
Siegehorn
The horns fused into a single wedge. It no longer looks up.
- Family
- Seraph Ram
- Stage
- Final
Three fates
Duel stats
Type
Radiant dominates Umbral, Rot ×2
Umbral: Light breaks the dark.
Rot: Light burns away rot.
Stone dominates Infernal, Storm ×2
Infernal: Earth smothers the flame.
Storm: Stone grounds the storm.
Taking a hit, both its types count. Its moves of either type hit ×1.3 harder.
Umbral ×2, Verdant ×2, Blood ×2, Iron ×2
ResistsRadiant ×0.5, Infernal ×0.5, Stone ×0.5, Rot ×0.5
ImmuneStorm
BRUISER High HP and damage, solid Defense: trades blows.
WallbreakerIts attacks go through Ward and doubles.
Moves
Its own move. Only Siegehorn has it.
The user takes 25% of the damage dealt.
The fused horn-wedge charges up and drives through.
It takes four into a duel, its signature among them.
Attacks · 19
20% chance to stun the target (may lose turns, slower). The user takes 15% of the damage dealt.
50% stronger on a Braced target, and breaks the brace.
10% chance to stun the target (may lose turns, slower).
Braces on the first turn, then strikes on the next.
50% stronger on a Braced target, and breaks the brace. 50% chance: Lowers the target's Defense.
The user takes 25% of the damage dealt.
Scatters spikes: each foe that switches in loses 1/8 of its max Life Force.
Lands critical hits more often.
Lands critical hits more often.
A plain strike.
Twice as strong if the user is below half Life Force.
10% chance to scorch the target (1/8 Life Force a turn, halves its physical damage).
Goes through Ward, doubles and Brace.
50% stronger on a Braced target, and breaks the brace.
10% chance to stun the target (may lose turns, slower).
Lands critical hits more often.
30% chance: Lowers the target's Attack and Defense.
30% chance to strike again at half power.
A plain strike.
Tactics · 10
Raises the user's Defense sharply.
Raises the user's Attack and Defense.
Raises the user's Attack and Defense. Incoming damage −15% until the user acts again.
Scorch the target (1/8 Life Force a turn, halves its physical damage).
Goes first. Blocks the target's move this turn. Fails more often if used in a row.
Raises the user's Speed sharply.
Raises the user's Attack and Defense. Incoming damage −25% until the user acts again.
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.
Lore
It traded its sight of the sky for a horn that breaks walls. The runes took its doubts first, then its prayers. It charges where it is pointed and never asks why.
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.


