Whispers to its target: 100% damage and -25% speed and armor for 2 turns. Once an ally has fallen, it drags the target toward hell instead: the target loses half its current health, and Cheap Trick loses 30% of its own.
Whispers to its target: 100% damage and -25% speed and armor for 2 turns. Once an ally has fallen, it drags the target toward hell instead: the target loses half its current health, and Cheap Trick loses 30% of its own.
Charges in 2 turns.
❤️ Health type▲ Strong vs 💨 Speed +50%▼ Weak vs ⚔️ Damage −50%Type wheel
✦ PassivePass It On: When it falls, every enemy loses 5% of its max health.
❤️ Scales with Health · a Health type and health items power it up
Each arrow points from a type to the type it beats: +50% damage in PvE, +15% in duels, and the same cut the other way. Luck, in the middle, has no edge and no weakness.
How to read it: “120% damage” is a hit worth 120% of this stand's damage, reduced by armor and able to crit or be dodged, unless it ignores armor. True damage skips armor and dodges. “Its target” is the enemy it attacked this turn. Effects last the affected stand's own turns; damage over time ticks once per turn. “For good” lasts the whole fight, up to +100% of the starting stat.
Levels, awakenings, items, types and qualities all raise these numbers. The parameter grades (A best, E worst) compare this stand's base stats with every other stand's, and don't change with levels.
Found on:
Part - 4
(back Tue Nov 03), Hitmen
(back Thu Nov 05)