Primary Magic: TM, HM, And Level Up Moves
Secondary Magic:
Caster or Holder: Caster
Description: This isn't so much magic, so much as moves that Mudkip knows from already knowing them, or learns innately.
Strengths:
- Fire - As Mudkip is amphibious, all takes 50% less damage from any/all fire sources, and deals 100% extra damage to fire mages.
- Ground/Rock - Mudkip is able to turn normal ground into mud so any earth mage has more trouble dealing with their magic.
Weaknesses:
- Lightning - Anything Lightning based attacks deals 100% extra damage to Mudkip, due to waters ability to carry an electrical current.
- Plants - Somehow, plant magic also deals 100% extra damage against Mudkip.
- Other water based beings - Any water based being hit by one of Mudkips water-based moves deals 50% less damage to them. This weakness overrides the Unique Ability - S.T.A.B..
Lineage:
Unique Abilities:
- Torrent - When Mudkip reaches 30% HP, Mudkips moves deal 1.5x extra damage.
- S.T.A.B. - When Mudkip uses any water based attacks, and only water based attacks, they are boosted by 50%.
- Battler Logic - With Mudkip having these moves, Mudkip's water moves becomes effective against Fire, Earth, and Rock mages, other Water mages resist its water attacks, Lightning and Plant based mages dealing extra damage against Mudkip. Dragons and Plants also become weak to Ice moves should they battle Mudkip, however, this does not mean Mudkip is a slayer as it holds no ability to consume any element to regenerate MP.
Secondary Magic:
Caster or Holder: Caster
Description: This isn't so much magic, so much as moves that Mudkip knows from already knowing them, or learns innately.
Strengths:
- Fire - As Mudkip is amphibious, all takes 50% less damage from any/all fire sources, and deals 100% extra damage to fire mages.
- Ground/Rock - Mudkip is able to turn normal ground into mud so any earth mage has more trouble dealing with their magic.
Weaknesses:
- Lightning - Anything Lightning based attacks deals 100% extra damage to Mudkip, due to waters ability to carry an electrical current.
- Plants - Somehow, plant magic also deals 100% extra damage against Mudkip.
- Other water based beings - Any water based being hit by one of Mudkips water-based moves deals 50% less damage to them. This weakness overrides the Unique Ability - S.T.A.B..
Lineage:
- Storm of the Primordial:
- Wielder: Mudkip
Name: Storm of the Primordial
Description: After learning of two different beings, much older than itself, one being noble and one having the ability consistently cause a downpour around itself, wherever it went, Mudkip would try and unlock its true potential, but surprisingly for it, it didn't really have to do much as it seemingly had the same ability as the primordial being. However, this was all after it had made a pilgrimage through several oceans to reach the rumored descendant of the primordial being. Once meeting up with the rumored descendant, Mudkip would ask it a few questions, and at the end of the meeting and the descendant having asked Mudkip why it had arrived, and explaining why it was there. The descendant would bestow a gift to Mudkip. One that Mudkip would feel gratitude towards the descendant.
Abilities-
Notes- This rain cannot be forever eaten, due to the sheer amount of water produced from it, but this does not stop water slayers from actually eating the rain, it just stops them from trying to get rid of it by eating it. While the heavy rain is active, no other weather effects can be used, in any way, shape or form. These abilities cannot be bypassed or negated in any way, shape or form.
Primordial Storm - This ability causes a heavy downpour to be cause wherever Mudkip battles, though this is only during battle. The heavy downpour whilst in battle does have more than just being rain as what it does. It causes any fire mage to use 30% more mana, of the spells mana cost, to cast their spells to keep them from being put out by the water, as well as decreasing the power of their spells by 30% as well. Earth mages are also effected, as the earth turns to mud, it causes them to expend the same amount of extra mana to use their spells as a fire mage. This does have a drawback though, as Lightning spells deal 50% extra damage as everything becomes wet in the rain. However, Mudkip's water moves get powered up by 50% and any water mage uses up 30% less mana when using water spells.
Hydration - Mudkip has this ability to protect itself from effects, such as poison, stuns, burns, freezes and sleeps, while in rain. Should he be afflicted by any of them and be in direct contact with the rain, they are removed from him within one post.
Swift Swim - While in a body of water or in rain, Mudkip's speed increases by 50% to that of how it normally moves.
Water Absorb - Any water spell, of his rank or lower, used against Mudkip, rather than damages Mudkip, heals him for 10% HP.
Unique Abilities:
- Torrent - When Mudkip reaches 30% HP, Mudkips moves deal 1.5x extra damage.
- S.T.A.B. - When Mudkip uses any water based attacks, and only water based attacks, they are boosted by 50%.
- Battler Logic - With Mudkip having these moves, Mudkip's water moves becomes effective against Fire, Earth, and Rock mages, other Water mages resist its water attacks, Lightning and Plant based mages dealing extra damage against Mudkip. Dragons and Plants also become weak to Ice moves should they battle Mudkip, however, this does not mean Mudkip is a slayer as it holds no ability to consume any element to regenerate MP.
- D Rank Spells:
- Tackle:
- Name: Starting: Tackle
Rank: D
Type: Non-Elemental | Offensive
Duration: Instant
Cooldown: 2 Posts
Description: Mudkip charges towards its target at a rate of 5 meters per second, dealing rank damage to its target upon imact.
Strengths:
-Has no element to base off of.
Weaknesses:
-Cannot hit Ghosts.
-Has no elemental strengths.
- Growl:
- Name: Starting: Growl
Rank: D
Type: Non-Elemental | Debuffing
Duration: Instant
Cooldown: 3 Posts
Description: Mudkip simply growls towards the target to devrease the damage from the next incoming D rank spell by 50%, C rank spell by 25%, and doesn't effect anything B rank or higher.
Strengths:
-Helps Mudkip take less damage from an attack.
Weaknesses:
-Deals no damage.
-Simply makes a cute growling sound.
- Mud-Slap:
- Name: Lvl 6: Mud-Slap
Rank: D
Type: Earth | Offensive
Duration: Instant
Cooldown: 3 Posts
Description: After making some mud, or getting to a muddy area, Mudkip with use its tail fin to slap mud at its target, blinding a D rank for 2 posts or a C rank for a post.
Strengths:
-Blinds an opponent.
Weaknesses:
-Cannot blind an already blind opponent.
-Can be eaten by an earth slayer.
- Water Gun:
- Name: Lvl 10: Water Gun
Rank: D
Type: Water | Offensive
Duration: Instant
Cooldown: 2 Posts
Description: All Mudkip reall does is fire a 'beam' of water from its mouth, the range of this spell is 15 meters, and moves at a speed of 7.5 meters per second.
Strengths:
- Douses the target upon impact.
Weaknesses:
-Doesn't work against Water Slayers.
-Is resistant upon Water Mages.
- Spoiler:
- List of Spell Fusions:(Locked until B rank)(List your Spell Fusions here, name them, category them, have them make sense, and most importantly make them shiny!)
Name Name of the Spell )
Rank: (What rank is your spell? H, S, A, B, C, or D)
Type: ( Fire, Water, etc. Offensive, Defensive, Supportive.)
Fused Spells(What Spells Went into the Fusion and their Ranks?)
Description:
Duration:
Cooldown:
Strengths:
Weaknesses:
Last edited by Mudkip on 2nd July 2016, 5:00 pm; edited 1 time in total