Isadora

Short Description: Evil genius protected by a potent forcefield and armed with laser beams of doom.

RoleFrontline
AffiliationEvos
Actual HealthOn Foot: 80 - Forceball: 100 shields
StatValue
Health
8
Damage
5
Survival
7
Difficulty
9

Abilities

Ability 1: Doom Ray

  • Phase: Blast
  • Cooldown: None
  • Free: No
  • Description:
    • Forceball: Fire two lasers toward target location, creating an explosion. Enemies hit by a laser take 16 direct damage, while those caught by the explosion take 23 direct damage. The explosion is smaller the farther away it is.
    • On Foot: Fire a single laser toward target location, creating an explosion. Enemies hit by the laser take 25 direct damage, while those caught by the explosion take 31 direct damage. The explosion is bigger the farther away it is.
  • Energy Gained: Gain 7 energy per enemy hit.
  • Target Type: Free aim
  • Target Range: Forceball: 5.5 & On Foot: 7
Mod NameDescriptionCostType
First ResortOn Foot: Deal 6 additional damage and increase the explosion radius by 50% on your first turn outside the Forceball.1Damage Up
Focused CortexGain 3 additional energy per enemy hit.2Energy
VolatileForceball: Reduce range by 0.5 but increase radius by 20%.2Effect Size
Focal PointIncrease damage of the burst by up to 5 the smaller it is.3Damage Up

Default Mod: Focused Cortex


Ability 2: Scamper

  • Phase: Dash

  • Cooldown: Forceball: 5 & On Foot: 2

  • Free: No

  • Description:

    • Forceball: Dash to target location, dealing 23 direct damage in an area. Cooldown: 5 turns.
    • On Foot: Dash to target location. Can move after dashing. Cooldown: 2 turns.
  • Energy Gained: Gain 6 energy and an additional 4 per enemy hit.

  • Target Type: Grid

  • Target Range: Forceball: 4 & On Foot: 2

  • Area of Effect: damage radius of 1.5

Mod NameDescriptionCostType
Pellet HunterOn Foot: If you dash onto an Energy Crystal, gain an additional 10 energy.1Energy
WilyOn Foot: No cooldown if health is below 30.1Cooldown
Boosted AnimalReduce the cooldown of this ability by 2 when Suit Up is used while On Foot.2Cooldown
ScurryOn Foot: Increase range by 1.2Range Up
Cannon BallForceball: Increase damage by 8, but take 8 shield damage.3Damage Up

Default Mod: Boosted Animal


Ability 3: Reactive Chains

  • Phase: Prep
  • Cooldown: 4
  • Free: Yes
  • Description: Tether to all nearby enemies until the end of Dash Phase. If you or a tethered enemy dashes farther than 2.5 spaces away, the chains will react, Pulling the enemy up to 3 squares towards you during Blast Phase.
  • Energy Gained: Gain 5 energy per target hit, and 5 per tether broken.
  • Target Type: Self
  • Target Range: 1.5
Mod NameDescriptionCostType
Yank the ChainIncrease Pull distance by up to 3 more.1Range Up
Full StopNow a Full Action, increase the radius by 1. Enemies hit are Weakened until end of turn.2Special
Zippy LineReduce the cooldown by 2 if no targets break the tether.2Cooldown
Energy SuctionGain 2 additional energy per enemy hit and tether broken.3Energy

Default Mod: Zippy Line


Ability 4: Going Ball-Istic

  • Phase: Blast
  • Cooldown: 2
  • Free: Yes
  • Description: Overcharge yourself, creating a vortex that will explode around you next turn dealing 10 direct damage. This damage is increased by 1 per 10 missing shields, dealing up to 20 damage with no shields remaining. Slows enemies hit.
  • Energy Gained: Gain 5 energy per enemy hit.
  • Target Type: Self
  • Area of Effect: Circle of radius 1.5
Mod NameDescriptionCostType
Furry FuryIf you are On Foot when the explosion is set off, increase the damage done by 5.1Damage Up
Battle BallGain Haste for the turn, but normal free action mobility no longer applies.2Good Status
Static ClingEnemies directly adjacent to you are Rooted.2Bad Status
Over-OverchargeThe explosion always deals the maximum damage of 20.3Special

Default Mod: Static Cling


Ability 5: Suit Up

  • Phase: Prep
  • Cooldown: 3
  • Free: No
  • Description: Convert all of your energy into shields. Cannot exceed 100 shields. If On Foot, using this ability reconstitutes the Forceball.
    Passive: If your shields are depleted,this ability goes on a 3 turn cooldown and the Forceball shatters into 5 Energy Crystals. Collect these to gain 10 energy per Crystal. Remaining Crystals are removed upon Suit Up or death. When the Forceball is destroyed you are considered On Foot, which changes the functionality of Doom Ray and Scamper, and disables Reactive Chains and Going Ball-Istic. You do not generate energy naturally and lose all energy upon death.
  • Energy Gained: None
  • Target Type: Self
Mod NameDescriptionCostType
Killinator, Assemble!Suit Up cooldown when the Forceball has been destroyed is reduced by 1.1Cooldown
Ball WallGain Unstoppable for the turn.2Good Status
Pile o’PelletsCreate 3 additional Energy Crystals when knocked out of the Forceball.2Special
Hungry, Hungry, RodentWhen the Forceball is destroyed, gain Energized for 2 turns next turn.3Energy
World DominationAfter you enter the Forceball, gain Might for 2 turns next turn.3Good Status

Default Mod: Ball Wall

Dossier

SKILLS: Forcefield management. Laser targeting. Overcharging.

KNOWN FOR: Being a mad genius who developed the Forceball to amplify her destructive potential.

FAVORITE SAYING: “They called me crazy. Who’s laughing now?”

Isadora’s early experiments with forcefields and energy manipulation earned her both accolades and enemies. When her work was deemed too dangerous, she took matters into her own hands, creating the Forceball to protect herself and wreak havoc on her foes. Now a Freelancer, Isadora seeks to prove her genius on the battlefield, with the Forceball acting as both her shield and her weapon.

Story

Friends:

  • Helio: Respects his technological prowess.
  • Zuki: Shares a passion for explosions.

Rivals:

  • Celeste: Disagrees with her moral compass.