Kaleb

Atrwork by TNTVale

Kaleb is a contestant in the series Camp RPG Unbelievably Striking Another Dangerous Entity. Originally brought in to replace Captain Taco's mediocre performance, he was breifly on Team No before being selected by Thermometer as a member of the Fire Fighters.

## Design

Kaleb is a pale yellow puffball with brown feet, blush and eyes. He always carries with him his Paralysol, a modified parasol with white and orange vertical stripes and a dark, metallic handle and star.

## Powers

* Wind manipulation
* Can channel electricity through the Paralysol
* Carries an Orb of Potential which can amplify all abilities
* Slow, but durable
* Paralysol canopy is bulletproof

## Personality

Kaleb is very smart, and knows his way around most machinery. He is also very friendly to anyone he meets, although his shyness often prevents him from initiating conversation himself. He trusts easily - sometimes too easily. However, if you lose his trust, it can be hard to get it back. He enjoys a good battle, but will never deal serious injuries or kill anyone (at least not on purpose).

## Special Moves

### Thunderwall

This move costs 3 FP at base. Kaleb creates a wall of electricity around himself or an ally. This shield lasts forever and blocks one entire physical attack, dealing 1 damage as a counter. After that the shield disappears, the person behind the shield gains Electrified for the rest of the turn. An extra 3 FP can be spent to create a second Thunderwall, but only one Thunderwall can be given to a player at a time.

### Rising Roundhouse

This move costs 4 FP. Kaleb uses his control over wind currents to lift himself in the air with his Paralysol and begins to spin, feet outstretched. Deals 2 damage three times, split however Kaleb likes. However, he will become Dizzy for the next three turns.

Due to using a Respec Egg, Kaleb no longer has access to this move.

### Spark Drill

This move costs 5 FP. Kaleb lunges forward with his Paralysol, the canopy of which is spinning. This deals 1 damage three times, and inflicts Sparky for three turns.

## Personalized Badges

Kaleb has obtained three separate Personalized Badges over the course of CRUSADE. All of them were obtained via leveling up.

### Overcharge Aug (grants Plasma Ball)

This move costs 6 FP. Kaleb charges up energy in his Paralysol and launches a condensed ball of energy at a target. This deals 6 damage and inflicts Paralysis for 2 turns.

Due to using a Respec Egg, Kaleb no longer has access to this move.

### Yellow Orb Replica (Potential Burst)

This move costs 1 FP at base. Pulling out his Orb of Potential, Kaleb focuses on its strength. If Kaleb is hit at all this turn after he uses this, he loses focus and nothing happens. He does not lose focus if an attack does 0 damage. If he isn’t hit, then at the end of the turn he unleashes the power of the Orb, granting 2 stacks of Charge to either himself or an ally. Up to two extra FP can be spent to add an extra stack of Charge per FP spent.

### Code Notes (Cure.exe)

This move costs 5 FP. During his time in the events of CRUSADE, Kaleb learned how to manipulate Code. He uses this newfound ability to raise the stats of either himself or an ally, healing 5 HP and 2 FP.

## Challenge Scores

Despite debuting officially in CRUSADE 7-2, Kaleb had done a couple challenges prior. His performance is average, with the occasional 20+ point score.

```
* This score was for the resignup challenge, not the contestant challenge.
= This challenge was done for fun and does not count.
- This challenge's score was lowered due to score modifiers.

```

## Kaleb (R#11)

### Special Moves

* Thunderwall
* Thunderwall+
* Rising Roundhouse
* Plasma Ball
* Guardian Instinct
* Tailwind
* Spark Drill
* Potential Burst
* Potential Seal
* Cure.exe
* Glitch

### Final Smash

Potential MAX: Overclocked Shocker

In the Simulations, Kaleb (also known as Para) has a move for nearly any situation. His four main categories of moves are Paralysol, Wind, Potential and Code.

### Special Moves

#### Thunderwall

(Paralysol) This move costs 4 FP at base, unlike its Vanilla CRUSADE counterpart. However, its effect remains the same, creating a wall of electricity that lasts forever until it blocks one entire physical attack, dealing 1 damage as a counter and granting Electrified for the rest of the turn. Creating a second one at once only costs an extra 2 FP in the Simulations.

#### Thunderwall+

(Paralysol) This move costs 6 FP at base. This more powerful version of Thunderwall can take one more hit than normal. Other than that, nothing's changed. Creating a second one at once costs an extra 3 FP.

#### Rising Roundhouse

(Wind) This move costs 3 FP, unlike its Vanilla CRUSADE counterpart. However, its effect remains the same, dealing 2 damage three times, spread however Kaleb likes, and causing him to become Dizzy for the next three turns.

#### Plasma Ball

(Paralysol) This move costs 6 FP. Kaleb charges up energy in his Paralysol and launches a condensed ball of energy at a target. This deals 6 damage and inflicts Paralysis for 2 turns. In a 1v1, the Paralysis instead only lasts for one turn.

#### Guardian Instinct

(Paralysol) This move costs 3 FP. Kaleb becomes determined to protect his team, gaining Courage and Magnetized for the rest of the turn. This counts as a Guard Action, triggering whatever Guard Badges Kaleb has.

#### Tailwind

(Wind) This move costs 6 FP. Kaleb uses his natural abilities to manipulate wind currents, and grants his entire team Speed-Up for 3 turns.

#### Spark Drill

(Paralysol) This move costs 5 FP. Kaleb lunges forward with his Paralysol, the canopy of which is spinning. This deals 1 damage three times, and inflicts Sparky for three turns.

#### Potential Burst

(Potential) This move costs 1 FP at base. Pulling out his Orb of Potential, Kaleb focuses on its strength. If Kaleb is hit at all this turn after he uses this, he loses focus and nothing happens. He does not lose focus if an attack does 0 damage. If he isn’t hit, then at the end of the turn he unleashes the power of the Orb, granting 2 stacks of Charge to either himself or an ally. Up to two extra FP can be spent to add an extra stack of Charge per FP spent.

#### Potential Seal

(Potential) This move costs 6 FP. Pulling out his Orb of Potential, Kaleb focuses on his opponent’s power. He uses the Orb to seal some of the target’s power away, inflicting Stasis and Withered for the next 2 turns.

#### Cure.exe

(Code) This move costs 5 FP. During his time in the events of CRUSADE, Kaleb learned how to manipulate Code. He uses this newfound ability to raise the stats of either himself or an ally, healing 5 HP and 2 FP.

#### Glitch

(Code) This move costs 8 FP. During his time in the events of CRUSADE, Kaleb learned how to manipulate Code. He uses this newfound ability to delete a chunk of the enemy’s data. This deals 5 fixed damage and removes 5 Max HP from the target. This move has a cooldown of three turns after each use, and cannot be used to reduce an opponent’s Max HP lower than 50% of its original size.

### Birthright

Kaleb's Birthright is named Double Thunder. With it, Thunderwall and Thunderwall+ deal 2 damage on a successful counter, and give their protector two stacks of Electrified.

### Eden's Blessing

Kaleb's Eden's Blessing is the Orb Replica. A replica Orb of Potential, built by Kaleb in an attempt to recreate the power of the original. It's not as effective, but still useful. Grants S-Charge +3 to a single person. Can only be used three times.

### Final Smash

Kaleb's Final Smash is Potential MAX: Overclocked Shocker. Kaleb overloads his Paralysol with the power of the Orb of Potential, causing it to unleash a massive wave of electricity. This deals 6 piercing damage to everyone on the enemy team, and Paralyzes them for 2 turns, bypassing Shock Shield.

### Strategy

Kaleb's wide variety of Special Moves can let him play whatever role his team needs him to, whether it's for offense, defense, support or a combination of any of those. Rising Roundhouse and Spark Drill are both good sources of damage, while Thunderwall and Guardian Instinct can block damage for the entire team.

## Trivia

* Kaleb's first debut to the public eye was actually via Rivals of Aether thanks to the introduction of Steam Workshop support. He was revealed in the first Workshop Blueprints and released publicly on July 2nd, 2021.
	+ His design was actually finalized partway through his development as a character in said game. His Paralysol was originally going to have yellow stripes, but it was so similar in color to Kaleb's body that it messed with the how the game loaded the pallet swaps.
* Para is one of many Kalebs throughout the Multiverse. He's listed as Kaleb #11.
* Kaleb is known as a Hybrid in his home universe (a being with a combination of two Copy Abilities), specifically that of Spark/Parasol. However, his Hybrid nature comes entirely from his Paralysol, and not his natural abilities. The only two people who know about this secret are Evo and Wyld Fyre.