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Post by Nightshade on Jul 30, 2017 12:44:15 GMT -8
Nightshade-Turn 1 [Nightshade HP=3100/3100]
______________________________
Setup Phase:
-GarnetCross activates. +1AS -AutoCharge charges BugDeath Thunder. -PredatorBite activates, for each attack that hits, Vanguard is inflicted with Bleed, a 100dmg/2 turns DoT!
Tadashi Hyper Fusion! (6 Turns) -Stage set to Ice. -Nightshade can Omnidodge -Nightshade can Omniaim all attacks -Nightshade gains 1 AS -Nightshade gains 100armor
Battle Phase [9AS]:
-BattleChip, BusterUP! Slot in! +10dmg! Predator Mark is used 1 time
-BattleChip, Z-Sensor Slot in! Aimer set is Break Shields!
-Nightshade attacks with Edge Shot for 250dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. S-Aqua. Soaks, Freezes. IF HITS gain a weakness to elec.
-Nightshade attacks with Voltaic Strike for 250dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec. Shocks
-Nightshade attacks with Double Tap for 175dmg. Undodgeable, Breaks Unbreakables Shields. Non nat avoidable. S-Shadow. IF AVOIDED inflict Bleed
-Nightshade attacks with Cross Cut for 280dmg. Undodgeable, Cuts uncuttables. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 280dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cresent Moon for 280dmg. Undodgeables, Breaks unbreakables Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cross Cut for 280dmg. Undodgeables, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
End Phase:
[SensorHP=580/580]
° (210+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: Break Shields.
Predator's Mark has 6 uses.
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Post by Gaia on Jul 30, 2017 19:09:26 GMT -8
Vanguard.EXE
Defense Phase
[Vanguard HP=5100/5100]
[Edge Shot] - Taken for 250 Damage! [Voltaic Strike] - Taken for 325 Damage! [Double Tap] - Taken for 175 Damage! [Cross Cut] - Taken for 365 Damage! [Crescent Moon] - Taken for 365 Damage! [Crescent Moon] - Taken for 365 Damage! [Cross Cut] - Taken for 365 Damage!
[Vanguard HP=2890/5100]
Support Phase
[Vanguard HP=2890/5100]
[Vigilant Offense] [Advanced Skill, Custom] Vanguard's natural tactical expertise seems only outclassed by his sheer force of raw power, and is focused in short bursts for severe punishment. - 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. -- Attacks with Required Charge used in the Natural Attack Slot must also have been charged in the Natural Attack Slot, or by Auto-Charge. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Seeking] - +250 Damage to 1 Attack/Turn.
[Purging Blaze] [C-Tier, Cleanse] Vanguard's life essence seeks out and purges irregularities. - Vanguard Cleanses 1 Status Effect on use. -- [Active, 8/8 Uses] --- [Used x1; Cleanses Bleed]
[Garnet Star] - +1 AS at 75%!
[Body Pack] Passive hidden program - Super Armor: Immune to Attack Slot Reduction - Buster Plus: Immune to Damage Reduction - Air Shoes: Immune to Negative Stage Effects, but the user cannot benefit from positive Stage Effects either
[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
[Vanguard HP=2890/5100]
Offense Phase 2 NAS | 6 Constant Charge | 9/9 C Uses | 2 DC Expansion | 1 AS
1. Boomerang III [300 550] 3,300 Wood S-Damage ° Breaks Shields ° 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 Meteors] - [1/2 Charges]
3. Tornado 30 Wind S-Damage ° Cuts Auras ° This chip deals 8 Hits of Damage, with each hit dealing 1/8th Damage ° If used on Wood, Ice, or Sand Element Panels, acquires the Panel's Element in addition to its own and deals +10% Damage ° If used on Wood, Ice, or Sand Element Panels, reverts them to Normal Panels upon use[
Support Phase
3,600 Damage @ Nightshade
[Vanguard HP=2890/5100]
[Status] - - [Soak] - [1/2] - [Freeze] - [1/2] - [Shock] - [1/2] [Stage] - Null [Cooldown] - -
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Post by Nightshade on Jul 31, 2017 12:29:17 GMT -8
Nightshade-Turn 2
[Nightshade HP=3100/3100]
"If I win you Cross with me!" ______________________________
Defense Phase:
Nightshade Omnidodges Boomerang with Dodge and Omnidodges the If avoided effect with Dodge too, just because he can.
-Nightshade has 100armor, so he takes 0dmg from all the Tornado hits!
-Sensor inflicts 310dmg!
Setup Phase:
-AutoCharge charges TailWhip -PredatorBite activates, for each attack that hits, Vanguard is inflicted with Bleed, a 100dmg/2 turns DoT!
Tadashi Hyper Fusion! (5 Turns)
-Stage set to Ice. -Nightshade can Omnidodge -Nightshade can Omniaim all attacks -Nightshade gains 1 AS -Nightshade gains 100armor
Battle Phase [8AS]:
-Nightshade Howls! BattleChip in, Flaying Hunger, download! 350dmg. Undodgeable, Breaks unbreakables. Gains 5%dmg for every status afflicting the target. C-Shadow
-BattleChip, BugDeathThunder Slot in! 300dmg, inflict paralyze, unomnidodgeable, if avoided autostrikes at full damage and effects. Can be spammed like crazy. S-Bug/Elec
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Cuts uncuttables. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 230dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cresent Moon for 230dmg. Undodgeable, Breaks unbreakables Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
End Phase:
[SensorHP=580/580]
° (210+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: Break Shields.
Predator's Mark has 6 uses. Dodge on cooldown. 2 Turns Dodge on cooldown. 2 Turns
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Post by Gaia on Aug 2, 2017 18:26:48 GMT -8
Vanguard.EXE
"Hrmph. If I agreed to that, I may have to start trying!"
Defense Phase
[Vanguard HP=2890/5100]
[Flaying Hunger] - Taken for 350 Damage! [Bug Death Thunder] - Taken for 300 Damage! [Cross Cut] - Taken for 230 Damage! [Crescent Moon] - Taken for 230 Damage! [Crescent Moon] - Taken for 230 Damage! [Cross Cut] - Taken for 230 Damage! [Cross Cut] - Taken for 230 Damage! [Cross Cut] - Taken for 230 Damage!
[Vanguard HP=860/5100]
Support Phase
[Vanguard HP=860/5100]
[Vigilant Offense] [Advanced Skill, Custom] Vanguard's natural tactical expertise seems only outclassed by his sheer force of raw power, and is focused in short bursts for severe punishment. - 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. -- Attacks with Required Charge used in the Natural Attack Slot must also have been charged in the Natural Attack Slot, or by Auto-Charge. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Seeking] - +250 Damage to 1 Attack/Turn.
[Purging Blaze] [C-Tier, Cleanse] Vanguard's life essence seeks out and purges irregularities. - Vanguard Cleanses 1 Status Effect on use. -- [Active, 7/8 Uses] --- [Used x1; Cleanses Bleed]
[Garnet Star] - +1 AS at 75%! +1 more at 25%!
[Body Pack] Passive hidden program - Super Armor: Immune to Attack Slot Reduction - Buster Plus: Immune to Damage Reduction - Air Shoes: Immune to Negative Stage Effects, but the user cannot benefit from positive Stage Effects either
[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
[Vanguard HP=860/5100]
Offense Phase 2 NAS | 6 Constant Charge | 5/7 C Uses | 2 DC Expansion | 2 AS
1. Dark Shockwave II [515 765] 4,580 Dark S-Damage ° Cuts Auras ° 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
2. [Dark Meteors] - [2/2 Charges]
3. Dark Kunai II 260 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 Wide 315 Aqua/Dark S-Damage ° Undodgeable ° Hits All || Deals 150% Damage to Objects and Clones ° Glitch: User becomes Isolated -- allies cannot intercept for them nor they for their allies
Support Phase
5,155 Damage @ Nightshade
[Vanguard HP=860/5100]
[Status] - - [Soak] - [2/2] - [Freeze] - [2/2] - [Shock] - [2/2] [Stage] - Null [Cooldown] - -
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Post by Nightshade on Aug 3, 2017 11:21:11 GMT -8
Nightshade-Turn 3
[Nightshade HP=3100/3100]
"Writing me off as usual uh...still. I will prove you I am worthy of your powers." ______________________________
Defense Phase:
-Nightshade barriers Dark Shockwave with Barrier. -Nightshade has his HP reduced by 260points! -Nightshade has 100armor and stron to Aqua, so he takes 150dmg from Dark Wide! -Sensor takes 470dmg!
[Nightshade HP=2690/2840]
Setup Phase:
-AutoCharge charges BugDeathThunder -PredatorBite activates, for each attack that hits, Vanguard is inflicted with Bleed, a 100dmg/2 turns DoT!
Tadashi Hyper Fusion! (4 Turns)
-Stage set to Ice. -Nightshade can Omnidodge -Nightshade can Omniaim all attacks -Nightshade gains 1 AS -Nightshade gains 100armor
Battle Phase [8AS]:
-Nightshade attacks with Tail Whip for 210dmg Undodgeable, Breaks unbreakables. Bleed effects are doubled for this attack. C-Shadow
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Cuts uncuttables. Non nat avoidable. S-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Cuts uncuttables. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 230dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cresent Moon for 230dmg. Undodgeable, Breaks unbreakables Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
End Phase:
[SensorHP=110/580]
° (210+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: Break Shields.
Predator's Mark has 6 uses. Dodge on cooldown. 1 Turns Dodge on cooldown. 1 Turns Barrier on cooldown. 3 Turns
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Post by Gaia on Aug 4, 2017 11:16:20 GMT -8
Vanguard.EXE
"You'll never convince me that you need any power other than your own! To think otherwise is weakness!"
Defense Phase
[Vanguard HP=860/5100]
[All Attacks] - Taken for 860 Damage!
[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 ° Lasts for [1/2] Turns.
[Vanguard HP=1/5100]
Support Phase
[Vanguard HP=1/5100]
[Vigilant Offense] [Advanced Skill, Custom] Vanguard's natural tactical expertise seems only outclassed by his sheer force of raw power, and is focused in short bursts for severe punishment. - 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. -- Attacks with Required Charge used in the Natural Attack Slot must also have been charged in the Natural Attack Slot, or by Auto-Charge. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Seeking] - +250 Damage to 1 Attack/Turn.
[Purging Blaze] [C-Tier, Cleanse] Vanguard's life essence seeks out and purges irregularities. - Vanguard Cleanses 1 Status Effect on use. -- [Active, 6/8 Uses]
[Bleed] - Darksoul.
[Garnet Star] - +1 AS at 75%! +1 more at 25%!
[Body Pack] Passive hidden program - Super Armor: Immune to Attack Slot Reduction - Buster Plus: Immune to Damage Reduction - Air Shoes: Immune to Negative Stage Effects, but the user cannot benefit from positive Stage Effects either
[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 [3/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Vanguard HP=1/5100]
Offense Phase 2 NAS | 6 Constant Charge | 4/7 C Uses | 2 DC Expansion | 3 AS
1. Dark Meteors II [515 765 4590] 2295 Fire/Dark S-Damage * 4 Hits ° Breaks Shields ° 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 Kunai II 260 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
3. [Zealot's Judgement] [1/1 Charges]
4. [Darklight Saber] Fire | Combat Shifting his hand into a sword, Vanguard slices his foes with searing darklight. - 185 Damage [80%] -- Undodgeable, Breaks Shields, Hits one Additional Target
5. [Darklight Saber] Fire | Combat Shifting his hand into a sword, Vanguard slices his foes with searing darklight. - 185 Damage [80%] -- Undodgeable, Breaks Shields, Hits one Additional Target
Support Phase
9,810 Damage @ Nightshade 270 Damage @ Sensor
[Vanguard HP=1/5100]
[Status] - - Bleed] [1/2] [Stage] - Null [Cooldown] - -
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Post by Nightshade on Aug 4, 2017 12:01:26 GMT -8
Nightshade-Turn 4
[Nightshade HP=2690/2840]
"...Your weakness is my greatest strength, I'll show you. This is the power my dear friend Thrash gave me! Ready? Here I come, Vanguard, TIME TO TIP THE SCALES!" ______________________________
Defense Phase:
-Nightshade Omnidodges Dark Meteors with Night Walk.
-Phase Shift activates at 75% efficiency! Nightshade gains 1720armor against one attack! Nightshade has another 100armor! Nightshade takes 475dmg from Dark Meteors!
-Nightshade Omnidodges Dark Meteors with Night Walk.
-Phase Shift activates at 75% efficiency! Nightshade gains 1720armor against one attack! Nightshade has another 100armor! Nightshade takes 475dmg from Dark Meteors!
-Nightshade has his HP reduced by 260points! -Nightshade takes 80dmg! -Nightshade takes 80dmg!
[Nightshade HP=1320/2630]
Setup Phase:
-AutoCharge charges Chaos Sword -PredatorBite activates, for each attack that hits, Vanguard is inflicted with Bleed, a 100dmg/2 turns DoT!
-Predator Mark is activated 6 times! 6 attacks gain Confuse!
Tadashi Hyper Fusion! (3 Turns)
-Stage set to Ice. -Nightshade can Omnidodge -Nightshade can Omniaim all attacks -Nightshade gains 1 AS -Nightshade gains 100armor
Battle Phase [8AS]:
"Checkmate, Darklight Warrior."
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, breaks Unbreakables. Non nat avoidable. S-Elec. Aimed. Confuses
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, breaks Unbreakables. Non nat avoidable. S-Elec. Aimed. Confuses
-Nightshade attacks with Crescent Moon for 230dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec. Aimed. Confuses
-Nightshade attacks with Cresent Moon for 230dmg. Undodgeable, Breaks unbreakables Shields. Non nat avoidable. C-Elec. Aimed. Confuses
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec. Aimed. Confuses
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec. Aimed. Confuses
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
End Phase:
Predator's Mark has 0 uses. Dodge on cooldown. 0 Turns Dodge on cooldown. 0 Turns Barrier on cooldown. 2 Turns Night Walk has 7 uses.
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Post by Gaia on Aug 5, 2017 12:17:17 GMT -8
Vanguard.EXE
Vanguard watches the onslaught as it approaches, and meets it by smashing his fist onto the ground beneath. The Darklight flames within him surge outward, and grow rapidly, creating a blazing inferno around him that withstands each blow without worry.
"You'll need to do better."
Defense Phase
[Vanguard HP=1/5100]
[Darklight Prominence] - Summoned by sacrificing 6 Stacks of Constant Charge, this turn. Has 1,260 Health. All aimed attacks avoided! Darklight Prominence, Destroyed!
[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 ° Lasts for [2/2] Turns.
[Vanguard HP=1/5100]
Support Phase
[Vanguard HP=1/5100]
[Vigilant Offense] [Advanced Skill, Custom] Vanguard's natural tactical expertise seems only outclassed by his sheer force of raw power, and is focused in short bursts for severe punishment. - 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. -- Attacks with Required Charge used in the Natural Attack Slot must also have been charged in the Natural Attack Slot, or by Auto-Charge. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Seeking] - +250 Damage to 1 Attack/Turn.
[Purging Blaze] [C-Tier, Cleanse] Vanguard's life essence seeks out and purges irregularities. - Vanguard Cleanses 1 Status Effect on use. -- [Active, 6/8 Uses]
[Bleed] - Darksoul.
[Garnet Star] - +1 AS at 75%! +1 more at 25%!
[Body Pack] Passive hidden program - Super Armor: Immune to Attack Slot Reduction - Buster Plus: Immune to Damage Reduction - Air Shoes: Immune to Negative Stage Effects, but the user cannot benefit from positive Stage Effects either
[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 [5/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Vanguard HP=1/5100]
Offense Phase 2 NAS | 0 Constant Charge | 4/7 C Uses | 2 DC Expansion | 3 AS
Dark Meteors II [515 765 4590] 2295 Fire/Dark S-Damage * 4 Hits ° Breaks Shields ° 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
1. [Zealot's Judgement] [1/1 Charges]
2. [Disarm] [1/1 Charges]
3. [Afterglow] [1/1 Charges]
[Regenerator] - Vanguard gains 510 HP!
Support Phase
9,810 Damage @ Nightshade
[Vanguard HP=511/5100]
[Status] - - [Bleed] [2/2] - [Bleed] [1/2] [Stage] - Null [Cooldown] - -
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Post by Nightshade on Aug 5, 2017 12:37:43 GMT -8
Nightshade-Turn 5
[Nightshade HP=1320/2630]
"...I...am not done yet!" ______________________________
Defense Phase:
-Nightshade Omnidodges Dark Meteors with Dodge.
-Phase Shift activates at 75% efficiency! Nightshade gains 1720armor against one attack! Nightshade has another 100armor! Nightshade takes 475dmg from Dark Meteors!
-Nightshade Omnidodges Dark Meteors with Night Walk.
-Phase Shift activates at 75% efficiency! Nightshade gains 1720armor against one attack! Nightshade has another 100armor! Nightshade takes 475dmg from Dark Meteors!
[Nightshade HP=370/2630]
Setup Phase:
-AutoCharge charges BugDeathThunder -PredatorBite activates, for each attack that hits, Vanguard is inflicted with Bleed, a 100dmg/2 turns DoT!
-Predator Mark is activated 6 times! 6 attacks gain Confuse!
Tadashi Hyper Fusion! (2 Turns)
-Stage set to Ice. -Nightshade can Omnidodge -Nightshade can Omniaim all attacks -Nightshade gains 1 AS -Nightshade gains 100armor
Battle Phase [8AS]:
-Nightshade attacks with Jealousy for 235dmg. Unavoidbly strikes the target for each chip use they spent. S-Normal
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, breaks Unbreakables. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 230dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cresent Moon for 230dmg. Undodgeable, Breaks unbreakables Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
End Phase:
Predator's Mark has 0 uses. Dodge on cooldown. 2 Turns Barrier on cooldown. 1 Turns Night Walk has 6 uses.
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Post by Gaia on Aug 5, 2017 14:40:06 GMT -8
Vanguard.EXE
"To underestimate someone is one thing. To overestimate yourself is another!"
Defense Phase
[Vanguard HP=511/5100]
Dark Recovery ° User Restores 1000 HP ° Glitch: User loses 300 HP per turn
[Jealousy] - Taken for 705 Damage!
[Darklight Prominence] - Summoned with 1,260 Health! 6 Attacks Blocked!
[Cross Cut] - Taken for 230 Damage!
[Vanguard HP=616/5100]
Support Phase
[Vanguard HP=616/5100]
[Vigilant Offense] [Advanced Skill, Custom] Vanguard's natural tactical expertise seems only outclassed by his sheer force of raw power, and is focused in short bursts for severe punishment. - 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. -- Attacks with Required Charge used in the Natural Attack Slot must also have been charged in the Natural Attack Slot, or by Auto-Charge. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Seeking] - +250 Damage to 1 Attack/Turn.
[Purging Blaze] [C-Tier, Cleanse] Vanguard's life essence seeks out and purges irregularities. - Vanguard Cleanses 1 Status Effect on use. -- [Active, 6/8 Uses] --- [Used x1, Cleanses Bleed]
[Garnet Star] - +1 AS at 75%! +1 more at 25%!
[Body Pack] Passive hidden program - Super Armor: Immune to Attack Slot Reduction - Buster Plus: Immune to Damage Reduction - Air Shoes: Immune to Negative Stage Effects, but the user cannot benefit from positive Stage Effects either
[Adrenaline Boost] - Used x8! +8 AS!
[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 [5/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Vanguard HP=616/5100]
Offense Phase 2 NAS | 0 Constant Charge | 4/7 C Uses | 2 DC Expansion | 10 AS
Dark Meteors II [515 765 4590] 2295 Fire/Dark S-Damage * 4 Hits ° Breaks Shields ° 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
1. [Zealot's Judgement] Fire | Shot A familiar cannon, hoisted for greater accuracy and final judgments passed. - [115] 615 Damage [50%] -- Temporary Damage Additions to this Attack are twice as potent --- Temporary Damage Additions to this Attack persist for the entire turn. ---- Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gain HP equal to the attack's damage, and still targets the opponent for 50% Damage. Does not count other Charge Multipliers when gaining Health.
2. [Zealot's Judgement] Fire | Shot A familiar cannon, hoisted for greater accuracy and final judgments passed. - [115] 615 Damage [50%] -- Temporary Damage Additions to this Attack are twice as potent --- Temporary Damage Additions to this Attack persist for the entire turn. ---- Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gain HP equal to the attack's damage, and still targets the opponent for 50% Damage. Does not count other Charge Multipliers when gaining Health.
3. [Zealot's Judgement] Fire | Shot A familiar cannon, hoisted for greater accuracy and final judgments passed. - [115] 615 Damage [50%] -- Temporary Damage Additions to this Attack are twice as potent --- Temporary Damage Additions to this Attack persist for the entire turn. ---- Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gain HP equal to the attack's damage, and still targets the opponent for 50% Damage. Does not count other Charge Multipliers when gaining Health.
4. [Zealot's Judgement] Fire | Shot A familiar cannon, hoisted for greater accuracy and final judgments passed. - [115] 615 Damage [50%] -- Temporary Damage Additions to this Attack are twice as potent --- Temporary Damage Additions to this Attack persist for the entire turn. ---- Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gain HP equal to the attack's damage, and still targets the opponent for 50% Damage. Does not count other Charge Multipliers when gaining Health.
5. [Zealot's Judgement] Fire | Shot A familiar cannon, hoisted for greater accuracy and final judgments passed. - [115] 615 Damage [50%] -- Temporary Damage Additions to this Attack are twice as potent --- Temporary Damage Additions to this Attack persist for the entire turn. ---- Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gain HP equal to the attack's damage, and still targets the opponent for 50% Damage. Does not count other Charge Multipliers when gaining Health.
6. [Zealot's Judgement] Fire | Shot A familiar cannon, hoisted for greater accuracy and final judgments passed. - [115] 615 Damage [50%] -- Temporary Damage Additions to this Attack are twice as potent --- Temporary Damage Additions to this Attack persist for the entire turn. ---- Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gain HP equal to the attack's damage, and still targets the opponent for 50% Damage. Does not count other Charge Multipliers when gaining Health.
7. [Zealot's Judgement] Fire | Shot A familiar cannon, hoisted for greater accuracy and final judgments passed. - [115] 615 Damage [50%] -- Temporary Damage Additions to this Attack are twice as potent --- Temporary Damage Additions to this Attack persist for the entire turn. ---- Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gain HP equal to the attack's damage, and still targets the opponent for 50% Damage. Does not count other Charge Multipliers when gaining Health.
8. [Zealot's Judgement] Fire | Shot A familiar cannon, hoisted for greater accuracy and final judgments passed. - [115] 615 Damage [50%] -- Temporary Damage Additions to this Attack are twice as potent --- Temporary Damage Additions to this Attack persist for the entire turn. ---- Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gain HP equal to the attack's damage, and still targets the opponent for 50% Damage. Does not count other Charge Multipliers when gaining Health.
9. [Zealot's Judgement] Fire | Shot A familiar cannon, hoisted for greater accuracy and final judgments passed. - [115] 615 Damage [50%] -- Temporary Damage Additions to this Attack are twice as potent --- Temporary Damage Additions to this Attack persist for the entire turn. ---- Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gain HP equal to the attack's damage, and still targets the opponent for 50% Damage. Does not count other Charge Multipliers when gaining Health.
10. [Zealot's Judgement] Fire | Shot A familiar cannon, hoisted for greater accuracy and final judgments passed. - [115] 615 Damage [50%] -- Temporary Damage Additions to this Attack are twice as potent --- Temporary Damage Additions to this Attack persist for the entire turn. ---- Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gain HP equal to the attack's damage, and still targets the opponent for 50% Damage. Does not count other Charge Multipliers when gaining Health.
11. [Afterglow] Fire | Combat Vanguard's darklight blaze litters the battlefield around him, and can be called upon for greater intensity strikes. - 925 Damage [80%] -- Undodgeable, Cuts Auras --- Gains 80% Damage per Attack Slot passed up until this point in the battle.
12. [Dark scythe] - Executes if beneath 20%
Support Phase
? Damage @ Nightshade
[Vanguard HP=616/5100]
[Status] - - [Stage] - Null [Cooldown] - -
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Post by Nightshade on Aug 5, 2017 15:16:00 GMT -8
Nightshade-Turn 6
[Nightshade HP=370/2630]
"...tch. Why of course...alright. we'll do it the hard way!" ______________________________
Defense Phase:
-Nightshade Omnidodges Dark Meteors with Night Walk 4 times!
-Phase Shift activates at 75% efficiency! Nightshade gains 1720armor against one attack! Nightshade has another 100armor! Nightshade takes 0dmg from Zealot Judgement!
-Nightshade Omnidodges 2 Zealot Judgement with 2 Night Walk! -Nightshade Blocks 7 Zealot Judgement with 7 Blink! -Nightshade Blocks Afterglow with Blink! -Nightshade Omnidodges DarkScythe with Dodge!
[Nightshade HP=370/2630]
Setup Phase:
-AutoCharge charges BugDeathThunder -PredatorBite activates, for each attack that hits, Vanguard is inflicted with Bleed, a 100dmg/2 turns DoT!
Tadashi Hyper Fusion! (1 Turns)
-Stage set to Ice. -Nightshade can Omnidodge -Nightshade can Omniaim all attacks -Nightshade gains 1 AS -Nightshade gains 100armor
Battle Phase [8AS]:
-Nightshade attacks with BugDeathThunder for 300dmg. Ignores armor, paralyzes,can be spammed like crazy. S-Bug/Elec
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, breaks Unbreakables. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 230dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cresent Moon for 230dmg. Undodgeable, Breaks unbreakables Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Cross Cut for 230dmg. Undodgeable, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
End Phase:
Predator's Mark has 0 uses. Dodge on cooldown. 1 Turns Dodge on cooldown. 2 Turns Barrier on cooldown. 0 Turns Night Walk has 0 uses. Blink has 0 use
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Post by Gaia on Aug 6, 2017 13:53:11 GMT -8
Vanguard.EXE
"Hmph. Let me teach you the proper use of 'Checkmate.'"
Defense Phase
[Vanguard HP=616/5100]
[Bug Death Thunder] - Avoided with [Natural Barrier]! [Cross Cut] - Avoided with [Darklight Prominence]! -- Vanguard sacrifices five stacks of Constant Charge to summon Barrier with 1,260 Health! [1,030 Health Remaining] [Crescent Moon] - Avoided with [Darklight Prominence]! -- [800 Health Remaining] [Crescent Moon] - Avoided with [Darklight Prominence]! -- [570 Health Remaining] [Cross Cut] - Avoided with [Darklight Prominence]! -- [340 Health Remaining] [Cross Cut] - Avoided with [Darklight Prominence]! -- [110 Health Remaining] [Cross Cut] - Avoided with [Darklight Prominence]! -- [Broken] [Cross Cut] - Taken for 230 Damage!
[Darklight Prominence] [1/3 Uses] Raising a barrier of his life essence, Vanguard deters attacks with the sheer intensity of his flames. - Vanguard raises a single [(210 +(40*V)) -60%] 210 HP-Barrier. -- During the turn activated, Vanguard may sacrifice his Constant Charge Bonus to multiply the Barrier's Health based on his Constant Charge. At the end of his Defensive Phase, if still Active, the Darklight Prominence takes unavoidable damage equal to the amount of Health it gained. ---- [Used x1]
[Vanguard HP=386/5100]
Support Phase
[Vanguard HP=386/5100]
[Vigilant Offense] [Advanced Skill, Custom] Vanguard's natural tactical expertise seems only outclassed by his sheer force of raw power, and is focused in short bursts for severe punishment. - 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. -- Attacks with Required Charge used in the Natural Attack Slot must also have been charged in the Natural Attack Slot, or by Auto-Charge. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Seeking] - +250 Damage to 1 Attack/Turn.
[Purging Blaze] [5/8 Uses] Vanguard's life essence seeks out and purges irregularities. - Vanguard Cleanses 1 Status Effect on use. -- [Used x1, Cleanses Bleed]
[Garnet Star] - +1 AS at 75%! +1 more at 25%!
[Body Pack] Passive hidden program - Super Armor: Immune to Attack Slot Reduction - Buster Plus: Immune to Damage Reduction - Air Shoes: Immune to Negative Stage Effects, but the user cannot benefit from positive Stage Effects either
[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 [5/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Vanguard HP=386/5100]
Offense Phase 2 NAS | 0 Constant Charge | 4/7 C Uses | 2 DC Expansion | 2 AS
1. Dark Drill 315 Metal/Dark C-Damage * 2 Hits ° Cuts Auras ° This Chip's Damage is divided equally among both hits ° Ignores Armor and Damage Mitigating effects ° If hits, Disables victims Armor and Damage Mitigating effects for the rest of the turn ° Glitch: Upon Use, Disables User's Armor and Damage Mitigating effects for 1 Turn
2. Dark Circle II [515] 765 Cursor/Dark S-Damage ° Gains 1 Basic Aimer of choice and 1 Omni Aimer of choice upon use: Unomnidodgeable, Cuts Auras ° 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. [Scattershot] Fire | Shot He releases a close-up and personal blast of darklight fire. - 185 Damage [80%] -- Undodgeable, Cuts Auras, Cannot be Naturally Avoided
4. Dark Scythe 150 + (15 * Version) 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
Support Phase
2030 Damage @ Nightshade
[Vanguard HP=386/5100]
[Status] - - [Stage] - Null [Cooldown] - - [Natural Barrier] - [0/5]
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Post by Nightshade on Aug 6, 2017 13:56:41 GMT -8
"...Damnit."
Nightshade gets 80/800 Vanguard gets 100/1000
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