Slimes- Assume that the damage calculations for slimes that directly damage targets to be magical and of average power factors. Their costs, as described in Learpabru's Possessions, are all the same (AVG) unless otherwise stated. Slimes can't be combined unless at least one of them mentions the capability, in which case their costs are accumulated. When a conversion is occurring and the destination gak is more costly than the original gunk, the cost difference is added onto the cost of Convert. If the destination goop costs less than the original goo, the overpay is held in the slime to be spent in another conversion to a more costly slime than what is present, or just to come back at 1/4th efficiency with Auto-Revert.
Baseooze: This ooze is orange with yellow streaks and very slippery, moreso than oil or the black, oily slime in Sunshine. There's nothing very special about it, other than the fact that it can be converted with a touch of the Slimebrush to other goops (described in inventory) and has 1/4th of the usual cost.
Mendooze: It's a lime green ooze with grey streaks that can restore some tissue health, some health energy, and some physical stamina. Its power factor and cost are average, but the healing is always split into 55% HE, 25%, TD, 15% PS, and 5% lost.
Burngoo: This red-orange-yellow goo, as one might expect, burns. Keep in mind that you don't need to touch this to take damage. Small pillars of flame (more like a salamander's breath, reaching only 1.5 feet at Lv1) pulse out of this stuff in random spots and random frequencies. Due to the potentially useful range of the flame spouts, the power factor is negligibly reduced.
Freezegoo: Rather than flame pillars, this slime generates chilly winds that flow along to chill any target within one foot (Lv1) of the gunk. The chilly winds flow along at a steady pace, but randomly, so it's possible to be very close to the slime without taking damage from it for a moment before the chill gets you, though contact always gives damage. Although they are called “chilly winds” and appear to be just that, they are exclusively ice-elemental. As to why this goo is sky blue and purple-spotted, your guess is as good as mine. The power factor is laughably reduced for the chilly winds.
Electrogoo: Touch, kzzt, ow. The tiny arcs of electricity along this stuff aren't such a concern as the flames of Burngoo or the icey winds of Freezegoo, since they only arc through the air about 6 inches (Lv1) off the goo's surface, then back into the goo. That's why touching this stuff is a bit more potent than the predecessors, equivalent to the cost. It's also hard to stop being electrocuted, too, but there's a good side: After being electrocuted by this, one becomes immune to it for a brief moment, allowing one to pull away. If one stands on this goo, then Freezegoo for the same amount of time, the result will be only the damage difference that comes from the power factor difference. The fact that this is a yellow-green color with yellow streaks is far more fitting than the previous.
Aquagunk: It's almost exactly like water, in properties, and can be absorbed or reduced as such, but you can't breathe in it because it lacks oxygen. When covered in it, water damage to you is reduced by 35%. The color scheme is deep blue (duh) with lighter blue spots. When combined with Foodooze, it hydrates and refreshes people just like water. Thanks to the Slimeslash ability of the brush, this can be used for water rush attacks. This slime doesn't damage by mere contact.
Aeroslime: A small dose of this can allot enough oxygen for people to breathe a bit, when mixed with Foodooze. When not mixed, it rips at enemies who touch it with wind while sending up random swirls of wind that reach up to two feet off the surface. This stuff's pink with green streaks. To get a hang of the power factor, look at the pattern of the first three elemental goos. You can see that this is very slightly reduced.
Stoneslime: This hardens incredibly upon being drawn, so that it's much like diamond, but not so shiny. It's almost as hard, too. It's grey with brown streaks. Slimeslash can allow for rock throw attacks.
Oilgoop: You know the properties of oil, right? This'll float atop water or Aquagunk, burn like crazy, make things slippery . . . It's black with grey streaks, appropriately.
Gravitygunk: The bigger the pool, the greater the gravitational pull that's emitted (considered as an “average” magnitude draw-in effect). This is purple with orange spots.
Spiderooze: Stickier than molasses on a hot day in the Netherlands, this can be used to immobilize or disable foes, provide a transit string for Lynette, or various other things that one may expect from a Spiderman-like ability. Black with white streaks or white with black streaks are the available color schemes.
Poundslime: Touch this, and you'll feel like a soccer ball for a titan. Say it with me: "THUD!" It's tan with red streaks. (non-elemental, very high KB factor)
Foodooze: This can be combined with others, but generally isn't . . . for obvious reasons. It's edible and very nutritious to anyone. Note that all slimes are nutritious and edible to the bearer of the Slimebrush, Lynette. The color schemes are variable. The PS that is recovered is a touch less than the cost.
Cloudgak: This white slime with silver streaks is formed into clouds, which absorb water to grow, can be used as platforms or trampolines by Learpabru, and just provide overcast.
Shineslime: This white slime that emits bright light is self-explanatory. Touching it results in a stronger pulse of light that damages.
Shadeslime: This is black slime that absorbs light and emits shadow. See above.
Musicgoop: With an overhead twirl of the Slimebrush, a musical staff is generated of slime. The staff is formed in a circular formation and hovers in place. The staff lines are purple, the notes are green, and she also draws a line at the front of the staff in gold. At her will, the line progresses at the appropriate tempo for the song that she formulated, and the notes are played as the line passes them. Those of you who have played NiGHTS: Journey of Dreams and have played the musical mission in the forest will have an easy time of understanding this one. It's separate from other slimes; it can't be fused with others, and it has a low cost.
Covergak: This is almost always combined with other gunk, but, when it's not, it's brown with darker brown streaks. An object, be it living or not, can be forced to sink into the ground (without damage; it's an extradimensional sink) with hardly a trace of the tops of their heads showing, and even that would typically be covered in slime. This is done by covering a target at least 95% with this stuff. It can also be done with things on a wall, and that simply requires a design, such as a spiral, an animal, or whatever, and it requires a 40% covering of the object, which makes it impractical against living targets, since getting the design painted properly is a hassle. The problem with this is that it can only last so long (1 hour at Lv1, 3 hours, 8 hours, 20 hours, 47 hours, 100 hours, 300 hours at Lv7, without training), and using this makes the selected slime lose its waterproof property. Its cost is halved, but so is any damage that the target manages to incur via the exposed scalp.
Creepgak: This is often combined as a function to other slimes, but, when it's not, it's purple with grey and green streaks. It simply creeps along in accordance to Learpabru's will, so something can creep into someone's throat, creep over to an immobilized foe, creep into different formations, et cetera. Its cost is halved.
Paintgoop: This has little function in battle. It's just slime with no special effects, other than the fact that it's even more resilient than most others. It can have any colors, any designs, any whatever, and can be used to paint things for huge periods of time, as Paintgoop resists Auto-Revert to the point that it doesn't revert to the brush for three times the normal length (45 minutes at Lv1, no training). This is the only gunk that can be either waterproof or not, depending on what Learpabru wishes, but only when it's not used as a function with other goops. Its cost is halved.
Structuremuk: This is a great slime that seems to be a combination of several others. It's hard to the point of being seemingly impenetrable and highly resistant to magic. It is immune to any element. Specialty elements will still work, of course. It can be shaped into any structure, or it can simply be painted as a coating for something. Since it can negate the elements, it can be used as an underground structure, underwater, underlava, or whatever. All of these traits make this Learpabru's most reliable form of shelter. This can have any color scheme, just like Paintgoo. It must be painted at 1/8th the speed of other gunk, and its cost is doubled.
Dances- Even if struck while dancing, a dance continues, so its effects seem inevitable. This is because flinch factors are negated, but KB factors are not. However, they are absolutely worthless against sleeping targets, with the exception of Rapture Frolic. Also note that the effects of Wither Polka and Rousing War only last until the end of the present battle; nothing's permanent. The magic has a special property that allows it to “know” whether a battle is occurring or not.
Mincing Minuet: Once per minute of this dance, every enemy on the battlefield takes a tiny amount of damage. It feels like one has just been slashed, but that's not the case, nor is it magical. It's null damage. It's an autohit, but that doesn't really matter, since the damage is so tiny. Since the damage that this is capable of is less than 1/12th of anything that could be considered as something that's noticeable, Learpabru only uses it when there are tons of enemies to hit, and, even then, she tends to use Wither Polka. This is usually considered to be the least useful of her dances.
Witch Hunt: This is Mincing Minuet, but for mana and chakra (in that order; if mana is emptied, even if it gains a bit more immediately afterward, the dance moves on to chakra, then runs the same process to go back to mana, going on an individual basis). It sounds nice, but, again, the power is so negligible that this is almost never put to use.
Slow Dance: This, on the other hand, is nice. She does a quick jig, despite the name, and an area of 3-meter radius with a 3-meter range is targeted for it. Anyone who's in the area is then inflicted with the "Slow" status. This only last half a minute, but that's long enough. This is a one-time action, unlike the ongoing dances, such as Mincing Minuet or Witch Hunt. (This variant of Slow multiplies time passage by 0.75.)
Wither Polka: Every 75 seconds of this dance, every enemy on the battlefield is slightly reduced in STR and MAG. Unfortunately, the difference is incredibly small, so it's not worth much more than Mincing Minuet or Witch Hunt.
Rousing War: This is the opposite of Wither Polka, and it's for allies. Allies' MAG and STR are increased steadily, unlike the time-based decreases of the Wither Polka, and their SPD rises with them. As always, the difference is largely negligible, but somewhat worthwhile when accompanied by a few allies.
Forbidden Sway: So long as she's using this dance, she's undetectable to (reasonably) any senses. That is to say that she's completely undetectable by normal means and many abnormal means, but some things that are specifically designed to get by this may do just that.
Darkness Dance: So long as she dances with this ability, all enemies on the battlefield are blinded by darkness . . . and that's it.
Jitterbug: This is a hasty dance that gives all allies “Haste.” It's one of the few dances that's as good as you'd expect. (This variant of Haste increases the rate at which time passes for the target(s) by 0.25. Effectively, the target(s) have 1.25 times their normal speed, plus there is the obvious effect on charge times/durations/et cetera.)
Carnival Cancan: During this dance, all allies can have up to double their normal health maximums. If something fully heals them, it heals them to 200%. Of course, everything's proportional, so a person with 50% of their normal health before the dance starts with have 100%, since it's 50% of double. After the dance, though, they'll go back to having 50% of their original. However, if they're healed to 150% (75% of double) during the dance, after the dance, they'll revert to 75% of their normal. The best use of this is to keep it going until it no longer matters.
Dirty Dancing: Despite its name, this is not at all risqué. During this dance, all allies have hugely greater chances to strike weak/critical spots, as it improves their wariness of such spots and their mental stamina.
Rapture Frolic: This frolic of unrelenting joy is a single action, like Slow Dance. It restores a huge amount of health, chakra, tissue damage, and physical stamina while removing any detrimental effects such as immobilization, disability, poison, blindness, sleep, and others (slightly above Esuna purification level). It heals every present ally. The downside is that it can only be used once per ten hours minus her Level and requires the sacrifice of a noticeable amount of Learpabru's physical stamina, though the latter is more than compensated for.
Note that when I say "allies,” that includes Lynette.
Brush Techniques- Even at higher Levels, these will be used sparingly; she has to charge her health energy into the brush for a bit (time varies with HE; not very much time), then launch them with deadly accuracy (practically autohits) and not quite enough power to make them nearly as efficient as they are in Okami. They all have magical calculations with a 0.95 multiplier on the MAG.
Ink Bullet: By pointing her brush as though to draw dots on her target(s), once she releases the tech, the dots that she seemed to draw appear on the target(s) as though they had been shot. They're not very strong, but they do only count half of enemy resistance. Their power factor is equivalent to slightly less than half their cost, which is a very low amount per bullet.
Power Slash: With a swipe of her brush (that, unlike in Okami, does not have to be horizontal), Learpabru can summon a slash through her target. This has less versatility than the Ink Bullet, but the power per cost ratio is better. It costs a slightly below average amount of HE, and its power factor is just barely under the equivalence.
Waterspout: Learpabru can control something that's liquid or seemingly liquid, plasmic subtances, such as lava. It only works in one drawn path at a time.
Greensprout: This is the same with plantlife. Also, she can draw lily pads for waterwalking.
Inferno: This is the fire version.
Blizzard: Here's the ice version.
Thunderstorm: Need I say it?
Cherry Bomb: It's cherry-shaped, hence the name, but not cherry-sized. The explosion is fairly small, though. They are 1.5-meter diameter bombs, each with explosion radii of 4-meter diameter. If you do a YT search for "okami cherry bomb" or something, you'll find vids to refer to, with my measurements closely approximated. The cost and power factor are moderate.
Veil of Mist: For 5 seconds, enemies are disoriented (good effect on MS) and everything other than Learpabru is slowed significantly. As good as this sounds, for its small duration, it's not generally worth the charge time and energy that's put into it. It can be, though. Its cost is a large amount of HE.
Q: Could you expound on just how absolute (or seemingly so) the Forbidden Sway is?
A: The dance emits an aura that makes all senses, including aura detection, go right through her. Let's say that you're looking straight down at her, with a bird's-eye view, when she starts it. You'll see the ground that's below her. If you can perceive the space that she's in, that space will seem to be uninhabited to all perception. It's pretty absolute, though I can imagine an ability that gets through this. For instance, one of Max's chars has an ability that is specifically designed for cloaking effects. Simply said, it makes it so that he can see someone who is cloaked (only if they are trying to be cloaked) and can talk to them, but can't otherwise act on them and doesn't even know that they're trying to be cloaked until he tries to act on them and finds himself disabled from doing so. Lol, he'll just suddenly start talking to the air that's next to him, everyone will be all, "Wtf?", and the cloaked person will say, "Shh! Scat! I'm trying to hide, dickweed!" xD Anywho, that ability would work against this, but most perceptions won't. Then again, it's not like she can do much else while she's dancing, so it doesn't make much of a difference.
As for the footprints, she's light as a feather, she dances (which is classically something that involves movements that are especially light on the feet), and she often fights on grassy, rocky, or other areas that make footprint-tracking difficult. Were she to travel in an area that is very easy to leave footprints on, they'd still be pretty faint, but, sure, you could track her that way, theoretically. Simple solution that every hunter knows: Make 'er bleed. P: She can cover the blood up with slime, but, if you're in battle with her, you'll see drippings. There are always ways to get around stuff, else it's godhacking, and believe me; my moves all leave room to get out, individually.