Kisho
The Kisho, or Surprise Attacker, is possibly the hardest ninja to catch. He runs around and through ennemy lines, stabbing and poisonning all around, coming in and out of the night like the vengeful ghosts of the past. It is not because he lacks the reputation of the Koran that he should be underestimated: he might be even more dangerous, if at all possible.
Special Notes: This unit is able to hide at night, leaving no trace of its presence. This unit’s skill at skirmishing allows it to ignore enemies’ zones of control and thus move unhindered around them. This unit's higher understanding of guerilla tactics allows it to run to safety after an attack. If there is an enemy of the target on the opposite side of the target while attacking it, this unit may backstab, inflicting double damage by creeping around behind that enemy. The victims of this unit’s poison will continually take damage until they can be cured in town or by a unit which cures.
Information
Advances from: | Nokizaru |
Advances to: | |
Cost: | 52 |
HP: | 60 |
Movement: | 7 |
XP: | 150 |
Level: | 3 |
Alignment: | chaotic |
ID | IME_Kisho |
Abilities: | nightstalk, skirmisher, Hit and Run |
Attacks (damage - count)
sai melee | 6 - 5 pierce | backstab | |
poisonned shuriken ranged | 2 - 6 blade | poison |
Resistances
blade | -30% | pierce | -20% | |||
---|---|---|---|---|---|---|
impact | -20% | fire | 0% | |||
cold | 0% | arcane | 20% |
Terrain
Movement Cost | |||
---|---|---|---|
Terrain | Defense | ||
Castle | 1 | 70% | |
Cave | 2 | 50% | |
Coastal Reef | 2 | 50% | |
Deep Water | - | 0% | |
Flat | 1 | 60% | |
Forest | 2 | 70% | |
Frozen | 2 | 40% | |
Hills | 2 | 70% | |
Mountains | 3 | 70% | |
Mushroom Grove | 2 | 70% | |
Sand | 2 | 40% | |
Shallow Water | 2 | 40% | |
Swamp | 2 | 40% | |
Unwalkable | - | 0% | |
Village | 1 | 70% |