Ieyasu


Summary

Nationality ???
Age 18(30+)
Height 5'11" (181cm)
Weight 174lb (79kg)

Ieyasu is a skilled fighter from a faraway land. In actuality, Ieyasu is comprised of two different individuals. The owner of his body, a young 18 year old man, and a skilled general from the years of yore in his thirties. Ieyasu possesses a fraction of the general's prowess and skill with a sword and the young man's personality. The general and the young man are able to change ownership of the body. When the body is being controlled by the general, Ieyasu's hair becomes shorter, he becomes colder and unlocks his full potential with a sword.

Not much is known about Ieyasu as he himself does not know why he's end up the way he has. He knows where he comes from  but refuses to share this and any other information about him to anyone else. Although he's no good at talking, his skill with the sword is unmatched, and as such he lets his sword do all the talking.

Skills

Ieyasu specializes in using his high Crit Rate to unleash devastating Critical Strikes against his enemies. Armed with the legendary weapon Izanagi, he gains a bonus to Crit Rate, albeit at the expense of reduced Crit Dmg. Choosing not to equip Ieyasu with this weapon results in a less potent version of his Ultimate: Hatsunehan, known as Ultimate: Nehan. To unleash the full potential of his Ultimate: Hatsunehan or Ultimate: Nehan, prioritize afflicting his foes with multiple status conditions. This strategy also maximizes the damage output of his Skill 2: Mugen no chōetsu. As Ieyasu already specializes in inflicting Bleed, consider pairing him with characters capable of inflicting other status conditions like Burn or Poison. Ieyasu should serve as your main damage dealer but make sure that he is paired with someone that can allow him to survive, such as a healer or a tank, or ideally, both, as his only skill that provides any kind of survivability is his Skill 2: Muryōju, which grants him a shield when he takes damage after obtaining enough Gedatsu stacks.


Personal Skill: Myōhō: Boosts Crit Rate/Crit Dmg by 20%. Boosts Atk Spd by 15%. Boosts this Atk Spd bonus by a percentage equal to 50/60/75/90/120% of unit’s Crit Rate. Unit’s attacks and skills have a 25% increased chance to inflict Status Conditions. Unit can stack Bleed 6 times with each additional stack increasing the effects of Bleed by 7.5/10/12.5/15/15%. Unit has a 15/15/20/25/25% chance to inflict Bleed on foe for 7 seconds.





Skill 1: Kuhonrendai: In a flash unit performs a slash that goes through every enemy right in front of unit dealing Physical Damage equal to 125/175/200/225/250% of unit’s Atk. This damage applies on hit effects that trigger when attacking, has a 70% chance to inflict Bleed and has an increased 25% Crit Rate total. After 0.8 seconds, unit performs a secondary slash that goes in the opposite direction dealing Physical Damage equal to 75/125/150/175/200% of unit’s Atk. This damage applies on hit effects that trigger when attacking, deals 25% increased damage if foe is Bleeding and has an increased 20% Crit Dmg. Foes hit by both slashes take Physical Damage equal to 3.5% of their Max HP over 4 seconds. This damage is increased by 10% for each stack of Bleed on foe. The speed and cast time of both flashes are based on unit’s Atk Spd and the range is based on unit’s Crit Rate.




Skill 2:

Passive: Muryōju: Moving, attacking and taking damage grants unit stacks of Gedatsu, up to a percentage of unit’s Atk equal to 75/100/125/150/180% of unit’s Crit Rate. For each unit that the character moves, grants 3 stacks. Attacks grants 3 stacks, increased to 6 on critical strikes, and taking damage grants 10 stacks. While unit has 85% of the max amount, taking damage will consume all stacks to grant unit a shield that nullifies damage less than or equal to 100% of the consumed amount for 2 seconds. After being used, this skill’s cooldown is reduced by 5% for each status condition or status condition stack active on target. Unit’s attacks have a 10% chance to reduce this skill’s cooldown by 15% of its max cooldown.




Active: Mugen no chōetsu: Unit dashes in the target direction and deals Physical Damage equal to 50% of unit’s Atk + 80% of unit’s Mag to enemies that unit passed through. This skill deals on hit Magic Damage equal to 25% of unit’s Missing HP + 1 instance of damage of all status conditions inflicted on target. If [Haramitta] is active, this skill can be activated while jumping, deals 50% bonus damage, gains an additional use, gains 100% increased speed, will lock on the nearest target and if used in the air, will be considered an Aerial attack. This skill’s speed is increased based on unit’s Atk Spd. After using this skill, unit gains 10/15/20/25/30% Atk Spd for 5 seconds, unit’s next three attacks deal 25% of unit’s Atk bonus Physical Damage on hit and the first one decreases foe’s Def by 15% for 5 seconds. (Does not stack, refreshes).




Ultimate: This skill cannot be used if unit has not damaged anyone in the last four seconds. This skill locks on to the last enemy unit damaged in the last four seconds and deals 30% of its damage to surrounding foes. While using this skill, unit becomes untargetable and invulnerable. This skill's effect will change if unit is currently equipped with the weapon Izanagi.

Izanagi Unequipped: Nehan: Unit launches an arched projectile that deals Physical Damage equal to 100/125/150/175/195% of unit’s Atk + 180% of unit’s Mag. This skill triggers on hit effects that trigger by attacking at 60% effectiveness. On hit effects dealt by this skill can critically strike for 50% Crit Dmg and causes all status conditions inflicted on target to critically strike for 150% for the next 3 seconds. Deals on hit Magic damage = 1/1.25/1.5/1.8/2 instances of damage of all the status conditions inflicted on target.




Izanagi Equipped: Hatsunehan: This skill cannot be used if unit’s HP <= 30%. This skill’s cooldown cannot be reduced through any outside means such as skills that passively lower the cooldown of unit’s skills. Healing reduces the cooldown of this skill by 15%. (6 second cooldown). Unit stabs their left arm and loses 30% of their Max HP to gain [Haramitta] for 8/9/10/11/12 seconds and launch an arched projectile that deals Physical Damage equal to 150/175/200/225/275% of unit’s Atk + 250% of unit’s Mag. This skill triggers on hit effects that trigger by attacking. On hit effects dealt by this skill can critically strike for 100% Crit Dmg and causes all status conditions inflicted on target to critically strike for 150% for the next 5 seconds. Deals on hit Magic Damage = 5/2 instances of damage of all the status conditions inflicted on target.

[Haramitta]

Grants Atk Spd+30%, Crit Rate/Crit Dmg+20%, boosts all on hit effects by 25% (increased by an additional 15% for Aerial attacks), Movement Spd by 50% and jumping height by 100%.  Increases the damage of Aerial attacks by 50%. Unit’s Aerial attacks will lock on to the nearest target and will deal 35% of unit’s damage to surrounding enemies as well as keeping unit in the air. Every second, unit loses 3% of unit’s Max HP. Unit’s on hit effects can critically strike for 150% damage. Unit can jump after performing an Aerial attack which will boost the damage of unit’s aerial attacks by 5% for 5 seconds. Stacks and refreshes. Killing an enemy refreshes 50% of the duration of [Haramitta].


Growth Rates

  • HP: 85%
  • Atk: 75%
  • Mag: 5%
  • Spd: 75%
  • Skl: 70%
  • Lck: 45%
  • Def: 35%
  • Res: 25%
  • Growth Rate Total: 415%

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