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Post by Gaia on Jan 10, 2021 12:07:27 GMT -8
Difficulty: Normal
Target Rewards - 2 Red MD per Boss (3) - Little One Onboard: ×2 Red MD - +1 Version to Den - Total Expected Red MD: 12
Boss Rolls
1-121-121-12
Bosses - Massimo - RockMan - Forte
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Post by Gaia on Feb 15, 2021 11:53:20 GMT -8
{ Forte (Click to Reveal/Hide Stats)} HP: 700 * (Cumulative Opponent's Version) + (50% at v6, v11, and v16) Armor: 0 Regeneration: 0 Type: Boss Element: Dark Strengths: Sand, Ice, Plasma, Shadow, Dark Weaknesses: Sonic, Elec, Light, Laser, Bug [Skill - Float Shoes] [Forte floats above the battlefield, uncaring of the terrain.] ::o:: Forte is immune to all positive and negative panel effects. [Skill - Black Barrier] [An impenetrable protection surrounds Forte.] ° Forte starts the battle with a 100 HP Uncuttable Aura ° Forte takes 50% Damage from attacks that cut the aura ° When destroyed, Forte is vulnerable to 1 Attack before the Aura reforms ° The Aura Reforms with HP equal to the damage of the attack that broke it ° Against a v7+ Target: This Aura is immune to "Destroys Auras" and Northwind effects ::o:: Per ally defeated, Forte takes 15% less Damage from attacks that Cut the Aura, and the aura respawns with 25% more HP. [Air Burst] [Forte floods the enemies' space with bursts of green energy.] [180 + (Target's Version * 20) + (25% at v5, v9, v13, and v17)] Damage ° Dark Element || S-Range ° Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn [Darkness Overload] [Forte releases a massive burst of darkness leaving no trace of what it envelops.] [(180 + (Target's Version * 20) + (25% at v5, v9, v13, and v17)) * 2] Damage ° Dark Element || S-Range ° Hits All ° If the target was hit by any use of Air Burst this turn, this attack is Unavoidable Attack PatternBase: ° Air Burst (aimed once at each target. Aimed against at Highest HP Target.)Always the Last Attack in the turn: ::o:: Darkness Overload (aimed at highest HP Target)Per Ally Defeated: ° Air Burst (aimed once at each target.)At or Below 50% HP: ::o:: Air Burst (aimed once at lowest and highest HP Targets)
At 1 HP: ::o:: Air Burst (aimed once at each target per remaining target.
{ RockMan (Click to Reveal/Hide Stats)} HP: 700 * (Cumulative Opponent's Version) + (50% at v6, v11, and v16) Armor: 0 Regeneration: 0 Type: Boss Element: Adaptive Strengths: Adaptive Weaknesses: None [Skill - Transformation Specialist] [Rockman has access to a countless selection of forms that enable him to adapt to any situation.] ° Rockman is always treated as "Strong" to all enemy damage ° Enemies are always treated as "Weak" to Rockman's attacks ° Rockman always benefits from any Element related effect ° Rockman takes 30% Damage from Navi sources that he is Strong to ° Rockman takes 130% Damage from Chip sources that he is Strong to [Attack - Rock Buster] [The signature weapon that has brought about the demise of countless foe.] [180 + (Target's Version * 20) + (25% at v5, v9, v13, and v17)] Damage ° Adaptive Element || S-Range ° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle ° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities ° Against a v7+ Target: Cannot be Status Healed ° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid ° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid [Attack - Battle Chip Specialist] [Rockman has mastered the utilization of supplementary weaponry.] ° Adaptive Element || Dual Range ° Inherits the combined damage and effects of all Battle Chips that hit Rockman up to this point in battle Attack PatternBase: ° Rock Buster (aimed twice at Highest HP Target)If a Battle Chip has been used this battle: ::o:: Battle Chip Specialist (Prioritizes Highest HP targets)If a Battle Chip has not been used this battle: ::o:: Rock Buster (aimed twice at Lowest HP Target)If a Battle Chip has been used this turn: ::o:: Battle Chip Specialist (Prioritizes Lowest HP targets)Per Ally Defeated: ° Rock Buster (aimed twice at Highest HP Target)At 1 HP: ° Rock Buster (aimed once at each target per remaining target)::o:: Battle Chip Specialist x3 (Gains Hits All)
{ MASSIMO (Click to Reveal/Hide Stats)} HP: 30,000 Armor: 500. Doubled against the highest damaging attack from each target per turn. 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, with brutal efficiency.] ° When struck by an attack, Massimo counters for 500 Unavoidable Damage ° If the attack ignores Massimo's Damage Reduction, he instead counters for 1,500 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, and strikes at 50% Damage against attacks that Cannot be Countered. Counter damage inflicted by this skill cannot be healed until the following 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 Mitigated below 50%. ° If Avoided: The skill used to avoid this attack is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect). Attack PatternBase ::o:: Massive Lance (aimed once at each target. Aimed an additional time at target with highest HP AND/OR Armor.)If Massimo Did not Counter this Turn: ::o:: Massive Lance (aimed once at each target. Aimed an additional time at target with highest HP AND/OR Armor.)
Per Ally Defeated: ::o:: Massive Lance (aimed once at each target. Aimed an additional time at target with highest HP AND/OR Armor.)
At 1 HP: ::o:: Massive Lance (aimed once at each target per remaining enemy.)
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Post by Gaia on Feb 15, 2021 12:07:24 GMT -8
[Forte]
[Forte HP=56,000/56,000]
[Skill - Float Shoes] [Forte floats above the battlefield, uncaring of the terrain.] ::o:: Forte is immune to all positive and negative panel effects.
[Skill - Black Barrier] [An impenetrable protection surrounds Forte.] ° Forte starts the battle with a 100 HP Uncuttable Aura ° Forte takes 50% Damage from attacks that cut the aura ° When destroyed, Forte is vulnerable to 1 Attack before the Aura reforms ° The Aura Reforms with HP equal to the damage of the attack that broke it ° Against a v7+ Target: This Aura is immune to "Destroys Auras" and Northwind effects ::o:: Per ally defeated, Forte takes 15% less Damage from attacks that Cut the Aura, and the aura respawns with 25% more HP.
[Air Burst] @ Vanguard x2 [Forte floods the enemies' space with bursts of green energy.] [1200] Damage ° Dark Element || S-Range ° Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn
[Air Burst] @ Glassman [Forte floods the enemies' space with bursts of green energy.] [570] Damage ° Dark Element || S-Range ° Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn
[Air Burst] @ Den [Forte floods the enemies' space with bursts of green energy.] [200] Damage ° Dark Element || S-Range ° Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn
[Darkness Overload] [Forte releases a massive burst of darkness leaving no trace of what it envelops.] [2,400] Damage ° Dark Element || S-Range ° Hits All ° If the target was hit by any use of Air Burst this turn, this attack is Unavoidable
[Rockman]
[RockMan HP=56,000/56,000]
[Skill - Transformation Specialist] [Rockman has access to a countless selection of forms that enable him to adapt to any situation.] ° Rockman is always treated as "Strong" to all enemy damage ° Enemies are always treated as "Weak" to Rockman's attacks ° Rockman always benefits from any Element related effect ° Rockman takes 30% Damage from Navi sources that he is Strong to ° Rockman takes 130% Damage from Chip sources that he is Strong to
[Attack - Rock Buster] @ Vanguard x2 [The signature weapon that has brought about the demise of countless foe.] [1,200] Damage ° Adaptive Element || S-Range ° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle ° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities ° Against a v7+ Target: Cannot be Status Healed ° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid ° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Attack - Rock Buster] @ Den x2 [The signature weapon that has brought about the demise of countless foe.] [200] Damage ° Adaptive Element || S-Range ° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle ° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities ° Against a v7+ Target: Cannot be Status Healed ° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid ° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Massimo HP=30000/30000] Armor: 500. Doubled against the highest damaging attack from each target per turn.
[Skill - Vengeful Counter] [Massimo strikes back when attacked, with brutal efficiency.] ° When struck by an attack, Massimo counters for 500 Unavoidable Damage ° If the attack ignores Massimo's Damage Reduction, he instead counters for 1,500 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, and strikes at 50% Damage against attacks that Cannot be Countered. Counter damage inflicted by this skill cannot be healed until the following turn. [Passive]
[Attack - Massive Lance] @ Vanguard x4 [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 3,000 ° Blade Element || C-Range ° Damage Cannot be Mitigated below 50%. ° If Avoided: The skill used to avoid this attack is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Attack - Massive Lance] @ Glassman x4 [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,900 ° Blade Element || C-Range ° Damage Cannot be Mitigated below 50%. ° If Avoided: The skill used to avoid this attack is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Attack - Massive Lance] @ Den x2 [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,000 ° Blade Element || C-Range ° Damage Cannot be Mitigated below 50%. ° If Avoided: The skill used to avoid this attack is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
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Post by Gaia on Feb 15, 2021 12:51:05 GMT -8
Vanguard.EXE
Defense Phase
[Vanguard HP=4500/4500]
[Vanguard has 0 Armor and cannot Restore HP]
[Parry] [B+-Tier, Shield] Vanguard raises his hardened darklight fists, batting away attacks blow for blow. - Blocks 1 Attack. -- Vanguard Blocks 1 additional attack per consecutive use, to a max of three additional avoidances. Excess avoids from this skill are transferred to the next avoidance type, but are treated as Natural. -- [Active, 8/8]
[Air Burst] - Vanguard avoids his using two skill uses. [Air Burst - Glassman/Den] - Vanguard intercepts and avoids both of these with one skill use, one avoidance overflow. [Darkness Overload] - Vanguard avoids this with the overflow avoidances.
[Rock Buster] - Vanguard takes both of his for 3,240 Damage. Vanguard intercepts for Den, taking 620 more Damage.
[Massive Lance] - Vanguard avoids all four with two skill uses, using one avoidance from each to negate the "If Avoided" effect.
[Parry] [B+-Tier, Shield] Vanguard raises his hardened darklight fists, batting away attacks blow for blow. - Blocks 1 Attack. -- Vanguard Blocks 1 additional attack per consecutive use, to a max of three additional avoidances. Excess avoids from this skill are transferred to the next avoidance type, but are treated as Natural. -- [Active, 3/8]
[Vanguard HP=640/4500]
Support Phase
[Adrenaline] [A-Tier, Passive Attack Slots] His life blood burns brighter and flows faster with the roaring tempo of adrenaline. As his flames are drained and put in danger, they burn stronger to roar in power. - Vanguard gains +1 Attack Slot per 20% of his maximum health missing. - This skill does not gain any additional procs on any turn that Vanguard is forced to use a Survival effect. -- [Passive]
[Pinpoint Offensive] [Advanced] Vanguard's power is in his eyes, a powerful gift that allows him to stare into a target's code and see the critical point within which it flows. This power is not easily raised against an enemy that he has not extensively studied, and has grown more powerful as Vanguard has learned to control it. - Up to 5 of Vanguard's Passive Attack Slots are converted into stacks of Constant Charge. - Constant Charge can be spent to apply a multiplier to one Attack's Damage per turn (proportionate to an Optional Charge Multiplier, corresponding to the Constant Charge spent) - Constant Charge resets at the end of every turn [- Constant Charge does not substitute Required Charge] [- Interruption removes all stacks of Constant Charge for 1 Turn] -- [Passive]
[Last Stand ⇪ Alpha] Passive Program User deals +30% Damage while below 15% of their Max HP.
[Garnet Star of Power] A shining star forged of garnet, sparkles with an otherworldly power ° +1 Attack Slot when at or below 75% of your Max HP ° +1 More Attack Slot when at or below 25% of your Max HP
Offense Phase 8 AS, 5 CC | 12/12 Chip Uses | 2 DCE
1. [Zealot's Ultimatum] - [1/2 Charges]
2. [Zealot's Conviction] - [1/5 Charges]
3. [Charged Barrel] - [1/3 Charges]
4. [Crippling Strike] - [1/1 Charges]
5. [Immolating Gaze] - [1/5 Charges]
6. [Dirty Strike] @ Forte Vanguard aims a careful blow against his opponent, his attack releasing excess smoke from his verniers to cloud his target's vision. [155 * 2] Fire C-Damage [60%] ::C:: Breaks Shields, Cuts Auras ::C:: Can be optionally charged for 1 turn to gain "Reticle" ::B:: Cannot be Countered, Freeze ::°:: 2-Turn Cooldown
7. [Zealot's Fuel] - [1/5 Charges]
[Burning Reticle] [B-Tier, Aiming/Damage+] His ability to focus intense amounts of energy into a tiny point allows him to place reticles on his opponents that his blasts can funnel into for intensified damage. - Vanguard adds [15 * V] 210 Damage to all hits and "Reticle" to the selected attack. -- [Active, 7/9 Uses]
8. [Testing Blow] @ Forte/RockMan Releasing a bout of fire from his cannon, Vanguard tests the mettle of his foes, the recoil of his blast empowering his future assault. [Base Damage: 140 || Modifiers: +420, x1.3, x6] [4,365 * 2] Fire C-Damage [70%] ::C:: Undodgeable, Breaks Shields ::B:: Non-Hidden Element Chosen upon use. Hits 1 Additional target at full damage. ::°:: 2-Turn Cooldown
Summary Phase
[Vanguard HP=640/4500]
[Status] - - Vanguard takes +40% Damage from Weaknesses. Cannot be cleansed. [Stage] - N/A [Cooldown] - - [Testing Blow] - [0/2]
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Post by Wackoguy on Feb 16, 2021 3:36:36 GMT -8
Glassman's defensive Phase:
Alpha Barrier Beta Passive program User starts the battle with two 200 + (40 * [10] Version) [600] HP Natural Barriers instead.
-Alpha barrier beta's effect is doubled thanks to Glassman's Rose Quartz Star!-
A. Barrier (outer): 600 / 600
A. Barrier (inner): 600 / 600
Darkness Overload = avoided via skill:
Dash of the Phoenix C-tier Activated speed skill Glassman accelerates away from or past an attack. -Dodges 1 attack -7 uses
(1st use; 6 usages left)
Massive Lance (1 of 4) = Natural dodge'd
Massive Lance (2 of 4) = avoided via skill:
Dash of the Phoenix C-tier Activated speed skill Glassman accelerates away from or past an attack. -Dodges 1 attack -7 uses
(used once and a second usage spent to avoid the lock; 5 usages left)
Massive Lance (3 of 4) = avoided via skill:
Dash of the Phoenix C-tier Activated speed skill Glassman accelerates away from or past an attack. -Dodges 1 attack -7 uses
(used once; 4 usages left; locked this turn from additional usages)
Massive Lance (4 of 4) = slams into Alpha barrier (outer) and obliterates it
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Glassman's setup Phase:
HP: 2,200 / 2,200
A. Barrier: 600 / 600
Set <Stage> (Omega) Activated Program User may change all panels on the field for 3 Turns. The Stage of this Program is chosen upon use ( 1/1 )
-changes all panels to Holy Panels-
[::BattleChip:Holy PanelsLv1:v10::]
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Glassman's Offensive Phase:
4 Attack Slots + 1 (starting turn) = 5 Available attack slots
Starlight Bomb @ Massimo S-atk Light A burst of energy from a star-studded orb! -Berserks [-10%, 1-turn CD] -Blinds [-10%, 1-turn CD] -Cannot be countered [-10%, 1-turn CD] 290 damage [80%] -3 turn CD 2 Turn Optional Charge
-Autocharges Omega ShardCannon [1st charge of 2] [Type bonus]
-Autocharges Shard Knuckle [1st charge of 2] [Type bonus]
-Autocharges Power Up - Energy Shower [Type bonus]
Laser Uppercut @ Rockman C-atk Laser element Glassman delivers a powerful uppercut to his chosen target! -Cuts Uncuttable Auras [-10% dmg, 1 turn Cooldown] -Undodgeable [-10%] 340 damage 1-turn CD 2 Turn Optional Charge
Transparent bolt @ Rockman S-atk Normal Glassman fires a nearly invisible bolt of energy from his buster. -Per turn charged, grant 1 Attack following this one +30% Damage. [-10% , Optional 1 turn Charge] -breaks shields [-10%] -undodgeable [-10%] 300 damage [80%] 3 Turn Optional Charge
Transparent bolt @ Rockman S-atk Normal Glassman fires a nearly invisible bolt of energy from his buster. -Per turn charged, grant 1 Attack following this one +30% Damage. [-10% , Optional 1 turn Charge] -breaks shields [-10%] -undodgeable [-10%] 300 damage [80%] 3 Turn Optional Charge
Transparent bolt @ Rockman S-atk Normal Glassman fires a nearly invisible bolt of energy from his buster. -Per turn charged, grant 1 Attack following this one +30% Damage. [-10% , Optional 1 turn Charge] -breaks shields [-10%] -undodgeable [-10%] 300 damage [80%] 3 Turn Optional Charge
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HP: 2,200 / 2,200
A. Barrier: 600 / 600
Status: 'bout to get SLAMMED
stage: Holy (2 turns left)
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Post by Xypher on Feb 26, 2021 22:48:49 GMT -8
Defense Phase
Air Burst: Naturally Shielded
Darkness Overload:
Aura Cloak Avoidance Den Swirls his cloak around him, giving him a temporary break in battle Aura's 1 attack 3 Use [2/3] Uses remaining
Rock Buster 1:
Shield Cloak Den uses his Cloak's properties as a shield. Blocks 1 attack 3 uses [2/3] Uses remaining
Rock Buster 2:
Juke Den dives out of the way on an incoming attack! Dodges 1 Attack 3 Uses [2/3] uses remaining
Massive Lance 1
Juke Den dives out of the way on an incoming attack! Dodges 1 Attack [1/3] uses remaining
Massive lance 2:
Aura Cloak Avoidance Den Swirls his cloak around him, giving him a temporary break in battle Aura's 1 attack 3 Use [1/3] Uses remaining
Total damage taken: 0
Den HP: 500/500
Support Phase
Rapid Burst Attack Slot Boost Denaro Loads extra bullets into his handguns to attack his opponent! +1 Attack Slot for 2 Turns 2 uses [1/2]
Attack Phase
Den has 3 AS! (2 base + 1 from Skill) Den has 1 auto Charge! (type)
Auto-Charges Master Marksman Charges Rapid Fire Charges Healing Bullet Charges Quick Charge Shot 1
Quick Charge Shot (2) @ Forte S Attack – Plasma Denaro fires a quick bullet out of one of his pistols, aiming for the opponent’s head! 145 Damage (80%), Breaks shields, Cuts Auras Multiple instances of this attack may be manually charged at once Optional 1 turn Charge.
Total damage: 145 [if hits, deals +25% damage due to Seeking lv 1] Den HP: 500/500 MM 1/2 Charge HB: 1/1 Charge RF 1/1 Charge QCS: (1/1) Charge PS: (4)
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