Thread:WolfiZee/@comment-32329805-20191012171122

Kurama
Kingmaker

HP: 10 (40)

Attack: 0 (0)

Defense: 0 (0)

Ability: 7 (21%)

Speed: 18 (6)

Abilities:

Recruit: Summon one of the available units to your side. 3 Turn Cooldown.

Passives:

Bodyguard: Kingmaker always starts with a trusty bodyguard.

RickRoll
Name: Wrionde Circulie

Backstory: Wrionde used to be an assistant for a group of wizards, enhancing their spells and increasing their power using magic circles. Despite his ability to summon enhancement circles, his ability to use magic is actually pretty weak. It was only recently that he figured out how to create magical orbs that he can throw at enemeis to harm them or to help out his allies. Eventually, he became obsessed with his newfound ability and became incredibly selfish with his magic enhancement circles. Now, most of his circles only help him and he has since left the wizard group in order to explore the world on his own.

HP: 8 (32)

Attack: 0 (0)

Defense: 0 (0)

Ability: 0 (0%)

Speed: 12 (4)

Magic Orbs: Wrionde shoots a magic orb through an enhancement circle to hit an enemy, dealing 1 damage to the circle, 5 damage to the enemy, and applies the circle's effect to the enemy. If Wrionde uses the same circle multiple times in one round, the damage dealt to the circle increases by 1. 0 Turn Cooldown

Enhancement Circle: Wrionde summons enhancement circles in front of him. Circles have 5 HP, only receive 20% damage, and have one of the following 7 effects: 2 x Circles Summoned Cooldown Circle Fusion: Wrionde fuses two enhancement circles together, combining their HP and their effects into one. 4 Turn Cooldown
 * Deals 3 additional damage
 * Skips the enemy's next turn
 * Reduces the enemy's Attack by 2 for 2 turns
 * Reduces the enemy's Speed by 3 for 2 turns
 * Disables one of the enemy's passives for 2 turns
 * Disables healing on the enemy for 2 turns
 * Puts two of the enemy's abilities on a +1 turn cooldown

Mending Magic: Wrionde casts a spell that fixes his enhancement circles, healing them by up to 7 HP. He can split up the healing however he wants. 4 Turn Cooldown

Spherical Explosion: Wrionde orders an enhancement circle to explode, destroying it, dealing 4 damage to all enemies and healing 6 HP to himself. Whenever an enhancement circle is destroyed by an enemy, Wrionde heals 4 HP. 5 Turn Cooldown

Somebody
Name - Mikolin

Backstory - A normal martial artist, Mikolin had expected it to give him the reason to go out and fight whoever. However, he found that, for a guy that knows how to kick and punch, he doesn't encounter a lot of people that deserve a kick and punch. He'd soon decided to leave his city in favor of examining a temple for potential baddies. And there, he'd end up triggering a "curse" that forced a strong spirit to linger behind him. It turns out this spirit knows how to throw a few punches himself, so he works alongside him to deal with foes as a dynamic duo.

Stats -

HP - 5 (20)

Attack - 9 (18)

Defense - 2 (1)

Ability - 8 (24%)

Speed - 1 (1)

Abilities -

Spirit Call - Mikolin unleashes a menacing pose. With this, the brawny spirit appears behind Mikolin. With him behind, Mikolin's basic attack is accompanied by a second hit from the spirit. The spirit lasts for 3 turns, and cooldown starts after the spirit leaves his side. 6 Turn Cooldown

Fist Barrage - Mikolin's spirit flies out in front of him, and appears in front of an enemy of his choosing. Upon doing that, the spirit then delivers a flurry of devastating blows upon them with the speed of rapid fire! This hits for Attack/4 damage 5-15 times. 3 Turn Cooldown

Combo Finisher - Mikolin and his spirit move in sync at a single opponent. There, the two deliver twin strikes at the foe, beating and beating on them with the combined force of two muscular martial artists. Deals 2*Attack twice. 8 Turn Cooldown

Passives -

Guardian Angel - If Mikolin used one of his Abilities, until his next move his spirit has a (Ability*2)% chance of stopping damage directed at him. Lasts until Mikolin's next turn. 