Paper Mario varient for the hell of it. Smaller screens can scroll down to the botom of the document. Alternatively, enable Full Window and/or disable the Sidebar. -=CHAMPIONS=- Plumber: Solo Top, Ganker Goomba: Support, DPS Koopa: Tank, Ganker Yoshi: Bruiser, DPS Magikoopa: Mage Parakoopa: Solo Top Lakitu: Mid, Bruiser Boo: Solo Top, Mage, Carry, Tank, Jungle Princess: Support, Mage Hammer Bro: DPS, Carry Shy Guy: Bruiser Cheep Cheep: Mage, Mid Blooper: Bruiser, Mage Dry Bones: Tank, Support, Carry P-Plant: Jungle, Ganker Geno: Mage, Carry Pokey: Tank Swooper: Jungle, Mage, Mid Bandit: DPS, Carry Dark Ninji: DPS, Ganker Shaman: Support, Ganker X-Naut: Solo Top, DPS, Tank Li'l Sparky: Bruiser, Jungle, Carry Duplighost: YEAH.avi Everyone starts at level 1 with average base stats, + one level of their class's stats. Max level is 25? -=STATS PER LEVEL=- Plumber: 5 HP, 5 FP, 1 ATK, 1 DEF, 1 SPE (Bonus STA) Goomba: 5 HP, 5 FP, 2 ATK, 0 DEF, 1 SPE Koopa: 5 HP, 5 FP, 0 ATK, 2 DEF, 1 SPE Yoshi: 7 HP, 5 FP, 1 ATK, 1 DEF, 0 SPE Magikoopa: 5 HP, 5 FP, 1 ATK, 0 DEF, 2 SPE Parakoopa: 5 HP, 3 FP, 2 ATK, 1 DEF, 1 SPE Lakitu: 4 HP, 4 FP, 2 ATK, 1 DEF, 1 SPE Boo: 5 HP, 3 FP, 1 ATK, 1 DEF, 2 SPE Princess: 5 HP, 5 FP, 0 ATK, 1 DEF, 2 SPE Hammer Bro: 3 HP, 5 FP, 2 ATK, 1 DEF, 1 SPE Shy Guy: 3 HP, 5 FP, 1 ATK, 2 DEF, 1 SPE Cheep Cheep: 6 HP, 6 FP, 1 ATK, 1 DEF, 1 SPE Blooper: 7 HP, 3 FP, 1 ATK, 1 DEF, 1 SPE Dry Bones: 4 HP, 4 FP, 1 ATK, 2 DEF, 1 SPE Pirahna-P: 5 HP, 5 FP, 2 ATK, 1 DEF, 0 SPE Geno: 3 HP, 5 FP, 1 ATK, 1 DEF, 2 SPE Pokey: 6 HP, 4 FP, 1 ATK, 1 DEF, 1 SPE Swooper: 3 HP, 7 FP, 1 ATK, 1 DEF, 1 SPE Bandit: 6 HP, 6 FP, 1 ATK, 1 DEF, 0 SPE Dark Ninji: 4 HP, 4 FP, 3 ATK, 1 DEF, 0 SPE Shaman: 5 HP, 5 FP, 0 ATK, 0 DEF, 3 SPE X-Naut: 5 HP, 5 FP, 1 ATK, 1 DEF, 1 SPE (Bonus STA) Li'l Sparky: 3 HP, 7 FP, 2 ATK, 1 DEF, 0 SPE Bowser: 7 HP, 5 FP, 2 ATK, 2 DEF, 2 SPE (Can't crit?) -=BASIC ATTACK=- Name | Target | Damage Plumber: Hammer 1 Space Away 2ATK Goomba: Headbonk 2 Spaces Away 1ATK+1ATK Koopa: Shelltoss 2 Spaces Away 2ATK Yoshi: Charge 3 In Front 2ATK Magikoopa: Swipe 3 In Front 1ATK Parakoopa: Dive 3 Spaces Away 2ATK Lakitu: Spiny Toss 5 Spaces Away 1ATK+1ATK Boo: Smack 1 Space Away 1ATK+1ATK+1ATK Princess: Slap 1 Space Away 1ATK+1ATK Hammer Bro: Hammer Toss 4 Spaces Away 3ATK Shy Guy: Slingshot 3 Spaces Away 1ATK+1ATK+1ATK Cheep Cheep: Water Gun 2 Spaces Away 1ATK+1SPE Blooper: Dive 2 Spaces Away 2ATK Dry Bones: Bone Toss 3 Spaces Away 2ATK Pirahna-P: Chomp 1 Space Away 2ATK Geno: Star Gun 6 Spaces Away 1.5SPE Pokey: Faceslam 2 In a line 1ATK Swooper: HP Drain 1 Space Away 1ATK (Heals damage done) Bandit: Coin Dash 1 Space Away 1ATK (Grants coins equal to damage) Dark Ninji: Shuriken 2 Spaces Away 2ATK Shaman: Shamanaboom 4 Spaces Away 1SPE Deals damage to all nearby enemies X-Naut: Grav Spike 3 Spaces Away 1SPE Li'l Sparky: Zap Tackle 1 Space Away 1ATK Ignores the target's Defence -=ABILITIES=- Name | Target | Damage | Cost | Effect Plumber: Q- Fireball 3 Spaces Away 1SPE+1ATK 5 Does 1SPE damage over 2 turns (i.e. burn) W- Jump 4 Spaces Away 1ATK+1ATK 10 Jumps to the target location. Damage is done only if an enemy is there. E- H-Charge Self - 15 Boosts the damage of the next basic attack by 3x R- HyperJump 9 Spaces Away 4ATK 20 Jumps to the target location and damages the target. Goomba: Q- Tattle Anyone - 5 Reveals the target on the map for 3 turns. W- RallyWink 3 Spaces Away - 10 Boosts the ally's attack by a number equal to your attack for this turn. E- MultiBonk 2 Spaces Away 1ATKx1 to 10 15 R- Revenge 2 Spaces Around - 20 Inflicts mini on targets, reducing their ATK, DEF and SPE by 50% for 2 turns. Koopa: Q- PowerShell 4 Spaces Away 2ATK 5 Damages all targets that you pass through, and leaves you at the final location. W- Taunt 2 Spaces Away - 10 Forces the target to basic attack Koopa for the next 2 turns. E- CarbonScale - - 0 Passively increaces Koopa's DEF by 2x R- Shell Slam 3 Spaces Away 5ATK 20 Jumps to the target, deals damage to the target, and 2ATK damage to chars nearby. Yoshi: Q- Gulp 2 Spaces Away - 5 Instantly kills the target monster (not player) and adds 1 egg to Yoshi's ammo. (Max 10) W- Egg Blitz 4 Spaces Away 2ATK 10 Throws all eggs at the target, dealing 2ATK damage each. E- ShellGuard - - 0 Passively reduces the damage Yoshi takes by 25% (after other calculations) R- SuperDragon - - 20 Doubles ATK, DEF and SPE for 3 turns. Magikoopa: Q- Element: Yellow - 0 Magikoopa starts with all abilties unlocked. Instead of unlocking new abilities, W- Element: Red - 0 he gains the power to activate multiple elements. Colours can be mixed together, E- Element: Blue - 0 or the same colour can be combined to create more powerful spell versions. R- Spellcast ? ? Spellcast casts a spell based on Magikoopa's current colours. Red:Fireball 4 Spaces Away 1/2/3/4SPE 5 Has a 20/40/60/100% chance to burn the target, dealing 1 damage per turn. for 5/10/15/20 turns. Yellow: Elec 3/4/5/6 Spaces Away 2SPE 5 Damages targets up to 1/2/3/4 spaces away for 1SPE damage. Blue: Aqua 3 Rows in Front 1/2/3/4SPE 5 Damages all enemies in the three rows in the area of effect. Purple:Toxic 2/3 Spaces Around - 10 Posions all in the area of effect for 5/10 turns, taking 1/2 damage per turn. Orange:Quake 7/8 Spaces in Line 3/6SPE 10 Hits all targets in the line. Green:Roots 5 Spaces away 1/2SPE 10 Snares the target, preventing movement and movement abilities for 2/3 turns. White:Ray Infinite 3SPE 15 Hits anywhere on the map. Clear:Blink 10 Spaces away - 20 Jumps to the target location. Possible combinations: Yellow*1-4, Red*1-4, Blue*1-4, Red+Blue, 2Red+2Blue, Red+Yellow, 2Red+2Yellow, Yellow+Blue, 2Yellow+2Blue, Red+Yellow+Blue, (???) Changing the combination of colours takes one turn. If the combination is incorrect, the spell will fizzle (1SPE damage, no effect) Parakoopa: Q- Shellstrike 7 Spaces Away 5ATK 5 1 turn chargeup. Carries Parakoopa forwards until he reaches an enemy, or moves 7 W- Fly - - 10 Parakoopa becomes untargetable by some attacks and can move over terrain. 2turns E- Nuke 5 Spaces Away ??? 15 Shreds 25% of Parakoopa's current HP, and 50% of the target's current hp. R- Lunatic Mode - - 20 Makes Parakoopa unreal for three turns. Lakitu: Q- Spiny Storm 3*3 In Front 1ATK 5 W- Fly - - 10 Lakitu becomes untargetable by some attacks for 5 turns. Spiny Toss does more dmg E- Hurricane 5*9 In Front - 15 Lakitu can push all targets 5 spaces away, or 5 spaces closer. R- Thunderbolt 8 Spaces Away 7ATK 20 If the target has <14ATK HP, they are electrocuted for 2 turns. Boo: Q- Invis - - 0 Incoming basic attacks have a 50% miss chance. Other attacks have a 25% chance. W- Spite 1 Space Away 1SPE 10 Damages the target's FP instead of HP. Restores Boo's FP. E- Possess 3 Spaces Away - 15 Boo takes control of the unit. Boo can leave the unit, and automaticly does if the unit it killed. Boo cannot attack while in a unit, only the unit can. R- Fan Smack 1 Space Away 2ATK+2ATK+2ATK+2ATK 20 Princess: Q- Cure 3 Spaces Away 1.5SPE 5 Heals the target. W- Group Hug 1 Space Around 1SPE 10 Heals all targets and removes status. E- Super Cure 3 Spaces Away 4SPE 15 Heals the target. R- Another Castle - - 20 When ko'd, princess revives with full HP and FP. Must return to base to reload. Hammer Bro: Q- Hammer Lob 8 Spaces Away 3ATK 5 W- Shrinky Throw 4 Spaces Away 3ATK 10 Reduces the target's stats by 25% for one turn. E- Smite 4 Spaces Away - 15 Kills anything with < 9ATK HP. R- Hammer Time 4 Spaces Away 3ATK+3ATK+3ATK+3ATK 20 Shy Guy: Q- Dive 2 Spaces Away 1ATK 5 W- Medi Guy - - 5 Changes basic attack to Ram. Changes Q to heal. Allows Shy Guy to fly over spaces E- Groove Guy - - 5 Changes basic attack to Dash. Changes Q to Groove. R- Pyro Guy - - 5 Changes basic attack to Blaze Tackle. Changes Q to Flare Boost. (x2 Movement) Cheep Cheep: Q- Water Block - - - Toggle on and off to use FP to absorb 50% of incoming damage. W- Tidal Wave 5*14 around 3SPE 10 E- Hydro Pump 18 Spaces Away 12SPE 15 After charging for 2 turns, hits the target. Must only be in range to activate. R- Lunar 2 Spaces Away ? 20 Sends a bouncing wave that hits enemies, then allies, then enemies (etc.) until no targets are in range. Each hit damages/heals 2SPE damage. Blooper: Q- Ink Blast 5 In a line 1SPE 5 Blinds enemies for 1 turn. W- Crushing Blows - - 10 Blooper's attacks reduce DEF and SPE scaling by 20% for 4 turns. Stacks 4 times. E- Gyro Turbo - - - Blooper has a 50% chance of hitting another time after attacking. R- Vast Bloop 5 Spaces Around ATK*SPE 20 Bloop. Dry Bones: Q- Horrify 1 Space Around - - Dry Bones's eerie presence causes close range attacks to do 1/2 damage. W- Deliberate 6 Spaces Away - 10 Dry Bones entrances the target, stunning them for 2 turns. E- Death Conduit 7 Spaces Around - - Dry Bones and allies heal for 1/4 of the damage they deal. R- Get Up - - 20 As long as Dry Bones has 20 FP, he can Get Up after death with full HP after a 2 turn delay. Pirahna Plant: Q- Omnomnomnomnom - - - When an enemy is killed, Pirahna Plant is healed for 2ATK HP. W- Burrow Strike 10 Spaces Away 2ATK 10 Burrow underground for 1 turn, then pop out and attack the target. E- Toothpaste - - - Attacks posion the target, doing 2 damage per turn for 5 turns. R- Chargrill 5 In a line 4ATK 20 Burns all targets hit, doing 4 damage per turn for 5 turns. Geno: Q- Geno Boost - - 5 Adds 2ATK to Geno's SPE for 1 turn. W- Geno Beam 12 In a line 2SPE 10 Can charge up to 3 turns, adding 1SPE damage for each turn charged. E- Geno Whirl 6 Spaces Away - 15 Does 1SPE damage for every 10% of health the enemy is missing. R- Geno Flash 8 Spaces Away 5SPE 20 Does damage to enemies up to 2 spaces away from the target. Pokey: Q- Anus Missile 5 Spaces Away 3ATK 5 Hurl an anus, dealing 3ATK damage and 1ATK recoil. 5 Ammo, regain 1 after 3 turns W- Bristle - 1ATK - Enemies who attack Pokey take 1ATK damage. E- Reload - - 15 Fully reloads anus ammo. R- Alpha Strike 5 Spaces Away 3ATK 20 Hits once for every anus. Swooper: Q- Bat Nap - - 5 While in the forest/cave, attatch to the ceiling causing most attacks to miss. W- Whirl/Sonic 3 Spaces Away 2ATK/SPE 10 While on the ceiling, becomes Sonic and makes the target Dizzy/Confused. E- Drain/Missile 1/8 Spaces Away 1ATK+1SPE/4SPE 15 Drains HP and FP. While on the ceiling, becomes Missile and poisons the target. R- Swarm 4 Around 2ATK+2SPE 20 Drains HP and FP. While on the ceiling, has double range and damage. Bandit: Q- Double Fast - - 5 While toggled on, use 5 FP to make actions hit/activate twice. W- Half Inch 1 Space Away 2ATK 10 Steals a positive effect from the target after the attack lands. E- Shop Dash - - 15 Allows bandit to buy from the shop outside of the base for 15 FP. R- Infiltrator - - 20 For 3 turns, Bandit's attacks ignore 1DEF of the target. Dark Ninji: Q- Frosty Feeling - - 5 While toggled on, attacks cost 5FP and halve the target's movement for 1 turn. W- Shadow Strike 6 Spaces Away 2ATK 10 Ninji appears behind the target and deals damage. E- Cull the Meek 1 Space Away 3ATK+3ATK 15 Ninji slashes a third time if the target would be killed on the last slash. R- Dark Rupture 1 Space Away - 20 Channels darkness into the target, stunning for 1 turn & amplifying damage by 50% Shaman: Q- Refresh 5 Spaces Away - 5 Restores 1ATK FP and 1SPE HP to the target. W- Star Storm Infinite 1.5SPE 10 For 3 turns, does damage in a 3 tile radius. Shaman can't act while channeling. E- Time Out 8 Spaces Away 0.5SPE 15 Stops the target for 3 turns and deals damage per turn, ignoring defences. R- Up & Away 10 Spaces Away 4SPE 20 Disables the enemy and makes them untargetable for 5 turns. Deals damage after. X-Naut: Q- Debug A - - 5 Edit the basic attack, allowing ATK, Range, Recoil, Healing and SPE to be shifted W- Debug B - - 10 Edit base stats, allowing points in one stat to be moved into another. E- Debug C 4 Spaces Away - 15 Target an ally or enemy. They take/ignore 25% bonus damage for 5 turns R- Debug X 6 Spaces Away ???? 20 Can do any ammount or combination of ATK and SPE damage, draining 20 FP for each. Li'l Sparky: Q- Shock Shield - - 5 Toggle. Sparky takes 25% less damage, attackers take 50% recoil. Uses 5FP on hit. W- Parahax 1 Space Around 2ATK 10 Lances all nearby enemies with electricity, and paralyses for 1 turn. Ignores DEF E- Charge 1 Space Away - 15 Target ally gains 50% of Sparky's ATK and SPE, and Sparky's Shock Shield. R- Hyper Beam 7 In a Line 7ATK 20 Damages all & Ignores DEF. Sparky is disabled for 4 turns. -=SYSTEMS=- Enemies give variable gold. Every (n) kills on enemy units/players will grant a level. n = 1+currentlevel ... maybe. ((2^currentlevel)-currentlevel?) Alternatively, EXP with the shiny new statbar. Every kill on a player grants a star piece. These star pieces are used to unlock your W, E and R abilities. Q is unlocked from the start. Probally 2 pieces for W, 6 for E and 12-18 for R. Everyone has a movement allowance of 5 spaces per turn. Everyone starts with 450 coins. A kill on a player gives you 200 coins (plus 30 for each kill they have), a kill on a minion gives you 30 coins. You gain EXP equal to the coins you gain. -=ITEMS=- Mushroom- Heals 10 HP when used. 50 Coins Flower Syrup- Heals 10 FP when used. 50 Coins Blaster Ammo- Adds 5 ammo to the blaster 200 Coins Shell- DEF+5 350 Coins Iron Fangs- +1 Scaling VS minions 350 Coins Flower Well- 1 FP regenerated per turn 350 Coins Heart Well- 1 HP regenerated per turn 350 Coins Hammer- ATK+5 450 Coins Geometric Tome- SPE+5 450 Coins Fake Stache- STA+5% 400 Coins Heart Booster- HP+25 400 Coins Flower Booster- FP+25 450 Coins Shoes- Lets you move one extra space per turn. 400 Coins Bill Blaster- When used, does 7 damage. Starts with 5 ammo. 450 Coins Steel Shell- DEF+15 Iron Shell 1000 Coins Super Hammer- ATK+15 Hammer 1000 Coins Regenerative Element- 5 HP and FP regenerated per turn Heart Well Flower Well 800 Coins Heart Emblem- +40 HP, 2 HP regenerated per turn Heart Well Heart Booster 400 Coins Flower Emblem- +40 FP, 2 FP regenerated per turn Flower Well Flower Booster 400 Coins Fuzzy's Fang- +1 Scaling VS minions, 25% of ATK damage done restored to HP. Iron Fangs Heart Well 1200 Coins Magikoopa Robes- +10 SPE, +10 DEF, kills grant 5 FP. Geometric Tome Shell Flower Well Wandsabre- +10 SPE, +10 ATK, Adds ability: Polymorph (Turns target into an animal for 2 turns, preventing them from attacking) - 20 FP Hammer Geometric Tome 1000 Coins Soul Booster- +50 HP, +50 FP. Recover 10 HP and FP when you level up. Heart Booster Flower Booster 1000 Coins Mathematical Tome- +15 SPE Geometric Tome 1000 Coins Battle Boots- +5 ATK, +5 DEF, +5 SPE, Lets you move two extra spaces per turn Shoes Geometric Tome Hammer Shell Speedy Shoes- Lets you move two extra spaces per turn, Multi-hit moves hit one extra time. Shoes 1300 Coins -=ABILITIES=- Name | Target | Damage | Cost | Effect Plumber: Q- Fireball 3 Spaces Away 1SPE+1ATK 5 Does 1SPE damage over 2 turns (i.e. burn) W- Jump 4 Spaces Away 1ATK+1ATK 10 Jumps to the target location. Damage is done only if an enemy is there. E- H-Charge Self - 15 Boosts the damage of the next basic attack by 3x R- HyperJump 9 Spaces Away 4ATK 20 Jumps to the target location and damages the target. Goomba: Q- Tattle Anyone - 5 Reveals the target on the map for 3 turns. W- RallyWink 3 Spaces Away - 10 Boosts the ally's attack by a number equal to your attack for this turn. E- MultiBonk 2 Spaces Away 1ATKx1 to 10 15 R- Revenge 2 Spaces Around - 20 Inflicts mini on targets, reduceing their ATK, DEF and SPE by 50% for 2 turns. Koopa: Q- PowerShell 4 Spaces Away 2ATK 5 Damages all targets that you pass through, and leaves you at the final location. W- Taunt 2 Spaces Away - 10 Forces the target to basic attack Koopa for the next 2 turns. E- CarbonScale - - 0 Passively increaces Koopa's DEF by 2x R- Shell Slam 3 Spaces Away 5ATK 20 Jumps to the target, deals damage to the target, and 2ATK damage to chars nearby. Yoshi: Q- Gulp 2 Spaces Away - 5 Instantly kills the target monster (not player) and adds 1 egg to Yoshi's ammo. W- Egg Blitz 4 Spaces Away 2ATK 10 Throws all eggs at the target, dealing 2ATK damage each. E- ShellGuard - - 0 Passively reduces the damage Yoshi takes by 25% (after other calculations) R- SuperDragon - - 20 Doubles ATK, DEF and SPE for 3 turns. Magikoopa: Q- Element: Yellow - 0 Magikoopa starts with all abilties unlocked. Instead of unlocking new abilities, W- Element: Red - 0 he gains the power to activate multiple elements. Colours can be mixed together, E- Element: Blue - 0 or the same colour can be combined to create more powerful spell versions. R- Spellcast ? ? Spellcast casts a spell based on Magikoopa's current colours. Red:Fireball 4 Spaces Away 1/2/3/4SPE 5 Has a 20/40/60/100% chance to burn the target, dealing 1 damage per turn. for 5/10/15/20 turns. Yellow: Elec 2/3/4/5 Spaces Away 2SPE 5 Damages targets up to 1/2/3/4 spaces away for 1SPE damage. Blue: Aqua 3 Rows in Front 1/2/3/4SPE 5 Damages all enemies in the three rows in the area of effect. Purple:Toxic 2/3 Spaces Around - 10 Posions all in the area of effect for 5/10 turns, taking 1/2 damage per turn. Orange:Quake 7/8 Spaces in Line 3/6SPE 10 Hits all targets in the line. Green:Roots 5 Spaces away 1/2SPE 10 Snares the target, preventing movement and movement abilities for 2/3 turns. White:Ray Infinite 3SPE 15 Hits anywhere on the map. Possible combinations: Yellow*1-4, Red*1-4, Blue*1-4, Red+Blue, 2Red+2Blue, Red+Yellow, 2Red+2Yellow, Yellow+Blue, 2Yellow+2Blue, Red+Yellow+Blue, (???) Changing the combination of colours takes one turn. If the combination is incorrect, the spell will fizzle (1SPE damage, no effect) Parakoopa: Q- Shellstrike 7 Spaces Away 5ATK 5 1 turn chargeup. Carries Parakoopa forwards until he reaches an enemy, or moves 7 W- Fly - - 10 Parakoopa becomes untargetable by some attacks and can move over terrain. 2turns E- Nuke 5 Spaces Away ??? 15 Shreds 25% of Parakoopa's current HP, and 50% of the target's current hp. R- Lunatic Mode - - 20 Makes Parakoopa unreal for three turns. Lakitu: Q- Spiny Storm 3*3 In Front 1ATK 5 W- Fly - - 10 Lakitu becomes untargetable by some attacks for 5 turns. Spiny Toss does more dmg E- Hurricane 5*9 In Front - 15 Lakitu can push all targets 5 spaces away, or 5 spaces closer. R- Thunderbolt 8 Spaces Away 7ATK 20 If the target has <14ATK HP, they are electrocuted for 2 turns. Boo: Q- Invis - - 0 Incoming basic attacks have a 50% miss chance. Other attacks have a 25% chance. W- Spite 1 Space Away 1SPE 10 Damages the target's FP instead of HP. Restores Boo's FP. E- Possess 3 Spaces Away - 15 Boo takes control of the unit. Boo can leave the unit, and automaticly does if the unit it killed. Boo cannot attack while in a unit, only the unit can. R- Fan Smack 1 Space Away 2ATK+2ATK+2ATK+2ATK 20 Princess: Q- Cure 3 Spaces Away 1SPE 5 Heals the target. W- Group Hug 1 Space Around 1SPE 10 Heals all targets and removes status. E- Super Cure 3 Spaces Away 4SPE 15 Heals the target. R- Another Castle - - 20 When ko'd, princess revives with full HP and FP. Must return to base to reload. Hammer Bro: Q- Hammer Lob 8 Spaces Away 3ATK 5 W- Shrinky Throw 4 Spaces Away 3ATK 10 Reduces the target's stats by 25% for one turn. E- Smite 4 Spaces Away - 15 Kills anything with < 9ATK HP. R- Hammer Time 4 Spaces Away 3ATK+3ATK+3ATK+3ATK 20 Shy Guy: Q- Dive 2 Spaces Away 1ATK 5 W- Medi Guy - - 5 Changes basic attack to Ram. Changes Q to heal. Allows Shy Guy to fly over spaces E- Groove Guy - - 5 Changes basic attack to Dash. Changes Q to Groove. R- Pyro Guy - - 5 Changes basic attack to Blaze Tackle. Changes Q to Flare Boost. (x2 Movement) Cheep Cheep: Q- Water Block - - - Toggle on and off to use FP to absorb 50% of incoming damage. W- Tidal Wave 5*14 around 3SPE 10 E- Hydro Pump 18 Spaces Away 12SPE 15 After charging for 2 turns, hits the target. Must only be in range to activate. R- Lunar 2 Spaces Away ? 20 Sends a bouncing wave that hits enemies, then allies, then enemies (etc.) until no targets are in range. Each hit damages/heals 2SPE damage. Blooper: Q- Ink Blast 5 In a line 1SPE 5 Blinds enemies for 1 turn. W- Crushing Blows - - 10 Blooper's attacks reduce DEF and SPE scaling by 20% for 4 turns. Stacks 4 times. E- Gyro Turbo - - - Blooper has a 50% chance of hitting another time after attacking. R- Vast Bloop 5 Spaces Around ATK*SPE 20 Bloop. Dry Bones: Q- Horrify 1 Space Around - - Dry Bones's eerie presence causes close range attacks to do 1/2 damage. W- Deliberate 6 Spaces Away - - Dry Bones entrances the target, stunning them for 2 turns. E- Death Conduit 7 Spaces Around - - Dry Bones and allies heal for 1/4 of the damage they deal. R- Get Up - - 20 As long as Dry Bones has 20 FP, he can Get Up after death with full HP. Pirahna Plant: Q- Omnomnomnomnom - - - When an enemy is killed, Pirahna Plant is healed for 2ATK HP. W- Burrow Strike 10 Spaces Away 2ATK 10 Burrow underground for 1 turn, then pop out and attack the target. E- Toothpaste - - - Attacks posion the target, doing 2 damage per turn for 5 turns. R- Chargrill 5 In a line 4ATK 20 Burns all targets hit, doing 4 damage per turn for 5 turns. Geno: Q- Geno Boost - - 5 Adds 2ATK to Geno's SPE for 1 turn. W- Geno Beam 12 In a line 2SPE 10 Can charge up to 3 turns, adding 1SPE damage for each turn charged. E- Geno Whirl 6 Spaces Away - 15 Does 1SPE damage for every 10% of health the enemy is missing. R- Geno Flash 8 Spaces Away 5SPE 20 Does damage to enemies up to 2 spaces away from the target. Pokey: Q- Anus Missile 5 Spaces Away 3ATK 5 Hurl an anus, dealing 3ATK damage and 1ATK recoil. 5 Ammo, regain 1 after 3 turns W- Bristle - 1ATK - Enemies who attack Pokey take 1ATK damage. E- Reload - - 15 Fully reloads anus ammo. R- Alpha Strike 5 Spaces Away 3ATK 20 Hits once for every anus. Swooper: Q- Bat Nap - - 5 While in the forest/cave, attatch to the ceiling causing most attacks to miss. W- Whirl/Sonic 3 Spaces Away 2ATK/SPE 10 While on the ceiling, becomes Sonic and makes the target Dizzy/Confused. E- Drain/Missile 1/8 Spaces Away 1ATK+1SPE/4SPE 15 Drains HP and FP. While on the ceiling, becomes Missile and poisons the target. R- Swarm 4 Around 2ATK+2SPE 20 Drains HP and FP. While on the ceiling, has double range and damage. Bandit: Q- Double Fast - - 5 While toggled on, use 5 FP to make actions hit/activate twice. W- Half Inch 1 Space Away 2ATK 10 Steals a positive effect from the target after the attack lands. E- Shop Dash - - 15 Allows bandit to buy from the shop outside of the base for 15 FP. R- Infiltrator - - 20 For 3 turns, Bandit's attacks ignore 1DEF of the target. Dark Ninji: Q- Frosty Feeling - - 5 While toggled on, attacks cost 5FP and half the target's movement for 1 turn. W- Shadow Strike 6 Spaces Away 2ATK 10 Ninji appears behind the target and deals damage. E- Cull the Meek 1 Space Away 3ATK+3ATK 15 Ninji slashes a third time if the target would be killed on the last slash. R- Dark Rupture 1 Space Away - 20 Channels darkness into the target, stunning for 1 turn & amplifying damage by 50% FP WAS HERE!!! >=D woo. so was hex Neptune