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Post by Gaia on May 15, 2017 16:57:18 GMT -8
Joker.DB
If you have Initiative, just go. Willing to 1vTeam.
1-100
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Post by Wackoguy on May 19, 2017 18:12:08 GMT -8
(OOC: Gonna throw Doomistra at ya. Nothing fancy-smancy.) ====== (Doomistra has Initiative!)
Doomistra's offensive Phase:
3 atk slots + 1 (First turn) = 4 attack slots
Tempest Rage S-atk Elec element Doomistra utilizes one of two elements to strike her foe! -can be charged optionally for 1 turn to gain x1.5 damage [-10% dmg] -cannot be intercepted [-10% Base Damage || 1 Required Cooldown] -undodgeable [-10% dmg] -can instead become Plasma upon use [-10% damage] -180 damage [70%] 1 turn cooldown
-charges Force Charge [1st charge]-
Polar Storm C-atk Ice Element Doomistra strikes the enemy with a bone-chilling flurry of kicks! -Cuts auras [-10% dmg] 235 damage [90%]
-charges Shadow Immersion-
==========
HP: 2,900 / 2,900
status: Clear!
Stage: normal
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Post by Gaia on May 20, 2017 9:16:57 GMT -8
Joker.DB
Defense Phase
[DreadJoker HP=1100/1100]
[Satellite Analytics] [Advanced Skill] - Dread Joker's Variable Enhancements are selected based upon the Types of each individual opponent he is fighting, and he activates a different Variable Enhancement for each Navi type among his opponents. -- Dread Joker can select 1 additional Variable Enhancement for each separate Variable Enhancement active via his Type. --- When selecting additional Variable Enhancements, for every two opposing navis, Dread Joker can select the same Enhancement an additional time. For one-use enhancements, he gains an additional use each time he selects it. ---- The vs Normal Type Variable Enhancement can never be selected more than once. ----- Dread Joker cannot benefit from other passive sources that increase his Damage or Armor, save for natural Version bonuses.
[Variable Enhancements] - 2 Active! - [vs. Defense/Support Type] - +5 Damage/Version - [vs. Attack Type] - +5 Armor/Version
Dread Joker has 35 Armor, a Strength against Ice and a Weakness to Elec.
[Tempest Rage] - Taken for [180 145] 190 Damage! [Polar Storm] - Avoided with [Crimson Shield]!
[Total] - Taken for 190 Damage!
[Crimson Shield] [6/6 Uses Remaining] Dread Joker erects a wall of crimson against attacks, the incredibly dense material withstanding against the strongest of blows. - Dread Joker blocks 1 Attack. -- At any time, Dread Joker can sacrifice an attack slot to naturally block an additional attack. --- If Dread Joker's vs. Defense/Support Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Shield Unbreakable. ---- [Used x1]
[DreadJoker HP=910/1100]
Support Phase
[DreadJoker HP=910/1100]
[DreadJoker HP=910/1100]
Offense Phase 3 AS | 2 Preemptive Charge | 1 Auto-Charge | 1 Basic Auto-Charge | +35 Damage
[Dread Satellite Laser] - Preemptively Charged! [Gigant Swing] - Preemptively Charged!
[Gigant Tackle] - [1/1 Charges] [Satellite Access - Power Ax] - [1/2 Charges]
1. [Dread Satellite Laser] Bug/Laser | Shot [1/1 Charges] Kneeling back, Dread Joker charges up a massive amount of crimson energy, and releases a powerful laser of pure corrupted power. - [250 285 430] 645 Damage [120%] - Breaks Shields, Undodgeable - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at [1] 3 additional targets - Can be Optionally Charged for 1 Turn -- 1-CD
2. [Gigant Swing] Plasma | Combat [1/1 Charges] Coating his fist in solidified crimson, Dread Joker swings his large limb like a maul to smash into his opponent. - [235 270 405] 205 Damage [110%] - Dread Joker restores 405 Health. - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn - Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gains HP equal to the attack's damage. The attack still hits for 50% Damage.
3. [Gigant Swing] Plasma | Combat [0/1 Charges] Coating his fist in solidified crimson, Dread Joker swings his large limb like a maul to smash into his opponent. - [235] 270 Damage [110%] - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn - Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gains HP equal to the attack's damage. The attack still hits for 50% Damage.
Summary Phase
1,120 Damage @ Doomistra
[DreadJoker HP=1100/1100] [Status] - Fine [Stage] - Null [Cooldown] - [Dread Satellite Laser] - [0/1]
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Post by Wackoguy on May 20, 2017 10:42:14 GMT -8
Doomistra's defensive!
Dread Satellite Laser = taken for 645 * 1.3 = 839 damage
Doomistra's HP: 2,061 / 2,900
Gigant Swing = avoided via skill:
Midnight's reflection Support skill Doomistra forms a violet-colored barrier around her,to ward off attacks. Summons a Barrier with 210 + (40 * Version) [370] HP around your Navi 300 HP Barrier -everytime it is struck by an S-atk,Doomistra gains an instance of +30 damage that can ONLY be used on an S-atk (Max of 4 instances) 1 use
Barrier's HP: 95 / 300
Gigant Swing = blocked by the Barrier!
Barrier's HP: 0 / 300
=========
Doomistra's setup phase:
-regens 245 HP- -regens 100 HP- -regens 100 HP-
Doomistra's HP: 2,506 / 2,900
==========
Doomistra's offensive Phase:
3 attack slots + 1 (Elec bonus) = 4 attack slots
Midnight Purge S-attack Shadow element Doomistra focuses purple shadow energy in-hand and unleashes a focused beam upon her target. -can be optionally charged for up to 2 turns to gain x2.5 damage [-20% dmg] 235 damage [90%]
Shadow Immersion (charged!) S-atk Shadow element Doomistra throws a purple orb of shadow energy at a target,which envelops them in a sphere of chaotic energy,slamming into them from multiple sides. -gains +30 damage if used after another Shadow element attack during her turn [-10% dmg , 1 required CD] -1 turn charge required -Unomnidodgeable [-10% dmg] -235 265 damage [90%] -1 turn Cooldown
-continues to charge 'Force Charge'-
-charges 'Stormy Day - Lightning Spear'-
========
Doomistra's HP: 2,506 / 2,900
Status: Ok1
Stage: Normal!
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Post by Gaia on May 20, 2017 16:44:02 GMT -8
Joker.DB
Defense Phase
[DreadJoker HP=1100/1100]
[Satellite Analytics] [Advanced Skill] - Dread Joker's Variable Enhancements are selected based upon the Types of each individual opponent he is fighting, and he activates a different Variable Enhancement for each Navi type among his opponents. -- Dread Joker can select 1 additional Variable Enhancement for each separate Variable Enhancement active via his Type. --- When selecting additional Variable Enhancements, for every two opposing navis, Dread Joker can select the same Enhancement an additional time. For one-use enhancements, he gains an additional use each time he selects it. ---- The vs Normal Type Variable Enhancement can never be selected more than once. ----- Dread Joker cannot benefit from other passive sources that increase his Damage or Armor, save for natural Version bonuses.
[Variable Enhancements] - 2 Active! - [vs. Defense/Support Type] - +5 Damage/Version - [vs. Attack Type] - +5 Armor/Version
Dread Joker has 35 Armor, a Strength against Ice and a Weakness to Elec.
[Midnight Purge] - Taken for [235] 200 Damage! [Shadow Immersion] - Avoided with [Crimson Shield]!
[Total] - Taken for 200 Damage!
[Crimson Shield] [5/6 Uses Remaining] Dread Joker erects a wall of crimson against attacks, the incredibly dense material withstanding against the strongest of blows. - Dread Joker blocks 1 Attack. -- At any time, Dread Joker can sacrifice an attack slot to naturally block an additional attack. --- If Dread Joker's vs. Defense/Support Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Shield Unbreakable. ---- [Used x1]
[DreadJoker HP=900/1100]
Support Phase
[DreadJoker HP=900/1100]
[N/A]
[DreadJoker HP=900/1100]
Offense Phase 3 AS | 1 Auto-Charge | 1 Basic Auto-Charge | +35 Damage
[Gigant Swing] - [1/1 Charges] [Satellite Access - Power Ax] - [2/2 Charges]
1. [Gigant Tackle] Laser | Combat [1/1 Charges] A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [190 225 340] 510 Damage [90%] - Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
2. [Gigant Tackle] Laser | Combat [0/1 Charges] A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [190] 225 Damage [90%] - Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
3. [Gigant Tackle] Laser | Combat [0/1 Charges] A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [190] 225 Damage [90%] - Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
Summary Phase
960 Damage @ Doomistra
[DreadJoker HP=900/1100] [Status] - Fine [Stage] - Null [Cooldown] - [Dread Satellite Laser] - [1/1]
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Post by Wackoguy on May 20, 2017 18:37:28 GMT -8
Doomistra's defensive phase:
-Doomistra takes the full 960 damage-
HP: 1,546 / 2,900
========
Doomistra's setup phase:
-regens 245 HP- -regens 200 HP- -regens 100 HP-
HP: 2,091 / 2,900
===========
Doomistra's Offensive Phase:
3 attack slots
Stormy Day - Lightning Spear [charged!] C-atk Electricity element Doomistra gathers electricity into the form of a yellow spear with a purple blade at the head,jabbing an enemy with it. -If hits, Doomistra gains +1 attack slot for 3 turns [-10% Base Damage || 1 Required Charge || 2 turn Cooldown] -Breaks shields [-10%] -235 damage [90%] 1 turn required charge 2-turn CD
-3rd charge of 'Force Charge'-
-charges 'Tempest Rage-
==========
Doomistra's HP: 2,091 / 2,900
Status: Clear!
Stage: Normal!
(OOC: The mounting regen is due to an accessory she has,btw. Just mentioning.)
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Post by Gaia on May 21, 2017 5:27:49 GMT -8
Joker.DB
Defense Phase
[DreadJoker HP=900/1100]
[Satellite Analytics] [Advanced Skill] - Dread Joker's Variable Enhancements are selected based upon the Types of each individual opponent he is fighting, and he activates a different Variable Enhancement for each Navi type among his opponents. -- Dread Joker can select 1 additional Variable Enhancement for each separate Variable Enhancement active via his Type. --- When selecting additional Variable Enhancements, for every two opposing navis, Dread Joker can select the same Enhancement an additional time. For one-use enhancements, he gains an additional use each time he selects it. ---- The vs Normal Type Variable Enhancement can never be selected more than once. ----- Dread Joker cannot benefit from other passive sources that increase his Damage or Armor, save for natural Version bonuses.
[Variable Enhancements] - 2 Active! - [vs. Defense/Support Type] - +5 Damage/Version - [vs. Attack Type] - +5 Armor/Version
Dread Joker has 35 Armor, a Strength against Ice and a Weakness to Elec.
[Stormy Day] - Avoided with [Nat. Barrier]!
[Total] - Taken for 0 Damage!
[Crimson Shield] [4/6 Uses Remaining] Dread Joker erects a wall of crimson against attacks, the incredibly dense material withstanding against the strongest of blows. - Dread Joker blocks 1 Attack. -- At any time, Dread Joker can sacrifice an attack slot to naturally block an additional attack. --- If Dread Joker's vs. Defense/Support Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Shield Unbreakable.
[DreadJoker HP=900/1100]
Support Phase
[DreadJoker HP=900/1100]
[N/A]
[DreadJoker HP=900/1100]
Offense Phase 3 AS | 1 Auto-Charge | 1 Basic Auto-Charge | +35 Damage
[Dread Satellite Laser] - [1/1 Charges] [Breaker Time Bomb] - [1/1 Charges]
1. [Gigant Swing] Plasma | Combat [1/1 Charges] Coating his fist in solidified crimson, Dread Joker swings his large limb like a maul to smash into his opponent. - [235 270 405] 205 Damage [110%] - Dread Joker restores 405 HP! - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn - Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gains HP equal to the attack's damage. The attack still hits for 50% Damage.
2. [Server Access - Power Ax] Bug | Combat Accessing the satellite server, Dread Joker utilizes a special battle chip that grants him an empowering ax made of pure crimson. - [105 140] 210 Damage [50%] - Undodgeable, Breaks Shields - If Hits, Dread Joker gains +50 Damage, +50 Armor and +1 AS for 1 Turn. -- If Dread Joker's vs. Intel type Variable Enhancement is active, this attack can target an additional opponent per Variable Enhancement Effect active. -- 3 2-Turn Required Charge
3. [Gigant Tackle] Laser | Combat [0/1 Charges] A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [190] 225 Damage [90%] - Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
Summary Phase
640 Damage @ Doomistra
[DreadJoker HP=1100/1100] [Status] - Fine [Stage] - Null [Cooldown] -
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Post by Wackoguy on May 21, 2017 10:22:25 GMT -8
Doomistra's defensive Phase:
Gigant Swing = taken for 205 damage
[Server Access - Power Ax = taken for 210 * 1.3 = 273 damage
Gigant Tackle = taken for 225 damage
HP: 1,388 / 2,900
=========
Doomistra's setup Phase:
-regens 245 HP- -regens 300 HP- -regens 100 HP-
Doomistra's HP: 2,033 / 2,900
Magnet Panels Elec Element When the stage is set, the user chooses C or S. Blade and Metal Element attacks of that range can't be used, other non-Elec attacks of that range lose one aimer (of the attacker's choice). Elec Navis have +1 attack slot. Lasts 2 turns.
[C-range chosen]
[All non-elec C-range attacks lose an aimer]
===========
Doomistra's Offensive Phase:
3 attack slots + 1 (Even turn [Elec bonus]) + 1 (Magnet Panels) = 5 attack slots
-4th charge of 'Force Charge'-
Tempest Rage (Charged!) S-atk Elec element Doomistra utilizes one of two elements to strike her foe! -can be charged optionally for 1 turn to gain x1.5 damage [-10% dmg] -cannot be intercepted [-10% Base Damage || 1 Required Cooldown] -undodgeable [-10% dmg] -can instead become Plasma upon use [-10% damage] -180 270 damage [70%] 1 turn cooldown
-charges Super Storm - Nova Burst
Midnight Purge S-attack Shadow element Doomistra focuses purple shadow energy in-hand and unleashes a focused beam upon her target. -can be optionally charged for up to 2 turns to gain x2.5 damage [-20% dmg] 235 damage [90%]
Midnight Purge S-attack Shadow element Doomistra focuses purple shadow energy in-hand and unleashes a focused beam upon her target. -can be optionally charged for up to 2 turns to gain x2.5 damage [-20% dmg] 235 damage [90%]
========
HP: 2,033 / 2,900
Stage: Magnet panels
Status: Ok!
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Post by Gaia on May 21, 2017 11:16:11 GMT -8
Joker.DB
Defense Phase
[DreadJoker HP=1100/1100]
[Satellite Analytics] [Advanced Skill] - Dread Joker's Variable Enhancements are selected based upon the Types of each individual opponent he is fighting, and he activates a different Variable Enhancement for each Navi type among his opponents. -- Dread Joker can select 1 additional Variable Enhancement for each separate Variable Enhancement active via his Type. --- When selecting additional Variable Enhancements, for every two opposing navis, Dread Joker can select the same Enhancement an additional time. For one-use enhancements, he gains an additional use each time he selects it. ---- The vs Normal Type Variable Enhancement can never be selected more than once. ----- Dread Joker cannot benefit from other passive sources that increase his Damage or Armor, save for natural Version bonuses.
[Variable Enhancements] - 2 Active! - [vs. Defense/Support Type] - +5 Damage/Version - [vs. Attack Type] - +5 Armor/Version
Dread Joker has 85 Armor, a Strength against Ice and a Weakness to Elec.
[Tempest Rage] - Taken for [270 185] 240 Damage! [Midnight Purge] - Taken for [235] 150 Damage! [Midnight Purge] - Avoided with [Crimson Shield]!
[Total] - Taken for 390 Damage!
[Crimson Shield] [4/6 Uses Remaining] Dread Joker erects a wall of crimson against attacks, the incredibly dense material withstanding against the strongest of blows. - Dread Joker blocks 1 Attack. -- At any time, Dread Joker can sacrifice an attack slot to naturally block an additional attack. --- If Dread Joker's vs. Defense/Support Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Shield Unbreakable. ---- [Used x1]
[DreadJoker HP=710/1100]
Support Phase
[DreadJoker HP=710/1100]
[N/A]
[DreadJoker HP=710/1100]
Offense Phase 4 AS | 1 Auto-Charge | 1 Basic Auto-Charge | +85 Damage
[Gigant Swing] - [1/1 Charges] [Server Access - Jackhammer Punch] - [1/3 Charges]
1. [Dread Satellite Laser] Bug/Laser | Shot [1/1 Charges] Kneeling back, Dread Joker charges up a massive amount of crimson energy, and releases a powerful laser of pure corrupted power. - [250 300 335 505] 760 Damage [120%] - Breaks Shields, Undodgeable - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn -- 1-CD
2. [Breaker Time Bomb] Bug | Shot [1/1 Charges | 0/3 Turns] Dread Joker accesses the satellite server's destructive power to drop a large bomb on the battlefield. This nuclear-scale explosive takes but three turns to count down and self-destruct, lighting up the battlefield in its massive explosion of raw crimson. - 250 Damage [120%] - This Attack spawns a Non-Intercepting Breaker Time Bomb onto the battlefield. - In order to destroy this bomb, the opponent must sacrifice a total of five Attack Slots within three turns to destroy it. Otherwise, on its third turn, the Bomb self destructs. -- When the bomb self-destructs, it deals damage as though the attack had been charged for three turns. Hits All, Destroys Objects, Cuts Undershirt. --- 1-Required Charge before setting Bomb, 3-CD. CD Begins after the bomb self-destructs.
3. [Gigant Tackle] Laser | Combat [0/1 Charges] A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [190 225] 275 Damage [90%] - Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
4. [Gigant Tackle] Laser | Combat [0/1 Charges] A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [190 225] 275 Damage [90%] - Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
Summary Phase
1,310 Damage @ Doomistra
[DreadJoker HP=710/1100] [Status] - Fine [Stage] - Elec [Cooldown] - [Dread Satellite Laser] - [0/1]
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Post by Wackoguy on May 21, 2017 12:04:57 GMT -8
Doomistra's defensive Phase:
Dread Satellite Laser = taken for 760 * 1.3 = 988 damage
Gigant Tackle = avoided via skill:
Double Time Speed-type skill C-tier Doomistra is enshrouded by the shadows of past navis and she whisks pass as if the attack were in slow-motion. -Doomistra dodges 1 attack 4 uses
(used once)
Gigant Tackle = avoided via skill:
Double Time Speed-type skill C-tier Doomistra is enshrouded by the shadows of past navis and she whisks pass as if the attack were in slow-motion. -Doomistra dodges 1 attack 4 uses
(used again)
HP: 1,045 / 2,900
=========
Doomistra's setup Phase:
-regens 245 HP- -regens 400 HP- -regens 100 HP-
HP: 1,790 / 2,900
Mistress of Deep Shadow -Hyper Mode- A pale aura of violet hues radiates from Doomistra's body as she prepares to unleash her wrath upon her enemies. +50 damage during this Hyper Mode [-1 turn duration] 4-turn duration
===========
Doomistra's Offensive Phase:
3 attack slots + 1 (Magnet Panels) = 4 attack slots
+50 damage [1st turn of Hyper]
Force Charge (Fully charged) C-atk Laser element Doomistra dashes into an opponent at top-speed,with her body coarsing with a deep crimson energy. -Regardless of success, Doomistra gains +200 damage for 1 turn [4 turn charge required || 1 Required CD || -40% damage] -4-turn required charge
160 210 damage [60%] 1-turn CD
Super Storm - Nova Burst (Charged!) S-atk Elec element The very air coarses with purple and green electricity before converging upon one enemy in a brilliant explosion of both color! -If hits, the victim drops any stored charges [Interrupt] [1 turn charge] [-10% dmg] -Cuts Auras [-10% dmg] -Breaks shields [-10% dmg] -If hits, enemy acquires an Elemental Weakness to Break element attacks for 1 turn [-10% dmg]
290 340 damage [110%] -1 turn Required charge 1-turn CD
Midnight Purge S-attack Shadow element Doomistra focuses purple shadow energy in-hand and unleashes a focused beam upon her target. -can be optionally charged for up to 2 turns to gain x2.5 damage [-20% dmg]
235 285 damage [90%]
Midnight Purge S-attack Shadow element Doomistra focuses purple shadow energy in-hand and unleashes a focused beam upon her target. -can be optionally charged for up to 2 turns to gain x2.5 damage [-20% dmg]
235 285 damage [90%]
========
Doomistra's HP: 1,790 / 2,900
Stage: Magnet Panels
Status: Ok!
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Post by Gaia on May 21, 2017 13:40:48 GMT -8
Joker.DB
Defense Phase
[DreadJoker HP=710/1100]
[Satellite Analytics] [Advanced Skill] - Dread Joker's Variable Enhancements are selected based upon the Types of each individual opponent he is fighting, and he activates a different Variable Enhancement for each Navi type among his opponents. -- Dread Joker can select 1 additional Variable Enhancement for each separate Variable Enhancement active via his Type. --- When selecting additional Variable Enhancements, for every two opposing navis, Dread Joker can select the same Enhancement an additional time. For one-use enhancements, he gains an additional use each time he selects it. ---- The vs Normal Type Variable Enhancement can never be selected more than once. ----- Dread Joker cannot benefit from other passive sources that increase his Damage or Armor, save for natural Version bonuses.
[Variable Enhancements] - 2 Active! - [vs. Defense/Support Type] - +5 Damage/Version - [vs. Attack Type] - +5 Armor/Version
Dread Joker has 35 Armor, a Strength against Ice and a Weakness to Elec.
[Force Charge] - Avoided with [Crimson Shield]! [Super Storm - Nova Burst] - Avoided with [Shift]! [Midnight Purge] - Avoided with [Shift]! [AS SACRIFICED!] [Midnight Purge] - Avoided with [Crimson Shield]!
[Total] - Taken for 390 Damage!
[Crimson Shield] [3/6 Uses Remaining] Dread Joker erects a wall of crimson against attacks, the incredibly dense material withstanding against the strongest of blows. - Dread Joker blocks 1 Attack. -- At any time, Dread Joker can sacrifice an attack slot to naturally block an additional attack. --- If Dread Joker's vs. Defense/Support Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Shield Unbreakable. ---- [Used x2]
[Shift] [6/6 Uses Remaining] Dread Joker simply wills the crimson in his body to be somewhere else, and avoids an attack by warping. - Dread Joker dodges 1 Attack. -- At any time, Dread Joker can sacrifice an attack slot to naturally dodge an additional attack. --- If Dread Joker's vs. Recon Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Dodge an Omnidodge. ---- [Used x1]
[DreadJoker HP=710/1100]
Support Phase
[DreadJoker HP=710/1100]
[N/A]
[DreadJoker HP=710/1100]
Offense Phase 2 AS | 1 Auto-Charge | 1 Basic Auto-Charge | +35 Damage
[Gigant Tackle] - [1/1 Charges] [Server Access - Jackhammer Punch] - [2/3 Charges]
1. [Gigant Swing] Plasma | Combat [1/1 Charges] Coating his fist in solidified crimson, Dread Joker swings his large limb like a maul to smash into his opponent. - [235 270 405] 205 Damage [110%] - Dread Joker restores 405 HP! - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn - Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gains HP equal to the attack's damage. The attack still hits for 50% Damage.
2. [Gigant Stomp] Bug | Shot [0/1 Charges] Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - [190] 225 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
[Breaker Time Bomb] Bug | Shot [1/1 Charges | 1/3 Turns] Dread Joker accesses the satellite server's destructive power to drop a large bomb on the battlefield. This nuclear-scale explosive takes but three turns to count down and self-destruct, lighting up the battlefield in its massive explosion of raw crimson. - 250 Damage [120%] - This Attack spawns a Non-Intercepting Breaker Time Bomb onto the battlefield. - In order to destroy this bomb, the opponent must sacrifice a total of five Attack Slots within three turns to destroy it. Otherwise, on its third turn, the Bomb self destructs. -- When the bomb self-destructs, it deals damage as though the attack had been charged for three turns. Hits All, Destroys Objects, Cuts Undershirt. --- 1-Required Charge before setting Bomb, 3-CD. CD Begins after the bomb self-destructs.
Summary Phase
430 Damage @ Doomistra
[DreadJoker HP=1100/1100] [Status] - Fine [Stage] - Elec [Cooldown] - [Dread Satellite Laser] - [1/1]
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Post by Wackoguy on May 21, 2017 14:23:27 GMT -8
Doomistra's defensive phase:
Gigant Swing = taken for 205 damage
Gigant Stomp = taken for 225 * 1.3 = 293 damage
HP: 1,292 / 2,900
=========
Doomistra's Setup Phase:
-Magnet Panels disappear-
-regens 245 HP- -regens 500 HP- -regens 100 HP-
HP: 2,137 / 2,900
===========
Doomistra's offensive Phase:
-2nd turn of Hyper Mode-
3 attack slots + 1 (Elec, even turn) = 4 attack slots
+50 damage this turn (Hyper)
+200 damage this turn
Doombreaker Jab S-atk Break element Doomistra stabs at an enemy with a golden spear. -Undodgeable [-10%]
235 485 damage
Doombreaker Jab S-atk Break element Doomistra stabs at an enemy with a golden spear. -Undodgeable [-10%]
235 485 damage
Doombreaker Jab S-atk Break element Doomistra stabs at an enemy with a golden spear. -Undodgeable [-10%]
235 485 damage
Tempest Rage S-atk Elec element Doomistra utilizes one of two elements to strike her foe! -can be charged optionally for 1 turn to gain x1.5 damage [-10% dmg] -cannot be intercepted [-10% Base Damage || 1 Required Cooldown] -undodgeable [-10% dmg] -can instead become Plasma upon use [-10% damage] -180 430 damage [70%] 1 turn cooldown
============
Doomistra's HP: 2,137 / 2,900
Stage: Normal
Status: Ok!
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Post by Gaia on May 26, 2017 6:10:57 GMT -8
Joker.DB
Defense Phase
[DreadJoker HP=1100/1100]
[Satellite Analytics] [Advanced Skill] - Dread Joker's Variable Enhancements are selected based upon the Types of each individual opponent he is fighting, and he activates a different Variable Enhancement for each Navi type among his opponents. -- Dread Joker can select 1 additional Variable Enhancement for each separate Variable Enhancement active via his Type. --- When selecting additional Variable Enhancements, for every two opposing navis, Dread Joker can select the same Enhancement an additional time. For one-use enhancements, he gains an additional use each time he selects it. ---- The vs Normal Type Variable Enhancement can never be selected more than once. ----- Dread Joker cannot benefit from other passive sources that increase his Damage or Armor, save for natural Version bonuses.
[Variable Enhancements] - 2 Active! - [vs. Defense/Support Type] - +5 Damage/Version - [vs. Attack Type] - +5 Armor/Version
Dread Joker has 35 Armor, a Strength against Ice and a Weakness to Elec.
[Doom Breaker Jab] - Avoided with [Crimson Shield]! [Doom Breaker Jab] - Avoided with [Crimson Shield]! [AS SACRIFICED!] [Doom Breaker Jab] - Avoided with [Satellite Barrier]! [Tempest Rage] - Avoided with [Satellite Barrier]!
[Total] - Taken for 0 Damage!
[Crimson Shield] [1/6 Uses Remaining] Dread Joker erects a wall of crimson against attacks, the incredibly dense material withstanding against the strongest of blows. - Dread Joker blocks 1 Attack. -- At any time, Dread Joker can sacrifice an attack slot to naturally block an additional attack. --- If Dread Joker's vs. Defense/Support Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Shield Unbreakable. ---- [Used x1]
[Shift] [5/6 Uses Remaining] Dread Joker simply wills the crimson in his body to be somewhere else, and avoids an attack by warping. - Dread Joker dodges 1 Attack. -- At any time, Dread Joker can sacrifice an attack slot to naturally dodge an additional attack. --- If Dread Joker's vs. Recon Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Dodge an Omnidodge.
[Satellite Barrier] [6/6 Uses Remaining] Accessing his crimson satellite, Dread Joker activates its defensive mechanism in the form of a barrier that surrounds his being. - Dread Joker raise a Natural Barrier against an incoming attack. -- At any time, Dread Joker can sacrifice an attack slot to raise a natural barrier against an additional attack. --- If Dread Joker's vs. Defense/Support Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Barrier Uncuttable. ---- [Used x2]
[DreadJoker HP=1100/1100]
Support Phase
[DreadJoker HP=1100/1100]
[N/A]
[DreadJoker HP=1100/1100]
Offense Phase 2 AS | 1 Auto-Charge | 1 Basic Auto-Charge | +35 Damage
[Dread Satellite Laser] - [1/1 Charges] [Server Access - Jackhammer Punch] - [3/3 Charges]
1. [Gigant Tackle] Laser | Combat [1/1 Charges] A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [190 225 340] 510 Damage [90%] - Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
2. [Gigant Stomp] Bug | Shot [0/1 Charges] Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - [190] 225 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
[Breaker Time Bomb] Bug | Shot [1/1 Charges | 2/3 Turns] Dread Joker accesses the satellite server's destructive power to drop a large bomb on the battlefield. This nuclear-scale explosive takes but three turns to count down and self-destruct, lighting up the battlefield in its massive explosion of raw crimson. - 250 Damage [120%] - This Attack spawns a Non-Intercepting Breaker Time Bomb onto the battlefield. - In order to destroy this bomb, the opponent must sacrifice a total of five Attack Slots within three turns to destroy it. Otherwise, on its third turn, the Bomb self destructs. -- When the bomb self-destructs, it deals damage as though the attack had been charged for three turns. Hits All, Destroys Objects, Cuts Undershirt. --- 1-Required Charge before setting Bomb, 3-CD. CD Begins after the bomb self-destructs.
Summary Phase
735 Damage @ Doomistra
[DreadJoker HP=1100/1100] [Status] - Fine [Stage] [Cooldown] -
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Post by Wackoguy on May 28, 2017 13:10:49 GMT -8
Doomistra's defensive Phase:
[Gigant Tackle = taken for 510 damage
Gigant Stomp = taken for 225 * 1.3 = 293 damage
Doomistra's HP: 1,334 / 2,900
======
Doomistra's setup Phase:
-regens 245 HP- -regens 600 HP- -regens 100 HP-
HP: 2,279 / 2,900
=======
Doomistra's offensive Phase:
3rd turn of Hyper Mode
+50 damage this turn
3 attack slots
-charges Stormy Day - Lightning Spear-
-charges Midnight Purge-
Polar Storm C-atk Ice Element Doomistra strikes the enemy with a bone-chilling flurry of kicks! -Cuts auras [-10% dmg]
235 285 damage [90%]
========
Doomistra's HP: 2,279 / 2,900
Stage: normal
Status: HYPAH!
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Post by Gaia on May 28, 2017 17:53:05 GMT -8
Joker.DB
Defense Phase
[DreadJoker HP=1100/1100]
[Satellite Analytics] [Advanced Skill] - Dread Joker's Variable Enhancements are selected based upon the Types of each individual opponent he is fighting, and he activates a different Variable Enhancement for each Navi type among his opponents. -- Dread Joker can select 1 additional Variable Enhancement for each separate Variable Enhancement active via his Type. --- When selecting additional Variable Enhancements, for every two opposing navis, Dread Joker can select the same Enhancement an additional time. For one-use enhancements, he gains an additional use each time he selects it. ---- The vs Normal Type Variable Enhancement can never be selected more than once. ----- Dread Joker cannot benefit from other passive sources that increase his Damage or Armor, save for natural Version bonuses.
[Variable Enhancements] - 2 Active! - [vs. Defense/Support Type] - +5 Damage/Version - [vs. Attack Type] - +5 Armor/Version
Dread Joker has 35 Armor, a Strength against Ice and a Weakness to Elec.
[Polar Storm] - Taken for [285 250] 175 Damage!
[Total] - Taken for 175 Damage!
[Crimson Shield] [0/6 Uses Remaining] Dread Joker erects a wall of crimson against attacks, the incredibly dense material withstanding against the strongest of blows. - Dread Joker blocks 1 Attack. -- At any time, Dread Joker can sacrifice an attack slot to naturally block an additional attack. --- If Dread Joker's vs. Defense/Support Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Shield Unbreakable.
[Shift] [5/6 Uses Remaining] Dread Joker simply wills the crimson in his body to be somewhere else, and avoids an attack by warping. - Dread Joker dodges 1 Attack. -- At any time, Dread Joker can sacrifice an attack slot to naturally dodge an additional attack. --- If Dread Joker's vs. Recon Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Dodge an Omnidodge.
[Satellite Barrier] [4/6 Uses Remaining] Accessing his crimson satellite, Dread Joker activates its defensive mechanism in the form of a barrier that surrounds his being. - Dread Joker raise a Natural Barrier against an incoming attack. -- At any time, Dread Joker can sacrifice an attack slot to raise a natural barrier against an additional attack. --- If Dread Joker's vs. Defense/Support Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Barrier Uncuttable.
[DreadJoker HP=925/1100]
Support Phase
[DreadJoker HP=925/1100]
[N/A]
[DreadJoker HP=1100/1100]
Offense Phase 3 AS | 1 Auto-Charge | 1 Basic Auto-Charge | +35 Damage
[Gigant Swing] - [1/1 Charges] [Destroyer Missiles] - [1/2 Charges]
1. [Server Access - Jackhammer Punch] Plasma | Combat [3/3 Charges] Accessing the satellite server, Dread Joker utilizes a special battle chip that grants him a gauntlet made from crimson to strike his opponents. - [105 140] 210 Damage [50%] - Breaks Shields, Cuts Auras, Hits All - Regardless of Success, Opponents have [-50] -100 Armor for 1 Turn. -- If Dread Joker's vs. Defense/Support Type Variable Enhancement is active, the opponent suffers an additional -25 Armor per Variable Enhancement Effect active. --- 3-Turn Required Charge.
2. [Dread Satellite Laser] Bug/Laser | Shot [1/1 Charges] Kneeling back, Dread Joker charges up a massive amount of crimson energy, and releases a powerful laser of pure corrupted power. - [250 285 430] 560 Damage [120%] - Breaks Shields, Undodgeable - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn -- 1-CD
3. [Gigant Tackle] Laser | Combat [0/1 Charges] A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - 190 Damage [90%] - Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
[Breaker Time Bomb] Bug | Shot [1/1 Charges | 3/3 Turns] [LIVE] Dread Joker accesses the satellite server's destructive power to drop a large bomb on the battlefield. This nuclear-scale explosive takes but three turns to count down and self-destruct, lighting up the battlefield in its massive explosion of raw crimson. - [250 285 1,140] 1,710 Damage [120%] - This Attack spawns a Non-Intercepting Breaker Time Bomb onto the battlefield. - In order to destroy this bomb, the opponent must sacrifice a total of five Attack Slots within three turns to destroy it. Otherwise, on its third turn, the Bomb self destructs. -- When the bomb self-destructs, it deals damage as though the attack had been charged for three turns. Hits All, Destroys Objects, Cuts Undershirt. --- 1-Required Charge before setting Bomb, 3-CD. CD Begins after the bomb self-destructs.
Summary Phase
2,670 Damage @ Doomistra
[DreadJoker HP=925/1100] [Status] - Fine [Stage] [Cooldown] - [Dread Satellite Laser] - [0/1] - [Breaker Time Bomb] - [0/3]
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