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Post by Gaia on Apr 9, 2018 11:38:59 GMT -8
Joker.DB
Defense Phase
[Joker HP=6150/11700]
[Crimson Body] [C-Tier, Armor] Joker's densely compacted crimson body becomes sturdier and sturdier as he collects more data from his surroundings. - Dread Joker gains +60 Armor. -- He gains an additional +60 Armor per enemy unit he is fighting beyond the first, for a maximum of 240 Armor. -- [Passive]
Joker has 180 Armor
[Massive Lance] - Avoided with [Shift]! [2/8], negates If Avoided Effect. [Massive Lance] - Avoided with [Shift]'s second Avoidance! [AS Sacrificed] [Massive Lance] - Avoided with [Crimson Shield]! [3/8]
[Intercepting for Legacy] [Massive Lance] - Two taken for 5,600 Damage!
[Joker HP=1500/11700]
Support Phase
[Joker HP=1500/11700]
[Instant Execution] [A-Tier, AC+] Dread Joker's systems have no need to wait between readying a function and executing it. - Dread Joker may use two Attacks as they finish charging, per turn. -- [Passive]
[Buster Pack] Passive hidden program - Attack Max: Basic Attacks (Aimer-Only or No Effects) gain Cannot be Countered. - Charge Max: Basic Attacks can be optionally charged for 1 Turn following the standard Damage:Charge Ratio. - Rapid Max: Navi may use two Basic Attacks per turn at 50% Damage without spending an attack slot
[Power Regulation] [S-Tier, Custom] Dread Joker's systems generate massive amounts of power for the regulation of his most powerful attacks, and instead regulate the charge more severely. - Dread Joker's Hyper Attacks possess Mandatory Charge instead of Mandatory Cooldown. -- Mandatory Charge is shared between all Hyper Attacks, preventing Dread Joker from charging more than one Hyper Attack at a time. --- [Passive]
[Crimson Power Plant] [C-Tier, Damage+] The massive amounts of Crimson Energy at his disposal are without bounds, and the crystalized bugged data acts like a radioactive material. - Dread Joker gains +60 Damage. -- He gains an additional +60 Damage per enemy unit he is fighting beyond the first, for a maximum of 240 Damage. --- [Passive]
[Joker HP=7100/11700]
Offense Phase 8 AS | 5 Auto-Charge | 870 Base Damage
[Dread Satellite Laser] - [3/3 Charges] [Isolate] - [1/1 Charges] [Shocking Emulation] - [1/2 Charges] [Gigant Reach] - [1/1 Charges] [Gigant Stomp] - [1/1 Charges]
[Destroyer Missiles] - [+196% Damage]
[This turn, Joker can aim at the same target multiple times.]
@ Massimo 1. Drill Arm Not Enough Metal C-Damage ° If hits, victim's Armor is locked at 0 for 1 Turn ° User must sacrifice 1 Skill Use to activate this Chip
2. [Dread Satellite Laser] Bug | Shot Kneeling back, Dread Joker charges up a massive amount of crimson energy, and releases a powerful laser of pure corrupted power. - [785 1,960] 2,450, 1,225, 1,225 Damage [90%] -- Undogeable, Breaks Shields -- Can be Optionally Charged for 2 Turns -- Cannot be Naturally Avoided -- Cannot be Countered -- Can be aimed at 2 Additional Targets -- Auto-Attacks on the following turn at 50% Damage. --- 1-Turn Required Charge. ---- Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
3. [Conditioning Cancellation] Laser | Combat Bugged data naturally collects within and slowly builds up in a Navi. Joker can utilize this close-proximity weapon to pierce right through whatever defenses his enemies may have. - [480 1,200] 1,500, 750, 750 Damage [55%] -- Breaks Shields, Cuts Auras -- Cannot be Countered -- Hits 2 Additional Targets -- Can be Optionally Charged for 2 Turns --- Ignores Armor ---- Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
4. [Density Burst] Plasma | Shot An ample amount of Crimson is capable of bursting into quantities of bugged data many dozens of times denser than that which was collected for immense amounts of damage. - [480 1,200] 1,500, 700, 700 Damage [55%] -- Breaks Shields, Cuts Auras -- Cannot be Countered -- Hits 2 Additional Targets -- Can be Optionally Charged for 2 Turns --- Berzerk ---- Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
5-6. [Conditioning Cancellation] Laser | Combat Bugged data naturally collects within and slowly builds up in a Navi. Joker can utilize this close-proximity weapon to pierce right through whatever defenses his enemies may have. - 480, 240, 240 Damage [55%] -- Breaks Shields, Cuts Auras -- Cannot be Countered -- Hits 2 Additional Targets -- Can be Optionally Charged for 2 Turns --- Ignores Armor ---- Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
7. [Isolate] Laser | Shot Dread Joker targets an enemy and strikes them down, his speed denying any chance of intervention. - 395, 200, 200 Damage [45%] -- Breaks Shields, Cuts Auras -- Cannot be Countered -- Hits 2 Additional Targets -- Can be Optionally Charged for 2 Turns --- Regardless of Success: Next turn, Attacks that target additional targets can be aimed at the victim multiple times. These additional attacks aimed at the target are at 50% damage. ---- Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage. ----- 1-Turn Required Charge
[Gigant Swing] Laser | Combat Coating his fist in solidified crimson, Dread Joker swings his large limb like a maul to smash into his opponent. - 480 Damage [110%] - Cannot be Countered - Can be Optionally Charged for 1 Turn - Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
[Gigant Swing] Laser | Combat Coating his fist in solidified crimson, Dread Joker swings his large limb like a maul to smash into his opponent. - 480 Damage [110%] - Cannot be Countered - Can be Optionally Charged for 1 Turn - Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
Summary Phase
13,615 Damage @ Massimo
[Joker HP=1500/11700]
[Status] - - [N/A] [Stage] - - [N/A] [Cooldown] - - [N/A]
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Post by xoDeathy on Apr 9, 2018 12:47:00 GMT -8
|Defense Phase| Keksis takes 95% Damage
<Amethyst Cross blocks 1 Massive Lance>
<Keksis Cosmic Dashes Massive Lance 2>
<Keksis Cosmic Forces Massive Lance 3>
<Cosmic Dash>- B-Tier Keksis vanish-steps out the way of an attack. -Upon use, Keksis Omni-Dodges 1 Attack- -2 Uses-
-<Cosmic Force>- B-Tier Keksis absorbs an attack into his celestial orb. -Upon use, Keksis Omni-Auras 1 Attack- -2 Uses-
|Recuperation Phase|
Keksis ignores negative panel effects Keksis ignores Dark Chip Glitches
[1000 Regen]
Keksis's HP: 2100/1400 Armor: 0
Field: Glitch (3/3) Nat. 1 CD:// 0/4 Status(es):
|Unleash Phase| 3 Attack Slots 1:| <Celestial Art: Forbidden Strength> S-Range, Wind Keksis raises his hammer, a vortex of celestial energy enveloping it, hardening it for its next strike. No Damage -Keksis's next attack gains +100 Damage- 1-Turn Required Charge 2:| <Celestial Strike> C-Range, Wind/Bug A basic strike with Keksis's hammer. 190 Damage Breaks Shields, Undodgeable Cannot be Countered 1-Turn Optional Charge 3:| <Celestial Strike> C-Range, Wind/Bug A basic strike with Keksis's hammer. 80 Damage Breaks Shields, Undodgeable Cannot be Countered 1-Turn Optional Charge
|Summary Phase|
Weaknesses Included, Armor Included
355 Wind/Bug Damage @ Massimo
Keksis's HP: 2100/1400 Field: Glitch B-Chip Folder: 4/7 [3/3 Mega, 1/1 Giga] Cooldowns:
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Post by Blazewind on Apr 9, 2018 12:49:27 GMT -8
====Legacy Turn 4====
"Oh fu-...!"
Defense Phase:
- Massive Lance: Blocked by Sefirot Cloud (Netzach)! Shields Locked!
Setup Phase:
- Auto-Charge: Twin Sefirot Launchers
- Auto-Charge: Orbital Familiars (Focus)
- Auto-Charge: Special Emulation (Gravarion Collapse)
Attack Phase:
- Reactor Cannon (3 Turn Optional Charge): +25% Damage, Ignores Armor, +50 Damage (Seeking Bonus)
S-Range, Seeking
[(265+50)*1.25*3] = 1185 Damage Fully Undodgeable | Hits All Enemies | Regardless of Success: Interrupt Optional Additional 5 Turn Charge | Mandatory 1 Turn Charge, 3 Turn Cooldown - <Special Emulation: Galop>
S-Range, Dark
120 Damage Breaks Shields, Cuts Uncuttable Auras -If hits, Legacy gains +6 Skill Uses, applied as desired- -If avoided, Berserks- -If avoided, Blinds- 1-Turn Required Charge - Sefirot Rifle (R)
S-Range, Laser
250 Damage (70 80%) Cannot be Naturally Avoided | Cuts Auras | Undodgeable | Cannot be Countered - Sefirot Rifle (R)
S-Range, Laser
250 Damage (70 80%) Cannot be Naturally Avoided | Cuts Auras | Undodgeable | Cannot be Countered
Statistics:
- HP: 2100/1400
- S.P. Chaff Launcher: Charged
- Twin Sefirot Launchers: Charged
- Special Emulation (Gravarion Collapse): 1/2 Charged
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Post by Gaia on Apr 9, 2018 13:36:26 GMT -8
CMT
[Massimo] [Massimo HP=30000/30000]
[Massimo has 0 Armor and is Weak to Laser]
[Joker] - Taken for 17,700 Damage! [Keksis] - Taken for 355 Damage! [Legacy] - Taken for 1,955 Damage!
[Massimo HP=9290/30000]
[Hyper Mode - Glint Armor] [Massimo's armor turns golden and his strength is immensely increased for a short time] ° Massimo's Armor, Counter Damage, and Attack Damage are doubled ° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode [Activates when an ally dies -- Lasts [3/3] Turns]
v14 Damage - 4,600 v12 Damage - 4,200 v5 Damage - 2,800 v3 Damage - 2,400
[Attack - Massive Lance] - Three times at each Target. [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: # ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
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Post by Gaia on Apr 9, 2018 13:42:26 GMT -8
Joker.DB
Defense Phase
[Joker HP=1500/11700]
[Crimson Body] [C-Tier, Armor] Joker's densely compacted crimson body becomes sturdier and sturdier as he collects more data from his surroundings. - Dread Joker gains +60 Armor. -- He gains an additional +60 Armor per enemy unit he is fighting beyond the first, for a maximum of 240 Armor. -- [Passive]
Joker has 180 Armor
[Massive Lance] - Avoided with [Crimson Shield]! [1/8], negates If Avoided Effect. [Massive Lance] - Avoided with [Shift]'s second Avoidance! [AS Sacrificed] [Massive Lance] - Avoided with [Shift]! [1/8]
[Joker HP=1500/11700]
Support Phase
[Joker HP=1500/11700]
[Instant Execution] [A-Tier, AC+] Dread Joker's systems have no need to wait between readying a function and executing it. - Dread Joker may use two Attacks as they finish charging, per turn. -- [Passive]
[Buster Pack] Passive hidden program - Attack Max: Basic Attacks (Aimer-Only or No Effects) gain Cannot be Countered. - Charge Max: Basic Attacks can be optionally charged for 1 Turn following the standard Damage:Charge Ratio. - Rapid Max: Navi may use two Basic Attacks per turn at 50% Damage without spending an attack slot
[Power Regulation] [S-Tier, Custom] Dread Joker's systems generate massive amounts of power for the regulation of his most powerful attacks, and instead regulate the charge more severely. - Dread Joker's Hyper Attacks possess Mandatory Charge instead of Mandatory Cooldown. -- Mandatory Charge is shared between all Hyper Attacks, preventing Dread Joker from charging more than one Hyper Attack at a time. --- [Passive]
[Crimson Power Plant] [C-Tier, Damage+] The massive amounts of Crimson Energy at his disposal are without bounds, and the crystalized bugged data acts like a radioactive material. - Dread Joker gains +60 Damage. -- He gains an additional +60 Damage per enemy unit he is fighting beyond the first, for a maximum of 240 Damage. --- [Passive]
[Joker HP=7100/11700]
Offense Phase 8 AS | 5 Auto-Charge | 870 Base Damage
[Dread Satellite Laser] - [3/3 Charges] [Isolate] - [1/1 Charges] [Conditioning Cancellation] - [1/2 Charges] [Gigant Reach] - [1/1 Charges] [Gigant Stomp] - [1/1 Charges]
[Destroyer Missiles] - [+196% Damage]
[This turn, Joker can aim at the same target multiple times.]
@ Massimo 1. [Conditioning Cancellation] Laser | Combat Bugged data naturally collects within and slowly builds up in a Navi. Joker can utilize this close-proximity weapon to pierce right through whatever defenses his enemies may have. - [480 720] 900, 450, 450 Damage [55%] -- Breaks Shields, Cuts Auras -- Cannot be Countered -- Hits 2 Additional Targets -- Can be Optionally Charged for 2 Turns --- Ignores Armor ---- Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
2-7. [Conditioning Cancellation] Laser | Combat Bugged data naturally collects within and slowly builds up in a Navi. Joker can utilize this close-proximity weapon to pierce right through whatever defenses his enemies may have. - 480, 240, 240 Damage [55%] -- Breaks Shields, Cuts Auras -- Cannot be Countered -- Hits 2 Additional Targets -- Can be Optionally Charged for 2 Turns --- Ignores Armor ---- Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
Summary Phase
9,840 Damage @ Massimo
[Joker HP=1500/11700]
[Status] - - [N/A] [Stage] - - [N/A] [Cooldown] - - [N/A]
[Rewards - +3 GrMD, +1 BlMD, +8,000z, +5 BFs, +500 Exp]
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Post by xoDeathy on Apr 9, 2018 13:51:08 GMT -8
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