Ranma Saotome [Ranma 1/2]
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Ranma Saotome [Ranma 1/2]
Name: Ranma Saotome
Title: Anything Goes Martial Art
Anime/Manga: Ranma 1/2
Background Story:
The only son of Genma and Nodoka Saotome, Ranma was taken from his home by his father when approximately 2 years old to begin a 13-14-year training trip to perfect his skills in the martial arts. Genma was only able to convince his wife to let them go by promising him to raise his son as a "man among men" upon pain of death for both of them. He signed a pledge and had his infant son sign it via hand print. However Ranma remained ignorant of his pledge for years and did not learn of it until his mother resurfaced in his life and Genma prevented them from meeting face to face due to his curse.
Max Health
========== (4)
Attack Speed
========== (6)
Base Damage
========== (4)
Defense
========== (4)
Move Speed
========== (6)
Stat Growth:
Endurance
=(2)
Swiftness
===(3)
Potency
==(2)
Extra Info
Attack Range: Melee
BAT: 1.50
Casting Animation: 0,2/0,4
Attack Animation: 0.5/0.12
Default Skill: Anything Goes Martial Artist
True to its name, Anything Goes Martial Arts, is based on learning and adapting many different styles of martial arts, taking what works and discarding what doesn't. As such, it is not confined to a single way of thinking or philosophy when it comes to martial arts combat. This gives a practitioner of Anything Goes Martial Arts the advantage of adaptability and unpredictability in a fight since he would ideally know moves and techniques from many different schools that complement each other, minimizing perceptible weaknesses. Grants Ranma 10% evasion and 10% chance to do a critical attack.
Skill Type: Passive
First Skill: Chestnuts Roasting Over an Open Fire Fist
The name comes from the method of learning the technique, which eventually trains the user's hand speed such that one can snatch chestnuts from a fire without burning themselves.
Skill Type: Active
Skill Damage: Does damage for each blows, 10/15/20/25/30 for 25/30/40/50/60, with ministun effect.
Damage Type: Physical
AoE: 400
Cast Speed: Instant
Cooldown: 15/20/20/25/30
Second Skill: Spring of 'Drowned' Girl
When douse with cold water Ranma involuntary transforms into a girl, while using hot water will revert him to normal. In girl form, Ranma becomes more agile thus granting bonus percentage on evasion and swiftness but he became more fragile in this form. To revert back to male form, this skill must be pressed again.
Cast Delay: 1 sec to change forms
Skill Type: Active/Buff
Skill Effect: Increase dodge rate/ Movement Speed / Attack Speed by 2% each level for girl form and decrease Maximum HP by 2% and Defense by 1 each level up.
Cast Speed: Instant
Cooldown: 10 on all level
Third Skill: Sixth Sense
Like several other characters, Ranma has displayed a certain extrasensorial awareness, warning him of incoming danger, or battle auras.
Gives Ranma to counter his opponent attacks before it landed on him.
Skill Type: Passive
Skill Effect: Gives 15% chance to counter attack with 1.0/1.5/2.0/2.5/3.0 x Attack each time Ranma receive damage.
Ultimate: Hiryu Shoten Ha (Heaven Blast of the Dragon)
The technique is based on a clash of temperatures. The user develops a "Soul of Ice", to void himself of emotion. He then attempts to lead the opponent in a circular motion, creating a spiral of opposing temperature chi or Battle Aura. The user then makes a corkscrew uppercut strike, while still maintaining an ice-cold aura. The pressure difference, from the collision of hot and cold, forms a chi-laced tornado that carries off the opponent.
When activating this, Ranma gains perfect evasion, where he has 100% chance to evade physical attack and also gains blinking strike, but he will lose the ability to use another skill. When used again he will deal damage depending on how long he held his perfect dodge form.
When used, enemies will be given the knockback effect for 600 range with an added slow effect for 3 second.
Skill Duration: 13/19/25 second
Skill Damage: (How many second used to charge the attack) x 350
AoE: 500
Cooldown: 80/90/100
Damage Type: Physical
P.S
Im kinda new here, so It would be nice to have a few critiques thrown my way, all the better to better myself...
An in addition, I think Ranma will not ruin the balance of character inside ABC as he is also a she... XD
Title: Anything Goes Martial Art
Anime/Manga: Ranma 1/2
Background Story:
The only son of Genma and Nodoka Saotome, Ranma was taken from his home by his father when approximately 2 years old to begin a 13-14-year training trip to perfect his skills in the martial arts. Genma was only able to convince his wife to let them go by promising him to raise his son as a "man among men" upon pain of death for both of them. He signed a pledge and had his infant son sign it via hand print. However Ranma remained ignorant of his pledge for years and did not learn of it until his mother resurfaced in his life and Genma prevented them from meeting face to face due to his curse.
Max Health
========== (4)
Attack Speed
========== (6)
Base Damage
========== (4)
Defense
========== (4)
Move Speed
========== (6)
Stat Growth:
Endurance
=(2)
Swiftness
===(3)
Potency
==(2)
Extra Info
Attack Range: Melee
BAT: 1.50
Casting Animation: 0,2/0,4
Attack Animation: 0.5/0.12
Default Skill: Anything Goes Martial Artist
True to its name, Anything Goes Martial Arts, is based on learning and adapting many different styles of martial arts, taking what works and discarding what doesn't. As such, it is not confined to a single way of thinking or philosophy when it comes to martial arts combat. This gives a practitioner of Anything Goes Martial Arts the advantage of adaptability and unpredictability in a fight since he would ideally know moves and techniques from many different schools that complement each other, minimizing perceptible weaknesses. Grants Ranma 10% evasion and 10% chance to do a critical attack.
Skill Type: Passive
First Skill: Chestnuts Roasting Over an Open Fire Fist
The name comes from the method of learning the technique, which eventually trains the user's hand speed such that one can snatch chestnuts from a fire without burning themselves.
Skill Type: Active
Skill Damage: Does damage for each blows, 10/15/20/25/30 for 25/30/40/50/60, with ministun effect.
Damage Type: Physical
AoE: 400
Cast Speed: Instant
Cooldown: 15/20/20/25/30
Second Skill: Spring of 'Drowned' Girl
When douse with cold water Ranma involuntary transforms into a girl, while using hot water will revert him to normal. In girl form, Ranma becomes more agile thus granting bonus percentage on evasion and swiftness but he became more fragile in this form. To revert back to male form, this skill must be pressed again.
Cast Delay: 1 sec to change forms
Skill Type: Active/Buff
Skill Effect: Increase dodge rate/ Movement Speed / Attack Speed by 2% each level for girl form and decrease Maximum HP by 2% and Defense by 1 each level up.
Cast Speed: Instant
Cooldown: 10 on all level
Third Skill: Sixth Sense
Like several other characters, Ranma has displayed a certain extrasensorial awareness, warning him of incoming danger, or battle auras.
Gives Ranma to counter his opponent attacks before it landed on him.
Skill Type: Passive
Skill Effect: Gives 15% chance to counter attack with 1.0/1.5/2.0/2.5/3.0 x Attack each time Ranma receive damage.
Ultimate: Hiryu Shoten Ha (Heaven Blast of the Dragon)
The technique is based on a clash of temperatures. The user develops a "Soul of Ice", to void himself of emotion. He then attempts to lead the opponent in a circular motion, creating a spiral of opposing temperature chi or Battle Aura. The user then makes a corkscrew uppercut strike, while still maintaining an ice-cold aura. The pressure difference, from the collision of hot and cold, forms a chi-laced tornado that carries off the opponent.
When activating this, Ranma gains perfect evasion, where he has 100% chance to evade physical attack and also gains blinking strike, but he will lose the ability to use another skill. When used again he will deal damage depending on how long he held his perfect dodge form.
When used, enemies will be given the knockback effect for 600 range with an added slow effect for 3 second.
Skill Duration: 13/19/25 second
Skill Damage: (How many second used to charge the attack) x 350
AoE: 500
Cooldown: 80/90/100
Damage Type: Physical
P.S
Im kinda new here, so It would be nice to have a few critiques thrown my way, all the better to better myself...
An in addition, I think Ranma will not ruin the balance of character inside ABC as he is also a she... XD
Last edited by haggith on 1/30/2013, 2:55 pm; edited 1 time in total
haggith- Random People
- Posts : 2
Join date : 2013-01-24
Country : Japan
Re: Ranma Saotome [Ranma 1/2]
2nd Skill...
No Duration? or another cooldown then press and turn to male?
No Duration? or another cooldown then press and turn to male?
Re: Ranma Saotome [Ranma 1/2]
iincyo wrote:2nd Skill...
No Duration? or another cooldown then press and turn to male?
Uh yeah, sorry about that... Thanks for pointing that out... =.="
haggith- Random People
- Posts : 2
Join date : 2013-01-24
Country : Japan
Re: Ranma Saotome [Ranma 1/2]
oh GOD no
DarkETX- Noob Member
- Posts : 17
Join date : 2013-01-14
Country : USA
Anime Battle Characters :: Announcement and Site Related :: ABC Special Trash Bin :: Character Suggestions :: Pending Suggestions
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