Post by Gaia on Aug 4, 2015 21:46:49 GMT -8
V21 Approved (Warrior & Gen || 07/25/23)
{
Vanguard.EXE
}
Achievements
-Version / Experience:
--Version: 21
--Experience: 21,055
-Funds:
--Zenny: 73,620z
--Bugfrags: 50
--Level: 63
--Misc:
--- 1 Lunar Fragment
--- 2 Ashen Fragments
--- 2 RMD
--- 2 HMD
--- 2 GMD
--- 2 BMD
*Font: ECAFEF Forte
Vanguard.EXE
{
--Appearance--
Vanguard's forehead is covered by a metallic black semi-mask, which trails down the sides of his face and cups his chin to connect to the rest of the suit covering his body. The mask projects a thin, deep purple visor that spreads like a sideways X over his eerie, stark white gaze, bent slightly backwards at the edges, which expands to rest upon the bridge of his nose at the cross lines. This visor displays combat information in Vanguard's field of vision, and is the home base for all of his tactical skills. The visor places reticles onto his targets within his field of vision, and acts as the main controls for his advanced targeting systems.
His appearance is the design of an albino young adult of electopian descent, with stark white hair that reaches straight up into the air and stark white eyes that glow behind his purple visor. His imperial face has been lightly bronzed, and his overall physique is incredibly lithe.
His apparel is actually rather simple. From his jawline down, his body is covered in a thin, flexible metallic alloy that coats his physique, his rippling muscles and lithe form visible beneath the material. The catsuit runs uninterrupted down the whole of his body, the only distinguishing designs being the crimson outlines down his sides.
His forearms are outfitted with armored black gauntlets, fitted with a set of interlocking silver coils that wrap around his wrists. The silver coils are separate enough to move independently of one another, but each of the three sets act jointly as holsters for his vast chip library, as well as vents for his darklight verniers. The slotted coils shift like gears to display different slots, each one moving as if with a mind of its own to provide the chip Vanguard desires without fail. They also release jets of Darklight energy, and form the substance sprouting from the holes at the end of his arms.
This incredibly volatile energy is the source of Vanguard's power, and is referred to as Darklight Data. While the material acts like an uncontrollable fire once distinguished from his body, within his grasp, he can control the volatile substance's form at a whim, transforming it into weapons or items of any kind, and, most importantly, into functioning hands. The writhing purple flames reach far up his forearm while he is in a functional condition, and can wreath across his whole body in the heat of combat.
His legs are similarly outfitted with a armored greaves; however, instead of being outfitted with a stone band, a red coil to match the spines is wrapped around his raised boots, a familiar silver material lining the point of Vanguard's boots.
His weapon of choice outside of his darklight energy and abundance of chips is a literal arm cannon that he can meld entirely out of darklight energy, forming it around his whole arm or summoning it from other points of his body for versatility. The large cannon focuses his bursts into hair thin energy beams in its barrell, and is intricately connected with his onboard targeting systems.
--Personality--
Vanguard is a loner. While he did not grow on the Net all alone, he has grown since, and has a strong sense of appreciation for power in one's self. Vanguard does not mind working alongside others, but, each individual must be able to carry their own weight without relying on another. Weakness within a single member of a team puts the whole group, and whatever mission they are on, at risk, and he will not tolerate such weakness.
Incredibly intelligent and coldly calculating, Vanguard excels in leadership positions due to his curt, blunt and to-the-point nature. When he does form an alliance, it is as a means to an end, and never out of reliance. He is dedicated to a fault to whatever mission or cause he has devoted himself to, and will go to any lengths to accomplish any course of action he has set himself on. Some call this determination "stubborn arrogance," but, Vanguard simply does not have the patience for unnecessary squabbles or tasks. Everything he does is with purpose, and no action or decision is done without thought or resolve.
In combat, Vanguard is cruel and merciless, despite his good intentions. While his demeanor is ultimately dark and foreboding, Vanguard fights the good fight, and longs to accomplish the dream of the people before him to bring the evil in this world to justice.
--Background--
Vanguard is not his first name. He started as a different Navi, by the name of Blade. Blade was the first Navi created under Project Darklight, ran by Siega Corporations, a company acting under Netopian government contract to try and recruit an elite net task force to handle the resurgence of malicious navis of all kinds; Darkloids included. In the span of their research, they decided that the best way to combat darkness was with darkness that could be used for the force of good - thus, Project Darklight was born.
The initiative was an attempt to create free-lance Darkloids, just as the ones who had caused so many problems for the Net before, but, with a better handle on their tendencies and greater defenses against the corruption of Dark Chips. These Darkloids were designed with the intent of utilizing the Darksoul, and all the other power sources that made Darkloids dangerous, but, were designed to combat other terrors of the Net, and ultimately be a force of good.
Blade was created with the intent of being the leader of the first group of successful Darkloids, after many failed trial errors in trying to create a group of Darkloids that utilized dark power of all kinds with good intentions. Each failed Navi design was taken to a containment unit. Blade was the first successful test, and his combat affinity was entirely founded within the powers of darkness. After him, they crafted a set of five other Darkloids, and it was this elite task force that Siega Corporations hoped that they could use to stop the evil ones.
During a training session of the new team, a fail safe was overwritten during a simulated release of Darkloids that actually released all of the failed Darkloids from the containment unit. The team was well equipped to combat the forces, but, en masse as it was, they were not prepared. The evil Darkloids wrecked havoc upon Siega Corporation's ancient and masterful servers, the best scientists present, and Blade's creators, falling prey to the chaos to follow. In his own last breaths of digital life and cognition, Blade watched the last of his teammates fall prey to the darkness within themselves as the Darkloids corrupted their fail safes. His own fail safes being much stronger, the Darkloids could do nothing to him, and, instead, they deleted him.
After the incident died down and everything was brought back under control, the remaining scientists and workers of Siega Corporation, no longer on government contract, as the job had been passed to someone else, gathered together and tried to salvage what they could from the ashes. In the midst of their research, they had many breakthroughs and advances in technology and understanding of Darkloid nature - surely there was something that the rogue Darkloids had left behind?
While scouring the remnants of the servers for any traces of the project left behind, they stumbled upon the steadily reforming remnants of Blade's data. Suddenly alight with purpose, the scientists salvaged what they could and went about rebuilding the key point of their success, making him practically the same, save for his name. They wanted someone who could take whelps and make them soldiers, to raise their organization out of the ashes . . . they needed a Vanguard; a leader and a warrior. His name was decided.
Vanguard is designed to utilize a special type of data that is emitted by Darkloids of his kind, termed Darklight Data. The failsafe programs put in place to prevent his soul code from being rewritten and destroyed transfers the dark power into Darklight Data, and it is this powerful, volatile byproduct of that function that Vanguard uses to fight. While he has very few memories of his past life, he fully remembers his dedication to what Siega Corporations stood for, and has dedicated himself to scouring the net for Darkloids and other perpetrators related to the onslaught on his home, and his people.
The time of his rebirth in the middle of the conflict involving MegaMan Juno, Vanguard joined alongside the Reavers in his short-sighted hopes of eliminating the world from the evils of Darkloids, as Juno had promised. In his time alongside the Reavers, Vanguard was trained by Var, and learned all that he knows about the battlefield from the brutal but succinct mentor.
Some time after the conflict with Juno came to a close, Vanguard was called back to the Corporation for some final tune-ups to his design plan and to be intimately linked to the Corporations Servers - Vanguard and Siega Corporations are one and the same, and it is his combat expertise that they use to forward what technology they could recover. Once Vanguard's edits were completed, and his connection tested and fully established, they released their Company's head into the Net to do as he pleased.
--Equipment System--
Head:
Core:
--RP Information--
}--Appearance--
Vanguard's forehead is covered by a metallic black semi-mask, which trails down the sides of his face and cups his chin to connect to the rest of the suit covering his body. The mask projects a thin, deep purple visor that spreads like a sideways X over his eerie, stark white gaze, bent slightly backwards at the edges, which expands to rest upon the bridge of his nose at the cross lines. This visor displays combat information in Vanguard's field of vision, and is the home base for all of his tactical skills. The visor places reticles onto his targets within his field of vision, and acts as the main controls for his advanced targeting systems.
His appearance is the design of an albino young adult of electopian descent, with stark white hair that reaches straight up into the air and stark white eyes that glow behind his purple visor. His imperial face has been lightly bronzed, and his overall physique is incredibly lithe.
His apparel is actually rather simple. From his jawline down, his body is covered in a thin, flexible metallic alloy that coats his physique, his rippling muscles and lithe form visible beneath the material. The catsuit runs uninterrupted down the whole of his body, the only distinguishing designs being the crimson outlines down his sides.
His forearms are outfitted with armored black gauntlets, fitted with a set of interlocking silver coils that wrap around his wrists. The silver coils are separate enough to move independently of one another, but each of the three sets act jointly as holsters for his vast chip library, as well as vents for his darklight verniers. The slotted coils shift like gears to display different slots, each one moving as if with a mind of its own to provide the chip Vanguard desires without fail. They also release jets of Darklight energy, and form the substance sprouting from the holes at the end of his arms.
This incredibly volatile energy is the source of Vanguard's power, and is referred to as Darklight Data. While the material acts like an uncontrollable fire once distinguished from his body, within his grasp, he can control the volatile substance's form at a whim, transforming it into weapons or items of any kind, and, most importantly, into functioning hands. The writhing purple flames reach far up his forearm while he is in a functional condition, and can wreath across his whole body in the heat of combat.
His legs are similarly outfitted with a armored greaves; however, instead of being outfitted with a stone band, a red coil to match the spines is wrapped around his raised boots, a familiar silver material lining the point of Vanguard's boots.
His weapon of choice outside of his darklight energy and abundance of chips is a literal arm cannon that he can meld entirely out of darklight energy, forming it around his whole arm or summoning it from other points of his body for versatility. The large cannon focuses his bursts into hair thin energy beams in its barrell, and is intricately connected with his onboard targeting systems.
--Personality--
Vanguard is a loner. While he did not grow on the Net all alone, he has grown since, and has a strong sense of appreciation for power in one's self. Vanguard does not mind working alongside others, but, each individual must be able to carry their own weight without relying on another. Weakness within a single member of a team puts the whole group, and whatever mission they are on, at risk, and he will not tolerate such weakness.
Incredibly intelligent and coldly calculating, Vanguard excels in leadership positions due to his curt, blunt and to-the-point nature. When he does form an alliance, it is as a means to an end, and never out of reliance. He is dedicated to a fault to whatever mission or cause he has devoted himself to, and will go to any lengths to accomplish any course of action he has set himself on. Some call this determination "stubborn arrogance," but, Vanguard simply does not have the patience for unnecessary squabbles or tasks. Everything he does is with purpose, and no action or decision is done without thought or resolve.
In combat, Vanguard is cruel and merciless, despite his good intentions. While his demeanor is ultimately dark and foreboding, Vanguard fights the good fight, and longs to accomplish the dream of the people before him to bring the evil in this world to justice.
--Background--
Vanguard is not his first name. He started as a different Navi, by the name of Blade. Blade was the first Navi created under Project Darklight, ran by Siega Corporations, a company acting under Netopian government contract to try and recruit an elite net task force to handle the resurgence of malicious navis of all kinds; Darkloids included. In the span of their research, they decided that the best way to combat darkness was with darkness that could be used for the force of good - thus, Project Darklight was born.
The initiative was an attempt to create free-lance Darkloids, just as the ones who had caused so many problems for the Net before, but, with a better handle on their tendencies and greater defenses against the corruption of Dark Chips. These Darkloids were designed with the intent of utilizing the Darksoul, and all the other power sources that made Darkloids dangerous, but, were designed to combat other terrors of the Net, and ultimately be a force of good.
Blade was created with the intent of being the leader of the first group of successful Darkloids, after many failed trial errors in trying to create a group of Darkloids that utilized dark power of all kinds with good intentions. Each failed Navi design was taken to a containment unit. Blade was the first successful test, and his combat affinity was entirely founded within the powers of darkness. After him, they crafted a set of five other Darkloids, and it was this elite task force that Siega Corporations hoped that they could use to stop the evil ones.
During a training session of the new team, a fail safe was overwritten during a simulated release of Darkloids that actually released all of the failed Darkloids from the containment unit. The team was well equipped to combat the forces, but, en masse as it was, they were not prepared. The evil Darkloids wrecked havoc upon Siega Corporation's ancient and masterful servers, the best scientists present, and Blade's creators, falling prey to the chaos to follow. In his own last breaths of digital life and cognition, Blade watched the last of his teammates fall prey to the darkness within themselves as the Darkloids corrupted their fail safes. His own fail safes being much stronger, the Darkloids could do nothing to him, and, instead, they deleted him.
After the incident died down and everything was brought back under control, the remaining scientists and workers of Siega Corporation, no longer on government contract, as the job had been passed to someone else, gathered together and tried to salvage what they could from the ashes. In the midst of their research, they had many breakthroughs and advances in technology and understanding of Darkloid nature - surely there was something that the rogue Darkloids had left behind?
While scouring the remnants of the servers for any traces of the project left behind, they stumbled upon the steadily reforming remnants of Blade's data. Suddenly alight with purpose, the scientists salvaged what they could and went about rebuilding the key point of their success, making him practically the same, save for his name. They wanted someone who could take whelps and make them soldiers, to raise their organization out of the ashes . . . they needed a Vanguard; a leader and a warrior. His name was decided.
Vanguard is designed to utilize a special type of data that is emitted by Darkloids of his kind, termed Darklight Data. The failsafe programs put in place to prevent his soul code from being rewritten and destroyed transfers the dark power into Darklight Data, and it is this powerful, volatile byproduct of that function that Vanguard uses to fight. While he has very few memories of his past life, he fully remembers his dedication to what Siega Corporations stood for, and has dedicated himself to scouring the net for Darkloids and other perpetrators related to the onslaught on his home, and his people.
The time of his rebirth in the middle of the conflict involving MegaMan Juno, Vanguard joined alongside the Reavers in his short-sighted hopes of eliminating the world from the evils of Darkloids, as Juno had promised. In his time alongside the Reavers, Vanguard was trained by Var, and learned all that he knows about the battlefield from the brutal but succinct mentor.
Some time after the conflict with Juno came to a close, Vanguard was called back to the Corporation for some final tune-ups to his design plan and to be intimately linked to the Corporations Servers - Vanguard and Siega Corporations are one and the same, and it is his combat expertise that they use to forward what technology they could recover. Once Vanguard's edits were completed, and his connection tested and fully established, they released their Company's head into the Net to do as he pleased.
--Equipment System--
Head:
{Top: Outbreak's Containment}Equip Type: Top
Description: A piece channeling the form of Vestil, who sows illness in his presence.
Effects: Every other turn, can add one tier one status effect to one attack.
Description: A piece channeling the form of Vestil, who sows illness in his presence.
Effects: Every other turn, can add one tier one status effect to one attack.
{Torso: Death's Shadow}Equip Type: Torso
Description: A piece channeling the shadow of Deav, forever shadowing death itself.
Effects: Every other turn, can use one avoid against an attack it otherwise could not avoid.
Bottom: Violence MachineDescription: A piece channeling the shadow of Deav, forever shadowing death itself.
Effects: Every other turn, can use one avoid against an attack it otherwise could not avoid.
{Hands: War's Grip ⇪⇪⇪}Equip Type: Hands
Description: A piece channeling the grip of Var, who holds the weight of war.
Effects: One charged attack is used an additional time on use per turn. This charged attack inflicts an additional x1.25 damage. This charged attack can be used once two turns later free of charge. This charged attack can be used to reduce the damage of enemy attacks by its base damage.
Description: A piece channeling the grip of Var, who holds the weight of war.
Effects: One charged attack is used an additional time on use per turn. This charged attack inflicts an additional x1.25 damage. This charged attack can be used once two turns later free of charge. This charged attack can be used to reduce the damage of enemy attacks by its base damage.
{Feet: Famine's Step}Equip Type: Feet
Description: A piece channeling the stride of Vamin, who brings decay in his wake.
Effects: Every odd turn, gain the positive effects of Lava Panels regardless of element.
Description: A piece channeling the stride of Vamin, who brings decay in his wake.
Effects: Every odd turn, gain the positive effects of Lava Panels regardless of element.
{Mantle: Violence Machine ⇪}Equip Type: Mantle
Effects: One buff effect with a duration of 2 turns or greater lasts for an additional turn. One buff effect with a duration of 1 turn is increased by 50%. Can equip this equipment into an empty bottom or feet slot. If so, applies to two buffs instead.
Weapon: Effects: One buff effect with a duration of 2 turns or greater lasts for an additional turn. One buff effect with a duration of 1 turn is increased by 50%. Can equip this equipment into an empty bottom or feet slot. If so, applies to two buffs instead.
Core:
Achievements
-Version / Experience:
--Version: 21
--Experience: 21,055
-Funds:
--Zenny: 73,620
--Bugfrags: 50
--Level: 63
--Misc:
--- 1 Lunar Fragment
--- 2 Ashen Fragments
--- 2 RMD
--- 2 HMD
--- 2 GMD
--- 2 BMD
*Font: ECAFEF Forte
{
-Type: Intel
-Karma: Dark
-Elements: [FireLv5 + NormalLv2] => SeekingLv7, BladeLv6
--Strengths: Toxic, Sand, Light, Laser
--Weaknesses: Plasma, Fire, Bug
-HP: 3,000
-Armor: 0
-Regeneration: 0
-Natural Avoid: 1-Hit Barrier // 5-CD
--Statistical Information--
}-Type: Intel
{--Effects: (Click to view)}° Chips may be upgraded 1 additional time beyond maximum.
° +5 total attacks.
° +1 special property of another element, +1 more every new type bonus acquired by version. (May not select properties that require level 5 of an element, or hidden elements)
-- Break [Unstoppable, 5-CD]
-- Laser [Piercing, 5-CD]
-- Shadow [Initiative]
-- Fire [Burn]
-- Elec [Shock]
° Version 4: Access to a single custom status damage of B-tier strength. Does not take up a skill.
° Version 7: +1 use hardcap to all skills, +1 use to Standard, Mega, and Giga chip uses per battle.
° Version 13: All status damage/reductions with a duration last 1 turn longer.
° Version 19: Custom status damage is allowed to be of A-tier strength. If status remains at B-tier strength, it cannot be cleansed on the turn of infliction.
° +5 total attacks.
° +1 special property of another element, +1 more every new type bonus acquired by version. (May not select properties that require level 5 of an element, or hidden elements)
-- Break [Unstoppable, 5-CD]
-- Laser [Piercing, 5-CD]
-- Shadow [Initiative]
-- Fire [Burn]
-- Elec [Shock]
° Version 4: Access to a single custom status damage of B-tier strength. Does not take up a skill.
° Version 7: +1 use hardcap to all skills, +1 use to Standard, Mega, and Giga chip uses per battle.
° Version 13: All status damage/reductions with a duration last 1 turn longer.
° Version 19: Custom status damage is allowed to be of A-tier strength. If status remains at B-tier strength, it cannot be cleansed on the turn of infliction.
-Karma: Dark
{--Effects: (Click to view)}° Base: Gain a Dark Soul
° v6: Gain a Chaos/Soul Unison
° v12: DarkChip Expansion
° v18: DarkChip Expansion
° v6: Gain a Chaos/Soul Unison
° v12: DarkChip Expansion
° v18: DarkChip Expansion
-Elements: [FireLv5 + NormalLv2] => SeekingLv7, BladeLv6
{--Effects: (Click to view)}° The first damaging attack landed onto each foe in a turn deals x2.5 Damage.
° User's Aiming Skills apply to 1 Additional (consecutive) Attack.
° 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.
::o:: +5 S-Tier Attack Uses (applied as desired).
::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
::o:: Reflection has -4 CD.
::o:: ⇪ Delta +1 Use to All Limited-Use Regular Attacks
° User's Aiming Skills apply to 1 Additional (consecutive) Attack.
° 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.
::o:: +5 S-Tier Attack Uses (applied as desired).
::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
::o:: Reflection has -4 CD.
::o:: ⇪ Delta +1 Use to All Limited-Use Regular Attacks
--Strengths: Toxic, Sand, Light, Laser
--Weaknesses: Plasma, Fire, Bug
-HP: 3,000
-Armor: 0
-Regeneration: 0
-Natural Avoid: 1-Hit Barrier // 5-CD
{--Modifiers: (Click to view)}° Base HP (1000)
° +2,000 HP (V-Up)
° +500 HP (Giga Core)
° -500 HP (HP Conversion)
° +2,000 HP (V-Up)
° +500 HP (Giga Core)
° -500 HP (HP Conversion)
{
1. [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]
2. [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]
3. [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, 5/5 Uses]
4. [Deflect] [C-Tier, Shield]
Vanguard uses intensified darklight energy as a shield, creating energy to cancel out another's.
- Blocks 1 Attack.
-- [Active, 13/13]
5. [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, 13/13]
6. [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, 13/13]
7. [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, 5/5 Uses]
8. [Tactical Mastery] [S-Tier, Chip Imbue]
Vanguard's ability to expand his arsenal beyond normal margins has grown to mastery. The difference between his chips and his typical arsenal has faded entirely.
-- The user's charged attacks may consume a Standard or Dark Chip to gain its Damage, Elements, and 1 Non-★ Effect for that use per turn that it was charged. Has no effect on Mega or Giga Chips.
-- Multiple Standard Chips may be imbued by this process, but the Attack will cost an additional Attack Slot for every chip imbued beyond the first
° The same chip cannot be imbued multiple times onto the same attack
-- [Passive]
9. [Zealot's Mastery] [X-Tier, Elemental Levels]
The mastery of the tactician's resolve and vigor come to fruition in a display of will, passion, and determination.
- Vanguard gains +6 Elemental Levels.
-- [Passive]
10. [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, 11/11 Uses]
11. [Battle Fuel] [A-Tier, Attack Usage]
The flow of battle is used as a resource in and of itself. The release of energy into the air allows him to absorb the darklight back into his body after.
- Vanguard applies +1 Use to an S-Tier attack as desired each time he hits an opponent with a charged attack. This can activate up to 5 times per turn.
-- [Passive]
--Skill Pool--
}1. [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]
2. [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]
3. [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, 5/5 Uses]
4. [Deflect] [C-Tier, Shield]
Vanguard uses intensified darklight energy as a shield, creating energy to cancel out another's.
- Blocks 1 Attack.
-- [Active, 13/13]
5. [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, 13/13]
6. [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, 13/13]
7. [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, 5/5 Uses]
8. [Tactical Mastery] [S-Tier, Chip Imbue]
Vanguard's ability to expand his arsenal beyond normal margins has grown to mastery. The difference between his chips and his typical arsenal has faded entirely.
-- The user's charged attacks may consume a Standard or Dark Chip to gain its Damage, Elements, and 1 Non-★ Effect for that use per turn that it was charged. Has no effect on Mega or Giga Chips.
-- Multiple Standard Chips may be imbued by this process, but the Attack will cost an additional Attack Slot for every chip imbued beyond the first
° The same chip cannot be imbued multiple times onto the same attack
-- [Passive]
9. [Zealot's Mastery] [X-Tier, Elemental Levels]
The mastery of the tactician's resolve and vigor come to fruition in a display of will, passion, and determination.
- Vanguard gains +6 Elemental Levels.
-- [Passive]
10. [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, 11/11 Uses]
11. [Battle Fuel] [A-Tier, Attack Usage]
The flow of battle is used as a resource in and of itself. The release of energy into the air allows him to absorb the darklight back into his body after.
- Vanguard applies +1 Use to an S-Tier attack as desired each time he hits an opponent with a charged attack. This can activate up to 5 times per turn.
-- [Passive]
{--Modifiers: (Click to view)}° +1 Use Hardcap to S-Tier Skills
{
1. [Zealot's Fuel]
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.
[0] 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
2. [Zealot's Ultimatum]
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] 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
3. [Charged Barrel]
A burst of heat exuded from his barrel blazes forward, his core emptying energy built up overtime.
[240] Fire S-Damage [50%]
::C:: 2 Aiming effects chosen upon use.
::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.
4. [Darklight Sword]
A mighty sword created from darklight energy that cleaves through multiple enemies.
[240] Fire C-Damage [50%]
::C:: 2 Aiming effects chosen upon use.
::C:: Can be optionally charged for up to 5 turns.
::o:: Can add 1 effect from the list to this attack per turn of charge applied: Cannot be intercepted, non-hidden element of choice, cannot be naturally avoided, cannot be countered, ignores armor. Replaces the optional charge multiplier.
5. [Auto-Reticle]
A reticle that fires without thought and without concern, tearing through an enemy as necessary.
[40] Fire C-Damage [10%]
::C:: Hits up to 8 Targets
::S:: If Hits: +1 Attack Slot for 1 turn per intended target hit.
::°:: 1-Turn Required Charge, -1 Total Attack/Use.
::°:: 2 Use/Battle
6. [Afterburn]
A reticle resonates with the energy of a previous onslaught, burning less bright but more dangerously.
[105 * 2 Hits] Fire C-Damage [60%]
::B:: Avoided Separately
::S:: Gains the Total Damage of another attack used on the initial turn.
::S:: Recurring auto attack at 50% total damage for 2 turns.
::o:: 1-Turn Required Charge, 1-CD, -3 Total Attacks/Use, This Attack's Damage cannot be further augmented.
::o:: 2 Use/Battle
7. [Zealot's Judgment]
A reticle that rends deep into flesh and being, allowing his strikes to burn through their final hopes.
[0] Fire 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
8. [Zealot's Prominence]
A reticle that that calls back the fires of a previous judgment.
[0] Fire S-Damage [100%]
::S::+ Copies the damage and effects of the last standard dark chip used.
::°:: 1-Turn Required Charge, -1 Total Attack/Use.
::°:: 2 Use/Battle
9. [Zealot's Conviction]
A blazing decision, that all in his way must fall.
[240] 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
10. [Diluted Essence]
A latent energy within his reserves that can be manipulated and pulled from, the very core of the Darklight energy he has mastered is its versatility.
[400] Fire S-Damage [100%]
::S:: Vanguard can expend uses from this attack instead of skill uses for chips that would ask for one.
::o:: -1 Total Attack/Use
::o:: 2 Uses/Battle
11. [Power Gambit]
The fuel core inside of Vanguard builds up Darklight power and expels it into his systems.
[240] 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:: 2 Use/Battle
12. [Zealot's Overflow]
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] 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:: 2 Use/Battle
13. [Zealot's Blade]
A darklight sword follows the flow of his eyes as he swings it, effortlessly finding the weaknesses of his foes.
[240] Fire C-Damage [60%]
::C:: Can be optionally charged for up to 2 turns.
::S:: Disrupts Multi-Instanced Avoids, Disrupts Multi-Instanced Grits, Cannot be Mitigated
::o:: -3 Total Attacks/Use
::o:: 7 Uses/Battle
14. [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] Fire S-Damage [100%]
::★:: Temporary augments to this attack affect the rest of Vanguard's attacks used this turn.
::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:: 2 Use/Battle
15. [Punishing Zeal]
The power of his flames surge outward, burning away all opposition before him.
[35 * 6] Fire C-Damage [50%]
::★:: Must be fully avoided, if able.
::B:: Avoided Separately
° -1 Total Attack/Use, 1-Full Turn Charge, 5-CD
::o:: 2 Use/Battle
16. [Recoursing Prominence]
The flames to contest all odds, to stand strong despite all chances; the flames to declare victory from defeat.
[280] 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:: If interrupted or dropped, this attack still loses 1 total use.
::o:: 1-Turn Requird Charge, -2 Total Attacks/use
::o:: 2 Use/Battle
17. [Power Revolver]
The chosen and legendary cannon revolves around a single cartridge constantly, empowering it until Vanguard releases it.
[0%] Fire C-Damage [70%]
::A:: Deals 10% of Vanguard's Base Damage per Charged he has applied to attacks up to this point in battle. Resets upon use.
::S:: Unconditional Auto-Attack for 50% Total Damage
::o:: 1-Turn Requird Charge, -1 Total Attacks/use
::o:: 2 Use/Battle
--Combat Information--
}Base Damage: 400
Attacks per Turn: 2
Total Attacks: 30/30
Attacks
{--Modifiers: (Click to view)}° Base Damage (100)
° +200 Base Damage (V-Up)
° +50 Base Damage (HP Conversion)
° +20 Base Damage (Navi Mark)
° +30 Base Damage (Gold Cross)
° +200 Base Damage (V-Up)
° +50 Base Damage (HP Conversion)
° +20 Base Damage (Navi Mark)
° +30 Base Damage (Gold Cross)
Attacks per Turn: 2
{Special Property - Reticle}Status Effect
For two turns, the afflicted Navi:
- Has all Avoidances disrupted, preventing any one skill use from avoiding more than one attack. This effect cannot be cleansed on the first turn of affliction.
B-Tier
Post Infliction Immunity -- Once this status naturally expires, the victim cannot be afflicted with it again for 2 turns.
For two turns, the afflicted Navi:
- Has all Avoidances disrupted, preventing any one skill use from avoiding more than one attack. This effect cannot be cleansed on the first turn of affliction.
B-Tier
Post Infliction Immunity -- Once this status naturally expires, the victim cannot be afflicted with it again for 2 turns.
Total Attacks: 30/30
Attacks
1. [Zealot's Fuel]
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.
[0] 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
2. [Zealot's Ultimatum]
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] 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
3. [Charged Barrel]
A burst of heat exuded from his barrel blazes forward, his core emptying energy built up overtime.
[240] Fire S-Damage [50%]
::C:: 2 Aiming effects chosen upon use.
::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.
4. [Darklight Sword]
A mighty sword created from darklight energy that cleaves through multiple enemies.
[240] Fire C-Damage [50%]
::C:: 2 Aiming effects chosen upon use.
::C:: Can be optionally charged for up to 5 turns.
::o:: Can add 1 effect from the list to this attack per turn of charge applied: Cannot be intercepted, non-hidden element of choice, cannot be naturally avoided, cannot be countered, ignores armor. Replaces the optional charge multiplier.
5. [Auto-Reticle]
A reticle that fires without thought and without concern, tearing through an enemy as necessary.
[40] Fire C-Damage [10%]
::C:: Hits up to 8 Targets
::S:: If Hits: +1 Attack Slot for 1 turn per intended target hit.
::°:: 1-Turn Required Charge, -1 Total Attack/Use.
::°:: 2 Use/Battle
6. [Afterburn]
A reticle resonates with the energy of a previous onslaught, burning less bright but more dangerously.
[105 * 2 Hits] Fire C-Damage [60%]
::B:: Avoided Separately
::S:: Gains the Total Damage of another attack used on the initial turn.
::S:: Recurring auto attack at 50% total damage for 2 turns.
::o:: 1-Turn Required Charge, 1-CD, -3 Total Attacks/Use, This Attack's Damage cannot be further augmented.
::o:: 2 Use/Battle
7. [Zealot's Judgment]
A reticle that rends deep into flesh and being, allowing his strikes to burn through their final hopes.
[0] Fire 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
8. [Zealot's Prominence]
A reticle that that calls back the fires of a previous judgment.
[0] Fire S-Damage [100%]
::S::+ Copies the damage and effects of the last standard dark chip used.
::°:: 1-Turn Required Charge, -1 Total Attack/Use.
::°:: 2 Use/Battle
9. [Zealot's Conviction]
A blazing decision, that all in his way must fall.
[240] 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
10. [Diluted Essence]
A latent energy within his reserves that can be manipulated and pulled from, the very core of the Darklight energy he has mastered is its versatility.
[400] Fire S-Damage [100%]
::S:: Vanguard can expend uses from this attack instead of skill uses for chips that would ask for one.
::o:: -1 Total Attack/Use
::o:: 2 Uses/Battle
11. [Power Gambit]
The fuel core inside of Vanguard builds up Darklight power and expels it into his systems.
[240] 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:: 2 Use/Battle
12. [Zealot's Overflow]
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] 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:: 2 Use/Battle
13. [Zealot's Blade]
A darklight sword follows the flow of his eyes as he swings it, effortlessly finding the weaknesses of his foes.
[240] Fire C-Damage [60%]
::C:: Can be optionally charged for up to 2 turns.
::S:: Disrupts Multi-Instanced Avoids, Disrupts Multi-Instanced Grits, Cannot be Mitigated
::o:: -3 Total Attacks/Use
::o:: 7 Uses/Battle
14. [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] Fire S-Damage [100%]
::★:: Temporary augments to this attack affect the rest of Vanguard's attacks used this turn.
::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:: 2 Use/Battle
15. [Punishing Zeal]
The power of his flames surge outward, burning away all opposition before him.
[35 * 6] Fire C-Damage [50%]
::★:: Must be fully avoided, if able.
::B:: Avoided Separately
° -1 Total Attack/Use, 1-Full Turn Charge, 5-CD
::o:: 2 Use/Battle
16. [Recoursing Prominence]
The flames to contest all odds, to stand strong despite all chances; the flames to declare victory from defeat.
[280] 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:: If interrupted or dropped, this attack still loses 1 total use.
::o:: 1-Turn Requird Charge, -2 Total Attacks/use
::o:: 2 Use/Battle
17. [Power Revolver]
The chosen and legendary cannon revolves around a single cartridge constantly, empowering it until Vanguard releases it.
[0%] Fire C-Damage [70%]
::A:: Deals 10% of Vanguard's Base Damage per Charged he has applied to attacks up to this point in battle. Resets upon use.
::S:: Unconditional Auto-Attack for 50% Total Damage
::o:: 1-Turn Requird Charge, -1 Total Attacks/use
::o:: 2 Use/Battle
{
Total Number of Chips Per Battle: 12
Mega Chips: 6
Giga Chips: 3
Standard/Dark Chips
[::Chip:Dark MeteorsLv7:v0:#2::]
[::Chip:Dark ScytheLv0:v0:#2::]
[::Chip:Dark CannonLv7:v0:#2::]
[::Chip:Dark SpreaderLv2:v0:#2::]
[::Chip:Dark SpreaderLv7:v0::]
[::Chip:Dark SwordLv7:v0:#4::]
[::Chip:Dark WideLv1:v0:#2::]
[::Chip:Dark WideLv7:v0::]
[::Chip:Dark KunaiLv7:v0:#4::]
[::Chip:Dark CircleLv7:v0:#2::]
[::Chip:Dark LanceLv1:v0::]
[::Chip:Dark DrillLv1:v0:#2::]
[::Chip:Dark DrillLv7:v0::]
[::Chip:Dark VulcanLv7:v0:#3::]
[::Chip:Dark TornadoLv7:v0:#3::]
[::Chip:Dark ShockwaveLv7:v0::]
[::Chip:Dark ThunderLv7:v0::]
[::Chip:Dark BombLv7:v0::]
[::Chip:Hard BodyLv8:v0:#3::]
[::Chip:Bug FixLv0:v0:#5::]
[::Chip:Air ShoesLv0:v0:#5::]
[::Chip:FanfareLv0:v0:#2::]
[::Chip:WindLv1:v0::]
[::Chip:RecoveryLv9:v0:#3::]
[::Chip:BoomerangLv9:v0:#2::]
[::Chip:CannonLv9:v0:#3::]
[::Chip:Custom SwordLv9:v0:#2::]
[::Chip:Rainy DayLv9:v0::]
[::Chip:TornadoLv9:v0::]
[::Chip:VolcanoLv9:v0:#2::]
[::Chip:Element PoisonLv9:v0::]
[::Chip:Seal CannonLv9:v0::]
[::Chip:Elemental RageLv9:v0:#5::]
[::Chip:DrainLv6:v0::]
[::Chip:YoyoLv9:v0::]
[::Chip:Gun Del SolLv9:v0::]
[::Chip:WhirlpoolLv9:v0::]
[::Chip:Mini BombLv9:v0::]
[::Chip:Magnet BoltLv9:v0::]
[::Chip:Air SwordLv6:v0::]
[::Chip:Air ShotLv6:v0::]
[::Chip:Rock CubeLv0:v0:#3::]
[::Chip:Buster UpLv0:v0::]
Mega Chips
[::Chip:Dark RecoveryLv0:v0:#3::]
[::Chip:Dark PlusLv0:v0:#2::]
[::Chip:Anti RecoveryLv0:v0::]
[::Chip:Slow GaugeLv0:v0::]
[::Chip:Stage RevertLv0:v0:#2::]
[::Chip:JealousyLv0:v0::]
[::Chip:PanicLv0:v0::]
[::Chip:Super VulcanLv0:v0:#2::]
[::Chip:Colonels ArmyLv0:v0:#2::]
[::Chip:North WindLv0:v0:#2::]
[::Chip:SlasherLv0:v0::]
[::Chip:Justice OneLv0:v0::]
[::Chip:PrismLv0:v0::]
[::Chip:Fast GaugeLv0:v0::]
[::Chip:NeoVariable SwordLv0:v0::]
[::Chip:NeoVariable SwordLv2:v0::]
[::Chip:MeteorsLv0:v0:#2::]
[::Chip:GuardianLv0:v0::]
[::Chip:Full CustomLv0:v0::]
[::Chip:Full CustomLv2:v0::]
[::Chip:Z SaberLv0:v0:#2::]
[::Chip:PoltergeistLv0:v0:#2::]
[::Chip:Zeus HammerLv0:v0::]
[::Chip:Dark StageLv0:v0::]
[::Chip:Ocean PanelsLv0:v0::]
[::Chip:Magnet PanelsLv0:v0::]
[::Chip:Glitch PanelsLv0:v0::]
[::Chip:Broken PanelsLv0:v0::]
[::Chip:Ice PanelsLv0:v0::]
[::Chip:Sand PanelsLv0:v0::]
[::Chip:Poison PanelsLv0:v0::]
[::Chip:Lava PanelsLv0:v0:#2::]
[Obligatory Solar/Nova reference]
Dat Dang Heckin’ Navi do a Boom
[365] Solar S-Damage
Undodgeable, hits all, regardless of success, for 2 turns, the Irradiate status is sent out to all enemies as a 0 damage, unaimed attack.
3 turn charge
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.
Giga Chips/Advanced Dark Chips
[::Chip:Hub BatchLv0:v0::]
[::Chip:Bug Death ThunderLv0:v0::]
[::Chip:Delta Ray EdgeLv0:v0::]
[::Chip:Folder BackLv0:v0::]
[::Chip:Air BurstLv0:v0::]
[::Chip:Blood MoonLv0:v0::]
[::Chip:Black WingLv0:v0::]
--Chip Library--
}Total Number of Chips Per Battle: 12
Mega Chips: 6
Giga Chips: 3
Standard/Dark Chips
[::Chip:Dark MeteorsLv7:v0:#2::]
[::Chip:Dark ScytheLv0:v0:#2::]
[::Chip:Dark CannonLv7:v0:#2::]
[::Chip:Dark SpreaderLv2:v0:#2::]
[::Chip:Dark SpreaderLv7:v0::]
[::Chip:Dark SwordLv7:v0:#4::]
[::Chip:Dark WideLv1:v0:#2::]
[::Chip:Dark WideLv7:v0::]
[::Chip:Dark KunaiLv7:v0:#4::]
[::Chip:Dark CircleLv7:v0:#2::]
[::Chip:Dark LanceLv1:v0::]
[::Chip:Dark DrillLv1:v0:#2::]
[::Chip:Dark DrillLv7:v0::]
[::Chip:Dark VulcanLv7:v0:#3::]
[::Chip:Dark TornadoLv7:v0:#3::]
[::Chip:Dark ShockwaveLv7:v0::]
[::Chip:Dark ThunderLv7:v0::]
[::Chip:Dark BombLv7:v0::]
[::Chip:Hard BodyLv8:v0:#3::]
[::Chip:Bug FixLv0:v0:#5::]
[::Chip:Air ShoesLv0:v0:#5::]
[::Chip:FanfareLv0:v0:#2::]
[::Chip:WindLv1:v0::]
[::Chip:RecoveryLv9:v0:#3::]
[::Chip:BoomerangLv9:v0:#2::]
[::Chip:CannonLv9:v0:#3::]
[::Chip:Custom SwordLv9:v0:#2::]
[::Chip:Rainy DayLv9:v0::]
[::Chip:TornadoLv9:v0::]
[::Chip:VolcanoLv9:v0:#2::]
[::Chip:Element PoisonLv9:v0::]
[::Chip:Seal CannonLv9:v0::]
[::Chip:Elemental RageLv9:v0:#5::]
[::Chip:DrainLv6:v0::]
[::Chip:YoyoLv9:v0::]
[::Chip:Gun Del SolLv9:v0::]
[::Chip:WhirlpoolLv9:v0::]
[::Chip:Mini BombLv9:v0::]
[::Chip:Magnet BoltLv9:v0::]
[::Chip:Air SwordLv6:v0::]
[::Chip:Air ShotLv6:v0::]
[::Chip:Rock CubeLv0:v0:#3::]
[::Chip:Buster UpLv0:v0::]
Mega Chips
[::Chip:Dark RecoveryLv0:v0:#3::]
[::Chip:Dark PlusLv0:v0:#2::]
[::Chip:Anti RecoveryLv0:v0::]
[::Chip:Slow GaugeLv0:v0::]
[::Chip:Stage RevertLv0:v0:#2::]
[::Chip:JealousyLv0:v0::]
[::Chip:PanicLv0:v0::]
[::Chip:Super VulcanLv0:v0:#2::]
[::Chip:Colonels ArmyLv0:v0:#2::]
[::Chip:North WindLv0:v0:#2::]
[::Chip:SlasherLv0:v0::]
[::Chip:Justice OneLv0:v0::]
[::Chip:PrismLv0:v0::]
[::Chip:Fast GaugeLv0:v0::]
[::Chip:NeoVariable SwordLv0:v0::]
[::Chip:NeoVariable SwordLv2:v0::]
[::Chip:MeteorsLv0:v0:#2::]
[::Chip:GuardianLv0:v0::]
[::Chip:Full CustomLv0:v0::]
[::Chip:Full CustomLv2:v0::]
[::Chip:Z SaberLv0:v0:#2::]
[::Chip:PoltergeistLv0:v0:#2::]
[::Chip:Zeus HammerLv0:v0::]
[::Chip:Dark StageLv0:v0::]
[::Chip:Ocean PanelsLv0:v0::]
[::Chip:Magnet PanelsLv0:v0::]
[::Chip:Glitch PanelsLv0:v0::]
[::Chip:Broken PanelsLv0:v0::]
[::Chip:Ice PanelsLv0:v0::]
[::Chip:Sand PanelsLv0:v0::]
[::Chip:Poison PanelsLv0:v0::]
[::Chip:Lava PanelsLv0:v0:#2::]
[Obligatory Solar/Nova reference]
Dat Dang Heckin’ Navi do a Boom
[365] Solar S-Damage
Undodgeable, hits all, regardless of success, for 2 turns, the Irradiate status is sent out to all enemies as a 0 damage, unaimed attack.
3 turn charge
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.
Giga Chips/Advanced Dark Chips
[::Chip:Hub BatchLv0:v0::]
[::Chip:Bug Death ThunderLv0:v0::]
[::Chip:Delta Ray EdgeLv0:v0::]
[::Chip:Folder BackLv0:v0::]
[::Chip:Air BurstLv0:v0::]
[::Chip:Blood MoonLv0:v0::]
[::Chip:Black WingLv0:v0::]
{
--Navi Customizer--
}}
--|Programs|--
[7/7 Equipped]
Defensive Programs
[Undershirt ⇪ Nu]
Activated Program
User survives a fatal turn of damage with 1 HP
⦗Uses per battle: 1/1⦘
Offensive Programs
[⇪ Speed Addition SP]
Passive Mega Program.
User gains +2 Attack Slots
Supportive Programs
[⇪ Blank Mind SP]
Passive Mega Program
User is immune to Berserk and the first dark chip glitch that would affect them each battle. Additionally, user is immune to the glitches from Darkchips.
[Set Lava ⇪ Zeta]
Activated Program
User may change all panels on the field for 1 Turn. The panels are locked into place for the turn used.
⦗Uses per battle: 1/1⦘
[Folder Expansion ⇪ Beta]
Passive Program
User can use multiple copies of the same Mega Chip in battle.
[Air Shoes ⇪ Nu]
Activated Program
Upon activation of this program, user ignores positive and negative stage effects for 1 turn. Does not take up a program slot.
⦗Uses per battle: 2/2⦘
Regenerative Programs
[Firewall ⇪ Nu]
Activated Program
Upon activation of this program, user can remove one negative status of choice. Does not take up a program slot.
⦗Uses per battle: 2⦘
Hidden Programs
[Folder Pack]
Passive Hidden Program
- Giga Folder 1: Giga Chip Limit Increased by 1
- Mega Folder 2: Mega Chip Limit Increased by 2
- Custom+5: +5 Battle Chips usable per battle
- Shuffle: Once per turn, may activate a chip that requires a skill use without spending the skill use
- Takes up one normal Program Slot along with the Navi's Hidden Program Slot.
[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: 4⦘
Giga Program
[Mobius ⇪ Medal Master]
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
° +1 Crest Slot.
° Giga Core - +1 Crest Slot; +1 Hidden Program | +500 HP
--|Accessories|--
[2/2 Equipped]
Crown of the Fallen Monarch
A powerful crown that darkens the mind....
° User is allowed one free dark-chip attack per turn
° Does not cost an Attack Slot or expend the Dark Chip's use
° Cannot be used if no uses remain of the desired dark chips
° Can only be applied to Standard Darkchips
° Glitch: User loses 15% of their Max HP per turn
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
Scepter of the Mad Harlequin
A scepter comprised of the darkest desires of evil; drives the mind to greater reactivity....
° For every Active Skill that the User has, they gain +1 Use to One Skill of choice in stats. (Maximum of +3 uses to a single skill)
° Glitch: User cannot mitigate incoming damage by any means
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
[Unequipped: Crimson Flame of the Shadow Knight, Garnet Star of Power, Aqua Star of Peace, Ring of the Dark Advisor, Dagger of the Grim Heir]
--|Crests|--
[4/5]
[Gold Cross Emblem]
Crest
The golden cross of the offensive fighter; enhances offensive capability.
° DMG +30
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
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
Cupid's Bow The power of affection imbued into the form of an arm-mounted bow.
° At will, User may imbue any of their Charged Attacks to Roll Arrow upon use
° The Attack's Name becomes "Roll Arrow" and it gains the User's Base Standard Chip Damage as well as the following effect:
-- "If Hits, victim loses 1 Chip Use for the rest of battle"
° This Crest has 2 Upgrade Slots (the same upgrade can be equipped multiple times)
::o:: ⇪ Chip Lover: Non-Dark Standard Chips can be upgraded 1 Additional Time x2
Ancestral Eye That which sees all.
::o:: User gains a "Noise Meter" that holds up to 100% Noise
::o:: Whenever Vanguard releases a charged attack, he generates 5% Noise per charge on the attack.
::o:: At above 50% Noise, the Meter depletes at a rate of -5% per turn
::o:: At 50% ~ 99% Noise, User can empty the entire Gauge to use Flow: When activated, User increases a single parameter by 50% for one instance.
::o:: At 100% Noise, User can empty the entire Gauge to use Surge; user may not use the same Surge twice in a battle.
::o:: When Activated, User gains one of the following Effects:
- +1 Use to One Skill
- +1 Immediate Charge to One Attack
- Instantly Cooldown One Attack
- Applies Flow's Effect at 100%
[7/7 Equipped]
Defensive Programs
[Undershirt ⇪ Nu]
Activated Program
User survives a fatal turn of damage with 1 HP
⦗Uses per battle: 1/1⦘
Offensive Programs
[⇪ Speed Addition SP]
Passive Mega Program.
User gains +2 Attack Slots
Supportive Programs
[⇪ Blank Mind SP]
Passive Mega Program
User is immune to Berserk and the first dark chip glitch that would affect them each battle. Additionally, user is immune to the glitches from Darkchips.
[Set Lava ⇪ Zeta]
Activated Program
User may change all panels on the field for 1 Turn. The panels are locked into place for the turn used.
⦗Uses per battle: 1/1⦘
[Folder Expansion ⇪ Beta]
Passive Program
User can use multiple copies of the same Mega Chip in battle.
[Air Shoes ⇪ Nu]
Activated Program
Upon activation of this program, user ignores positive and negative stage effects for 1 turn. Does not take up a program slot.
⦗Uses per battle: 2/2⦘
Regenerative Programs
[Firewall ⇪ Nu]
Activated Program
Upon activation of this program, user can remove one negative status of choice. Does not take up a program slot.
⦗Uses per battle: 2⦘
Hidden Programs
[Folder Pack]
Passive Hidden Program
- Giga Folder 1: Giga Chip Limit Increased by 1
- Mega Folder 2: Mega Chip Limit Increased by 2
- Custom+5: +5 Battle Chips usable per battle
- Shuffle: Once per turn, may activate a chip that requires a skill use without spending the skill use
- Takes up one normal Program Slot along with the Navi's Hidden Program Slot.
[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: 4⦘
Giga Program
[Mobius ⇪ Medal Master]
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
° +1 Crest Slot.
° Giga Core - +1 Crest Slot; +1 Hidden Program | +500 HP
--|Accessories|--
[2/2 Equipped]
Crown of the Fallen Monarch
A powerful crown that darkens the mind....
° User is allowed one free dark-chip attack per turn
° Does not cost an Attack Slot or expend the Dark Chip's use
° Cannot be used if no uses remain of the desired dark chips
° Can only be applied to Standard Darkchips
° Glitch: User loses 15% of their Max HP per turn
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
Scepter of the Mad Harlequin
A scepter comprised of the darkest desires of evil; drives the mind to greater reactivity....
° For every Active Skill that the User has, they gain +1 Use to One Skill of choice in stats. (Maximum of +3 uses to a single skill)
° Glitch: User cannot mitigate incoming damage by any means
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
[Unequipped: Crimson Flame of the Shadow Knight, Garnet Star of Power, Aqua Star of Peace, Ring of the Dark Advisor, Dagger of the Grim Heir]
--|Crests|--
[4/5]
[Gold Cross Emblem]
Crest
The golden cross of the offensive fighter; enhances offensive capability.
° DMG +30
Mantle of 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
Santa Hat
° 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
Cupid's Bow
° At will, User may imbue any of their Charged Attacks to Roll Arrow upon use
° The Attack's Name becomes "Roll Arrow" and it gains the User's Base Standard Chip Damage as well as the following effect:
-- "If Hits, victim loses 1 Chip Use for the rest of battle"
° This Crest has 2 Upgrade Slots (the same upgrade can be equipped multiple times)
::o:: ⇪ Chip Lover: Non-Dark Standard Chips can be upgraded 1 Additional Time x2
Ancestral Eye
::o:: User gains a "Noise Meter" that holds up to 100% Noise
::o:: Whenever Vanguard releases a charged attack, he generates 5% Noise per charge on the attack.
::o:: At above 50% Noise, the Meter depletes at a rate of -5% per turn
::o:: At 50% ~ 99% Noise, User can empty the entire Gauge to use Flow: When activated, User increases a single parameter by 50% for one instance.
::o:: At 100% Noise, User can empty the entire Gauge to use Surge; user may not use the same Surge twice in a battle.
::o:: When Activated, User gains one of the following Effects:
- +1 Use to One Skill
- +1 Immediate Charge to One Attack
- Instantly Cooldown One Attack
- Applies Flow's Effect at 100%
{
[Tactical Reprieve] - [Advanced Form]
Less of a survival method as much as it is a defense mechanism, Vanguard alights in his darksoul when he is pushed to try in combat.
° Automatically activates upon reaching 0 HP. Revives Vanguard with 1 HP
° Vanguard is invincible except against Aimed Attacks
° Vanguard has +1 Attack Slot for the duration
° Lasts for 2 Turns.
[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
--Hyper Repertoire--
}Dark Soul
[Tactical Reprieve] - [Advanced Form]
Less of a survival method as much as it is a defense mechanism, Vanguard alights in his darksoul when he is pushed to try in combat.
° Automatically activates upon reaching 0 HP. Revives Vanguard with 1 HP
° Vanguard is invincible except against Aimed Attacks
° Vanguard has +1 Attack Slot for the duration
° Lasts for 2 Turns.
[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