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#051b Prime Tiamat
Real Name: Tiamat
Team: No Affiliation
Range: 10
Points: 150
Keywords: Guardian Force, Monster, Mystical, Future
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Targeting: Hindering Corrupted Guardian Force: Tiamat has PROTECTED: Outwit, Opposing Perplex, Opposing Probability Control, Poison, Pulse Wave. D-A-R-K-F-L-A-R-E: Tiamat can't make attacks unless it has all of the letters of D-A-R-K-F-L-A-R-E on it's card. At the beginning of your turn add a letter on Tiamat's card in order that is not currently on it's card. (Starting with the letter D.) //
When Tiamat makes an attack, after resolutions remove any letters on it's card and any modifiers to it's combat values. D-A-R-K-F-L-A-R-E (Attack): RANGE: Make a ranged attack. Damage dealt from this attack is penetrating. After resolutions, opposing characters adjacent to the hit target are dealt 4 damage if their defense value is equal to or lower than the hit target's. Face My Wrath...: STOP. For Seeking Thy Power...: Shape Change. Once per attack, it may reroll it's Shape Change result of a [2-4]. When Tiamat succeeds at a Shape Change roll, add a letter to it's card in order that is not currently on it's card and modify it's attack and damage +1 as long as it has a letter on it's card. (These modifiers can stack.)
Tiamat is a corrupted Guardian Force who acts as the "strongest" of Ultimecia's minions (Not the strongest enemy in Ultimecia Castle though... that's something else.). The boss battle in the game is pretty simple. Tiamat doesn't attack. At least not until it spells out it's Dark Flare attack. In order to make that translate into something viable in clix, I had to make it so Tiamat is hard to hit despite not being the case in the video game. Charging up the Dark Flare can also take forever in clix, so I made it a bit easier to build up the letters through successful shape changes. That also gives Tiamat some needed combat modifiers to make sure it's Dark Flare has some stopping power in the heat of battle.
EDIT: Not sure if I should find a way to speed up completing even one cycle of Dark Flare. But around 5 turns with the most optimistic of conditions to get off one Dark Flare seems a little much. I know in hypothetical games Tiamat could be used as an ID battery, but eh...
#052 Unique Ellone
Real Name: Ellone
Team: No Affiliation
Range: 0
Points: 60
Keywords: Mystical, Past
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White SeeD: When Ellone starts the game, generate a White SeeD bystander. Ellone may replace her printed defense value with the printed defense value of an adjacent White SeeD bystander. //
POWER: Generate a White SeeD bystander [MAX 2] in your starting area. //
DOUBLE POWER: Generate two White SeeD bystanders [MAX 2] in your starting area.
Protected: Pulse Wave. Hiding On The Move: Sidestep, Stealth. You're My Only Hope: When Ellone uses Perplex to target a character with the SeeD keyword, roll a d6.
[1]: Modify the chosen combat value by 0 instead.
[5]: Choose an additional combat value to modify +1 along with the chosen combat value.
[6]: Choose two additional combat values to modify +1 along with the chosen combat value. Disconnect: POWER: KO Ellone. Choose a combat value. This game, friendly characters with the SeeD keyword modify the chosen combat value +1. Connect: Perplex with Improved Targeting: Blocking, Characters, Elevated, Hindering. Ellone can use Perplex as POWER to target a character regardless of range. //
Probability Control regardless of range and line of fire but only to target a character Ellone used Perplex on. Ellone may be given an action token to use Probability Control an additional time per turn (up to an additional 2 times).
#052bta White SeeD
Team: SeeD
Range: 4
Keywords: SeeD, Soldier
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Hiding On The Move: Sidestep, Stealth. Passenger:1 but only to carry characters named Ellone. Original SeeD: White SeeD can use the SeeD team ability to use Outwit regardless of the point costs of the two friendly characters. It Is Not Safe Here: Toughness. When an adjacent friendly character named Ellone would be damaged, you may immediately KO White SeeD to have Ellone take 0 damage instead.
Here is the first chase figure, Ellone. She is the driving force to a lot of plot points in the game with her powers being sought after by the game's villains. Adel in the past sought Ellone because she wanted someone to succeed her and inherit her sorceress powers when she died. Ultimecia sought Ellone because she needed Ellone's connect power to start Time Compression.
It was a little tough deciding which direction I wanted to take Ellone. Normally her Connect power is not supposed to be able to change the past since it's supposedly only having her and her passengers observe the past. However it is arguable that she could affect the past to a certain degree since Laguna, Kiros, and Ward felt stronger whenever Squall's party observed them. Her power also allowed for Squall to observe events that happened throughout the game from Rinoa's perspective which only increased his resolve to save Rinoa in the present. So with that said, I made Ellone have probability control but it is contingent on her using perplex first. Her Connect special power has improved targeting because in game Ellone could connect with Squall's party even if she was a whole country away.
Ellone's bystanders are the White SeeD. They serve as her bodyguards in the game. They know what's at stake as they were privy to Edea and Cid's original plans. So they would not hesitate to sacrifice themselves if it means saving Ellone. Their purpose is to serve as mobile taxis that can protect Ellone.
Targeting: Hindering. I Am Ultimecia: Colossal Stamina, Energy Shield/Deflection, Mastermind, Super Senses. Ultimecia has PROTECTED: Outwit, Opposing Perplex, Opposing Probability Control. Ultimecia can reduce penetrating damage. Time Shall Compress...: Opposing characters modify their attack and damage -1 if they are not within 2 squares of another character that they are friendly to. ... All Existence Denied: FREE: Make an attack targeting a single character. KO a Guardian Force equipped to the hit target instead of dealing normal damage. If no Guardian Force is equipped, instead choose a power the hit target can use. The hit target can't use the chosen power until your next turn. Apocalypse: FREE: Generate a Lower Half bystander [MAX 1]. //
POWER: If there is a Lower Half on the map, roll a d6 and use the effects listed.
[1-6]: Put an Apocalypse token on this card. If there is already an Apocalypse token on this card, instead make a range attack that can't be evaded targeting every opposing character within range. Hit targets are dealt Ultimecia's printed damage value and damge dealt is penetrating. After resolutions, remove any action tokens on Ultimecia if all targets of the attack were hit.
[5-6]: This action is a free action instead of POWER if there isn't an Apocalypse token on this card. Your Sensations, Your Words, Your Emotions... : Impervious, but succeeds on a result of 4-6. Protected: Pulse Wave. ... Time Will Not Wait.: STOP. Place two Final Speech tokens on this card. When Ultimecia would take damage, instead remove a Final Speech token from this card. Ultimecia can't be healed. // Ultimecia can’t use Super Senses.
#053bta Lower Half
Team: No Affiliation
Range: 0
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Draw - Apocalypse: When a friendly character named Ultimecia puts an Apocalypse token on their card, roll a d6. [5-6]: Ultimecia may heal 1 click.
This is Ultimecia in her final form. Her fight basically consists of her casting powerful spells, neutralizing characters' strengths by eliminating magic which may or may not be junctioned to important stats, and eliminating Guardian Forces equipped. When the battle progresses enough, she will spawn her Lower Half which gives her access to one of the most powerful spells in the game in Apocalypse. I left out Hell's Judgement because there is no way to accurately represent that ability without breaking game balance.
So I wanted to make Ultimecia seem very tough like how a final boss SHOULD be. Her three traits are directly referencing what she says when this phase of the final boss fight starts. The "Time Shall Compress" trait is supposed to represent the danger of a time compressed world where the characters would fade away and lose themselves if they didn't stay rooted in their friendships and connected to their friends. The "All Existence Denied" trait is a clix representation of taking out Guardian Forces and spell inventory. Ultimecia's special defense power is a straightforward way of allowing her to survive more easily against a swarm of SeeD who all have high damage potential thanks to their limit breaks and synergy.
The second half of Ultimecia's dial is where the Apocalypse gimmick from the video game comes into play. I tried to make it work similar to how it does in the video game where Ultimecia has to draw the spell before she can cast it. Ultimecia's special damage power is referencing the end of her boss fight where she is technically out of HP but you have to keep hitting her to progress the speech. The reason why you have to damage her additional times is because in the game she can still attack you despite having no HP. Unlike the video game, this version is probably a bit harder to take out because she can still spawn her lower half to mastermind on to. So opposing figures will still have to go all out against her when she's on this final click.
#054 Unique Ultima Weapon
Team: No Affiliation
Range: 8
Points: 300
Keywords: Brute, Monster
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Junction: Eden: Ultima Weapon can be equipped. Ultima Weapon may start the game with #060 Eden equipped. Ultima Weapon has PROTECTED: Outwit as long as it has Eden equipped. // Opposing characters have DOUBLE POWER: Choose an opposing character named Ultima Weapon within 2 squares and line of fire. Roll a d6. [6]: Ultima Weapon unequips Eden. After resolutions, equip Eden. Ultimate Monster: Precision Strike. Ultima Weapon can use Precision Strike when targeting more than one character. When Ultima Weapon makes a close attack, modify attack and defense +1 until your next turn. Light Pillar: DOUBLE POWER: Ranged Combat Expert. This attack can't be evaded and deals penetrating damage. If the attack roll is a 12, after resolutions Ultima Weapon can use Light Pillar at no cost. Protected: Outwit. Superboss: Probability Control, but only to reroll opposing attack rolls. If Ultima Weapon has two action tokens, it may reroll the d6 for Impervious once per attack.
Ultima Weapon is a secret superboss in FFVIII. It is supposed to be the second hardest boss fight in the game behind Omega Weapon. The dial is relatively straightforward. If this set was designed with 2x2 figures in mind, then Ultima Weapon would have a much longer dial with less emphasis on heavy reducers like Impervious. It would have been to represent the high HP that Ultima Weapon has.
So I haven't designed Eden yet but Ultima Weapon starts the game equipped with Eden because in the video game, the only way to acquire Eden outside of Ultimecia's castle is to draw it from Ultima Weapon.
The Ultimate Monster trait is a way to kind of represent Gravija while making Ultima Weapon worth more of it's 300 point cost. Light Pillar is Ultima Weapon's signature attack which in the video game was an automatic KO. Obviously that can't be a thing in Heroclix, so I tweaked it so that it can still be devastating but needing some requirements to fulfill. The Superboss power is basically a way to help Ultima Weapon survive better in it's late dial especially if it uses Light Pillar.
#055 Unique Odin
Real Name: Odin
Team: No Affiliation
Range: 0
Points: 175/25
Keywords: Guardian Force, Deity, Mystical, Warrior
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Guardian Force (Sideline) (25): SIDELINE ACTIVE - At the beginning of your turn choose a friendly character and roll two d6. Reduce the result by -1 for every time Odin has been placed on the map.
[10-12]: Place Odin adjacent to the chosen character and it can use Zantetsuken at no cost. After resolutions, place Odin back in your Sideline. For Honor... Let Us Fight!: If Odin started the game as part of a starting force, it can only use Zantetsuken if it was attacked or damaged by an opposing character since your last turn. Zantetsuken: Blades/Claws/Fangs, Ram. When Odin uses Ram, it's printed damage value becomes 6, and does not take unavoidable damage from Ram. Heal Odin one click for every hit character. Targets increase their d6 roll for Super Senses and Impervious d6 rolls by +1. Protected: Outwit. Excellent. Prepare Thyself.: Impervious, but succeeds on a result of 4-6. Protected: Outwit, Pulse Wave. Prevail Over My Sword: When this power is revealed after taking damage from an attack, after resolutions place Odin up to 5 squares away.
Here is one of the secret Guardian Forces in the game, Odin. Odin definitely needed some creative liberties because in the game Odin essentially functioned as an auto-kill on normal enemies. Odin's boss battle was also one where it was to defeat him before time ran out or else the party would get sliced in half.
Odin's Guardian Force trait functions differently than previous ones because Odin wasn't equippable and randomly showed up at the beginning of battles in the video game. While Odin's Guardian Force trait is still situational, I made it so Odin could show up twice instead of once. One thing to note that will make Odin different from Gilgamesh is the roll not being optional. Gilgamesh will have a similar Guardian Force trait but his roll will be totally optional.
Odin's "For Honor... Let's Fight" trait is a clix translation for his boss battle mechanics. Zantetetsuken in the video games functioned as an auto kill. I had to take some creative liberties for clix. It is still very powerful but there are strategies around it in a hypothetical game.
Odin's defense and damage powers are there to give him a little bit of survivability and flavor in gameplay.
Boost: When Doomtrain damages an opposing character with an attack, if the attack roll was [10-12], after resolutions, deal the opposing character 1 penetrating damage. Runaway Train (Summon): POWER: The next time Runaway Train (Attack) is used, hit targets can't use defense powers and gain Immobile until your next turn. Guardian Force (Equip) (25): During force construction, choose a friendly character. That character starts the game equipped with Doomtrain. //
EFFECT: Modify Attack +1. Modify Defense +1. Minimum range value 6. Steal Energy. //
DOUBLE POWER: If no other friendly character has activated this trait this turn, place an equipped Doomtrain on click 5. Doomtrain can not be given any actions except to use both Runaway Train (Summon) and Runaway Train (Attack) at no cost. After resolutions, remove Doomtrain from the map and place it back on the equipped character's card. Runaway Train (Attack): Poison, Ram. When Doomtrain uses Ram, it does not take unavoidable damage from Ram.
Doomtrain was another secret Guardian Force where if you did acquire it, you would have the best debuff in the game. Doomtrain would basically damage and give enemies all of the major debuffs in the game with the most important being Vit 0.
The dial design for Doomtrain is relatively straightforward. Runaway Train basically functions like a clix version of what happens in the video game. Doomtrain's function is do simply debuff and do damage.
Movement: Characters Evasion 100: Modify Cactuar's defense +1 against the first attack targeting it each turn. When an attack would miss Cactuar, place it up to 2 squares away from it's current square. 1,000 Needles (Summon): POWER: The next time 1,000 Needles (Attack) is used, modify attack +3 and Cactuar may be placed in an adjacent square after each 1,000 Needles (Attack). Guardian Force (Equip) (25): During force construction, choose a friendly character. That character starts the game equipped with Cactuar. //
EFFECT: Modify Speed +1. Replace Defense value with Printed Defense value + 2. Minimum Range value 6. Defend. //
DOUBLE POWER: If no other friendly character has activated this trait this turn, place an equipped Cactuar on click 6. Cactuar can not be given any actions except to use both 1,000 Needles (Summon) and 1,000 Needles (Attack) at no cost. After resolutions, remove Cactuar from the map and place it back on the equipped character's card. 1,000 Needles (Attack): Precision Strike. RANGE: Make a ranged attack. When Cactuar hits, after resolutions it can use 1,000 Needles (Attack) at no cost targeting the same character with that character modifying defense +1 (This modifier can stack and can bypass the Rule of Three.).
Here is another one of the secret Guardian Forces, Cactuar. In the video game he is relatively straightforward in that his attack deals damage in proportion to what his level is. So when he gets to level 100, he can deal 10,000 damage which in FFVIII is breaking the damage limit for single hit. I basically brought back a ranged version of the old Hypersonic Speed Option 2 mechanic to represent 1,000 needles. It's basically Cactuar trying to hit the target as many times before the target's defense value gets out of striking distance. That matters because the target's defense can be modified past the Rule of Three against 1,000 Needles.
Cactuar's Equip EFFECT is basically using clix's version of Defend for FFVIII's version of Defend. Getting Defend from Cactuar has it's defense buff because it has to be special somehow.
Boost: When Tonberry damages an opposing character with an attack, if the attack roll was [10-12], after resolutions, deal the opposing character 1 penetrating damage. Chef's Knife (Summon): POWER: The next time Chef's Knife (Attack) is used, damage dealt is penetrating and hit targets can't use PROTECTED: or Protected: abilities until your next turn. Guardian Force (Equip) (25): During force construction, choose a friendly character. That character starts the game equipped with Tonberry. //
EFFECT: Modify Defense +1. Modify Damage +1. Minimum range value 6. Perplex, but only to target opposing characters and may choose two combat values. //
DOUBLE POWER: If no other friendly character has activated this trait this turn, place an equipped Tonberry on click 5. Tonberry can not be given any actions except to use both Chef's Knife (Summon) and Chef's Knife (Attack) at no cost. After resolutions, remove Tonberry from the map and place it back on the equipped character's card. Everyone's Grudge: POWER: Improved Targeting: Hindering, This character can make range attacks while adjacent to opposing characters. (May target adjacent or non-adjacent opposing characters.). Range value 6. Choose a character that damaged Tonberry since your last turn. Make a range attack targeting that character. Deal hit characters their printed damage value instead of normal damage and damage dealt is penetrating. Chef's Knife (Attack): POWER: Make a close attack. After resolutions, give the hit target up to 2 action tokens. // When an opposing character moves, after resolutions Tonberry may move a square.
Another one of the secret Guardian Forces, Tonberry. I had to kind of spice Tonberry up and combine aspects from the Guardian Force and the enemy encounter because otherwise Tonberry would be a very basic and boring dial. Everyone's Grudge comes from the enemy encounter which serves as a counterattack that can do crazy damage depending on how many enemies you beat in the game. Chef's Knife I had to give some added features because all it does in the video game is "heavy" damage. To make Tonberry viable for his point cost, I made him a debuff for PROTECTED: and Protected: abilities. His EQUIP effect perplex is basically a way to translate the Level Down ability into clix.
Guardian Force (Sideline) (25): SIDELINE ACTIVE - At the beginning of your turn, you may choose a friendly character and roll two d6. [10-12]: Place Gilgamesh adjacent to the chosen character and it can use You Gave Me The 4th One... at no cost. After resolutions, remove Gilgamesh from the map and place back in your Sideline. "Then Dodge My Sword!": When Gilgamesh targets a character with an attack, modify that character's defense -1 this turn if they couldn't draw line of fire to Gilgamesh at the beginning of the turn. You Gave Me The 4th One...: CLOSE: Roll a d6 and use the result's effect.
[1]: Excalipoor: Modify Attack +2. Make a close attack that deals 1 damage instead of normal damage. After resolutions, Gilgamesh can use Phasing/Teleport at no cost.
[2-3]: Excalibur: Make a close attack that deals damage equal to the d6 result instead of normal damage. After resolutions, modify defense +2 until your next turn.
[4-5]: Masamune: Make a close attack that deals damage equal to the d6 result instead of normal damage. After resolutions, hit targets modify damage -2 until your next turn.
[6]: Zantetsuken: Ram. When Gilgamesh uses Ram, it's printed damage value becomes 6, and does not take unavoidable damage from Ram. Heal Gilgamesh one click for every hit character. Targets increase their d6 roll for Super Senses and Impervious d6 rolls by +1.
Protected: Outwit. Where Is The Interdimensional Interval...?: Probability Control, Shape Change.
This is Gilgamesh who shows up during the final Seifer battle to replace Odin. In the video game, Gilgamesh serves a similar purpose to Odin in showing up randomly to deal with enemies. Differences are Gilgamesh can show up in any part of the battle as well as show up in boss battles. When Gilgamesh comes out, he randomly chooses between 4 swords to use. That is the gimmick shown on his dial. I spiced things up to make them do more than just damage. Excalipoor probably had the most benefit since it gives Gilgamesh an escape mechanism in clix.
#060 Unique Eden
Team: No Affiliation
Range: 7
Points: 275/25
Keywords: Guardian Force, Cosmic, Deity, Mystical
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Boost: When Eden damages an opposing character with an attack, if the attack roll was [8-12], after resolutions, deal the opposing character 1 penetrating damage. Eternal Breath (Summon): POWER: The next time Eternal Breath (Attack) is used, after resolutions hit characters are placed in their starting area and knocked back two squares. This can knock back characters that can't be knocked back. Guardian Force (Equip) (25): During force construction, choose a friendly character. That character starts the game equipped with Eden. //
EFFECT: Minimum range value 6. Modify Speed +1, Attack +1, Defense +1. At the beginning of your turn, you may choose to modify Speed, Attack, or Defense an additional +1 this game. When you do, choose a different combat value and it's modifier can't be used this game. When this character KO's an opposing character with an attack, after resolutions heal them 1 click. //
DOUBLE POWER: If no other friendly character has activated this trait this turn, place an equipped Eden on click 11. Eden can not be given any actions except to use both Eternal Breath (Summon) and Eternal Breath (Attack) at no cost. After resolutions, remove Eden from the map and place it back on the equipped character's card. Eternal Breath (Attack): At the beginning of your turn, add a Break Damage Limit token to Eden's card if it hasn't moved or been placed since your last turn. Modify Eden's attack and damage +1 for each Break Damage Limit token on Eden's card. When Eden makes an attack, after resolutions remove all Break Damage Limit tokens from Eden's card. //
POWER: Improved Targeting: Hindering. Make a ranged attack with a range value of 4. Roll three dice instead of two for this attack, choosing two of the dice for the attack roll. Damage dealt from this attack is penetrating damage.
Protected: Outwit. GFHP+40%: STOP. Impervious. Eden can reduce penetrating damage. When Eden reduces damage taken to 0, after resolutions heal it 1 click.
Eden is the strongest Guardian Force in Final Fantasy VIII. It's attack, Eternal Breath, is one of the very few things in this game that can break the 9,999 damage limit on a single registered hit. The only other things that can do so on one registered hit is Cactuar's 1,000 needles at level 100, Jumbo Cactuar's 10,000 Needles, Quistis and Griever's Shockwave Pulsar, and maybe Tonberry's Everyone's Grudge attack (I can't remember if it does 9,999 or breaks the limit against characters with high KO numbers). I made it so Eden's Boost trait and Eternal Breath (Attack) translated how Eden's attack animation in the game was extremely long which therefore made it's damage potential very high since you could easily achieve full Boost by the end of the animation. The other purpose of Eden's better than normal Boost and Eternal Breath (Attack) was to give Eden the flexibility of hitting the numbers it's player would want for maximum efficiency.
There's not much else to talk about outside of Eden's equip EFFECT which in the video game it allowed for a character to junction the speed, hit, and evasion stats. Those stats are some of the best in the game for junctions. Eden's a bit different from the other GFs because it's EFFECT allows for some flexibility in how one wants their stat boosts.
Targeting: Hindering Proof of Omega: Omega Weapon has PROTECTED: Incapacitate, Outwit, Opposing Probability Control. Omega Weapon can reduce penetrating damage and can't have it's combat values modified by opposing game elements. //
When Omega Weapon would be KO'ed by an opposing character, that character can choose and use one of the following effects: PROTECTED: Outwit. -or- Modify combat values +1. Light Pillar: Sidestep, Precision Strike. Omega Weapon deals penetrating damage when it's attack rolls are 10-12. //
DOUBLE POWER: Ranged Combat Expert. This attack can't be evaded and deals penetrating damage. If the attack roll is a 12, after resolutions Omega Weapon can use Light Pillar at no cost. Strongest Monster : At the beginning of your turn, your opponent chooses one of the effects for Omega Weapon to use:
Heal 1 click -or- Modify a combat value +1 until your next turn. If the effect chosen this turn was the same as the one chosen on your last turn, increase it's effect by an additional 1. Meteor: Flurry, but can make three range attacks instead of two close attacks. When Omega Weapon uses Flurry, it can target up to three characters with each attack and deal hit characters 2 damage instead of normal damage. Terra Break: Flurry, but can make three close attacks instead of two. When Omega Weapon uses Flurry, it can target up to three characters with each attack and deal hit characters 2 damage instead of normal damage. Over 1,000,000 HP: STOP. Colossal Stamina. Impervious, but succeeds on a result of 4-6. Superboss: Probability Control. If Omega Weapon has at least one action token, it may reroll the d6 for Impervious once per attack.
Here is what's supposed to be the hardest enemy in Final Fantasy VIII. While it has a set pattern of different attacks, all of those attacks can be very devastating if not prepared for. I included most of Omega Weapon's attacks with Pulse Wave standing in for the Ultima spell. Overall I wanted to make Omega Weapon be able to deal with deep teams while not just straight up doing high damage to every one of them per hit. Omega Weapon and Eden had to be scaled way back on dealing damage against multiple enemies compared to what they could do in the video game. I think Omega Weapon is manageable when pitted against the rest of this set, yet just like in the video game can get out of control if it's attack patterns and mannerisms aren't given enough attention.