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Post by Nightshade on Jul 4, 2017 11:44:15 GMT -8
Nightshade has lv5 initiative.
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Post by Gaia on Jul 5, 2017 8:54:00 GMT -8
JunkMan.SIT
No Initiative. You go first.
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Post by Nightshade on Jul 5, 2017 9:18:26 GMT -8
Nightshade-Turn 1 [Nightshade HP=1300/1300] ______________________________________
Nightshade uses Zenny Token!
Setup Phase: OmniSp activates. +1AS Navi Mark activates. +1AS Predator Mark activates. One attack will be aimed and gain 50dmg for 1 turn!
Battle Phase [7AS]:
-BattleChip, BusterUP! Slot in! +10dmg! Night Walk is used 1 time
-BattleChip, Sensor++ Slot in! Blink is used 1 time. Aimer set is Undodgeable!
-Nightshade attacks with Dark Hole for 285dmg. Cannot be dodged, Breaks Shields. Non nat avoidable. S-Shadow.
-Nightshade attacks with Dark Hole for 235dmg. Cannot be dodged, Breaks Shields. Non nat avoidable. S-Shadow.
-Nightshade attacks with Dark Hole for 235dmg. Cannot be dodged, Breaks Shields. Non nat avoidable. S-Shadow.
-Nightshade attacks with Dark Hole for 235dmg. Cannot be dodged, Breaks Shields. Non nat avoidable. S-Shadow.
-Nightshade attacks with Dark Hole for 235dmg. Cannot be dodged, Breaks Shields. Non nat avoidable. S-Shadow.
End Phase:
[SensorHP=440/440]
° (160+10*Version) ° Upon Use, creates a Sensor (Non-Intercepting Object) with HP equal to double this chip's damage ° Select one Aiming Effect. Whenever an opponent uses an attack with that effect while the Sensor is active, they're dealt unavoidable damage from this Chip. ° This can occur only once per turn (per opponent), but any number of times per battle until the Sensor is destroyed AIMER SET: Undodgeable.
Blink has 3 uses Night Walk has 3 uses. P.Mark(Dark Hole) on cooldown. 5 turns.
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Post by Gaia on Jul 5, 2017 10:13:48 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=3400/3400]
JunkMan has 90 Armor and resists 48.96% of all Damage. [Onyx Cross] - Reduce 1 Attack's Damage by 50% 1/Turn.
[Dark Hole] - Taken for [285 195 95] 45 Damage! [Dark Hole] - Taken for [235 145] 70 Damage! [Dark Hole] - Taken for [235 145] 70 Damage! [Dark Hole] - Taken for [235 145] 70 Damage! [Dark Hole] - Taken for [235 145] 70 Damage!
[JunkMan HP=3075/3400]
Supper Phase
[JunkMan HP=3075/3400]
[Regen] - +140 HP!
[JunkMan HP=3215/3400]
Offense Phase 3 AS
[Mirror Armor ⇪ Beta] - Counters for 80 Damage! [Mirror Armor ⇪ Beta] - Counters for 80 Damage! [Mirror Armor ⇪ Beta] - Counters for 80 Damage! [Mirror Armor ⇪ Beta] - Counters for 80 Damage!
1. [Mini-Cubes] Stone | Combat [1/3 Charges]
2. [Claw Arm] Metal | Combat Using his claw arm, JunkMan grabs a hold of his enemy in a violent death grip. - 90 Damage [60%] - Breaks Shields, Cuts Auras
3. [Claw Arm] Metal | Combat Using his claw arm, JunkMan grabs a hold of his enemy in a violent death grip. - 90 Damage [60%] - Breaks Shields, Cuts Auras
Summary Phase
180 Damage @ Nightshade 320 Counter Damage @ Nightshade
[JunkMan HP=3215/3400] [Status] - Okay [Stage] - Null [Cooldown] - -
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Post by Nightshade on Jul 5, 2017 10:44:57 GMT -8
Nightshade-Turn 3 [Nightshade HP=1080/1300] ______________________________________
Nightshade uses Zenny Token!
Defense Phase: -Nigthshade dodges Claw Arm with Night Walk +1AS -Nigthshade dodges Claw Arm with Night Walk +1AS -Nightshade blocks Junk Barrage with Blink. +1AS -Nightshade blocks Junk Barrage with Blink. +1AS -Nightshade blocks Junk Barrage with Blink. +1AS -Nightshade dodges Junk Barrage with Dodge. -Nightshade takes 320dmg
[Nightshade HP=760/1300]
Setup Phase:
Navi Mark activates. +1AS Predator's Bite activates 6 times. Junkman is inflicted with [Bleed] a 360dmg/2 turn DoT!
Nightshade regens 100HitPoints. Nightshade regens 50 Hitpoints.
Tadashi Expansion activates. Hyper Fusion! Nightshade, Wind of Destruction! (5 Turns left) -Nightshade gains 1AS
-Nightshades regens 10% of damage dealt
-Nightshade adds 1 OmniAimer to all attacks
-Nightshade can now OmniDodge attacks!
-Nightshade fights 'till hell freezes over! Stage is set to Ice. Elec attacks gain 50dmg. Aqua attacks gain Freeze Navis can freely Nat Dodge once on even turns!
[Nightshade HP=910/1300]
Battle Phase [12AS]:
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-BattleChip, Shotgun+++ , Slot In! Nightshade attacks JunkMan and JunkCubes for 260dmg. Breaks Unbreakable Shields.
End Phase:
[SensorHP=440/440]
° (160+10*Version) ° Upon Use, creates a Sensor (Non-Intercepting Object) with HP equal to double this chip's damage ° Select one Aiming Effect. Whenever an opponent uses an attack with that effect while the Sensor is active, they're dealt unavoidable damage from this Chip. ° This can occur only once per turn (per opponent), but any number of times per battle until the Sensor is destroyed AIMER SET: Undodgeable.
Blink has 0 uses Night Walk has 1 uses. P.Mark(Dark Hole) on cooldown. 3 turns. P.Mark(Zenith Slash) on cooldown. 4 turns. P.Mark(Swift Strike) on cooldown. 4 turns. P.Mark(Star Break) on cooldown. 4 turns. P.Mark(Edge Shot) on cooldown. 4 turns. P.Mark(Cross Cut) on cooldown. 4 turns. Edge Shot on cooldown. 0 turn. Dodge on cooldown. 3 turns Dodge on cooldown. 3 turns Dodge on cooldown. 4 turns
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Post by Gaia on Jul 5, 2017 11:54:25 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=3215/3400]
JunkMan has 90 Armor and resists 48.96% of all Damage. [Onyx Cross] - Reduce 1 Attack's Damage by 50% 1/Turn.
[Dark Hole] - Taken for [285 195] 95 Damage! [Swift Strike] - Taken for [285 195] 95 Damage! [Star Break] - Taken for [285 195] 95 Damage! [Edge Shot] - Taken for [285 195] 95 Damage! [Cross Cut] - Taken for [335 245 120] 60 Damage! [Crescent Moon] - Taken for [285 195] 95 Damage!
[Bleed] - Taken for 300 Damage!
[JunkMan HP=2380/3400]
Supper Phase
[JunkMan HP=2380/3400]
[Regen] - +140 HP!
[Hyper Mode] - [ONLINE] [Recycler] Hyper Mode | A-Tier JunkMan pulls junk data out of the air around him to utilize as extra resources for his own assembly. - JunkMan gains +1 Use to 1 Skill. -- During this Hyper Mode, all Shields JunkMan uses become Unbreakable. --- Lasts for [1/2] turns.
[Junk Cube] [3/2 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 205 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 205. While this energy exists, all active JunkCubes gains 20% of the stored Energy as Armor. ---- [x3 Uses]
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 [1/3] turns
[JunkMan HP=2520/3400] [JunkCubeA HP=205/205] [JunkCubeB HP=205/205] [JunkCubeC HP=205/205]
Offense Phase 3 AS | 3 Active JunkCubes | Soak
[Mirror Armor ⇪ Beta] - Counters for 80 Damage! [Mirror Armor ⇪ Beta] - Counters for 80 Damage! [Mirror Armor ⇪ Beta] - Counters for 80 Damage! [Mirror Armor ⇪ Beta] - Counters for 80 Damage!
1. [Mini-Cubes] Stone | Combat [1/1 Charges] Using his control over electromagnetism, JunkMan pulls up some trash and miscellaneous metals and fuses them together into little cubes. - 0 Damage [100%] - Spawns one Non-Intercepting JunkCube with HP equal to half the amount of Damage this attack would've dealt. [Base: 75-HP] - 2 Turn Optional Charge - 1-Charge, 1-CD.
2. [Claw Arm] Metal | Combat Using his claw arm, JunkMan grabs a hold of his enemy in a violent death grip. - [90 120] 60 Damage [60%] - Breaks Shields, Cuts Auras
3. [Claw Arm] Metal | Combat Using his claw arm, JunkMan grabs a hold of his enemy in a violent death grip. - [90 120] 60 Damage [60%] - Breaks Shields, Cuts Auras
[Junk Barrage] Stone | Shot JunkMan's junkcubes gather together before barraging their foes from above! - [75 105] 135 Damage [50%] - Gains +5% Damage per object on the Battlefield [4]. - 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! - [75 105] 135 Damage [50%] - Gains +5% Damage per object on the Battlefield [4]. - 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! - [75 105] 135 Damage [50%] - Gains +5% Damage per object on the Battlefield [4]. - 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! - [75 105] 135 Damage [50%] - Gains +5% Damage per object on the Battlefield [4]. - Usable only by JunkCubes, each turn they are able. -- JunkCubes cannot attack on the same turn they were used as a Shield.
Summary Phase
660 Damage @ Nightshade 320 Counter Damage @ Nightshade
[JunkMan HP=2520/3400]
[Status] - - [Bleed] - [1/2] - [Soak] - [1/2] - [C/S Freeze] - [1/2] [Stage] - Metal [1/3] [Cooldown] - -
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Post by Gaia on Jul 5, 2017 13:00:34 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=2520/3400]
JunkMan has 120 Armor and resists 48.96% of all Damage. [Onyx Cross] - Reduce 1 Attack's Damage by 50% 1/Turn.
[Swift Strike] - Taken for [235 115] 55 Damage! [Swift Strike] - Taken for [235 115] 55 Damage! [Swift Strike] - Taken for [235 115] 55 Damage! [Swift Strike] - Taken for [235 115] 55 Damage! [Swift Strike] - Taken for [235 115] 55 Damage! [Swift Strike] - Taken for [235 115] 55 Damage! [Swift Strike] - Taken for [235 115] 55 Damage! [Swift Strike] - Taken for [235 115] 55 Damage! [Swift Strike] - Taken for [235 115] 55 Damage! [Swift Strike] - Taken for [235 115] 55 Damage! [Swift Strike] - Taken for [235 115] 55 Damage! [Shotgun] - Taken for [260 140 70] 35 Damage!
[Bleed] - Taken for 660 Damage!
[JunkMan HP=1220/3400]
Supper Phase
[JunkMan HP=1220/3400]
[Regen] - +140 HP!
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 [1/3] turns
[JunkMan HP=1360/3400]
Offense Phase 3 AS | Soak
[Mirror Armor ⇪ Beta] - Counters for 80 Damage! [Mirror Armor ⇪ Beta] - Counters for 80 Damage! [Mirror Armor ⇪ Beta] - Counters for 80 Damage! [Mirror Armor ⇪ Beta] - Counters for 80 Damage!
1. [Claw Arm] Metal | Combat Using his claw arm, JunkMan grabs a hold of his enemy in a violent death grip. - [90 120] 60 Damage [60%] - Breaks Shields, Cuts Auras
2. [Claw Arm] Metal | Combat Using his claw arm, JunkMan grabs a hold of his enemy in a violent death grip. - [90 120] 60 Damage [60%] - Breaks Shields, Cuts Auras
3. [Claw Arm] Metal | Combat Using his claw arm, JunkMan grabs a hold of his enemy in a violent death grip. - [90 120] 60 Damage [60%] - Breaks Shields, Cuts Auras
Summary Phase
180 Damage @ Nightshade 320 Counter Damage @ Nightshade
[JunkMan HP=1360/3400]
[Status] - - [Bleed] - [2/2] - [Bleed] - [1/2] - [Soak] - [2/2] - [C/S Freeze] - [2/2] [Stage] - Metal [2/3] [Cooldown] - - [Mini-Cubes] - [1/1]
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Post by Nightshade on Jul 5, 2017 13:30:15 GMT -8
Nightshade-Turn 4 [Nightshade HP=910/1300] ______________________________________
Nightshade uses Zenny Token!
Defense Phase: -Nigthshade OmniDodges Claw Arm with Night Walk. +1AS -Phase Shift activates at 75% efficiency! Nightshade may add 45Armor against one attack! Nightshade takes 15dmg from Claw Arm! -Nightshade takes 60dmg. -Nightshade takes 320dmg
[Nightshade HP=515/1300]
Setup Phase:
Predator's Bite activates 12 times. Junkman is inflicted with [Bleed] a 720dmg/2 turn DoT!
Nightshade regens 100HitPoints. Nightshade regens 65Hitpoints.
Tadashi Expansion activates. Hyper Fusion! Nightshade, Wind of Destruction! (4 Turns left) -Nightshade gains 1AS
-Nightshades regens 10% of damage dealt
-Nightshade adds 1 OmniAimer to all attacks
-Nightshade can now OmniDodge attacks!
-Nightshade fights 'till hell freezes over! Stage is set to Ice. Elec attacks gain 50dmg. Aqua attacks gain Freeze Navis can freely Nat Dodge once on even turns!
[Nightshade HP=680/1300]
Battle Phase [7AS]:
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
-Nightshade attacks with Swift Strike for 235dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. C-Shadow.
End Phase:
[SensorHP=440/440]
° (160+10*Version) ° Upon Use, creates a Sensor (Non-Intercepting Object) with HP equal to double this chip's damage ° Select one Aiming Effect. Whenever an opponent uses an attack with that effect while the Sensor is active, they're dealt unavoidable damage from this Chip. ° This can occur only once per turn (per opponent), but any number of times per battle until the Sensor is destroyed AIMER SET: Undodgeable.
Blink has 0 uses Night Walk has 1 uses. P.Mark(Dark Hole) on cooldown. 2 turns. P.Mark(Zenith Slash) on cooldown. 3 turns. P.Mark(Swift Strike) on cooldown. 3 turns. P.Mark(Star Break) on cooldown. 3 turns. P.Mark(Edge Shot) on cooldown. 3 turns. P.Mark(Cross Cut) on cooldown. 3 turns. Dodge on cooldown. 2 turns Dodge on cooldown. 2 turns Dodge on cooldown. 3 turns
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Post by Genesis on Jul 5, 2017 18:43:57 GMT -8
Understanding the mobile struggle, Gaia asked me to post up the rewards for the match. So here we go: JunkMan:Lost against a V5~V9 = 60 Exp || 600 Zenny NightshadeWon against a V5~V9 = 80 Exp || 800 Zenny [Special Emulation] - Get![Poltergeist] Elec | Shot The user creates a burst of electromagnetism that bends the objects on the field to their will, allowing them to pick up another man's trash and use it as their own weapon!- (150) + (15*V) Damage - Damage from this attack is divided and split between two separate hits. - Undodgeable, Breaks Shields - 2 Hits, Avoided Separately -- Hits an additional time per Object on the field. --- 1-Turn Required Charge{(Click to View Source Code)}[font color="faf255"][Poltergeist][/font] Elec | Shot [font color="faf255"]The user creates a burst of electromagnetism that bends the objects on the field to their will, allowing them to pick up another man's trash and use it as their own weapon![/font] [i]- [font color="faf255"](150)[/font] + [font color="faf255"](15*V)[/font] Damage - Damage from this attack is divided and split between two separate hits. - Undodgeable, Breaks Shields - 2 Hits, Avoided Separately -- Hits an additional time per Object on the field. --- 1-Turn Required Charge[/i]
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Post by Nightshade on Jul 5, 2017 21:18:45 GMT -8
Thanks to the Zenny Token, zenny rewards for all participant are doubled! Nightshade gains 800 more zenny Junkman gains 600 more zenny.
Junkman recieves a Special Emulation!
Soul Shatter S-Range Elec Emulation- Nightshade.
(150+15*Version) If avoided, autostrikes next turn at 50% damage and full effects. Regardless of success, JunkMan gains 50 damage to all attacks for 1 turn. Cuts Darksoul. Two turns required charge.
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