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Post by Phen on Jul 3, 2017 10:43:53 GMT -8
1-100
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Post by Gaia on Jul 3, 2017 10:48:12 GMT -8
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Post by Phen on Jul 3, 2017 12:08:11 GMT -8
"Very Well Then"
|Setup|
Ruin loses 15% HP from Crown of the fallen monarch (562)
HP: 3188/3750
Ruin's Power is Unyielding, a Known Skill is revealed:
Unyielding Power Passive Damage Modification Skill Ruin's base damage is halved. Ruin adds his base damage to all his attacks when they are made. (Damage added when attacks are made: 350)
|Offense|
This is the first turn of battle
Ruin has ten attack slots, and can make one free darkchip attack this turn without consuming a darkchip for the battle or consuming an attack slot, though it does count toward used darkchips for purposes of removing GLITCH from Crown of the Fallen Monarch.
Ruin's Free Darkchip:
Dark Shockwave
420 770 Dark S-Damage ° If Hits, victim cannot use Non-Avoidance Skills for 1 Turn ° If Avoided, victim cannot use Aiming Skills for 1 Turn ° Glitch: User's Non-Avoidance Skills are locked this turn
A program becomes Known:
Blank Mind SP Passive Program User is immune to Berserk and gains a strength against Dark Element. Additionally, user is immune to the negative side effects of Dark Chips
Ruin begins his attacks:
Discordant Wave S-Range Sonic Ruin drops a small ball of energy to the ground by the opponent, which later explodes with sound knocking those nearby away.
105 455 (30%) Damage, If hits, One attack next turn is considered "Aimed", Undodgable, Breaks Shields, Hits 2 additional targets, Cannot be intercepted, Opponents hit by this attack cannot be intercepted for next turn. 2 turn CD
Oblivion Blade C-Range Dark Ruin draws the power of a DarkSword, infusing with his own chaotic influence. A Claymore formed of chaos and darkness taken form, making a great slash through navi and net alike.
175 525 (50%), Breaks Shields, Cannot be naturally avoided, Optional 3 turn charge. If this attack is charging, Ruin may use an uncharged instance of this attack without interrupting the charge once per turn.
Oblivion Blade C-Range Dark Ruin draws the power of a DarkSword, infusing with his own chaotic influence. A Claymore formed of chaos and darkness taken form, making a great slash through navi and net alike.
175 525 (50%), Breaks Shields, Cannot be naturally avoided, Optional 3 turn charge. If this attack is charging, Ruin may use an uncharged instance of this attack without interrupting the charge once per turn.
Oblivion Blade C-Range Dark Ruin draws the power of a DarkSword, infusing with his own chaotic influence. A Claymore formed of chaos and darkness taken form, making a great slash through navi and net alike.
175 525 (50%), Breaks Shields, Cannot be naturally avoided, Optional 3 turn charge. If this attack is charging, Ruin may use an uncharged instance of this attack without interrupting the charge once per turn.
Ruin begins charging Crushing Blow
Ruin uses Crushing Blow with its effect
Crushing Blow C-Range Break A simple strike backed by forces that send cities to ruins.
175 525 (50%), Optional 3 turn charge. If this attack is charging, Ruin may use an uncharged instance of this attack without interrupting the charge once per turn. Cannot be avoided by skills with additional effects besides avoiding attacks. Usable 1/turn max
Ruin begins charging Triplicate Fury
Ruin Begins Charging World in Ruin
Ruin Overcharges World in Ruin, spending 2 attack slots, a skill becomes known:
No Respite Passive Skill If Ruin has charged an attack this turn, he may charge it by another turn by spending a number of attack slots equal to its total charge requirement.
|End|
HP: 3188/3750 Glitch Removed: [1/5] Charges: Triplicate Fury [1/4] World In Ruin [2/2] Crushing Blow [1/3]
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Post by Gaia on Jul 3, 2017 12:45:48 GMT -8
Vanguard.EXE
" . . . It's been a while. The last time, thought, you were just a spectator, and I was someone different.
"Let me know if I've grown!"
Defensive Phase
[Vanguard HP=3200/3200]
Vanguard has 0 Armor and a Strength to Break.
[Dark Shockwave] - Avoided with [Natural Barrier]! -- [Vanguard's Aiming Skills are Locked] [Discordant Wave] - Taken for 455 Damage! [Oblivion Blade] - Taken for 525 Damage! [Oblivion Blade] - Taken for 525 Damage! [Oblivion Blade] - Taken for 525 Damage! [Crushing Blow] - Taken for [525] 370 Damage!
[Total] - Taken for 2,400 Damage!
[Vanguard HP=800/3200]
Support Phase
[Vanguard HP=800/3200]
[Vigilant Offense] - +3 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slot. - Attack Slots gained from Active Effects are entirely unaffected, and operate as normal. -- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Growing Power] [A-Tier, Auto-Charge] The darklight energy within Vanguard is constantly growing, being stoked and given life. - Vanguard Auto-Charges one attack per turn. -- [Passive]
[Crimson Flame of the Shadow Knight] A powerful pendant that drastically increases the user's defensive powers.... ° User has +2000 Max HP ° Glitch: User cannot recover HP by any means. ° After using [0/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Seeking] - +250 Damage to 1 Attack/Turn.
[Power Strike] - Increase a single attack's damage by 200% once every other turn.
Offensive Phase 1 NAS | 3 Constant Charge | 9/9 DC Uses | Dark Chip Expansion
[Dark Meteors] - [1/2 Charges]
1. Dark Lance [270 520] 2,080 Wood/Dark S-Damage ° Undodgeable ° If Hits, Interrupts enemy charges ° User gains one Immediate Charge, (applied as desired; Max 1 per Attack per Turn), to one attack this turn per enemy charge interrupted by this attack ° Glitch: Charged Attacks gain +1 Required each time they are used (Max: 5 Turn Charge)
[⇪ Blank Mind SP] Passive Mega Program User is immune to Berserk and gains a strength against Dark Element. Additionally, user is immune to the negative side effects of Dark Chips.
Summary Phase
2,080 Damage @ Ruin
[Vanguard HP=800/3200]
[Status] - Fine [Stage] - Null [CoolDown] - -
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Post by Phen on Jul 3, 2017 13:37:01 GMT -8
|Defense|
Ruin uses his Natural Barrier to avoid DarkLance
|Setup|
"Power sure...
But you're slow"
The Second Turn of Battle begins!
Crown of the Fallen Monarch degens 15% (562)
HP: 2626/3750
Ruin is getting +1 Attack Slot from Garnet Star
As it is an even turn, Ruin is also getting +1 Attack Slot from his Normal Type.
Ruin Activates Breakaway Barrier.
Breakaway Barrier S-Tier Barrier Skill Creates a 372 HP barrier, Once per turn when a Breakaway Barrier is cut by an enemy's attack, it takes no damage and creates an extra instance of itself at its current HP. Ruin may also directly attack each barrier once per turn, increasing its HP by the damage he deals to it to a max of x2 of its current HP. A Breakaway Barrier may not have more than 1395 HP (x1.5 Base barrier HP). If Ruin's attack cuts auras as well, the attack also attacks the opponent but does not create additional barriers. Breakaway Barriers that have existed for at least one full turn my be consumed during the support phase to increase the damage of all of Ruin's attacks by half its current HP at the time of consumption. 3x uses, 4x/battle
372 HP barrier Created
|Offense|
Ruin has 12 Attack Slots this turn, Plus a free Darkchip
Free Darkchip:
Dark Kunai SP 430 Shadow/Dark S-Damage ° Unavoidable ° This damage will affect the Victim's Max HP for the rest of battle as well ° Cannot be augmented in any way/shape/form ° Glitch: User's Max and Current HP are reduced by 50% of this Chip's Damage
Ruin's Attacks
Ruin Charges Triplicate Fury
Ruin Charges World in Ruin
Ruin Charges Crushing Blow
Ruin Charges Genocide Infusion
Ruin Charges Finishing Blow
Crushing Blow @ Vanguard C-Range Break A simple strike backed by forces that send cities to ruins.
175 525 (50%), Optional 3 turn charge. If this attack is charging and began charging via an auto charge, Ruin may use an uncharged instance of this attack without interrupting the charge once per turn. Cannot be avoided by skills with additional effects besides avoiding attacks. Usable 1/turn max
Rain of Debris @ Breakaway Barrier (Cuts through) and Vanguard S-Range Break Ruin reaches into the ground, pulling up large chunks of land. Hefting them into the air, with a great roundhouse sends them shattering down on his enemy.
35 105*5 (50%), Cuts Auras, Undogable, Optional 3 turn charge. If this attack is charging and began charging via an auto charge, Ruin may use an uncharged instance of this attack without interrupting the charge once per turn.
Breakaway Barrier's HP increases to 744 HP
Rain of Debris @ Vanguard S-Range Break Ruin reaches into the ground, pulling up large chunks of land. Hefting them into the air, with a great roundhouse sends them shattering down on his enemy.
35 105*5 (50%), Cuts Auras, Undogable, Optional 3 turn charge. If this attack is charging and began charging via an auto charge, Ruin may use an uncharged instance of this attack without interrupting the charge once per turn.
Rain of Debris @ Vanguard S-Range Break Ruin reaches into the ground, pulling up large chunks of land. Hefting them into the air, with a great roundhouse sends them shattering down on his enemy.
35 105*5 (50%), Cuts Auras, Undogable, Optional 3 turn charge. If this attack is charging and began charging via an auto charge, Ruin may use an uncharged instance of this attack without interrupting the charge once per turn.
Ruin Charges World in Ruin 3 additional times
|End|
HP: 2626/3750 Breakaway Barrier: 744 Charges: Triplicate Fury (2/4) Crushing Blow (2/4) Genocide Infusion (1/1) Finishing Blow (1/1) World in Ruin (5/2) [/font][/div]
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Post by Gaia on Jul 3, 2017 14:22:41 GMT -8
Vanguard.EXE
"I wouldn't call it slow as much as I would calculating."
Defensive Phase
[Vanguard HP=800/3200]
Vanguard has 0 Armor and a Strength to Break.
[Dark Kunai] - Taken for 430 Damage! [Crushing Blow] - Taken for [525] 370 Damage! [Rain of Debris] - Taken for [525] 370 Damage! [Rain of Debris] - Taken for [525] 370 Damage! [Rain of Debris] - Taken for [525] 370 Damage!
[Total] - Taken for 2,310 Damage!
[DarkSoul] - [Active] [GraveKnight] - [Advanced Form] As his failsafes begin to falter, and Vanguard's form begins to fade, his Darksoul alights. With his full ferocity at his disposal, no longer held back by a failsafe, Vanguard fights with greater intensity, for but a season. ° Automatically activates upon reaching 0 HP. Revives Vanguard with 1 HP ° Vanguard is invincible except against Aimed Attacks ° Vanguard has +1 Attack Slot for the duration ° Vanguard's additional Attack Slot granted by DarkSoul benefits from half of any and all Damage Additions applied to his Natural Attack Slot. ° Lasts for 2 Turns.
"Make no mistake . . . I am in control."
[Vanguard HP=1/2770]
Support Phase
[Vanguard HP=1/2770]
[Vigilant Offense] - +3 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slot. - Attack Slots gained from Active Effects are entirely unaffected, and operate as normal. -- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Growing Power] [A-Tier, Auto-Charge] The darklight energy within Vanguard is constantly growing, being stoked and given life. - Vanguard Auto-Charges one attack per turn. -- [Passive]
[Crimson Flame of the Shadow Knight] A powerful pendant that drastically increases the user's defensive powers.... ° User has +2000 Max HP ° Glitch: User cannot recover HP by any means. ° After using [1/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Seeking] - +250 Damage to 1 Attack/Turn.
[Power Strike] - Increase a single attack's damage by 200% once every other turn.
[Adrenaline Boost] [6/6 Uses] Vanguard is capable of increasing his speed in short bursts. - Vanguard gains +1 AS per use. -- [Used x6]
[Tactical Acumen] [1/8) Uses] Carefully studying his enemy's tactics, Vanguard can track movement and eliminate chances of failure. - Adds an Omni-Aimer of choice to one attack per use. - This skill starts with no uses. Each time Vanguard's Natural Attack Slot is avoided, this skill gains +1 Use, to a maximum of +8 Uses.
Offensive Phase 1 NAS | 3 Constant Charge | 9/9 Chip Uses | Dark Chip Expansion | 7 AS
[Dark Meteors] - [2/2 Charges]
1. Boomerang III [270 520 2,080] 4,160 Wood S-Damage ° Cuts Auras ° If Avoided, this chip auto-strikes again next turn with the same damage and effects ° If used on Elec-Element Panels, reverts them to Normal Panels upon use
2. Dark Circle [270 385] 770 Cursor/Dark S-Damage ° Breaks Unbreakable Shields, Undodgeable ° Deals up to 7 hits at full damage ° Hits can divided among multiple targets with no more than 2 hits per target ° Glitch: User takes damage equal to 2% of their Max HP per hit of this attack
3. Dark Kunai I 180 Shadow/Dark S-Damage ° Unavoidable ° This damage will affect the Victim's Max HP for the rest of battle as well ° Cannot be augmented in any way/shape/form ° Glitch: User's Max and Current HP are reduced by 50% of this Chip's Damage
4. Dark Sword x4 220 Blade/Dark C-Damage ° Undodgeable ° This chip can be re-used any number of times until the end of the turn ° Each subsequent use still costs an Attack Slot, but does not deduct from the user's total number of Chip Uses per battle ° Glitch: Locks all S-Attacks
[⇪ Blank Mind SP] Passive Mega Program User is immune to Berserk and gains a strength against Dark Element. Additionally, user is immune to the negative side effects of Dark Chips.
Summary Phase
6,760 Damage @ Ruin
[Vanguard HP=1/2770]
[Status] - - [DarkSoul] - [1/2] [Stage] - Null [CoolDown] - -
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Post by Phen on Jul 4, 2017 14:36:39 GMT -8
"If you were in control..."
|Defense|
Ruin takes all attacks, Darksoul Activates, Ruin restores 25% of his Max HP.
Breakaway Barrier is cut and splits on Boomerang, but are destroyed by following attacks.
Dark Soul: Oblivion Made Manifest +1 Attack Slot Dark Soul immunity Karma Bonus (2): Dark Soul can activate without its revival effect while Ruin is at 50% HP or below. If Ruin would be reduced to 0 HP during a Darksoul activated this way, the Darksoul's revival effect occurs and Darksoul Ends. Karma Bonus: When Ruin is Revived from his Darksoul, he instantly regains 25% of his Max HP. Duration: 2 turns
HP: 893/3570
|Setup|
"Then you would have saved that Darksoul for later."
Ruin Degenerates 15% HP, but it is stopped by Darksoul
Ruin is at 25% HP, Garnet Star provides +2 Attack Slots
Charges: Triplicate Fury (2/4) Crushing Blow (2/3) Genocide Infusion (1/1) Finishing Blow (1/1) World in Ruin (5/2)
Ruin uses Wrath twice
Wrath Activated Skill (C-rank Base, B-rank Scaling) Grants Ruin +1 Attack slot for 1 turn. If Ruin's is at 50% HP or lower, this attack slot lasts an additional turn. x8 uses [6/8]
+2 attack slots for 2 turns
|Offense|
Ruin has 14 Attack Slots, Plus a free darkchip
Ruin charges World in Ruin 5 times
Ruin charges Triplicate Fury once
Ruin Overcharges Triplicate Fury once, spending 4 attack slots
Genocide Infusion S-Range Dark The chaotic energies that swirl about Ruin's darksoul infuse his attack with their infectious touch, hindering the Darksouls of others. 0 Damage, Applies "Cuts Darksouls" to one attack this turn 1 turn Charge x2 uses/battle
Adds "Cuts Darksouls" to Crushing Blow
Crushing Blow (Optional Charge 2) C-Range Break A simple strike backed by forces that send cities to ruins.
175 525 1,312 (50%), Optional 3 turn charge, Cuts Darksouls. If this attack is charging, Ruin may use an uncharged instance of this attack without interrupting the charge once per turn. Cannot be avoided by skills with additional effects besides avoiding attacks. Usable 1/turn max
Charge Dropped on Finishing Blow
Charging Finishing Blow
Charging Genocide Infusion
Free Darkchip:
Dark Scythe - Blade/Dark C-Damage, Cuts Auras ° Deals no damage, but Executes victim if they are below 20% of their Maximum HP ° Execute: If target is hit by this attack while below the specified HP Threshold, they are instantly defeated regardless of any Damage Mitigation, Survival, or Revival Effects (cannot be augmented) ° Only one Dark Scythe can be used per turn ° Glitch: User has +1 CD add to all of their Attacks
|End|
HP: 893/3570 Charges: Triplicate Fury (4/4) Genocide Infusion (1/1) Finishing Blow (1/1) World in Ruin (10/2)
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Post by Gaia on Jul 5, 2017 5:54:28 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=1/2770]
Vanguard has 0 Armor and a Strength to Break.
[Crushing Blow] - Avoided with [Darklight Parry]! [Dark Scythe] - Avoided with [Darklight Parry]!
[Total] - Taken for 0 Damage!
[DarkSoul] - [Active] [GraveKnight] - [Advanced Form] As his failsafes begin to falter, and Vanguard's form begins to fade, his Darksoul alights. With his full ferocity at his disposal, no longer held back by a failsafe, Vanguard fights with greater intensity, for but a season. ° Automatically activates upon reaching 0 HP. Revives Vanguard with 1 HP ° Vanguard is invincible except against Aimed Attacks ° Vanguard has +1 Attack Slot for the duration ° Vanguard's additional Attack Slot granted by DarkSoul benefits from half of any and all Damage Additions applied to his Natural Attack Slot. ° Lasts for 2 Turns.
[Darklight Parry] [6/6 Uses] Utilizing his hand as a shield and weapon, Vanguard gains a burst of power that grants him the strength to deflect blows, and then to strike back. - Vanguard Blocks 1 Attack per use. --- [Used x2]
[Vanguard HP=1/2770]
Support Phase
[Vanguard HP=1/2770]
[Vigilant Offense] - +3 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slot. - Attack Slots gained from Active Effects are entirely unaffected, and operate as normal. -- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Growing Power] [A-Tier, Auto-Charge] The darklight energy within Vanguard is constantly growing, being stoked and given life. - Vanguard Auto-Charges one attack per turn. -- [Passive]
[Crimson Flame of the Shadow Knight] A powerful pendant that drastically increases the user's defensive powers.... ° User has +2000 Max HP ° Glitch: User cannot recover HP by any means. ° After using [4/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Seeking] - +250 Damage to 1 Attack/Turn.
[Power Strike] - Increase a single attack's damage by 200% once every other turn.
[Tactical Acumen] [1/8 Uses] Carefully studying his enemy's tactics, Vanguard can track movement and eliminate chances of failure. - Adds an Omni-Aimer of choice to one attack per use. -- This skill starts with no uses. Each time Vanguard's Natural Attack Slot is avoided, this skill gains +1 Use, to a maximum of +8 Uses. --- [Used x1]
Offensive Phase 1 NAS | 3 Constant Charge | 6/9 Chip Uses | Dark Chip Expansion | 1 AS
[Due Vengeance] - [1/2 Charges]
1. Dark Meteors [2/2 Charges] [270 135 260] 1,040 Fire/Dark S-Damage * 4 Hits ° Breaks Shields, Fully Undodgeable, Aimed ° This Chip's Damage is halved, but applied to all hits ° Avoid Separately ° Can be charged for up to 2 Turns to gain +1 Hit per turn charged ° Auto Attacks for 2 Turns after use with full damage and effects ° Glitch: User has -1 Attack Slot while Dark Meteors Auto Strikes
2. Dark Scythe 0 Blade/Dark C-Damage ° Breaks Shields ° Deals no damage, but Executes victim if they are below 20% of their Maximum HP ° Execute: If target is hit by this attack while below the specified HP Threshold, they are instantly defeated regardless of any Damage Mitigation, Survival, or Revival Effects (cannot be augmented) ° Only one Dark Scythe can be used per turn ° Glitch: User has +1 CD add to all of their Attacks
[⇪ Blank Mind SP] Passive Mega Program User is immune to Berserk and gains a strength against Dark Element. Additionally, user is immune to the negative side effects of Dark Chips.
Summary Phase
4,160 Damage + Execute @ Ruin
[Vanguard HP=1/2770]
[Status] - - [DarkSoul] - [2/2] [Stage] - Null [CoolDown] - -
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Post by Phen on Jul 5, 2017 9:26:02 GMT -8
|Defense|
Ruin's Darksoul is cut by Dark Meteors, Ruin holds on by the power of Undershirt!
Undershirt Nu Activated Program User survives a fatal turn of damage with [1] HP. This program doesn't take up a program slot. [0/1]
Ruin uses a Dark Recovery following the Dark Meteors. Restoring 1000 HP
Dark Recovery ° User Restores 1000 HP ° Glitch: User loses 300 HP per turn
HP: 1001/3570
DarkScythe hits, but cannot execute as Ruin's HP is too high
|Setup|
Ruin Degenerates 15% HP, but it is absorbed by darksoul.
Ruin's Darksoul is still active, Providing him +1 Attack Slot
Ruin is below 75% HP, Garnet Star provides +1 attack slot
It is the Fourth Turn, Providing Ruin +1 Attack Slot
Ruin has +2 attack slots from previous skill uses.
Ruin uses Sand lvl2 to Set and Lock Sand Panels for 3 turns
|Offense|
Ruin has 15 Attack Slots.
Ruin uses 2 Attack slots to Charge World In Ruin twice
Hyper Attack: World in Ruin S-Range Break Gathering stored power from the entire battle, Ruin pulls back and slams his fist into the ground, releasinging catastrophic shockwaves throughout the battlefield and leaving nothing but a Ruined wasteland.
70 1,680 (20%), This attack may have Charges applied to it any number of times per turn after it is fully charged, for each charge past the second applied to this attack, it deals an additional 40% Damage, Breaks Shields, Undodgable, If at least 3 charges are applied to this attack, it also gains hits all. If at least 6 charges are applied to this attack, it gains Cuts Undershirts and Cuts Darksoul. If at least 10 charges are applied to this attack, it gains "Cannot be avoided by opponents in an advanced form, opponents may leave their advanced forms in response to this attack to nullify it.". If this attack is fully charged, it need not be released if a charge has been applied to it this turn. 2 turn Charge 1 turn CD
Finishing Blow (Applied to Triplicate Fury) C-Range Break Ruin prepares an attack to finish his opponent, ensuring their survival through any means, even well placed cloth, would surely fail. 0 Damage, Applies "Cuts Undershirts" to one attack this turn 1 turn Charge x2 uses/battle
Triplicate Fury (3 total attacks) S-Range Sniper Ruin pulls forth a DarkCircle darkchip and pulls from it the essence of its power, forming three spheres of void that circle Ruin, firing upon his opponent at opportune times.
35 385x3 (30%), Temporary Damage Additions are applied at full strength to each hit, each hit requires a unique avoid effect to be used. Avoid Separately. Each hit grants Ruin +30 damage to all attacks next turn. Auto-Attacks for 3 turns after use. Cuts Undershirts 4 turn charge x1 use/battle
Charge Droppped on Genocide Infusion
Rain of Debris S-Range Break Ruin reaches into the ground, pulling up large chunks of land. Hefting them into the air, with a great roundhouse sends them shattering down on his enemy.
35 105*5 (50%), Cuts Auras, Undogable, Optional 3 turn charge. If this attack is charging, Ruin may use an uncharged instance of this attack without interrupting the charge once per turn. Used x7
Ruin charges and Overcharges Invigorating Rain for a total cost of 3 attack slots
Free Darkchip:
Dark Scythe - Blade/Dark C-Damage, Cuts Auras ° Deals no damage, but Executes victim if they are below 20% of their Maximum HP ° Execute: If target is hit by this attack while below the specified HP Threshold, they are instantly defeated regardless of any Damage Mitigation, Survival, or Revival Effects (cannot be augmented) ° Only one Dark Scythe can be used per turn ° Glitch: User has +1 CD add to all of their Attacks
|The End|
HP: 1001/3570 DS: 2/2 Charges: Invigorating Rain (2/2) Chip Uses: 1/5 (Mega: 1/3)
[/font]
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Post by Gaia on Jul 5, 2017 10:31:50 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=1/2770]
Vanguard has 0 Armor and a Strength to Break.
[World in Ruin] - Avoided with [Darklight Prominence]! [Triplicate Fury] - Avoided with [Darklight Parry | Darklight Jaunt | Darklight Prominence]! [Rain of Debris] - Avoided with [Darklight Parry]! [Rain of Debris] - Avoided with [Darklight Parry]! [Rain of Debris] - Avoided with [Darklight Parry]!
Dark Recovery ° User Restores 1000 HP ° Glitch: User loses 300 HP per turn
[Rain of Debris] - Taken for [105 70] 350 Damage! [Rain of Debris] - Taken for [105 70] 350 Damage! [Rain of Debris] - Taken for [105 70] 350 Damage! [Rain of Debris] - Taken for [105 70] 350 Damage!
[Dark Scythe] - Hits a dead horse!
[Vanguard HP=0/2770]
Rewards
Ruin: 80 Exp | 800z | Zircon Star, as promised, from SandMan's account. -- [Melasphere] Fire | Shot A volatile globule of darklight energy, fired from the palm. - 150 + 15*V Damage -- Cannot be Naturally Avoided --- If Avoided: User gains +1 Stack of Constant Charge, applied as desired, next turn. ---- 1-Required Charge.
Vanguard: 100 Exp | 1000z -- Resource: +250z!
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