
Cobblit
A shelled whelp that never puts its mace down.
- Family
- Aspido Tortoise
- Stage
- Incarnate
Three fates
Duel stats
Type
Iron dominates Glacial, Stone ×2
Glacial: Steel shatters ice.
Stone: Iron breaks rock.
Taking a hit, both its types count. Its moves of either type hit ×1.3 harder.
Infernal ×2, Storm ×2, Rot ×2
ResistsGlacial ×0.5, Stone ×0.5, Iron ×0.5
ImmuneBlood
WALL Highest HP and defenses, light attack: soaks hits.
Heavy SwingPhysical moves hit 20% harder.
Moves
Its own move. Only Cobblit has it.
10% chance to stun the target (may lose turns, slower).
It throws its mace and somehow always gets it back.
It takes four into a duel, its signature among them.
Attacks · 11
30% chance: Lowers the target's Attack and Defense.
A plain strike.
30% chance to stun the target (may lose turns, slower).
A plain strike.
10% chance to stun the target (may lose turns, slower).
Lowers the target's Speed.
A plain strike.
Scatters spikes: each foe that switches in loses 1/8 of its max Life Force.
Lands critical hits more often.
20% chance to stun the target (may lose turns, slower).
30% chance: Lowers the target's Speed.
Tactics · 5
Raises the user's Defense and MDef.
Restores 33% of max Life Force.
Goes first. Blocks the target's move this turn. Fails more often if used in a row.
Raises the user's Speed sharply.
Restores 40% of max Life Force. Clears the user's status.
What each fate brings:
30% chance to stun the target (may lose turns, slower).
The shell that became a shield comes down blazing with its vow.
The user takes 25% of the damage dealt.
It swings the molten mace by its chain and lets it land where it wants.
Incoming damage −20% until the user acts again.
It finally moves: a shockwave of stone-deep force.
Lore
Cobblit hauls a mace twice its size and won't say where it found it. Born of the dark, it is closer to a guardian than anything of its kind has a right to be. Light could make its shell a vow, hunger could crack it open, and the runes could seal it shut for good.
The Aspido Tortoise
Born of the drowned places and armored like things that expect to be struck. Their kind were made to guard what should not be guarded. Every Cobblit carries the same mace and the same question: what is worth holding on to?


