed down from her Grandma, Wish.
Her birthday is Halloween.
10 total points to distribute
Discipline | Stat Pts | MOD |
STR | 2 | -4 |
DEX | 10 | +0 |
CON | 6 | +2 |
INT | 12 | +1 |
WIS | 20 | +5 |
CHA | 20 | +5 |
Crowned Witch
Appearance:
Primary Attacks (3)
Cosmic Superiority: "Bow down to my Cosmic Might!" Witch summons rainbow swirls of cosmic energy to slap the foe from close or a distance with a less spammable but more powerful variation of her Milky Way spell that the crown boosts with her charismatic power. [Medium Wisdom Attack, 13+Charisma Mod]
Grand Meteor: "With this crown calling down meteor's from the heavens is much easier!" Witch summons a giant meteor from the heavens to crush her foe under it's weight before it explodes in a golden explosion of stardust. Like her other spells, the crown empowers it through her charm. 2 turn cooldown. [Heavy Wisdom attack, 16+Charisma modx2]
Royal Solar Flare: "Holy Magic flows through my broom and through your hopes and dreams~!" Witch channels holy magic into her broom and points it at the foe as she fires a large beam of holy energy. Being a laser, it is difficult to dodge and is really powerful, but also really draining as a result. This attack gains a +2 accuracy and a 40% chance to burn. 4 turn cooldown. [Heavy Charisma Attack, 21+Charisma mod%]
Special Attacks (3)
Magic Transfiguration Reversion: Witch downs a potion that returns her to her normal magical abilities.
Queen's Constellation: "You wouldn't hurt royalty, would you? Royalty strikes back!" Using the cosmic power of her crown, Witch forms a highly powerful cosmic barrier represented by shifting constelations around her. While Queen's Aura is active, Witch will take half damage from all attacks thrown at her. However, the celestial magic requires of Witch to dominate her foes while it is active, meaning she must offset any damage that is negated by dealing the equivalent amount. After the 3 turns end, any leftover damage is immediately dealt back to [DMG %]
Cosmic Order: Witch displays and asserts her authority as she points at a target and says "Cosmic Order:(Command)" producing a star out of her finger that shines on a foe with a mystic light. She rolls her Charisma Vs. the Foe's INT, if Witch succeeds, they are forced to do an action of her bidding whether that be on themselves or another, or give her what they possess, basically the Crown giving her a burst of control over a person's body, though they are still fully aware. If the foe is debilitated to resist like with Mind Melted or Sleep she can take control of their body until they return to consciousness. 4 turn cooldown. Possession Move.
Special Attacks (3)
Magic Transfiguration Reversion: Witch downs a potion that returns her to her normal magical abilities.
Manavore: "I could use some more food to keep my magic up..." Crowned Witch uses significantly more Mana than base Witch so she needs to eat more to maintain her energy levels. This Stat is called Mana. It always starts at 7 and can go as low as 0 or as high as 20. The more mana she has the more power she can burn but she has to be careful not to burn out. It lowers by 1 every time she uses an offensive spell as Crowned Witch. Eating any sweets will raise it back up by 1 while eating meat will raise it by 3. If her Mana Levels raise during a turn she will not lose any Mana when casting. If her level is below Low Mana she will maintain the debuff even if she reverts and she can not transform back if her magic levels are Abundant or higher. Her Mana Levels are:
0: Drained (-2 to Wisdom Mod, constantly loses 1% HP per turn and has one less Combat Action)
5: Low (-1 to Wisdom Mod, Constantly loses 1 HP)
15: Abundant (+1 Wisdom Mod, deals +3 damage if her roll beats the opponent by 6)
20: Surplus (+2 Wisdom Mod, deals +6 damage if her roll beats the opponent by 6)
While she is drained or on Surplus her mind is a bit desperate or pride is raised immensely, causing her to look at any source available to use as a source of Magic.
- Devour: Witch voraciously devours the target in a cartoonish fashion! This move has a 20% chance of targeting a random target other than the one Witch chooses. While eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to Witch. Witch makes a single 1d20+Con roll to reduce the damage of all attacks from the victim that turn, with a natural 19+ being a crit that doubles the roll. If she rolls higher than the damage done, she takes the difference and adds it to the 10% digestion damage she can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, her damage resistance roll gains a stacking +2 bonus and her sugar levels increase by 5 Witch cannot spit the target up voluntarily. 2 turn cooldown.
Queen's Constellation: "You wouldn't hurt royalty, would you? Royalty strikes back!" Using the cosmic power of her crown, Witch forms a highly powerful cosmic barrier represented by shifting constelations around her. While Queen's Aura is active, Witch will take half damage from all attacks thrown at her. However, the celestial magic requires of Witch to dominate her foes while it is active, meaning she must offset any damage that is negated by dealing the equivalent amount. After the 3 turns end, any leftover damage is immediately dealt back to [DMG %]
Cosmic Order: Witch displays and asserts her authority as she points at a target and says "Cosmic Order:(Command)" producing a star out of her finger that shines on a foe with a mystic light. She rolls her Charisma Vs. the Foe's INT, if Witch succeeds, they are forced to do an action of her bidding whether that be on themselves or another, or give her what they possess, basically the Crown giving her a burst of control over a person's body, though they are still fully aware. If the foe is debilitated to resist like with Mind Melted or Sleep she can take control of their body until they return to consciousness. 4 turn cooldown. Possession Move.
Royal Refresh: The cr0wn uses it's own cosmic magic to make food for Witch to consume and restore her own mana though it's only so giving, refreshing her mana by +3 and heal her by 1d15. 4 turn cooldown.
Final Smash (1)
Cosmic Judgement:"What? You didn't think Arle was the only one to know Holy Magic did you? Please! I learned it at a younger age than her!" Witch summons a huge laser from the sky or ceiling if applicable onto a single foe. The Target is consumed by divine light and taking a massive 80% damage, however the spell is quite draining for a Witch so she takes 15% damage and a -2 dodge penalty on the following turn.
Other Info: A Magic Crown born of a Transfiguration Potion that grants great power at great (Mana) cost.
Final Smash (1)
Cosmic Judgement:"What? You didn't think Arle was the only one to know Holy Magic did you? Please! I learned it at a younger age than her!" Witch summons a huge laser from the sky or ceiling if applicable onto a single foe. The Target is consumed by divine light and taking a massive 80% damage, however the spell is quite draining for a Witch so she takes 15% damage and a -2 dodge penalty on the following turn.
Other Info: A Magic Crown born of a Transfiguration Potion that grants great power at great (Mana) cost.
[PTabbedContent=Blazing Star Witch][PTab=Stats]
| Stats | MOD |
STR | 4 | -3 |
DEX | 10 | +0 |
CON | 12 | +1 |
INT | 10 | +0 |
WIS | 20 | +5 |
CHA | 14 | +2 |
[PTab=Primary Attacks]-Blazing Broom: An upgrade to Witch's Broom that allows her to fling deadly flames around with little hesitation, her focus is a bit kept on keeping the broom and her fire burning, massively raising her defenses but she is a tad more distracted on controlling the cosmic flames from her broom. Can be used in swift swings or heavy firey bashes. (Light to Medium Wisdom Attack, 8-18%)
-Solar Flare: A mix of fire and holy magic, Witch forms a small ball of heated energy in her hand that she can either keep as an added light source with her broom or explode in a massive surge of light and heat that threatens to vaporize all in the area with the extremely searing heat. Since dodging light can be rather impossible, this spell must be braced and endured with CON. 2 turn cooldown. (Heavy Wisdom Attack, 26%)
-Blazing Meteor: A fire enhanced version of Comet. This version puts a physical strain on Witch and leaves her vulnerable but it's massive amount of destructive force is hard to argue as a burning ball of cosmic magic falls from the sky directly towards the foe and ending in a massive explosion that threatens to turn those near the target to ash as well. This attack has a +2 to accuracy but it leaves Witch vulnerable while casting it, lowering her own dodge rolls by 2 on her next turn. She takes 7% recoil. (Heavy Wisdom Attack, 32%)[/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Special Attacks]-Blazing Limits: Witch's fire spells has the benefit of increasing in power the more damaged her life force is. In other words, the more hurt she is when in or triggering Blazing Star will produce brighter, stronger and hotter flames, her flames actively change in color based on how much life she has. At full her flames are red, at about 3/4 health they turn orange, at half they turn white and on her last legs her flames burn the hottest at blue. Mechanically speaking, for every 20% damage Witch has acquired she will gain a +1 to her Wisdom Stat and a +1 to damage output.
-Ignited Star: Witch ignites her own magic and "heart", causing a sudden surge of power that severely increases the intensity of her flames and magic at she pushes her own abilities to their limits. For 3 turns Witch will gain a +2 to her Wisdom Mod and all damage she does has her Wisdom Mod added to it. She can extend this buff by Severe Exhausting herself for every turn she extends it. 3 turn cooldown.
-Manavore: "I could use some more food to keep my magic up..." Blazing Star Witch uses significantly more Mana than base Witch so she needs to eat more to maintain her energy levels. This Stat is called Mana. It always starts at 7 and can go as low as 0 or as high as 20. The more mana she has the more power she can burn but she has to be careful not to burn out. It lowers by 1 every time she uses an offensive spell as Blazing Star Witch. Eating any food will raise it back up by 1 but any spicy food will raise it by 3. If her Mana Levels raise during a turn she will not lose any Mana when casting. If her level is below Low Mana she will maintain the debuff even if she reverts and she can not transform back if her magic levels are Abundant or higher. Her Mana Levels are:
0: Drained (-2 to Wisdom Mod, constantly loses 1% HP per turn and has one less Combat Action)
5: Low (-1 to Wisdom Mod, Constantly loses 1 HP)
15: Abundant (+1 Wisdom Mod, deals +3 damage if her roll beats the opponent by 6)
20: Surplus (+2 Wisdom Mod, deals +6 damage if her roll beats the opponent by 6)
Due to her low moral compass she can opt to use a foe as a source of mana to take from with a magic spell that allows her to use them as a source. Witch voraciously devours the target in a cartoonish fashion! This move has a 20% chance of targeting a random target other than the one Witch chooses. While eaten, the target can only take 2 actions per turn even accounting for action boosting buffs. To escape, they must deal a cumulative 40% damage to Witch. Witch makes a single 1d20+Con roll to reduce the damage of all attacks from the victim that turn, with a natural 19+ being a crit that doubles the roll. If she rolls higher than the damage done, she takes the difference and adds it to the 10% digestion damage she can deal as a free action each turn, half of which is returned as healing. Each turn the victim attempts to escape and fails, her damage resistance roll gains a stacking +2 bonus and hermana levels increase by 5 Witch cannot spit the target up voluntarily. 2 turn cooldown.
-Inferno Trap: A blazing dance that surrounds the opponent's limbs in magic binding flames, attempting to keep them restrained in a form of long ranged grapple. These holy flames keep restrained an area of Witch's choice and while the opponent is grappled she has a few options. She can perform Heat Transfer to steal a single buff or debuff from them and apply it to herself. She can use Ignite to cause a severe burn on a place of her choosing, inflicting burn or poison based on the severity applied. Finally, she can choose to instead bind the opponent's neck with the flames, causing smoke and a difficulty of breathing with her fire's hold, inflicting Gagged and Suffocation until the hold is broken. She may also bind opponents to the ground with the technique... In case she felt like sitting on them to assert her dominance. 3 turn cooldown. The sacred flames are resisted with INT or willpower. [/PTab={min-height:150px;max-height:300px;overflow:auto;}]
[PTab=Ultimate Attacks]-Phoenix: An insanely powerful healing spell that is rivaled by nearly none, but it requires the full blaze of Witch's power to perform. This spell causes a celestial phoenix of stars, cosmos and fire to appeal above a target of her choice before unleashing sacred flames that revitalize their health and cleanses any damage they have taken. This technique heals a whopping 80% to a single individual and is an extremely effective revive. In addition, if Witch runs out of HP while in Blazing Star Mode she may opt to trigger Phoenix and revive herself instantly if she has her Final Smash available in a form of variation known as Phoenix Rise. However, this fire cosmic magic puts a huge strain on her magic powers, increasing the cooldown of all her attacks by 1 for 3 turns.
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[/PTabbedContent]
Last Edit:
Jun 21, 2021 19:27:22 GMT -8 by Coolshaymin