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Tontatta

Tiny folk with a big furry tail, not much taller than a hand: they hit as hard as a man and go under everything.

Size 0.25: about 0.45 blocks high and 0.15 wide, no slider
Passive Tontatta Strength
Techniques 5
In the abilities menu their own category
Rokushiki Tontatta do not count as humans

A Tontatta is the player's own body at a quarter of the size, with a bushy tail and a pointed nose drawn over their skin: the tail takes the colour of the player's hair, and its shape and the nose are picked from the player's identity, so they never change. Everything else is what AkumaLib's size system gives a body this small: a short reach, and a body that goes where a man cannot.

Tontatta Strength

Passive, Tontatta

The user is tiny, but their blows push as hard as a man's, and they reach blocks further than their size.

Stat Value
Block reach 3 blocks

A body this small would push almost nothing: Tontatta Strength takes the size's loss of knockback back out of the user's blows. Their damage and the speed of their swing already are a man's. They keep their short reach to hit.

Techniques

In the abilities tree, a branch only Tontatta see: Tonta Uppercut first, then Tonta Barrage and Underfoot Dash, then Tail Hammer, then Head Climb.

About the values

Damage is what the target really loses, in health points (2 = one heart). The figures are those of a Tontatta at their own size 0.25, ranges and cooldowns included: their reach is half a man's, and their cooldowns shorter than a man's. Cooldowns and times are in seconds. Sizes: Your size.

Technique Cost Comes after
Tonta Uppercut 500 Doriki, 2 martial arts points
Tonta Barrage 2,000 Doriki, 3 martial arts points Tonta Uppercut
Underfoot Dash 1,000 Doriki, 2 martial arts points Tonta Uppercut
Tail Hammer 3,000 Doriki, 5 martial arts points Tonta Uppercut and Underfoot Dash
Head Climb 5,000 Doriki, 8 martial arts points Tail Hammer

Tonta Uppercut

Active, Tontatta

A blow from below that throws the nearest enemy up, however much bigger. A man goes about 5 blocks up, a giant of size 4 about 2.5: the sturdier the body, the lower it flies. With nobody in reach it does not go.

Stat Value
Cooldown 8 s
Damage 10
Range about 1.5 blocks (line)

Tonta Barrage

Active, Tontatta

A flurry of very fast blows on the nearest enemy in front: 12 blows in 1.2 s. A blow does not push, so the series stays on its target. If nobody is left in reach, the series ends.

Stat Value
Cooldown 12 s
Blows 12, one every 0.1 s
Damage 1.25 a blow, 15 in all
Range about 1.5 blocks (line)

Underfoot Dash

Active, Tontatta

A lightning run straight ahead, between the legs and under the bodies on the way. Each body passed is hit once and stumbles for a second. It does not push: the run goes on under it. A wall stops the run.

Stat Value
Cooldown 5 s
Damage 5, to each body passed
Distance 6 blocks, in 0.3 s
Stumble Slowness II for 1 s

Tail Hammer

Active, Tontatta

The user jumps high over the enemy in sight and comes down on them tail first. Only that enemy is hit, and no block breaks. It needs the ground under the user's feet, and with nobody in sight it does not go. A body that has moved away is missed: only the wait is paid.

Stat Value
Cooldown 14 s
Damage 14
Range about 8 blocks (line to the target)
Flight up to 4 s

Head Climb

Active, Tontatta

The small against the big: the user goes up the body of an enemy in 0.75 s, hits it at the head, slows it and jumps off. No fall hurts. It works only on a body at least 1.5 times the user's height: on anything smaller it is refused with a message, and no real wait follows.

Stat Value
Cooldown 18 s
Damage 18
Range about 1.5 blocks (line)
Climb 0.75 s
Slowed Slowness III for 1 s

The climb ends early if the enemy dies, changes level, or is moved too far in one tick to be a walk (a teleport).

What follows the size

  • Reach and moves of every technique are half a man's at size 0.25 (the dash covers 6 blocks, the hammer reaches 8).
  • Cooldowns are about three quarters of a man's (x0.74).
  • Damage is a man's: a body under size 1 loses none.
  • Tonta Uppercut lifts a body by what it holds firm: the heavier it stands, the lower it flies.
  • Head Climb works only on a body at least 1.5 times the user's height.
  • In a bigger form (a Devil Fruit's), the techniques grow with the form.

See Race size and slider and Abilities that follow the size.