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Post by B.o.B. on Jun 18, 2018 19:23:58 GMT -8
B.o.B. v13 VS Van v21+ Roll for initiative 1-100if you have any form of initiative you go first. Gaia
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Post by Gaia on Jun 19, 2018 4:38:29 GMT -8
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Post by B.o.B. on Jun 19, 2018 6:12:42 GMT -8
B.o.B. 5050/5050 HP
Defense: None
Setup: Command Order-Construct Cannon Skill Effect: ° Creates a 396HP object that can't be used for avoidance. ° Each turn that it is able, the object will attack with an S-Range, Normal Element, 50% Base Damage, Unaimed Cannon Shot at a single target ° B.o.B. and its Objects/Allies get +90 Damage to all attacks.
Giga Chip: Command Order-Emulation Build: BosDrone B.o.B. encountered a vile arachnid once, after defeating it B.o.B. learned to make an effigy in its image. Special Emulation Skill: ° Creates a 1300HP object that can't be used for avoidance. ° The drone will perform each turn it lives an un-aimed, auto-attack, for 360 damage at a target of its owners' choosing. ° Upon deletion the drone explodes. Causing a breaks unbreakable shields, hits all, attack for 1300 damage.
B.o.B. summons Handy DX(virus) 1950/1950 HP
Handy DX Uses: Time Bomb Skill Effect:
°Creates a 570 HP "Bomb" object that can't be used for intercepts. At the beginning of each of Handy's turns the object counts down by 1, starting at 3 upon creation. The turn it reaches 0 the object is destroyed and causes "Detonation" to auto attack at full damage that turn. [x1 Use]
Trap Bomb Skill Effect: ° Creates a 570 HP "Bomb" object that can't be used for intercepts. When the object is destroyed, it causes "Detonation" to auto attack at full damage that turn. After two turns, the bomb will fall apart, having no effect [x1 use]
EMP Bomb Skill Effect: °Creates a 570 HP "Bomb" object that can't be used for intercepts. At the beginning of each of Handy's turns the object counts down by 1, starting at 3 upon creation. The turn it reaches 0 the object is destroyed and causes "Detonation" to auto attack at full damage that turn, and adds cuts barrier/aura(must drop one other aimer). [x1 use]
Attack: Bug Rise Sword 825+90 Bug/Blade C-Damage ° Hits All || Fully Undodgeable || Cuts UnCuttable Auras ° This Chip does not cost against the user's total number of Chip Uses per battle ° This Chip can be used multiple times per battle, regardless of restriction ° Each use of this chip requires a 1-Turn Charge ° This Attack cannot be augmented by any means -Handy uses up its stored charge to use
Regular Punch! x2 Van Attack Range:C, Element:Normal B.o.B. just punches! Attack Damage: [Base] Current Total= 390+90 Attack Effects: ° Breaks Shield
Regular Kick! x2 Van Attack Range:C, Element:Normal B.o.B. just kicks! Attack Damage: [Base] Current Total= 390+90 Attack Effects: ° Cuts Aura
Regular Shot!x2 Van Attack Range:S, Element:Normal B.o.B. shoots a burst of energy from its right arm Attack Damage: [Base] Current Total= 390+90 Attack Effects: ° Undodgeable
Data Break Down Protocol Attack Range:S, Element:Normal B.o.B. passively breaks down and analyses its surroundings at all times. Attack Damage: [Base*.5] Current Total= 195+45 Attack Effects: ° Auto Attacks once each turn ° Cannot be countered ° Cost 15 attacks to make [x13 uses left]
Cannon- 195+90 S, Normal Van BosSpider- 360+90 C, Normal Van
HandyDX: Charges 2 and holds them
Finger Gunx3 Range:S, Element: Normal HandyDX shoots a beam from its index finger. Attack Damage:[Base Damage*.9] = 215 Attack Effects: ° Auto Attacks next turn at 50% ° Cannot be countered ° Costs 11 total attacks to make [x7 Uses left]
Conclusion: B.o.B. 5050/5050 Cannon 396/396 BosSpider 1300/1300 HandyDX 1950/1950 TimeBomb 570/570 TrapBomb 570/570 EMPBomb 570/570
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Post by Gaia on Jun 19, 2018 7:19:40 GMT -8
Vanguard.EXE
Defense Phase
[Vanguard HP=2500/2500]
[Vanguard has 0 Armor, and takes 20% Less Damage from Chips]
[Bug Rise Sword] - Taken for [825] 860 Damage! [Punch, Kick, Shot] - All taken for 2,880 Damage! [Break Down] - Taken for 240 Damage! [Cannon] - Taken for 285 Damage! [BoSpider] - Taken for 290 Damage! [Finger Gun] - Taken for 645 Damage!
[Endure] Active hidden program The first lethal attack the user receives each battle leaves them with 1HP until the end of their current defense (like Undershirt). When this program is activated the user has +1 attack slot and +50 damage for the remainder of the battle.
[Vanguard HP=1/2500]
Support Phase
[Pinpoint Offense] [Advanced Skill, Damage+] Vanguard's natural tactical expertise is showcased in his ability to carefully finetune his allocated energy into pinpoint accurate shots and strikes against his opponent's natural data flow, causing severe damage. - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slots. -- 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 Slots. --- 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. He may possess a total of 5 Stacks at a time. ----- Vanguard can allocate his Constant Charge between his Natural Attack Slots as he sees fit. ------ Attacks with Required Charge used in the Natural Attack Slot must also have been charged in the Natural Attack Slot. ------- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. -------- [Passive]
[Adrenaline] [A-Tier, AS+] - [+3/3 AS] Vanguard's purpose is the fight, and his training has bred him into a combatant that saves his reserves until the very end. - Vanguard gains 1 Attack Slot per 20% of his Maximum Health missing. -- This caps at +3 Attack Slots while at 40% or less of his Max Health. --- [Passive]
[Garnet Star of Power] - [+2/2 AS] A shining star forged of garnet, sparkles with an otherworldly power ° +1 Attack Slot when at or below 75% of your Max HP ° +1 More Attack Slot when at or below 25% of your Max HP
[Last Stand ⇪ Alpha] Passive Program User deals +30% Damage while below 15% of their Max HP.
[Seeking] - +250 Damage to 1 Attack/Turn
Offense Phase 3 NAS | 6 AS | 7/7 Chip Uses | 3 DCE
1. Boy Bomb II ° Upon Use, creates a BoyBomb (Non-Intercepting Object) with No HP ° BoyBomb can only be destroyed by an effect that "Destroys Objects" ° BoyBomb will explode three turns after being set, dealing Undodgeable Normal-Element S-Damage to all targets on whichever side of the field that dealt the least amount of damage to it before it exploded ° The explosion damage is equal to the amount that was inflicted to the BoyBomb by both sides of the battlefield (to a Max of the User's Base Attack Damage) ° Upgrading this Chip will not increase its damage, but will extend the duration that the bomb lasts by 1 Turn
2. Boy Bomb ° Upon Use, creates a BoyBomb (Non-Intercepting Object) with No HP ° BoyBomb can only be destroyed by an effect that "Destroys Objects" ° BoyBomb will explode one turn after being set, dealing Undodgeable Normal-Element S-Damage to all targets on whichever side of the field that dealt the least amount of damage to it before it exploded ° The explosion damage is equal to the amount that was inflicted to the BoyBomb by both sides of the battlefield (to a Max of the User's Base Attack Damage) ° Upgrading this Chip will not increase its damage, but will extend the duration that the bomb lasts by 1 Turn
Wind [-1 Use from Darklight Jaunt] No Damage || Does not Cost an Attack Slot to use ° Upon Use, Summons a Non-Intercepting Windbox with HP equal to the Damage this Chip would have dealt [310-HP] ° While the WindBox is active, C-Attacks lose their aimers for all participants ° User must sacrifice 1 Skill Use to activate this Chip ° This Chip cannot be Upgraded
[Resonating Reticle] [A-Tier, Obect] Vanguard's personal on-board targeting systems materialize on the battlefield, a literal reticle that stores excess energy of attacks fired through it. - Vanguard spawns a [270 + (30 * V) - 20%] 720-HP Resonating Reticle. -- Resonating Reticles are Non-Intercepting Objects, and only one can be active on the field at a time. --- Vanguard can target a Resonating Reticle for free alongside any other target on the battlefield. Resonating Reticles take no damage from Vanguard's attacks, but lose 25% of their Max-HP each time he targets them. ---- Resonating Reticles store the a Non-Multiplier, Non-Percentage-Based adjustment of choice from the first attack fired through them in a turn. ----- Damage-Based Boosts stored in this way are applied to all attacks fired through the Reticle for the remainder of the turn at 50% efficency. Non-Damage-Based Boosts stored in this way are added to each attack fired through the Reticle. ------ [Active, 4/5 Uses]
[Tactical Acumen] [S-Tier, Aiming] Vanguard's reticles shrink to a size to be almost imperceptible to anyone's eyes but his, and he uses them to strike for massive power disruption. - Temporary Damage additions to the selected attack are doubled for one turn. -- This can only be applied once to a single attack. --- [Active, 4/5 Uses Max/Battle]
[Burning Reticle] [B-Tier, Damage+] The reticles on his opponents burn hot, searing away at his opposition in response to his own strikes. - Vanguard adds (30 + (30 * V)) 660 Damage to one attack, on use. -- [Active, 6/8 Uses]
[DarkChip Expansion, NAS] 3. Colonel's Army [Seeking, Tactical, Burning, 5/5 CC] [235 3,375] 40,500 Normal S-Damage x 9 ° Upon Acquisition, "Hits All" may be set as one of the Aiming Effects of this Chip ° Hits All, Breaks Shields ° This Chip only deals 50% damage, but hits an additional time per Object on the field; Clones do not trigger this effect ° This Chip does not have nor can it gain "Avoid Separately" ° This Chip removes all allied objects from the field upon use
[NAS] 4. [Collective Arsenal] - [1/1]
[NAS] 5. [Zealot's Judgement] - [1/1]
[DarkChip Expansion] 6. Dark Kunai VI 560 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
[DarkChip Expansion] 7. Boomerang V [Fired through Resonating Reticle] [460] 1,780 Wood S-Damage ° Breaks Shields | 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
Summary Phase
560 Unavoidable Damage @ B.o.B. 364,500 Damage @ All of ya 1,780 Damage @ B.o.B.
[Vanguard HP=1/2500]
[Status] - - [Stage] - [Cooldown] - -
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Post by B.o.B. on Jun 19, 2018 9:05:00 GMT -8
B.o.B. 5050/5050 HP
Defense: Command Chaos-Shape Shadow Skill Effect: ° Creates a 396 HP nonintercepting object ° B.o.B. and its Objects/Allies gain a 100 damage counter whenever struck by an attack, up to 4 times per turn Active (1 use)
B.o.B. takes 560, 4490/4490, 100 Damage counter
Command Chaos-Erect Effigy Skill Effect: ° Creates a 396HP non-intercepting objects ° So long as it remains on the field, acts as a lightning rod for Multi Target attacks taking the combined damage of all targets. ° Can be negated by Cannot Be Interecepted. Active (1 use)
Effigy Takes All of the 364,500*8 damage and is destroyed, 400 damage counter
Command Order-Build Barrier Skill Effect: ° B.o.B. Creates an intercepting Object on the field ° The Object has 440 HP Active (1 use)
Build Barrier takes 1780 damage and is destroyed, 100 damage counter
Setup: B.o.B. summons Handy (virus)(virus collar 3turns remaining 700/700 HP
Handy: Time Bomb Skill Effect: ° Creates a 300 HP "Bomb" object that can't be used for intercepts. At the beginning of each of Handy's turns the object counts down by 1, starting at 3 upon creation. The turn it reaches 0 the object is destroyed and causes "Detonation" to auto attack at full damage that turn. [x1 use]
Handy DX Time Bomb: 2 turns left Trap Bomb: 1 turn left EMP Bomb : 2 turns left
Halo of Glory A halo-like mark endowed with the glory of the Gates of Fortune. While equipped, the user gains the following skill: Halo Barrier--Support Type A barrier of empowering and protective light derived from the Halo of Glory. ° On every even-numbered turn, this Crest creates a 300 HP Buffer around the holder. ° The holder cannot have more than 1 instance of this buffer at a time. ° The Buffer acts as temporary HP, but cannot be affected by outside sources (including the user's Damage Reduction abilities). ° While this buffer is active, the user gains the following: +30 Damage to All Attacks +1 Attack Slot that deals 50% Damage
Attack: Bug Rise Sword 825 Bug/Blade C-Damage ° Hits All || Fully Undodgeable || Cuts UnCuttable Auras ° This Chip does not cost against the user's total number of Chip Uses per battle ° This Chip can be used multiple times per battle, regardless of restriction ° Each use of this chip requires a 1-Turn Charge ° This Attack cannot be augmented by any means -HandyDX uses up its stored charge to use
Regular Punch! x2 Van Attack Range:C, Element:Normal B.o.B. just punches! Attack Damage: [Base] Current Total= 390+120 Attack Effects: ° Breaks Shield
Regular Kick! x2 Van Attack Range:C, Element:Normal B.o.B. just kicks! Attack Damage: [Base] Current Total= 390+120 Attack Effects: ° Cuts Aura
Regular Shot!x1Van and x1 more at 50% Attack Range:S, Element:Normal B.o.B. shoots a burst of energy from its right arm Attack Damage: [Base] Current Total= 390+120 Attack Effects: ° Undodgeable
Data Break Down Protocol Attack Range:S, Element:Normal B.o.B. passively breaks down and analyses its surroundings at all times. Attack Damage: [Base*.5] Current Total= 195+60 Attack Effects: ° Auto Attacks once each turn ° Cannot be countered ° Cost 15 attacks to make [x11 uses left]
Cannon- 195+120 S, Normal Van BosSpider- 360+120 C, Normal Van
HandyDX: Palm Laser Range:S, Element: Normal Attack Damage: [Base*1.3] = 305 +120 Attack Effects: -Hits all -Cannot be countered -If hits, user gains +1 use to one skill 2 CD (-1 CD from EX) 1 Charge
Charges 2 and holds
Finger Guns x3(auto attack) 107 S, Normal Finger Gunx2 Range:S, Element: Normal HandyDX shoots a beam from its index finger. Attack Damage:[Base Damage*.9] = 215 +120 Attack Effects: ° Auto Attacks next turn at 50% ° Cannot be countered ° Costs 11 total attacks to make [x5 Uses left]
Conclusion: B.o.B.4490/4490 Cannon 396/396 BosSpider 1300/1300 HandyDX 1950/1950 Handy 700/700 3 turns left TimeBomb 300/300 3 turns left TimeBomb 570/570 2 turns left TrapBomb 570/570 1 turn left EMPBomb 570/570 2 turns left
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Post by Gaia on Jun 19, 2018 10:40:07 GMT -8
Vanguard.EXE
Defense Phase
[Vanguard HP=1/2500]
[Vanguard has 0 Armor, and takes 20% Less Damage from Chips]
[All Damage] - Taken!
[Tactical Reprieve] - [Advanced Form] Less of a survival method as much as it is a defense mechanism, Vanguard alights in his darksoul when he is pushed to try in combat. ° 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=1/2500]
Support Phase
[Pinpoint Offense] [Advanced Skill, Damage+] Vanguard's natural tactical expertise is showcased in his ability to carefully finetune his allocated energy into pinpoint accurate shots and strikes against his opponent's natural data flow, causing severe damage. - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slots. -- 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 Slots. --- 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. He may possess a total of 5 Stacks at a time. ----- Vanguard can allocate his Constant Charge between his Natural Attack Slots as he sees fit. ------ Attacks with Required Charge used in the Natural Attack Slot must also have been charged in the Natural Attack Slot. ------- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. -------- [Passive]
[Adrenaline] [A-Tier, AS+] - [+3/3 AS] Vanguard's purpose is the fight, and his training has bred him into a combatant that saves his reserves until the very end. - Vanguard gains 1 Attack Slot per 20% of his Maximum Health missing. -- This caps at +3 Attack Slots while at 40% or less of his Max Health. --- [Passive]
[Garnet Star of Power] - [+2/2 AS] A shining star forged of garnet, sparkles with an otherworldly power ° +1 Attack Slot when at or below 75% of your Max HP ° +1 More Attack Slot when at or below 25% of your Max HP
[Last Stand ⇪ Alpha] Passive Program User deals +30% Damage while below 15% of their Max HP.
[Seeking] - +250 Damage to 1 Attack/Turn
Offense Phase 3 NAS | 7 AS | 7/7 Chip Uses | 3 DCE
[NAS] 1. [Zealot's Judgment] Fire | Shot His familiar cannon, raised for final judgments passed and for an end to his opposition. - Vanguard adds "Cuts Darksoul" and "Cuts Undershirt" to one attack, on-use. -- 1-Required Charge --- [3/4] Uses/Battle
[Targeting Reticle] [S-Tier, Aiming] Vanguard's reticles light upon his foes in response to the residual energy of his attacks passing by them, making his attacks easier to land. - Vanguard doubles one Non-Damage effect of the selected attack, on use. -- This can be applied multiple times to the same attack, but only once per effect. --- [Active, 4/5 Uses Max/Battle]
[NAS] 2. [Collective Arsenal] Fire | Combat Vanguard's inner fires burn dark and powerful with the energy from his chips, and he can funnel these fires to utilize their energy. - Vanguard adds a single effect from two Offensive Chips of Choice to one attack, on use. Excludes Avoid Separately, Unavoidable Damage effects and Executes. Chip selected is locked from use for two turns. DarkCannon and DarkCircle, selected. -- 1-Required Charge --- [3/4] Uses/Battle
[Tactical Acumen] [S-Tier, Aiming] Vanguard's reticles shrink to a size to be almost imperceptible to anyone's eyes but his, and he uses them to strike for massive power disruption. - Temporary Damage additions to the selected attack are doubled for one turn. -- This can only be applied once to a single attack. --- [Active, 3/5 Uses Max/Battle]
[Burning Reticle] [B-Tier, Damage+] The reticles on his opponents burn hot, searing away at his opposition in response to his own strikes. - Vanguard adds (30 + (30 * V)) 660 Damage to one attack, on use. -- [Active, 4/8 Uses]
[NAS] 3. [Pinpoint Strike] Fire | Combat [Seeking, 5/5 CC, Burning, Tactical, Collective, Judgement] Vanguard's targetting systems singles out an individual target, and focuses on ensuring a blow against it. - [280 780 3,500 42,000] 252,000 Damage x7 [70%] @ B.o.B. x2, BoSpider, HandyDX x2, Handy x2 -- Breaks Shields, Undodgeable --- Reticle, Cannot be Intercepted --- If no other attack was used this turn, this chip deals x3 Damage --- Deals up to 7 hits at full damage --- Hits can divided among multiple targets with no more than 2 hits per target --- Cuts Undershirts, Cuts Darksouls ---- 1-CD
Summary Phase
504,000 Damage @ B.o.B., HandyDX, Handy 252,000 Damage @ BoSpider
[Vanguard HP=1/2500]
[Status] - - [Stage] - [Cooldown] - -
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Post by B.o.B. on Jun 19, 2018 11:24:59 GMT -8
B.o.B. Is defeated
B.o.B. Gains 30 EXP/ (300z)x2= 600z
Handy DX 30exp Handy 30exp
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