|
Post by Rime on Oct 13, 2018 11:12:31 GMT -8
Ice Element level 4: Enemies have -2 Attack Slots on their first two turns. Initiative Level 3 Defense Step
N/A Set up Step
Omni-Unit Effect; Regen 100 HP Omni-Unit Effect; +1 Attack slot on first turn. Going for the KillA-Tier Attack Slot Skill The hunt draws closer to a end, the hunter baring down on the hunted. Increases Attack slots for 3 turns by 1 when used x5 uses per battleUsed once +1 attack slot for 3 turns Offensive Step
Auto Charge 1 used on Reaping Claw Auto Charge 2 used on Icicle Spire Dark Thunder 225 Elec/Dark S-Damage ° Inflicts Paralyze ° If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits ° Cannot be augmented ° Glitch: User's Avoidances are locked for 1 Turn upon use Dark Thunder 225 Elec/Dark S-Damage ° Inflicts Paralyze ° If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits ° Cannot be augmented ° Glitch: User's Avoidances are locked for 1 Turn upon use Dark Thunder 225 Elec/Dark S-Damage ° Inflicts Paralyze ° If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits ° Cannot be augmented ° Glitch: User's Avoidances are locked for 1 Turn upon use Dark Thunder 225 Elec/Dark S-Damage ° Inflicts Paralyze ° If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits ° Cannot be augmented ° Glitch: User's Avoidances are locked for 1 Turn upon use Dark Thunder 225 Elec/Dark S-Damage ° Inflicts Paralyze ° If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits ° Cannot be augmented ° Glitch: User's Avoidances are locked for 1 Turn upon useStatus
Rime:1200/1200 HP Glitched: Avoidances are Locked Attack slots +1 for 2 turn turns Cooling DownN/A Charging- Reaping Claw Optional Charge 1/3 - Icicle Spire Optional Charge 1/5
|
|
|
Post by Gaia on Oct 13, 2018 11:30:10 GMT -8
Armiger.EXE
Defense Phase
[Armiger HP=1900/1900]
[Defensive Navi Equipment] [Advanced] Unique to the Navis under Project Darklight is the trait that the "Navi" is actually the equipment the humanoid form appears to carry. His battlefield specialization the Armiger, he is the ultimate defense at a Navi's disposal. - Armiger begins the battle Unbonded. -- By sacrificing a full turn of combat, Armiger binds himself to another allied unit. Armiger is the armor and the allied unit is his wearer. --- All incoming Damage to either Armiger or his wearer is first reduced by their combined Damage Reduction effects. Damage that gets through to his wearer is automatically dealt to Armiger; Armiger cannot be targetted separately from his wearer. Only attacks that Ignore Armor or Cut Darksouls can target Armiger separately. --- Armiger has a number of S-Range Attacks, as per B-Tier Progression. These are the only attacks he can use while Bonded; he can still counter. Armiger cannot avoid while bonded, but evades any attack his wearer avoids. His wearer may utilize any of his C-Range Attacks. --- While bonded, Armiger does not personally benefit from his own Darksoul. Instead, whenever his wearer would be reduced to 0 Health, his Darksoul is consumed immediately, and all effects are applied to his wearer. --- While bonded, Natural (Version-Based) Boosts to Armiger's Health instead apply to his Armor at a rate of 100:10. All other boosts to Armiger's Health apply to his Armor at a rate of 100:5. This decreases his Maximum Health upon bonding; bonding cannot be done if Armiger has less than 1,000 Current Health. ---- [Passive]
[The Armiger] [A-Tier, Clone] Armiger flash freezes the air inside of himself into a humanoid form for his use. - Armiger spawns 1 Clone with [20% Max-HP] 380 Health. -- This clone does not attack nor intercept, but it does inherit Armiger's Armor. --- [Active, 0/1 Uses]
[Armiger bonds with his clone!]
[Armiger and his Clone have a total of 140 Armor]
[Dark Thunder] - Taken for [225] 85 Damage!
[Adaptive Core] [C-Tier, Armor+] [+6/60] Armiger can force his inner core to produce more ice at a faster rate, densely compacting the purest of ice onto his outer photosphere. - Armiger gains +6 Armor each time he is struck by an attack. -- This stacks up to +60 Armor, total. --- [Passive]
[Corona Prominence] [C-Tier, HP+] [+60/600] Armiger's outer corona grows ever brighter, ever stronger as the core within grows denser. - Armiger gains +60 Max-HP each time he is struck by an attack. -- This stacks up to +600 Max-HP, total. --- [Passive]
[Dark Thunder] - Taken for [225] 75 Damage!
[Adaptive Core] [C-Tier, Armor+] [+12/60] Armiger can force his inner core to produce more ice at a faster rate, densely compacting the purest of ice onto his outer photosphere. - Armiger gains +6 Armor each time he is struck by an attack. -- This stacks up to +60 Armor, total. --- [Passive]
[Corona Prominence] [C-Tier, HP+] [+120/600] Armiger's outer corona grows ever brighter, ever stronger as the core within grows denser. - Armiger gains +60 Max-HP each time he is struck by an attack. -- This stacks up to +600 Max-HP, total. --- [Passive]
[Dark Thunder] - Taken for [225] 45 Damage!
[Adaptive Core] [C-Tier, Armor+] [+16/60] Armiger can force his inner core to produce more ice at a faster rate, densely compacting the purest of ice onto his outer photosphere. - Armiger gains +6 Armor each time he is struck by an attack. -- This stacks up to +60 Armor, total. --- [Passive]
[Corona Prominence] [C-Tier, HP+] [+180/600] Armiger's outer corona grows ever brighter, ever stronger as the core within grows denser. - Armiger gains +60 Max-HP each time he is struck by an attack. -- This stacks up to +600 Max-HP, total. --- [Passive]
[Dark Thunder] - Taken for [225] 30 Damage!
[Adaptive Core] [C-Tier, Armor+] [+24/60] Armiger can force his inner core to produce more ice at a faster rate, densely compacting the purest of ice onto his outer photosphere. - Armiger gains +6 Armor each time he is struck by an attack. -- This stacks up to +60 Armor, total. --- [Passive]
[Corona Prominence] [C-Tier, HP+] [+240/600] Armiger's outer corona grows ever brighter, ever stronger as the core within grows denser. - Armiger gains +60 Max-HP each time he is struck by an attack. -- This stacks up to +600 Max-HP, total. --- [Passive]
[Dark Thunder] - Taken for [225] 0 Damage!
[Adaptive Core] [C-Tier, Armor+] [+30/60] Armiger can force his inner core to produce more ice at a faster rate, densely compacting the purest of ice onto his outer photosphere. - Armiger gains +6 Armor each time he is struck by an attack. -- This stacks up to +60 Armor, total. --- [Passive]
[Corona Prominence] [C-Tier, HP+] [+300/600] Armiger's outer corona grows ever brighter, ever stronger as the core within grows denser. - Armiger gains +60 Max-HP each time he is struck by an attack. -- This stacks up to +600 Max-HP, total. --- [Passive]
[Armiger and his Bound have 260 Armor, Total]
[Armiger HP=765/1000] [Bound HP=145/380]
Support Phase
[Armiger HP=765/1000]
[Solar Flare] [C-Tier, Counter] The ice coating Armiger's radiant form burns with power, and violently reacts to any strike made against it. - Armiger counters for [40 + (10 * V) + (5 * V)] 85 Damage each time he is struck by an S-Range Attack. -- This can proc up to 4 times per turn. --- [Passive]
[Mirror Armor ⇪⇪⇪ Base Beta Delta] [Tanzanite Star, Rose Star] Passive Program When struck by a full C-Range Attack, User counters for (60 + (20 * Version)) Unavoidable damage. This can occur up to 8 times per turn. Mirror Armor counters for 100% Additional Damage against attacks marked with "Ignores Armor." Mirror Armor ignores "Cannot be Countered," but counters for 100% Damage against those attacks.
Offense Phase 3 AS
[Solar Flare] - Counters for 340 Unavoidable Damage!
1. [N/A]
Summary Phase
340 Damage @ Rime
[Armiger HP=765/1000] [Bound HP=175/380]
[Status] - - [N/A] [Panels] - - [N/A] [Cooldown] - - [N/A]
|
|
|
Post by Rime on Oct 13, 2018 12:04:23 GMT -8
Defense Step
340 Counter Damage taken. Set up Step
Omni-Unit Effect; Regen 100 HP Going for the Kill +1 attack slot for 2 more turns Offensive Step
Auto Charge 1 used on Reaping Claw Auto Charge 2 used on Icicle Spire 1 Attack slot spent to Charge Frost Nova 1 Attack slot spent to Charge Laying Rime Frozen PierceS-Range, Ice Element A frozen lance of ice that pierces ones prey. 290 Damage Undodgable Breaks Shields Creeping Dread S-Range, Ice element That chill that runs through your spine, the harbinger of what is to come.120 Unavoidable Damage Hits all 1 Turn Unadjustable Cooldown[/font] Status
Rime 960/1200 HP Attack slots +1 for 1 more turn Cooling DownN/A Charging- Reaping Claw Optional Charge 2/3 - Icicle Spire Optional Charge 2/5 - Frost Nova Mandatory Charge 1/1 Optional Charge 0/2 - Laying Rime Mandatory Charge Charge 1/1
|
|
|
Post by Gaia on Oct 13, 2018 12:51:29 GMT -8
Armiger.EXE
Defense Phase
[Armiger HP=765/1000] [Bound HP=175/380]
[Defensive Navi Equipment] [Advanced] Unique to the Navis under Project Darklight is the trait that the "Navi" is actually the equipment the humanoid form appears to carry. His battlefield specialization the Armiger, he is the ultimate defense at a Navi's disposal. - Armiger begins the battle Unbonded. -- By sacrificing a full turn of combat, Armiger binds himself to another allied unit. Armiger is the armor and the allied unit is his wearer. --- All incoming Damage to either Armiger or his wearer is first reduced by their combined Damage Reduction effects. Damage that gets through to his wearer is automatically dealt to Armiger; Armiger cannot be targetted separately from his wearer. Only attacks that Ignore Armor or Cut Darksouls can target Armiger separately. --- Armiger has a number of S-Range Attacks, as per B-Tier Progression. These are the only attacks he can use while Bonded; he can still counter. Armiger cannot avoid while bonded, but evades any attack his wearer avoids. His wearer may utilize any of his C-Range Attacks. --- While bonded, Armiger does not personally benefit from his own Darksoul. Instead, whenever his wearer would be reduced to 0 Health, his Darksoul is consumed immediately, and all effects are applied to his wearer. --- While bonded, Natural (Version-Based) Boosts to Armiger's Health instead apply to his Armor at a rate of 100:10. All other boosts to Armiger's Health apply to his Armor at a rate of 100:5. This decreases his Maximum Health upon bonding; bonding cannot be done if Armiger has less than 1,000 Current Health. ---- [Passive]
[Armiger and his Clone have a total of 260 Armor]
[Frozen Pierce] - Taken for [290] 30 Damage!
[Adaptive Core] [C-Tier, Armor+] [+36/60] Armiger can force his inner core to produce more ice at a faster rate, densely compacting the purest of ice onto his outer photosphere. - Armiger gains +6 Armor each time he is struck by an attack. -- This stacks up to +60 Armor, total. --- [Passive]
[Corona Prominence] [C-Tier, HP+] [+360/600] Armiger's outer corona grows ever brighter, ever stronger as the core within grows denser. - Armiger gains +60 Max-HP each time he is struck by an attack. -- This stacks up to +600 Max-HP, total. --- [Passive]
[Creeping Dread] - Taken for 120 Damage!
[Adaptive Core] [C-Tier, Armor+] [+42/60] Armiger can force his inner core to produce more ice at a faster rate, densely compacting the purest of ice onto his outer photosphere. - Armiger gains +6 Armor each time he is struck by an attack. -- This stacks up to +60 Armor, total. --- [Passive]
[Corona Prominence] [C-Tier, HP+] [+420/600] Armiger's outer corona grows ever brighter, ever stronger as the core within grows denser. - Armiger gains +60 Max-HP each time he is struck by an attack. -- This stacks up to +600 Max-HP, total. --- [Passive]
[Soul Revenant] [Darksoul] Armiger arises, his core still beating and his ice still flowing, now dark, infused with his will to survive. ° Automatically activates when the user would reach 0 HP ° Navi endures a fatal turn of attacks with 1 HP ° Navi is invincible except against Aimed Attacks ° Navi has +1 Attack Slot for the duration ° Lasts for [1/2] Turns
[Armiger HP=615/1000] [Bound HP=1/380]
Support Phase
[Armiger HP=615/1000]
[Solar Flare] [C-Tier, Counter] The ice coating Armiger's radiant form burns with power, and violently reacts to any strike made against it. - Armiger counters for [40 + (10 * V) + (5 * V)] 85 Damage each time he is struck by an S-Range Attack. -- This can proc up to 4 times per turn. --- [Passive]
[Mirror Armor ⇪⇪⇪ Base Beta Delta] [Tanzanite Star, Rose Star] Passive Program When struck by a full C-Range Attack, User counters for (60 + (20 * Version)) Unavoidable damage. This can occur up to 8 times per turn. Mirror Armor counters for 100% Additional Damage against attacks marked with "Ignores Armor." Mirror Armor ignores "Cannot be Countered," but counters for 100% Damage against those attacks.
Offense Phase 3 AS
[Solar Flare] - Counters for 170 Unavoidable Damage!
1. [Energy Roil] Blade | Shot Armiger releases a bolt of icy energy from his being to assail his foes. - 65 Damage [90%] -- Undodgeable, Breaks Shields
1. [Brandish] Blade | Combat Raising his defenses, the Armiger smashes against his foes with enough force to compact his own armor. - 50 Damage [70%] -- Breaks Shields, Undodgeable --- This attack also strikes Armiger, triggering all effects of being attacked immediately. --- If the opponent did not attack Armiger last turn, this attack's Cooldown is reduced by 1 turn. ---- 1-CD
[Adaptive Core] [C-Tier, Armor+] [+48/60] Armiger can force his inner core to produce more ice at a faster rate, densely compacting the purest of ice onto his outer photosphere. - Armiger gains +6 Armor each time he is struck by an attack. -- This stacks up to +60 Armor, total. --- [Passive]
[Corona Prominence] [C-Tier, HP+] [+480/600] Armiger's outer corona grows ever brighter, ever stronger as the core within grows denser. - Armiger gains +60 Max-HP each time he is struck by an attack. -- This stacks up to +600 Max-HP, total. --- [Passive]
Summary Phase
170 Unavoidable Damage @ Rime 115 Damage @ Rime
[Armiger HP=615/1000] [Bound HP=1/380]
[Status] - - [N/A] [Panels] - - [N/A] [Cooldown] - - [N/A]
|
|
|
Post by Rime on Oct 15, 2018 7:07:31 GMT -8
Defense Step
Rime has 40 Armor 170 Counter Damage taken. Hunter's AdaptationPassive 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.1 Attack slot and Reaping Claw's Charge used to heal 176 HP and Grant him 48 Armor Until he has taken 176 Damage. UndeterredPAssive Triggered armor Skill The Hunter can be relentless, not stopping even against unlikely odds. Any time Rime Spends an attack other than to actually attack an enemy, he gains 20 Armor for the remainder of the battle, to a maximum of 100.+20 More Armor Rime now has 108 Armor, and takes no Damage from Brandish or Energy Roil. Set up Step
Omni-Unit Effect; Regen 100 HP Going for the Kill +1 attack slot for 1 more turn Offensive Step
Auto Charge 1 used on Icicle Spire Auto Charge 2 used on Soul Shatter SE Hyper attack; Dreadful Presence S-Range, Ice Element The area darkens as the visage of the one who hunts bares down on his prey. Increases the damage of the next 2 Attacks used by 480. 2 turn Cooldown[/font] Marked for DeathB-Tier Aiming Skill When one is selected as prey, only the hunt awaits. Grants 'Can not be Intercepted and Ignores Armor' to 1 attack this turn. Chosen attack also gains 1 Omni aimer of choice. x3 uses per battleUsed twice, once for Frost Nova, and once for Laying Rime Frost NovaS-Range, Ice Element Layers of ice covering the area to chill to the core.
160 640 Damage Undodgable Unomnidodgable, Cuts Auras, Hits all Ignores Armor If Avoided; Freezes 1 Turn Charge Can optionally be Charged up to 2 additional Turns. 1 Turn Cooldown Laying Rime @ Armiger S-Range, Ice Element Layers of ice covering the area to chill to the core. 2 hits of 95 335 Damage Cuts Auras, Undodgable Breaks Unbreakable shields, Can not be Naturally Avoided, Avoid separately Ignores Armor If Hits; Increases the effects of one skill that grants Rime Armor by 50% 1 Turn Charge 1 Use Per battle | 1 Turn CooldownUndeterred Chosen, +50% armor from that source if hits Status
Rime 1066/1200 HP Cooling Down- Frost Nova Turn 0/1 Charging- Soul Shatter SE Mandatory Charge 1/2 - Icicle Spire Optional Charge 3/3
|
|
|
Post by Gaia on Oct 15, 2018 8:01:35 GMT -8
Out of Character
Armiger's hurt.
+30 / +300 to Armiger +45 / +450 to Rime
|
|
|
Post by Rime on Oct 15, 2018 9:32:19 GMT -8
Have something fun that seems like it may be useful to you!
Special Emulation; Laying Rime S-Range, Ice Element Layers of ice covering the area to chill to the core. 2 hits of # Damage Cuts Auras, Undodgable, Can not be Naturally Avoided, Avoid separately If Hits; Increases the effects of one skill that grants Armor by 50% 1 Turn Charge
|
|