Name: Cadeno
Age: ???
Gender: Male
Species: Plasma Wisp
Abilities:
1) Alysídakinesis ~ Alysidakinesis is essentially the manipulation of chains, and Cadeno can use chains to attack, kill, defend, and restrict. The broken chains on his hands are where his chains spawn from, and can extend up to 120 feet. They are naturally homing chains and will only stop if it collides with another object or it completely wraps the target in question. They are exceedingly resistant to fire, electricity, water, or ice.
2) Hakai-Ergokinesis ~ This is the manipulation of Destructive Energy. Capable of destroying whole beings without as much of an atom of a trace, its an alarmingly hostile ability. However, it is extremely disadvantageous when used at all, because any attack that uses this ability will hurt the user as well. Cadeno Personally prefers not to use this ability because of the recoil alone. It is saved for extremely dire situations.
Likes: ???
Dislikes: ???
STATS ~
Attack: 110/100
Defense: 95/100
Special Attack: 67/100
Special Defense: 95/100
Speed: 85/100
Attacks ~
Enclosure - Turns: 1, Cooldown: 0
User whips and lashes at the opponent with an assortment of chains. This attack clashes with weapons and deflects projectiles.
Chainmail - Turns: 2, Cooldown: 3
User shoots a small set of chainmail particles that entangles the foe. The user is stunned for the next turn.
Unfathomed Slam - Turns: 1, Cooldown: 5
Expanding their chains, the user slams down onto the ground with the force of their chains. Causes a shockwave that may deal residual damage.
Chainsaw - Turns: 1, Cooldown: 10
Forming spikes on the side of its chains, the user lashes at the foe with deadly spiked chains like that of a chainsaw. This attack breaks shields and counters.
Fortified Flicker - Turns: 10, Cooldown: 30
The user's eyes purposely bleed onto the chains, secreting them in a black taint. Because of it, the chains become shadow-based, and can attack through walls without breaking them.
Distorted Dance - Turns: 5, Cooldown: 20
The chains start moving on their own, acting as if they were moving rhythmically. While it also attacks, it blocks projectiles as well.
Aerial Aura - Turns: 1, Cooldown: 20
Performs a downward aerial blast of destructive aura. Has a chance to inflict residual damage.
Desist - Turns: 2, Cooldown: 30
User fires a medium sized orb of pure destructive energy. Even though it was ignited, it doesn't move from the spawn point until the next turn, which it will then target the foe automatically.
Constrictor - Turns: 5, Cooldown: 10
User grapples the foe and binds them in chains. This will immobilize them for 5 turns-increasing in damage unless the foe knows how to escape.
Final Force - Turns: 4, Cooldown: --
First turn: Forms an crimson red aura around oneself, igniting the ground around them with intense pressure.
Second turn: Conjures a fortified ball of destructive force. In this turn, the user is invulnerable as it charges energy
Third turn: Aims the ball of force at the foe-having yet to blast it. The invulnerability ends this turn as well-making it capable of being disrupted again.
Final turn: sends the ball to collide with the field-causing an eternal explosion. Causes a one-hit KO, but can be negated by a barrier of any sort. User loses 75% of HP upon execution of this move.
Age: ???
Gender: Male
Species: Plasma Wisp
Abilities:
1) Alysídakinesis ~ Alysidakinesis is essentially the manipulation of chains, and Cadeno can use chains to attack, kill, defend, and restrict. The broken chains on his hands are where his chains spawn from, and can extend up to 120 feet. They are naturally homing chains and will only stop if it collides with another object or it completely wraps the target in question. They are exceedingly resistant to fire, electricity, water, or ice.
2) Hakai-Ergokinesis ~ This is the manipulation of Destructive Energy. Capable of destroying whole beings without as much of an atom of a trace, its an alarmingly hostile ability. However, it is extremely disadvantageous when used at all, because any attack that uses this ability will hurt the user as well. Cadeno Personally prefers not to use this ability because of the recoil alone. It is saved for extremely dire situations.
Likes: ???
Dislikes: ???
STATS ~
Attack: 110/100
Defense: 95/100
Special Attack: 67/100
Special Defense: 95/100
Speed: 85/100
Attacks ~
Enclosure - Turns: 1, Cooldown: 0
User whips and lashes at the opponent with an assortment of chains. This attack clashes with weapons and deflects projectiles.
Chainmail - Turns: 2, Cooldown: 3
User shoots a small set of chainmail particles that entangles the foe. The user is stunned for the next turn.
Unfathomed Slam - Turns: 1, Cooldown: 5
Expanding their chains, the user slams down onto the ground with the force of their chains. Causes a shockwave that may deal residual damage.
Chainsaw - Turns: 1, Cooldown: 10
Forming spikes on the side of its chains, the user lashes at the foe with deadly spiked chains like that of a chainsaw. This attack breaks shields and counters.
Fortified Flicker - Turns: 10, Cooldown: 30
The user's eyes purposely bleed onto the chains, secreting them in a black taint. Because of it, the chains become shadow-based, and can attack through walls without breaking them.
Distorted Dance - Turns: 5, Cooldown: 20
The chains start moving on their own, acting as if they were moving rhythmically. While it also attacks, it blocks projectiles as well.
Aerial Aura - Turns: 1, Cooldown: 20
Performs a downward aerial blast of destructive aura. Has a chance to inflict residual damage.
Desist - Turns: 2, Cooldown: 30
User fires a medium sized orb of pure destructive energy. Even though it was ignited, it doesn't move from the spawn point until the next turn, which it will then target the foe automatically.
Constrictor - Turns: 5, Cooldown: 10
User grapples the foe and binds them in chains. This will immobilize them for 5 turns-increasing in damage unless the foe knows how to escape.
Final Force - Turns: 4, Cooldown: --
First turn: Forms an crimson red aura around oneself, igniting the ground around them with intense pressure.
Second turn: Conjures a fortified ball of destructive force. In this turn, the user is invulnerable as it charges energy
Third turn: Aims the ball of force at the foe-having yet to blast it. The invulnerability ends this turn as well-making it capable of being disrupted again.
Final turn: sends the ball to collide with the field-causing an eternal explosion. Causes a one-hit KO, but can be negated by a barrier of any sort. User loses 75% of HP upon execution of this move.