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Post by Gaia on Nov 14, 2023 17:44:19 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
As had always been, his fires were simply forced to burn brighter, despite all odds, despite all hopes. As his power surged, the mighty pyre that burned as bright as his brightest flames emerged once again, a never-ending cascade of flames rolling off of him to abate the assault from the swinging scales. Once all was said and done, Vanguard was still standing, the heat of his flames strong enough to stave off the assault.
Against the ebb and flow of the choices he had made, Vanguard could see only one recourse - push onward. Using his impeccable sight, he once again charged his adversary, raising his sword to cleave through the delicate chains on the scale's body. He cleaved with weaker strikes that only served to pepper its body with reticles, and then, all at once, pulled back his blade as a familiar shimmer of flames coalesced alongside a rainbow of power. The beautiful blade ignited into a maelstrom of force as he swung, the one sword multiplying alongside the red energy of war into four swinging blades, each one unleashing of typhoon of reticles into the air surrounding him that he would use, later. Then, the energy from before rippled outward, without ceasing, the release of the fires not dimming the flames but rather burning hot enough to will his flames to burn just as bright.
Using that power, he unleashed everything he had left, and unleashed blast after blast from within his core.
Defense Phase
[Vanguard HP=1,801/3000]
[Vanguard has 0 Armor]
[Vanguard accepts the Attack Lock]
[Trained Eye] [A-Tier, Avoidance Augment] The incredible power of his eyes allows him to not only detect the flow of enemies' code to assail them, but to analyze and maneuver away from their assaults. - After using an instance-based avoidance skill, that skill avoids +1 attack for the remainder of battle. This stacks up to 5 times, and stacks last indefinitely. - If a new instance-based avoidance skill is used, any remaining avoidances are converted into avoidances of that type. -- [Passive]
[Scale Swing] - [Discharge | 4/13] [Uncanny Reflexes | 3/5] Vanguard avoids 30 attacks. [Four Elements] - [Everburning Pyre | 1/5] [Discorporate | 4/13] [Uncanny Reflexes | 2/5] Each pyre blocks 8 instances of the attack. [Element Weights] - Pyre takes for 60,000.
[Discorporate] [C-Tier, Dodge] Vanguard breaks down into the energy that makes up his body, reducing himself to little more than a walking pyre that allows him to move around freely. - Dodges 1 Attack. -- [Active, 4/13]
[Discharge] [C-Tier, Barrier] Vanguard releases a burst of darklight energy from his verniers, creating a barrier between him and attacks. - Absorbs 1 Attack. -- [Active, 4/13]
[Uncanny Reflexes] [S-Tier, Full Synchro] His increased visual prowess is equally matched by incredible reflexes trained to respond to his environment. The danger that he observes can be easily avoided. - Doubles the number of avoidances of 1 avoidance skill for 1 use. -- [Active, 2/5 Uses]
[Everburning Pyre] [S-Tier, Barrier] An all-consuming blaze erupts from the zealot's very being, the fires of his conviction fueling his every opportunity. - Creates a Barrier with HP equal to the highest total damage of a regular attack Vanguard has used in battle, thus far. This barrier cannot be further augmented. -- [Active, 1/5 Uses]
[Vanguard HP=1,801/3000] [Pyre HP=237,770/361,770]
Support Phase
{ Mobius - Vanguard charges all chargeable attacks. ::(+):: Infinite Power, Finite Output. ° Preemptive Charges may be applied as desired ° All chargeable attacks are automatically charged once per turn ° One full-turn charged attack of choice is auto-charged once every Even Turn ° Charges are allowed to be held indefinitely when fully charged ° Triggered Auto Strikes have no interaction with this Giga Program } Zealot's Fuel [2/5 Charges] Zealot's Ultimatum [2/5 Charges] Charged Barrel [2/5 Charges] Darklight Sword [2/5 Charges] Auto-Reticle [2/5 Charges] Afterburn [1/1 Charges] Zealot's Judgment [1/1 Charges] Zealot's Prominence - [1/1 Charges] Zealot's Conviction [2/5 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [1/1 Charges] [x8] Zealot's Blade - [2/2 Charges] Power Revolver - [1/1 Charges] [x34] Dark Meteors - [2/2 Charges] Boomerang - [1/1 Charges] x2 Rainy Day - [1/1 Charges] Tornado - [1/1 Charges] Volcano - [1/1 Charges] x2 Element Poison - [1/1 Charges] Seal Cannon - [1/1 Charges] Super Vulcan - [2/4 Charges] Overfueled Reticle - [1/1 FTC Charges]
[0/12 | 2/6 | 1/3] [::BattleChip:Folder BackLv1:v21::]
[12/12 | 6/6 | 1/3]
[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. - 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]
[Battle Tempo] [B-Tier, AS+/Aimer] To scan the field of battle and make decisions as they are required, Vanguard feels the flow of battle in the air and pushes himself farther. - Vanguard adds "Cannot be Countered" to 1 attack and gains +1 attack slot this turn. May forego one of the effects to apply the other an additional time. -- [Active, 3/11 Uses]
[Surge Burst] Activated Hidden Program On the turn activated, User gains +2 Attack Slots, +100 Damage on all attacks, and +1 Use to One Activated Skill of choice. The User also recovers 600 HP, and deals 200 Unavoidable Damage to every target on the field. ⦗Uses per battle: 0⦘
[+3 Attack Slots, +150 Damage, +1 Skills to Battle Tempo, +900 HP, 300 Unavoidable Damage]
Mantle of The Ultimate Fighter A special award for those able to defeat The Ultimate Fighter. ° Once per battle, user may Unavoidably inflict Interrupt on all opponents ° Enemies can only be influenced by this effect once per battle ° This Crest has 2 Upgrade Slots (the same upgrade can be equipped multiple times) ::o:: ⇪ Ultimate Power: +2 Normal Element Level
[Unavoidably Interrupt]
[Vanguard benefits from Lava Panels]
Offense Phase 2 AS -> 18 AS || 2 DCE
[::Shortcut:Element:Seeking::] Lv7 ::o:: One attack per turn deals 2.5x Base Damage. ::o:: User's Aiming Skills apply to 1 Additional (consecutive) Attack. ::o:: Precision has -4 CD. ::o:: ⇪ Alpha: User's Power-Up Attacks and Power-Up Variants modify the next damaging attack used (rather than just the next attack) ::o:: ⇪ Gamma Every 5th augmented attack used in a turn deals 50% additional damage.
[::Shortcut:Element:Blade::] Lv6 ::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
1. [Darklight Sword] x3 A mighty sword created from darklight energy that cleaves through multiple enemies. [240 -> 470] Fire C-Damage [50%] ::C:: Cuts Auras, Breaks Shields ::C:: Can be optionally charged for up to 5 turns. ::o:: First use has Cannot be Naturally Avoided.
4. [Zealot's Fuel] [1/5 Charges] Stoking his inner flames for increased heat and pressure, Vanguard funnels his life essence through his core an additional time to strike with more force. [+100%] Fire S-Damage [100%] ::A:: Adds 100% of Vanguard's Base Damage to the next attack used. ::o:: Can be optionally charged for up to four turns. Each turn of charge increases the Base Damage multiplier by 50% upon use. Attack gains 1-CD per turn of charge. ::°:: 1-Turn Required Charge, 1-CD
[Noise: 100%]
[11/12 | 4/6 | 1/3]
[::BattleChip:Dark PlusLv1:v21::]
[Imbue Custom Sword] [DCE - Imbue Dark Circle] [Fuel] [CC] [Seeking] [Alpha] 5. [Zealot's Ultimatum] [2/5 Charges] A weapon raised against the greatest of oppositions, his trusty arm cannon fires blasts more channeled by his inner fuel than any others. [25 -> 10,585 -> 0 * 17] Fire C-Damage [60%] ::A:: Can reduce Attack Damage to 0 to increase up to two attacks following this one by 100% of this Attack's final (total) damage. ::o:: Affected attacks cannot have their damage further augmented. ::C:: Can be optionally charged for up to three turns. ::°:: 2-Turn Required Charge
[9/12 | 2/6 | 1/3]
[::BattleChip:NeoVariable SwordLv1:v21::]
[::BattleChip:NeoVariable SwordLv2:v21::]
6. [Zealot's Conviction] [2/5 Charges] [Grip] x4 A blazing decision, that all in his way must fall. [240 -> 270,340] Fire C-Damage [60%] ::S::+ After use, applies one temporary effect affecting this attack to an attack next turn. ::C:: Can be optionally charged for up to four turns, applying this effect for an additional turn per charge. This attack gains 1-CD per additional turn charged. ::°:: -1 Total Attacks/Use, 1-Turn Required Charge. ::°:: 2 Uses/Battle
[4 instances of +179,945 Damage stored for 3 Turns]
[8/12 | 1/6 | 1/3] [Whirlpool Imbue] 7. [Overfuelled Reticle] Overwhelming and overflowing energy applied all at once that offsets the flow of battle in his favor, Vanguard releases a surge of power that floods into all over attacks. [400 -> 180,345] Fire/Dark S-Damage [100%] ::★:: Temporary augments to this attack affect the rest of Vanguard's attacks used this turn. ::o:: Cuts Undershirt ::o:: Affected attacks cannot be further augmented. ::o:: If this attack's charge is interrupted or dropped, it still loses 1 Use ::o:: Single-Attack Damage Augments are only half as effective on this attack ::o:: -1 Total Attack/Use, 1-Full Turn Charges ::o:: 0 Use/Battle
8. [Zealot's Overflow] x8 Incredible stores of energy within his system allow Vanguard to unleash that stored power all at once, an overwhelming outflow of power from his stored efforts. [360 -> 180,345] Fire S-Damage [90%] ::S:: Spends all attack uses back-to-back, counted as a restrike per use expended. ::o:: This Attack cannot have or gain: Aiming/Killing/Triggering/Piercing Effects ::o:: -1 Total Attacks/use, 1-Turn Required Charge ::o:: 8 Uses/Battle
17. [Charged Barrel] x9 A burst of heat exuded from his barrel blazes forward, his core emptying energy built up overtime. [240 -> 180,345] Fire S-Damage [50%] ::C:: Cuts Auras, Breaks Shields, Cuts Undershirt ::C:: Can be optionally charged for up to five turns. ::o:: Gains +1 Hit at full damage per turn of charge applied. Replaces the optional charge multiplier.
18. [Black Wing | 1/1 GIGA Charges]
Summary Phase
[Vanguard HP=2,101/3000]
[Status] - -- N/A [Stage] - -- N/A [Cooldown] - -- [Zealot's Fuel | 0/2]
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Post by Zane on Nov 14, 2023 18:10:25 GMT -8
Pressing forward, Vanguard's attack engulfed the scales outright. But much like himself, at the end of it the scales were still standing. With everything left having been spent, his foe was still able to chart the course of the decisions to prevail in the face of that daunting force. Now he would have to try again in order to best this foe before him.
Defense:
Fourth Weight Effects: Must be charged for one turn before use. When used, can trade any of his two active elements with his two inactive elements. These element choices are locked between Fire, Aqua, Elec, and Wood. Currently active elements: Wood + Elec.
Pendulum Shifter Effects: Can shift the effects on opponent attacks and respond to them accordingly. Passively, natural Avoids fully avoid attacks. x28 uses.
x9 used. Cuts Undershirt moved to Darklight Sword x3, Zealot's Fuel, Zealot's Ultimatum, Zealot's Conviction x4. Natural Avoids the Zealot's Convictions.
Undershirt activated.
Set:
+250 Regen. Restored by Weight of Life via Wood Alpha.
The Weight of Choice Effects: Must be charged for one turn before use. When used, the opponent must choose between one of two options. Neither can be cleansed for one turn. Option One: Lock defensive skills used/active this turn. If so, attacks used this turn are not locked. Option Two: Lock attacks used this turn. If so, no defensive skills used this turn are locked. ×2 Uses
Used once.
Offense:
Auto - Element Weight x 6 S-Range Fire/Aqua Element Base Damage: 6,000 Effects: Unomnidodgable, Breaks Unbreakable Shields, Autos for one turn after use. Multiple autos can exist at a time. Cuts Darksoul. 1 Turn Charge
Charging - Scale Swing: 1/1 Charging - Hyper Attack - Haunting Decisions: 1/1 Charging - Hyper Attack - Four Elements: 1/3 Charging - Fourth Weight Charging - The Weight of Choice Charging - Natural Avoid x 5
[Scales HP=5,000/5,000]
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Post by Gaia on Nov 23, 2023 20:39:28 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
Defense Phase
[Vanguard HP=2,101/3000]
[Vanguard has 0 Armor]
[Vanguard accepts the Attack Lock]
[Element Weights] - Pyre takes for 36,000.
[Vanguard HP=1,801/3000] [Pyre HP=201,770/361,770]
Support Phase
{ Mobius - Vanguard charges all chargeable attacks. ::(+):: Infinite Power, Finite Output. ° Preemptive Charges may be applied as desired ° All chargeable attacks are automatically charged once per turn ° One full-turn charged attack of choice is auto-charged once every Even Turn ° Charges are allowed to be held indefinitely when fully charged ° Triggered Auto Strikes have no interaction with this Giga Program } Zealot's Fuel [0/5 Charges] Zealot's Ultimatum [0/5 Charges] Charged Barrel [0/5 Charges] Darklight Sword [0/5 Charges] Auto-Reticle [3/5 Charges] Afterburn [1/1 Charges] Zealot's Judgment [1/1 Charges] Zealot's Prominence - [1/1 Charges] Zealot's Conviction [0/5 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [0/1 Charges] [x0] Zealot's Blade - [2/2 Charges] Power Revolver - [1/1 Charges] [x37] Dark Meteors - [2/2 Charges] Boomerang - [1/1 Charges] x2 Rainy Day - [1/1 Charges] Tornado - [1/1 Charges] Volcano - [1/1 Charges] x2 Element Poison - [1/1 Charges] Seal Cannon - [1/1 Charges] Super Vulcan - [3/4 Charges] Punishing Zeal - [1/1 FTC Charges] Black Wing - [1/1 GIGA Charges]
[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. - 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]
[Battle Tempo] [B-Tier, AS+/Aimer] To scan the field of battle and make decisions as they are required, Vanguard feels the flow of battle in the air and pushes himself farther. - Vanguard adds "Cannot be Countered" to 1 attack and gains +1 attack slot this turn. May forego one of the effects to apply the other an additional time. -- [Active, 1/11 Uses]
[Vanguard gains +5 uses to Power Gambit]
[8/12 | 1/6 | 1/3] [::BattleChip:PanicLv1:v21::]
Offense Phase 2 AS -> 9 AS || 2 DCE
[::Shortcut:Element:Seeking::] Lv7 ::o:: One attack per turn deals 2.5x Base Damage. ::o:: User's Aiming Skills apply to 1 Additional (consecutive) Attack. ::o:: Precision has -4 CD. ::o:: ⇪ Alpha: User's Power-Up Attacks and Power-Up Variants modify the next damaging attack used (rather than just the next attack) ::o:: ⇪ Gamma Every 5th augmented attack used in a turn deals 50% additional damage.
[::Shortcut:Element:Blade::] Lv6 ::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
1. [Power Gambit] [Grip, CC, Conviction, Seeking] The fuel core inside of Vanguard builds up Darklight power and expels it into his systems. [600 -> 2,437,357] Fire S-Damage [60%] ::C:: Can be optionally charged for 1 turn. ::S:: If Hits: +1 Skill Use, +1 Attack Use ::S:: If Interrupted: +2 Skill Uses, +2 Attack Uses instead. ::o:: -4 Total Attacks/Use ::o:: 6 Use/Battle
[Power Gambit] [Grip, CC, Conviction, Seeking] The fuel core inside of Vanguard builds up Darklight power and expels it into his systems. [600 -> 2,437,357] Fire S-Damage [60%] ::C:: Can be optionally charged for 1 turn. ::S:: If Hits: +1 Skill Use, +1 Attack Use ::S:: If Interrupted: +2 Skill Uses, +2 Attack Uses instead. ::o:: -4 Total Attacks/Use ::o:: 6 Use/Battle
2. [Power Gambit] [Conviction] The fuel core inside of Vanguard builds up Darklight power and expels it into his systems. [250 -> 180,195] Fire S-Damage [60%] ::C:: Can be optionally charged for 1 turn. ::S:: If Hits: +1 Skill Use, +1 Attack Use ::S:: If Interrupted: +2 Skill Uses, +2 Attack Uses instead. ::o:: -4 Total Attacks/Use ::o:: 5 Use/Battle
3. [Power Gambit] [Conviction] The fuel core inside of Vanguard builds up Darklight power and expels it into his systems. [250 -> 180,195] Fire S-Damage [60%] ::C:: Can be optionally charged for 1 turn. ::S:: If Hits: +1 Skill Use, +1 Attack Use ::S:: If Interrupted: +2 Skill Uses, +2 Attack Uses instead. ::o:: -4 Total Attacks/Use ::o:: 4 Use/Battle
4. [Power Gambit] [Conviction] The fuel core inside of Vanguard builds up Darklight power and expels it into his systems. [250 -> 180,195] Fire S-Damage [60%] ::C:: Can be optionally charged for 1 turn. ::S:: If Hits: +1 Skill Use, +1 Attack Use ::S:: If Interrupted: +2 Skill Uses, +2 Attack Uses instead. ::o:: -4 Total Attacks/Use ::o:: 3 Use/Battle
5. [Power Gambit] x3 The fuel core inside of Vanguard builds up Darklight power and expels it into his systems. [250] Fire S-Damage [60%] ::C:: Can be optionally charged for 1 turn. ::S:: If Hits: +1 Skill Use, +1 Attack Use ::S:: If Interrupted: +2 Skill Uses, +2 Attack Uses instead. ::o:: -4 Total Attacks/Use ::o:: 0 Use/Battle
9. [Recoursing Prominence] - [1/1 Charges]
Summary Phase
[Vanguard HP=2,101/3000]
[Status] - -- N/A [Stage] - -- [Cooldown] - --
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Post by Zane on Nov 26, 2023 8:01:42 GMT -8
Defense:
Fourth Weight Effects: Must be charged for one turn before use. When used, can trade any of his two active elements with his two inactive elements. These element choices are locked between Fire, Aqua, Elec, and Wood. Currently active elements: Fire + Aqua.
Natural Avoids 6/8 Power Gambits. 350 Damage Taken.
Set:
The Weight of Choice Effects: Must be charged for one turn before use. When used, the opponent must choose between one of two options. Neither can be cleansed for one turn. Option One: Lock defensive skills used/active this turn. If so, attacks used this turn are not locked. Option Two: Lock attacks used this turn. If so, no defensive skills used this turn are locked. ×1 Uses
Used once.
Offense:
Scale Swing C-Range Normal Element Effects: Delayed attack. Next turn, autos for however many uses Weight of Life has remaining. Damage is reduced to 0 if Lock One is chosen from Weight of Choice. Damage is tripled if Lock Two is chosen from Weight of Choice. 1 Turn Charge 1x Use/Battle
Hyper Attack - Haunting Decisions Effects: When used, gain all the positive effects that an opponent would gain next turn. 1 Turn Charge 5 Turn Cooldown
Charging - Element Weight x 5: 1/1 Charging - Hyper Attack - Four Elements: 2/3 Charging - Fourth Weight Charging - Natural Avoid x 5
[Scales HP=4,650/5,000]
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Post by Gaia on Nov 26, 2023 21:55:50 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
Defense Phase
[Vanguard HP=2,101/3000]
[Vanguard has 0 Armor]
[Vanguard accepts the Defense Lock. Panic reflects it.]
[Vanguard HP=2,101/3000] [Pyre HP=201,770/361,770]
Support Phase
[Vanguard gains +2 skill uses to Discorporate and +3 Attack Uses to Power Gambit]
{ Mobius - Vanguard charges all chargeable attacks. ::(+):: Infinite Power, Finite Output. ° Preemptive Charges may be applied as desired ° All chargeable attacks are automatically charged once per turn ° One full-turn charged attack of choice is auto-charged once every Even Turn ° Charges are allowed to be held indefinitely when fully charged ° Triggered Auto Strikes have no interaction with this Giga Program } Zealot's Fuel [1/5 Charges] Zealot's Ultimatum [1/5 Charges] Charged Barrel [2/5 Charges] Darklight Sword [2/5 Charges] Auto-Reticle [4/5 Charges] Afterburn [1/1 Charges] Zealot's Judgment [1/1 Charges] Zealot's Prominence - [1/1 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [0/1 Charges] [x0] Zealot's Blade - [2/2 Charges] Power Revolver - [1/1 Charges] [x37] Dark Meteors - [2/2 Charges] Boomerang - [1/1 Charges] x2 Rainy Day - [1/1 Charges] Tornado - [1/1 Charges] Volcano - [1/1 Charges] x2 Element Poison - [1/1 Charges] Seal Cannon - [1/1 Charges] Super Vulcan - [3/4 Charges] Punishing Zeal - [1/1 FTC Charges] Black Wing - [1/1 GIGA Charges]
[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. - 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]
[Battle Tempo] [B-Tier, AS+/Aimer] To scan the field of battle and make decisions as they are required, Vanguard feels the flow of battle in the air and pushes himself farther. - Vanguard adds "Cannot be Countered" to 1 attack and gains +1 attack slot this turn. May forego one of the effects to apply the other an additional time. -- [Active, 1/11 Uses]
[Folder Unison] - [Advanced Form] The culminated power of his focus on his chips, Vanguard channels his arsenal directly through his being, merging body and soul with a chip. ° Sacrifice any Standard-Tier Attack Chip to merge with it, entering this form ° During Unison, user gains the Lv5 Effects of the Chip's first natural Element ° User's charged attacks may become that Chip at will, gaining its Name, Elements, Non-★ Effects, and User's Standard/Dark Chip Damage ° Lasts for 3 Turns
[Unisons with Dark Sword - +5 Uses to Power Gambit]
Offense Phase 2 AS -> 8 AS || 2 DCE
[::Shortcut:Element:Seeking::] Lv7 ::o:: One attack per turn deals 2.5x Base Damage. ::o:: User's Aiming Skills apply to 1 Additional (consecutive) Attack. ::o:: Precision has -4 CD. ::o:: ⇪ Alpha: User's Power-Up Attacks and Power-Up Variants modify the next damaging attack used (rather than just the next attack) ::o:: ⇪ Gamma Every 5th augmented attack used in a turn deals 50% additional damage.
[::Shortcut:Element:Blade::] Lv6 ::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +2 Hits
[DCE - Imbue DarkDrill] [CC, Conviction, Seeking, War's Grip] 1. [Recoursing Prominence] The flames to contest all odds, to stand strong despite all chances; the flames to declare victory from defeat. [700 -> 1,625,805] Fire S-Damage [70%] ::C:: Undodgeable, Cuts Auras ::S::::S:: Auto-Strikes once per attack that an opponent avoided while it was charging at half damage. ::S:: Disrupts multi-instanced avoidances. ::o:: Cannot be Mitigated, Cannot be Naturally Avoided ::o:: If interrupted or dropped, this attack still loses 1 total use. ::o:: 1-Turn Requird Charge, -2 Total Attacks/use ::o:: 2 Use/Battle
[Recoursing Prominence] The flames to contest all odds, to stand strong despite all chances; the flames to declare victory from defeat. [700 -> 1,625,805] Fire S-Damage [70%] ::C:: Undodgeable, Cuts Auras ::S::::S:: Auto-Strikes once per attack that an opponent avoided while it was charging at half damage. ::S:: Disrupts multi-instanced avoidances. ::o:: Cannot be Mitigated, Cannot be Naturally Avoided ::o:: If interrupted or dropped, this attack still loses 1 total use. ::o:: 1-Turn Requird Charge, -2 Total Attacks/use ::o:: 2 Use/Battle
[Recoursing Prominence] x6 The flames to contest all odds, to stand strong despite all chances; the flames to declare victory from defeat. [812,902] Fire S-Damage [70%] ::C:: Undodgeable, Cuts Auras ::S::::S:: Auto-Strikes once per attack that an opponent avoided while it was charging at half damage. ::S:: Disrupts multi-instanced avoidances. ::o:: Cannot be Mitigated, Cannot be Naturally Avoided ::o:: If interrupted or dropped, this attack still loses 1 total use. ::o:: 1-Turn Requird Charge, -2 Total Attacks/use ::o:: 2 Use/Battle
Summary Phase
[Vanguard HP=2,101/3000]
[Status] - -- N/A [Stage] - -- [Cooldown] - --
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Post by Zane on Nov 27, 2023 4:53:14 GMT -8
Defense:
Defeated by Recoursing Prominence.
Set:
[Grave Flame] Dark flames that burn without ceasing, burning away even the ash they create. - When using Slow, can swap the effect it inflicts with Ground, Burn, or Darken. -- [Passive]
Slow activated as Ground. Cannot be cleansed on turn of infliction.
Sets Poison Panels.
[Dark Dive] [A-Tier, Attack Slot+] Infernal fires ignite to hasten the destruction of his foes. - +1 Attack Slot for 2 Turns. +1 additional attack slot if an opponent has 50% or less of their maximum health remaining, or is afflicted by a status effect. -- [Active, 10/10 Uses]
+20 Attack slots for 2 turns.
Offense:
[Sickle Wing] x 27 Using his wings like malevolent claws, Jack Corvus strikes at his foes without remorse. 505 C-Range, Wind/Poison Element, Undodgable, Breaks Shields If Hits: 115 Damage per turn for 2 turns + Minor Reduction: -50 Armor and Damage for 1 turn.
Auto-Charge - Grave Claw: 1/1 Auto-Charge - Contempuous Blaze: 1/1 Auto-Charge - Grave Cleaver: 1/1 Auto-Charge - Aero-Dive: 1/1
[Corvus HP=3,500/5,000]
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Post by Gaia on Nov 28, 2023 19:49:44 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
The newcomer wasn't someone Vanguard recognized, but they were fast, and immediately a threat. Their dark flames released a pungent smog into the air that made it begin to choke out Vanguard's senses, even the protective veil provided by the Hub Batch chip not strong enough as the dark winds pushed him into the ground. Struggling to keep his footing, Vanguard released an unceasing blaze of energy around him that would try to keep him steady as the unending slashes from the monster's wings came at him.
Once it was all said, Vanguard remained, and he gripped tight the chip that he had been preparing. The power of his eye surged as he willed his power to his needs, knowing he only had the time to do this but once. That incredible power, the ability to see farther and more, was urged onward, as he placed reticles in the air, predicting the movement of his adversary and preparing for it in advance. With one final preparation, he unleashed a sudden maelstrom of frost into the air that solidified his goals, freezing the choking smog. While he was bit by the cold, his assault would adopt the chill, enabling him to do what he needed.
All at once, he unleashed the power of that chip, as a gale of black winds carried on it an unceasing swarm of bats, trying to tear the crow-like wave being apart in its entirety.
Defense Phase
[Vanguard HP=2,101/3000]
[Vanguard has 0 Armor]
[Trained Eye] [A-Tier, Avoidance Augment] The incredible power of his eyes allows him to not only detect the flow of enemies' code to assail them, but to analyze and maneuver away from their assaults. - After using an instance-based avoidance skill, that skill avoids +1 attack for the remainder of battle. This stacks up to 5 times, and stacks last indefinitely. - If a new instance-based avoidance skill is used, any remaining avoidances are converted into avoidances of that type. -- [Passive]
[Sickle Wing] - [Discorporate | 5/13] [Death's Shadow] - Vanguard avoids 1 instance with 5 overflow. [Sickle Wing] - [Discharge | 1/13] [Uncanny Reflexes | 1/5] - Vanguard avoids 29 instances.
[Discharge] [C-Tier, Barrier] Vanguard releases a burst of darklight energy from his verniers, creating a barrier between him and attacks. - Absorbs 1 Attack. -- [Active, 4/13]
[Uncanny Reflexes] [S-Tier, Full Synchro] His increased visual prowess is equally matched by incredible reflexes trained to respond to his environment. The danger that he observes can be easily avoided. - Doubles the number of avoidances of 1 avoidance skill for 1 use. -- [Active, 1/5 Uses]
[Vanguard HP=2,101/3000]
Support Phase
[Vanguard gains +1 use to Power Gambit]
{ Mobius - Vanguard charges all chargeable attacks. ::(+):: Infinite Power, Finite Output. ° Preemptive Charges may be applied as desired ° All chargeable attacks are automatically charged once per turn ° One full-turn charged attack of choice is auto-charged once every Even Turn ° Charges are allowed to be held indefinitely when fully charged ° Triggered Auto Strikes have no interaction with this Giga Program } Zealot's Fuel [0/5 Charges] Zealot's Ultimatum [0/5 Charges] Charged Barrel [0/5 Charges] Darklight Sword [0/5 Charges] Auto-Reticle [5/5 Charges] Afterburn [1/1 Charges] Zealot's Judgment [1/1 Charges] Zealot's Prominence - [1/1 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [0/1 Charges] [x0] Zealot's Blade - [0/2 Charges] Power Revolver - [1/1 Charges] [x37] Boomerang - [1/1 Charges] x2 Rainy Day - [1/1 Charges] Tornado - [1/1 Charges] Volcano - [1/1 Charges] x2 Element Poison - [1/1 Charges] Seal Cannon - [1/1 Charges] Super Vulcan - [4/4 Charges] Punishing Zeal - [1/1 FTC Charges] Black Wing - [1/1 GIGA Charges]
[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. - 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]
[Folder Unison] - [Advanced Form] The culminated power of his focus on his chips, Vanguard channels his arsenal directly through his being, merging body and soul with a chip. ° Sacrifice any Standard-Tier Attack Chip to merge with it, entering this form ° During Unison, user gains the Lv5 Effects of the Chip's first natural Element ° User's charged attacks may become that Chip at will, gaining its Name, Elements, Non-★ Effects, and User's Standard/Dark Chip Damage ° Lasts for 3 Turns
[::BattleChip:Bug FixLv1:v21::]
[7/12 | 1/6 | 1/3]
[Cleanses Attack Locks]
[Surge - Vanguard applies +1 Charge to Zealot's Judgment]
Santa Hat A warm holiday hat that keeps the spirit of Christmas alive all year round. ° Once per battle the user may add "Ice Element" to all attacks for one turn ° User's Ice Element Attacks gain +20 Damage per Battle Chip they've used/sacrificed up to that point in battle ° This Crest has 2 Upgrade Slots (the same upgrade can be equipped multiple times) ::o:: ⇪ Frozen Heart: User is immune to Freeze, strong to Ice, and deals +10% Ice Damage from all sources ::o:: ⇪ Snow Day: At any time, User may sacrifice any Mega Chip to augment the current Stage for 1 Turn, changing its element to Ice, all conditional positive effects to Ice, and all conditional negative effects to Non-Ice
[6/12 | 0/6 | 1/3]
[Vanguard sacrifices Justice One to augment Poison Panels to have all effects changed to Ice and Non-Ice for all applications. Vanguard adds Ice Element to all attacks for one turn.]
Offense Phase 2 AS || 2 DCE
[::Shortcut:Element:Seeking::] Lv7 ::o:: One attack per turn deals 2.5x Base Damage. ::o:: User's Aiming Skills apply to 1 Additional (consecutive) Attack. ::o:: Precision has -4 CD. ::o:: ⇪ Alpha: User's Power-Up Attacks and Power-Up Variants modify the next damaging attack used (rather than just the next attack) ::o:: ⇪ Gamma Every 5th augmented attack used in a turn deals 50% additional damage.
[::Shortcut:Element:Blade::] Lv6 ::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +2 Hits
1. [Zealot's Judgment] A reticle that rends deep into flesh and being, allowing his strikes to burn through their final hopes. [0] Fire/Ice S-Damage [100%] ::S:: Upon use, adds "Cuts Darksoul" to his next attack. ::S:: Upon use, adds "Cuts Undershirt" to his next attack. ::°:: 1-Turn Required Charge, -2 Total Attack/Use. ::°:: 2 Use/Battle
[Unstoppable, Piercing]
2. [::BattleChip:Black WingLv1:v21:^2.5:x6 CC:+35,980 Conviction:+50 Sword:x1.1 Hat:&Ice:"Cuts Uncuttable Auras, Breaks Unbreakable Shields, Cannot be Naturally Avoided, Cuts Undershirt, Cuts Darksoul":+30 Hat:x1.5 Wars Grip::]
[Restrike]
[::BattleChip:Black WingLv1:v21:^2.5:x6 CC:+35,980 Conviction:+50 Sword:x1.1 Hat:&Ice:"Cuts Uncuttable Auras, Breaks Unbreakable Shields, Cannot be Naturally Avoided, Cuts Undershirt, Cuts Darksoul":+30 Hat:x1.5 Wars Grip::]
Summary Phase
[Vanguard HP=1,890/2700]
[Status] - -- N/A [Stage] - -- [Cooldown] - --
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Post by Zane on Nov 29, 2023 4:36:20 GMT -8
Rewards: +300 Exp +3,000z +Fire Tank +Element Weight +Spiteful Blaze
Fire Tank ° When used, gain an HP Buffer equal to HP x 10. Reduces by 10% per turn. ° This Chip Requires a 1 Turn Non-Preemptive Charge
Element Weight # Fire/Aqua/Wood/Elec S-Damage ° Must be manually charged. Can be charged with multiple attack slots. For each manually charged, can use this attack. ° Unomnidodgable, Breaks Unbreakable Shields, Autos for one turn after use. Multiple autos can exist at a time. Cuts Darksoul. ° This Chip Requires a 1 Turn Non-Preemptive Charge
Spiteful Blaze ° Repeats the last used standard attack at full damage and effects.
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