Board Thread:Adventure RP Games/@comment-35195751-20191006004742

Please refer to the rules below to create your character:

[//danganronparoleplaystuff.fandom.com/wiki/User_blog:TheLastHappyPotato/Heroes_and_Villains https://danganronparoleplaystuff.fandom.com/wiki/User_blog:TheLastHappyPotato/Heroes_and_Villains]

When last we left our band of heroes, they had split up to fight some zombies on floor 14, only for 4 of their number to go missing

It turned out that they had been taken to some bizzare Sacrificing ritual on floor 15, and their power and very life was to be converted to the life of an aberration's creation

The group naturally lead an assault on floor 15, but were alarmed to find their most powerful assaults useless in the face of their chanting adversaries

Party Inventory:

- 60 pieces of gold (Worth $1 each)

-  2 Cold Gems (Worth $50 each, and grant a power to their users)

- Black Cloak (1 use, grants +500 health to the user for 1 floor)

- Zee's Wolf Talisman (Turns the user into a Wolf under Zee's Control)

- 1 Yellow Staff (Grants Drain/Fear based powers based on the amount of power the equipper has)

- 8 Energy pills (Ingester regains 5 health and has a 100% chance of 2 cooldowns on the next turn they take). Can be ingested as a turn in combat.

- 25 Pink Potions of Healing (Heals the ingester by 5)

- 3 mysterious vials

- 10 pieces of scrap metal

- $25

- Contract that the team must make it to floor 20+ or Ito will be revived and enslaved... FOREVER!

- Contract that the Intern Minions work for them. Stats for the Minions

- A profile of all players to be on the team. [https://danganronparoleplaystuff.fandom.com/wiki/User_blog:TheLastHappyPotato/All_Characters,_Heroes_and_Villains. Here it is]

Individually owned items by floor, because that's simpler for me ^-^

Floor 1:

Pirate Swords (Trish, Donald), Pirate's Gold

Floor 2:

8 Cold Gems

Floor 3:

-

Floor 4:

-

Floor 5:

Really Cool Sword (Crizius), Jet-Pack (Kazien?), Magic Bow (Ayamisa), Powered Armor (Wolfi)

Floor 6:

Air Talisman (Ayamisa), Water Talisman (Jack), Fire Talisman (Elethia)

Floor 7:

-

Floor 8:

Mech Suit (Actually Bam-Rang of all people rn),

Floor 9:

-

Floor 10:

Medal (Green Slime), Magic Wand (Wolfi), Synthetic Wings (MIA), 3 Fancy Pistols (MIA, Kazien, Kazen), Leaders Hat (Jack), 4 exploding kittens (MIA), 1 imploding kitten (MIA) 5 Throwing Stars from the Raisin (MIA), Red Herring's dandy magic hat (MIA), 12 of Chef's Eggs (MIA), Gront's Club (MIA), $40 (MIA)

Floor 11:

-

Floor 12:

Grey Staff (Jack), Blue Staff (Jack), Red Staff (Sastra), Pink Staff (MIA), Purple Staff (Wolfi), White Staff (Ayamisa), Orange Staff (Kazien),

Floor 13:

1/2 Portal rings (Bam-Rang), Clover (Bam-Rang)

Floor 14:

2 Antidote Syringes (Sastra, Unclaimed)

Name: Ayamisa Magista

Background: A young cheerful lady who is actually the leader of a cult that believes that suffering is the only way to receive a wonderful afterlife. For years she has searched for her god and convinced herself that she is her god's daughter incarnate. One day, she found out that she had powers when she cut herself with a cross made from 100% diamonds. Her powers match her insane beliefs but she knows not to tell ordinary people what her powers are and what they represent. After all, keeping a secret is stress and suffering in itself and the only reason she is here is to inflict suffering to the kidnapper(s).

Stats:

HP - 16 (64)

Attack - 1 (2)

Defense - 0

Power Source - 23 (69%)

Speed - 2

Powers:

Diamond Cross: Ayamisa cuts herself with her diamond cross, dealing 30% of her current HP as damage to herself. (3 turn cooldown)

Scarlet Letters: Ayamisa transforms her blood into a word and launches it at an enemy, dealing 30% of her missing HP +1 as damage and giving them a status of her choice. If she has less than 30% of her Max HP, she can give two statuses. (4 turn cooldown)

Book of Salvation: Ayamisa discovers a fleeting light of salvation and removes all statuses from herself except Drained, Vengeful, and Final Stand. She also heals 50% of her missing HP and takes another turn if she heals when she was under a third of her Max HP. (6 turn cooldown)

Cage of Suffering: Ayamisa takes the enemy's suffering and surrounds them with it, dealing 2 damage to them for every status (except Vengeful and Final Stand) that they have along with 30% of their missing HP +1. (6 turn cooldown)

Divine Retribution: Ayamisa shoots a powerful unrelenting strike of revenge at an enemy, dealing 40% of her missing HP +1 as damage. The percentage increases by 10 for every ally that has no HP left. (4 turn cooldown)

Her Incarnation: Ayamisa transforms into a seraph, the daughter of her god. For the next 3 turns, all percentages of her powers are increased by 10, she cannot go under 1 HP, the first power she uses will not go on cooldown, and she can, once during those 3 turns, take two actions. After that, she receives the Drained status on all powers that aren't on cooldown. (10 turn cooldown)

Cult Altars: Ayamisa summons a cult altar. Cult Altars have 25 HP and do nothing. Cult Altars heal 4 HP at the end of each round for each Cult Altar alive and cannot be healed by anybody else. (4 turn cooldown)

Sacrificial Circle: Ayamisa destroys any amount of Cult Altars and deals (amount of Cult Altars destroyed squared) damage to anybody she wishes (she can split up the damage). (4 turn cooldown)

Ascend to Heaven: Ayamisa ascends an ally to a divine realm, healing them by 4x HP but they will be stunned for x turns. (X-1 turn cooldown)

Wrath Sanction: Ayamisa punishes an enemy for not harming her, dealing 10 damage to them. This is only usable on enemies who haven't harmed her yet. (2 turn cooldown)

(From Magical Gem) Cooling Gem: Ayamisa's Gem exhales an Icy breath upon it's wielder. Ayamisa is frozen, but all of Ayamissa's powers regain a turn of cooldown. (5 turn cooldown)

(From Magical Gem) Snow Gem: Ayamisa's Gem exhales an Icy breath upon it's wielder. Ayamisa is frozen, but all of Ayamissa's powers regain a turn of cooldown. (5 turn cooldown)

Passives:

(From Hot-Tub Vial Mixing) Exertion: Ayamissa can put one of her powers on cooldown without using it to gain an extra turn. Ayamissa may do this until she runs out of powers.

Name: Wolfi ( Creativity 100 Amirite )

Backstory: Some sort of mage or something, no one knows. Really, anything could be possible. Heck, they could have just bought their various weapons off of some garage sale, for all anyone knows.

Stats:

HP - 10 (40)

Attack - 2 (4)

Defense - 17 (8)

Power Source - 15 (45%)

Speed - 10

Powers:

Lunar Flare: Wolfi attacks an enemy, dealing 1 damage 8 times over. This will only count once towards the Nebula Orbs passive. (1 turn cooldown)

Nebula Arcanum: Wolfi summons a "Nebula Arcanum" entity (8 turn cooldown)

Last Prism: Wolfi deals 8 damage to every enemy in the floor. Inflicts the Drained status on Wolfi. (2 turn cooldown)

Nebula Blaze: Wolfi deals 10 damage to a target, with a 20% chance of "critting" and dealing 3x the damage. (3 turn cooldown)

Resurrection: Wolfi brings a defeated ally back with 50% health (5 turn cooldown)

Apocalypse: Wolfi brings back every character defeated on the floor Wolfi is on. (15 turn cooldown)

Passives:

Powered Armor: Wolfi's defence applies to powers.

Necromancy Staff: The first time Wolfi is defeated on any floor, he is resurrected as if he used resurrection on himself. This does not put resurrection on cooldown.

Nebula Orbs: Every time Wolfi Attacks, the target of Wolfi's attack is given 1 of 3 stackable Nebula Orbs. These Orbs are permanent until the target is attacked. Multiple Orbs hitting the same target will increase the power level of whatever Orb is currently there.

The Orb causes the person who attacked the enemy with said Orb to gain a Nebula Orb buff, which temporarily increases a stat for them

Each Orb lasts (2 x Orb level) turns


 * 1) Defense Orb- Increases a recipient's defense by (2 x Orb level)


 * 2) Attack Orb- Increases a recipient's Attack & Power source by (1 x level)


 * 3) Health Orb- Allows a recipient to regain (2 HP x Orb level) at the end of their turns

Celestial Stone - Wolfi gains a "few" minor effects. He may choose which one is active at the start of each of his turns:
 * Wolfi may automatically basic attack an opponent of their choice at the end of each round.
 * Wolfi deals 1 extra damage on basic attacks & abilities. Defense applies to this extra damage on abilities (for example, if Wolfi were to use Lunar Flare on someone with 2 defense, it would only deal 8 damage [as opposed to 16] due to the extra damage being reduced. If Wolfi were to use Lunar Flare on someone with 4 defense, it would still deal 8 damage, as the extra defense wouldn't carry on to the base damage). This applies to the Nebula Arcanum.
 * Wolfi has a 2% chance to crit on abilities, dealing 2.5x the damage. Basic Attacks & the Nebula Blaze ability gain a +2% to crit chances. This applies to the Nebula Arcanum.
 * Wolfi automatically regenerates 1 HP/turn.
 * Wolfi gains +4 defense towards Basic Attacks (basically, they gain +4 Defense that the Power Armor passive doesn't apply to).

Name: Jack Driver (Leader)

Background: He lived a normal life until 13, when he learned that he could bend space and time. He uses his powers for good, sometimes for amusement, eh, but who cares.

Stats:

HP - 7 (28)

Attack - 5 (10)

Defense - 13 (6)

Power Source - 8 (24%)

Speed - 18

Powers:

Time Warp:Change a player's health, stats, cooldowns, and effects to x turns ago (you choose x), as long as x is less that the number of turns of the encounter (can't send stuff to the first round when they would be literally untouched). (3 turn cooldown)

Supernova: Implode 2 enemies, then throw them back out. All of their stats will be halved for 5 rounds. (7 turn cooldown)

Telekinesis: Use any power that a hero or other character on Jack's floor has and use it on yourself or another hero/villain. If they have a cooldown, still doesn't matter. (Cooldown is the same as the power's normal cooldown)

Spacetime Crush: Jack crushes an opponent in space-time, giving them an 80% chance to apply all negative statuses on them, but a 20% chance to heal them by 1/4 of their HP. (6 turn cooldown)

Fear Incarnate: Jack's inner fear is unleashed as he transforms into something incomprehensably horrifying for 3 turns. Everything becomes scared of him, including himself for the duration. Every time Jack uses a Power or attacks a creature, they become drained. When this wears off, Jack is unable to be scared by anyone but himself for the rest of the floor, and is drained. (8 turn cooldown)

Manipulatable grey matter: Jack Forces a target to do something. Some opponents may be immune, and this may not be used to force an opponent to kill themselves or an ally (10 turn cooldown)

Water Talisman: Jack can control an Water elemental to do his bidding with this, but he doesn't know what exactly it can do. The Talismans seem to put whoever uses them to sleep though. (?) Cooldown)

Fire Talisman: Jack can control an Fire elemental to do his bidding with this, but he doesn't know what exactly it can do. The Talismans seem to put whoever uses them to sleep though. (?) Cooldown)

Mech Suit: Jack must use Telekenisis to activate his suit or take it off, putting Telekenisis on 4 more turns of cooldown. While in the suit, Jack gains 10 defence and +3 attack. Jack starts each fight with the suit off, as it's rather hard to fit through doors without serious folding.

Smash (Usable only in the suit): Jack Smashes an opponent, dealing 20 damage to them. (6 turn cooldown)

Flight: (Usable only in the suit) Jack flies in the air for 2 turns, and then falls on an opponent on his third. The opponent Jack lands on will take 5 damage and is automatically crit by basic attacks until the Opponent's next turn. (5 turn cooldown)

Passive:

Reflex: If Jack's HP is over 20, you will have a 40% chance you will send the attack through themself, therefore dodging it.

Timely Strength: Multiplying his strength, Jack's crit will do x4 damage instead of 2.5x, and the target will be injured. Jack's basic attack will be drained for 2 turns after this goes into effect.

(From Hot-Tub Vial Mixing) Exertion: Jack can put one of his powers on cooldown without using it to gain an extra turn. Jack may do this until he runs out of powers.

Name: Crizius Pencilia

Background: Crizius was an extremely prominent sharpshooter known for having the best shot in the west. He recently discovered his powers, and with his home town cheering him on, he decided to become a hero. Hero in training now, he's determined to succeed and make his home town proud. But for now, there's a 25-floor long tower standing in the way.

Stats: 

HP - 7 (28)

Attack - 22 (44)

Defense - 0

Power Source - 5 (15%)

Speed - 6

Powers:

Triple Shot: Crizius shoots all enemies, dealing 3 damage to each. (2 turn cooldown)

Blinding Flash: 3 targets are unable to use basic attacks for 3 turns. (7 turn cooldown)

Bullseye: Basics someone. The basic attack is a guaranteed crit. (3 turn cooldown)

Passives:

Lifesteal - Crizius heals for 33% of the damage he deals to enemies.

Perfect Aim - Crizius has a 20% chance to crit instead of a 4% chance.

Name: Kazien, the Absolute Light

Stats:

HP - 6 (24)

Attack - 20 (40)

Defense - 0 (0)

Power - 5 (15%)

Speed - 11

Powers:

Perfect Light: Kazien heals all his teammates equal to the amount of enemies who have done damage to them on that floor multiplied by 6. All damage counters are reset (as if no enemies have done any damage that floor). (Cooldown equal to 1/3 of the highest amount healed)

Fist of God: Kazien deals damage to an enemy equal to the total damage they have done to Kazien's teammates. (8 turn cooldown)

Heaven's Judgment: Kazien does deals 20 damage to an enemy x times, where x is the number of his allies that they've hurt. (Cooldown is 4 times the number of attacks + 2)

Passives:

Purity of Light: Kazien takes no damage from Basic attacks and is unaffected by status conditions.

Calling of Heaven: Kazien cannot target enemies that have not done damage to his teammates.

Angel's Fury: Kazien gains 1 Attack whenever an ally takes damage and gains +6 attack toward the killer whenever an ally dies. Allies do not randomly gain Vengeance while Kazien is concious

Piercing Blade: Kazien's attack cannot crit but goes through Defense.

Name - Bam-Rang

Background - Bam-Rang is a hunter from the wild. He deems himself the guy to take care of the ecosystem when Mother Nature just won't do. So, he seeks out the more dangerous animals and works to take them down. He's usually better with an ally, and unfortunately his allies happened to be the guys taken to the tower. So, he works to take them back, boomerang in hand.

HP - 7 (28)

Attack - 5 (10)

Defense - 3 (1)

Power Source - 10 (30%)

Speed - 8

Powers

Caltrops - Bam-Rang lays a trap around an ally of his choice. When this trap is set, there's a (Powers)% chance that when an enemy attacks said ally, the enemy will be intercepted for damage equal to Bam-Rang's attack. Lasts for 3 turns. (2 turn cooldown)

Boomerang Pass - Bam-Rang tosses his boomerang into the hands of an ally. When this is done, said ally will immediately basic attack an enemy of Bam-Rang's choice. This allows the ally to deal their basic-damage to an enemy during Bam-Rang's turn, and the ally will gain an additional turn when they take their next turn. (5 turn cooldown)

Whirlwind Boomerang - Bam-Rang tosses his boomerang, and it seems to stay in place as it repeatedly beats enemies, dealing 4-8 hits of basic damage. (7 turn cooldown)

(From Magical Gem) Cooling Gem: Bam-Rang's Gem exhales an Icy breath upon it's wielder. Ayamisa is frozen, but all of Ayamissa's powers regain a turn of cooldown. (5 turn cooldown)

Passive

Poison Resistance - Bam-Rang's trained himself with a few animals. Especially a few venomous animals. As such, he's developed a resistance to certain poisoning. If an enemy attempts to poison Bam-Rang, there's a (Defense * 2)% chance he won't get poisoned.

Boomerang-Back - Bam-Rang tosses his boomerang for attacks. So when he throws his weapon at a foe, there's a (Speed)% chance that the boomerang will hit the enemy a second time.

Name: Lyonde Overheart

Backstory: A young and aspiring chronomancer, Lyonde has always loved looking at clocks and crystal balls at a young age. For years, he has been met with tragedy after tragedy and he has longed for the power to turn back the clock to change the past. When he finally discovered a staff that could manipulate time, he was overjoyed. He isn't an expert in magic but he hopes that one day, he can use his staff to save lives, to revert tragedies, to see the future, and even to stop the process of aging.

HP: 14 (56)

Attack: 0

Defense: 0

Power: 0

Speed: 1

Time Freeze: Lyonde surrounds an enemy with frozen hourglasses, freezing the enemy and dealing 2 damage to them. (1 Turn Cooldown)

Chrono Force: Lyonde attacks an enemy with magic, dealing 4 damage to them and giving them a Clock Mark if they don't already have one. If Lyonde uses Chrono Force on an enemy with a Clock Mark, Lyonde will deal 2 additional damage and take another turn. (3 Turn Cooldown)

Yesterday: Lyonde reverses time, increasing the cooldown times of an enemy's powers by 1 turn. (4 Turn Cooldown)

Tomorrow: Lyonde speeds up time, causing an ally's cooldown times to go down by one turn. If Lyonde chooses himself, he instead takes another turn. (6 Turn Cooldown)

Sands of Time: Lyonde surrounds an enemy with sand from his hourglass. The next power they use will have a +2 cooldown time. (7 Turn Cooldown)

Perfect End: Lyonde launches a perfectly executed attack at an enemy along with his past selves. Lyonde deals 3 damage to the enemy. The damage then increases by 3 for the rest of the encounter. (7 Turn Cooldown)

Daylight Savings: Lyonde releases some of the stored time in his staff. He takes two additional turns. (9 Turn Cooldown)

Reset: Lyonde fixes the flow of time by resetting his staff. One power of his choice goes off cooldown and Lyonde takes another turn. (14 Turn Cooldown)

Faster and Faster: Lyonde uses his spells to increase his control of time even further. Lyonde takes another turn for every two turns he has taken this round. Lyonde gains 4 health for every turn he gains with this. He can only use this ability a maximum of once per round. (15 Turn Cooldown)

Name: Sastra Cerbo

Background: Sastra was your average mad scientist, concocting powerful drugs that could target specific areas of the brain, when he heard of this exciting adventure. The promise of recognition for saving the world’s finest heroes sounded appealing to him––perhaps he will finally receive the fame he deserves. If not that, hopefully there’s money involved…if Sastra doesn’t pay his rent, he’ll undoubtedly be kicked out of his friend’s basement.

Stats:

HP - 9 (36)

Attack - 3 (6)

Defense - 4 (2)

Power Source - 12 (36%)

Speed - 11

 Powers:

Amygdala - Sastra throws a syringe at an opponent, making them scared of him. 0 Uses. (0 turn cooldown)

Cerebrum - Sastra throws a syringe at an opponent, freezing them. 0 Uses. (0 turn cooldown)

Hippocampus - Sastra throws a syringe at an opponent, making them confused and hitting themselves. Deals the amount of damage they would deal with a basic attack + 5. 0 Uses. (0 turn cooldown)

Frontal Cortex - Sastra throws a syringe at an opponent, making them confused and attacking another opponent. Deals the amount of damage they would deal with a basic attack + 5. 0 Uses. (0 turn cooldown)

Reanimator: Sastra injects a fallen ally/enemy with a syringe, turning them into a flailing  zombie  living corpse that deals a basic attack to two random enemies and a basic attack to either an ally or an enemy (50/50 RNG). The living corpse can then use a power they had on Sastra's next turn before dissolving. Reanimator can only be made once every 5 Laboratories and cannot be used on the same person twice Per Floor. (0 turn cooldown)

Laboratory - Sastra skips his turn to prepare three syringes of his choice. (4 Turn cooldown)

Unrelenting Rage: A target character of Sastra becomes blinded with unfathomable rage. They have +3 attack and -4 defense for 3 turns (5 turn cooldown)

Calm: Removes one vengeance from a target (4 turn cooldown) 

Chainsaw Rampage: Sastra attacks up to 4 people with their chainsaw for 3 damage each (4 turn cooldown)

Valentina (This is an OC I like to stick into random anime and tv shows lol)

HP: 7 (28)

Attack: 6 (12)

Defense: 3 (1)

Power Source: 5 (15%)

Speed: 7

  Powers:

Plague Beam: Deal 10 damage to 1 enemy + poison. (4 turn cooldown)

Summon Fire Elemental: Summons Firey minion (Stats here). After it is destroyed, it has a 2 turn cooldown before it can be summoned again. While this Minion is alive, Valentine is immune to the fire condition.

Summon Ice Elemental: Valentine summons an Icey minion (Stats here). After it is destroyed, it has a 3 turn cooldown before it can be summoned again.

Demon Star's Cannon: Does 24 damage to 1 enemy. If the target survives, they are inflicted with poison. Cannot crit under any circumstances. (8 turn cooldown)

Passive:

Respective Immunity: Whichever Elemental is summoned, Valentina will become completely immune to that minion's respective effect (Fire/Ice) until the minion dies.

Summoning Limit: Valentine can only have 1 Elemental Summoned at any given time

Lightspeed: Valentina ignores passives that block, counterattack, or protect her targets. Valentina will also dodge 60% of attacks thrown at her.

Name: Maronde Reflacta

HP: 10 (40)

Attack: 8 (16)

Defense: 0

Power: 7 (21%)

Speed: 4

Powers:

Glass Blade: Maronde stabs an enemy with his glass blade, dealing 50% of his Attack stat as damage and causing bleed twice. (2 turn cooldown)

Singular Strike: Maronde and his mirror image strikes an enemy, each attacking them. Maronde may transfer some of his HP over to his mirror image. (3 turn cooldown)

Afterimage: Maronde goes invisible for 2 turns, becoming unable to be damaged but he also leaves an afterimage behind. If this afterimage is not damaged once the invisibility ends, another mirror image will be summoned. (5 turn cooldown)

Perfect Reflection: Maronde becomes an enemy for 4 turns. He cannot become bosses. When he uses a power during this time, he gains one “Mirror” for every 2 turns of Cooldown that power cost. Once he is back to normal, the Cooldown of this ability is increased by 1 for each “Mirror” he gained. (3 turn cooldown + Mirrors)

Passives:

Mirror Image: Maronde has a mirror image that fights along side him. This mirror image has half of his stats. The mirror image cannot use any power except Glass Blade. While the mirror image is alive, Maronde heals 5 HP at the end of each turn.

Survivor

HP: 10 (40)

Attack: 9/12 (18/24)

Def: 9 (4)

Source: 5/0 (15%/0%)

Speed: 10/12

Base Form

Abilities:

Self-Protect: Stops all damage that is dealt to you and whichever ally currently has the least HP for three turns. Does not target minions. (8 Turn CD)

Arm Yourself: Target Ally gains (Attack Without Buffs x 2) as extra attack points for 2 turns. (9 Turn CD)

Medical Attention: Survivor spends turns healing someone to full health, 10 HP at a time. If the target is dead, the amount of turns spent is automatically 3. Survivor receives 50% of basic attacks directed at the players heal while this is active. (6 Turn CD)

Passives:

Side By Side: When he and two other ally are the last ones standing standing, he will enter Survivor Form, healing to full health

Stand Together: When Side by Side is activated, the other player will have 10 points added to his Attack, Defense, and Speed.



Last Survivor Form

Powers:

Mass Medicate: Survivor heals himself and an ally for (Current Health/3) HP. (4 Turn CD)

Passives:

Cast Ironskin: Each time he takes damage, he will gain 1 defense for every 4 damage. Cannot be disabled.

Takedown: Each time Survivor kills someone he will gain 5 HP and 1 Speed for the rest of the floor.

The One In The Chamber: Survivor’s first attack each round will ignore defense.

Last Laugh: Upon death, Survivor will deal (Killing Blow’s Damage - Extra Damage) as damage to his killer.

Name: Swiff Mooves

Backstory: Swiff an archer. Joined the heroes gang a while back, but has gained a lot of strength since then.

Stats:

HP - 0 (66)

ATK - 10 (20)

DEF - 0 (0)

MAG - 0 (0)

SPD - 22

Abilities:

Triple Arrow - Swiff deals 3 damage to all enemies. (4 turn cooldown)

The Wind Blows - Swiff increases her SPD by 3 for 2 turns. (3 turn cooldown)

Passives:

Airlike Movements - Swiff has no HP. Swiff’s speed x 3 is equivalent to her HP. Once Swiff reaches 0 Speed, she is knocked out.

Quick Feet - Swiff has a (SPD x 5)% chance to dodge offensive attack and abilities. (Capped at 90%)

Swift Arrows - Swiff's attacks have a (SPD x 3)% chance to do (ATK + SPD) damage to enemies. 