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Post by Deleted on Jun 14, 2017 11:42:13 GMT -8
Initiative Level 3
1-100
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Post by Gaia on Jun 15, 2017 16:57:12 GMT -8
Out of Character
JunkMan and StrifeMan will join the fray. You go first.
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Deleted
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Post by Deleted on Jun 15, 2017 18:20:50 GMT -8
[setup]
Band of the Hawk: -- Activated Skill [Description] -- Summons an Clone on the user's side of the field -- The Clone has 20% of the User's Max HP -- The Clone cannot intercept, but can attack once per turn at 50% Damage [3 Uses per Battle]
Used x3
Auto-charge Fallout
[attack]
Kyohei x5 Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 610 damage, Undodgeable, Cuts auras. (90%)
Exia Shot Fire Serix pulls out a bottle of alcohol and stuffs a rag in it, setting fire to the rag, and tossing it at her opponent. 340 damage, Auto 5/fight, takes no atk slots. (50%)
Clone 1:
Kyohei Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 305 damage, Undodgeable, Cuts auras. (45%)
Clone 2:
Kyohei Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 305 damage, Undodgeable, Cuts auras. (45%)
Clone 3:
Kyohei Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 305 damage, Undodgeable, Cuts auras. (45%)
[wrap]
[Serix HP=3700/3700]
[CloneA HP=740/740]
[CloneB HP=740/740]
[CloneC HP=740/740]
All attacks aimed at Junkman
Stage: none Status: normal Charge: Fallout (1/6)
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Post by Gaia on Jun 16, 2017 6:07:35 GMT -8
StrifeMan.EXE
Defense Phase
[StrifeMan HP=900/900]
StrifeMan has 0 Armor
[N/A]
[Adaptive Blood] [Advanced Skill] The ancient blood that flows through his veins seems to only grow stronger in adversity. - StrifeMan cannot naturally place Named Status Effects on Attacks. - Instead, Named Status Effects StrifeMan has access to are turned into Special Properties. -- Tier 1 Status Effects have 1-CD, and Tier 2 Status Effects have 2-CD. -- StrifeMan gains any Status Effect attached to an attack he avoids as a Special Property with 1-CD. -- These Special Properties add the benefits to attacks on-hit. Positive benefits can affect either himself or an ally, and negative benefits are always inflicted on the target. --- StrifeMan can only store 3 additional status effects in this way. ---- [Passive]
[StrifeMan HP=900/900]
Support Phase
[StrifeMan HP=900/900]
[Slow] - Serix is unavoidably inflicted with -1 AS for 1 Turn!
[Soak] - StrifeMan adds Soak to one attack this turn!
[Berzerk] - StrifeMan adds Berzerk to one attack this turn!
Offense Phase 4 AS
1. [Swarm of Bats] Wind/Laser | Shot StrifeMan takes on the form of a swarm of bats, and darts across the battlefield, slicing through enemies as he flies. - [150] 165 Damage (70%) - Undodgeable, Cuts Auras - [Berzerk] - Hits 1 Additional Target per 2 Attacks Avoided this turn.
2. [Blood Brand] Aqua/Fire | Shot A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - [Soak] - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
3. [Swarm of Bats] Wind/Laser | Shot StrifeMan takes on the form of a swarm of bats, and darts across the battlefield, slicing through enemies as he flies. - [150] 165 Damage (70%) - Undodgeable, Cuts Auras - Hits 1 Additional Target per 2 Attacks Avoided this turn.
4. [Blood Brand] Aqua/Fire | Shot A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
Summary Phase
660 Damage @ CloneA
[StrifeMan HP=900/900]
[Status] - Fine [Stage] - Null [Cooldown] - - [Slow] - [0/2] - [Soak] - [0/1] - [Berzerk] - [0/1]
JunkMan.SIT
Defense Phase
[JunkMan HP=2550/2550]
JunkMan has 25 Armor and resists 48.96% of all Damage.
[Junk Cube] [2/2 Uses]] JunkMan is capable of compacting his little bundle of joy down into a compressed, incredibly durable junk. - JunkMan spawns 1 JunkCube. -- JunkCubes are Non-Intercepting objects with 185 HP. [(210 + (40*v-1))/2] -- JunkCubes have a single Attack Slot, which attacks at 50% of JunkMan's base Damage. JunkCubes can never Attack in the same turn they are used as a shield. -- Whenever used as a Shield, a JunkCube absorbs some of the force, storing 20% of the Blocked Attack's Damage, to a maximum of 185. While this energy exists, all active JunkCubes gains 20% of the stored Energy as Armor. ---- [Used x2]
[Kyohei] - Taken for [610 585] 285 Damage! - [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen! - [Impervious] - +150 Impervious HP!
[Kyohei] - Taken for [610 575] 280 Damage! - [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen! - [Impervious] - +150 Impervious HP!
[Kyohei] - Taken for [610 565] 275 Damage! - [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen! - [Impervious] - +150 Impervious HP!
[Kyohei] - Taken for [610 555] 270 Damage! - [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen! - [Impervious] - +150 Impervious HP!
[Kyohei] - Avoided with [JunkShield]! - [2 Cubes Used] - Unbreakable! No Damage Received! -- [JunkCubeA] - 122 Energy Received! -- [JunkCubeB] - 122 Energy Received!
[Exia] - Taken for [340 275] 130 Damage! - [Impervious] - +150 Impervious HP!
[Kyohei] - Taken for [305 240] 115 Damage! - [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen! - [Impervious] - +150 Impervious HP! [Kyohei] - Taken for [305 230] 110 Damage! [Kyohei] - Taken for [305 220] 105 Damage!
[JunkMan HP=980/2550] [Impervious HP=0/1350] [JunkCubeA HP=185/185] [JunkCubeB HP=185/185]
Supper Phase
[JunkMan HP=980/2550] [Impervious HP=0/1200] [JunkCubeA HP=185/185] [JunkCubeB HP=185/185]
[Junk Shield] [Advanced Skill] - At any time, JunkMan may use one of his JunkCubes as a Shield. JunkCubes can only be used this way once per turn. -- JunkCubes used as a Shield in this way take no damage from a blocked attack, unless the Attack would destroy it. Multiple JunkCubes can be combined into a larger shield to block a single attack; so long as the attack's damage does not exceed the combined HP of all JunkCubes, the JunkCubes take no damage. An attack that Breaks Shields automatically destroys the JunkCubes. --- If twice the number of JunkCubes are used in any instance, the shield becomes Unbreakable. ---- While Unbreakable, the JunkCubes do not take any Damage, and are not at danger of being destroyed by Attacks, unless the Attack possesses Breaks Shields. In this case, Attacks with Breaks Unbreakable Shields automatically destroy all JunkCubes comprising the shield. ----- JunkMan cannot Intercept for his JunkCubes. ------ [Passive]
[Impervious] [+1350] As one of the oldest defensive-based Navis in existence, when paired with his experience in the confines of space, JunkMan's constitution and fortitude are near unparalleled. - JunkMan possesses Hardness. -- JunkMan's Hardness is a secondary HP-Bar that is counted before his natural HP-Bar, but only if the attack ignores any of JunkMan's Damage Mitigating Effects. --- When Regenerating HP, JunkMan's Natural HP is regenerated first. Hardness is only regenerated after JunkMan's HP is at max. ---- Hardness starts battle at 0 HP. Each time JunkMan is hit, his Hardness HP Pool increases by +150 HP, to a maximum of +1,500 HP. ----- [Passive]
[Impenetrable, Self-Repairing] [70 | 168] JunkMan has many qualities of a true, man-made machine of folklore and legend, with near impenetrable, self-repairing armor that only gets stronger with time. - JunkMan gains +10 Armor and +24 Regen each time he is struck by an attack. --- This skill caps out at +100 Armor and +240 Regen, and can proc up to four times per opponent per turn. -- [Passive]
[Regen] - +168 HP!
[JunkMan HP=1148/2550] [Impervious HP=0/1200] [JunkCubeA HP=185/185] [JunkCubeB HP=185/185]
Offense Phase 3 AS
[Mirror Armor ⇪ Beta] - Counters for 70 Damage! [Mirror Armor ⇪ Beta] - Counters for 70 Damage! [Mirror Armor ⇪ Beta] - Counters for 70 Damage! [Mirror Armor ⇪ Beta] - Counters for 70 Damage!
1. [Mini-Cubes] Stone | Combat [1/3 Charges]
2. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - 100 Damage [70%] - Undodgeable, Breaks Shields
3. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - 100 Damage [70%] - Undodgeable, Breaks Shields
Summary Phase
280 Counter Damage @ Serix 200 Damage @ CloneA
[JunkMan HP=1148/2550] [Status] - Okay [Stage] - Null [Cooldown] - -
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Deleted
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Post by Deleted on Jun 16, 2017 6:20:32 GMT -8
[defense]
Clone A defeated
Serix takes 160 damage
Clones B and C take 70 each.
645 regen
-1 AS
Auto-charge Fallout
[attack]
Kyohei x4 Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 610 damage, Undodgeable, Cuts auras. (90%)
Exia Shot Fire Serix pulls out a bottle of alcohol and stuffs a rag in it, setting fire to the rag, and tossing it at her opponent. 340 damage, Auto 5/fight, takes no atk slots. (50%)
Clone 2:
Kyohei Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 305 damage, Undodgeable, Cuts auras. (45%)
Clone 3:
Kyohei Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 305 damage, Undodgeable, Cuts auras. (45%)
[wrap]
[Serix HP=3700/3700]
[CloneB HP=670/740]
[CloneB HP=670/740]
All attacks aimed at Junkman
Stage: none Status: -1 AS (this turn) Charge: Fallout (2/6)
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Post by Gaia on Jun 16, 2017 7:25:44 GMT -8
StrifeMan.EXE
Defense Phase
[StrifeMan HP=900/900]
StrifeMan has 0 Armor
[N/A]
[Adaptive Blood] [Advanced Skill] The ancient blood that flows through his veins seems to only grow stronger in adversity. - StrifeMan cannot naturally place Named Status Effects on Attacks. - Instead, Named Status Effects StrifeMan has access to are turned into Special Properties. -- Tier 1 Status Effects have 1-CD, and Tier 2 Status Effects have 2-CD. -- StrifeMan gains any Status Effect attached to an attack he avoids as a Special Property with 1-CD. -- These Special Properties add the benefits to attacks on-hit. Positive benefits can affect either himself or an ally, and negative benefits are always inflicted on the target. --- StrifeMan can only store 3 additional status effects in this way. ---- [Passive]
[StrifeMan HP=900/900]
Support Phase
[StrifeMan HP=900/900]
Offense Phase 4 AS
1. [Swarm of Bats] Wind/Laser | Shot StrifeMan takes on the form of a swarm of bats, and darts across the battlefield, slicing through enemies as he flies. - [150] 165 Damage (70%) - Undodgeable, Cuts Auras - Hits 1 Additional Target per 2 Attacks Avoided this turn.
2. [Blood Brand] Aqua/Fire | Shot A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
3. [Swarm of Bats] Wind/Laser | Shot StrifeMan takes on the form of a swarm of bats, and darts across the battlefield, slicing through enemies as he flies. - [150] 165 Damage (70%) - Undodgeable, Cuts Auras - Hits 1 Additional Target per 2 Attacks Avoided this turn.
4. [Blood Brand] Aqua/Fire | Shot A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
Summary Phase
660 Damage @ CloneB
[StrifeMan HP=900/900]
[Status] - Fine [Stage] - Null [Cooldown] - - [Slow] - [1/2] - [Soak] - [1/1] - [Berzerk] - [1/1]
JunkMan.SIT
Defense Phase
[JunkMan HP=1148/2550]
JunkMan has 95 Armor and resists 48.96% of all Damage.
[Kyohei] - Taken for [610 515] 250 Damage! - [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen! - [Impervious] - +150 Impervious HP!
[Kyohei] - Taken for [610 505] 245 Damage! - [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen! - [Impervious] - +150 Impervious HP!
[Kyohei] - Taken for [610 500] 240 Damage! - [Impenetrable, Self-Repairing] - +10 Armor, +24 Regen!
[Kyohei] - [Kyohei] - Avoided with [JunkShield]! - [2 Cubes Used] - Unbreakable! No Damage Received! -- [JunkCubeA] - 122 Energy Received! -- [JunkCubeB] - 122 Energy Received!
[Exia] - Taken for [340 215] 105
[Kyohei] - Taken for [305 180] 85 Damage!
[Kyohei] - Taken for [305 180] 85 Damage!
[JunkMan HP=138/2550] [Impervious HP=0/1350] [JunkCubeA HP=185/185] - Storing 185 Energy! [JunkCubeB HP=185/185] - Storing 185 Energy!
Supper Phase
[JunkMan HP=138/2550] [Impervious HP=0/1500] [JunkCubeA HP=185/185] [JunkCubeB HP=185/185]
[Junk Shield] [Advanced Skill] - At any time, JunkMan may use one of his JunkCubes as a Shield. JunkCubes can only be used this way once per turn. -- JunkCubes used as a Shield in this way take no damage from a blocked attack, unless the Attack would destroy it. Multiple JunkCubes can be combined into a larger shield to block a single attack; so long as the attack's damage does not exceed the combined HP of all JunkCubes, the JunkCubes take no damage. An attack that Breaks Shields automatically destroys the JunkCubes. --- If twice the number of JunkCubes are used in any instance, the shield becomes Unbreakable. ---- While Unbreakable, the JunkCubes do not take any Damage, and are not at danger of being destroyed by Attacks, unless the Attack possesses Breaks Shields. In this case, Attacks with Breaks Unbreakable Shields automatically destroy all JunkCubes comprising the shield. ----- JunkMan cannot Intercept for his JunkCubes. ------ [Passive]
[Impervious] [+1500] As one of the oldest defensive-based Navis in existence, when paired with his experience in the confines of space, JunkMan's constitution and fortitude are near unparalleled. - JunkMan possesses Hardness. -- JunkMan's Hardness is a secondary HP-Bar that is counted before his natural HP-Bar, but only if the attack ignores any of JunkMan's Damage Mitigating Effects. --- When Regenerating HP, JunkMan's Natural HP is regenerated first. Hardness is only regenerated after JunkMan's HP is at max. ---- Hardness starts battle at 0 HP. Each time JunkMan is hit, his Hardness HP Pool increases by +150 HP, to a maximum of +1,500 HP. ----- [Passive]
[Impenetrable, Self-Repairing] [100 | 240] JunkMan has many qualities of a true, man-made machine of folklore and legend, with near impenetrable, self-repairing armor that only gets stronger with time. - JunkMan gains +10 Armor and +24 Regen each time he is struck by an attack. --- This skill caps out at +100 Armor and +240 Regen, and can proc up to four times per opponent per turn. -- [Passive]
[Regen] - +240 HP!
[JunkMan HP=378/2550] [Impervious HP=0/1500] [JunkCubeA HP=185/185] [JunkCubeB HP=185/185]
Offense Phase 3 AS
[Mirror Armor ⇪ Beta] - Counters for 70 Damage! [Mirror Armor ⇪ Beta] - Counters for 70 Damage! [Mirror Armor ⇪ Beta] - Counters for 70 Damage! [Mirror Armor ⇪ Beta] - Counters for 70 Damage!
[Mirror Armor ⇪ Beta] - Counters for 70 Damage! [Mirror Armor ⇪ Beta] - Counters for 70 Damage!
1. [Mini-Cubes] Stone | Combat [2/3 Charges]
2. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - 100 Damage [70%] - Undodgeable, Breaks Shields
3. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - 100 Damage [70%] - Undodgeable, Breaks Shields
Summary Phase
280 Counter Damage @ Zerix 70 Counter Damage @ CloneB+C 200 Damage @ CloneB
[JunkMan HP=378/2550] [Status] - Okay [Stage] - Null [Cooldown] - -
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Deleted
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Post by Deleted on Jun 16, 2017 7:33:59 GMT -8
[defense]
Clone B defeated
Serix takes 160 damage
Clones B and C take 70 each.
645 regen
Auto-charge Fallout
[attack]
Kyohei x5 Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 610 damage, Undodgeable, Cuts auras. (90%)
Exia Shot Fire Serix pulls out a bottle of alcohol and stuffs a rag in it, setting fire to the rag, and tossing it at her opponent. 340 damage, Auto 5/fight, takes no atk slots. (50%)
Clone 3:
Kyohei Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 305 damage, Undodgeable, Cuts auras. (45%)
[wrap]
[Serix HP=3700/3700]
[CloneC HP=600/740]
All attacks aimed at Junkman
Stage: none Status: Normal Charge: Fallout (3/6)
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Post by Gaia on Jun 16, 2017 9:12:37 GMT -8
StrifeMan.EXE
Defense Phase
[StrifeMan HP=1/900]
StrifeMan has 0 Armor
StrifeMan Intercepts for JunkMan! [DarkSoul] - Online!
[Adaptive Blood] [Advanced Skill] The ancient blood that flows through his veins seems to only grow stronger in adversity. - StrifeMan cannot naturally place Named Status Effects on Attacks. - Instead, Named Status Effects StrifeMan has access to are turned into Special Properties. -- Tier 1 Status Effects have 1-CD, and Tier 2 Status Effects have 2-CD. -- StrifeMan gains any Status Effect attached to an attack he avoids as a Special Property with 1-CD. -- These Special Properties add the benefits to attacks on-hit. Positive benefits can affect either himself or an ally, and negative benefits are always inflicted on the target. --- StrifeMan can only store 3 additional status effects in this way. ---- [Passive]
[StrifeMan HP=1/900]
Support Phase
[StrifeMan HP=1/900]
[Soak] - StrifeMan adds Soak to 1 Attack this turn!
[Berzerk] - StrifeMan adds Berzerk to 1 Attack this turn!
Offense Phase 4 AS
1. [Swarm of Bats] Wind/Laser | Shot StrifeMan takes on the form of a swarm of bats, and darts across the battlefield, slicing through enemies as he flies. - [150] 165 Damage (70%) - Undodgeable, Cuts Auras - Hits 1 Additional Target per 2 Attacks Avoided this turn.
2. [Blood Brand] Aqua/Fire | Shot A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - [Soak] - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
3. [Swarm of Bats] Wind/Laser | Shot StrifeMan takes on the form of a swarm of bats, and darts across the battlefield, slicing through enemies as he flies. - [150] 165 Damage (70%) - Undodgeable, Cuts Auras - Hits 1 Additional Target per 2 Attacks Avoided this turn.
4. [Blood Brand] Aqua/Fire | Shot A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - [Berzerk] - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
Summary Phase
330 Damage @ Serix 330 Damage @ CloneC
[StrifeMan HP=1/900]
[Status] - - [DarkSoul] - [1/3] [Stage] - Null [Cooldown] - - [Slow] - [2/2] - [Soak] - [0/1] - [Berzerk] - [0/1]
JunkMan.SIT
Defense Phase
[JunkMan HP=378/2550]
JunkMan has 125 Armor and resists 48.96% of all Damage.
[JunkMan HP=378/2550] [Impervious HP=0/1350] [JunkCubeA HP=185/185] - Storing 185 Energy! [JunkCubeB HP=185/185] - Storing 185 Energy!
Supper Phase
[JunkMan HP=378/2550] [Impervious HP=0/1500] [JunkCubeA HP=185/185] [JunkCubeB HP=185/185]
[Junk Shield] [Advanced Skill] - At any time, JunkMan may use one of his JunkCubes as a Shield. JunkCubes can only be used this way once per turn. -- JunkCubes used as a Shield in this way take no damage from a blocked attack, unless the Attack would destroy it. Multiple JunkCubes can be combined into a larger shield to block a single attack; so long as the attack's damage does not exceed the combined HP of all JunkCubes, the JunkCubes take no damage. An attack that Breaks Shields automatically destroys the JunkCubes. --- If twice the number of JunkCubes are used in any instance, the shield becomes Unbreakable. ---- While Unbreakable, the JunkCubes do not take any Damage, and are not at danger of being destroyed by Attacks, unless the Attack possesses Breaks Shields. In this case, Attacks with Breaks Unbreakable Shields automatically destroy all JunkCubes comprising the shield. ----- JunkMan cannot Intercept for his JunkCubes. ------ [Passive]
[Impervious] [+1500] As one of the oldest defensive-based Navis in existence, when paired with his experience in the confines of space, JunkMan's constitution and fortitude are near unparalleled. - JunkMan possesses Hardness. -- JunkMan's Hardness is a secondary HP-Bar that is counted before his natural HP-Bar, but only if the attack ignores any of JunkMan's Damage Mitigating Effects. --- When Regenerating HP, JunkMan's Natural HP is regenerated first. Hardness is only regenerated after JunkMan's HP is at max. ---- Hardness starts battle at 0 HP. Each time JunkMan is hit, his Hardness HP Pool increases by +150 HP, to a maximum of +1,500 HP. ----- [Passive]
[Impenetrable, Self-Repairing] [100 | 240] JunkMan has many qualities of a true, man-made machine of folklore and legend, with near impenetrable, self-repairing armor that only gets stronger with time. - JunkMan gains +10 Armor and +24 Regen each time he is struck by an attack. --- This skill caps out at +100 Armor and +240 Regen, and can proc up to four times per opponent per turn. -- [Passive]
[Regen] - +240 HP!
[JunkMan HP=618/2550] [Impervious HP=0/1500] [JunkCubeA HP=185/185] [JunkCubeB HP=185/185]
Offense Phase 3 AS
1. [Mini-Cubes] Stone | Combat [3/3 Charges]
2. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - 100 Damage [70%] - Undodgeable, Breaks Shields
3. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - 100 Damage [70%] - Undodgeable, Breaks Shields
Summary Phase
200 Damage @ CloneC
[JunkMan HP=618/2550] [Status] - Okay [Stage] - Null [Cooldown] - -
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Deleted
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Post by Deleted on Jun 17, 2017 19:11:58 GMT -8
[defense]
Solar Wind: Serix can dodge two attacks per use, unless said attacks have undodgeable, if successful, Serix heals 100 HP. 5 uses
Used 2x to avoid status bearing attacks.
Clone takes 330
Regen 640
Auto-charge Fallout
[attack]
Kyohei x5 Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 610 damage, Undodgeable, Cuts auras. (90%)
Exia Shot Fire Serix pulls out a bottle of alcohol and stuffs a rag in it, setting fire to the rag, and tossing it at her opponent. 340 damage, Auto 5/fight, takes no atk slots. (50%)
Clone 3:
Kyohei Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 305 damage, Undodgeable, Cuts auras. (45%)
[wrap]
[Serix HP=3700/3700]
[CloneC HP=270/740]
Stage: none Status: Normal Charge: Fallout (4/6)
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Post by Gaia on Jun 24, 2017 6:06:55 GMT -8
StrifeMan.EXE
Defense Phase
[StrifeMan HP=900/900]
StrifeMan has 0 Armor
StrifeMan Intercepts for JunkMan! [DarkSoul] - Online!
[Adaptive Blood] [Advanced Skill] The ancient blood that flows through his veins seems to only grow stronger in adversity. - StrifeMan cannot naturally place Named Status Effects on Attacks. - Instead, Named Status Effects StrifeMan has access to are turned into Special Properties. -- Tier 1 Status Effects have 1-CD, and Tier 2 Status Effects have 2-CD. -- StrifeMan gains any Status Effect attached to an attack he avoids as a Special Property with 1-CD. -- These Special Properties add the benefits to attacks on-hit. Positive benefits can affect either himself or an ally, and negative benefits are always inflicted on the target. --- StrifeMan can only store 3 additional status effects in this way. ---- [Passive]
[StrifeMan HP=1/900]
Support Phase
[StrifeMan HP=1/900]
Offense Phase 5 AS
1. [Swarm of Bats] Wind/Laser | Shot @ Clone StrifeMan takes on the form of a swarm of bats, and darts across the battlefield, slicing through enemies as he flies. - [150] 165 Damage (70%) - Undodgeable, Cuts Auras - Hits 1 Additional Target per 2 Attacks Avoided this turn.
2. [Blood Brand] Aqua/Fire | Shot @ Serix A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
3. [Swarm of Bats] Wind/Laser | Shot @ Clone StrifeMan takes on the form of a swarm of bats, and darts across the battlefield, slicing through enemies as he flies. - [150] 165 Damage (70%) - Undodgeable, Cuts Auras - Hits 1 Additional Target per 2 Attacks Avoided this turn.
4. [Blood Brand] Aqua/Fire | Shot @ Serix A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
5. [Blood Brand] Aqua/Fire | Shot @ Serix A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
Summary Phase
495 Damage @ Serix 330 Damage @ CloneC
[StrifeMan HP=1/900]
[Status] - - [DarkSoul] - [2/3] [Stage] - Null [Cooldown] - - [Soak] - [1/1] - [Berzerk] - [1/1]
JunkMan.SIT
Defense Phase
[JunkMan HP=618/2550]
JunkMan has 125 Armor and resists 48.96% of all Damage.
[JunkMan HP=618/2550] [Impervious HP=0/1350] [JunkCubeA HP=185/185] - Storing 185 Energy! [JunkCubeB HP=185/185] - Storing 185 Energy!
Supper Phase
[JunkMan HP=618/2550] [Impervious HP=0/1500] [JunkCubeA HP=185/185] [JunkCubeB HP=185/185]
[Junk Shield] [Advanced Skill] - At any time, JunkMan may use one of his JunkCubes as a Shield. JunkCubes can only be used this way once per turn. -- JunkCubes used as a Shield in this way take no damage from a blocked attack, unless the Attack would destroy it. Multiple JunkCubes can be combined into a larger shield to block a single attack; so long as the attack's damage does not exceed the combined HP of all JunkCubes, the JunkCubes take no damage. An attack that Breaks Shields automatically destroys the JunkCubes. --- If twice the number of JunkCubes are used in any instance, the shield becomes Unbreakable. ---- While Unbreakable, the JunkCubes do not take any Damage, and are not at danger of being destroyed by Attacks, unless the Attack possesses Breaks Shields. In this case, Attacks with Breaks Unbreakable Shields automatically destroy all JunkCubes comprising the shield. ----- JunkMan cannot Intercept for his JunkCubes. ------ [Passive]
[Impervious] [+1500] As one of the oldest defensive-based Navis in existence, when paired with his experience in the confines of space, JunkMan's constitution and fortitude are near unparalleled. - JunkMan possesses Hardness. -- JunkMan's Hardness is a secondary HP-Bar that is counted before his natural HP-Bar, but only if the attack ignores any of JunkMan's Damage Mitigating Effects. --- When Regenerating HP, JunkMan's Natural HP is regenerated first. Hardness is only regenerated after JunkMan's HP is at max. ---- Hardness starts battle at 0 HP. Each time JunkMan is hit, his Hardness HP Pool increases by +150 HP, to a maximum of +1,500 HP. ----- [Passive]
[Impenetrable, Self-Repairing] [100 | 240] JunkMan has many qualities of a true, man-made machine of folklore and legend, with near impenetrable, self-repairing armor that only gets stronger with time. - JunkMan gains +10 Armor and +24 Regen each time he is struck by an attack. --- This skill caps out at +100 Armor and +240 Regen, and can proc up to four times per opponent per turn. -- [Passive]
Metal Panels Metal Element ° Metal Element navis get +30 Armor and +30 Damage ° Metal Element navis may have one shield each turn become Unbreakable ° The stage cannot be changed to Broken Panels ° Lasts 3 turns
[Regen] - +240 HP!
[JunkMan HP=858/2550] [Impervious HP=0/1500] [JunkCubeA HP=185/185] [JunkCubeB HP=185/185]
Offense Phase 3 AS
1. [Mini-Cubes] Stone | Combat Using his control over electromagnetism, JunkMan pulls up some trash and miscellaneous metals and fuses them together into little cubes. - No Damage. - Spawns one JunkCube with HP equal to half the amount of Damage this attack would've dealt. -- Spawns 1 JunkCube with [80 95] 240 HP! - 2 Turn Optional Charge - 1-Charge, 1-CD.
2. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - [100] 130 Damage [70%] - Undodgeable, Breaks Shields
3. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - [100] 130 Damage [70%] - Undodgeable, Breaks Shields
[Junk Barrage] Stone | Shot JunkMan's junkcubes gather together before barraging their foes from above! - [70 85] 110 Damage [50%] - Gains +10% Damage per object on the Battlefield. - Usable only by JunkCubes, each turn they are able. -- JunkCubes cannot attack on the same turn they were used as a Shield.
[Junk Barrage] Stone | Shot JunkMan's junkcubes gather together before barraging their foes from above! - [70 85] 110 Damage [50%] - Gains +10% Damage per object on the Battlefield. - Usable only by JunkCubes, each turn they are able. -- JunkCubes cannot attack on the same turn they were used as a Shield.
[Junk Barrage] Stone | Shot JunkMan's junkcubes gather together before barraging their foes from above! - [70 85] 110 Damage [50%] - Gains +10% Damage per object on the Battlefield. - Usable only by JunkCubes, each turn they are able. -- JunkCubes cannot attack on the same turn they were used as a Shield.
Summary Phase
590 Damage @ Serix
[JunkMan HP=858/2550] [Status] - Okay [Stage] - Metal [1/3] [Cooldown] - -
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 26, 2017 14:21:34 GMT -8
[defense]
Clone destroyed
Serix takes 1085
Regen 640
Auto-charge Fallout
[attack]
Kyohei x5 Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 610 damage, Undodgeable, Cuts auras. (90%)
[wrap]
[Serix HP=3255/3700]
Stage: none Status: Normal Charge: Fallout (5/6)
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Post by Gaia on Jul 2, 2017 4:41:45 GMT -8
StrifeMan.EXE
Defense Phase
[StrifeMan HP=1/900]
StrifeMan has 0 Armor
StrifeMan Intercepts for JunkMan! [DarkSoul] - Online!
[Adaptive Blood] [Advanced Skill] The ancient blood that flows through his veins seems to only grow stronger in adversity. - StrifeMan cannot naturally place Named Status Effects on Attacks. - Instead, Named Status Effects StrifeMan has access to are turned into Special Properties. -- Tier 1 Status Effects have 1-CD, and Tier 2 Status Effects have 2-CD. -- StrifeMan gains any Status Effect attached to an attack he avoids as a Special Property with 1-CD. -- These Special Properties add the benefits to attacks on-hit. Positive benefits can affect either himself or an ally, and negative benefits are always inflicted on the target. --- StrifeMan can only store 3 additional status effects in this way. ---- [Passive]
[StrifeMan HP=1/900]
Support Phase
[StrifeMan HP=1/900]
[Soak] - StrifeMan applies Soak to one attack, this turn!
[Berzerk] - StrifeMan applies Berzerk to one attack, this turn!
Offense Phase 5 AS
1. [Blood Brand] Aqua/Fire | Shot @ Serix A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - [Soak] - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
2. [Blood Brand] Aqua/Fire | Shot @ Serix A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - [Berzerk] - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
3. [Blood Brand] Aqua/Fire | Shot @ Serix A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
4. [Blood Brand] Aqua/Fire | Shot @ Serix A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
5. [Blood Brand] Aqua/Fire | Shot @ Serix A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
Summary Phase
825 Damage @ Serix
[StrifeMan HP=1/900]
[Status] - - [DarkSoul] - [3/3] [Stage] - Metal [Cooldown] - - [Soak] - [0/1] - [Berzerk] - [0/1]
JunkMan.SIT
Defense Phase
[JunkMan HP=858/2550]
JunkMan has 125 Armor and resists 48.96% of all Damage.
[JunkMan HP=858/2550] [Impervious HP=0/1350] [JunkCubeA HP=185/185] - Storing 185 Energy! [JunkCubeB HP=185/185] - Storing 185 Energy! [JunkCubeC HP=240/240] - Storing 0 Energy!
Supper Phase
[JunkMan HP=858/2550] [Impervious HP=0/1500] [JunkCubeA HP=185/185] [JunkCubeB HP=185/185] [JunkCubeC HP=240/240]
[Junk Shield] [Advanced Skill] - At any time, JunkMan may use one of his JunkCubes as a Shield. JunkCubes can only be used this way once per turn. -- JunkCubes used as a Shield in this way take no damage from a blocked attack, unless the Attack would destroy it. Multiple JunkCubes can be combined into a larger shield to block a single attack; so long as the attack's damage does not exceed the combined HP of all JunkCubes, the JunkCubes take no damage. An attack that Breaks Shields automatically destroys the JunkCubes. --- If twice the number of JunkCubes are used in any instance, the shield becomes Unbreakable. ---- While Unbreakable, the JunkCubes do not take any Damage, and are not at danger of being destroyed by Attacks, unless the Attack possesses Breaks Shields. In this case, Attacks with Breaks Unbreakable Shields automatically destroy all JunkCubes comprising the shield. ----- JunkMan cannot Intercept for his JunkCubes. ------ [Passive]
[Impervious] [+1500] As one of the oldest defensive-based Navis in existence, when paired with his experience in the confines of space, JunkMan's constitution and fortitude are near unparalleled. - JunkMan possesses Hardness. -- JunkMan's Hardness is a secondary HP-Bar that is counted before his natural HP-Bar, but only if the attack ignores any of JunkMan's Damage Mitigating Effects. --- When Regenerating HP, JunkMan's Natural HP is regenerated first. Hardness is only regenerated after JunkMan's HP is at max. ---- Hardness starts battle at 0 HP. Each time JunkMan is hit, his Hardness HP Pool increases by +150 HP, to a maximum of +1,500 HP. ----- [Passive]
[Impenetrable, Self-Repairing] [100 | 240] JunkMan has many qualities of a true, man-made machine of folklore and legend, with near impenetrable, self-repairing armor that only gets stronger with time. - JunkMan gains +10 Armor and +24 Regen each time he is struck by an attack. --- This skill caps out at +100 Armor and +240 Regen, and can proc up to four times per opponent per turn. -- [Passive]
Metal Panels Metal Element ° Metal Element navis get +30 Armor and +30 Damage ° Metal Element navis may have one shield each turn become Unbreakable ° The stage cannot be changed to Broken Panels ° Lasts 3 turns
[Regen] - +240 HP!
[JunkMan HP=1098/2550] [Impervious HP=0/1500] [JunkCubeA HP=185/185] [JunkCubeB HP=185/185] [JunkCubeC HP=240/240]
Offense Phase 3 AS
1. [Poltergeist] Elec | Shot [1/1 Charges]
2. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - [100] 130 Damage [70%] - Undodgeable, Breaks Shields
3. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - [100] 130 Damage [70%] - Undodgeable, Breaks Shields
[Junk Barrage] Stone | Shot JunkMan's junkcubes gather together before barraging their foes from above! - [70 85] 110 Damage [50%] - Gains +10% Damage per object on the Battlefield. - Usable only by JunkCubes, each turn they are able. -- JunkCubes cannot attack on the same turn they were used as a Shield.
[Junk Barrage] Stone | Shot JunkMan's junkcubes gather together before barraging their foes from above! - [70 85] 110 Damage [50%] - Gains +10% Damage per object on the Battlefield. - Usable only by JunkCubes, each turn they are able. -- JunkCubes cannot attack on the same turn they were used as a Shield.
[Junk Barrage] Stone | Shot JunkMan's junkcubes gather together before barraging their foes from above! - [70 85] 110 Damage [50%] - Gains +10% Damage per object on the Battlefield. - Usable only by JunkCubes, each turn they are able. -- JunkCubes cannot attack on the same turn they were used as a Shield.
Summary Phase
590 Damage @ Serix
[JunkMan HP=1098/2550] [Status] - Okay [Stage] - Metal [2/3] [Cooldown] - - [Mini-Cubes] - [1/1]
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 2, 2017 8:36:09 GMT -8
[defense]
Serix dodges the two status attacks. Everything else is taken.
Regen 640
Recover 200
Auto-charge Fallout
[attack]
Kyohei x5 Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 610 damage, Undodgeable, Cuts auras. (90%)
[wrap]
All @ JunkMan
[Serix HP=3700/3700]
Stage: none Status: Normal Charge: Fallout (6/6)
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Post by Gaia on Jul 2, 2017 8:52:19 GMT -8
StrifeMan.EXE
Defense Phase
[StrifeMan HP=1/900]
StrifeMan has 0 Armor
[Adaptive Blood] [Advanced Skill] The ancient blood that flows through his veins seems to only grow stronger in adversity. - StrifeMan cannot naturally place Named Status Effects on Attacks. - Instead, Named Status Effects StrifeMan has access to are turned into Special Properties. -- Tier 1 Status Effects have 1-CD, and Tier 2 Status Effects have 2-CD. -- StrifeMan gains any Status Effect attached to an attack he avoids as a Special Property with 1-CD. -- These Special Properties add the benefits to attacks on-hit. Positive benefits can affect either himself or an ally, and negative benefits are always inflicted on the target. --- StrifeMan can only store 3 additional status effects in this way. ---- [Passive]
[StrifeMan HP=1/900]
Support Phase
[StrifeMan HP=1/900]
Offense Phase 5 AS
1. [Blood Brand] Aqua/Fire | Shot @ Serix A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
2. [Blood Brand] Aqua/Fire | Shot @ Serix A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
3. [Blood Brand] Aqua/Fire | Shot @ Serix A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
4. [Blood Brand] Aqua/Fire | Shot @ Serix A concentrated sphere of blood magic spreads over its victim's skin on contact, searing into their form. - [150] 165 Damage (70%) - Breaks Shields, Cuts Auras - If this attack is augmented by the [Burn] Special Property, StrifeMan gains +25 Damage next turn, and this attack gains +1-CD.
Summary Phase
660 Damage @ Serix
[StrifeMan HP=1/900]
[Status] - [Stage] - Metal [Cooldown] - - [Soak] - [1/1] - [Berzerk] - [1/1]
JunkMan.SIT
Defense Phase
[JunkMan HP=1098/2550]
JunkMan has 155 Armor and resists 48.96% of all Damage.
[Kyohei] - Taken for [610 455] 222 Damage! [Kyohei] - Taken for [610 455] 222 Damage! [Kyohei] - Taken for [610 455] 222 Damage! [Kyohei] - Taken for [610 455] 222 Damage! [Kyohei] - Avoided with [Junk Shield]! -- JunkCubeC+B used. No Damage taken!
[JunkMan HP=210/2550] [Impervious HP=0/1350] [JunkCubeA HP=185/185] - Storing 185 Energy! [JunkCubeB HP=185/185] - Storing 185 Energy! [JunkCubeC HP=240/240] - Storing 185 Energy!
Supper Phase
[JunkMan HP=210/2550] [Impervious HP=0/1500] [JunkCubeA HP=185/185] [JunkCubeB HP=185/185] [JunkCubeC HP=240/240]
[Junk Shield] [Advanced Skill] - At any time, JunkMan may use one of his JunkCubes as a Shield. JunkCubes can only be used this way once per turn. -- JunkCubes used as a Shield in this way take no damage from a blocked attack, unless the Attack would destroy it. Multiple JunkCubes can be combined into a larger shield to block a single attack; so long as the attack's damage does not exceed the combined HP of all JunkCubes, the JunkCubes take no damage. An attack that Breaks Shields automatically destroys the JunkCubes. --- If twice the number of JunkCubes are used in any instance, the shield becomes Unbreakable. ---- While Unbreakable, the JunkCubes do not take any Damage, and are not at danger of being destroyed by Attacks, unless the Attack possesses Breaks Shields. In this case, Attacks with Breaks Unbreakable Shields automatically destroy all JunkCubes comprising the shield. ----- JunkMan cannot Intercept for his JunkCubes. ------ [Passive]
[Impervious] [+1500] As one of the oldest defensive-based Navis in existence, when paired with his experience in the confines of space, JunkMan's constitution and fortitude are near unparalleled. - JunkMan possesses Hardness. -- JunkMan's Hardness is a secondary HP-Bar that is counted before his natural HP-Bar, but only if the attack ignores any of JunkMan's Damage Mitigating Effects. --- When Regenerating HP, JunkMan's Natural HP is regenerated first. Hardness is only regenerated after JunkMan's HP is at max. ---- Hardness starts battle at 0 HP. Each time JunkMan is hit, his Hardness HP Pool increases by +150 HP, to a maximum of +1,500 HP. ----- [Passive]
[Impenetrable, Self-Repairing] [100 | 240] JunkMan has many qualities of a true, man-made machine of folklore and legend, with near impenetrable, self-repairing armor that only gets stronger with time. - JunkMan gains +10 Armor and +24 Regen each time he is struck by an attack. --- This skill caps out at +100 Armor and +240 Regen, and can proc up to four times per opponent per turn. -- [Passive]
Metal Panels Metal Element ° Metal Element navis get +30 Armor and +30 Damage ° Metal Element navis may have one shield each turn become Unbreakable ° The stage cannot be changed to Broken Panels ° Lasts 3 turns
[Regen] - +240 HP!
[JunkMan HP=450/2550] [Impervious HP=0/1500] [JunkCubeA HP=185/185] [JunkCubeB HP=185/185] [JunkCubeC HP=240/240]
Offense Phase 3 AS
1. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - [100] 130 Damage [70%] - Undodgeable, Breaks Shields
2. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - [100] 130 Damage [70%] - Undodgeable, Breaks Shields
3. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - [100] 130 Damage [70%] - Undodgeable, Breaks Shields
[Junk Barrage] Stone | Shot JunkMan's junkcubes gather together before barraging their foes from above! - [70 85] 110 Damage [50%] - Gains +10% Damage per object on the Battlefield. - Usable only by JunkCubes, each turn they are able. -- JunkCubes cannot attack on the same turn they were used as a Shield.
Summary Phase
500 Damage @ Serix
[JunkMan HP=450/2550] [Status] - Okay [Stage] - Metal [3/3] [Cooldown] - -
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jul 2, 2017 9:14:05 GMT -8
[defense]
Serix takes 210 damage
Regen 640
The Phoenix Queen +110 damage to all attacks The wings of flame burn bright wherever the queen goes. 4 turns
Charred remains: Serix can add 1 aimer (+1 omni aimer from attack type) to an attack this turn. 8 uses.
90% HP sacrificed for Fallout
[attack]
Fallout Dual Range Serix charges up all the energy she can, then explodes. 8,208 damage Serix can sacrifice HP on use. For each 1% of max HP sacrificed, 1% of this attack's damage is added (max +90%). Cuts Auras, Break's unbreakable shields, ignores armor, Hits All, Cuts DarkSoul 5 optional charges, 1 required charge, 5 CD. (90%)
Kyohei x4 Combat Fire Serix engulfs her leg in fire and kicks the opponent twice. 610 damage, Undodgeable, Breaks unbreakable shields, ignores armor. (90%)
[wrap]
[Hp=370/3700]
Status: HM (1/4) Stage: none CD: Fallout (5)
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