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Post by Kman on Jun 1, 2019 18:54:34 GMT -8
{
COMMAND MISSION TEAM (Click to Reveal/Hide Stats)
} [ Universal Skill - Unity] [ When one member of the team falls, the rest are invigorated and fight harder] ° All members of this Boss Team have this skill ° Only one member of the team can be defeated on any given turn ° All Members of the team take half damage from multi-targeting attacks [ Passive] Massimo{ (Click to Reveal/Hide Stats)} HP: 30,000 Armor: 500 Regeneration: 0 Type: Mini Boss Element: MetalStrengths: Sonic, Stone, Blade, Seeking, Metal Weaknesses: Aqua, Laser, Elec, Ice, Bug [ Skill - Vengeful Counter] [ Massimo strikes back when attacked] ° When struck by an attack, Massimo counters for 200 Unavoidable Damage ° If struck by a counter, Massimo will still retaliate, but at half damage ° This counter can trigger any number of times per turn [ Passive] [ Hyper Mode - Glint Armor] [ Massimo's armor turns golden and his strength is immensely increased for a short time] ° Massimo's Armor, Counter Damage, and Attack Damage are doubled ° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode [ Activates when an ally dies -- Lasts 3 Turns] [ Attack - Massive Lance] [ Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 900 + (100 * Target's Version)° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect). Cinnamon{ (Click to Reveal/Hide Stats)} HP: 20,000 Armor: 0 Regeneration: 0 Type: Mini Boss Element: Light Strengths: Break, Laser, Fire, Sonic, Light Weaknesses: Plasma, Dark, Shadow, Toxic, Bug [ Skill - Angelic Aide] [ Cinnamon constantly keeps her allies topped off with health.] ° Cinnamon and her allies restore 30% of their Max HP every turn [ Passive] [ Hyper Mode - Iron Maiden] [ Cinnamon's Armor turns black and her defensive abilities are enhanced temporarily.] ° Cinnamon takes 50% Damage in this Hyper Mode ° When Cinnamon or an ally restores HP beyond their max, 20% of the excess is added to all of their attacks that turn [ Activates when an ally dies -- Lasts 3 Turns] [ Attack - Angel Hand] [ Cinnamon slaps her opponent with her gloves] ° Damage Dealt: 170 + (30 * Target's Version)° Light Element || C-Range ° If Hits, Victim deals -20% Damage for Two Turns. Stacks with multiple inflictions. Marino{ (Click to Reveal/Hide Stats)} HP: 10,000 Armor: 0 Regeneration: 0 Type: Mini Boss Element: ShadowStrengths: Dark, Seeking, Elec, Ice, Shadow Weaknesses: Stone, Fire, Light, Blade, Bug [ Skill - Hyper Drive] [ Marino moves tremendously fast; enemies have a hard time keeping up with her.] ° Marino Dodges the first attack aimed at her every turn ° Every Turn, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle ° When an ally is defeated, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle [ Passive] [ Hyper Mode - Quick Silver] [ Marino's armor becomes black and yellow; her speed and power are greatly increased for a limited time.] ° Marino's Dodges are raised to Omni during this Hyper Mode ° Marino's Aimers are raised to Omni during this Hyper Mode ° Marino is immune to Damage and Attack Slot Reduction during this Hyper Mode [ Activates when an ally dies -- Lasts 3 Turns] [ Attack - Beam Knife] [ Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 150 + (50 * Target's Version)° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50% [ Attack - Marino Stamp] [ Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: 150 + (50 * Target's Version)° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50% [ Attack - Mirage Dive] [ Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings] ° Damage Dealt: 150 + (50 * Target's Version)° Shadow Element || C-Range ° Undodgeable || Breaks Shields || Hits All ° Damage cannot be reduced below 50% Attack Pattern Command Mission Team Battle Rules° Can be challenge by multiple opponents, rewards are unaffected ° Unless any member of your team has Initiative, the Boss Team attacks first ° When fought as a group, any member of the group may operate the Team ° Summoned entities are still treated as targets. NPCs use the owner's version for calculating damage directed at them° Rewards: 500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD Pattern Versus All OpponentsMassimo ° Massive Lance (aimed once at each target)° When one ally has been defeated: Massive Lance (aimed once at each target)° When both allies have been defeated: Massive Lance (aimed once at each target)Cinnamon ° Angel Hand (aimed once at each target)° When one ally has been defeated: Angel Hand (aimed once at each target)° When both allies have been defeated: Angel Hand (aimed once at each target)Marino ° Beam Knife (aimed once at each target)° Marino Stamp (aimed once at each target)° Mirage Dive (aimed at all targets)° Pattern repeats when additional Attack Slots are gained
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Post by Kman on Jun 1, 2019 19:17:51 GMT -8
================= Kajira Turn One ================= Defense Phase: Alpha Barrier SP Activates! Kajira has One 10-HP Barrier N/A =============== Support Phase: HP: 1200/1200 Status: Fine Alpha Barrier: 10/10 Kajira activates Spire Upgrade {>Click For Details}Name: Spire Upgrade Rank: S Description: The spires that surround Kajira in combat have become something of a necessity to her. Due to this, she has imbued them with more power. Effects: Damage done to Kajira's Spires first damages their stored Charge as if it were a Barrier. However this does not stop an attack once the Charge reaches 0- any leftover damage is dealt directly to the Spire itself. (Cuts Auras damages both Charge and HP as normal). In addition, when this skill is activated, when targeting her Spires on that turn, the Charge to them is applied immediately rather than at the beginning of her next turn. Uses: 3/4 (2 Base + 1 Sapphire Cross + Skill Addition SP) Kajira Summons three Spires {>Click For Details}Name: Spire Rank: S Description: A lightning-rod styled object bursts up from the ground, seeming to store energy within it. Effect: Creates a 730-HP [((270 + 30/v) - 20%) + 150] object that cannot be used to Intercept. When hit by an Elec-type attack, (including Kajira's) the excess energy is stored, up to a maximum of 730. While the energy exists, Kajira (and only Kajira)'s damage is increased by 40% of the stored energy. Uses: 1/4 (2 Base + 1 Sapphire Cross + Skill Addition SP) =============== Attack Phase: 7AS Name: Charge @ Spire1, Spire2, Spire3 Range: Shot Element: Elec Description: A bolt of raw energy, designed to pass electricity from point to point. Effects: 100% | 290 Damage, can be aimed at up to 3 targets, Lightning Rod Cooldown: 1 Spires Struck with Elec Attack! Stored 290 damage each! 870 Total! 350 Damage added to Kajira! (Base Damage: 640) Name: Splash @ Cinnamon Range: Shot Element: Aqua Description: A splash of water, soaking a foe. Effects: 90% | 580 Damage, Undodgeable, Cuts Auras, Soak Cooldown: 1 Name: Bolt @ Cinnamon | Spire1/Spire2/Spire3 due to Lightning Rod Range: Shot Element: Elec Description: While not exactly complex, it nonetheless remains a potent weapon. Effects: 130% | 835 Damage (1085 w/ Soak) Spires all Struck with Elec attack! Stored at Capacity! 2,190 Total! 880 Damage added to Kajira! (Base Damage: 1,170) Name: Bolt @ Cinnamon x4 Range: Shot Element: Elec Description: While not exactly complex, it nonetheless remains a potent weapon. Effects: 130% | 1525 Damage (1985 w/ Soak) Flurry used 3x to add 6 Attack Slots! {>Click For Details}Name: Flurry Rank: B Description: Kajira's movements are bolstered by the Electrical energy running through her body, giving her a great deal of ability to attack. Effect: +1 Attack Slot for 1 turn. +1 Additional Attack Slot if at least 3 Spires are fully charged. Uses: 6/9 (6 Base + 1 Sapphire Cross + 1 Saito + Skill Addition SP) Name: Bolt @ Cinnamon x6 Range: Shot Element: Elec Description: While not exactly complex, it nonetheless remains a potent weapon. Effects: 130% | 1525 Damage (1985 w/ Soak) =============== Wrap-up: Cinnamon Deleted HP: 1200/1200 Status: Fine Cooldowns: Charge: 1 Splash: 1
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Post by Gaia on Jun 1, 2019 19:28:17 GMT -8
JunkMan.SIT
[JunkMan has Lv3 Initiative]
Defense Phase
[JunkMan HP=3300/3300]
[N/A]
[JunkMan HP=3300/3300]
Support Phase
[JunkMan HP=3300/3300]
[N/A]
[JunkMan HP=3300/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Reuse] - [1/1 Charges]
1. [Collect] - [1/1 Charges]
2. [Recycled Assault] - [1/4 Charges]
3. [Recycled Frame] - [1/4 Charges]
4. [Reverberation] - [1/2 Charges]
Summary Phase
0 Damage @ All
[JunkMan HP=3300/3300]
[Status] - - [Stage] - - [Cooldown] - -
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Post by xoDeathy on Jun 1, 2019 20:44:36 GMT -8
""
|Defense Phase|
Altair has Level 1 Initiative
|Recuperation Phase|
-<Holopsicon>- Advanced Skill Queen of Calamity may be self-proclaimed, but look at all who fear both the Holopsicon and I. -[-] Altair cannot naturally attack, but may still use chips -[+] Altair may use her Attack Slots to summon a Saber. * Sabers are Objects with 180 HP and 1 Attack Slot * Charged Attacks from Sabers deal their full damage (including Optional Charge) * Non-Charged Attacks from Sabers only deal 50% Damage and all damage-related effects associated with them are halved * Sabers otherwise behave as Clones with access to all of Altair's Attacks -[+] Once per turn, if more than 5 Sabers would be destroyed by a single attack, 5 Sabers will survive that attack with 1 HP (persists against 'Destroys Objects' || fails against 'Cuts Undershirt' and 'Execute') -Passive-
[-1 CD to Fiddle! (0 CD, another at 0 CD for one turn)]
<Aqua Star of Peace> A shining star forged of aquamarine, sparkles with an otherworldly power ° Each "Setup/Support" phase, user applies -1 CD to an attack.
[See attack section]
-<The Second Movement of Cosmos: Scale of Fate>- Advanced Each turn, Altair rewrites her coding to excel her ultimate move. -For each Attack Slot sacrificed by Altair or her Sabers, one Attack gains -1 CD for one use, to a cap of -4 CD distributed per turn- -Passive- [Altair regens 115 HP] Altair's HP: 1800/1800 Saber 1: 180/180 Saber 2: 180/180 Saber 3: 180/180
Saber 4: 180/180 Saber 5: 180/180
Armor: 0
Field: Normal Nat. 1 CD:// Ready Status(es):
|Unleash Phase| 5 Attack Slots
Altair:| Summons 5 Sabers
S1: Charging Galop (1)
S2: <Fiddle> S-Range, Shadow Altair plays a chord on her old warfare machine gun, causing Sabers to fly from beneath an enemy to weaken them. 9% Current HP Damage Breaks Shields, Cuts Auras -Deals Damage based on targets Current HP- 0 CD
S3: <Fiddle> S-Range, Shadow Altair plays a chord on her old warfare machine gun, causing Sabers to fly from beneath an enemy to weaken them. 9% Current HP Damage Breaks Shields, Cuts Auras -Deals Damage based on targets Current HP- 0 CD
S4: [Accelerates Fiddle's CD!]
S5: <Fiddle> S-Range, Shadow Altair plays a chord on her old warfare machine gun, causing Sabers to fly from beneath an enemy to weaken them. 9% Current HP Damage Breaks Shields, Cuts Auras -Deals Damage based on targets Current HP- 0 CD
|Summary Phase|
27% (8,100) Current HP Damage @ Massimo
Altair's HP: 1800/1800 Field: Normal B-Chip Folder: 5/5 [3/3 Mega, 1/1 Giga] Cooldowns:
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Post by Kman on Jun 1, 2019 20:59:58 GMT -8
================= CMT Turn One =================
Defense Phase:
Massimo-
Fiddle Taken for 2700 - 500 = 2200 Damage | Counters for 200 Fiddle Taken for 2700 - 500 = 2200 Damage | Counters for 200 Fiddle Taken for 2700 - 500 = 2200 Damage | Counters for 200
Cinnamon-
Splash Taken for 580 Damage | Soaked Bolt Taken for 1085 Damage Bolts Taken for like 19k. Cinnamon Deleted - UNITY ACTIVE
Marino- N/A
===============
Support Phase:
MASSIMO GOES HYPER! MARINO GOES HYPER!
Massimo- 23,400 / 30,000
Marino- 10,000 / 10,000
===============
Attack Phase:
Massimo-
[Attack - Massive Lance] @ Kajira x2 [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 4800 ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Attack - Massive Lance] @ JunkMan x2 [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 3800 ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Attack - Massive Lance] @ Altair x2 [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 2800 ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
Marino-
note: All aimers are raised to their Omni-equivalent due to Hypermode!
[Attack - Beam Knife] @ Kajira [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 900 ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ JunkMan [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 650 ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ Altair [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 400 ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Marino Stamp] @ Kajira [Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: 900 ° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Marino Stamp] @ JunkMan [Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: 650 ° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Marino Stamp] @ ALtair [Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: 400 ° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Mirage Dive] @ All [Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings] ° Damage Dealt: 900 (Kajira) | 650 (JunkMan) | 400 (Altair) ° Shadow Element || C-Range ° Undodgeable || Breaks Shields || Hits All ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ Kajira [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 900 ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ JunkMan [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 650 ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ Altair [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 400 ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
===============
Wrap-up:
Massimo- 23,400 / 30,000
Marino- 10,000 / 10,000
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Post by Kman on Jun 1, 2019 21:31:22 GMT -8
================= Kajira Turn Two ================= Defense Phase: Alpha Barrier SP Activates! Kajira has Two 10-HP Barriers Massive Lance - Alpha Barrier Msssive Lance - Alpha Barrier Beam Knife - Block Omega Marino Stamp - Lightning Step (11 uses remain) Mirage Dive - Thunderwall (11 Uses remain) Beam Knife - Block Omega Spire1: MIrage Dive - Taken for 900 (Barrier takes 730) Spire2: MIrage Dive - Taken for 900 (Barrier takes 730) Spire3: MIrage Dive - Taken for 900 (Barrier takes 730) =============== Support Phase: HP: 1200/1200 Status: Fine Spire1: 460 / 730 | Lightning Rod Spire2: 460 / 730 | Lightning Rod Spire3: 460 / 730 | Lightning Rod Kajira activates Spire Upgrade {>Click For Details}Name: Spire Upgrade Rank: S Description: The spires that surround Kajira in combat have become something of a necessity to her. Due to this, she has imbued them with more power. Effects: Damage done to Kajira's Spires first damages their stored Charge as if it were a Barrier. However this does not stop an attack once the Charge reaches 0- any leftover damage is dealt directly to the Spire itself. (Cuts Auras damages both Charge and HP as normal). In addition, when this skill is activated, when targeting her Spires on that turn, the Charge to them is applied immediately rather than at the beginning of her next turn. Uses: 2/4 (2 Base + 1 Sapphire Cross + Skill Addition SP) =============== Attack Phase: 8AS Name: Bolt @ Marino | Spire1/Spire2/Spire3 due to Lightning Rod Range: Shot Element: Elec Description: While not exactly complex, it nonetheless remains a potent weapon. Effects: 130% | 380 Damage Spires all Struck with Elec attack! Stored at 380 Each! 1,140 Total! 460 Damage added to Kajira! (Base Damage: 750) Name: Wave @ Marino Range: Shot Element: Aqua Description: A rush of water, waterlogging her enemies. Effects: 100% | 750 Damage, If Avoided: Soak Cooldown: 1 Name: Bolt @ Marino | Spire1/Spire2/Spire3 due to Lightning Rod Range: Shot Element: Elec Description: While not exactly complex, it nonetheless remains a potent weapon. Effects: 130% | 975 Damage Spires all Struck with Elec attack! Stored at Maximum! 2,190 Total! 880 Damage added to Kajira! (Base Damage: 1,170) Name: Bolt @ Marino x5 Range: Shot Element: Elec Description: While not exactly complex, it nonetheless remains a potent weapon. Effects: 130% | 1525 Damage Flurry used 1x to add 2 Attack Slots! {>Click For Details}Name: Flurry Rank: B Description: Kajira's movements are bolstered by the Electrical energy running through her body, giving her a great deal of ability to attack. Effect: +1 Attack Slot for 1 turn. +1 Additional Attack Slot if at least 3 Spires are fully charged. Uses: 5/9 (6 Base + 1 Sapphire Cross + 1 Saito + Skill Addition SP) Name: Bolt @ Marino x2 Range: Shot Element: Elec Description: While not exactly complex, it nonetheless remains a potent weapon. Effects: 130% | 1525 Damage =============== Wrap-up: Marino HP: 1200/1200 Status: Fine Spire1: 460 / 730 | Lightning Rod Spire2: 460 / 730 | Lightning Rod Spire3: 460 / 730 | Lightning Rod Cooldowns: Charge: 0 Splash: 0
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Post by xoDeathy on Jun 2, 2019 7:22:53 GMT -8
""
|Defense Phase|
[Altair raises two Creation Barriers! 1 Endure each]
-<The First Movement of Cosmos: Unparalleled Creation>- A-Tier Altair's hidden power exudes into a brilliant defense. -Upon use, Altair creates a 0 HP Creation Barrier that Endures 1 Attack- -Any effects that would grant HP to Altair may instead grant Endures to the Creation Barrier at a rate of 75 HP for 1 Endure. Leftover HP is not carried over into other instances of gaining Endures- -1 Use, +1 Saph Cross-0 left
[Altair grants 5 Endures to the outer Creation Barrier!]
-<The Third Movement of Cosmos: Representation Exposition>- A-Tier Altair rewrites the Damage she received in the past, restoring her health. -Upon use, Altair restores 410 HP- -2 uses, +1 Saph Cross-2 left
Counter Damage destroys S2, S3, and S5
Marino's Hits All destroys S1, S4
[Outer Creation: 6 Endures] [Inner Creation: 1 Endure]
Outer Creation eats Massive Lance, Inner Barrier negates its effect!
Outer Creation eats Massive Lance, Inner Barrier negates its effect!
[Beam Knife blocked!] -<Deceitful Shield of Sabers>- C-Tier "You're insane enough to try and strike through my Sabers with such weak attacks?" -Upon use, Altair blocks 1 Attack- -5 Uses, +1 Saph Cross-5 left
[Shadow Lv2 turns Outer Creation into a Dodge for one use (0 CD)! Dodges Marino Stamp]
Outer Creation eats Mirage Dive!
[Beam Knife blocked!] -<Deceitful Shield of Sabers>- C-Tier "You're insane enough to try and strike through my Sabers with such weak attacks?" -Upon use, Altair blocks 1 Attack- -5 Uses, +1 Saph Cross-4 left
[Outer Creation Endures: 2] [Inner Creation Endures: 1]
|Recuperation Phase|
[Altair's power surges! +4 Skill Uses to The Third Movement of Cosmos!] /Queen of Calamity\ "Insufferable vermin." -+4 Skill Uses, applied as desired- -Lasts for 1 turn-
[-1 CD to Fiddle! (0 CD, another at 0 CD for one turn)]
<Aqua Star of Peace> A shining star forged of aquamarine, sparkles with an otherworldly power ° Each "Setup/Support" phase, user applies -1 CD to an attack.
[See attack section]
-<The Second Movement of Cosmos: Scale of Fate>- Advanced Each turn, Altair rewrites her coding to excel her ultimate move. -For each Attack Slot sacrificed by Altair or her Sabers, one Attack gains -1 CD for one use, to a cap of -4 CD distributed per turn- -Passive-
[Massimo: 3/6] -<The Fourteenth Movement of Cosmos: The Vicissitudes of Fortune>- S-Tier While the Sabers deal little Damage, once they strike enough, Altair can rewrite the effects of the injuries on the victim, causing them to feel a burst of pain. -Each time Altair and her Sabers collectively damage an individual opponent 6 times, that opponent takes 100 Unavoidable Damage. This effect cannot proc more than once in a singular turn- -Passive-
[Altair regens 115 HP, transfers 1 Endure to Outer Creation!] [Outer Creation Endures: 3] [Inner Creation Endures: 1]
Altair's HP: 1800/1800 Saber 1: 180/180 Saber 2: 180/180 Saber 3: 180/180
Saber 4: 180/180 Saber 5: 180/180
Armor: 0
Field: Normal Nat. 1 CD:// Ready Status(es):
|Unleash Phase| 5 Attack Slots
Altair:| Summons 5 Sabers
S1: Charging Galop (1)
S2: <Fiddle> S-Range, Shadow Altair plays a chord on her old warfare machine gun, causing Sabers to fly from beneath an enemy to weaken them. 9% Current HP Damage Breaks Shields, Cuts Auras -Deals Damage based on targets Current HP- 0 CD
S3: <Fiddle> S-Range, Shadow Altair plays a chord on her old warfare machine gun, causing Sabers to fly from beneath an enemy to weaken them. 9% Current HP Damage Breaks Shields, Cuts Auras -Deals Damage based on targets Current HP- 0 CD
S4: [Accelerates Fiddle's CD!]
S5: <Fiddle> S-Range, Shadow Altair plays a chord on her old warfare machine gun, causing Sabers to fly from beneath an enemy to weaken them. 9% Current HP Damage Breaks Shields, Cuts Auras -Deals Damage based on targets Current HP- 0 CD
|Summary Phase|
27% (6,320) Current HP Damage @ Massimo
Altair's HP: 1800/1800 Field: Normal B-Chip Folder: 5/5 [3/3 Mega, 1/1 Giga] Cooldowns:
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Post by Gaia on Jun 4, 2019 19:48:03 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=3300/3300]
[JunkMan has 55 Armor, is strong to Sonic, and takes 51.67% Damage]
[JunkCube] [A-Tier, Object] The most basic of cubes, designed for durability and utilized for his personal defense. - JunkCubes are Intercepting Objects with [180 + (20 * V) + (10 * V)] 510-HP. -- [Active, 2/4 Uses]
[Junk Shield] [Advanced] JunkMan's defensive measures are near oppressive, his collection providing the ultimate wall between himself and his enemies. - JunkMan can utilize any object under his control as a Shield-Based Avoidance, regardless of its ability to intercept. -- Objects utilized in this way can block attacks during a turn up to their current Health without taking damage; thereafter, the object is no longer considered a shield, and must be able to intercept in order to properly be used to avoid attacks. Objects still block all subsequent hits of attacks that break them, unless they are Avoided Separately. -- Two objects can be raised against a single attack to be used as an Unbreakable Shield. Objects used in this way cannot be damaged, except by an attack that Breaks Shields. --- JunkMan can utilize this method of avoidance against attacks that Hit All, blocking the attack for himself by using each object (minimum of two) under his control as a shield. --- JunkMan cannot avoid attacks in any other way, and cannot be intercepted for except for by his objects. ---- [Passive]
[Initiative ⇪ Sigma] Passive Program The user has a +3 Initiative. Grants 20% Damage Reduction against all attacks on the first Defensive Phase.
[Massive Lance] - Intercepted! [Beam Knife] - Taken for 325 Damage! [Marino Stamp] - Taken for 325 Damage! [Mirage Dive] - Taken for 325 Damage! [Bean Knife] - Taken for 325 Damage!
[JunkMan HP=2000/3300]
Support Phase
[JunkMan HP=2000/3300]
[N/A]
[JunkMan HP=3300/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Reverberation] - [2/2 Charges]
1. [Collect] Stone | Combat JunkMan goes digging through the piles to gather more materials for his next creation. - 0 Damage -- Adds 100% of JunkMan's Base Damage to the Health of the next object he summons. --- 1-Turn Required Charge
2. [Reuse] Stone | Combat Using his control over junk data, he forcefully rips parts from his opponent to make more for his collection. - 180 Damage [90%] - Regardless of Success, JunkMan gains +3 Uses to skills, as desired. - [3] 1-Turn Charge, 1-CD. [Auto Charge ⇪ Beta | Hyper Expansion]
3. [Recycled Frame] - [2/4 Charges]
4. ::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.
Summary Phase
180 Damage @ Massimo
[JunkMan HP=2000/3300]
[Status] - - [Stage] - - [Cooldown] - -
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Post by xoDeathy on Oct 23, 2019 10:26:12 GMT -8
================= CMT Turn Two ================= Defense Phase: Massimo- 1000 Armor Takes the three Fiddles for 3,320 Damage, counters for 1200 Takes 0 Damage from Reuse, counters for 400
Marino- Dodges Bolt Dodges Wave, Soaked! (Strong to Elec, becomes Neutral)
Dodges Bolt Takes rest of Bolts for (1525 x7) 10675 Damage MARINO DELETED
=============== Support Phase: Massimo- <Glint Armor 2/3> 20,080 / 30,000 =============== Attack Phase: Massimo- [Attack - Massive Lance] @ Kajira x3 [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 4800 ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect). [Attack - Massive Lance] @ JunkMan x3 [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 3800 ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect). [Attack - Massive Lance] @ Altair x3 [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 2800 ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Attack - Massive Lance] @ Guardian x3 [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 3800 ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
=============== Wrap-up: Massimo- 20,080 / 30,000
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Post by Kman on Oct 23, 2019 14:32:29 GMT -8
#s://i~postimg~cc/59KrXXgW/image~png ================= Kajira Turn Three ================= Defense Phase: Alpha Barrier SP Activates! Kajira has One 10-HP Barriers Massive Lance - Alpha Barrier Massive Lance - Block Omega Massive Lance - Lightning Step (10 uses remain) =============== Support Phase: HP: 1200/1200 Status: Fine Spire1: 730 / 730 | Lightning Rod Spire2: 730 / 730 | Lightning Rod Spire3: 730 / 730 | Lightning Rod =============== Attack Phase: Flurry used 5x to add 10 Attack Slots! {>Click For Details}Name: Flurry Rank: B Description: Kajira's movements are bolstered by the Electrical energy running through her body, giving her a great deal of ability to attack. Effect: +1 Attack Slot for 1 turn. +1 Additional Attack Slot if at least 3 Spires are fully charged. Uses: 0/9 (6 Base + 1 Sapphire Cross + 1 Saito + Skill Addition SP) 17AS Name: Gigavolt @ Massimo | Spire1, Spire2, Spire3 Range: Shot Element: Elec Description: A wicked-powerful bolt of electrical energy stored up in Kajira, unleashed with incredibly stopping power. Effects: 2,210% | 25,925 Damage | On the turn used, takes all of Kajira's available attack Slots. Deals damage equal to attack slots times the damage of Bolt. UnOmnidodgeable, Breaks Unbreakable Shields Cooldown: 1 Turn (Reduced by 1 with Hyper Attack Extension) =============== Wrap-up: HP: 1200/1200 Status: Fine Spire1: 730 / 730 | Lightning Rod Spire2: 730 / 730 | Lightning Rod Spire3: 730 / 730 | Lightning Rod Cooldowns: Gigavolt: 1
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Post by Kman on Oct 23, 2019 18:14:56 GMT -8
Confirmed that Massimo ded.
All get-
500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD
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