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- LE: (1 pt to increase by 1)
- Extra WE: (2 pt to increase by 1)
- Bolt%: (1 pt to increase by 5%)
- V. Jump Power: (6 pt to increase by 1)
- H. Jump Power: (6 pt to increase by 1)
- Base Points: 80
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- [1] Helmet- Teleport away to safety if LE is at 10% or less
- [3] Armor- LE +6
- [3] Fins- V. Jump Power +1.
- [2] Boots- Spikes inflict 75% less damage
- [3] Shades- WE +2. Flame and Electric-based attacks inflict 20% less damage
- [3] Cape- H. Jump Power +1.
- [1] Radar- 10% more bolts (multiplicative boost)
- [5] Solar Panels- 50% more Custom Points from defeating RMs
- [6] Shield- All attacks inflict 20% less damage
- Buster: LV 1- 1 dmg
- LV 2- 2 dmg [1]
- LV 3- 3 dmg [2]
- LV 4- 4 dmg [4]
- LV 5- 5 dmg, 3 WE [6]
- Saber: LV 0
- LV 1- 2 dmg [1]
- LV 2- 3 dmg [1]
- LV 3- 4 dmg [4]
- LV 4- 5 dmg, 1 WE [6]
- LV 5- 7 dmg, 2 WE [8]
- Shield: LV 0
- LV 1- 1 dmg, 1 WE [1]
- LV 2- 1 dmg, 2 WE [1]
- LV 3- 2 dmg, 3 WE [2]
- LV 4- 2 dmg, 4 WE [2]
- LV 5- 3 dmg, 6 WE [4]
- Utility: LV 0
- LV 1- 2 WE [1]
- LV 2- 3 WE [1]
- LV 3- 4 WE [1]
- LV 4- 5 WE [1]
- LV 5- 1 dmg, 6 WE [2]
- Weapons:
- Buster-
- L1: Charge Shot: x1.5 dmg, 15 base WE [1]
- L1: Bubble Lead: +2 dmg, hits the nearest enemy to the player. 9 base WE [3]
- L2: Metal Blade: +1 dmg, can hit both airborne and grounded enemies. 20 base WE [3]
- L2: Crash Bomber: +4 dmg, activates one turn after being latched on. 6 base WE [4]
- Saber-
- L1: Super Arm: Pick up an enemy and throw it at another (tossed can hit an airborne enemy). +1 dmg to tossed, -1 dmg to attacked. 18 base WE [1]
- L1: Charge Kick: +3 dmg, leaves user vulnerable. 12 base WE [2]
- L2: Top Spin: Base damage + 25% enemy's LE (Bosses unaffected unless weak to Top Spin), leaves user vulnerable. 3 base WE [3]
- L2: Flame Sword: +2 dmg, inflicts 50% damage to any enemy behind target. 7 base WE [4]
- Shield-
- L1: Leaf Shield: Dmg Reduction 35%. Stays up for maximum of 3 turns, but immediately flies at enemy (inflicting +2 dmg) when player uses attack. 14 base WE. [1]
- L1: Skull Barrier: Dmg Reduction 60%. Stays up for 2 turns, inflicts no damage. 12 base WE. [2]
- L2: Junk Shield: Dmg Reduction 20%. Lasts indefinitely, and can take damage four times (as four chunks orbit the user). If thrown, each individual chunk hits a random enemy (inflicting +1 dmg). 15 base WE. [3]
- L2: Plant Barrie: Dmg Reduction 80%. Disappears after taking one attack. 5 base WE. [2]
- Utility-
- L1: Balloon: User can remain airborne for 3 turns (can hit airborne enemies with all weapons now). 20 base WE [1]
- L1: Super Arrow: User can travel horizontally across pits, uses 2 WE per moving 1 horizontal unit. If collides with enemy, deals +1 dmg. 12 base WE [2]
- L2: Rush Coil: User is propelled into air. +1 V. Jumping Power. 6 base WE [2]
- LV; Gravity Hold: All airborne enemies are grounded; all grounded enemies are airborne. 4 base WE [2]
- Custom Points: --
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