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Fate/Stay Night - Archer

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Fate/Stay Night - Archer  Empty Fate/Stay Night - Archer

Post by IloveTsundere 1/4/2012, 4:18 am

Servant of Guardian Knights: Archer
-Heroic Spirit EMIYA-

Fate/Stay Night - Archer  Gif2

Archer is a servant summoned in the 5th grail war by magus Tohsaka Rin. Cynical yet competitively childish to the point where its hard to hate him,
he comes from unknown heroic origins and is treated as a counter guardian. First seen to wield a pair of dual short swords against Lancer, he has the
ability to constantly reproduce weapons after they break, later revealed to be a mastered form of the magecraft "Projection", a magecraft thought to
be completly useless in battle due to the amount of concentration, mana, and weakness of the projected weapon, and only to be used for ceremonial
purposes. Through out the war, Archer is shown to be capable of projecting numerous weapons from various archives of history, and transforming
them into projectiles known as "Broken Phantasms", which is a weapon condensed with mana to the point where it will self destruct and explode on
contact from a bow that was created of material not yet known of modern humans. However, this projection ability is merely a side effect of his one and
only true ability, "Unlimited Blade Works", which is an internal reality marble that houses every weapon that he has ever seen, and is revealed that he
merely pulls weapons out from this infinite storage. He is later to be revealed as Heroic Spirit EMIYA, a possible outcome of a counter guardian of the
main protagonist Emiya Shirou, which is an entity based off one man, sacrificed to become a guardian of the world.




Base Stats:

Max Health
==========

Atk Speed
==========

Base Damage
==========

Movement Speed
==========

Defense
==========


Stats Growth

Max Health
=

Movement Speed
=

Base Damage
===


Attack Type: Range and Melee
(Kanshou and Bakuya = melee range) (Bow of Counter Guardian = 700 range)
(Movement speed is slowed by 25% and Armor decreases by 5 when in bow mode)
(Armor increase by 5 when in Kanshou and Bakuya, melee damage reduced by 25%)
(all increase and decrease is based on his base stats which would be his unlimited blade works form)


Default Skill: Projection Mastery - Instantaneous Arms Creation
(Active)

Archer's projection allows him to wield all weapons (strongly limited to swords) by learning their battle expirience and creation, and crafts them into
weapons 1 rank lower than the original at almost instantaneous speeds.

When Selected, it will toggle Archers attack method and skill set between "Kanshou and Bakuya (melee)" and "Bow of Counter Guardian (range)"
(spells share cooldown)

Cast Time: .25 seconds
CoolDown: none



2nd Default Skill: Unlimited Blade Works
(Active and Passive/ Unique)

Archers true ability lies within the Unlimited Blade Works. Although a constant internal world that houses all his weaponry, it is also able to be projected
upon the outside world, capturing everyone nearby and violating reality by imposing his own internal manifestation of spirit. It requires 7 lines of chanting,
not used as a magical incantation, rather as a form of self hypnosis to remind himself of his affinity.

Every time Archer casts a spell, it will create 1 chant counter. Every time a chant counter is made, there will be a visual or auditory marker (for
example, archer voicing chant or a visible counter to enemy and self player). It will go in this order:

1)I am the bone of my sword
2)Steel is my body, and fire is my blood
3)I have created, over a thousand blades
4)Unknown to death, nor known to life
5)Have withstood pain to create, many weapons
6)Yet those hands will never hold anything

Once 6 counters are made, chant counters will not be added from that point by casting spells. Also, Archer is able to cast "Unlimited Blade Works"
(replaces or is the default skill of Unlimited Blade Works). When casted, a streak of fire will circle around archer in a 600 radius while it shows/says:

7)"So As I Pray, Unlimited Blade Works"

Within the interval of 1 second, Archer cannot cast any spells nor strike with melee. After the 1 second, all units within the 600 radius around archer gets
teleported into a seperate section of the map, "Unlimited Blade Works". Within Unlimited Blade Works, Archer will not have Kanshou and Bakuya mode
NOR Bow of Counter Guardian Mode. All of his skills be given a new skill set.



Spell 1 for both modes cooldown = Cooldown: 14/16/18/20/22
(all spells in all modes share cooldown)

All ultimate spells have shared cooldown. cooldown = 170/180/190


Universal Spell 3: Rho Ais: The Seven Rings that Cover the Fiery Heavens
(active, select, ally only)
Rho Ais is the shield of Ajax, believed to have been the only thing capable of stopping the javelin of the great war hero Hector. Symbolizing the hyacinth
flower, it is a shield that is the users body itself. It can be casted from far to protect others, and is stated by archer that it is the only Noble Phantasm
of his projection that he has mastery over.

Summons Rho Ais, protecting a selected ally target while absorbing damage to archer, however the shield will nullify a percentage of the damage. If
casted on self, will protect a certain amount of damage from spells only.

Level 1:Shield absorbs 20% damage. Shield Lasts for 7 seconds. Blocks 1000 damage from spells if casted on self.
Level 2:Shield absorbs 25% damage. Shield Lasts for 7 seconds. Blocks 1250 damage from spells if casted on self.
Level 3:Shield absorbs 30% damage. Shield Lasts for 7 seconds. Blocks 1500 damage from spells if casted on self.
Level 4: Shield absorbs 35% damage. Shield Lasts for 7 seconds. Blocks 1750 damage from spells if casted on self.
Level 5:Shield absorbs 40% damage. Shield Lasts for 7 seconds. Blocks 2000 damage from spells if casted on self.

(If casted on self, Archer cannot attack or use spells)
(Unit protected by Rho Ais cannot move)

Cast Time: Instant
Cooldown: 50 seconds



=Kanshou and Bakuya=

Spell 1: Projection: Combat Expirience
(spellbook)

Archer can project a seemingly infinite amount of swords from the archives of unlimited blade works. These weapons are then used by analyzing their
creation and combat expirience, however are still 1 rank below their original value.

-SB 1 = Durandal: Strike opponent with Durandal, reducing their movement speed by 35% and dealing damage. (Damage scales 500/700/900/1100/1300)

-SB 2 = Caliburn: Strike an opponent with Caliburn. Will deal damage to nearby enemies in a 400 radius of the selected target.
( damage scales by 500/650/850/1000/1150)

-SB 3 = Caledfwlch: Strike an opponent with Caledfwlch. Silence the enemy for 1/2/3/4/5 seconds and reduce their armor by the opponents level for 2
seconds. (opponent level = 3, -3 armor.)

Cast Time: Instant
Cooldown: 14/16/18/20/22




Spell 2: Twins of Heaven: Firm Spirit
(Passive)

Archer's favorite twin swords, Kanshou and Bakuya, are capable of slaying beings with monster entities and raises the wielders endurance. He commonly
uses them as a defensive manuever, however are ultimately designed to disarm the opponent as throwing weapons.
Every time archer melees an opponent, there is a X% chance that he will "disarm" his opponent and deal bonus damage. An opponent who is affected by
"disarm" will be unable to use melee/range default attacks for 2 seconds and will have an icon indicating they are disarmed. When opponent is disarmed,
they will take 25% additional damage to melee attacks and -x armor.

Level 1- 2% chance, -2 armor, +30 additional damage
Level 2-4% chance, -4 armor, +35 additional damage
Level 3-6% chance, -6 armor, +40 additional damage
Level 4- 8% chance, -8 armor, +45 additional damage
Level 5- 10% chance, -10 armor, +50 additional damage



Ultimate: Overedge: Crane Wing
(Target Active, Requires select target to be under effect of "disarm")

Once the opponent is disarmed by Twin Heavens: Firm spirit, Archer deals a finishing blow, reinforcing a newly traced pair of Kanshou and Bakuya and
turning them into powerful winged blades, crippling an opponent by slicing through them. This technique is more effective the higher the enemies armor is.

Level 1 -Archer slashes through the target, dealing 1000+(100xenemies armor)
Level 2 -Archer slashes through the target, dealing 1500+(100xenemies armor)
Level 3 -Archer slashes through the target, dealing 2000+(100xenemies armor)

(if enemies armor is negative, do calculations as normal, reducing damage from the initial 2000)



=Bow of Counter Guardian=
(all of his projectile spells move at speed of shikis dash speed)

Spell 1: Hrunting - Bane of Grendel (spellbook)
Hrunting is the sword of mythical hero Beowful, in which he slayed the monster Grendel. It is a sword that once turned into a broken phantasm, will
always strike its target as long as the wielder wishes it to.
(Select target)

Hrunting - Weaken: When shot, will lower the enemies armor and deal damage. 600/700/800/900/1000 damage, -5/7/9/11/13/15 armor. 2 second cast
time.

Hrunting - Fatigue: When shot, will lower enemies movement speed and deal damage. 600/700/800/900/1000 damage, -10/15/20/25/30% movement
speed. 2 second cast time.

Hrunting - Distort: Strongest and longest charge of hrunting. Charges for up to 4 seconds. For every second, the damage will build up by
300/350/400/450/500. Can be released early by moving or using any other actions. Deals 1/2 of the damage to nearby units.

Range: 2000



Spell 2: Mind Eye - Clairavoyance

Archer's class as Archer gives him an enhanced form of vision, and his reinforcement ability can even further reinforce that vision. When this spell is
casted, it will reveal all enemy heroes in a 2000 range around archer for 1 second. During that one second, archer gains a new ability replacing Mind Eye
with Clairavoyance. Clairavoyance has global range and can be targetted on a VISIBLE enemy hero, and archer will then have vision on that unit for X
amount of seconds.

Level 1: 3 seconds
Level 2: 5 seconds
Level 3: 7 seconds
Level 4: 9 seconds
Level 5: 11 seconds

Cooldown: 35 seconds
(Yes, effect remains in place even after swapping with Projection)
(Allies only get vision on the first part of spell. Second part of spell only reveals for Archer's player)


Ultimate: Broken Phantasm: Cursed Spiral Sword - Caladbolg II

Archers strongest projection technique. He summons a aereodynamically resdesigned Caledfwlch and packs it with an immense amount of mana,
exploding on impact that rivals the original power of the true weapon itself.
INSANELY LONG CAST TIME

Level 1: 3000 damage, 1/2 to nearby units
Level 2: 4500 damage, 1/2 to nearby units
Level 3: 6000 damage, 1/2 to nearby units
Cast time: 10 seconds

3000 range



=Unlimited Blade Works=


(Unlimited Blade Works lasts 7 seconds. Once it ends, all units within the Unlimited Blade Works that is still alive will be returned to their original locations
in which they entered)

(Within Unlimited Blade Works, Archer will gain a 25% MS and AS bonus)


Spell 1: Body of Swords

(passive)

Archer's body is metaphorically made of infinite swords. However, in times of danger or near death, his body can materialize these swords to quickly
connect his breaking down body. This in no way heals the user, it merely allows the user to continue moving only little more until they reach their
inevitable death with a slow, creaking body.

When Archer recieves a fatal blow (a spell or attack that will reduce his hp to 0) in unlimited blade works, negate the last damage. He will absorb all
damage taken for 5 seconds. During these five seconds, Archers attack damage is halved, and his movement speed likewise. After the time span of 5
seconds ends, Archer will recieve all damage dealt to him + 50xhis own hero level.



Spell 2: Limitless Projection

(Passive)

Within blade works, Archer can merely hold his hand out, and the swords will acknowledge him as their owners. This is known to be the fastest form of
projection, and shown to be even faster than the usage of the Gate of Babylon.

When Archer melees an opponent, there is a (Archer's Hero Level) % chance that he will rain swords upon the target. The damage dealt will be (Base
Damage Stat[forgot what the new name is]) xArchers level.



Ultimate: Rain of Swords

(Active)

Archers ultimate technique, he calls forth all the blades that are within unlimited blade works and sends them upon his enemies, skewering them until
nothing remains. However, this technique stresses even his own reality marble, causing it to shatter, and can also be respectively shattered if under the
influence of a strong outside magic source.

This technique will deal damage equivalent to Archers level and remaining hp, calling down a rain of swords that deal damage to every unit (excluding self
and allies) in Unlimited Blade Works.
Damage Formula: Archers Level(Hp %age) +500 for 3 hits, non casting, takes 1.5 seconds for entire spell to work

If a spell is casted within Unlimited Blade Works that does not belong to Archer that deals instant damage exceeding his maximum hp, the reality marble

will break, and will act under the effect of ending. (this applies to ally spells as well)

(cooldown is shared with other ultimates)


Other Notes on Unlimited Blade Works:
Haruhi cannot cast her Closed Space if she is inside.
DeadMaster can NOT fly into Unlimited Blade Works with her global dash bullshit.
Shana can NOT use fuzetsu if she is inside.
Yuki can NOT use her ice ring omghaxxorz if she is inside.
Avenger can NOT use Loop if he is INSIDE (that means he can still use it if he is outside)



Sidenote
(Archer is a situational hero. His massive amount of spells are not meant to be spammable (if they are help me out here), and will rather be meticulously used at the right time against the
right opponent and situation [hence most of them sharing cooldown], varying from each stage of the game. Mastery of hotkeys and team placement is his
position on the team.)
IloveTsundere
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Fate/Stay Night - Archer  Empty Re: Fate/Stay Night - Archer

Post by pkw.Felix 1/4/2012, 10:41 am

No more slot for Fate. Fck Off :D
pkw.Felix
pkw.Felix
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Join date : 2010-08-29
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