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Post by 🆃ʀɪɴɪᴛʀᴏᴛᴏʟᴜᴇɴᴇ 🅼ᴏɴᴏᴍᴀɴɪᴀ on Dec 6, 2019 0:57:03 GMT -8
Grade has no Initiative. This is honestly just a roll for that sweet sweet 100 lmao. GL HF
1-100
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Post by Wackoguy on Dec 6, 2019 9:00:17 GMT -8
(OOC: Revved has an Initiative level of 1. Here he goes!) ========= Revved's Support Phase:
HP: 1,700 / 1,700
Beta Barrier Passive Program User starts the battle with a 200 + (40 * Version) [400] HP Barrier instead.
Barrier's HP: 400 / 400
========
Revved's Offensive Phase:
4 Attack Slots + 1 (first turn) = 5 Attack Slots
Velocity Sphere S-attack Normal element Revved forms a large ball of blue energy with one hand and then kicks it across the field, with latent energy lingering on him afterwards. -Revved gains +150 armor for 1 turn if this hits -Breaks Unbreakable Shields 190 damage (110% base damage) 4-turn CoolDown
Rev strike - Karate blow C-atk Normal element Revved dashes toward an opponent and delivers a swift punch. 155 damage (90% base damage) Undodgeable [-10% damage] -Breaks shields [-10% damage]
Rev strike - Karate blow C-atk Normal element Revved dashes toward an opponent and delivers a swift punch. 155 damage (90% base damage) Undodgeable [-10% damage] -Breaks shields [-10% damage]
-charges Velocity Rush-
-charges Rev-Cannon : Speed Eruptor-
========
Rev's HP: 1,700 / 1,700
Barrier's HP: 400 / 400
Stage: normal
status: Ok
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Post by 🆃ʀɪɴɪᴛʀᴏᴛᴏʟᴜᴇɴᴇ 🅼ᴏɴᴏᴍᴀɴɪᴀ on Dec 6, 2019 18:14:24 GMT -8
Turn 1 Defence Phase Grade takes: ■ Velocity Sphere, -190 HP ■ Rev strike - Karate blow, 155 HP ■ Rev strike - Karate blow, 155 HP [Grade HP=1,700/2,200]1,700/2,200 Set-up Phase [ Alexandrite Shard] - Accessory [ A single shard of Alexandrite, gives off a weak light.] ■ Grants +40 Regen■ If equipped alongside a Glass Cross, has the effects of Alexandrite Cross instead.■ If equipped alongside a Glass Star, has the effects of Alexandrite Star instead. ■ User regenerates 100 HP per turn. ■ This regeneration is increased by 100 per turn (to a max of 600) ■ 300 + 100 Regeneration [Grade HP=2,100/2,200]2,100/2,200 Attack Phase Attack Slots: 3 Auto Charge Slots: 1 Preemptive Charges: 2 Attack Slot 1: [ Grade Minigun] [ His arm transforms into a small tri-barrel minigun, producing loads of heated shots.] 20 S-Damage × 10 Hits ■ Breaks Shields. Cuts Auras. Hits 2 Targets. Attack Slot 2: [ Grade Minigun] [ His arm transforms into a small tri-barrel minigun, producing loads of heated shots.] 20 S-Damage × 10 Hits ■ Breaks Shields. Cuts Auras. Hits 2 Targets. Attack Slot 3: N/A Auto Charge 1: ■ -1 Preemptive Charge Charging Heart Attack 2/2 Status 400 S-Damage @ Revved Virtu[Grade HP=2,100/2,200]2,100/2,200 ■ 1/800 My bad. I should've added the total damage at the end. Here you go.
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Post by Wackoguy on Dec 7, 2019 1:21:11 GMT -8
Revved's Defense Phase:
[Grade Minigun] = takes for 0 damage [150 armor this turn]; Barrier takes 200 damage
[Grade Minigun] = takes for 0 damage [150 armor this turn]; Barrier takes 200 damage
barrier's HP: 0 / 400
========
Revved's Setup Phase:
HP: 1,700 / 1,700
Barrier's HP: 0 / 400
=========
Revved's Offensive Phase:
4 Attack Slots
-charges Velocity Rush further-
-charges Rev-Cannon : Speed Eruptor even further-
-Attack slots 3 & 4 passed-
===========
Rev's HP: 1,700 / 1,700
Barrier's HP: 0 / 400
Stage: Normal
Status: OK!
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Post by 🆃ʀɪɴɪᴛʀᴏᴛᴏʟᴜᴇɴᴇ 🅼ᴏɴᴏᴍᴀɴɪᴀ on Dec 7, 2019 3:15:42 GMT -8
Turn 2 Defence Phase Grade takes: ■ Nothing... Phew, what a relief. [Grade HP=2,100/2,200]2,100/2,200 Set-up Phase [ Alexandrite Shard] - Accessory [ A single shard of Alexandrite, gives off a weak light.] ■ Grants +40 Regen■ If equipped alongside a Glass Cross, has the effects of Alexandrite Cross instead.■ If equipped alongside a Glass Star, has the effects of Alexandrite Star instead. ■ User regenerates 100 HP per turn. ■ This regeneration is increased by 100 per turn (to a max of 600) ■ 300 + 200 Regeneration [Grade HP=2,200/2,200]2,200/2,200 Attack Phase Attack Slots: 3 Auto Charge Slots: 1 Attack Slot 1: N/A Attack Slot 2: N/A [Attack Concentration] - Tier ? [Focusing a wide attack on a single target. Situationally helpful.] ■ Upon use of a Hits All attack, Hits All may be removed for that use to increase the damage as if it had been Optionally Charged for 1 Additional Turn. ■ Multi-Targeting effects cannot be added to the converted attack during use. ■ A 5-turn Optional Charge becomes a 7.0× multiplier when used this way. [Passive] Attack Slot 3: ■ Attack Slots passed up until this point in battle: 3 ■ Attack Concentration[ Heart Attack] - Hyper Attack [ Grade points a finger gun at you and says "bang". How this attack actually works is a secret.] 0 2,400 S-Damage, increased by 200 800 for every Attack Slot passed up until this point in battle. Resets upon use. ■ Undodgeable, Breaks Shields. Cannot be Countered. Ignores Armor. Hits All Lv3 Optionally Charged: 4.0× Damage. [ 2 Optional Charge | 1 Required CD | 1 Hyper CD] Auto Charge 1: ■ Charging Lateral Hurricane 1/1 Status 2,400 S-Damage @ Revved Virtu[Grade HP=2,200/2,200]2,200/2,200 ■ Heart Attack CD: 1 left ■ Hyper CD: 1 left ■ 0
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Post by Wackoguy on Dec 7, 2019 10:50:35 GMT -8
Revved's defensive Phase:
Heart Attack = avoided via skill:
Deflection force A-tier skill Revved summons a [[210 + [40 * Version]] * 0.4 ] 160 HP Barrier to stop an attack dead in its tracks! -Rev gains one attack slot whenever his barrier is struck by an attack 2 uses
(Used once and breaks afterwards)
D.F barrier's HP: 0 / 160
===========
Revved's setup Phase:
HP: 1,700 / 1,700
===========
Revved's Offensive Phase:
4 Attack Slots + 1 (D.F barrier's effect) = 5 Attack Slots
Rev-Cannon : Speed Eruptor [Fully Charged!] S-atk Sonic element Revved materializes a red buster and fires a blast from it, fortifying himself in the process! 135 damage (80% base damage) -Unomnidodgeable [ -10% Base Damage || 1 Required Charge ] -if hits, Revved gains 1 attack slot for 2 turns [-10% Base Damage || 1 Required Charge || 1 turn Cooldown] -2-turn required charge -1 turn CD
Velocity Rush [Fully charged!] C-atk Normal Laced in white energy,Revved shoots from his current position and seems to vanish,delivering blows to several foes. -hits all [-10% damage || 1 Required Charge] -cannot be countered [-10% damage , 1 Required CD ] -undodgeable [-10% damage] -cuts auras [-10% damage] -If hits, Revved gains +50 damage for 2 turns [-10% damage || 1 Required charge || 1 Required Cooldown] 100 damage [60% damage] 2-turn CD 2-turn Required Charge
Bug Death Thunder ::BugDeathThunderCode:: 200 + (V*20) [300] Bug/Elec S-Damage ° Inflicts Paralyze || Ignores Armor ° If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits ° This Chip does not cost against the user's total number of Chip Uses per battle ° This Chip can be used multiple times per battle, regardless of restriction ° ::°:: Each use of this chip puts it on a 1-Turn Cooldown ::°:: This Attack cannot be augmented by any means
Rev strike - Karate blow C-atk Normal element Revved dashes toward an opponent and delivers a swift punch. 155 damage (90% base damage) Undodgeable [-10% damage] -Breaks shields [-10% damage]
Rev strike - Karate blow C-atk Normal element Revved dashes toward an opponent and delivers a swift punch. 155 damage (90% base damage) Undodgeable [-10% damage] -Breaks shields [-10% damage]
===========
Revved's HP: 1,700 / 1,700
Stage: normal
Status: OK
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Post by 🆃ʀɪɴɪᴛʀᴏᴛᴏʟᴜᴇɴᴇ 🅼ᴏɴᴏᴍᴀɴɪᴀ on Dec 7, 2019 22:51:51 GMT -8
Turn 3 Grade pushed Revved's knuckle off his blocking arms and flew a small distance away. The electricity that debilitated him for a while rapidly waned, but that oddly powerful attack clearly left a harsh mark on his body. "That ball attack felt different... Is that a chip attack? That actually hurt." He smiled, tilting his body down in preparation. The air spun wildly around his left arm. "Help me heal this pain away, will you?" Defence Phase [Melted Cheese] - Tier ? [You can wait for it to solidify or let it drip. Delicious either way.] ■ At the beginning of every Defence Phase, Grade may convert Regen to Armor at a rate of 100:25. Cannot convert Regen below 0 this way. ■ Automatically converts if Grade has Negative Armor, until Armor reaches 0 or Regen falls to 100 or lower. [Passive] ■ +100 Armor, -400 Regeneration Grade takes: ■ Rev-Cannon : Speed Eruptor: -35 HP ■ Velocity Rush: -0 HP ■ Bug Death Thunder: -300 HP, Paralyze■ Rev strike - Karate blow: -55 HP, Paralyze REMOVED ■ Rev strike - Karate blow: -55 HP [Grade HP=1,755/2,200]1,755/2,200 Set-up Phase [ Alexandrite Shard] - Accessory [ A single shard of Alexandrite, gives off a weak light.] ■ Grants +40 Regen■ If equipped alongside a Glass Cross, has the effects of Alexandrite Cross instead.■ If equipped alongside a Glass Star, has the effects of Alexandrite Star instead. ■ User regenerates 100 HP per turn. ■ This regeneration is increased by 100 per turn (to a max of 600) ■ 300 + 300 - 400 Regeneration [Grade HP=1,955/2,200]1,955/2,200 Attack Phase Attack Slots: 3 Auto Charge Slots: 1 Attack Slot 1: [ Lateral Hurricane] [ Grade palms the air, summoning a harsh, slicing whirlwind.] 20 S-Damage × 10 Hits ■ If hit, Target has -50 Armor for 1 turn. ■ Undodgeable, Breaks Shields. [ 1 Required Charge] Attack Slot 2: [ Crushing Constriction] [ Grade ensnares you with a bearhug. Don't fight it. It'll be over soon.] 0 C-Damage × 10 Hits ■ If hit: Target takes damage equal to 20% current HP OR 10% max HP, whichever is higher, divided among this attack's hits; and takes -10 Armor for 1 Turn. ■ Breaks Shields. [ 1 Required CD] Attack Slot 3: [ Hungry Hungry Hippie] [ Grade bites you to leech at your data. No judgement if you find any pleasure from this.] 20 C-Damage × 10 Hits ■ If hit, Grade restores +50 HP, and Target has -10 Armor for 1 turn. ■ Breaks Shields. [ 1 Required CD] Auto Charge 1: ■ Charging Lateral Hurricane 1/1 Status Theoretically 1,500 + ? Damage @ Revved Virtu[Grade HP=1,955/2,200]1,955/2,200 ■ Heart Attack CD: ENDED ■ Hyper CD: ENDED ■ Crushing Constriction CD: 0/1 ■ Hungry Hungry Hippie CD: 0/1 ■ 0
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Post by Wackoguy on Dec 8, 2019 5:31:41 GMT -8
Revved's defensive phase:
[Lateral Hurricane] = avoided via skill:
Anti-Velocity Barrier Activated skill A-tier Revved calls forth a protective layer of energy to guard against attacks! -Calls forth a thick barrier with 250 HP [210 + (40 * V) - 40%] -Thick Barrier can endure at least 2 Attacks before breaking Uses: 2 [Initial & v5]
Used once)
-Barrier takes 200 damage-
Barrier's HP: 50 / 250
[Crushing Constriction] = Natural dodged
[Hungry Hungry Hippie] = avoided via skill:
Deflection force A-tier skill Revved summons a [[210 + [40 * Version]] * 0.4 ] 160 HP Barrier to stop an attack dead in its tracks! -Rev gains one attack slot whenever his barrier is struck by an attack 2 uses
(2nd use)
-Barrier blocks and is destroyed-
=========
Revved's Setup Phase:
HP: 1,700 / 1,700
===========
Revved's Offensive Phase:
Fighting the Limits B-tier skill Revved burns with a white flame, breaking through a few of his limits and going on the offensive with great vim & vigor! -Revved gains +1 attack slot this turn -Revved gains an additional attack slot if he avoided an attack this turn [Each use of this skill must account for a separate avoided attack] -3 uses
(Used 3 times = +6 Attack Slots)
4 Attack slots + 1 (D.F Barrier's effect) + 6 (Limits skill) + 1 (Rev-Cannon's effect [1st turn of 2]) = 12 Attack Slots
+50 damage this turn [1st turn of 2]
Sword - Third strike ::SwordCode::
240 290 Blade C-Damage -Undodgeable ::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 Upgrades: 3
Sword - Third strike ::SwordCode::
240 290 Blade C-Damage -Undodgeable ::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 Upgrades: 3
Sword - Third strike ::SwordCode::
240 290 Blade C-Damage -Undodgeable ::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 Upgrades: 3
Sword - Third strike ::SwordCode::
240 290 Blade C-Damage -Undodgeable ::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 Upgrades: 3
Sword - Third strike ::SwordCode::
240 290 Blade C-Damage -Undodgeable ::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 Upgrades: 3
Sword - Third strike ::SwordCode::
240 290 Blade C-Damage -Undodgeable ::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 Upgrades: 3
Sword - Third strike ::SwordCode::
240 290 Blade C-Damage -Undodgeable ::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 Upgrades: 3
Sword - Third strike ::SwordCode::
240 290 Blade C-Damage -Undodgeable ::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 Upgrades: 3
Sword - Third strike ::SwordCode::
240 290 Blade C-Damage -Undodgeable ::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 Upgrades: 3
Sword - Third strike ::SwordCode::
240 290 Blade C-Damage -Undodgeable ::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 Upgrades: 3
Sword - Third strike ::SwordCode::
240 290 Blade C-Damage -Undodgeable ::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 Upgrades: 3
Sword - Third strike ::SwordCode::
240 Blade C-Damage -Undodgeable ::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 Upgrades: 3
=======
HP: 1,700 / 1,700
stage: normal
Status: OK
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Post by 🆃ʀɪɴɪᴛʀᴏᴛᴏʟᴜᴇɴᴇ 🅼ᴏɴᴏᴍᴀɴɪᴀ on Dec 8, 2019 5:48:34 GMT -8
Turn 4 "Not... yet..." Defence Phase [Melted Cheese] - Tier ? [You can wait for it to solidify or let it drip. Delicious either way.] ■ At the beginning of every Defence Phase, Grade may convert Regen to Armor at a rate of 100:25. Cannot convert Regen below 0 this way. ■ Automatically converts if Grade has Negative Armor, until Armor reaches 0 or Regen falls to 100 or lower. [Passive] ■ +175 Armor, -700 Regeneration Grade takes: ■ Sword - Third strike: -115 HP ■ Sword - Third strike: -115 HP ■ Sword - Third strike: -115 HP ■ Sword - Third strike: -115 HP ■ Sword - Third strike: -115 HP ■ Sword - Third strike: -115 HP ■ Sword - Third strike: -115 HP ■ Sword - Third strike: -115 HP ■ Sword - Third strike: -115 HP ■ Sword - Third strike: -115 HP ■ Sword - Third strike: -115 HP ■ Sword - Third strike: -115 HP [Grade HP=375/2,200]375/2,200 Set-up Phase [ Alexandrite Shard] - Accessory [ A single shard of Alexandrite, gives off a weak light.] ■ Grants +40 Regen■ If equipped alongside a Glass Cross, has the effects of Alexandrite Cross instead.■ If equipped alongside a Glass Star, has the effects of Alexandrite Star instead. ■ User regenerates 100 HP per turn. ■ This regeneration is increased by 100 per turn (to a max of 600) ■ 300 + 400 - 700 Regeneration [Grade HP=375/2,200]375/2,200 Attack Phase Attack Slots: 3 Auto Charge Slots: 1 Attack Slot 1: [ Lateral Hurricane] [ Grade palms the air, summoning a harsh, slicing whirlwind.] 20 S-Damage × 10 Hits ■ If hit, Target has -50 Armor for 1 turn. ■ Undodgeable, Breaks Shields. [ 1 Required Charge] Attack Slot 2: [ Grade Minigun] [ His arm transforms into a small tri-barrel minigun, producing loads of heated shots.] 20 S-Damage × 10 Hits ■ Breaks Shields. Cuts Auras. Hits 2 Targets. Attack Slot 3: [ Grade Minigun] [ His arm transforms into a small tri-barrel minigun, producing loads of heated shots.] 20 S-Damage × 10 Hits ■ Breaks Shields. Cuts Auras. Hits 2 Targets. Auto Charge 1: ■ Charging Lateral Hurricane 1/1 Status Theoretically 1,600 Damage @ Revved Virtu[Grade HP=375/2,200]375/2,200 ■ Crushing Constriction CD: 1/1 ENDED ■ Hungry Hungry Hippie CD: 1/1 ENDED ■ 0
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Post by Wackoguy on Dec 8, 2019 11:53:48 GMT -8
(OOC: Sorry, no RP this time.) Revved's defensive phase:
[Lateral Hurricane] = avoided via skill:
Anti-Velocity Barrier Activated skill A-tier Revved calls forth a protective layer of energy to guard against attacks! -Calls forth a thick barrier with 250 HP [210 + (40 * V) - 40%] -Thick Barrier can endure at least 2 Attacks before breaking Uses: 2 [Initial & v5]
Barrier's HP: 50 / 250
[Grade Minigun] = avoided via skill:
Revved dash Speed skill B-Tier Revved speeds toward an attack,narrowly dodging it. -If successful, Rev recovers 100 HP 3 uses
(Used once)
[Grade Minigun] = avoided via skill:
Revved dash Speed skill B-Tier Revved speeds toward an attack,narrowly dodging it. -If successful, Rev recovers 100 HP 3 uses
(Used again; 2nd use)
=======
Revved's Setup Phase:
HP: 1,700 / 1,700
Barrier's HP: 50 / 200
========
Revved's Offensive Phase:
4 Attack Slots + 1 (Rev-Cannon's effect [2nd turn of 2]) = 5 Attack Slots
+50 Damage this turn (2nd turn of 2)
SE- Thunderbolt Javelin S-Range,elec He channels lightning over his hand, and forms it into the shape of a spear, throwing it at a enemy and piercing them.
225 275 damage Ignores Armor
Bug Death Thunder ::BugDeathThunderCode:: 200 + (V*20) [300] Bug/Elec S-Damage ° Inflicts Paralyze || Ignores Armor ° If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits ° This Chip does not cost against the user's total number of Chip Uses per battle ° This Chip can be used multiple times per battle, regardless of restriction ° ::°:: Each use of this chip puts it on a 1-Turn Cooldown ::°:: This Attack cannot be augmented by any means
Sidewinder frenzy S-atk Normal A force seems to depart from Revved's body,lashing out like a bolt of energy. -135 185 damage (80% of base damage) -cuts auras -ignores armor -strikes an additional target 1-turn CD
Rev-Soaker 2000 S-atk Aqua element Revved's buster takes on aquatic properties and he fires a blast of pressurized water at a target. -cannot be natural avoided [-10% damage, 1 Required CD] -Breaks shields [-10% dmg] -Ignores armor [-10% dmg, +0 Required CD]
120 170 dmg 1-turn CD
===========
HP: 1,700 / 1,700
Barrier's HP: 50 / 250
Stage: normal
Status: OK!
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Post by 🆃ʀɪɴɪᴛʀᴏᴛᴏʟᴜᴇɴᴇ 🅼ᴏɴᴏᴍᴀɴɪᴀ on Dec 8, 2019 17:04:56 GMT -8
Turn 5 "Ggh... I'm still not done... Not yet!" Defence Phase Grade takes: ■ Thunderbolt Javelin: -275 HP ■ Bug Death Thunder: -99 HP, Undershirt ↑Nu ACTIVATED [Undershirt ↑Nu] - Passive Program ■ User survives a fatal turn of damage with 1 HP. ■ Does not cost a Program Slot. [1 0/1 Use per battle] ■ Sidewinder frenzy: -0 HP ■ Rev-Soaker 2000: -0 HP [Grade HP=1/2,200]1/2,200 Set-up Phase [ Alexandrite Shard] - Accessory [ A single shard of Alexandrite, gives off a weak light.] ■ Grants +40 Regen■ If equipped alongside a Glass Cross, has the effects of Alexandrite Cross instead.■ If equipped alongside a Glass Star, has the effects of Alexandrite Star instead. ■ User regenerates 100 HP per turn. ■ This regeneration is increased by 100 per turn (to a max of 600) ■ 300 + 500 Regeneration [Grade HP=801/2,200]801/2,200 Attack Phase Attack Slots: 3 Auto Charge Slots: 1 Attack Slot 1: [ Lateral Hurricane] [ Grade palms the air, summoning a harsh, slicing whirlwind.] 20 S-Damage × 10 Hits ■ If hit, Target has -50 Armor for 1 turn. ■ Undodgeable, Breaks Shields. [ 1 Required Charge] Attack Slot 2: [ Grade Minigun] [ His arm transforms into a small tri-barrel minigun, producing loads of heated shots.] 20 S-Damage × 10 Hits ■ Breaks Shields. Cuts Auras. Hits 2 Targets. Attack Slot 3: [ Grade Minigun] [ His arm transforms into a small tri-barrel minigun, producing loads of heated shots.] 20 S-Damage × 10 Hits ■ Breaks Shields. Cuts Auras. Hits 2 Targets. Auto Charge 1: ■ Charging Lateral Hurricane 1/1 Status Theoretically 1,600 Damage @ Revved Virtu[Grade HP=801/2,200]801/2,200 ■ 0
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Post by Wackoguy on Dec 9, 2019 1:44:14 GMT -8
Revved's Defense Phase:
[Lateral Hurricane] = blocked by the 50 HP Barrier; barrier breaks
[Grade Minigun] = 200 damage taken
[Grade Minigun] = 200 damage taken
HP: 1,300 / 1,700
==========
Revved's setup Phase:
HP: 1,300 / 1,700
Recovery 250 ::Recovery200Code:: Support Skill || Costs 1 Skill Use to activate ::°:: User restores 200 [250] HP ::°:: Upgrades increase HP Restored by 50 [One upgrade obtained, bringing it to Recovery 250]
Cupid's Bow accessory boosts Recovery effect by +15%
[288 HP recovered]
HP: 1,588 / 1,700
==========
Revved's Offensive Phase:
4 Attack Slots
Velocity Sphere S-attack Normal element Revved forms a large ball of blue energy with one hand and then kicks it across the field, with latent energy lingering on him afterwards. -Revved gains +150 armor for 1 turn if this hits -Breaks Unbreakable Shields 190 damage (110% base damage) 4-turn CoolDown
Rev strike - Karate blow C-atk Normal element Revved dashes toward an opponent and delivers a swift punch. 155 damage (90% base damage) Undodgeable [-10% damage] -Breaks shields [-10% damage]
Rev strike - Karate blow C-atk Normal element Revved dashes toward an opponent and delivers a swift punch. 155 damage (90% base damage) Undodgeable [-10% damage] -Breaks shields [-10% damage]
Rev strike - Karate blow C-atk Normal element Revved dashes toward an opponent and delivers a swift punch. 155 damage (90% base damage) Undodgeable [-10% damage] -Breaks shields [-10% damage]
=========
HP: 1,588 / 1,700
stage: Normal
status: Ok
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Post by 🆃ʀɪɴɪᴛʀᴏᴛᴏʟᴜᴇɴᴇ 🅼ᴏɴᴏᴍᴀɴɪᴀ on Dec 9, 2019 3:15:51 GMT -8
Turn 6 Grade huffed after nearly completely guarding against Revved's punches. "Are you tired now? 'Coz I am..." Defence Phase [Melted Cheese] - Tier ? [You can wait for it to solidify or let it drip. Delicious either way.] ■ At the beginning of every Defence Phase, Grade may convert Regen to Armor at a rate of 100:25. Cannot convert Regen below 0 this way. ■ Automatically converts if Grade has Negative Armor, until Armor reaches 0 or Regen falls to 100 or lower. [Passive] ■ +150 Armor, -600 Regeneration Grade takes: ■ Velocity Sphere: -40 HP ■ Rev strike - Karate blow: -5 HP ■ Rev strike - Karate blow: -5 HP ■ Rev strike - Karate blow: -5 HP [Grade HP=746/2,200]746/2,200 Set-up Phase [ Alexandrite Shard] - Accessory [ A single shard of Alexandrite, gives off a weak light.] ■ Grants +40 Regen■ If equipped alongside a Glass Cross, has the effects of Alexandrite Cross instead.■ If equipped alongside a Glass Star, has the effects of Alexandrite Star instead. ■ User regenerates 100 HP per turn. ■ This regeneration is increased by 100 per turn (to a max of 600) ■ 300 + 600 - 600 Regeneration [Grade HP=1,046/2,200]1,046/2,200 Attack Phase Attack Slots: 3 Auto Charge Slots: 1 Attack Slot 1: N/A Attack Slot 2: N/A Attack Slot 3: N/A Auto Charge 1: ■ Charging Heart Attack 1/2 Status [Grade HP=1,046/2,200]1,046/2,200 ■ 3/1,500
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Post by Wackoguy on Dec 9, 2019 12:57:06 GMT -8
"We've been speeding along all this time and now you wanna slow down?" Revved asked, incredulously. He may have hit the brakes a few times, but those were just momentary stops. The speedster also had to admit he needed both more speed and power...but to stop the whole thing was definitely not on his mind!
======
Revved's Defensive Phase:
-nothing to do here...?-
======
Revved's Setup Phase:
HP: 1,588 / 1,700
=======
Revved's Offensive Phase:
4 Attack slots
-passes all 4 Attack slots-
========
HP: 1,588 / 1,700
Stage: normal
status: Ok
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Post by 🆃ʀɪɴɪᴛʀᴏᴛᴏʟᴜᴇɴᴇ 🅼ᴏɴᴏᴍᴀɴɪᴀ on Dec 9, 2019 17:28:21 GMT -8
Turn 7 "Yeah... I just have to take a breather for a sec... Forgive me." He held his waist, sighing deeply. Wind blew from below his feet, and all the damage in his body was then nearly repaired. There were still a few cracks where electricity bled out, but mostly inconsequential. Maybe giving Grade the rest he needed was a bad idea after all. "I have to thank you for this pause... It's hard to do this attack without a clear head after all. Defence Phase Grade takes: ■ Nothing... thank goodness. [Grade HP=1,046/2,200]1,046/2,200 Set-up Phase ■ 900 Regeneration [Grade HP=1,946/2,200]1,946/2,200 Attack Phase Attack Slots: 3 Auto Charge Slots: 1 [Attack Concentration] - Tier ? [Focusing a wide attack on a single target. Situationally helpful.] ■ Upon use of a Hits All attack, Hits All may be removed for that use to increase the damage as if it had been Optionally Charged for 1 Additional Turn. ■ Multi-Targeting effects cannot be added to the converted attack during use. ■ A 5-turn Optional Charge becomes a 7.0× multiplier when used this way. [Passive] Attack Slot 1: ■ Optionally Charged for 1 Turn ■ Attack Slots passed up until this point in battle: 3 ■ Attack Concentration[ Heart Attack] - Hyper Attack [ Grade points a finger gun at you and says "bang". How this attack actually works is a secret.] 0 1,500 S-Damage, increased by 200 500 for every Attack Slot passed up until this point in battle. Resets upon use. ■ Undodgeable, Breaks Shields. Cannot be Countered. Ignores Armor. Hits All Lv2 Optionally Charged: 2.5× Damage. [ 2 Optional Charge | 1 Required CD | 1 Hyper CD] Attack Slot 2: [ Hungry Hungry Hippie] [ Grade bites you to leech at your data. No judgement if you find any pleasure from this.] 20 C-Damage × 10 Hits ■ If hit, Grade restores +50 HP, and Target has -10 Armor for 1 turn. ■ Breaks Shields. [ 1 Required CD] Attack Slot 3: [ Grade Minigun] [ His arm transforms into a small tri-barrel minigun, producing loads of heated shots.] 20 S-Damage × 10 Hits ■ Breaks Shields. Cuts Auras. Hits 2 Targets. Auto Charge 1: ■ Charging Lateral Hurricane 1/1 Status Theoretically 2,000 Damage @ Revved Virtu[Grade HP=1,946/2,200]1,946/2,200 ■ Heart Attack CD: 0/1 ■ Hungry Hungry Hippie CD: 0/1 ■ 0
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