Post by Gaia on Nov 7, 2018 18:11:28 GMT -8
RockMan
[RockMan HP=22050/22050]
Base Damage = 1,200
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
Vanguard
Defensive Phase
[Vanguard HP=2500/2500]
Vanguard has 0 Armor
[All] - Taken!
Undershirt procs (you get the lazy now because I've done this a lot and I should honestly be doing work)
[Vanguard HP=1/2500]
Support Phase
[Vanguard HP=1/2500]
[Vigilant Offense] - +5 Constant Charge
- 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.
--- 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.
[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
Offensive Phase
3 NAS | 5 Constant Charge | 7/7 C Uses | 3 DCE | 3 AS
3 NAS | 5 Constant Charge | 7/7 C Uses | 3 DCE | 3 AS
1. Neo-Variable Sword
465 Blade C-Damage
° Upon Use, this Chip's Damage and Effects can be switched with that of another C-Attack's Damage and Effects in the User's Arsenal. This effect is not limited by CD and includes Non-Giga Chips and Special Emulations, but not Hyper Attacks
° User must sacrifice 1 Skill Use to activate this Chip in the above manner
° Copied Attack becomes locked for the rest of battle
[Targeting Reticle] [S-Tier, Aiming]
Vanguard's reticle loops inward upon itself, causing individual energies within the burst of his assault to compound upon release.
- 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]
[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 expended upon use.
-- Dark Meteors, Dark Tornado Selected
-- 1-Required Charge
--- 2 Uses/Battle
[Burning Reticle] [A-Tier, Aimer]
The reticles on his opponents burn hot, searing away at his opposition in response to his own strikes.
- Vanguard upgrades the aimers on an attack to Omni-Aimers, and adds (30 + 30 * V) 660 Damage to the selected attack attack, this turn.
-- [Active, 0/9 Uses]
2. Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Summary Phase
130,590 Damage @ RockMan
[Vanguard HP=1/2500]
[Status] - A lot of additional status damage, ouch
[Stage] - Null
[CoolDown] -
-
RockMan
[RockMan HP=22050/22050]
[Rapid Array Reticle] - Taken! Boss-Tier Guarding caps damage at 50% Max-HP!
[RockMan HP=11025/11025]
Base Damage = 1,200
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Battle Chip Specialist]
[Rockman has mastered the utilization of supplementary weaponry.]
° Adaptive Element || Dual Range
° Inherits the combined damage and effects of all Battle Chips that hit Rockman up to this point in battle
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Vanguard
Defensive Phase
[Vanguard HP=2500/2500]
Vanguard has 0 Armor
[All] - Taken! . . . Except:
[4 Dark Cannon] - Avoided with three uses of [Darklight Prominence]!
[Darklight Prominence] [B-Tier, Barrier]
Releasing his energy as an outward flare as opposed to pinpoint strikes, Vanguard deters attacks with a barrier of his life essence.
- Vanguard Barriers 1 Attack per use.
-- Vanguard Barriers an additional attack per consecutive use of this skill in a turn, up to two barriers per use.
---- [Active, 7/10 Uses]
[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 2 Turns.
[Vanguard HP=1/2500]
Support Phase
[Vanguard HP=1/2500]
[Vigilant Offense] - +5 Constant Charge
- 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.
--- 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.
[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
Offensive Phase
3 NAS | 5 Constant Charge | 7/7 C Uses | 3 DCE | 3 AS
3 NAS | 5 Constant Charge | 7/7 C Uses | 3 DCE | 3 AS
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Summary Phase
33,360 Damage @ RockMan
[Vanguard HP=1/2500]
[Status] - A lot of additional status damage, ouch
[Stage] - Null
[CoolDown] -
-
RockMan
[RockMan HP=11025/22050]
[Rapid Array Reticle] - Taken! Boss-Tier Undershirt procs!
[RockMan HP=1/11025]
Base Damage = 1,200
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Battle Chip Specialist]
[Rockman has mastered the utilization of supplementary weaponry.]
° Adaptive Element || Dual Range
° Inherits the combined damage and effects of all Battle Chips that hit Rockman up to this point in battle
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Vanguard
Defensive Phase
[Vanguard HP=2500/2500]
Vanguard has 0 Armor
[All] - Taken! Except . . .:
[11 DarkCannons] - Avoided with 5 uses of [Darklight Prominence]!
[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 2 Turns.
[Vanguard HP=1/2500]
Support Phase
[Vanguard HP=1/2500]
[Vigilant Offense] - +5 Constant Charge
- 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.
--- 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.
[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
Offensive Phase
3 NAS | 5 Constant Charge | 7/7 C Uses | 3 DCE | 3 AS
3 NAS | 5 Constant Charge | 7/7 C Uses | 3 DCE | 3 AS
Dark Cannon VI
130,590 Normal/Dark S-Damage
° Breaks Shields
° If no other attack was used this turn, this chip deals x3 Damage
° Ignores Elemental Strengths, Auto-Attacks for 2 turns at full damage/effects
° Glitch: Locks all C-Attacks
Summary Phase
33,360 Damage @ RockMan
[Vanguard HP=1/2500]
[Status] - A lot of additional status damage, ouch
[Stage] - Null
[CoolDown] -
-
The blue bomber dies. Terribly.
[REWARDS] - 4,200z, and the Hub Batch Giga Chip! Woot.