
Lambent
Small, white, and already looking for something to headbutt.
- Family
- Seraph Ram
- Stage
- Incarnate
Three fates
Duel stats
Type
Radiant dominates Umbral, Rot ×2
Umbral: Light breaks the dark.
Rot: Light burns away rot.
Taking a hit, both its types count. Its moves of either type hit ×1.3 harder.
Umbral ×2, Blood ×2
ResistsRadiant ×0.5, Rot ×0.5
ImmuneNone
BRUISER High HP and damage, solid Defense: trades blows.
Hard HeadTakes no recoil damage.
Moves
Its own move. Only Lambent has it.
10% chance to stun the target (may lose turns, slower).
Small, white, and already headbutting.
It takes four into a duel, its signature among them.
Attacks · 11
20% chance to stun the target (may lose turns, slower). The user takes 15% of the damage dealt.
10% chance to stun the target (may lose turns, slower).
10% chance to stun the target (may lose turns, slower).
Lands critical hits more often.
Goes first.
A plain strike.
Goes through Ward, doubles and Brace.
The user switches out after this move lands.
Lands critical hits more often.
30% chance to strike again at half power.
A plain strike.
Tactics · 8
Restores 33% of max Life Force. Clears the user's status.
Raises the user's Attack and Defense.
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 25% of max Life Force. Clears the user's status.
Incoming damage −35% until the user acts again. Raises the user's Attack and Defense.
Restores 40% of max Life Force. Clears the user's status.
What each fate brings:
A plain strike.
Two tiers of horn, haloed in light, and nothing behind them but conviction.
25% chance to blight the target (1/8 Life Force a turn).
The broken halo at its neck weeps something poisonous.
The user takes 25% of the damage dealt.
The fused horn-wedge charges up and drives through.
Lore
A young seraph ram, all wool and certainty. Its kind are made for the light, which is why the fall from it is so far. Lambent doesn't know that yet. It is too busy headbutting.
The Seraph Ram
Rams of the light that walk the ground instead of the sky, made to carry light where wings can't reach. Their conviction is their gift. It is also the first thing to go wrong.


