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7.4.2
Dec 2, 2018 8:38:24 GMT -8
Post by Warrior on Dec 2, 2018 8:38:24 GMT -8
OVERVIEW
Update 7.4 just dropped a couple months ago, then shortly afterward I returned, so you can think of this as 7.4: Warrior Edition if you want. Most of the tweaks are very minimal except for the major focus of this one: Battle Chip changes.
Changelist - Hidden Program Tweaks (1 Added) - Accessory Tweaks (3 Affected) - Basic Attacks Redefined - Chip Imbue Skill standardized (Imbuing via S-Tier Attack is removed) - Battle Chip Library refresh (All Affected) - Crest of the Ultimate Fighter no longer affects Perfect Immunity
Reminders - Christmas Event starts today with weekly rewards - Hall of Legends is still going on until January 1st
Next News Update - Personal Goal: Coming Feb 1st 2019 - Will have a Valentine's Event throughout that month as the primary purpose - Will finish formatting remaining Dark Chips (ADCs) - Ideally "Self-Accessing MDs" will completed by this time - Ideally will provide more clean formatting for "Template Codes" - Ideally will clean up the existing Boss Fights (Coding + Mechanics) - Stretch Goal: Adding DesertMan, CircusMan, BugRiser 2.0 Fights
HIDDEN PROGRAM TWEAKS
Citrine Accessories are getting reworked, so a new Hidden Program is being shoe horned added to replace the void in everyone's heart that at least the star left.
Citrine Legacy Passive hidden program User may lock the panels for one turn (1 Turn Cooldown) Cost: 10 BF
Power Strike and Power Block technicalities will be included somewhere (hopefully not as spoilers inside of those respective programs, but possibly) to prevent misuse. Word of mouth is not sufficient.
ACCESSORY TWEAKS
The following accessories were reworked: - Citrine Cross of Balance - Citrine Star of Balance - Diamond Cross of Purity - Citrine Shard was added to the Accessory Shop - Diamond Shard gives +20 Armor now
Reason behind this change: So your tears may never be orange again while opening an HMD. They'll be bixibite instead.
If you owned Diamond Cross before this post, you may switch for Citrine Cross if you desire (post here to do so)
Citrine Cross of TenacityA shining cross of citrine, emanates a powerful force.° +600 Max HP{::templatecodeblock::}
[img src="http://i.imgur.com/PoiHLJ5.png"] [b]Citrine Cross of Tenacity[/b] [font color="999999"]A shining cross of citrine, emanates a powerful force.[/font] [font color="777777"]° +600 Max HP[/font]
Citrine Star of TenacityA shining star forged of citrine, sparkles with an otherworldly power° User is immune to Percentile HP Damage and Max HP Reduction{::templatecodeblock::}
[img src="http://i.imgur.com/KyJdce0.png"] [b]Citrine Star of Tenacity[/b] [font color="999999"]A shining star forged of citrine, sparkles with an otherworldly power[/font] [font color="777777"]° User is immune to Percentile HP Damage and Max HP Reduction[/font]
Diamond Cross of PurityA shining cross of diamond, emanates a powerful force.° +60 Armor{::templatecodeblock::}
[img src="http://i.imgur.com/byeIbgH.png"] [b]Diamond Cross of Purity[/b] [font color="999999"]A shining cross of diamond, emanates a powerful force.[/font] [font color="777777"]° +60 Armor[/font]
Citrine ShardA single shard of Citrine, gives off a weak light.° Grants +200 Max HP° If equipped alongside a Glass Cross, has the effects of Citrine Cross instead° If equipped alongside a Glass Star, has the effects of Citrine Star insteadCost: 1,000z{::templatecodeblock::}
[img src="https://i.imgur.com/3kEBOAk.png" style="max-width:100%;margin-left:2em;"] [b]Citrine Shard[/b] [font color="999999"]A single shard of Citrine, gives off a weak light.[/font] [font color="777777"]° Grants +200 Max HP[/font] [font color="777777"]° If equipped alongside a Glass Cross, has the effects of Citrine Cross instead[/font] [font color="777777"]° If equipped alongside a Glass Star, has the effects of Citrine Star instead[/font]
GUIDE CHANGES
Basic Attacks have been redefined: "Single Target Attacks with only C-Tier Effects innately"
So basically: Any C-Tier Effect other than Multi-Targeting is flagged as "Basic Attack" now. Additions from outside sources (IE: BusterPack) will not change the flag.
Chip Imbue Skills have been standardized S-Tier Attacks can no longer Imbue other attacks with Chip Effects Attacks can still infuse themselves with Chip Effects
Reasons for this change: Multiple.
Originally, chips followed a strict course of "Cannot be Augmented" and you couldn't imbue their effects onto attacks, period. In older versions of the MMM Stats System, Xion would copy Dark Chips since those existed long before the current Chip System did. When he returned for approval after I had left the site, I presume it messed up the mindset preventing it from happening since it was pretty easy to get out of hand.
Fast forward and it's still a rare occurrence (can count on one hand the people that are doing it, myself being three of them), but other Chip Augments exist in ways that didn't before (IE refreshing Chip Uses). Having played with the Chip Imbue/Augment effects myself now, I'm totally on board with keeping them around since they're pretty fun and flexible to play with. I do, however, realize that the guidelines surrounding them need much more refining.
This is going to be a nerf to the effect overall. The idea is to put it more in line with other options for your Skills/Attacks since at the moment it's just too good not to take.
Overview of Changes (Full Changes are in the Spoiler below) - No longer considered an Aiming Skill - Spend multiple uses to imbue A or S Tier Effects - By default, you will not acquire the Chip's Damage as well - Drawbacks or Costs attached to the chip are still dealt with normally - Choose between Standard or Dark Chips, never both (on a single skill; two separate is fine) - Variants of this skill are not currently allowed (IE: "Regular Attack Imbue")
{* Chip Imbue (B-Tier) (+)} [Chip Imbue] -- Activated Skill [Description] -- Spend 1 Use to add a C or B Tier Effect from a Standard Chip to one attack -- Spend 2 Uses to add an A or S Tier Effect from a Standard Chip to one attack Cannot copy ★ Tier Effects Only one S-Tier Effect can be imbued onto an attack The Chip is still consumed and all applicable costs must be paid [2 Uses per Battle]
Application When activated, a Chip Imbue Skill will copy an effect from the Standard Chip in question and add it to a single attack for one use. This skill cannot be used on any class of chip above Standard, including Standard Chips from limited time events.
Variants You can copy the effects of Standard Dark Chips instead, but you lose the ability to imbue effects from Standard Regular Chips.
By raising the skill to A-Tier, you may copy the Base Damage of the sacrificed Chip as well (you cannot "Imbue 2 Effects" via Tier Up).
By raising the Skill to S-Tier, it may imbue effects from Special Emulations as well (not damage) and will only ever cost 1 Use regardless of the Tier of effect being imbued.
Note: Chip Imbue is not considered an "Aiming Skill", thus it does not cause attacks to pierce Dark Soul and does not benefit from Attack Type's augmentation to Aiming Skills.
While doing this, I went through all of the "Imbuable" Chips in the Library and rated their effects in accordance with the details in the Spoiler above. The also seemed like a good idea to give the Chip System some fresh paint overall since it was showing its age, so that's what I went ahead and did.
The following Chips were removed from the game entirely You may claim (from this thread) the opaque refund beside the items affected you - Copy Damage (900z Refund) - Shotgun (Trade for CircleGun of the same Chip Lv) - White Capsule (1300z Refund) - Boy Bomb (1 Green MD Refund) - Hammer (1 Green MD Refund) - Mine (1 Green MD Refund) - Restore (1 Green MD Refund) - Sensor (1 Green MD Refund) - Panic (Replace with Mega Chip of the same name) - Virus Chips (Take the equivalent of whichever you owned before) - All Upgrades from removed chips (Full Zenny Refund) - All Chips (Copy the new Template Codes)
The full Chip Library Updates will be in the next post
Note that some chips have moved in and out of the Chip Shop.
In addition to all of the changes in the next post: 6 New Green MD-Only Chips have been added 4 New Blue MD-Only Mega Chips have been added 2 New Giga Chips have been added and 2 (Hidden) Existing ones have been updated
None of these will be revealed here, so roll your MDs to find out what they are!
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7.4.2
Dec 2, 2018 8:38:42 GMT -8
Post by Warrior on Dec 2, 2018 8:38:42 GMT -8
Each effect on a Standard and Dark Chip will have one of six symbols beside it: ::C:: = Indicates it is a "C-Tier" Effect for Imbuing Skills ::B:: = Indicates it is a "B-Tier" Effect for Imbuing Skills ::A:: = Indicates it is a "A-Tier" Effect for Imbuing Skills ::S:: = Indicates it is a "S-Tier" Effect for Imbuing Skills ::★:: = Indicates it is a "Cannot be Imbued" Effect ::°:: = Indicates it is a "Non-Interaction" Effect (All Skill/Mega/Giga Chips will only have ° next to them regardless)
Note: The symbol is intended to be very small. If it's microscopic, stop using IE/Edge.
Additionally, some chips were tweaked or reworked, indicated with stars beside their name: ★ = Slight tweak, usually a buff ★★★ = Major rework The gold text inside is my brief explanation of the changes
All Chips in this post have had their image codes fixed so they shouldn't ever break again (or at least not as a result of Photobucket). Some formatting and wording was cleaned up too.
Attack Chips that costed a Skill Use can now sacrifice 1 Use from an S-Tier Attack instead.
Virus Chips (from the Virus Buster Quest) are completely reworked to be less stupid.
Dark Chip upgrades are included in their personal spoiler now, as are the "extra rules" from the top of the Dark Chip Shop. The intent is to clean out that section of the post after this update.
Mega Chips and Giga Chips received buffs all around to really capitalize on their limited usage per battle. Preemptive Charges can no longer be used for some of these.
Shop Chips
{ Air Shoes} ::airshoescode:: ::°:: Speed Chip || Costs 1 Skill Use to activate::°:: Enables user to ignore Negative Panel Effects for 1 Turn ::°:: This Chip cannot be upgraded{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:AirShoesCode:: :°:: [font color="bbbbff"]Speed Chip || Costs 1 Skill Use to activate[/font] :°:: Enables user to ignore Negative Panel Effects for 1 Turn :°:: [font color="ffbbbb"]This Chip cannot be upgraded[/font]
{ Air Shot} ::airshotcode:: # Wind S-Damage ::S:: Destroys Clones ::S:: Destroys Objects ::°:: Costs 1 Use from a Skill or S-Tier Attack to activate{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:AirShotCode:: # Wind S-Damage :S:: Destroys Clones :S:: Destroys Objects :°:: [font color="ffbbbb"]Costs 1 Use from a Skill or S-Tier Attack to activate[/font]
{ Air Sword} ::airswordcode:: # Wind C-Damage ::S:: Destroys Auras ::S:: Destroys Barriers ::°:: Costs 1 Use from a Skill or S-Tier Attack to activate{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:AirSwordCode:: # Wind C-Damage :S:: Destroys Auras :S:: Destroys Barriers :°:: [font color="ffbbbb"]Costs 1 Use from a Skill or S-Tier Attack to activate[/font]
{ Boomerang ★} ::boomerangcode:: # Wood S-Damage ::S:: If Avoided, this chip auto-strikes again next turn with the same damage and effects ::★:: 1 Turn Optional Charge: If used on Magnet Panels, reverts them to Normal Panels upon use{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:BoomerangCode:: # Wood S-Damage :S:: If Avoided, this chip auto-strikes again next turn with the same damage and effects :★:: 1 Turn Optional Charge: [font color="bbffbb"]If used on Magnet Panels, reverts them to Normal Panels upon use[/font]
Specified Magnet Panels instead of "Elec-Element Panels" Charge requirement added for the panel effect
{ Bug Fix} ::bugfixcode:: ::°:: Defense Chip || Costs 1 Skill Use to activate::°:: Removes 1 Negative Status from the user ::°:: This Chip cannot be upgraded{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:BugFixCode:: :°:: [font color="bbbbff"]Defense Chip || Costs 1 Skill Use to activate[/font] :°:: Removes 1 Negative Status from the user :°:: [font color="ffbbbb"]This Chip cannot be upgraded[/font]
{ Cannon ★} ::cannoncode:: # Normal S-Damage ::C:: If no other attack was used this turn, this attack deals x2 Damage ::°:: Upgrades increase this chip's native multiplier by x0.5{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:CannonCode:: # Normal S-Damage :C:: If no other attack was used this turn, this attack deals x2 Damage :°:: [font color="bbffbb"]Upgrades increase this chip's native multiplier by x0.5[/font]
Initial multiplier reduced, added upgrade path to a higher multiplier
{ Circle Gun} ::circleguncode:: # Seeking S-Damage ::C:: Gains 1 Basic Aimer of choice upon use ::A:: Deals up to 3 hits at full damage. Hits can divided among multiple targets with no more than 2 hits per target ::°:: This Chip does not naturally have an aiming effect chosen upon retrieval::°:: Upgrades add +1 Hit{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:CircleGunCode:: # Seeking S-Damage :C:: Gains 1 Basic Aimer of choice upon use :A:: Deals up to 3 hits at full damage. Hits can divided among multiple targets with no more than 2 hits per target :°:: [font color="ffbbbb"]This Chip does not naturally have an aiming effect chosen upon retrieval[/font] :°:: [font color="BBFFBB"]Upgrades add +1 Hit[/font]
{ Drill Arm ★} ::drillarmcode:: # Metal C-Damage ::B:: Ignores Armor ::S:: If hits, victim's Armor is locked at 0 for 1 Turn ::°:: Upgrades extend the debuff duration by 1 Turn (to a Max of 3 Turns)::°:: Costs 1 Use from a Skill or S-Tier Attack to activate{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DrillArmCode:: # Metal C-Damage :B:: Ignores Armor :S:: If hits, victim's Armor is locked at 0 for 1 Turn :°:: [font color="BBFFBB"]Upgrades extend the debuff duration by 1 Turn (to a Max of 3 Turns)[/font] :°:: [font color="FFBBBB"]Costs 1 Use from a Skill or S-Tier Attack to activate[/font]
Now ignores armor Upgrade Path added to extend debuff duration
{ Elemental Rage ★} ::elementalragecode:: ::B:: Non-Normal Element and Range chosen upon use ::A:: Deals x2.0 Damage on panels matching this element ::B:: Inflicts x2.0 Damage to enemies weak to this element ::°:: Enemies of this Element are immune to this attack{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:ElementalRageCode:: :B:: Non-Normal Element and Range chosen upon use :A:: Deals x2.0 Damage on panels matching this element :B:: Inflicts x2.0 Damage to enemies weak to this element :°:: [font color="ffbbbb"]Enemies of this Element are immune to this attack[/font]
Name Change Element and Range now chosen upon use
{ Element Poison} ::elementpoisoncode:: # Toxic S-Damage ::B:: If used on Poison Panels, inflicts Poison::S:: 1 Turn Optional Charge: If used on Poison Panels, reverts them to Normal Panels upon use{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:ElementPoisonCode:: # Toxic S-Damage :B:: [font color="BBFFBB"]If used on Poison Panels, inflicts Poison[/font] :S:: 1 Turn Optional Charge: [font color="BBFFBB"]If used on Poison Panels, reverts them to Normal Panels upon use[/font]
{ Fan ★} ::fancode:: Defense Skill || Costs 1 Skill Use to activate::°:: Summons a Fanbox with HP equal to (Standard Chip Damage * 1)::°:: Fanbox is an Object, Normal Element, cannot attack, and cannot intercept ::°:: While the FanBox is active, C-Attacks gain 'Undodgeable' for all participants ::°:: This cannot cause an attack to have more than 2 Aimers ::°:: Upgrades increase Fanbox's HP by +0.5 coefficient{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:FanCode:: [font color="bbbbff"]Defense Skill || Costs 1 Skill Use to activate[/font] :°:: Summons a Fanbox with HP equal to [font color="bbffbb"](Standard Chip Damage * 1)[/font] :°:: Fanbox is an Object, Normal Element, cannot attack, and cannot intercept :°:: While the FanBox is active, C-Attacks gain 'Undodgeable' for all participants :°:: This cannot cause an attack to have more than 2 Aimers :°:: [font color="BBFFBB"]Upgrades increase Fanbox's HP by +0.5 coefficient[/font]
HP Calculation updated
{ Ice Wave} ::icewavecode:: # Ice S-Damage ::B:: If used on Ice Panels, inflicts Freeze::S:: 1 Turn Optional Charge: If used on Ice Panels, reverts them to Normal Panels upon use{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:IceWaveCode:: # Ice S-Damage :B:: [font color="BBFFBB"]If used on Ice Panels, inflicts Freeze[/font] :S:: 1 Turn Optional Charge: [font color="BBFFBB"]If used on Ice Panels, reverts them to Normal Panels upon use[/font]
{ Magnet Bolt ★} ::magnetboltcode:: # Elec C-Damage ::B:: Cannot be Naturally Avoided ::S:: If hits, victim's Natural Avoidances are locked for 1 Turn ::°:: Upgrades extend the debuff duration by 1 Turn (to a Max of 3 Turns)::°:: Costs 1 Use from a Skill or S-Tier Attack to activate{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:MagnetBoltCode:: # Elec C-Damage :B:: Cannot be Naturally Avoided :S:: If hits, victim's Natural Avoidances are locked for 1 Turn :°:: [font color="bbffbb"]Upgrades extend the debuff duration by 1 Turn (to a Max of 3 Turns)[/font] :°:: [font color="FFBBBB"]Costs 1 Use from a Skill or S-Tier Attack to activate[/font]
Now cannot be naturally avoided Upgrade Path added to extend debuff duration
{ Magnet Bomb} ::magnetbombcode:: # Elec S-Damage ::B:: If used on Metal Panels, inflicts Shock::S:: 1 Turn Optional Charge: If used on Metal Panels, reverts them to Normal Panels upon use{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:MagnetBombCode:: # Elec S-Damage :B:: [font color="BBFFBB"]If used on Metal Panels, inflicts Shock[/font] :S:: 1 Turn Optional Charge: [font color="BBFFBB"]If used on Metal Panels, reverts them to Normal Panels upon use[/font]
{ Mini Bomb} ::minibombcode:: # Normal S-Damage ::★:: If this attack is avoided by a skill, that skill is ineffective against the next attack {::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:MiniBombCode:: # Normal S-Damage :★:: If this attack is avoided by a skill, that skill is ineffective against the next attack
{ Panel Shot} ::panelshotcode:: # Non-Element S-Damage ::B:: Gains the Element of the panels and a Lv1 Status Damage associated with it if applicable {::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:PanelShotCode:: # Non-Element S-Damage :B:: Gains the Element of the panels and a Lv1 Status Damage associated with it if applicable
{ Rainy Day ★} ::rainydaycode:: # Aqua S-Damage ::B:: If used on Ocean Panels, inflicts Soak::★:: 1 Turn Optional Charge: If used on Ocean Panels, reverts them to Normal Panels upon use{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:RainyDayCode:: # Aqua S-Damage :B:: [font color="BBFFBB"]If used on Ocean Panels, inflicts Soak[/font] :★:: 1 Turn Optional Charge: [font color="bbffbb"]If used on Ocean Panels, reverts them to Normal Panels upon use[/font]
Specified Ocean Panels instead of "Aqua-Element Panels" Charge requirement added for the panel effect
{ Roll Arrow} ::rollarrowcode:: # Normal S-Damage ::A:: If Hits, victim loses 1 Chip Use for the rest of battle {::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:RollArrowCode:: # Normal S-Damage :A:: If Hits, victim loses 1 Chip Use for the rest of battle
{ Shockwave ★★★} ::shockwavecode:: # Normal S-Damage ::B:: Cannot be Intercepted ::S:: If Hits, victim cannot positively augment their attacks for 1 Turn ::°:: Upgrades extend the debuff duration by 1 Turn (to a Max of 3 Turns)::°:: Cannot be used on Broken Panels.::°:: Costs 1 Use from a Skill or S-Tier Attack to activate{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:ShockwaveCode:: # Normal S-Damage :B:: Cannot be Intercepted :S:: If Hits, victim cannot positively augment their attacks for 1 Turn :°:: [font color="bbffbb"]Upgrades extend the debuff duration by 1 Turn (to a Max of 3 Turns)[/font] :°:: [font color="FFBBBB"]Cannot be used on Broken Panels.[/font] :°:: [font color="FFBBBB"]Costs 1 Use from a Skill or S-Tier Attack to activate[/font]
Mettaur unleashed its deepest rage and beat me to the brink of death until I finally submitted to its will and buffed this chip
{ Sword ★} ::swordcode:: # Blade C-Damage ::B:: Upon use of this attack, may adopt one of the following effects: Cannot be Intercepted || Cannot be Countered || Cannot be Naturally Avoided::★:: This chip can be re-used any number of times until the end of the turn. Each subsequent use still costs an Attack Slot, but does not deduct from the user's Chip Uses and does not consume additional Sword chips {::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:SwordCode:: # Blade C-Damage :B:: Upon use of this attack, may adopt one of the following effects: [font style="opacity:0.7"]Cannot be Intercepted || Cannot be Countered || Cannot be Naturally Avoided[/font] :★:: This chip can be re-used any number of times until the end of the turn. Each subsequent use still costs an Attack Slot, but does not deduct from the user's Chip Uses and does not consume additional Sword chips
Swordy saw what Mettaur did to me, so it held back a little when it demanded buffs as well
{ Time Bomb ★★★} ::timebombcode:: Attack Skill || Costs 1 Attack Slot to activate::°:: Summons a Time Bomb with 1 HP ::°:: Timebomb is an Object, Normal Element, cannot attack, and cannot intercept ::°:: Timebomb loses 1 HP if an enemy sacrifices 1 Attack Slot and cannot lose HP otherwise ::°:: After 1 Turn, Timebomb explodes, dealing (Standard Chip Damage * 1) Unavoidable Damage to all enemies ::°:: Upgrades increase Timebomb's HP by 1{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:TimeBombCode:: [font color="bbbbff"]Attack Skill || Costs 1 Attack Slot to activate[/font] :°:: Summons a Time Bomb with 1 HP :°:: Timebomb is an Object, Normal Element, cannot attack, and cannot intercept :°:: Timebomb loses 1 HP if an enemy sacrifices 1 Attack Slot and cannot lose HP otherwise :°:: After 1 Turn, Timebomb explodes, dealing [font color="bbffbb"](Standard Chip Damage * 1)[/font] Unavoidable Damage to all enemies :°:: [font color="BBFFBB"]Upgrades increase Timebomb's HP by 1[/font]
Reworked: Now it's an "Attack Skill" and only lasts 1 Turn to keep things as simple as possible
{ Tornado ★} ::tornadocode:: # Wind S-Damage ::C:: This chip deals 8 Hits of Damage, with each hit dealing 1/8th Damage ::C:: If used on Grass or Sand Panels, acquires the Panel's Element in addition to its own and deals +10% Damage::S:: 1 Turn Optional Charge: If used on Grass or Sand Panels, reverts them to Normal Panels upon use{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:TornadoCode:: # Wind S-Damage :C:: This chip deals 8 Hits of Damage, with each hit dealing 1/8th Damage :C:: [font color="BBFFBB"]If used on Grass or Sand Panels, acquires the Panel's Element in addition to its own and deals +10% Damage[/font] :S:: 1 Turn Optional Charge: [font color="BBFFBB"]If used on Grass or Sand Panels, reverts them to Normal Panels upon use[/font]
No longer interacts with Ice Panels. Specified Grass Panels instead of "Wood-Element Panels" Charge requirement added for the panel effect
{ Volcano ★} ::volcanocode:: # Fire S-Damage ::B:: If used on Lava Panels, inflicts Burn::S:: 1 Turn Optional Charge: If used on Lava Panels, reverts them to Normal Panels upon use{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:VolcanoCode:: # Fire S-Damage :B:: [font color="BBFFBB"]If used on Lava Panels, inflicts Burn[/font] :S:: 1 Turn Optional Charge: [font color="BBFFBB"]If used on Lava Panels, reverts them to Normal Panels upon use[/font]
Specified Lava Panels instead of "Fire-Element Panels" Charge requirement added for the panel effect
{ Wind ★} ::windcode:: Defense Skill || Costs 1 Skill Use to activate::°:: Summons a Windbox with HP equal to (Standard Chip Damage * 1)::°:: Windbox is an Object, Normal Element, cannot attack, and cannot intercept ::°:: While active, C-Attacks lose their aimers for all participants ::°:: Upgrades increase Windbox's HP by +0.5 coefficient{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:WindCode:: [font color="bbbbff"]Defense Skill || Costs 1 Skill Use to activate[/font] :°:: Summons a Windbox with HP equal to [font color="bbffbb"](Standard Chip Damage * 1)[/font] :°:: Windbox is an Object, Normal Element, cannot attack, and cannot intercept :°:: While active, C-Attacks lose their aimers for all participants :°:: [font color="BBFFBB"]Upgrades increase Windbox's HP by +0.5 coefficient[/font]
HP Calculation updated
{ Yoyo ★} ::yoyocode:: # Blade S-Damage ::A:: Gains 1 Hit at full damage per C-Attack target used last turn, to a Max of 3 Hits ::°:: This Chip does not have nor can it gain "Avoid Separately"::°:: Upgrades add +1 Max Hit{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:YoyoCode:: # Blade S-Damage :A:: Gains 1 Hit at full damage per C-Attack target used last turn, to a Max of 3 Hits :°:: [font color="FFBBBB"]This Chip does not have nor can it gain "Avoid Separately"[/font] :°:: [font color="bbffbb"]Upgrades add +1 Max Hit[/font]
Added upgrade path Removed "S-Attack" stipulation
GMD-Only Chips
{ Barrier ★} ::barriercode:: Support Skill || Costs 1 Skill Use to activate::°:: Naturally Absorb 1 Attack ::°:: This Chip cannot be Upgraded{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:BarrierCode:: [font color="bbbbff"]Support Skill || Costs 1 Skill Use to activate[/font] :°:: Naturally Absorb 1 Attack :°:: [font color="BBFFBB"]This Chip cannot be Upgraded[/font]
No longer an HP-Barrier to be more inline with other avoidance chips
{ Buster Up ★★★} ::busterupcode:: Attack Skill || Costs 1 Skill Use to activate::°:: Adds +10% Damage to the user's Basic Attacks for 1 Turn ::°:: Additional simultaneous instances of this effect only add 5% instead ::°:: Upgrades extend the buff duration by 1 Turn{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:BusterUpCode:: [font color="bbbbff"]Attack Skill || Costs 1 Skill Use to activate[/font] :°:: Adds +10% Damage to the user's Basic Attacks for 1 Turn :°:: Additional simultaneous instances of this effect only add 5% instead :°:: [font color="bbffbb"]Upgrades extend the buff duration by 1 Turn[/font]
Reworked: Now adds damage to Basic Attacks for a set duration User's Buster instantly grows a sixpack
{ Color Point ★} ::colorpointcode:: Attack Skill || Costs 1 Skill Use to activate::°:: Adds +30 Damage per hit to the user's next Battle Chip Attack ::°:: Upgrades extend the buff duration by 1 Attack{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:ColorPointCode:: [font color="bbbbff"]Attack Skill || Costs 1 Skill Use to activate[/font] :°:: Adds +30 Damage per hit to the user's next Battle Chip Attack :°:: [font color="bbffbb"]Upgrades extend the buff duration by 1 Attack[/font]
Upgrade path changed to affect multiple Chips instead of increasing the damage per hit even further
{ Custom Sword} ::customswordcode:: # Blade C-Damage::A:: This attack deals + (25% of Attack's Base Damage) per chip the the user has activated this battle (not including this one){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:CustomSwordCode:: [font color="BBBBBB"]# Blade C-Damage[/font] :A:: [font color="BBBBBB"]This attack deals [font color="BBFFBB"]+ (25% of Attack's Base Damage)[/font] per chip the the user has activated this battle (not including this one)[/font]
{ Drain ★} ::draincode:: # Toxic S-Damage::A:: If Hits, restores 2.5% of User's Missing HP ::°:: Upgrades increase restoration effect by 2.5% of Missing HP{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DrainCode:: [font color="BBBBBB"]# Toxic S-Damage[/font] :A:: If Hits, restores 2.5% of User's Missing HP :°:: [font color="BBFFBB"]Upgrades increase restoration effect by 2.5% of Missing HP[/font]
Changed from Flat Heal to "Percent Missing HP" Heal
{ Fast Gauge} ::fastgaugecode:: Offense Skill || Costs 1 Skill Use to activate::°:: All entities with Attack Slots (including enemies) have +1 Attack Slot for 1 Turn ::°:: This Chip cannot be Upgraded{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:FastGaugeCode:: [font color="bbbbff"]Offense Skill || Costs 1 Skill Use to activate[/font] :°:: All entities with Attack Slots (including enemies) have +1 Attack Slot for 1 Turn :°:: [font color="FFBBBB"]This Chip cannot be Upgraded[/font]
{ Guard} ::guardcode:: Defense Skill || Costs 1 Skill Use to activate::°:: Naturally Block 1 Attack ::°:: This Chip cannot be Upgraded{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:GuardCode:: [font color="bbbbff"]Defense Skill || Costs 1 Skill Use to activate[/font] :°:: Naturally Block 1 Attack :°:: [font color="FFBBBB"]This Chip cannot be Upgraded[/font]
{ Gun Del Sol} ::gundelsolcode:: # Light S-Damage ::S:: Cuts Dark Soul ::°:: Costs 1 Use from a Skill or S-Tier Attack to activate{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:GunDelSolCode:: # Light S-Damage :S:: Cuts Dark Soul :°:: [font color="FFBBBB"]Costs 1 Use from a Skill or S-Tier Attack to activate[/font]
{ Hard Body ★} ::hardbodycode:: Defense Skill || Costs 1 Skill Use to activate::°:: User gains 100 + (V * 5) Armor against 1 Attack ::°:: Upgrades extend the armor duration by 1 Attack{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:HardBodyCode:: [font color="bbbbff"]Defense Skill || Costs 1 Skill Use to activate[/font] :°:: User gains 100 [font color="bbffbb"]+ (V * 5)[/font] Armor against 1 Attack :°:: [font color="BBFFBB"]Upgrades extend the armor duration by 1 Attack[/font]
Increased Armor gained, reduced to only affecting 1 incoming attack Upgrades now extend the number of attacks that it will apply against At v1: User's sixpack instantly grows a sixpack
{ Invisible} ::invisiblecode:: Speed Skill || Costs 1 Skill Use to activate::°:: Naturally Dodge 1 Attack ::°:: This Chip cannot be Upgraded{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:InvisibleCode:: [font color="bbbbff"]Speed Skill || Costs 1 Skill Use to activate[/font] :°:: Naturally Dodge 1 Attack :°:: [font color="FFBBBB"]This Chip cannot be Upgraded[/font]
{ Recovery 200} ::recovery200code:: Support Skill || Costs 1 Skill Use to activate::°:: User restores 200 HP ::°:: Upgrades increase HP Restored by 50{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:Recovery200Code:: [font color="bbbbff"]Support Skill || Costs 1 Skill Use to activate[/font] :°:: User restores 200 HP :°:: [font color="BBFFBB"]Upgrades increase HP Restored by 50[/font]
{ Rock Cube} ::rockcubecode:: Defense Skill || Costs 1 Skill Use to activate::°:: Summons a Rock Cube with 250 HP ::°:: Rock Cube is an Object, Normal Element, cannot attack, and can intercept ::°:: Upgrades increase Rock Cube's HP by 50{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:RockCubeCode:: [font color="bbbbff"]Defense Skill || Costs 1 Skill Use to activate[/font] :°:: Summons a Rock Cube with 250 HP :°:: Rock Cube is an Object, Normal Element, cannot attack, and can intercept :°:: [font color="BBFFBB"]Upgrades increase Rock Cube's HP by 50[/font]
{ Slow Gauge} ::slowgaugecode:: Offense Skill || Costs 1 Skill Use to activate::°:: All entities with Attack Slots (including user/allies) have -1 Attack Slot for 1 Turn ::°:: Bypasses User's/Allies' immunity to the effect::°:: This Chip cannot be Upgraded{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:SlowGaugeCode:: [font color="bbbbff"]Offense Skill || Costs 1 Skill Use to activate[/font] :°:: All entities with Attack Slots (including user/allies) have -1 Attack Slot for 1 Turn :°:: [font color="FFBBBB"]Bypasses User's/Allies' immunity to the effect[/font] :°:: [font color="FFBBBB"]This Chip cannot be Upgraded[/font]
{ Whirl Pool} ::whirlpoolcode:: # Dark S-Damage ::S:: Cuts Undershirt ::°:: Costs 1 Use from a Skill or S-Tier Attack to activate{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:WhirlPoolCode:: # Dark S-Damage :S:: Cuts Undershirt :°:: [font color="FFBBBB"]Costs 1 Use from a Skill or S-Tier Attack to activate[/font]
::mettaur:: Virus Chips
{ Cannon ★} ::cannonstarcode:: # Normal S-Damage ::C:: If no other attack was used this turn, this chip deals x2 Damage ::°:: Chip Level: (User's Max Chip Level + 1)::°:: Two Aimers are chosen for this Chip upon acquisition::°:: This Chip cannot be Upgraded{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:CannonStarCode:: # Normal S-Damage :C:: If no other attack was used this turn, this chip deals x2 Damage :°:: [font color="BBFFBB"]Chip Level: (User's Max Chip Level + 1)[/font] :°:: [font color="BBFFBB"]Two Aimers are chosen for this Chip upon acquisition[/font] :°:: [font color="FFBBBB"]This Chip cannot be Upgraded[/font]
{ Guard} ::guardcode:: Defense Skill || Costs 1 Skill Use to activate::°:: Naturally Block 1 Attack ::°:: This Chip cannot be Upgraded{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:GuardCode:: [font color="bbbbff"]Defense Skill || Costs 1 Skill Use to activate[/font] :°:: Naturally Block 1 Attack :°:: [font color="FFBBBB"]This Chip cannot be Upgraded[/font]
{ Marking Cannon} ::markingcannoncode:: # Seeking S-Damage ::★:: If no other attack was used this turn, this chip is Unavoidable ::°:: This Chip cannot be Augmented or Upgraded{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:MarkingCannonCode:: # Seeking S-Damage :★:: If no other attack was used this turn, this chip is Unavoidable :°:: [font color="FFBBBB"]This Chip cannot be Augmented or Upgraded[/font]
{ Zap Ring} ::zapringcode:: # Elec S-Damage ::A:: Inflicts Paralyze ::★:: Paralyze Ignores Immunity and Post-Infliction Immunity ::S:: Paralyze cannot be Status Healed {::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:ZapRingCode:: # Elec S-Damage :A:: Inflicts Paralyze :★:: Paralyze Ignores Immunity and Post-Infliction Immunity :S:: Paralyze cannot be Status Healed
{ Ratton} ::rattoncode:: # Normal S-Damage ::★:: Auto-strikes an additional time at 50% Damage for every 25% of their Max HP that the user is missing ::A:: If Dodged, auto-strikes again the following turn at full damage and effects ::°:: Cannot be imbued with any Mitigation Piercing effects::°:: 1 Turn Required Charge{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:RattonCode:: # Normal S-Damage :★:: Auto-strikes an additional time at 50% Damage for every 25% of their Max HP that the user is missing :A:: If Dodged, auto-strikes again the following turn at full damage and effects :°:: [font color="FFBBBB"]Cannot be imbued with any Mitigation Piercing effects[/font] :°:: [font color="FFBBBB"]1 Turn Required Charge[/font]
{ Heat Shot} ::heatshotcode:: # Fire S-Damage ::B:: Inflicts Burn ::★:: Burn Ignores Immunity and Post-Infliction Immunity ::C:: Upgrades enable this attack to be aimed at 1 additional target{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:HeatShotCode:: # Fire S-Damage :B:: Inflicts Burn :★:: Burn Ignores Immunity and Post-Infliction Immunity :C:: [font color="BBFFBB"]Upgrades enable this attack to be aimed at 1 additional target[/font]
{ Sword ★} ::swordstarcode:: # Blade C-Damage ::B:: Upon use of this attack, may adopt one of the following effects: Cannot be Intercepted || Cannot be Countered || Cannot be Naturally Avoided::★:: This chip can be re-used any number of times until the end of the turn. Each subsequent use still costs an Attack Slot, but does not deduct from the user's Chip Uses and does not consume additional Sword chips ::°:: Chip Level: (User's Max Chip Level + 1)::°:: Two Aimers are chosen for this Chip upon acquisition::°:: This Chip cannot be Upgraded{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:SwordStarCode:: # Blade C-Damage :B:: Upon use of this attack, may adopt one of the following effects: [font style="opacity:0.7"]Cannot be Intercepted || Cannot be Countered || Cannot be Naturally Avoided[/font] :★:: This chip can be re-used any number of times until the end of the turn. Each subsequent use still costs an Attack Slot, but does not deduct from the user's Chip Uses and does not consume additional Sword chips :°:: [font color="BBFFBB"]Chip Level: (User's Max Chip Level + 1)[/font] :°:: [font color="BBFFBB"]Two Aimers are chosen for this Chip upon acquisition[/font] :°:: [font color="FFBBBB"]This Chip cannot be Upgraded[/font]
{ Fanfare} ::fanfarecode:: Defense Skill || Costs 1 Skill Use to activate::°:: Summons a Trumpy with HP equal to (Base Standard Chip Damage * 1)::°:: Trumpy is an Object, Sonic Element, cannot attack, and cannot intercept ::°:: Trumpy's only skill is Fanfare::°:: Upgrades increase Trumpy's HP by +0.5 coefficient::°:: Only one Trumpy can be on either side of the field at a timeFanfare ::°:: Upon use, User and all allied entities gain bonus Armor equal to (Owner's Base Standard Chip Damage ÷ 2) this turn ::°:: 1 Turn Cooldown(Clarification: Lv2 means Trumpy has [Base Chip Dmg * 1.5] HP Lv3 means Trumpy has [Base Chip Dmg * 2] HP etc){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:FanfareCode:: [font color="bbbbff"]Defense Skill || Costs 1 Skill Use to activate[/font] :°:: Summons a Trumpy with HP equal to [font color="BBFFBB"](Base Standard Chip Damage * 1)[/font] :°:: Trumpy is an Object, Sonic Element, cannot attack, and cannot intercept :°:: Trumpy's only skill is [b][font color="BBBBFF"]Fanfare[/font][/b] :°:: [font color="BBFFBB"]Upgrades increase Trumpy's HP by +0.5 coefficient[/font] :°:: [font color="ffbbbb"]Only one Trumpy can be on either side of the field at a time[/font]
[font color="bbbbff"][b]Fanfare[/b] :°:: Upon use, User and all allied entities gain bonus Armor equal to [font color="BBFFBB"](Owner's Base Standard Chip Damage ÷ 2)[/font] this turn :°:: 1 Turn Cooldown[/font]
{ Discord} ::discordcode:: Defense Skill || Costs 1 Skill Use to activate::°:: Summons a Tuby with HP equal to (Base Standard Chip Damage * 1)::°:: Tuby is an Object, Sonic Element, 1 AS, and cannot intercept ::°:: Tuby's only attack is Discord::°:: Upgrades increase Tuby's HP by +0.5 coefficient::°:: Only one Tuby can be on either side of the field at a timeDiscord 0 Sonic S-Damage ::°:: Unavoidable || Hits All ::°:: A target may negate this for themselves by sacrificing a Skill Use from any skill ::°:: If Hits, victim is Confused for 1 Turn ::°:: Does not trigger Post-Infliction Immunity afterward ::°:: 1 Turn Charge(Clarification: Lv2 means Tuby has [Base Chip Dmg * 1.5] HP Lv3 means Tuby has [Base Chip Dmg * 2] HP etc){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DiscordCode:: [font color="bbbbff"]Defense Skill || Costs 1 Skill Use to activate[/font] :°:: Summons a Tuby with HP equal to [font color="BBFFBB"](Base Standard Chip Damage * 1)[/font] :°:: Tuby is an Object, Sonic Element, 1 AS, and cannot intercept :°:: Tuby's only attack is [b][font color="BBBBFF"]Discord[/font][/b] :°:: [font color="BBFFBB"]Upgrades increase Tuby's HP by +0.5 coefficient[/font] :°:: [font color="ffbbbb"]Only one Tuby can be on either side of the field at a time[/font]
[font color="bbbbff"][b]Discord[/b] 0 Sonic S-Damage :°:: Unavoidable || Hits All :°:: A target may negate this for themselves by sacrificing a Skill Use from any skill :°:: If Hits, victim is Confused for 1 Turn :°:: Does not trigger Post-Infliction Immunity afterward :°:: 1 Turn Charge[/font]
{ Timpani} ::timpanicode:: Defense Skill || Costs 1 Skill Use to activate::°:: Summons a Tromby with HP equal to (Base Standard Chip Damage * 2)::°:: Tromby is an Object, Sonic Element, 1 AS, and cannot intercept ::°:: Tromby's only attack is Timpani::°:: Upgrades increase Tromby's HP by +0.5 coefficient::°:: Only one Tromby can be on either side of the field at a timeTimpani 0 Sonic S-Damage ::°:: Unavoidable || Hits All ::°:: A target may negate this for themselves by sacrificing a Skill Use from any skill ::°:: If Hits, victim is Blind for 1 Turn ::°:: Blind Ignores Immunity, Post-Infliction Immunity, Cannot be Status Healed ::°:: 1 Turn Charge(Clarification: Lv2 means Tromby has [Base Chip Dmg * 1.5] HP Lv3 means Tromby has [Base Chip Dmg * 2] HP etc){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:TimpaniCode:: [font color="bbbbff"]Defense Skill || Costs 1 Skill Use to activate[/font] :°:: Summons a Tromby with HP equal to [font color="BBFFBB"](Base Standard Chip Damage * 2)[/font] :°:: Tromby is an Object, Sonic Element, 1 AS, and cannot intercept :°:: Tromby's only attack is [b][font color="BBBBFF"]Timpani[/font][/b] :°:: [font color="BBFFBB"]Upgrades increase Tromby's HP by +0.5 coefficient[/font] :°:: [font color="ffbbbb"]Only one Tromby can be on either side of the field at a time[/font]
[font color="bbbbff"][b]Timpani[/b] 0 Sonic S-Damage :°:: Unavoidable || Hits All :°:: A target may negate this for themselves by sacrificing a Skill Use from any skill :°:: If Hits, victim is Blind for 1 Turn :°:: Blind Ignores Immunity, Post-Infliction Immunity, Cannot be Status Healed :°:: 1 Turn Charge[/font]
{ Aura Head} ::auraheadcode:: # Metal S-Damage ::A:: Gaines Damage equal to the remaining HP of an Aura or Barrier that has been active for at least one full Defensive Phase {::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:AuraHeadCode:: # Metal S-Damage :A:: Gaines Damage equal to the remaining HP of an Aura or Barrier that has been active for at least one full Defensive Phase
Dark Chips
{ Dark Bomb} ::darkbombcode:: # Dark S-Damage ::A:: Hits All ::C:: Gains 1 Basic Aimer corresponding to each avoidance used (by all enemies) while it was charging ::★:: This attack can have up to 3 Aimers through this method ::°:: Omni Aimers cannot be added to this attack::°:: 1 Turn Required Charge::°:: Glitch: User deals -10% Damage after using this chipUpgrades ⇪ Alpha: +100 Damage (Purchase for 1,000z at V5) ⇪ Beta: +100 Damage (Purchase for 1,000z at V9) ⇪ Gamma: +100 Damage (Purchase for 1,000z at V13) ⇪ Delta: +100 Damage (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkBombCode:: # Dark S-Damage :A:: Hits All :C:: Gains 1 Basic Aimer corresponding to each avoidance used [font style="opacity:0.3;"](by all enemies)[/font] while it was charging :★:: This attack can have up to 3 Aimers through this method :°:: [font color="ffbbbb"]Omni Aimers cannot be added to this attack[/font] :°:: [font color="ffbbbb"]1 Turn Required Charge[/font] :°:: [font color="FFBBBB"]Glitch: User deals -10% Damage after using this chip[/font]
{ Dark Cannon ★} ::darkcannoncode:: # Normal/Dark S-Damage ::A:: Gains Damage equal to the User's Missing HP (to a max of User's Base Dark Chip Damage) ::C:: If no other attack was used this turn, this chip deals x3 Damage ::°:: Glitch: Locks all C-AttacksUpgrades ⇪ Alpha: +100 Damage (Purchase for 1,000z at V5) ⇪ Beta: +100 Damage (Purchase for 1,000z at V9) ⇪ Gamma: +100 Damage (Purchase for 1,000z at V13) ⇪ Delta: +100 Damage (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkCannonCode:: # Normal/Dark S-Damage :A:: Gains Damage equal to the User's Missing HP (to a max of User's Base Dark Chip Damage) :C:: If no other attack was used this turn, this chip deals x3 Damage :°:: [font color="FFBBBB"]Glitch: Locks all C-Attacks[/font]
Returned its old effect on top of its current one since its standard chip counterpart has a more meaningful upgrade path
{ Dark Circle} ::darkcirclecode:: # Seeking/Dark S-Damage ::A:: Gains 1 Basic Aimer of choice and 1 Omni Aimer of choice upon use ::A:: Deals up to 7 hits at full damage ::C:: Hits can divided among multiple targets with no more than 2 hits per target ::°:: Glitch: User takes damage equal to 2% of their Max HP per hit of this attackUpgrades ⇪ Alpha: +100 Damage (Purchase for 1,000z at V5) ⇪ Beta: +100 Damage (Purchase for 1,000z at V9) ⇪ Gamma: +100 Damage (Purchase for 1,000z at V13) ⇪ Delta: +100 Damage (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkCircleCode:: # Seeking/Dark S-Damage :A:: Gains 1 Basic Aimer of choice and 1 Omni Aimer of choice upon use :A:: Deals up to 7 hits at full damage :C:: Hits can divided among multiple targets with no more than 2 hits per target :°:: [font color="FFBBBB"]Glitch: User takes damage equal to 2% of their Max HP per hit of this attack[/font]
{ Dark Drill} ::darkdrillcode:: # Metal/Dark C-Damage * 2 Hits ::C:: This Chip's Damage is divided equally among both hits ::B:: Ignores Armor ::S:: Ignores Damage Mitigating effects ::S:: If hits, Disables victims Armor and Damage Mitigating effects for the rest of the turn ::°:: Glitch: Upon Use, Disables User's Armor and Damage Mitigating effects for 1 TurnUpgrades ⇪ Alpha: +50 Damage per hit (Purchase for 1,000z at V5) ⇪ Beta: +50 Damage per hit (Purchase for 1,000z at V9) ⇪ Gamma: +50 Damage per hit (Purchase for 1,000z at V13) ⇪ Delta: +50 Damage per hit (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkDrillCode:: # Metal/Dark C-Damage * 2 Hits :C:: This Chip's Damage is divided equally among both hits :B:: Ignores Armor :S:: Ignores Damage Mitigating effects :S:: If hits, Disables victims Armor and Damage Mitigating effects for the rest of the turn :°:: [font color="FFBBBB"]Glitch: Upon Use, Disables User's Armor and Damage Mitigating effects for 1 Turn[/font]
{ Dark Kunai} ::darkkunaicode:: 50 + (10 * V) 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 DamageUpgrades ⇪ Alpha: +50 Damage (Purchase for 1,000z at V5) ⇪ Beta: +50 Damage (Purchase for 1,000z at V9) ⇪ Gamma: +50 Damage (Purchase for 1,000z at V13) ⇪ Delta: +50 Damage (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkKunaiCode:: 50 [font color="bbffbb"]+ (10 * V)[/font] 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 :°:: [font color="FFBBBB"]Glitch: User's Max and Current HP are reduced by 50% of this Chip's Damage[/font]
{ Dark Lance} ::darklancecode:: # Wood/Dark S-Damage ::S:: If Hits, Interrupts enemy charges ::★:: User may apply 1 Instant Charge, (applied as desired; Max 1 per Attack per Turn) to one Non-Chip Attack this turn per enemy charge interrupted by this attack ::°:: Glitch: Charged Attacks gain +1 Required Charge each time they are used (Max: 5 Turn Charge)Upgrades ⇪ Alpha: +100 Damage (Purchase for 1,000z at V5) ⇪ Beta: +100 Damage (Purchase for 1,000z at V9) ⇪ Gamma: +100 Damage (Purchase for 1,000z at V13) ⇪ Delta: +100 Damage (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkLanceCode:: # Wood/Dark S-Damage :S:: If Hits, Interrupts enemy charges :★:: User may apply 1 Instant Charge, [font style="opacity:0.3;"](applied as desired; Max 1 per Attack per Turn)[/font] to one Non-Chip Attack this turn per enemy charge interrupted by this attack :°:: [font color="FFBBBB"]Glitch: Charged Attacks gain +1 Required Charge each time they are used [font style="opacity:0.3;"](Max: 5 Turn Charge)[/font][/font]
{ Dark Meteors} ::darkmeteorscode:: # Fire/Dark S-Damage * 2 Hits ::★:: This Chip's Damage is halved, but applied to all hits ::★:: Avoid Separately ::A:: Can be charged for up to 2 Turns to gain +1 Hit per turn charged ::S:: Auto Attacks for 2 Turns after use with full damage and effects. Only one instance of the attack may be in effect at a time ::°:: Glitch: User has -1 Attack Slot while Dark Meteors Auto StrikesUpgrades ⇪ Alpha: +50 Damage per hit (Purchase for 1,000z at V5) ⇪ Beta: +50 Damage per hit (Purchase for 1,000z at V9) ⇪ Gamma: +50 Damage per hit (Purchase for 1,000z at V13) ⇪ Delta: +50 Damage per hit (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkMeteorsCode:: # Fire/Dark S-Damage * 2 Hits :★:: This Chip's Damage is halved, but applied to all hits :★:: Avoid Separately :A:: Can be charged for up to 2 Turns to gain +1 Hit per turn charged :S:: Auto Attacks for 2 Turns after use with full damage and effects. Only one instance of the attack may be in effect at a time :°:: [font color="FFBBBB"]Glitch: User has -1 Attack Slot while Dark Meteors Auto Strikes[/font]
{ Dark Scythe ★} ::darkscythecode:: # Blade/Dark C-Damage ::S:: If Avoided: User can add "Cuts Undershirt" to 1 Attack Next Turn ::★:: Deals no damage, but Executes victim if they are below 20% of their Max HP ::°:: Execute: If target is hit by this attack while below the specified HP Threshold, they are instantly defeated regardless of any Damage Mitigation, Survival, or Revival Effects (cannot be augmented)::°:: Only one Dark Scythe can be used per turn ::°:: Glitch: User has +1 CD add to all of their AttacksCannot be Upgraded{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkScytheCode:: # Blade/Dark C-Damage :S:: If Avoided: User can add "Cuts Undershirt" to 1 Attack Next Turn :★:: Deals no damage, but Executes victim if they are below 20% of their Max HP :°:: [font color="BBFFBB"]Execute: If target is hit by this attack while below the specified HP Threshold, they are instantly defeated regardless of any Damage Mitigation, Survival, or Revival Effects[/font] [font style="opacity:0.3;"](cannot be augmented)[/font] :°:: Only one Dark Scythe can be used per turn :°:: [font color="FFBBBB"]Glitch: User has +1 CD add to all of their Attacks[/font]
Now has an "If Avoided" effect to make up for only ever being capable of having 1 Aimer
{ Dark Shockwave} ::darkshockwavecode:: # Dark S-Damage ::S:: If Hits, victim cannot use Non-Avoidance Skills for 1 Turn ::S:: If Avoided, victim cannot use Aiming Skills for 1 Turn ::°:: Glitch: User's Non-Avoidance Skills are locked this turnUpgrades ⇪ Alpha: +100 Damage (Purchase for 1,000z at V5) ⇪ Beta: +100 Damage (Purchase for 1,000z at V9) ⇪ Gamma: +100 Damage (Purchase for 1,000z at V13) ⇪ Delta: +100 Damage (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkShockwaveCode:: # Dark S-Damage :S:: If Hits, victim cannot use Non-Avoidance Skills for 1 Turn :S:: If Avoided, victim cannot use Aiming Skills for 1 Turn :°:: [font color="FFBBBB"]Glitch: User's Non-Avoidance Skills are locked this turn[/font]
{ Dark Spreader ★} ::darkspreadercode:: # Normal/Dark S-Damage ::A:: Hits All ::A:: Deals +20% Damage per enemy targeted (Does not count Objects or Clones)::A:: If Hits, inflicts Isolation for 1 Turn (allies cannot intercept for victim nor they for their allies)::°:: Glitch: User loses HP equal to 20% of this chip's total damage upon useUpgrades ⇪ Alpha: +100 Damage (Purchase for 1,000z at V5) ⇪ Beta: +100 Damage (Purchase for 1,000z at V9) ⇪ Gamma: +100 Damage (Purchase for 1,000z at V13) ⇪ Delta: +100 Damage (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkSpreaderCode:: # Normal/Dark S-Damage :A:: Hits All :A:: Deals +20% Damage per enemy targeted [font style="opacity:0.3;"](Does not count Objects or Clones)[/font] :A:: If Hits, inflicts Isolation for 1 Turn [font style="opacity:0.3"](allies cannot intercept for victim nor they for their allies)[/font] :°:: [font color="FFBBBB"]Glitch: User loses HP equal to 20% of this chip's total damage upon use[/font]
Given a buff to increase viability and double down on its identity
{ Dark Sword ★} ::darkswordcode:: # Blade/Dark C-Damage ::B:: Upon use of this attack, may adopt one of the following effects: Cannot be Intercepted || Cannot be Countered || Cannot be Naturally Avoided::★:: This chip can be re-used any number of times until the end of the turn. Each subsequent use still costs an Attack Slot, but does not deduct from the user's Chip Uses and does not consume additional Sword chips ::°:: Glitch: Locks all S-AttacksUpgrades ⇪ Alpha: +100 Damage (Purchase for 1,000z at V5) ⇪ Beta: +100 Damage (Purchase for 1,000z at V9) ⇪ Gamma: +100 Damage (Purchase for 1,000z at V13) ⇪ Delta: +100 Damage (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkSwordCode:: # Blade/Dark C-Damage :B:: Upon use of this attack, may adopt one of the following effects: [font color="999999"]Cannot be Intercepted || Cannot be Countered || Cannot be Naturally Avoided[/font] :★:: This chip can be re-used any number of times until the end of the turn. Each subsequent use still costs an Attack Slot, but does not deduct from the user's Chip Uses and does not consume additional Sword chips :°:: [font color="FFBBBB"]Glitch: Locks all S-Attacks[/font]
Buffed to mirror its Standard Chip counterpart's buffs
{ Dark Thunder ★} ::darkthundercode:: # Elec/Dark S-Damage ::A:: Inflicts Paralyze ::★:: If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits, but only one instance of the attack may be in effect at a time ::°:: Glitch: User's Avoidances are locked for 1 Turn upon useUpgrades ⇪ Alpha: +100 Damage (Purchase for 1,000z at V5) ⇪ Beta: +100 Damage (Purchase for 1,000z at V9) ⇪ Gamma: +100 Damage (Purchase for 1,000z at V13) ⇪ Delta: +100 Damage (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkThunderCode:: # Elec/Dark S-Damage :A:: Inflicts Paralyze :★:: If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits, but only one instance of the attack may be in effect at a time :°:: [font color="FFBBBB"]Glitch: User's Avoidances are locked for 1 Turn upon use[/font]
May now be augmented, but stipulation was added to throttle abuse
{ Dark Tornado} ::darktornadocode:: # Wind/Dark S-Damage * 8 Hits ::★:: This Chip's Damage is divided equally among all hits ::C:: If the Panels are not normal, this chip adopts their Element in addition to its own ::B:: Inflicts x2.0 Damage to enemies per element of this chip that they are weak to ::B:: This chip disregards Elemental Strengths against it ::C:: Can target an additional enemy per 5% of their Max HP that the user is missing ::°:: Glitch: User loses Elemental Strengths and takes +30% Damage from Elemental Weaknesses for the rest of battleUpgrades ⇪ Alpha: +10 Damage per hit (Purchase for 1,000z at V5) ⇪ Beta: +10 Damage per hit (Purchase for 1,000z at V9) ⇪ Gamma: +10 Damage per hit (Purchase for 1,000z at V13) ⇪ Delta: +10 Damage per hit (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkTornadoCode:: # Wind/Dark S-Damage * 8 Hits :★:: This Chip's Damage is divided equally among all hits :C:: If the Panels are not normal, this chip adopts their Element in addition to its own :B:: Inflicts x2.0 Damage to enemies per element of this chip that they are weak to :B:: This chip disregards Elemental Strengths against it :C:: Can target an additional enemy per 5% of their Max HP that the user is missing :°:: [font color="FFBBBB"]Glitch: User loses Elemental Strengths and takes +30% Damage from Elemental Weaknesses for the rest of battle[/font]
{ Dark Vulcan ★} ::darkvulcancode:: # Normal/Dark S-Damage * 24 Hits ::★:: This Chip's Damage is divided equally among 24 Hits ::★:: Damage Additions applied to this attack are divided by 20, then applied to every hit (unless the damage addition already applies to every hit)::B:: If intercepted, still hits original target ::S:: Deals damage as though target had inverted armor, but %-Mitigation effects are applied twice against it ::°:: Glitch: On their next Defensive Phase, User must spend 2 Uses of their avoidance skills to active themUpgrades ⇪ Alpha: +10 Damage per hit (Purchase for 1,000z at V5) ⇪ Beta: +10 Damage per hit (Purchase for 1,000z at V9) ⇪ Gamma: +10 Damage per hit (Purchase for 1,000z at V13) ⇪ Delta: +10 Damage per hit (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkVulcanCode:: # Normal/Dark S-Damage * 24 Hits :★:: This Chip's Damage is divided equally among 24 Hits :★:: Damage Additions applied to this attack are divided by 20, then applied to every hit [font style="opacity:0.3;"](unless the damage addition already applies to every hit)[/font] :B:: If intercepted, still hits original target :S:: Deals damage as though target had inverted armor, but %-Mitigation effects are applied twice against it :°:: [font color="FFBBBB"]Glitch: On their next Defensive Phase, User must spend 2 Uses of their avoidance skills to active them[/font]
Outrageously undesirable before so outrageously buffed but only maybe staying this way
{ Dark Wide ★} ::darkwidecode:: # Aqua/Dark S-Damage ::A:: Hits All ::B:: Deals 150% Damage to Objects and Clones ::S:: If Hits, victim cannot summon Objects or Clones for 1 Turn ::°:: Glitch: User becomes Isolated -- allies cannot intercept for them nor they for their alliesUpgrades ⇪ Alpha: +100 Damage (Purchase for 1,000z at V5) ⇪ Beta: +100 Damage (Purchase for 1,000z at V9) ⇪ Gamma: +100 Damage (Purchase for 1,000z at V13) ⇪ Delta: +100 Damage (Purchase for 1,000z at V17){::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DarkWideCode:: # Aqua/Dark S-Damage :A:: Hits All :B:: Deals 150% Damage to Objects and Clones :S:: If Hits, victim cannot summon Objects or Clones for 1 Turn :°:: [font color="FFBBBB"]Glitch: User becomes Isolated -- allies cannot intercept for them nor they for their allies[/font]
Similar to Dark Spreader, buffed to amplify viability and identity
MEGA CHIPS
Shop Chips
{ Guardian ★} ::guardiancode:: Defense Skill || Does not cost a Skill Use to activate::°:: Summons a Guardian with No HP ::°:: Guardian is an Object, Normal Element, cannot attack, and cannot intercept ::°:: When the Guardian sustains any form of damage, it deals unavoidable Elec S-Damage to the source of that damage equal to the User's Base Mega Chip Damage ::°:: This Chip cannot be augmented in anyway::°:: This Chip's Unavoidable damage can only activate once per turn per entity.{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:GuardianCode:: [font color="bbbbff"]Defense Skill || Does not cost a Skill Use to activate[/font] :°:: Summons a Guardian with No HP :°:: Guardian is an Object, Normal Element, cannot attack, and cannot intercept :°:: When the Guardian sustains any form of damage, it deals unavoidable Elec S-Damage to the source of that damage equal to the User's Base Mega Chip Damage :°:: [font color="FFBBBB"]This Chip cannot be augmented in anyway[/font] :°:: [font color="FFBBBB"]This Chip's Unavoidable damage can only activate once per turn per entity.[/font]
Now triggers once per turn per entity
{ Jealousy} ::jealousycode:: # Normal S-Damage ::°:: This chip deals half of the User's Base Mega Chip Damage, but unavoidably hits its target once for every Chip Use they've spent this battle {::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:JealousyCode:: # Normal S-Damage :°:: This chip deals half of the User's Base Mega Chip Damage, but unavoidably hits its target once for every Chip Use they've spent this battle
{ Super Vulcan ★} ::supervulcancode:: # Normal S-Damage ::°:: Base Damage is divided equally among 10 Hits ::°:: Cannot be Intercepted ::°:: Can be optionally charged for up to 4 Turns ::°:: Damage Additions applied to this attack are divided by 5 (- 1 per Turn Opt Charged), then applied to every hit (unless the damage addition already applies to every hit) {::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:SuperVulcanCode:: # Normal S-Damage :°:: Base Damage is divided equally among 10 Hits :°:: Cannot be Intercepted :°:: Can be optionally charged for up to 4 Turns :°:: Damage Additions applied to this attack are divided by 5 [font color="bbffbb"](- 1 per Turn Opt Charged)[/font], then applied to every hit (unless the damage addition already applies to every hit)
Only has 10 Hits instead of 12 Now cannot be intercepted Divisor is now only 5 (from 10) and can go lower via Optional Charge
{ Zeus Hammer ★} ::zeushammercode:: # Break C-Damage ::°:: Unavoidably damages all entities on the field, including the user ::°:: Changes to field to Broken Panels upon use ::°:: Navis with panel immunity abilities can activate them to negate this attack for themselves::°:: This chip cannot be augmented by any means.::°:: This Chip cannot be used on Broken Panels{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:ZeusHammerCode:: # Break C-Damage :°:: Unavoidably damages all entities on the field, including the user :°:: Changes to field to Broken Panels upon use :°:: [font color="BBFFBB"]Navis with panel immunity abilities can activate them to negate this attack for themselves[/font] :°:: [font color="FFBBBB"]This chip cannot be augmented by any means.[/font] :°:: [font color="FFBBBB"]This Chip cannot be used on Broken Panels[/font]
Now changes the field to Broken Panels when used Now has slightly less obnoxious color coding
BMD-Only Chips
{ Colonel's Army} ::colonelsarmycode:: # Normal S-Damage ::°:: Upon Acquisition, "Hits All" may be set as one of the Aiming Effects of this Chip::°:: 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{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:ColonelsArmyCode:: # Normal S-Damage :°:: [font color="BBFFBB"]Upon Acquisition, "Hits All" may be set as one of the Aiming Effects of this Chip[/font] :°:: This Chip only deals 50% damage, but hits an additional time per Object on the field; Clones do not trigger this effect :°:: [font color="FFBBBB"]This Chip does not have nor can it gain "Avoid Separately"[/font] :°:: [font color="FFBBBB"]This Chip removes all allied objects from the field upon use[/font]
{ Justice One ★} ::justiceonecode:: # Metal/Light C-Damage ::°:: One Aimer on this chip may be set to Omni upon retrieval::°:: Hits All || Destroys Objects || Destroys Clones || Destroys Viruses ::°:: Cuts Dark Soul ::°:: PowerUp (Next Attack gains damage equal to 100% of Base Mega Chip Damage) ::°:: Cannot be used by Navis possessing a Dark Soul{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:JusticeOneCode:: # Metal/Light C-Damage :°:: [font color="BBFFBB"]One Aimer on this chip may be set to Omni upon retrieval[/font] :°:: Hits All || Destroys Objects || Destroys Clones || Destroys Viruses :°:: Cuts Dark Soul :°:: PowerUp (Next Attack gains damage equal to 100% of Base Mega Chip Damage) :°:: [font color="FFBBBB"]Cannot be used by Navis possessing a Dark Soul[/font]
Now destroys Viruses, Cuts Darksoul, and Power Ups succeeding attack Limitation changed to "Cannot be used by Navis with a Dark Soul
{ Meteors ★} ::meteorscode:: # Fire Damage ::°:: Upon Acquisition, "Hits All" may be set as one of the Aiming Effects of this Chip::°:: This Chip only deals 50% damage ::°:: Choose one Basic Aimer upon acquisition for this effect. This chip hits an additional time per attack with that aimer that the targets used while it was charging ::°:: Avoid Separately ::°:: Can gain Damage from external sources, but cannot otherwise be augmented::°:: This Chip Requires a 1 Turn Non-Preemptive Charge{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:MeteorsCode:: # Fire Damage :°:: [font color="BBFFBB"]Upon Acquisition, "Hits All" may be set as one of the Aiming Effects of this Chip[/font] :°:: This Chip only deals 50% damage :°:: Choose one Basic Aimer upon acquisition for this effect. This chip hits an additional time per attack with that aimer that the targets used while it was charging :°:: Avoid Separately :°:: [font color="ffbbbb"]Can gain Damage from external sources, but cannot otherwise be augmented[/font] :°:: [font color="ffbbbb"]This Chip Requires a 1 Turn Non-Preemptive Charge[/font]
Has a 1 Turn Charge, but is now Avoid Separately and cannot be augmented Hit Condition can now be chosen
{ Neo-Variable Sword ★} ::neovariableswordcode:: Offense Skill || Costs 1 Skill Use to activate::°:: One C-Attack strikes an additional time at no cost, regardless of Cooldown, Charge or Use Limitation. Can not be applied to Giga Chips or Special Attack. ::°:: Subject Attack is locked for the rest of battle{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:NeoVariableSwordCode:: [font color="bbbbff"]Offense Skill || Costs 1 Skill Use to activate[/font] :°:: One C-Attack strikes an additional time at no cost, regardless of Cooldown, Charge or Use Limitation. Can not be applied to Giga Chips or Special Attack. :°:: [font color="FFBBBB"]Subject Attack is locked for the rest of battle[/font]
Standardized wording Works with Hyper Attacks now that those aren't really different from Regular Attacks any more Specified it doesn't work with Giga Special If any other new and special tier of attack is added (IE: Positive or Negative Forces) that would be included to this stipulation as well.
{ Northwind ★} ::northwindcode:: Offense Skill || Does not cost a Skill Use to activate::°:: Destroys all enemy Barriers and Auras on the field ::°:: This Chip must be used during the Supportive Phase{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:NorthwindCode:: [font color="bbbbff"]Offense Skill || Does not cost a Skill Use to activate[/font] :°:: Destroys all enemy Barriers and Auras on the field :°:: [font color="ffbbbb"]This Chip must be used during the Supportive Phase[/font]
Can only be used during the Supportive Phase Despite still not costing anything, is now given a Skill Designation to indicate it is affected by Skill / Offensive-Skill Locks
{ Panic ★} ::paniccode:: Offense Skill || Costs 1 Skill Use to activate::°:: When activated, this chip is set to "Standby" for 1 Turn ::°:: Negates the first Negative Status that would be inflicted to the User during this Chip's Standby Mode and Unavoidably inflicts it onto the enemy instead ::°:: The infliction from this chip Ignores Immunity and cannot be Status Healed ::°:: Note: Strictly refers to Statuses inflicted by enemy sources (Named or Unnamed). Is not referring to things such as Stage Effects or Dark Chip Glitches.{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:PanicCode:: [font color="bbbbff"]Offense Skill || Costs 1 Skill Use to activate[/font] :°:: When activated, this chip is set to "Standby" for 1 Turn :°:: Negates the first Negative Status that would be inflicted to the User during this Chip's Standby Mode and Unavoidably inflicts it onto the enemy instead :°:: The infliction from this chip Ignores Immunity and cannot be Status Healed :°:: Note: [font color="ffbbbb"]Strictly refers to Statuses inflicted by enemy sources (Named or Unnamed). Is not referring to things such as Stage Effects or Dark Chip Glitches.[/font]
Made into a Mega Chip and standardized wording to match similar effects
{ Poltergeist ★} ::poltergeistcode:: Offense Skill || Does not cost a Skill Use to activate::°:: Destroys all Objects and Clones on the field, including User's and Allies' ::°:: Each removed Object or Clone deals 100 Unavoidable Damage to its owner ::°:: This Chip must be used during the Supportive Phase{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:PoltergeistCode:: [font color="bbbbff"]Offense Skill || Does not cost a Skill Use to activate[/font] :°:: Destroys all Objects and Clones on the field, including User's and Allies' :°:: Each removed Object or Clone deals 100 Unavoidable Damage to its owner :°:: [font color="ffbbbb"]This Chip must be used during the Supportive Phase[/font]
Damage is now Unavoidable Can only be used during the Supportive Phase Despite still not costing anything, is now given a Skill Designation to indicate it is affected by Skill / Offensive-Skill Locks
{ Prism ★★★} ::prismcode:: Offense Skill || Does not cost a Skill Use to activate::°:: Creates a Prism with No HP on the enemy's side of the field ::°:: Prism is an Object, Normal Element, cannot attack, and cannot intercept ::°:: When struck by a Single Target attack, it becomes Hits All and destroys Prism ::°:: When struck by a Multi Target Attack, it deals x2 Damage and destroys Prism ::°:: Enemies may intercepted for Prism (if able to) ::°:: Prism is automatically destroyed at the end of the turn::°:: Unavoidable Damage does not affect or interact with Prism{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:PrismCode:: [font color="bbbbff"]Offense Skill || Does not cost a Skill Use to activate[/font] :°:: Creates a Prism with No HP on the enemy's side of the field :°:: Prism is an Object, Normal Element, cannot attack, and cannot intercept :°:: When struck by a Single Target attack, it becomes Hits All and destroys Prism :°:: When struck by a Multi Target Attack, it deals x2 Damage and destroys Prism :°:: Enemies may intercepted for Prism (if able to) :°:: [font color="ffbbbb"]Prism is automatically destroyed at the end of the turn[/font] :°:: [font color="ffbbbb"]Unavoidable Damage does not affect or interact with Prism[/font]
Mega Rework: Is now written in English.
{ Z-Saber ★★★} ::zsabercode:: # Blade C-Damage ::°:: Hits 3 Times. Each hit deals 10% of the Target's Max HP ::°:: Each hit Executes the victim if they are below 10% of their Max HP ::°:: Each Hit must be avoided separately ::°:: A different pair of aimers may be set for each hit ::°:: Cannot be Augmented{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:ZSaberCode:: # Blade C-Damage :°:: Hits 3 Times. Each hit deals 10% of the Target's Max HP :°:: Each hit Executes the victim if they are below 10% of their Max HP :°:: Each Hit must be avoided separately :°:: A different pair of aimers may be set for each hit :°:: [font color="ffbbbb"]Cannot be Augmented[/font]
: "Hey wanna see something cool?" : "No copyright?" *Steal*
GIGA CHIPS
Library Chips
{ Air Burst ★} ::airburstcode:: 100 + (V*10) Dark S-Damage ::°:: Costs all of the user's Attack Slots this turn ::°:: Strikes once with full damage and effects per Attack Slot consumed by this chip ::°:: Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn ::°:: Can gain Damage from external sources, but cannot otherwise be augmented::°:: This Chip requires a 1 Turn Non-Preemptive Charge before activation. If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip UseAcquisition: Defeat the Forte Manikin at a v17 Difficulty or higher{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:AirBurstCode:: 100 [font color="99FF99"]+ (V*10)[/font] Dark S-Damage :°:: Costs all of the user's Attack Slots this turn :°:: Strikes once with full damage and effects per Attack Slot consumed by this chip :°:: Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn :°:: [font color="FFBBBB"]Can gain Damage from external sources, but cannot otherwise be augmented[/font] :°:: [font color="FFBBBB"]This Chip requires a 1 Turn Non-Preemptive Charge before activation. If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip Use[/font]
Non-Preemptive Charge specified
{ Bug Death Thunder ★} ::bugdeaththundercode:: 200 + (V*20) Bug/Elec S-Damage ::°:: Inflicts Paralyze || Ignores Post-Infliction Immunity ::°:: If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits ::°:: This Chip can be used multiple times per battle, regardless of restriction. Additional uses beyond the first do not count against the user's total number of Chip Uses per battle. ::°:: Each use of this chip puts it on a 1-Turn Cooldown::°:: This Attack cannot be augmented by any meansAcquisition: Defeat Bug Riser single-handedly{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:BugDeathThunderCode:: 200 [font color="99FF99"]+ (V*20)[/font] Bug/Elec S-Damage :°:: Inflicts Paralyze || Ignores Post-Infliction Immunity :°:: If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits :°:: This Chip can be used multiple times per battle, regardless of restriction. Additional uses beyond the first do not count against the user's total number of Chip Uses per battle. :°:: [font color="FFBBBB"]Each use of this chip puts it on a 1-Turn Cooldown[/font] :°:: [font color="FFBBBB"]This Attack cannot be augmented by any means[/font]
No longer Ignores Armor Paralyze Ignores Post-Infliction Immunity Now has a 1 Turn CD to prevent it from being used every turn Damage coefficient increased to 20 from 10
{ Bug Riser Sword ★} ::bugriserswordcode:: 400 + (V*40) Bug/Blade C-Damage ::°:: Hits All || Fully Undodgeable || Cuts UnCuttable Auras ::°:: This Chip can be used multiple times per battle, regardless of restriction. Additional uses beyond the first do not count against the user's total number of Chip Uses per battle. ::°:: Each use of this chip puts it on a 1-Turn Cooldown::°:: Can gain Damage from external sources, but cannot otherwise be augmentedAcquisition: Defeat Bug Riser single-handedly{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:BugRiserSwordCode:: 400 [font color="99FF99"]+ (V*40)[/font] Bug/Blade C-Damage :°:: Hits All || Fully Undodgeable || Cuts UnCuttable Auras :°:: This Chip can be used multiple times per battle, regardless of restriction. Additional uses beyond the first do not count against the user's total number of Chip Uses per battle. :°:: [font color="FFBBBB"]Each use of this chip puts it on a 1-Turn Cooldown[/font] :°:: [font color="FFBBBB"]Can gain Damage from external sources, but cannot otherwise be augmented[/font]
Can now augment the damage, but nothing else Now has a 1 Turn CD to prevent it from being used every turn Damage changed to "400 + (40 * V)" from "500 + (25 * V)"
{ Delta Ray Edge} ::deltarayedgecode:: 200 + (V*50) Blade C-Damage * 0 Hits ::°:: Cannot be Intercepted ::°:: Each Hit must be Avoided Separately ::°:: Bypasses any source of avoidance that was previously used this turn (excluding this attack's preceding hits) ::°:: Hits an additional time per turn that this chip was charged (Max: 3 Hits) ::°:: Can gain Damage from external sources, but cannot otherwise be augmented::°:: If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip UseAcquisition: Defeat the Blues Manikin at a v17 Difficulty or higher{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:DeltaRayEdgeCode:: 200 [font color="99FF99"]+ (V*50)[/font] Blade C-Damage * 0 Hits :°:: Cannot be Intercepted :°:: Each Hit must be Avoided Separately :°:: Bypasses any source of avoidance that was previously used this turn (excluding this attack's preceding hits) :°:: Hits an additional time per turn that this chip was charged (Max: 3 Hits) :°:: [font color="FFBBBB"]Can gain Damage from external sources, but cannot otherwise be augmented[/font] :°:: [font color="FFBBBB"]If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip Use[/font]
{ Hub Batch ★} ::hubbatchcode:: Special Emulation Skill: ::°:: User is immune to Negative Panel Effects for the rest of battle ::°:: User's Basic Attacks deal +20% Damage for the rest of battle ::°:: User gains +3 Total Chip Uses and +1 Use to One Skill ::°:: For this turn only, gain an Undershirt that procs before all other Survival Effects ::°:: This Chip can only be used during the Supportive Phase::°:: This Chip requires a 1 Turn Non-Preemptive Charge before activation. If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip UseAcquisition: Defeat the Rockman Manikin at a v17 Difficulty or higher{::templatecodeblock::}
IMPORTANT Turn all single-colons (:) into double-colons (::)
:HubBatchCode:: Special Emulation Skill: :°:: User is immune to Negative Panel Effects for the rest of battle :°:: User's Basic Attacks deal +20% Damage for the rest of battle :°:: User gains +3 Total Chip Uses and +1 Use to One Skill :°:: For this turn only, gain an Undershirt that procs before all other Survival Effects :°:: [font color="FFBBBB"]This Chip can only be used during the Supportive Phase[/font] :°:: [font color="FFBBBB"]This Chip requires a 1 Turn Non-Preemptive Charge before activation. If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip Use[/font]
Non-Preemptive Charge specified
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