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Post by Deleted on Mar 16, 2011 9:21:58 GMT -8
[warrior, why would you limit all of us so much by locking out speed moves?? D=]
Rewards thus far: Phen: 400/3500 Candle: 200/0 Ruin: 330/3500 (+10% exp)
Phenoix:
+1 use to all skills
Candle: 100 Regen
HP: 1800/1200 Shining Soul: 500 HP Candle: 201/500 Candle 1: 160/160
Skills:
Crystal: 1 use remains
Shining Soul: 1 use remains
Candle Symbiosis: 1 use remains
Cleanse: 2 uses remains
Offensive Phase:
Candle:
Fire Breath S-attack Fire element *Candevil shoots a stream of pure energy from its mouth!* 100 damage. Burn
Phenoix:
Sacred Flames S-Attack Fire Flames billow up from around Phenoix, burning with all the heat of a star. 141 DMG, Undodgeable, Cuts Auras, Burns, Auto Attack
Cremation S-Attack Fire Phenoix raises his hand and clenches his fist, causing a burst of flame to engulf the enemy seemingly out of nowhere. 344 DMG, Breaks Shields, Cuts auras, Gains 50 Damage when used after Flame's Sanction
Flame's Sanction S-Attack Fire Phenoix raises his fist to the air and opens it, creating a flame in the palm of his hand. Without warning, the flame disappears, and then engulfs the enemy. 394 DMG, Undodgeable, Cuts Auras, Gains 50 Damage when used after Cremation
Cremation S-Attack Fire Phenoix raises his hand and clenches his fist, causing a burst of flame to engulf the enemy seemingly out of nowhere. 394 DMG, Breaks Shields, Cuts auras, Gains 50 Damage when used after Flame's Sanction
Flame's Sanction S-Attack Fire Phenoix raises his fist to the air and opens it, creating a flame in the palm of his hand. Without warning, the flame disappears, and then engulfs the enemy. 394 DMG, Undodgeable, Cuts Auras, Gains 50 Damage when used after Cremation
Holding Charge
HP: 1800/1200 MAX Shining Soul: 500 HP Candle: 201/500 Candle 1: 160/160
CD:
Baptism of Fire - 1
RUIN:
Revivied at half HP
HP: 450/900 +1 use to all skills
Offensive Phase:
Round Trip S-Attack Break Ruin throws his axe at his opponent, though inaccurate, it builds Ruin's strength regardless. 42 Damage, Cuts Auras, All attacks this turn gain 30 damage, Auto Attack. CD: 1
Liftoff C-Attack Break Ruin swings his axe in a massive uppercut, launching the enemy into the air while he follows him. 175 Damage, Breaks Shields, attacks with "Air" in their name following this attack gain 30 damage 1-use per turn
Air Wheel C-Attack Break Ruin spins his axe in the air, launching the opponent ever higher 205 Damage, Undodgable, Cuts Auras, Can only be used after Liftoff has been used this turn. Attacks with "Air" in their name following this gain 20 damage for the turn. 1-use per turn
Air Spin C-Attack Ruin spins with his axe oustreched, using momentum to deal an incredible strike to the opponent. 225 Damage, Breaks Shields, Undodgable.
Breakdown C-Attack Break Ruin slams down his axe, plummeting from the air and crashing to the ground. 245 Damage, Undodgable, gains 25 damage per attack with "Air" in its name used before it in the turn. Resrictions: Can only be used when at least one attack with "Air" in its name is used directly before it and when Liftoff was also used this turn. 1-use per turn
HP: 450/900
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Post by datanine on Mar 16, 2011 10:01:44 GMT -8
~Bonuses~ Experience: 300 XX Zenny: 1,500 Zenny[/center][/size]
“Because if you thought I’d bleed then you were wrong; Because I will not stop holding on!” [/font] _______________________________[/center] With one door close, another had opened. It seemed like a usual for Megami…
With her quickly recovering from her defensive pose, she had prepared herself to engage the enemy. The usual combination, her dancing and whirling of her body combined with her powerful control over Aura had been an obvious move. With her hands stretched out with arms reach, she swung her arms about letting the glowing spheres fly toward the enemy aiming to make impact as she had cast off one sphere making it seem as if it rolled right off her right palm, and then a second from her left, and finally a third. Her bombardment as elegant as her movements, she had flew right on her weakening and shedding wings as her feet left the ground and she stood in mid-flight afloat as if she was hovering slightly above the floor.
With her hands outward, she had centered them to her chest combining her barrage of spheres with an even larger one that seemed unstable as its top and base moved as freely as water. With a pull back and a whirl, she had swung forth casting off the sphere with a surge of her power and then spinning around continuously she had made a weak light build around her body until it begun to rise. Brighter it became, higher it went like a burning sun that reached her hands and with a giant sphere formed from her whirling dance, she had sent it slamming down upon the NetNavi before her.
The sands had hindered her movements and had made things slightly difficult. However, she was a resourceful person, and so she played to her strengths. First being that she loaded the Battle Chip data transferred by her special other as she raced it between her fingers before sending it rolling forth towards the opponent as it raced about the field and she had not even let up as she fired off a bubble-like burst of water that splashed so intensely that it dampened the sands making it harder to move about on than before. Still however, she played to her strengths…
With one more rush of Battle Chip data, Megami had let her hands reach outward carrying a spiral of wind from her palms and into the dunes as she picked them up in the breeze. She sent them whirling around and raging violently as they threatened to kick up a mighty sand storm, all which was aimed at the enemy NetNavi as the whirling typhoon had flew towards the NetNavi and through the gust covered in a protective coating of an Aura was the little familiar vaccine that flew so freely in the hurricane of wind unharmed that it simply seemed to throw in one or two cheap shots as it flew through the gust aiming to make powerful impacts upon the NetNavi’s body.
::Defensive Phase:: [Megami’s Return to Grace receives +1 Use. (Current 1)] [Megami’s Seraphim Haste receives +1 Use. (Current 2)] [Demi’s Speed Up! +1 Use. (Current 3)] ::Status::
Megami: 1750/1750 Demi: 500/500
Left Wing (1): 1/350 Right Wing (1): 1/350 ::Attack Phase (Megami):: Skill Name: Seraphim Haste Description: A “hastening” type effect that boosts Megami’s speed, but dependent on the number of wings she has on her back. By synchronizing the function and movement of her speed, the wings that are summoned all make it so that her speed is up to par giving her extra movement dependant on how many are active. The more wings, the more attack slots are added. (Capped at eight; the number of wings on a real Seraphim angel.) However, it would be wondrous to know if it is possible for Megami to have more than two wings. Effects: For each “Clone” active by the effect of “Return to Grace,” Megami gains an attack slot. [Capped at eight slots.] Uses: 2 (-1 Use! (1) Uses Remains) Attack Slots: 8 [Attack 1 – Divinity Sphere @ Eise] (155 Normal DMG) [Attack 2 – Divinity Sphere @ Eise] (155 Normal DMG) [Attack 3 – Divinity Sphere @ Eise] (155 Normal DMG) [Attack 4 – Divinity Sphere – Surge @ Eise] (206 Normal DMG) [Attack 5 – Divinity Sphere – Storm @ Eise] (223 Normal DMG) [Attack 6 – Battle Chip! Thunder! @ Eise] (155 Elec DMG) [+Stun] [Attack 7 – Battle Chip! Bubbler! @ Eise] (165 Aqua DMG) [Locks Combatants Speed Moves (2-Turns) from Sand Stage] [Attack 8 – Battle Chip! Tornado! @ Eise] ((3-Hit) 50 Wind DMG) [+100 from Sand Stage] Attack Name: Divinity Sphere Range: S-Range Element: Normal Description: Megami uses the bracelets on her wrists in order to gather Aura to that point. At this spot along her body, she flexes her hands in order to create powerful Spheres of Aura which are held by her palms, or even build up in a spherical shape along her wrists and around her hands. With that power built up, she fires off the spheres of this aura that impacts the target with great force. This attack is most basic and manipulated in so many forms. Divinity Sphere is able to be charged in order to cause greater damage to the target, but if an “Aura” is present, the attack can be Auto-Charged for a turn. (0.5 added to base damage multiplier each time.) Damage, Effects: 155 Damage [Breaks Shields, Undodgable; Maximum 2-Turn Optional Charge (Adds 0.5 to base damage multiplier each time.)] Attack Name: Divinity Sphere – Surge Range: S-Range Element: Normal Description: Megami gathers energy in an instance and lets out a single blast of a sphere of aura that not only aims to strike the opponent, but to cause more damage on a larger scale than a base Divinity Sphere. However, this can only be used if Megami has used “Divinity Sphere” in the same turn. Damage, Effects: 165 Damage [Breaks Shields, Undodgable; DMG increases by 25% if used after a "Divinity Sphere" attack; Attack can only be used once per turn.] Attack Name: Divinity Sphere - Storm Range: S-Range Element: Normal Description: Megami gathers all of her energy for a finishing attack for the turn and lets loose with a powerful “Divinity Sphere” that is larger than the last. It is quick and seems to break through most guards in an instant. This attack can only be used after “Surge” has been used at least once and can only be used as the final attack on the turn in the very last attack slot. If an attack slot is lost due to effects from the opponent, then Megami is unable to use this attack. Damage, Effects: 165 Damage [Breaks Shields, Undodgable; DMG increases by thirty-five percent if used after "Divinity Sphere - Surge." Can only be used once per turn.] Attack Name: Battle Chip! Thunder! Range: S-Range Element: Elec Description: From “The Heart Corporation,” Adenah presents Xenneth with the Battle Chip Axess, an upgrade of the “Battle Chip Gate.” With this technology, Xenneth can download and hold certain Battle Chip Data. Within the device is the pre-loaded Battle Chip Data, Thunder. With this attack, Megami can let a rushing ball of thunder race across the land trying to snag the opponent. If the electrical ball misses, it is capable of attempting of striking once again. Capable of stunning the foe! Damage, Effects: 155 Elec-Damage [Breaks Shields, Cuts Auras/Barriers; Paralyzes if hits; If avoided…Auto-Attacks next turn at half the DMG.] [2-Turn Cooldown] Attack Name: Battle Chip! Bubbler! Range: S-Range Element: Aqua Description: From “The Heart Corporation,” Adenah presents Xenneth with the Battle Chip Axess, an upgrade of the “Battle Chip Gate.” With this technology, Xenneth can download and hold certain Battle Chip Data. Within the device is the pre-loaded Battle Chip Data, Bubbler. With this attack, Megami can unleash a blast of water that bursts in a spread of bubbles and drenching water. Damage, Effects: 165 Aqua-Damage [Breaks Shields, Undodgable] Attack Name: Battle Chip! Tornado! Range: S-Range Element: Wind Description: From “The Heart Corporation,” Adenah presents Xenneth with the Battle Chip Axess, an upgrade of the “Battle Chip Gate.” With this technology, Xenneth can download and hold certain Battle Chip Data. Within the device is the pre-loaded Battle Chip Data, Tornado. With this attack, Megami creates a swirling tornado of wind to trap the foe and deal constant damage to their being. It’s good for foes who try to dodge or block against the mounting damage of certain attacks. Damage, Effects: 50 (x3-Hits) Wind Damage [Breaks Shields, Cuts Auras/Barriers; Dodge/Block Separately; 1-Turn CoolDown] ::Attack Phase (Demi):: Attack Slots: 1 [Attack Slot 1 – Demi Dash @ Eise] ((x2 Hits) 40 Normal DMG [Undodgable, Breaks Shields]) Name: Demi Dash Speed: C-attack Element: Normal Desc: Just like the basic “Fishy” attack, Demi revs up and charges through her opponent! However, unlike the Fishy virus she had evolved herself from, she covers herself in a powerful solidified aura in order to do so. Effects/Damage: 40 Damage [When this attack is used it adopts 1 aimer for each time it was charged(can not be used to make unavoidable). If fully charged, attacks a second time the same turn.] [2 turn optional charge]
::Status::
Megami: 1750/1750 Demi: 500/500
Left Wing (1): 1/350 Right Wing (1): 1/350
Total (Megami): 1474 DMG @ Eise [Elemental Not Counted (I don’t know it)] Total (Demi): 80 DMG @ Eise
Cool Downs: [0/2 – Battle Chip: Thunder] [0/1 – Battle Chip: Tornado]
_______________________________ “Because I’ve seen love die, way too many times; When it deserves to be alive!” [/font][/center] ::OOC Stats::Now Listening To: ”Emergency“ by ParamoreIC Attire: Sky Blue GraceChatty Ditz: -----[/size]
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Post by Kman on Mar 16, 2011 10:30:24 GMT -8
K-414 snarled with satisfaction as the creature before them went down. However, another soon appeared to take his place. This one was female, and though the beast had some degree of chivalry, he was too far lost in his rage to even take notice as he let out a howl of pure rage, leaping forward to attack the new foe, intent on rending her limb from limb.
Pre-Battle Notes: 1382 Total Damage Taken 7 attacks hit last turn, so +700 HP
Defense Phase: None.
Support Phase: HP: 3275 Regen: 370 Degen: 100 HP: 3545
1498Total damage Taken
Tier 6 Active; 1 Clone Spawned
Combat Phase: (4AS)
Name: Hook Slash Range: Combat Element: Normal Description: Mimicking a boxer, K-414 brings his clawed hand around in a fierce hook, catching most opponents off-guard. Effects: 255 309 Damage, Undodgeable, Breaks Shields
Name: Claw Thrust Range: Combat Element: Normal Description: K-414's claws flicker forward, moving almost too quickly to see and slicing through defensive shields with ease. Effects: 255 309 Damage, Undodgeable, Cuts Auras
Name: Power Strike Range: Combat Element: Normal Description: Less an attack with his claws and more of a straight-forward attack, K-414 focuses solely on shattering all defenses. Effects: 255 309 Damage, Breaks Shields, Cuts Auras
Name: Slash Range: Combat Element: Normal Description: Almost painfully simple, K-414 attacks an opponent by slashing with his claws. Effects: 255 329 Damage
Name: Serrated Body Range: Combat Element: Normal Description: K-414's body is a walking weapon, and each part of his body is designed for combat. Such that, when attacking, he often does additional damage to his targets just from contact alone. Effects: 140 167 Damage, Auto-attack, only used when K-414 has used at least one Combat attack that round
Clone 1 Attack:
Name: Swift Slash Range: Combat Element: Normal Description: K-414 slashes swiftly, often too fast for an opponent even to react to the strike. Effects: 265 160 Damage, Undodgeable
Clone 2 Attack:
Name: Crush Claw Range: Combat Element: Normal Description: K-414 slams his claws forward with an impressive force, causing any attempts at blocking to be completely futile. Effects: 265 160 Damage, Breaks Shields
Conclusion Phase:
1743 Damage @ Eise, all Normal Element
HP: 3545 Status: Fine Panels: Sand Cooldowns: None
==
Kajira enters the fray!
Defensive Phase: None
Support Phase: HP: 1650 Regen: 83 New HP: 1733
Attack Phase:
Name: Windstorm Type: Shot Element: Wind/Sand Description: A burst of wind whips forward, slicing and cutting into an opponent. Effects: 60 166 Damage, undodgable, auto-attacks. If Sand Panels are in effect, gains Blind and CD: 1
Name: Wind Blade, MK I Type: Combat Element: Wind/Sand Description: Kajira darts forward, her arm wreathed in wind before slashing downward at an opponent. Effects: 110 221 damage, undodgeable, breaks shields
Name: Wind Blade, MK II Type: Combat Element: Wind/Sand Description: Kajira darts forward, her arm wreathed in wind before slashing across an opponent's middle. Effects: 110 221 damage, undodgeable, cuts auras
Name: Wind Blade, MK III Type: Combat Element: Wind/Sand Description: Kajira darts forward, her arm wreathed in wind before thrusting her arm forward at her opponent. Effects: 110 221 damage, breaks shields, cuts auras
Name: Slicing Wind Type: Shot Element: Wind/Sand Description: Kajira releases a sharp gale from her fingertips, slicing through her opponents. Effects: 110 221 damage, ignores armor, breaks shields. Cooldown: 1 turn
Conclusion Phase:
1050 Wind/Sand Damage @ Eise
HP: 1733 Status: Blind Panels: Sand Cooldowns:
Windstorm - 1 Slicing Wind -1
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Post by Kman on Mar 16, 2011 10:32:42 GMT -8
((Double Post, mah bad. ))
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Post by Paruga on Mar 16, 2011 19:16:29 GMT -8
Aluminum did a full back-flip when the first one fell. Quickly composing himself, he prepared for the new opponent.
Aluminum Pre-Battle Phase:::
Alu regens 175 HP: 1920 Aluminum's speed stat restored Yaiba still in battle; clones not summoned yet Aluminum and Yaiba gain 300 EXP and 1500 zenny. **Bonuses for Yaiba not added yet
Battle Phase:::
Pinball S-range Metal-element Two balls of aluminum are thrown 80 damage 2 hits, undodgeable, breaks shields
Knock-Out C-range Metal-element A short thick metal bar straight to the head! 150 damage/ Cuts auras
Shining Sword S-range Light element Aluminum generates a long sword made of light from the same cannon that shoots his alumi-shard attack. 140 damage, undodgeable, breaks shields
Yaiba
Pre-Battle Phase:::
N/A
Battle Phase:::
Shadow Strike C-attack Blade element *Yaiba transforms into a weapon and strikes!* 120 damage, adopts one basic aimer at will). 1 turn Charge
Summary Phase:::
Aluminum's HP: 1920 Nat. Dodge CD: [1/3] Yaiba HP: 600 CD's: N/A Bonuses: 300 EXP and 1500 zenny (Yaiba bonus not implemented yet)
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Post by "Bill" on Mar 16, 2011 19:56:27 GMT -8
Participating now:
Embera SWAT Joe City Patrol Joe Arctic Joe Regal Siege Joe
custom set: Joe squads
All Joes have external weaponry that requires ammunition to use.
60 rifle rounds 30 pistol rounds, 20 cannon rounds and 10 laser rounds.
SWAT Joe starts the battle with 2 clones, 1 AS and 140 HP, and they each share ammo with the original SWAT Joe.
Once per battle, SWAT Joe can swap one pistol round for an explosive one, adding +30 damage
weapons only hold 5 rounds each.
SWAT Joe gets -1 Natural Dodge CD for every "Joe" on its team.
SWAT Joe gains +40 damage final total to one attack for every "Joe" on his team. can stack on 1 attack
20 rifle rounds, 10 pistol rounds.
CP Joe starts the battle with 2 clones, 1 AS and 140 HP, and they each share ammo with the original CP Joe.
Once per battle, CP Joe can swap one pistol round for an explosive one, adding +30 damage
weapons only hold 5 rounds each.
CP Joe regens 20 hp for every "Joe" on its team.
CP Joe gains 20 hp to one aura for every "Joe" on his team.
Arctic Joe has external weaponry that requires ammunition to use.
Arctic Joe starts the battle with 2 clones, 1 AS and 140 HP, and they each share ammo with the original Arctic Joe.
Once per battle, Arctic Joe can swap one pistol round for an explosive one, adding +30 damage
weapons only hold 5 rounds each.
Arctic Joe gains 1 shield-skill use for every 5 "Joes" on its team.
Arctic Joe gains 20 Armor for every "Joe" on his team.
all other Joes gain 5 Armor/Joe
RS Joe starts the battle with 2 clones, 1 AS and 170 HP, and they each share ammo with the original RS Joe.
Once per battle, RS Joe can swap one cannon round for a nuclear warhead, adding +30 damage
weapons only hold 5 rounds each.
RS Joe gains 40 damage final total for every "Joe" on its team
RS Joe Can swap one breaker on 1 attack for every 5 Joes on its team per turn.
all other Joes gain +20 Damage
All Joes cannot use S-attacks without proper ammunition.
If any "Joe" is defeated before its ammo is exhausted, all remaining Joes gain its ammo (divided as equally as possible).
Armor boost: 60 armor to all Joes/clones. +440 armor to Arctic Joe
City Patrol Joe Regen: 640
Offensive phase
Cloaks and Scruffy summoned
On Scruffy: Helper C Passive program When the virus holding this program is summoned, its owner is allowed to add one use to a single skill of choice. Effect can only be activated once regardless of how many viruses that have this program are summoned. Used on Overheating
Embera: Inferno Blitz Fire C-attack 885 Damage Embera encases herself in fire and collides with the enemy Undodgeable, breaks Shields, burns CD:2
Searing touch fire C-attack 437 damage Embera runs ignites her hands and grabs the enemy singe-ing them Auto-attack, undodgable, cuts auras
Fiery Spear: fire C-attack 855 damage Embera dashes at her opponent and stabs them with a spear of solid fire. Undodgeable, breaks Shields, burns
Lava lance: Fire C-attack 855 damage Embera creates a lance of hardened lava and strikes at the enemy. Cuts auras, breaks Shields, Burns
Fire tower Fire S-attack 687 damage Embera launches a tower of fire at the enemy heating the air Undodgeable, breaks Shields If this is the last attack in an attack set, all single-hit C-attacks deal 30 more damage next turn CD:1
Scruffy: Fire Cross S-attack Fire element *Scruffy shoots a napalm dripping fireball from its mouth!* 130 damage, undodgeable, burns used 2x
Cloaks Meteor Shower S-attack Fire element *Cloaks vanished leaving nothing but a cloak and staff behind, and then meteors descend from the sky all over the area.* 30x5 damage, breaks shields, cuts auras, ignores armor. [1 0 turn cooldown <once per turn>]
SWAT Joe
Bayonet Shadow C-attack SWAT Joe thrusts the bayonet of his gun into his enemy.
50 60 damage, auto attack, cuts auras
Rifle-Butt Shadow C-attack SWAT Joe bludgeons his enemy with the butt of his rifle.
120 600 damage Breaks shields, cuts auras
Combat Knife Shadow C-attack SWAT Joe slashes his enemy with his knife 120 damage undodgeable, cuts auras
SWAT Joe Clone attacks:
Clone 1 Stealth shot Shadow S-attack SWAT Joe tactically shoots from an undisclosed location. 170 undodgeable, breaks shields Consumes 1 pistol round.
Clone 2 Stealth shot Shadow S-attack SWAT Joe tactically shoots from an undisclosed location. 170 undodgeable, breaks shields Consumes 1 pistol round.
City Patrol Joe:
Bayonet Wood C-attack CP Joe thrusts the bayonet of his gun into his enemy. 40 damage, auto attack, cuts auras
Rifle-Butt Wood C-attack CP Joe bludgeons his enemy with the butt of his rifle. 110 damage Breaks shields, cuts auras
Suppressive Fire! Wood element S-attack CP Joe tactically shoots at his opponents, keeping them behind cover. 130 regardless of success, -1 Attack slot on the opponent next turn Consumes 2 pistol rounds. 2 turn CD
Combat Knife Wood C-attack CP Joe slashes his enemy with his knife 110 damage undodgeable, cuts auras
CP Clone 1 Rifle-Butt Wood C-attack CP Joe bludgeons his enemy with the butt of his rifle. 110 damage Breaks shields, cuts auras
CP Clone 2 Rifle-Butt Wood C-attack CP Joe bludgeons his enemy with the butt of his rifle. 110 damage Breaks shields, cuts auras
Arctic Joe:
Freezing Fire! Ice element S-attack Arctic Joe tactically shoots at his opponents, keeping them behind cover. 130 damage, Undodgeable, breaks shields, freezes 2 turn CD Consumes 2 Rifle Rounds
Spray 'n' pray Ice S-attack Arctic Joe blindfires at his enemy, inaccurate, but still strong 160 damage cuts auras breaks shields Consumes 3 rifle rounds
Bayonet Ice C-attack Arctic Joe thrusts the bayonet of his gun into his enemy. 40 damage, auto attack, cuts auras
Reload Ice C-attack Arctic Joe reloads his weapons 0 damage, Arctic Joe gains 5 rounds in each weapon he has
Arctic Clone 1 Rifle-Butt Ice C-attack Arctic Joe bludgeons his enemy with the butt of his rifle. 110 damage Breaks shields, cuts auras
Arctic Clone 2 Combat Knife Ice C-attack Arctic Joe slashes his enemy with his knife 110 damage undodgeable, cuts auras
Regal Siege Joe:
spike discharge Fire S-attack RS Joe discharges the spikes on its body and restocks their infinite source. auto-attack 382 damage
Trebuchet launch Fire S-attack RS Joe launches a cannonball high in the air, later impacting it's opponent. 0 damage, breaks shields, cuts auras, by reducing this attacks damage to 0, auto-attacks next turn at 100% power consumes 2 cannon shot 2 turn CD Reducing power to 0 for effece
particle-beam Fire S-attack RS Joe demolishes its enemies with its beam weaponry 750 damage, undodgeable, breaks shields. consumes 1 laser ammo used 3x
RS Clone 1 Cannon Club Fire C-attack RS Joe swings its cannon and clubs its enemies to a pulp 265 damage undodgeable, breaks shields
RS Clone 2 Reload Fire C-attack Arctic Joe reloads its weapons 0 damage, Regal Siege Joe gains 5 rounds in each weapon.
HP's Embera: 2100/2100 Scruffy:1000/1000 Cloaks:600/600 SWAT Joe:1200/1200 City Patrol Joe: Arctic Joe:1200/1200 Regal Siege Joe:1700/1700 SWAT/Arctic Clones: 120/120 120/120 120/120 120/120 City Patrol Clones: 185/185 RS clones:170/170
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Post by Genesis on Mar 16, 2011 22:58:04 GMT -8
*And two more join the brawl*
Draze:[/color]
= |Defensive Phase| =
N/A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
= |Supportive Phase| =
Ice LV2: Opponents have -1 attack slot (to min 1) for first turn.
Attack Slots: 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
= |Offensive Phase| =
Tundra Array S-Combat Ice Element Draze fires off a small sphere, the sphere letting out small blades of ice from time to time to strike at his enemy. Damage: 45 Effects of Attack: Auto-Attack. Cuts Auras, Breaks Shields, Freezes. 1 Turn Cooldown
Charging: Trap: Arctic Explosive Charging: Trap: Poison Explosive Charging: Trap: Destructive Delay
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Draze: HP: 1100/1100 Charges: N/A Total Damage: 45
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Verbate:
= |Defensive Phase| =
N/A
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
= |Supportive Phase| =
N/A
Attack Slots: 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
= |Offensive Phase| =
Sonic Blade: Air S-Combat Sonic Element A single strike from Verbate's blade, sending forth a blade of sonic energy that disrupts enemy functions. Damage: 101 Effects of Attack: Cuts Auras, Breaks Shields, +30 Damage to all attacks for the turn, Auto Attacks at the start of the turn. 1 Turn Cooldown
Sonic Blade: Pressure S-Combat Sonic Element Verbate slashes with his sword, increasing the sound around his sword with extreme pressure to inflict a powerful strike. Damage: 325 Effects of Attack: Breaks Shields, Cuts Auras, Gains -1 turn of charge if Verbate used Sonic Blade: Air once per turn. Can Optionally Charge for 1 turn for x1.5 Damage.
Sonic Surge S-Attack Sonic Element Verbate summons up sonic particles from the air, sending off a sonic wave at all enemies while storing power for a stronger assault. Damage: 252 Effects of Attack: Breaks Shields, Cuts Auras, Confuses, All Sonic Element attacks used next turn have +30 Damage. 2 Turn Cooldown.
Charging: Sonic Blade: Reverberate
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Verbate: HP: 1000/1000 Charges: N/A Total Damage: 678
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Deleted
Deleted Member
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Post by Deleted on Mar 17, 2011 18:23:28 GMT -8
(Nothing extra this round~ 11 and counting...) Eise didn't seem particularly fast, or physically powerful for that matter, therefore she had other things in her gloves to use. Granted the terrain at the present moment was a bit too soggy, and her heels didn't exactly accommodate for the mud, she knew she wouldn't be able to avoid any of the attacks coming at her. Not moving anywhere, she raised her orb wielding hand, with that, an aura manifested around her but not your typical aura. Force Shield!And after forming her near perfect defense, she held her left hand up as the orb dance in the air about the arena. Moon of Ivory Stars of Old Candlelight that's spun of Gold Sky of Fire Wind of Fright Bring to me an Endless Night!
A large purple and black orb materialized into the air. It seemed like it would approach the ground until it began to exhibit an oppressive force, and as quickly as it appeared the force multiplied, knocking and compressing things downward to the ground. [Defense Set] Immunity Passive Effect Eise is not affected by negative effects with the exception of Panel Effects, Self Inflicted Effects, Ally Inflicted Effects. Force Shield Defense Move Armor Type Reduces damage taken by 75%, user cannot avoid for the current turn. Lasts 3 turns. Does not reduce self damage effects. (Rounded to nearest 0) 20350 DMG-> 5068 DMG HP: 26,931/32,000Gravity Manipulation - Raise Gravity No Element C & S Attack Deals 20,000 damage split among all targets evenly rounded down. Destroys Clones/Objects regardless of success. Attacks All. -1 To all Dodging Type speed moves if it hits. Auto attacks once per turn for two turns after use. Eise is unable to use any attacks marked: Gravity Manipulation. (1111 damage to all targets) HP: 26,931/32,000(Charging 4 attack slots)
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Deleted
Deleted Member
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Post by Deleted on Mar 17, 2011 19:35:49 GMT -8
Candle blocks attack for Phenoix with Candle Symbiosis
Candle Symbiosis Activated Defense skill *Candevil lobs a wad of wax at an attack!* Candevil blocks one attack for either itself, its owner, or its candle. [x2 uses] used x1 [0/2]
Candle takes attack, Candle DOWNED
Candle 1 destroyed
Phenoix:
Sacred Flames S-Attack Fire Flames billow up from around Phenoix, burning with all the heat of a star. 141 DMG, Undodgeable, Cuts Auras, Burns, Auto Attack
Cremation S-Attack Fire Phenoix raises his hand and clenches his fist, causing a burst of flame to engulf the enemy seemingly out of nowhere. 344 DMG, Breaks Shields, Cuts auras, Gains 50 Damage when used after Flame's Sanction
Flame's Sanction S-Attack Fire Phenoix raises his fist to the air and opens it, creating a flame in the palm of his hand. Without warning, the flame disappears, and then engulfs the enemy. 394 DMG, Undodgeable, Cuts Auras, Gains 50 Damage when used after Cremation
Cremation S-Attack Fire Phenoix raises his hand and clenches his fist, causing a burst of flame to engulf the enemy seemingly out of nowhere. 394 DMG, Breaks Shields, Cuts auras, Gains 50 Damage when used after Flame's Sanction
Flame's Sanction S-Attack Fire Phenoix raises his fist to the air and opens it, creating a flame in the palm of his hand. Without warning, the flame disappears, and then engulfs the enemy. 394 DMG, Undodgeable, Cuts Auras, Gains 50 Damage when used after Cremation
Holding Charge
HP: 1800/1200 MAX Shining Soul: 500 HP
RUIN:
Strike Down Shield Defense Ruin slams his axe down on his opponent's attack, Stopping it cold. Blocks 1 attack, +1 darkchip use x2 uses
used x1 to block raise gravity, +1 darkchip use [1/2]
Liftoff C-Attack Break Ruin swings his axe in a massive uppercut, launching the enemy into the air while he follows him. 145 Damage, Breaks Shields, attacks with "Air" in their name following this attack gain 30 damage 1-use per turn
Air Wheel C-Attack Break Ruin spins his axe in the air, launching the opponent ever higher 175 Damage, Undodgable, Cuts Auras, Can only be used after Liftoff has been used this turn. Attacks with "Air" in their name following this gain 20 damage for the turn. 1-use per turn
Air Spin C-Attack Ruin spins with his axe oustreched, using momentum to deal an incredible strike to the opponent. 195 Damage, Breaks Shields, Undodgable.
Breakdown C-Attack Break Ruin slams down his axe, plummeting from the air and crashing to the ground. 215 Damage, Undodgable, gains 25 damage per attack with "Air" in its name used before it in the turn. Resrictions: Can only be used when at least one attack with "Air" in its name is used directly before it and when Liftoff was also used this turn.
HP: 450/900 DCs left: 3
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Post by datanine on Mar 17, 2011 20:20:30 GMT -8
~Bonuses~ Turn 3: 300 XP/1,500 Zenny[/center][/size]
“Because if you thought I’d bleed then you were wrong; Because I will not stop holding on!” [/font] _______________________________[/center] An elegant chant caught Megami’s ears as she gazed towards Eise.
There was such beauty in the sound, but the words and meaning sounded something horrid. From the first word to the last, the “Goddess” like NetNavi had stood by as she did not make a move. Rashness beckoned for consequences to follow, and she did not want to receive the end of that line. She stood there ears hung as she had waited unknowingly for what was to come. It was only a moment later that a strange sphere had begun to descend from skyward, pushing her to spread her legs in a battle ready stance. She readied her hands as she begun to conjure an aura, but it was something…strange…
Those words were not rhyme and rhythm; those words were a spell!
“Demi-chan! Flee quickly!”
The terrain had become more unsettled than before. The sands had kicked up a ghastly outward brush that swept in a radius outward making it hard to escape. However, the small little pixie-like vaccine was swift, quick, and had compressed her size to sharpen herself like an arrow as she flew quickly away from the area. Megami’s chestnut hair had flown back with the sand that struck her face, her body was immersed in the sands, but she seemed unaffected by the attack. Her eyes narrowed as the installed program allowed her to solidify her aura made the dust and gravity not enter the spherical area around her body. She was unharmed…for now.
Megami’s arms had thrust outward, dispersing the aura around her and with it, the gravity crushing damage. The force was still great however, and with the intangible field around her flew a flurry of white glowing feathers that blew up around her. Gently, the feathers had begun to fall as she had taken a battle stance and pulled back her right arm and let her index finger digit touch her forehead while her left stretched and held out a clustering ball of light that begun to form. The light in Megami’s palm begun to take the spherical shape of her signature attack, “Divinity Sphere.” She had pulled back and swept her left hand forth, sending the sphere forth, and more quickly than before, another had emerged and she volleyed in towards the Eise.
She was officially on the assault once again as Megami had begun to form another sphere which was unstable, but more stronger, and then released her last blast relentlessly attacking the NetNavi while Demi flew about the area in her compressed form.
::Defensive Phase:: [ Gravity Manipulation – Raise Gravity was negated by Megami’s Alpha Barrier.] [Demi Natural Dodged Gravity Manipulation – Raise Gravity!] ::Status::
Megami: 1750/1750 Demi: 500/500
Left Wing (1): 0/350 Right Wing (1): 0/350 ::Attack Phase (Megami):: Attack Slots: 4 [Attack 1 – Divinity Sphere @ Eise] (155 Normal DMG) [Attack 2 – Divinity Sphere @ Eise] (155 Normal DMG) [Attack 3 – Divinity Sphere – Surge @ Eise] (206 Normal DMG) [Attack 4 – Divinity Sphere – Storm @ Eise] (223 Normal DMG) Attack Name: Divinity Sphere Range: S-Range Element: Normal Description: Megami uses the bracelets on her wrists in order to gather Aura to that point. At this spot along her body, she flexes her hands in order to create powerful Spheres of Aura which are held by her palms, or even build up in a spherical shape along her wrists and around her hands. With that power built up, she fires off the spheres of this aura that impacts the target with great force. This attack is most basic and manipulated in so many forms. Divinity Sphere is able to be charged in order to cause greater damage to the target, but if an “Aura” is present, the attack can be Auto-Charged for a turn. (0.5 added to base damage multiplier each time.) Damage, Effects: 155 Damage [Breaks Shields, Undodgable; Maximum 2-Turn Optional Charge (Adds 0.5 to base damage multiplier each time.)] Attack Name: Divinity Sphere – Surge Range: S-Range Element: Normal Description: Megami gathers energy in an instance and lets out a single blast of a sphere of aura that not only aims to strike the opponent, but to cause more damage on a larger scale than a base Divinity Sphere. However, this can only be used if Megami has used “Divinity Sphere” in the same turn. Damage, Effects: 165 Damage [Breaks Shields, Undodgable; DMG increases by 25% if used after a "Divinity Sphere" attack; Attack can only be used once per turn.] Attack Name: Divinity Sphere - Storm Range: S-Range Element: Normal Description: Megami gathers all of her energy for a finishing attack for the turn and lets loose with a powerful “Divinity Sphere” that is larger than the last. It is quick and seems to break through most guards in an instant. This attack can only be used after “Surge” has been used at least once and can only be used as the final attack on the turn in the very last attack slot. If an attack slot is lost due to effects from the opponent, then Megami is unable to use this attack. Damage, Effects: 165 Damage [Breaks Shields, Undodgable; DMG increases by thirty-five percent if used after "Divinity Sphere - Surge." Can only be used once per turn.] ::Attack Phase (Demi):: Attack Slots: 1 [Attack Slot 1 – Charging Demi Dash] Name: Demi Dash Speed: C-attack Element: Normal Desc: Just like the basic “Fishy” attack, Demi revs up and charges through her opponent! However, unlike the Fishy virus she had evolved herself from, she covers herself in a powerful solidified aura in order to do so. Effects/Damage: 40 Damage [When this attack is used it adopts 1 aimer for each time it was charged(can not be used to make unavoidable). If fully charged, attacks a second time the same turn.] [2 turn optional charge]
::Status::
Megami: 1750/1750 Demi: 500/500
Left Wing (1): 0/350 Right Wing (1): 0/350
Total (Megami): 739 DMG @ Eise Total (Demi): 0 DMG @ Eise
Cool Downs: [1/2 – Battle Chip: Thunder] [1/1 – Battle Chip: Tornado] [0/5 - NAT Dodge Cooldown (Demi)]
_______________________________ “Because I’ve seen love die, way too many times; When it deserves to be alive!” [/font][/center] ::OOC Stats::Now Listening To: ”Emergency“ by ParamoreIC Attire: Sky Blue GraceChatty Ditz: -----[/size]
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Post by Genesis on Mar 17, 2011 23:23:06 GMT -8
Draze:
= |Defensive Phase| =
Natural Dodges Attack.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
= |Supportive Phase| =
Attack Slots: 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
= |Offensive Phase| =
Trap: Poison Explosive S-Combat Toxic Element Draze fires off a small sphere of gas into the air, the explosive going off after a set amount of time and certain actions being taken by the enemy. Damage: 91 Effects of Attack: Remains active for one turn without attacking. Is triggered once the opponent uses two S-Attacks. Once the opponent uses two S-Attacks, this attack is set off and auto-attacks the enemy. Can be destroyed by being aimed at directly by a single enemy attack. Inflicts +50 Damage if Toxic Coffin is active on the field when used. Breaks Shields, Cuts Auras. Does not cost an attack slot on the turn used. 1 Turn Charge
Trap: Arctic Explosive S-Combat Ice Element Draze fires off a small sphere of ice into the ground, the explosive going off after a set amount of time and certain actions being taken by the enemy. Damage: 141 Effects of Attack: Remains active for one turn without attacking. Is triggered once the opponent uses two C-Attacks. Once the opponent uses two C-Attacks, this attack is set off and auto-attacks the enemy. Can be destroyed by being aimed at directly by a single enemy attack. Inflicts +50 Damage if used in the same turn as Toxic Explosive. Breaks Shields, Cuts Auras. Does not cost an attack slot on the turn used. 1 Turn Charge
Trap: Destructive Delay S-Combat Toxic Element Draze fires off a small sphere of gas into the air, the explosive going off after a set amount of time and certain actions being taken by the enemy. Damage: 18x2 Effects of Attack: Remains active for one turn without attacking. Is triggered once the opponent avoids two S-Attacks. Once the opponent avoids two S-Attacks, this attack is set off and auto-attacks the enemy. Can be destroyed by being aimed at directly by a single enemy attack. Inflicts +10 Damage Per Hit for each Clone that charges an attack on the turn this attack was charged. Opponent takes 50 Damage for three turns for each hit of this attack that is successful. Hits All, Breaks Shields, Cuts Auras, Dodge/Block Separately, Ignores Armor. Does not cost an attack slot on the turn used. 3 Turn Cooldown 1 Turn Charge
Tundra Claw C-Combat Ice Element Draze unleashes a quick slashing strike against the opponent, freezing their body. Damage: 91 Effects of Attack: Undodgable, Breaks Shields, Freezes. 1 Turn Cooldown
Frozen Assault C-Combat Ice Element Draze closes the distance between himself and the enemy and strikes them with his right claw. Damage: 81 Effects of Attack: Cuts Auras, Breaks Shields, Inflicts +50 Damage if the opponent is affected by Freeze.
Frozen Assault C-Combat Ice Element Draze closes the distance between himself and the enemy and strikes them with his right claw. Damage: 81 Effects of Attack: Cuts Auras, Breaks Shields, Inflicts +50 Damage if the opponent is affected by Freeze.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Draze: HP: 1100/1100 Charges: N/A Total Damage: 253
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Verbate:
= |Defensive Phase| =
Natural Dodges Attack.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
= |Supportive Phase| =
N/A
Attack Slots: 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
= |Offensive Phase| =
Sonic Blade: Reverberate S-Combat Sonic Element Verbate slashes with his sword, increasing the sound around his sword with extreme pressure to inflict a powerful strike. The attack becoming stronger with each strike. Damage: 295 Effects of Attack: Undodgable, Breaks Shields, Gains +20 Damage per use to a max of +100. If used five times in a turn, the fifth attack is counted as if it was charged for 1 turn. Can Optionally Charge for 1 turn for x1.5 Damage.
Sonic Blade: Reverberate S-Combat Sonic Element Verbate slashes with his sword, increasing the sound around his sword with extreme pressure to inflict a powerful strike. The attack becoming stronger with each strike. Damage: 217 Effects of Attack: Undodgable, Breaks Shields, Gains +20 Damage per use to a max of +100. If used five times in a turn, the fifth attack is counted as if it was charged for 1 turn. Can Optionally Charge for 1 turn for x1.5 Damage.
Sonic Blade: Reverberate S-Combat Sonic Element Verbate slashes with his sword, increasing the sound around his sword with extreme pressure to inflict a powerful strike. The attack becoming stronger with each strike. Damage: 237 Effects of Attack: Undodgable, Breaks Shields, Gains +20 Damage per use to a max of +100. If used five times in a turn, the fifth attack is counted as if it was charged for 1 turn. Can Optionally Charge for 1 turn for x1.5 Damage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Verbate: HP: 1000/1000 Charges: N/A Total Damage: 749
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Post by Paruga on Mar 18, 2011 10:17:04 GMT -8
Yaiba fell- the incoming attack proved too much for him. Aluminum, who became very angry, increased his attacks. He still, however, held back his true potential. This was only Fighter #2. He increased strategy and skill.
Aluminum
Pre-Battle Phase:::
Takes hit- 1111 damage/ docked one speed move [3/4] Regenerates 175 HP: 984
Battle Phase:::
Pinball S-range Metal-element Two balls of aluminum are thrown 80 damage 2 hits, undodgeable, breaks shields
Knock-Out C-range Metal-element A short thick metal bar straight to the head! 150 damage/ Cuts auras
Pursuit S-range Metal Element Aluminum hurridly chases down his opponent, forcing the opponent to be cornered 140 damage/ Beserk
Yaiba
Pre-Battle Phase:::
Takes hit= K.O!!
Summary Phase::: Aluminum's HP: 980 Yaiba's HP: 0 *sad* CD's: -- Nat. Dodge CD: [2/3]
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Post by Warrior on Mar 18, 2011 11:05:28 GMT -8
DEFENSIVE [ASH] [/b] Unrelenting Revenge Shield Type *After parrying his foe's attacks, Ash fires back with prejudice firepower* Effects: Blocks 1 Attack slot from each foe. Additional Effects: +1 Attack Slot for 1 turn, per attack blocked Uses: 2 [/color] [1/2 Left] **Blocks that attack. +1 Attack Slot** Regen: 100 Hp HP: 1, 350
OFFENSIVE [ASH] Attack Slots: 4 +1 Defense = 5[/color] Blast Fire, S-Attack *Ash punches his fist in the air, which causes a powerful fireball to blast from his fist an home in on his foe* 365 Damage Undodgeable, Breaks Shields Used x5END TURN [ASH] [/b][/center] HP: 1,350 Status: Can't use Speed Moves [2/2 -- Expired] Cooldown: Incinerative Presence [1/2] DEFENSIVE [REMNANT] [/b] Time's Break Shield Type *Remnant's eyes flash brightly with light, causing time to slow down around him. It only lasts for a short while, though-- just enough for him to parry a few deadly strikes from his foe* Effects: Blocks 2 Attacks Uses: 4 [/color] [3/4 Left] **Blocks the attack** HP: 1, 050
OFFENSIVE [REMNANT] Attack Slots: 3 Spin Blade Light, C-Attack *Remnant spins out of his previous attack and follows it up with a slash from his sword, dealing a pretty quick combo in the process* 185 Damage Cuts Auras, Breaks shields. +10 damage for every previous attack used this turn for 1 turn Spin Blade Light, C-Attack *Remnant spins out of his previous attack and follows it up with a slash from his sword, dealing a pretty quick combo in the process* 185 195 Damage Cuts Auras, Breaks shields. +10 damage for every previous attack used this turn for 1 turnSpin Blade Light, C-Attack *Remnant spins out of his previous attack and follows it up with a slash from his sword, dealing a pretty quick combo in the process* 185 205 Damage Cuts Auras, Breaks shields. +10 damage for every previous attack used this turn for 1 turnEND TURN [REMNANT] [/b][/center] HP: 1,050 Status: Can't use Speed Moves [2/2 -- Expired] Cooldown: Shockwave [1/2], Slash [1/1--READY], Slice [1/1--READY] Nat. Dodge: 2/5 DEFENSIVE [WARRIOR] [/center] **Aura1 takes the attack* Regen: 94 HP: 1,106 / 720 Aura2: 50 HP [+40 Dmg] OFFENSIVE [WARRIOR] [/center] Attack Slots: 5 Damage Boost: +40 Versatile Slash Elec, C-Attack *Warrior slashes at his opponent-- his form varies depending on the situation* 250 290 Damage Breaks Shields, Cuts Auras -If Panels are Sand, Elec Attacks deal +50 Damage this turn1 Turn Cooldown Faith Slash Elec, C-Attack *Warrior slashes at his opponent-- his form varies depending on the situation* 250 370 Damage Breaks Shields, Cuts Auras -Deals +30 Damage per Aura in play. [1 in play means +30 Dmg] Faith Blade Elec, C-Attack *Warrior slashes at his opponent-- his form varies depending on the situation* 240 360 Damage Breaks Shields, Cuts Auras -Deals +30 Damage per Aura in play. [1 in play means +30 Dmg] - Ignores Armor1 Turn Cooldown Faith Slash Elec, C-Attack *Warrior slashes at his opponent-- his form varies depending on the situation* 250 370 Damage Breaks Shields, Cuts Auras -Deals +30 Damage per Aura in play. [1 in play means +30 Dmg] Faith Slash Elec, C-Attack *Warrior slashes at his opponent-- his form varies depending on the situation* 250 370 Damage Breaks Shields, Cuts Auras -Deals +30 Damage per Aura in play. [1 in play means +30 Dmg] END TURN [WARRIOR] [/center] HP: 1,106 Status: Fine CoolDowns: Versatile Blade [3/3--READY], Energy Blast [3/3--READY], Electric Sphere [3/3--READY], Versatile Slash, Execute [2/3] Stage: Sand [2/2 -- EXPIRED] Incoming Damage: 1, 825 (from Ash) Incoming Damage: 585 (from Remnant) Incoming Damage: 1, 760 (from Warrior) Total Incoming Damage: 4, 170 (360 Ignores Armor)
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Deleted
Deleted Member
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Post by Deleted on Mar 19, 2011 2:49:29 GMT -8
After her black aura defended her from another volley of attack, Eise took this chance to do something rather special. Above her head an orb of gold and yellow particles materialized and compressed themselves in and upon each other. Both of her weapons seemed to float around her as she spun slowly. Her right arm moved to her left as her spin sped up, causing a beam of light to sweep across the arena. Everything it touched glowed a bright red before exploding soon after.
[Defensive Set]
Immunity Passive Effect Eise is not affected by negative effects with the exception of Panel Effects, Self Inflicted Effects, Ally Inflicted Effects.
Force Shield Defense Move Armor Type Reduces damage taken by 75%, user cannot avoid for the current turn. Lasts 3 turns. Does not reduce self damage effects. (Rounded to nearest 0) (Turn 2 out of 3) 8403DMG -> 2100DMG
HP: 24830/32000
[Offensive Set]
Gravity Manipulation - Raise Gravity No Element C & S Attack Deals 20,000 damage split among all targets evenly rounded down. Destroys Clones/Objects regardless of success. Attacks All. -1 To all Dodging Type speed moves if it hits. Auto attacks once per turn for two turns after use. Eise is unable to use any attacks marked: Gravity Manipulation. (Turn 2 out of 3)
(1333 damage to all targets, 15 targets.)
Particle Manipulation - Spectrum Shower No Element C-Attack Deals 12,000 damage split among all targets evenly rounded down. Attacks all.
(800 Damage to all targets, 15 targets)
(5 Attack slots stored: Atom Smasher ready.)
Attack slots 3-5 not spent.
(11 to go~ Those who posted after my last post get 1,000 Zenny OR[/b] 200 EXP)
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Post by datanine on Mar 19, 2011 14:27:49 GMT -8
~Bonuses~ Turn 3: 300 XP/1,500 Zenny Turn 5: 1,000 Zenny[/center][/size]
“Because if you thought I’d bleed then you were wrong; Because I will not stop holding on!” [/font] _______________________________[/center] Megami’s eyes widened seeing the same attack…
The first time avoiding it, she was lucky. The spherical shape with the ominous wave that pushed out had surely aimed to impact her once again. It was not just her worry though; her thoughts went to the small vaccine within the area as well as she had gasped in horror realizing that Demi was still close by. She had made haste, dashing forth towards the small child-like vaccinated virus, only to be too late as the wave of gravity had caught her, and also aimed to catch Megami in the blast. She had dove forth, spun around, and caught the virus in her arms and kicked off with an elegant bound out of attack range, but it was just barely. Megami was very unsure if she could dodge that attack once more.
“Sorry, Demi-chan…”
Megami had stood up, holding the virus in her arms as she had held onto her unconscious body. She clearly was not able to fight in this state. Turning around, placing Demi on the ground, Megami had stood back up and clasped her hands together at once until a rush of Aura had left her body and enveloped that of Demi’s. The strange golden sphere of energy had glowed brightly and swirled around holding Demi’s body in place as she was afloat. Megami smiled, knowing that the virus would be okay in this state. She turned around, eyes going back to Eise as she had felt a rush of resentment; the usual emotions when her friends were hurt. She had clasped her hands once more while gaining a golden sphere of aura that begun to rush around her body, and then finally begun to form in her right hand that became a swirling ball of “Aura” energy.
As her opponent’s second attack had come so suddenly, a rain of strange beams had begun to dive forth and damage Megami. She knew she would have to take the brunt of damage eventually, and she decided it would be now, but on her own terms. As the beam had aimed for Megami, she had dove right forth into it as her body was engulfed. The spinning ball of aura energy had been rotating quickly, drilling through the beam as if to negate the damage that was pressing into her to some degree. She had emerged from the bright golden beams light: dusty and tattered with her robes with some snips and openings, but regardless she had retained her feathery flow in her clothing’s material and her attack form of her right arm that aimed to drive the sphere into Eise’s barrier with incredible force.
::Defensive Phase:: [Megami Natural Dodged “Gravity Manipulation - Raise Gravity”] [Demi took damage from “Gravity Manipulation – Raise Gravity”] [Demi fainted…] [Megami used “Aura Counter” to weaken “Particle Manipulation – Spectrum Shower.”] (-1 Attack Slot) [Megami received 645 DMG] Skill Name: Aura Counter Description: When Megami is assaulted, she will conjure her power over Aura in order to use her attack “Divinity Sphere” and fire forth a ball of “Aura” in order to counter an attack. The damage of that attack will be reduced equally to the strength to the final total strength of the attack, “Divinity Sphere.” (After applying increasing and decreasing effects.) If Divinity Sphere’s strength is lower than the strength of the attack this skill is being applied to counter against, then the remainder of damage and its effects is aimed towards Megami. If the strength is higher, then the attack and all its effects are cancelled. This attack can only be used against S-Range skills that does not have the ability “Cuts Auras.” Effects: Reduces One Attack Damage Per Turn with strength equal to “Divinity Sphere” [-1 Attack Slot Cost to activate] Uses: Passive ::Status::
Megami: 1105/1750 Demi: 0/500 ::Attack Phase (Megami):: Attack Slots: 4 [Attack 1 – Aura Counter used!] (155 Normal DMG) [Attack 2 – Divinity Drive @ Eise] (135 Normal DMG) [Attack 3 – Charge “Divinity Sphere”] [Attack 4 – Charge “Divinity Sphere”] Attack Name: Divinity Drive Range: C-Range Element: Normal Description: Megami can use a Divinity Sphere in so many ways, including in close combat! So, when Megami needs to get close and personal with an enemy, she can kick off and quickly close the distance between herself and an opponent and drive forth a powerful “Divinity Sphere” shot right from where she stands. The damage from so close is quite hazardous to deal with, and considering the range, it breaks right through enemy guards. If Megami charges, it, it is capable of becoming a larger mass that drills and breaks through tough Armor! Damage, Effects: 135 Damage [Undodgable, Breaks Shields; Ignores Armor if Charged] [Maximum 1-Turn Optional Charge] Attack Name: Divinity Sphere Range: S-Range Element: Normal Description: Megami uses the bracelets on her wrists in order to gather Aura to that point. At this spot along her body, she flexes her hands in order to create powerful Spheres of Aura which are held by her palms, or even build up in a spherical shape along her wrists and around her hands. With that power built up, she fires off the spheres of this aura that impacts the target with great force. This attack is most basic and manipulated in so many forms. Divinity Sphere is able to be charged in order to cause greater damage to the target, but if an “Aura” is present, the attack can be Auto-Charged for a turn. (0.5 added to base damage multiplier each time.) Damage, Effects: 155 Damage [Breaks Shields, Undodgable; Maximum 2-Turn Optional Charge (Adds 0.5 to base damage multiplier each time.)] ::Status::
Megami: 1105/1750 Demi: 0/500
Total (Megami): 135 DMG @ Eise Cool Downs:Megami’s Natural Dodge - 0/5 [ 2/2 – Battle Chip: Thunder] _______________________________ “Because I’ve seen love die, way too many times; When it deserves to be alive!” [/font][/center] ::OOC Stats::Now Listening To: ”Emergency“ by ParamoreIC Attire: Sky Blue GraceChatty Ditz: -----[/size]
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