Since I did Mona, might as well do the protagonist too. Had fun doing this. I also censored Joker’s “ranged weapon” because i vaguely remember having a hero concept of mine deleted silently assumingly because they had that certain type of weapon and I couldnt think of any other reason so I’m censoring it in pictures and mentions just to be safe.
“The jack of all trades. This unit can do anything and can fit any role you can think of!”
Stats:
Max HP: middle of the rest of the units
Basic dmg: middle
Skill power: high (top 20)
Reality: Middle
Armor: High
Role: frontline damage
Animations:
Idle: Smash ultimate idle animation
Entrance: Walks casually and then pulls out his dagger and ranged weapon
Victory: twirls his dagger and flips his ranged weapon and and puts it away
Defeat: instant game over (jk) falls over on his knees, looking at the ground pounding on the floor.
Voice:
He doenst even grunt. He has no Voice. however he does have cloth/jacket flap sounds whenever he moves
White skill: Phantom barrage
Passive: Joker Starts off with a summoned Persona based on the role the highest skill power enemy is and gain the Persona’s passives as long as theyre active. They are active for 7 seconds
If damage role: Joker summons Forenus, his Armor and reality are increased by 60%, gains Berserk and is immune to Stun, Frozen, and Limit. 50% chance every hit he does will Blind an opponent.
If Control role: Joker summons Okuninushi, all enemies immediately are unable to charm, stun, limit, or distract and Jokers gains Precise and his skill power is increased by 50%, poison or damage over time will convert to healing,and for every attempt at a buff the enemies do will go towards Joker instead.
If tank role: Joker summons Arsene, gains skill power by 50%, and 50% basic attack damage, All attacks Joker does will freeze one enemy for 2 seconds, Skill based attacks have a 50% chance to limit, and give them one stack of weakness up to 10 and he gains percise, 3 stacks of hardy, and dishes out double damage to shielded enemies.
If Support role: Joker summons kikuri-hime. Once summoned will instantly give joker a shield equal to his HP (can stack if shield already applied), poison or damage over time will convert to healing, Joker gains berserk and for every attempt at a buff the enemies do will go towards Joker instead. He is also immune to froze, stun, charm, and weaken.
Active: Joker pulls out his Ranged Weapon and shoots 15 times at random enemies. The enemy the shot goes to is random every shot. For every shot fired will give the opponent 2 stacks of weaken up to 10 stacks and remove 2 random buffs. This attack can hit invisible characters
Green skill: Persona!
(note: damage is the same)
Joker flicks his finger and uses his active persona to attack. If there is no persona active it will default to “Eiha”
Arsene: Uses Eiha doing X Fantastic damage, once hit by an enemy, any enemy around them will be Cursed. When the Curse buff is applied, their skill power, basic attack, max hp and attack speed lower by 10% every second
Forenus: Uses Marin Karin which charms the frontmost enemies increasing their attack speed and movement speed by 50% as long as charm is still applied. Marin Karin will also hit the opponent doing X fantastic damage. The charmed enemy has their armor and reality reduced by 50% for the rest of the round.
Okuninushi: Uses Heat wave, dealing X normal damage to all enemies, granting them 3 stacks of fatigue. Extra damage is also based on the amount of buffs Joker currently has.
kikuri-hime: uses Patra which clenses all allies, and increases their skill power by 75%.
Blue Skill: Showtime
Joker calls his current, alive allies and as a team, does an All out attack by dashing towards all enemies with them and attacking them. The background is bright red during this period and ally and enemy sprites are black and all the allies will move towards the closest enemies and attack them dealing X + 5% of each alive ally’s skill power True damage multiple times (10 times), the final damage increases if the opponent is stunned. then return back to their original position. After the attack, it clenses all allies and grants Joker 20% extra skill power as well as stunning 3 random opponents for 3 seconds. Can stack up to 100%. No allies or joker can be targeted or hit during this move.
(note: if the attack manages to finish off the enemies, his victory animation changes to a one by one recreation of the All-out attack finisher in persona 5)
Purple Skill: The fool
Basic attack has a random chance to stun an opponent and has a higher chance of critical hits and For every Crit or Stun Joker does he gains a stack of Hardy up to 20 times.
Joker gains X skill power everytime he uses “Persona!”. Said skill can also reduce Armor and Reality by 40% regardless of persona.
Red Skill: Bullet Bail and Detox X
Phantom Barrage now counts as an entrance attack and will be prioritized before any other ally or enemy attack. (characters who also attack pre-round such as baymax or quorra still use their entrance attacks alongside)
Joker is immediately clensed of all Debuffs when 5 total debuffs are added to him and he gains a random buff. The clense has a chance to not work at level X
+X% Max HP
+X% damage with Phantom Barrage
+X% Critical damage
Friend Campaiqns:
Joker and Ryuji (City Race. whole campaiqn is ryuji challenging joker to a race around the city):
“Persona!” Skill has a + 10-15-20-25-30% of a critical hit. Everytime Joker scores a critcal hit with this skill, he uses All out attack by himself afterwards.
+X Basic Damage
+X damage with “Persona!”
+x Critical damage
Joker and Robin Hood (Operation: Take your heart):
Persona! and Showtime now removes 100-150-200-250 energy from opponents and gives it to all alive, paritcipating allies (showtime) or just Joker (Persona!). Joker starts out with 200 Energy.
+X Max HP
+x% Recieved Healing
+X damage with Persona! and Showtime
+X basic damage