Nuker

NUKER MONSTERS

Devastating magic that sweeps the area? That's the Nuker!
No matter what a Nuker's doing, the whole field will be trembling.

Nukers give a lot of warning about what they're going to do.
Nukers don't give a lot of room to escape what they're going to do.
Sound the sirens and drop a Nuker into the fray!

Big Spells

Double Blast

Type: Action
Spell
Target: Double
CT30 30D MP: 1

Strikes two enemies for 21 x MAG + 1d12 magical damage.
CoS: 100

No Shelter

Type: Action
Spell
Target: Special
CT40 20D MP: 1

No Shelter deals 18 x MAG + d12 magical damage to every PC which was targeted by any kind of ability while this spell was charging.
CoS: 100

Destruction Fault

Type: Action
Spell
Target: Row
CT35 30D MP: 1

Strikes a row for 18 x MAG + 1d12 magical damage.
CoS: 100

Catastrophe

Type: Action
Spell
Target: Group
CT40 30D MP: 2

Strikes for 18 x MAG + 1d12 magical damage.
CoS: 100

Bomb

Type: Action
Spell, Condition
Target: Single
CT15 35D MP: 1

Charges the target (3). When this condition ticks 0, it explodes, striking a group for 18 x MAG + 1d10 magical damage.
CoS: 100

Mega Wave

Type: Action
Spell, Time Marker
Target: Single
CT15 35D MP: 2

Creates a Time Marker at 50D. When it ticks 0, it inflicts 15 x MAG + d10 magical damage to a group. If the Nuker is above half HP, reset it to 50D instead of letting it dissipate.
CoS: 100

Sing Together

Type: Action
Spell
Target: Double
CT10 20D MP: 1

Strikes two enemies for 12 x MAG + d10 magical damage. While this spell resolves, reduce the CT of any ability the monster's allies are currently charging by -10.
CoS: 100

Pure Power

Spell Fist

Type: Action
Technique
Target: Single
[W]D

Strikes for weapon damage. The Nuker's next spell inflicts +30% damage and is -10CT faster.
CoS: 80

Second Crush

Type: Action
Technique, Stance
Target: Self
30D

The monster prepares to crush its enemies! Until its next turn, whenever another monster strikes a target, the Nuker can select one struck enemy per action and inflict 9 x ATK damage to them.
CoS: 80

Broad Strike

Type: Action
Technique
Target: Single Or More
[W]D

The monster swings wide, striking for weapon damage. For each hit the Nuker has suffered since the beginning of battle, or since it last used Broad Strike (whichever is fewer), it can strike an additional target with Broad Strike.
CoS: 80

Lashing

Type: Action
Technique, Condition
Target: Row
[W]D

The monster strikes all targets in the front row for x0.5 weapon damage and inflicts condition (3): if the nuker dies while a target is under this condition, they suffer damage equal to the amount dealt by the attack which killed the nuker.
CoS: 80

Power Field

Enhancements granted by "Power Field" end when the monster has no T.HP. When a Power Field enhancement dissipates or is removed, remove all T.HP from the monster.

Boiling Point

Type: Action
Support, Enhancement
Target: Single
40D MP: 2

Grants the target 40 x WIL + d12 T.HP. It inflicts +50% damage (4). When this enhancement ends, the monster dies.
CoS: 100

Flame Shroud

Type: Action
Support, Enhancement
Target: Single
40D MP: 2

Grants the target 20 x WIL + d8 T.HP. Whenever this monster is struck by a melee technique, its attacker takes 10 x MAG magical damage (4).
CoS: 100

Blast Sphere

Type: Action
Support, Enhancement
Target: Single
40D MP: 2

Grants the target 20 x WIL + d8 T.HP. When an attacker depletes this monster's T.HP, strike the attacker and all combatants in the attacker's row for 18 x MAG + 1d12 magical damage (4).
CoS: 100

Quicks

Spark

Type: Quick
Before Acting
LP: 1

If the monster uses an ability with a CT as its next action, anytime its struck while charging the ability, the attacker takes 12 x MAG magical damage.

Twitchy

Type: Quick
Before Acting
LP: 1

If the monster uses an ability with a CT as its next action, anytime it's struck while charging the ability, its initiative is instantly reduced by -5D.

Eerie Glow

Type: Quick
After Acting
LP: 1

At the beginning of the monster's next action, the monster recovers 40 x WIL HP. This healing receives a -20% penalty for each hit the monster suffers until then.

Spell Tuning

Type: Quick
After Acting
LP: 1

Until the monster's next action, enemy spells do +50% damage, but cost x2 MP.

Jelly Tuning

Type: Quick
After Acting
LP: 1

Until the monster's next action, this monster and its kin have -50 CoS to be struck by Techniques, but receive +50% damage from them.

Countdown

Type: Quick
After Acting
LP: 2

Start the Countdown! (3). When this enhancement is at (1), the monster's spells inflicts +150% damage.

Big Bang

Type: Quick
When Appropriate
LP: 2

Activate Big Bang after being damaged. Inflict magical damage equal to the amount this monster suffered from that hit to all combatants.

Here It Comes

Type: Quick
After Acting
LP: 1

The Nuker takes +50% damage until its next action. Its next action is CT0.

Passives

Big Spirit

Type: Passive

Monsters' basic attacks are T: Double, but have -15 CoS.

Activate

Type: Passive

When the monster drops below 50% HP for the first time, it recovers 2MP and gains an enhancement (4): it deals +30% damage.

Damage Charge

Type: Passive

Whenever the monster is damaged while charging a spell, that spell receives a +20% stacking bonus.

Grudge

Type: Passive

When the monster is slain, a grudge remains on its slayer - they take +30% damage (5).

Detonation

Type: Passive

When the monster is slain, it inflicts 20 x ATK physical damage to its slayer.

Unstable

Type: Passive

When the monster is slain, create a time marker at 50D. When it activates, it inflicts 5 x MAG magical damage to all combatants that are not the monster's kin. This damage receives a +100% bonus for each action the monster takes, after the first.

Element Flow

Type: Passive

When this monster is slain, its slayer must choose one element, and the Nuker chooses another - the slayer receives a condition (U). They receive -30% damage from the element they chose and +30% damage from the element the monster chose. This condition remains after battle, but dissipates when the party resupplies.

Element Surge

Type: Passive

When this monster is slain, both the monster and the slayer choose an element. Those elements deal +30% damage for the rest of the battle.

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