Post by WolfEx on May 7, 2019 22:58:44 GMT -8
Wolf O' Donnell
Character Profile: Wolf's Profile
Game of Origin: Star Fox Series
SSB:LI Rank: Smashling
Appearance:
Current Allies:
Star Fox
Falco
Peppy
Slippy
Panther
Leon
Yumiko
Current Rivals:
General Scales
Completed Missions:
Failed/Archived Missions:
Items:
Special Items
Pigma Aparoid Assist Trophy
A maniacal laugh echoes throughout the stage, that is when you know Pigma is coming! After he introduces himself with a laugh from a far away distance and out of view, he will either swoop in from the left or right of the designated stage/area and drop Swine Silos on all combatants NOT including the user who summoned him doing 15% damage, then he will turn around once he has flown over and bombed all combatants, and zoom across the combatants from the opposite side in which he made his entrance with the bombs, and slam himself in a hit and run technique against all combatants ramming them harshly with his aparoid body for an additional 10% damage. Must do a DEX roll of 15 or more to accurately dodge.
Jack's Rusty Hook - Jack gave you the hook! Jack has quite a collection of rusty hooks which he claims were used back in his days as a...hunter of sorts....to slaughter creatures and cook their meat to provide meals to local orphans in his old village. All the animals in his area were nocturnal so Jack could only hunt them at night. He did this kind act before he was turned into the Pumpkin King due to a curse he fell under for trespassing on a haunted island. Those that have spoke about the legend of Jack and his history, have stated that these hooks weren't used to slaughter game and feed orphans at all in his human days however, they were used for murdering innocent lives after Jack was first cursed having no control of his newfound cursed powers and performing unnatural bloody acts.
If you asked him about this today, he would deny all of it and would seem as sweet as a button; that may be because he has controlled his powers and thirst for blood since then, but no one ever knows, really. Closer inspections would show actual dried blood on the tips of these hooks. When this hook is in play and placed on your hand, it will do 10% DMG to an enemy or boss in combat and also guarantee a -5 on their next 1d20 roll. But in return, your next 1d20 roll also suffers the same penalty. Such is the gambit of a cursed object.....Is this not worth the risk? You be the judge, you could get lucky!
Leader Leech - From the depths of Raccoon City and somehow making their way to Li with their disgusting genetics, these special genetically enhanced leeches obey their masters and creators without a fuss. They say a cluster of these makes one Mimicry Marcus and they like to stick together for maximum damage, or when they're breeding or on a feeding frenzy. YIKES! And you are lucky to be one of its masters indeed! Looking slightly bigger than the average slug, these special leeches that carry the Zombification virus also carry the Mimic gene, and can be thrown at any enemy to turn into an exact carbon copy of you for 2 whole character turns (6 combat turns total. 3 turns per post max, in which YOU command its every move! The HP stays the same as the enemy it latches onto. Sorry it does not work on bosses).
Because it's an advanced type, it also copies your stats to the T! (Get it, cause its responsible for the T Virus? Heh.) Only thing is, they can't use a final smash when they mimic you, and if they get defeated in battle, they will run away back to your pocket space, or your crib and cannot be used again for 3 whole missions later. However, if they don't get defeated and their time is simply up, they will return to your pocket space and can be utilized once every other mission! WHAT A FIND!! Keep it close, and don't get on its bad side!
Primary Attacks
It's In The Claws - Wolf slashes and swipes with various claws using the real claws on his paws as well as kicks with the spikes in his boots. STR roll based.
(Light attack. Does 5% DMG with a 100% chance of Bleeding Ailment.)
Wolf Blaster - Wolf takes out his trusty Sabre Blaster and fires electric bolts at his opponents. Has no secondary effect but the blaster does have a sharp bayonet attached to it in which he can also smash someone with it at close range in a tricky situation. DEX roll based.
(Medium Attack. Does up to 15% DMG when firing at a distance each blast. The bludgeoning of the bayonet at close range can hit up to 19%.)
Smart Pup - Wolf carries with him at all times coin shaped tracking devices from within his utility belt that can erupt into painful explosions via a button linked to his scanner attached to his head. He can throw these at an opponent to stick on to them from afar and trigger them to explode, OR, he can discretely place them on foes if close enough to track their location anywhere he is, without exploding them; though any sort of shock of even small pulse can nullify and release the device to be harmless and useless without exploding if the foe is aware it is there. DEX roll for thrown/offense. INT roll for stalking prey and locating.
(Medium Attack. Does up to 15% DMG if exploded. Wolf can decide to detonate the device at any point within 3 turns. If just used to track a foe, this will increase Wolf's INT by 3 for 3 turns and allow Wolf to track his prey at any distance via a remote control but will merit a 2 turn cooldown and will dissipate off the foe no matter what once 3 turns is up.
If Wolf decides just to blow up the device on his end within 3 turns there is still a cooldown period of 2 turns. If Wolf decides to blow up the device immediately upon throwing or using it, there is no cooldown if done in the same post/turn.
The foe may ofcourse roll a higher number with their own INT roll to see if they can find the device and remove it sooner or nullify the explosion if immediately done. Upon device's discovery/removal Wolf's stats will return to normal if tracking is interrupted. Wolf's stats do not change if he decides to use device for explosion/offense.)
Special Attacks (3)
Wolf Dart - Wolf begins to twirl himself violently, and with the support of his Deflector equipment, he uses its frequencies to cause him to twirl at an insane speed into a drill like motion and darts himself as a living drill at the opponent. STR roll.
(Heavy Attack. 25% DMG. 1 turn cooldown.)
Wolf Jet - Using his canine prowess and his mechanical boots as well as using his Deflector to help energize this movement, Wolf can create purple flames from underneath him that build up to surround his body with purple fire to propel himself in any direction. He can use this move to pick up extra speed on any terrain, or to give him added jumping power as well as using it as a form of attack against an aerial foe or a foe at a farther distance. DEX roll.
(Medium Attack. 15% DMG with 10% burn effect no cooldown if used on a foe. Can also be used to jump or reach high places. Or used for a boost of speed only without jumping to reach a distance, will still take up an action either way though.)
True Deflection - Wolf's deflector is different than Fox or Falco's in the sense that it is made more for offense and supporting his attacks than defense. By pressing a button on the Deflector conveniently attached to his left thigh, Wolf creates an electric field of energy in a circular shape all around him with a purple hue that can deflect projectile attacks and thrown items back at the enemy for the same damage amount they were meant to produce at Wolf with the projectile now bolstered with electric energy. Wolf's Deflector does not add double damage to the projectiles once flung back due to it being more geared towards stronger offense than defense. Or if foes come too close, he can use the device to electrify the enemies themselves with a good range of effect up to 7 feet. The closer the foes are to the field, the more damage it can do if used for offense and to "clear" Wolf's surrounding radius. If attacked from afar the deflector can repel projectiles to strike back at a foe up to 30 feet away. Any farther than that and the projectile will simply fall to the ground before reaching a foe. DEX Roll.
(Medium Attack. 15% DMG with a 10% chance to inflict Paralysis IF Wolf uses it for a close range attack. If used to reflect a projectile, it simply reflects the projectile for the same damage the projectile was rolled for at Wolf. No double damage due to subbing counter damage for status ailment and close range STAB.)
Venomian Special - Wolf takes out a glass vial of dark, sandy looking material via the planet Venom from his utility belt and tosses it at a foe. Upon impact the vial will shatter into many pieces and a deadly cloud of Venomian Spores from the deepest depths of its jungle like region will spray all over the foe and enter their airways. If the foe is robotic and not organic, it will clog their systems. For all species and body types, this will cause an inevitable Slowed effect. INT Roll.
(5% DMG and 100% chance to cause Slowed ailment. INT Roll.)
Final Smash
HUNGRY LIKE THE WOLF- Out of innate rage, Wolf takes out his deflector turning the frequency of it up full blast well past its limits using an atomic battery he has saved in his utility belt placing it in the Deflector device. This creates a field of atomic energy connecting straight to his brain forming a psychic link with the device. Wolf's eyes glow a neon green and with a howling battle cry, he leaps incredibly high into the air surrounded by atomic energy and purple fire and slams himself down like a giant comet into the terrain creating a HUGE area of effect blast radius to all those beneath him. This move has a huge area of effect the size of 5 football fields(which equates to 600 yards.) After he lands the flames and energy die down within 5 seconds of impact leaving his outfit splotched with green and purple hues.
(Does 40% damage to those in radius. No added effects.)
Musical Theme:
Character Profile: Wolf's Profile
Game of Origin: Star Fox Series
SSB:LI Rank: Smashling
| Stats | MOD |
STR | 12 | +1 |
DEX | 17 | +3 |
CON | 10 | +0 |
INT | 12 | +1 |
WIS | 6 | -2 |
CHA | 13 | +1 |
Appearance:
Current Allies:
Star Fox
Falco
Peppy
Slippy
Panther
Leon
Yumiko
Current Rivals:
General Scales
Completed Missions:
The Fox Hunt
Failed/Archived Missions:
-
-
Items:
1x Red Shell Deals 17% damage. If the target uses their Bubble Shield to prevent the damage of the item, it will bounce back at the user. If a character is hit by the Red Shell, it will then bounce off and target the next nearest opponent. It can only bounce off of 4 objects or characters before it breaks though. 1x Yashichi A special kind of recovery item that acts similar to the Food, Heart Container, and Maxim Tomato items; it restores vitality to a certain degree to those who are human or animal in nature (10% + CHR Mod), but heals synthetic/robotic users by 20% + CHR Stat x2. It can also be thrown as a weapon to deal moderate damage to opponents, but disappears after the damage is done (10%). 2x Great Dragon AT The Great Dragon comes to Li for the first time as an assist trophy! once summoned, this legendary beast IMMEDIATELY immolates the enemies of the one who summoned it with its signature Inferno attack, the attack deals upwards to 5% damage on any and all caught in the blast radius, and inflicts burn at 100%, and requires an accuracy roll of 13 WIS. 1x Blue Shell This shell seeks out the enemy with the least amount of damage dealt to them (though it priorities on Bosses) and deals 28% damage. It will always have an accuracy roll of 16. 1x Green Shell Deals 18% damage. | - - | - - |
Special Items
Lupus Ex Machina Engine
A Deathly Engine Modifier, that Overclocks the Engines of Starwolf Tech, and increases power output ten fold, Specifically in a method to detain speeding, Flaming laser toting foxes, Such as...Well, Fox!
When used, you resist 10% Damage from any Light/Holy And Fire Based Attacks. You also Heal for the damage any Darkness based attacks would've done to you! Additionally, for every STR Based Attack you land on a target, of which you've rolled 5 or higher, The Targets DEX Modifier will go down -1 for 2 turns! An Effective method to cripple anyone in your path! However, once the effect ends Wolf takes 15% recoil damage. Lasts 3 turns. Usable twice per thread.
A Deathly Engine Modifier, that Overclocks the Engines of Starwolf Tech, and increases power output ten fold, Specifically in a method to detain speeding, Flaming laser toting foxes, Such as...Well, Fox!
When used, you resist 10% Damage from any Light/Holy And Fire Based Attacks. You also Heal for the damage any Darkness based attacks would've done to you! Additionally, for every STR Based Attack you land on a target, of which you've rolled 5 or higher, The Targets DEX Modifier will go down -1 for 2 turns! An Effective method to cripple anyone in your path! However, once the effect ends Wolf takes 15% recoil damage. Lasts 3 turns. Usable twice per thread.
Horn of the Red Eye
With this special horn crafted from the fallen Red Eye king of Dinosaur Planet, the user can call upon a nearby Red Eye creature from the wastelands of Li to aid in battle for 3 turns. The following Red Eye Creatures are possibilities to be called as companions:
Red Eye Raptor (Requires an accuracy roll from the user between 1 and 5.)
NOTABLE STATS: HP: 50%, STR: -1, DEX: +3, CON: +1
Attacks:
Claw Kabob - The raptor stretches out all talons from both claws and jumps at a foe raking them for 13% DMG. STR.
Raptor Roar - The raptor roars increasing it's STR stats by 3 for 2 turns. CON. 2 turn cooldown.
Leap N Lash - The raptor jumps at an opponent tackling them and clawing at their face. Deals 25% DMG. DEX. 2 turn cooldown.
Red Eye Pterodactyl(Requires accuracy roll from user between 6 and 10.)
NOTABLE STATS: HP: 40%, STR: -2, DEX: +4, INT: +2
Attacks:
Fly and Fleek - The bird like dino lifts a foe up high then releases them harshly dropping them down for crashing DMG. Deals 15% DMG. If the foe is a flying foe, this dino will treat this move as a grapple and toss them into the nearest hard surface.DEX. 1 turn cooldown.
Perilous Peck - The flying reptile will fly and then swoop down with its mighty beak pecking a foe where it hurts for 20% DMG and a 15% chance to paralyze. DEX. 2 turn cooldown.
Barrel Wing - With a rapid spin and drilling motion the dino will launch itself into a foe for big knockback damage. STR. Deals 30% DMG. Can only use this once per summon. If it misses it can be tried again.
NOTE: Any time within the 3 turns this creature is out, the user can also use it as a mount to fly places but it takes up one of its combat turns.
Red Eye Triceratops(Requires accuracy roll from user between 11 and 15)
NOTABLE STATS: HP: 60%, STR: +3, CON: +3, DEX: -2, INT: +1
Attacks:
Horn Thrust - The dino will rush a foe and stab them with its mighty horns. Deals 18% DMG. STR.
Trample - The dino will charge at a foe at great speed lifting its legs as it dashes as high as possible to tackle and trample the foe. DEX. Deals 25% DMG on foes laying on the ground. Deals 20% DMG on standing or sitting foes. 2 turn cooldown.
Mighty Hoist - Using its large and uniquely half-octagonal shaped head and horns, the dino will smash a foe with its head and catapult them into the air with a large heaving motion dealing a fantastical 27% DMG. STR. This can only be used once per summon. If it misses it can be tried again.
Red Eye T-Rex(Requires accuracy roll from user between 16 and 20)
NOTABLE STATS: HP: 80%, STR: +4, CON: +3, DEX: -3, INT: -1
Attacks:
Bad Bite - The T-Rex will dip its head down at the foe with open jaws and bite them viciously and relentlessly. Deals 22% DMG with 10% Bleedout ailment. STR.
Lockjaw -The dino will thrust its jaws into an opponent and keep a tight grip shaking the opponent back and forth like a rag doll. Deals 30% DMG. 1 turn cooldown. 12% chance to Paralyze. STR.
Stompede - Raising one giant foot in the air the dino will slam its leg down and crush any foe underneath it for a massive 35% DMG. This however will lower its DEX points by 2 for 2 whole turns and has a 2 turn cooldown. STR.
With this special horn crafted from the fallen Red Eye king of Dinosaur Planet, the user can call upon a nearby Red Eye creature from the wastelands of Li to aid in battle for 3 turns. The following Red Eye Creatures are possibilities to be called as companions:
Red Eye Raptor (Requires an accuracy roll from the user between 1 and 5.)
NOTABLE STATS: HP: 50%, STR: -1, DEX: +3, CON: +1
Attacks:
Claw Kabob - The raptor stretches out all talons from both claws and jumps at a foe raking them for 13% DMG. STR.
Raptor Roar - The raptor roars increasing it's STR stats by 3 for 2 turns. CON. 2 turn cooldown.
Leap N Lash - The raptor jumps at an opponent tackling them and clawing at their face. Deals 25% DMG. DEX. 2 turn cooldown.
Red Eye Pterodactyl(Requires accuracy roll from user between 6 and 10.)
NOTABLE STATS: HP: 40%, STR: -2, DEX: +4, INT: +2
Attacks:
Fly and Fleek - The bird like dino lifts a foe up high then releases them harshly dropping them down for crashing DMG. Deals 15% DMG. If the foe is a flying foe, this dino will treat this move as a grapple and toss them into the nearest hard surface.DEX. 1 turn cooldown.
Perilous Peck - The flying reptile will fly and then swoop down with its mighty beak pecking a foe where it hurts for 20% DMG and a 15% chance to paralyze. DEX. 2 turn cooldown.
Barrel Wing - With a rapid spin and drilling motion the dino will launch itself into a foe for big knockback damage. STR. Deals 30% DMG. Can only use this once per summon. If it misses it can be tried again.
NOTE: Any time within the 3 turns this creature is out, the user can also use it as a mount to fly places but it takes up one of its combat turns.
Red Eye Triceratops(Requires accuracy roll from user between 11 and 15)
NOTABLE STATS: HP: 60%, STR: +3, CON: +3, DEX: -2, INT: +1
Attacks:
Horn Thrust - The dino will rush a foe and stab them with its mighty horns. Deals 18% DMG. STR.
Trample - The dino will charge at a foe at great speed lifting its legs as it dashes as high as possible to tackle and trample the foe. DEX. Deals 25% DMG on foes laying on the ground. Deals 20% DMG on standing or sitting foes. 2 turn cooldown.
Mighty Hoist - Using its large and uniquely half-octagonal shaped head and horns, the dino will smash a foe with its head and catapult them into the air with a large heaving motion dealing a fantastical 27% DMG. STR. This can only be used once per summon. If it misses it can be tried again.
Red Eye T-Rex(Requires accuracy roll from user between 16 and 20)
NOTABLE STATS: HP: 80%, STR: +4, CON: +3, DEX: -3, INT: -1
Attacks:
Bad Bite - The T-Rex will dip its head down at the foe with open jaws and bite them viciously and relentlessly. Deals 22% DMG with 10% Bleedout ailment. STR.
Lockjaw -The dino will thrust its jaws into an opponent and keep a tight grip shaking the opponent back and forth like a rag doll. Deals 30% DMG. 1 turn cooldown. 12% chance to Paralyze. STR.
Stompede - Raising one giant foot in the air the dino will slam its leg down and crush any foe underneath it for a massive 35% DMG. This however will lower its DEX points by 2 for 2 whole turns and has a 2 turn cooldown. STR.
Pigma Aparoid Assist Trophy
A maniacal laugh echoes throughout the stage, that is when you know Pigma is coming! After he introduces himself with a laugh from a far away distance and out of view, he will either swoop in from the left or right of the designated stage/area and drop Swine Silos on all combatants NOT including the user who summoned him doing 15% damage, then he will turn around once he has flown over and bombed all combatants, and zoom across the combatants from the opposite side in which he made his entrance with the bombs, and slam himself in a hit and run technique against all combatants ramming them harshly with his aparoid body for an additional 10% damage. Must do a DEX roll of 15 or more to accurately dodge.
Jack's Rusty Hook - Jack gave you the hook! Jack has quite a collection of rusty hooks which he claims were used back in his days as a...hunter of sorts....to slaughter creatures and cook their meat to provide meals to local orphans in his old village. All the animals in his area were nocturnal so Jack could only hunt them at night. He did this kind act before he was turned into the Pumpkin King due to a curse he fell under for trespassing on a haunted island. Those that have spoke about the legend of Jack and his history, have stated that these hooks weren't used to slaughter game and feed orphans at all in his human days however, they were used for murdering innocent lives after Jack was first cursed having no control of his newfound cursed powers and performing unnatural bloody acts.
If you asked him about this today, he would deny all of it and would seem as sweet as a button; that may be because he has controlled his powers and thirst for blood since then, but no one ever knows, really. Closer inspections would show actual dried blood on the tips of these hooks. When this hook is in play and placed on your hand, it will do 10% DMG to an enemy or boss in combat and also guarantee a -5 on their next 1d20 roll. But in return, your next 1d20 roll also suffers the same penalty. Such is the gambit of a cursed object.....Is this not worth the risk? You be the judge, you could get lucky!
Leader Leech - From the depths of Raccoon City and somehow making their way to Li with their disgusting genetics, these special genetically enhanced leeches obey their masters and creators without a fuss. They say a cluster of these makes one Mimicry Marcus and they like to stick together for maximum damage, or when they're breeding or on a feeding frenzy. YIKES! And you are lucky to be one of its masters indeed! Looking slightly bigger than the average slug, these special leeches that carry the Zombification virus also carry the Mimic gene, and can be thrown at any enemy to turn into an exact carbon copy of you for 2 whole character turns (6 combat turns total. 3 turns per post max, in which YOU command its every move! The HP stays the same as the enemy it latches onto. Sorry it does not work on bosses).
Because it's an advanced type, it also copies your stats to the T! (Get it, cause its responsible for the T Virus? Heh.) Only thing is, they can't use a final smash when they mimic you, and if they get defeated in battle, they will run away back to your pocket space, or your crib and cannot be used again for 3 whole missions later. However, if they don't get defeated and their time is simply up, they will return to your pocket space and can be utilized once every other mission! WHAT A FIND!! Keep it close, and don't get on its bad side!
Primary Attacks
It's In The Claws - Wolf slashes and swipes with various claws using the real claws on his paws as well as kicks with the spikes in his boots. STR roll based.
(Light attack. Does 5% DMG with a 100% chance of Bleeding Ailment.)
Wolf Blaster - Wolf takes out his trusty Sabre Blaster and fires electric bolts at his opponents. Has no secondary effect but the blaster does have a sharp bayonet attached to it in which he can also smash someone with it at close range in a tricky situation. DEX roll based.
(Medium Attack. Does up to 15% DMG when firing at a distance each blast. The bludgeoning of the bayonet at close range can hit up to 19%.)
Smart Pup - Wolf carries with him at all times coin shaped tracking devices from within his utility belt that can erupt into painful explosions via a button linked to his scanner attached to his head. He can throw these at an opponent to stick on to them from afar and trigger them to explode, OR, he can discretely place them on foes if close enough to track their location anywhere he is, without exploding them; though any sort of shock of even small pulse can nullify and release the device to be harmless and useless without exploding if the foe is aware it is there. DEX roll for thrown/offense. INT roll for stalking prey and locating.
(Medium Attack. Does up to 15% DMG if exploded. Wolf can decide to detonate the device at any point within 3 turns. If just used to track a foe, this will increase Wolf's INT by 3 for 3 turns and allow Wolf to track his prey at any distance via a remote control but will merit a 2 turn cooldown and will dissipate off the foe no matter what once 3 turns is up.
If Wolf decides just to blow up the device on his end within 3 turns there is still a cooldown period of 2 turns. If Wolf decides to blow up the device immediately upon throwing or using it, there is no cooldown if done in the same post/turn.
The foe may ofcourse roll a higher number with their own INT roll to see if they can find the device and remove it sooner or nullify the explosion if immediately done. Upon device's discovery/removal Wolf's stats will return to normal if tracking is interrupted. Wolf's stats do not change if he decides to use device for explosion/offense.)
Special Attacks (3)
Wolf Dart - Wolf begins to twirl himself violently, and with the support of his Deflector equipment, he uses its frequencies to cause him to twirl at an insane speed into a drill like motion and darts himself as a living drill at the opponent. STR roll.
(Heavy Attack. 25% DMG. 1 turn cooldown.)
Wolf Jet - Using his canine prowess and his mechanical boots as well as using his Deflector to help energize this movement, Wolf can create purple flames from underneath him that build up to surround his body with purple fire to propel himself in any direction. He can use this move to pick up extra speed on any terrain, or to give him added jumping power as well as using it as a form of attack against an aerial foe or a foe at a farther distance. DEX roll.
(Medium Attack. 15% DMG with 10% burn effect no cooldown if used on a foe. Can also be used to jump or reach high places. Or used for a boost of speed only without jumping to reach a distance, will still take up an action either way though.)
True Deflection - Wolf's deflector is different than Fox or Falco's in the sense that it is made more for offense and supporting his attacks than defense. By pressing a button on the Deflector conveniently attached to his left thigh, Wolf creates an electric field of energy in a circular shape all around him with a purple hue that can deflect projectile attacks and thrown items back at the enemy for the same damage amount they were meant to produce at Wolf with the projectile now bolstered with electric energy. Wolf's Deflector does not add double damage to the projectiles once flung back due to it being more geared towards stronger offense than defense. Or if foes come too close, he can use the device to electrify the enemies themselves with a good range of effect up to 7 feet. The closer the foes are to the field, the more damage it can do if used for offense and to "clear" Wolf's surrounding radius. If attacked from afar the deflector can repel projectiles to strike back at a foe up to 30 feet away. Any farther than that and the projectile will simply fall to the ground before reaching a foe. DEX Roll.
(Medium Attack. 15% DMG with a 10% chance to inflict Paralysis IF Wolf uses it for a close range attack. If used to reflect a projectile, it simply reflects the projectile for the same damage the projectile was rolled for at Wolf. No double damage due to subbing counter damage for status ailment and close range STAB.)
Venomian Special - Wolf takes out a glass vial of dark, sandy looking material via the planet Venom from his utility belt and tosses it at a foe. Upon impact the vial will shatter into many pieces and a deadly cloud of Venomian Spores from the deepest depths of its jungle like region will spray all over the foe and enter their airways. If the foe is robotic and not organic, it will clog their systems. For all species and body types, this will cause an inevitable Slowed effect. INT Roll.
(5% DMG and 100% chance to cause Slowed ailment. INT Roll.)
Final Smash
HUNGRY LIKE THE WOLF- Out of innate rage, Wolf takes out his deflector turning the frequency of it up full blast well past its limits using an atomic battery he has saved in his utility belt placing it in the Deflector device. This creates a field of atomic energy connecting straight to his brain forming a psychic link with the device. Wolf's eyes glow a neon green and with a howling battle cry, he leaps incredibly high into the air surrounded by atomic energy and purple fire and slams himself down like a giant comet into the terrain creating a HUGE area of effect blast radius to all those beneath him. This move has a huge area of effect the size of 5 football fields(which equates to 600 yards.) After he lands the flames and energy die down within 5 seconds of impact leaving his outfit splotched with green and purple hues.
(Does 40% damage to those in radius. No added effects.)
Musical Theme:
Last Edit:
Nov 2, 2021 1:03:52 GMT -8 by WolfEx