Post by Rime on Oct 3, 2018 18:07:14 GMT -8
DESERTMAN NPC BATTLE
Name: DesertMan
Difficulty: 4/10
HP: 500 + (500 * Cumulative Opponents' Version)
Armor: 30 + (20 * Attacker's Version)
Regeneration: 0
Type: NPC
Element: Sand
Strengths: Break, Seeking, Fire, Metal, Sand
Weaknesses: Dark, Wind, Plasma, Aqua, Bug
[Skill - Sand Shift]
[DesertMan sinks into the ground upon before struck by an attack, reappearing elsewhere to confuse the enemy]
° Every turn, DesertMan will attempt to Omni-Dodge the first attack aimed at him from each target
° If the attack has multiple hits, this evasion is applied against all hits
° This skill is ineffective against attacks that Desertman is weak to
[Passive]
[Skill - Eternal Desert]
[The heat of the sun never leaves the battlefield in DesertMan's presence]
° The stage is locked to Sand Panels for the duration of battle
° Stage Effect: Non-Sand Navis can't add Damage or omni-aimers to their attacks
° Stage Effect: Aqua navis take 100 Sand Element damage/turn
[Passive]
[Skill - Sand Body]
[Hostile attacks prove futile against the dense sand that DesertMan's body is composed of]
° DesertMan has Armor equal to 30 + (20 * Attacker's Version)
° Note: Against multiple opponents, the armor is calculated separately for each opponent
[Passive]
[Skill - Sand Hand]
[DesertMan's two massive hands disrupt opponents as he battles them, turning into Lion Heads to keep the opponent preoccupied]
° DesertMan summons two Sand Hands at the start of battle with HP equal to 20% of his max
° Sand Hands are resummoned on every odd turn if they are destroyed
° Each Sand Hand uses Lion Head once per turn
[Passive]
[Skill - Preemptive]
[DesertMan always attempts to ensure his victory by striking first]
° If the opponent does not have an Initiative effect, DesertMan attacks first
° Otherwise, DesertMan's opponent attacks first
[Passive]
[Attack - Lion Hand]
[DesertMan's hands transform into lions and pounce at his enemies]
° Damage Dealt: 50 + (5 * Target's Version)
° Sand Element || S-Range
° DesertMan cannot use this attack
° Each active Sand Hand uses this attack once per turn, aimed at the target with the highest remaining HP
[Attack - Antlion]
[Beneath an opponent's feet, a vortex of sand appears, pinning them down temporarily if they do not step out in time]
° Damage Dealt: 50 + (5 * Target's Version)
° Sand Element || S-Range
° Hits Twice at full damage; Each Hit must be Avoided Separately
° If either hit connects, victim's attack slots are reduced by 1 for one turn
[Attack - Heavy Sand]
[Large blocks of sand materialize over Desertman's opponents and fall down from above, attempting to bury them where they stand.]
° Damage Dealt: 100 + (10 * Cumulative Opponents' Version)
° Sand Element || S-Range
° Hits All
° If Hits, victims' damage is reduced by (10 * Victim's Version) for one turn
° Note: Against multiple opponents, the damage reduction is calculated separately for each
Attack Pattern
DesertMan Battle Rules
° Can be challenge by multiple opponents
° When fought as a group, any member of the group may operate DesertMan
° Rewards: 1 GreenMD to each Navi
Pattern Versus Opponents Total V3 ~ V5
° Antlion (aimed once at each target)
° Antlion (aimed once at each target)
° Heavy Sand (aimed at all enemies)
° When below 1000 HP: Heavy Sand (aimed at all enemies)
~~~~~~~~~~~~~~~~~~~~~~~~
Rime lacks Initiative, Desert Man Begins the fight.
~~~~~~~~~~~~~~~~~~~~~~~~
Desert Man's Defense Step
N/A
Desert Man's Set up Step
Rime has Ice element level 4, Enemies have -2 Attack Slots on their first two turns.
[Skill - Eternal Desert]
[The heat of the sun never leaves the battlefield in DesertMan's presence]
° The stage is locked to Sand Panels for the duration of battle
° Stage Effect: Non-Sand Navis can't add Damage or omni-aimers to their attacks
° Stage Effect: Aqua navis take 100 Sand Element damage/turn
[Passive]
[Skill - Sand Body]
[Hostile attacks prove futile against the dense sand that DesertMan's body is composed of]
° DesertMan has Armor equal to 110
° Note: Against multiple opponents, the armor is calculated separately for each opponent
[Passive]
[Skill - Sand Hand]
[DesertMan's two massive hands disrupt opponents as he battles them, turning into Lion Heads to keep the opponent preoccupied]
° DesertMan summons two Sand Hands at the start of battle with HP equal to 20% of his max
° Sand Hands are resummoned on every odd turn if they are destroyed
° Each Sand Hand uses Lion Head once per turn
[Passive]
Desert Man's Offensive Step
[Attack - Lion Hand]
[DesertMan's hands transform into lions and pounce at his enemies]
° Damage Dealt: 70
° Sand Element || S-Range
° DesertMan cannot use this attack
° Each active Sand Hand uses this attack once per turn, aimed at the target with the highest remaining HP
[Attack - Lion Hand]
[DesertMan's hands transform into lions and pounce at his enemies]
° Damage Dealt: 70
° Sand Element || S-Range
° DesertMan cannot use this attack
° Each active Sand Hand uses this attack once per turn, aimed at the target with the highest remaining HP
[Attack - Antlion]
[Beneath an opponent's feet, a vortex of sand appears, pinning them down temporarily if they do not step out in time]
° Damage Dealt: 70
° Sand Element || S-Range
° Hits Twice at full damage; Each Hit must be Avoided Separately
° If either hit connects, victim's attack slots are reduced by 1 for one turn
Desert Man's Status
Desert Man: 2500/2500 HP
Lion Hand A: 500/500 HP
Lion Hand A: 500/500 HP
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Rime's Defense Step
Rime has 40 Armor
[Attack - Lion Hand] - Deals 30 Damage to Rime
[Attack - Lion Hand] - Deals 30 Damage to Rime
[Attack - Antlion] - Deals 30 Damage twice to Rime, and gives him -1 Attack slot for the turn.
Total Damage taken: 120
Rime's Set up Step
+100 Regen from Omni Unit SP
+1 Attack Slot on first turn from Omni-Unit SP
+1 Attack Slot on first turn from Accessories
+2 auto charges per turn from Type
Marked Hunting Grounds
A-Tier Object/Enhancement Skill
A small pillar of frost, marking an area as grounds which a hunt is on, causing the surrounding area to have a faint frosty fog.
Creates an Object with 155 HP. This Object Can not intercept attacks.
While Object is on the field, grants +40 Armor to its allies.
x1 Use per battle
Object created, Rime has +40 Armor
Going for the Kill
B-Tier Attack Slot Skill
The hunt draws closer to a end, the hunter baring down on the hunted.
Increases Attack slots for 2 turns by 1 when used
x3 uses per battle
Used all 3 times
Rime's Offensive Step
3 Base Attack Slots
+2 Attack slots on First Turn
+3 Attack slots for the turn from Skills used
-1 Attack slots for the Turn from being hit by Antlion
Auto Charges used on Laying Rime, and Reaping Claw
Creeping Dread
S-Range, Ice element
That chill that runs through your spine, the harbinger of what is to come.
110 Unavoidable Damage Hits all
1 Turn Unadjustable Cooldown
Frozen Pierce @ Desert Man
S-Range, Ice Element
A frozen lance of ice that pierces ones prey.
295 Damage Undodgable Breaks Shields
Frozen Pierce @ Desert Man
S-Range, Ice Element
A frozen lance of ice that pierces ones prey.
295 Damage Undodgable Breaks Shields
Frozen Pierce @ Desert Man
S-Range, Ice Element
A frozen lance of ice that pierces ones prey.
295 Damage Undodgable Breaks Shields
Frozen Pierce @ Desert Man
S-Range, Ice Element
A frozen lance of ice that pierces ones prey.
295 Damage Undodgable Breaks Shields
Frozen Pierce @ Desert Man
S-Range, Ice Element
A frozen lance of ice that pierces ones prey.
295 Damage Undodgable Breaks Shields
Frozen Pierce @ Desert Man
S-Range, Ice Element
A frozen lance of ice that pierces ones prey.
295 Damage Undodgable Breaks Shields
Rime's Status
Rime: 1080/1100 HP
Object: 155/155 HP
80 Armor
1 turn Remaining of +3 Attack slots
Reaping claw - Charge Turn 1/5
Laying Rime - Charge Turn 1/1
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Desert Man's Defense Step
Desert Man has 110 Armor
[Skill - Sand Shift]
[DesertMan sinks into the ground upon before struck by an attack, reappearing elsewhere to confuse the enemy]
° Every turn, DesertMan will attempt to Omni-Dodge the first attack aimed at him from each target
° If the attack has multiple hits, this evasion is applied against all hits
° This skill is ineffective against attacks that Desertman is weak to
[Passive]
Creeping Dread Attempted to be Omnidodged, but unable to due to Unavoidable Attack, takes 110 Damage. Lion Head A and B both take 110 damage as well.
Frozen Pierce Deals 185 Damage to Desert Man
Frozen Pierce Deals 185 Damage to Desert Man
Frozen Pierce Deals 185 Damage to Desert Man
Frozen Pierce Deals 185 Damage to Desert Man
Frozen Pierce Deals 185 Damage to Desert Man
Frozen Pierce Deals 185 Damage to Desert Man
Total Damage taken: 1405
Desert Man's Set up Step
Desert Man still suffers -2 attack slots this turn from Ice element of Rime.
Desert Man's Offensive Step
[Attack - Lion Hand] @ Rime
[DesertMan's hands transform into lions and pounce at his enemies]
° Damage Dealt: 70
° Sand Element || S-Range
° DesertMan cannot use this attack
° Each active Sand Hand uses this attack once per turn, aimed at the target with the highest remaining HP
[Attack - Lion Hand] @ Rime
[DesertMan's hands transform into lions and pounce at his enemies]
° Damage Dealt: 70
° Sand Element || S-Range
° DesertMan cannot use this attack
° Each active Sand Hand uses this attack once per turn, aimed at the target with the highest remaining HP
[Attack - Antlion] @ Rime
[Beneath an opponent's feet, a vortex of sand appears, pinning them down temporarily if they do not step out in time]
° Damage Dealt: 70
° Sand Element || S-Range
° Hits Twice at full damage; Each Hit must be Avoided Separately
° If either hit connects, victim's attack slots are reduced by 1 for one turn
[Attack - Antlion] @ Object
[Beneath an opponent's feet, a vortex of sand appears, pinning them down temporarily if they do not step out in time]
° Damage Dealt: 70
° Sand Element || S-Range
° Hits Twice at full damage; Each Hit must be Avoided Separately
° If either hit connects, victim's attack slots are reduced by 1 for one turn
Desert Man's Status
Desert Man:1280/2500 HP
Lion Hand A: 390/500 HP
Lion Hand A: 390/500 HP
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Rime's Defense Step
Rime has 80 Armor
[Attack - Lion Hand] - Deals 0 Damage to Rime
[Attack - Lion Hand] - Deals 0 Damage to Rime
[Attack - Antlion] - Deals 0 Damage twice to Rime, and gives him -1 Attack slot for the turn.
[Attack - Antlion] - Deals 70 Damage twice to Object
Total Damage taken: 0 to Rime, 140 to Object
Rime's Set up Step
+100 Regen from Omni Unit SP
+2 auto charges per turn from Type
Charge held in Reaping Claw used to trigger skill;
Hunter's Adaptation
Advanced Skill
Prey are unpredictable, and sometimes one must modify the plan.
Rime is able to alter the function of attacks, using stored energy to form a protective lay of ice around his body, aiding him in fending off blows.
Rime is able to use an attack that is currently being charged to trigger this skill rather then be used to attack.
When activated, heals HP to Rime equal to 50% of his Base Damage.
He also temporarily gains Armor equal to 10% of his Base Damage.
This Armor goes away once Rime takes damage equal to the amount he healed by from this skill.
If an attack was used that had a higher Charge level than 1 to activate this, both effects are increased by 5% per charge level past the first.
Only one instance of this can be active at any one time.
Rime is unable to gain Auto Charges or Preemptive Charges by any means other than Type.
Heals 165 HP and gains 33 Armor
Rime's Offensive Step
3 Base Attack Slots
+3 Attack slots for the turn from Skills used
-1 Attack slots for the Turn from being hit by Antlion
1 Attack slot spent already using Hunters Adaption
Auto Charges used on Frost Nova, and Strike SE
Frozen Pierce
S-Range, Ice Element
A frozen lance of ice that pierces ones prey.
295 Damage Undodgable Breaks Shields
Frozen Pierce
S-Range, Ice Element
A frozen lance of ice that pierces ones prey.
295 Damage Undodgable Breaks Shields
Frozen Pierce
S-Range, Ice Element
A frozen lance of ice that pierces ones prey.
295 Damage Undodgable Breaks Shields
Laying Rime
S-Range, Ice Element
Layers of ice covering the area to chill to the core.
2 hits of 100 Damage Cuts Auras, Undodgable, Can not be Naturally Avoided, Avoid separately
If Hits; Increases the effects of one skill that grants Rime Armor by 50% while its active.
1 Turn Charge
1 Turn Cooldown
1 Use Per battle
Hunters Adaption chosen
Rime's Status
Rime: 1100/1100 HP
Object: 15/155 HP
80+49 Armor (49 Armor will be lost when Rime takes 165 Damage)
S.E.Strike - Charge Turn 1/1
Frost Nova - Mandatory Charge Turn 1/1 | Optional Charge Turn 0/2
----------------------------------
Desert Man's Defense Step
Desert Man has 110 Armor
[Skill - Sand Shift]
[DesertMan sinks into the ground upon before struck by an attack, reappearing elsewhere to confuse the enemy]
° Every turn, DesertMan will attempt to Omni-Dodge the first attack aimed at him from each target
° If the attack has multiple hits, this evasion is applied against all hits
° This skill is ineffective against attacks that Desertman is weak to
[Passive]
Frozen Pierce Avoided
Frozen Pierce Deals 185 Damage to Desert Man
Frozen Pierce Deals 185 Damage to Desert Man
Laying Rime Deals 0 Damage to Desert Man
Total Damage taken: 370
Desert Man's Set up Step
N/A
Desert Man's Offensive Step
[Attack - Lion Hand] @ Rime
[DesertMan's hands transform into lions and pounce at his enemies]
° Damage Dealt: 70
° Sand Element || S-Range
° DesertMan cannot use this attack
° Each active Sand Hand uses this attack once per turn, aimed at the target with the highest remaining HP
[Attack - Lion Hand] @ Rime
[DesertMan's hands transform into lions and pounce at his enemies]
° Damage Dealt: 70
° Sand Element || S-Range
° DesertMan cannot use this attack
° Each active Sand Hand uses this attack once per turn, aimed at the target with the highest remaining HP
[Attack - Antlion] @ Rime
[Beneath an opponent's feet, a vortex of sand appears, pinning them down temporarily if they do not step out in time]
° Damage Dealt: 70
° Sand Element || S-Range
° Hits Twice at full damage; Each Hit must be Avoided Separately
° If either hit connects, victim's attack slots are reduced by 1 for one turn
[Attack - Antlion] @ Object
[Beneath an opponent's feet, a vortex of sand appears, pinning them down temporarily if they do not step out in time]
° Damage Dealt: 70
° Sand Element || S-Range
° Hits Twice at full damage; Each Hit must be Avoided Separately
° If either hit connects, victim's attack slots are reduced by 1 for one turn
[Attack - Antlion] @ Rime
[Beneath an opponent's feet, a vortex of sand appears, pinning them down temporarily if they do not step out in time]
° Damage Dealt: 70
° Sand Element || S-Range
° Hits Twice at full damage; Each Hit must be Avoided Separately
° If either hit connects, victim's attack slots are reduced by 1 for one turn
[Attack - Antlion] @ Object
[Beneath an opponent's feet, a vortex of sand appears, pinning them down temporarily if they do not step out in time]
° Damage Dealt: 70
° Sand Element || S-Range
° Hits Twice at full damage; Each Hit must be Avoided Separately
° If either hit connects, victim's attack slots are reduced by 1 for one turn
[Attack - Heavy Sand]
[Large blocks of sand materialize over Desertman's opponents and fall down from above, attempting to bury them where they stand.]
° Damage Dealt: 140
° Sand Element || S-Range
° Hits All
° If Hits, victims' damage is reduced by 40 for one turn
° Note: Against multiple opponents, the damage reduction is calculated separately for each
[Attack - Heavy Sand]
[Large blocks of sand materialize over Desertman's opponents and fall down from above, attempting to bury them where they stand.]
° Damage Dealt: 140
° Sand Element || S-Range
° Hits All
° If Hits, victims' damage is reduced by 40 for one turn
° Note: Against multiple opponents, the damage reduction is calculated separately for each
Desert Man's Status
Desert Man:910/2500 HP
Lion Hand A: 390/500 HP
Lion Hand A: 390/500 HP
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Rime's Defense Step
Rime has 129 Armor
[Attack - Lion Hand] - Deals 0 Damage to Rime
[Attack - Lion Hand] - Deals 0 Damage to Rime
[Attack - Antlion] - Deals 0 Damage twice to Rime, and gives him -1 Attack slot for the turn.
[Attack - Antlion] - Deals 70 Damage twice to Object, Object Destroyed, Rime loses 40 Armor
Undeterred
B-Tier Armor Skill
Once on the hunt, the hunter shant be persuaded to give up the chase, even in the face of retaliation.
Increases ones Armor by 75 against the next attack that hits.
If an Attack would do 0 damage due to Armor, then its effects are ignored
x3 uses per battle
Used once each for the following attacks, giving Rime a total of 164 Armor against those attacks.
[Attack - Antlion] - Deals 0 Damage twice to Rime
[Attack - Heavy Sand] - Deals 0 Damage to Rime
[Attack - Heavy Sand] - Deals 0 Damage to Rime
Total Damage taken: 0 to Rime, 140 to Object
Rime's Set up Step
+100 Regen from Omni Unit SP
+2 auto charges per turn from Type
Skill Addition Zeta
Activated Program
+1 use to One Activated Skill when activated
⦗Uses per battle: 2/2⦘
Used twice to restore 2 uses to Going for the Kill
Going for the Kill
B-Tier Attack Slot Skill
The hunt draws closer to a end, the hunter baring down on the hunted.
Increases Attack slots for 2 turns by 1 when used
x3 uses per battle
Used twice
Rime's Offensive Step
3 Base Attack Slots
+2 Attack slots for the turn from Skills used
-1 Attack slots for the Turn from being hit by Antlion
Auto Charges used on Frost Nova, and Reaping claw
Creeping Dread
S-Range, Ice element
That chill that runs through your spine, the harbinger of what is to come.
110 Unavoidable Damage Hits all
1 Turn Unadjustable Cooldown
Marked for Death
C-Tier Aiming Skill
When one is selected as prey, only the hunt awaits.
Grants Ignores Armor to 1 attack this turn.
Chosen attack also gains 1 Omni aimer of choice.
x4 uses per battle
Used 3 Times, once per Frozen Pierce to grant them Ignores Armor. Panels prevent the aimer.
Frozen Pierce
S-Range, Ice Element
A frozen lance of ice that pierces ones prey.
295 Damage Undodgable Breaks Shields
Ignores Armor
Frozen Pierce
S-Range, Ice Element
A frozen lance of ice that pierces ones prey.
295 Damage Undodgable Breaks Shields
Ignores Armor
Frozen Pierce
S-Range, Ice Element
A frozen lance of ice that pierces ones prey.
295 Damage Undodgable Breaks Shields
Ignores Armor
Rime's Status
Rime: 1100/1100 HP
40+49 Armor (49 Armor will be lost when Rime takes 165 Damage)
Reaping Claw - Charge Turn 1/1
Frost Nova - Mandatory Charge Turn 1/1 | Optional Charge Turn 1/2
----------------------------------
Desert Man's Defense Step
Desert Man has 110 Armor
[Skill - Sand Shift]
[DesertMan sinks into the ground upon before struck by an attack, reappearing elsewhere to confuse the enemy]
° Every turn, DesertMan will attempt to Omni-Dodge the first attack aimed at him from each target
° If the attack has multiple hits, this evasion is applied against all hits
° This skill is ineffective against attacks that Desertman is weak to
[Passive]
Creeping Dread Attempted to be Omnidodged, but unable to due to Unavoidable Attack, takes 110 Damage. Lion Head A and B both take 110 damage as well.
Frozen Pierce Armor is ignored, Deals 295 Damage to Desert Man
Frozen Pierce Armor is ignored, Deals 295 Damage to Desert Man
Frozen Pierce Armor is ignored, Deals 295 Damage to Desert Man
Total Damage taken: 995 dealt to Desert Man, 110 to the Lions Head A and B.
Desert Man HP: 0
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Battle Complete
1 Green Mystery Data obtained for Rime