Post by Zeta on Jun 3, 2016 12:47:09 GMT -8
Navi Name:
Spytz.EXE
Spytz.EXE
Credit: EmilisB
Description:
Personal Information:
Full Name: Spytz.EXE
Date of Birth: N/A || Age: 25~
Birthplace: Sharo
Height: 68 inches
Operator: Elisha Barreto [Undisclosed]
{
Date of Birthday || Age: N/A
Birthplace: N/A
Height: N/A
OP Personal Info: (Click to Reveal)
}Credits: Darren Bartley
Date of Birthday || Age: N/A
Birthplace: N/A
Height: N/A
Background:
A long time ago Spytz was an avid follower of the power of Dark Chips and user of the destructive and powerful Dark Soul. But, has since moved on from its tainting nature, leaving behind that deadly addiction in the past. He decided a while back that having too much power at the cost of enslaving yourself to its dark powers wasn't worth the hassle. Believing that sooner or later it would had drove him insane to the point of deletion. Nonetheless, those powers seemed to have mutated his coding, giving him a noticeable toxic properties on his body. To which Spytz currently manipulates as a weapon to gain the advantage in the battlefield.
Spytz does not have any interest when it comes to the dark navis or light navis spectrum of net society classes. Seeing them both as one of the same, as good and evil cannot exist without one or the other. And believing that the lines that separates them is also nonexistent. He considers himself to be a neutral navi, who hates when navis tries to impose their agenda of what they deemed as "right" or "wrong" for net society to complete their personal ideologies. And he will usually take a purely neutral stance during major altercation, unless he feels it disturbs the balance of natural order.
Personality:
Somewhat serious, but would speak what's on his mind about anything that aggravates him. Occasionally, doesn't mind helping those who cannot defend themselves or go against those who sabotages others way of life.
Little is known about Spytz operator, or whether one actually exists. Spytz has never mention a name of person that could be operating him, and the majority of the time it seems as if he operates himself!
Version / Experience:
Version: 5
Experience: 1,320
TNL: 1,600; V6
Funds:
Zenny: 26,850
Bugfrags: 00
Minifrags: 00
Level: 5
Components: 004/100
Key Items:
Z License
Statistical Information:
HP: 2,400
Karma: Neutral
Armor: +/-0
Regeneration: +100
Natural Avoid: Natural Barrier (5 Turn CD)
Base Damage: 110
Attack Slots: 3
Elements: [Primary] Toxic Lvl 5, Sonic Lvl 2, Dark Lvl 3
{
Health Points Record
° +1,000 from Base
° +500 from Damage Sacrifice
° +400 from V-Up
° +300 from Omni-Unit SP
° +200 from Navi Mark
Armor Record
° None
Damage Reduction Record
° None
Regeneration Record
° +100 from Omni-Unit SP
Damage Record
° +100 Base
° +40 from V-Up
° +30 from Omni-Unit SP
° -50 from HP Sacrifice
° -10 from Glass Cross of Glass
Attack Slot Record
° +2 from Base
° +1 from V-3
Auto Charge Record
° None
Element Level Record
° +3 from Base
° +3 from ⇪ Elemental Expansion SP
° +2 from Resource Type
° +2 from Zircon Cross of Elements
Miscellaneous Record
° None
Statistical Record(+)
}Health Points Record
° +1,000 from Base
° +500 from Damage Sacrifice
° +400 from V-Up
° +300 from Omni-Unit SP
° +200 from Navi Mark
Armor Record
° None
Damage Reduction Record
° None
Regeneration Record
° +100 from Omni-Unit SP
Damage Record
° +100 Base
° +40 from V-Up
° +30 from Omni-Unit SP
° -50 from HP Sacrifice
° -10 from Glass Cross of Glass
Attack Slot Record
° +2 from Base
° +1 from V-3
Auto Charge Record
° None
Element Level Record
° +3 from Base
° +3 from ⇪ Elemental Expansion SP
° +2 from Resource Type
° +2 from Zircon Cross of Elements
Miscellaneous Record
° None
Strengths: Aqua, Plasma, Sand, Shadow, Stone, Wind
Weaknesses: Bug, Elec, Laser, Light, Metal
Type: Resource
° +25% Zenny Gain from Normal Battles
° +2 Chips usable per battle
° +1 Program Slot
° +1 Accessory Slot
° +1 Element Level
° +1 More Element Level at Version 3
Special Properties:
Version Bonus:
° V2: +1 Attack Slot
° V3: +1 Skill
° V5: +1 Skill
Neutral Karma:
° V1: +1 Hyper Attack
° V4: +1 Dark Soul
Toxic Lvl 5:
° Enemies take 160 unavoidable toxic damage per turn.
° Immune to Poison.
° Poison: For 2 turns, the afflicted Navi takes 10 Damage/turn and has -10 Damage (final total). If they're hit by Poison again, they take 10 more Damage/turn, have -10 more Damage, and if it's the first time they've taken Poison in the turn the Damage/Damage reduction last +1 turn, to a max of 50 Damage/turn, -50 Damage, and 6 turns. If the Damage/Damage reduction are capped, the duration cannot be increased. If the Damage/Damage reduction is at 30 or more, they can't use Undershirt effects. Once ended, a Navi cannot be Poisoned for 2 turns.
Sonic Lvl 2:
° Add "Hits All" to One Attack (2 Turn CD)
° Confuse: For 2 turns, the afflicted Navi must use all attack slots available to them and every even attack used hits themselves instead of any other targets. Once ended, a Navi cannot be Confused for 4 turns.
Dark Lvl 3:
° Negate the first Hyper Attack from each opponent that would otherwise hit you
° One Status Infliction gains "Cannot be removed on turn of infliction" (1 Turn CD)
° Darken: If hits, Victim is ejected from HyperMode. If the victim is not in HyperMode, this status prevents them from entering it for 1 Turn instead
Attack Skills:
Attacks: 9 Attacks
{
Damage over Time
- No Tier (Costs no Damage to convert)
- Damage Type becomes Unavoidable if the inflicting attack is successful
- Damage Type can be removed via Status heal
- Since it's Unavoidable, it also ignores Armor and all forms of Damage Mitigation unless otherwise specified
- Damage scales off of Version
- Deals 4 + (2 * V) per Turn for every 10% of Base Damage converted
- Lasts for 2 Turns, increased by 1 Turn for every CD Added (Max Duration: 5 Turns)
(Adding duration also incurs a 10% damage cost for every turn of duration added)
Damage Over Time (+)
}Damage over Time
- No Tier (Costs no Damage to convert)
- Damage Type becomes Unavoidable if the inflicting attack is successful
- Damage Type can be removed via Status heal
- Since it's Unavoidable, it also ignores Armor and all forms of Damage Mitigation unless otherwise specified
- Damage scales off of Version
- Deals 4 + (2 * V) per Turn for every 10% of Base Damage converted
- Lasts for 2 Turns, increased by 1 Turn for every CD Added (Max Duration: 5 Turns)
(Adding duration also incurs a 10% damage cost for every turn of duration added)
Name: Muscaria
Element: Toxic
Range: C-Range
Description: Spytz comes into contact with an opponent to weaken their immunity with a poisonous substance
Damage: 0 DMG [Deals 80% of Base DMG]
Effects: Undodgeable, Breaks Shield, Cannot be Countered
° Deals 110 Unavoidable Damage for 2 Turns if it hits the target
Name: Transverse Shock
Element: Sonic
Range: S-Range
Description: Spytz emits a light sonic wave to disrupt the target's nervous systems
Damage: 0 DMG [Deals 80% of Base DMG]
Effects: Cuts Aura, Breaks Shield, Cannot be Countered
° Deals 110 Unavoidable Damage for 2 Turns if it hits the target
Name: Revitalization
Element: Dark
Range: C-Range
Description: Spytz imbues unto his target a false sense of determination and obscurity
Damage: 0 DMG [Deals 80% of Base DMG]
Effects: Undodgeable, Cuts Aura, Cannot be Countered
° Deals 110 Unavoidable Damage for 2 Turns if it hits the target
Name: Alluvium
Element: Toxic
Range: S-Range
Description: Spytz excretes a poisonous muck into the air to create toxic fumes in the atmosphere!
Damage: 0 DMG [Deals 60% of Base DMG]
Effects: Undodgeable, Cuts Aura, Cannot be Countered, Posion
° Deals 80 Unavoidable Damage for 3 Turns if it hits the target
Cooldown:
Name: Anharmonic
Element: Sonic
Range: S-Range
Description: Spytz launches a sonic wave blast that deviates from the usual motion
Damage: 0 DMG [Deals 60% of Base DMG]
Effects: Cuts Aura, Breaks Shield, Cannot be Countered, Confuse
° Deals 80 Unavoidable Damage for 3 Turns if it hits the target
Cooldown:
Name: Resuscitation
Element: Dark
Range: S-Range
Description: Spytz resuscitates his target into a morbid state of unconsciousness
Damage: 0 DMG [Deals 60% of Base DMG]
Effects: Undodgeable, Breaks Shield, Cannot be Countered, Darken
° Deals 80 Unavoidable Damage for 3 Turns if it hits the target
Cooldown:
Charge: 1
Name: Dendrotoxin
Element: Toxic
Range: C-Range
Description: Spytz contaminates the atmosphere around the area with lethal toxins
Damage: 0 DMG [Deals 40% of Base DMG]
Effects: Cuts Aura, Breaks Shield
° Cannot be Countered, Destroys: Barriers, Poison
° Deals 55 Unavoidable Damage for 4 Turns if it hits the target
Charge: 1
Cooldown: 2
Name: Gamma Burst
Element: Sonic
Range: S-Range
Description: Spytz launches a burst of radiation wave through his hands
Damage: 0 DMG [Deals 40% of Base DMG]
Effects: Undodgeable, Breaks Shield
° Cannot be Countered, Destroys: Objects, Confuse
° Deals 55 Unavoidable Damage for 4 Turns if it hits the target
Charge: 1
Cooldown: 2
Name: Rejuvenation
Element: Dark
Range: C-Range
Description: Spytz restores vital signs with deceptive sensory manipulation
Damage: 0 DMG [Deals 40% of Base DMG]
Effects: Undodgeable, Breaks Shield, Cannot be Countered, Darken
° Deals 55 Unavoidable Damage for 5 Turns if it hits the target
Charge: 1
Cooldown: 3
Skills: 6 Skills
Name: Toxicologist
Type: Support Skill || Custom
Class: No-Tier
Description: Spytz uses his knowledge of toxic chemistry to his advantage
Effects:
° Poison's Damage/Damage reduction deals 25 Damage per turn, -25 Damage instead [5 * V]
° Additionally, the first time a Poisoned opponent takes an attack labeled "Poison" in any turn, they take 25 more Damage per turn, have -25 more Damage and the Damage/Damage reduction last +2 Turns
Uses: Passive Effects
Name: Toxicomania
Type: Offensive Skill
Class: C-Tier
Description: Spytz addiction to provoke harm to others is a questionable habit of his
Effects: The user's Damage over Time Conversion gains +5 Damage per turn [1 * V]
Uses: Passive Effects
Name: Arcane Force
Type: Defense Skill
Class: C-Tier
Description: Spytz uses the dark matter to block attacks
Effects: User blocks 1 incoming attack
Uses: 5 [+1 at Versions 3, 5, 7, 9, 11, 13, 15, 17, 19]
Name: Pulse Wave
Type: Speed Skill
Class: C-Tier
Description: Spytz uses sonic waves to help him dodge attacks
Effects: User dodges 1 incoming attack
Uses: 5 [+1 at Versions 3, 5, 7, 9, 11, 13, 15, 17, 19]
Name: Transcendence
Type: Support Skill
Class: C-Tier
Description: Spytz stores his energy to neutralize certain attacks
Effects: Natural Barrier stops one incoming attack
Uses: 5 [+1 at Versions 3, 5, 7, 9, 11, 13, 15, 17, 19]
Name: Malware Corrosion
Type: Support Skill
Class: A-Tier
Description:
Effects: Summons an aura with 160-HP around your navi [110 + (10 * V)]
Uses: 2 [+1 at Versions 5, 9, 13, 17]
Hyper Skills:
Hyper Modes:
Name: Necroa
Type: Dark Soul
Description: Leftover remnant of his past still lingers from within
Effects: Lasts for 2 Turns
° Automatically activates upon reaching 0 HP. Revives Navi with 1 HP
° Navi is invincible except against Aimed Attacks
° Navi has +1 Attack Slot for the duration
Uses: 1
Hyper Attacks:
Name: Intoxicated Redemption
Element: Toxic || Dark
Range: S-Range
Description: When the blast hits upon impact, the poisonous substance leaves the afflicted target intoxicated which leaves them prone to internal damage
Damage: 0 DMG [Deals 100% of Base DMG]
Effects: Undodgeable, Breaks Shield
° Cannot be Countered, Cuts Darksoul
° Deals 140 Unavoidable Damage for 2 Turns if it hits the target
Charge: 1
Cooldown : 1
Navi Customizer:
Program Slots: [6/6] [+1 from Resource Type]
Defensive Programs Installed:
Mirror Armor
° User counters for 20 + (10 * Version) Unavoidable Damage whenever they are struck by a full attack
° This can occur up to 4 times per turn per opponent
Offensive Programs Installed:
Supportive Programs Installed:
⇪ Elemental Expansion SP: Passive Program: Mega Program.
° Effects changed to: User has +3 Element Levels.
° This Program loses the ability to be equipped twice.
Omni Unit SP: Passive Program: Mega Program:
° HP +300, DMG +30, +1 Attack Slot on first turn, +100 Regen
Regenerative Programs Installed:
Firewall ⇪ Nu: Activated Program
° User can remove one negative status effect of choice
° Firewall does not cost a program slot
Uses: 2
Accessories:
Navi Marks:
: +200 HP
Accesories Slots: [3/3] [+1 from Resource Type]
Slot 1:
Slot 2:
Aqua Shard
A single shard of Aqua, gives off a weak light.
° User has 3 Cooldown Reduction, applied as desired
° If equipped alongside a Glass Cross, has the effects of Aqua Cross instead
Slot 3:
Glass Cross of Glass
A shining cross of... glass? I think it's cracked!
° -10 DMG
Unequipped:
Crest Slots: [0/3]
Chips:
Usable Chips: 7 [+2 from Resource Type]
Usable Megas: 3
Usable Gigas: 1
Standard: Damage Dealt: 100 + (10 * Version) Unless marked otherwise
{
Barrier
No Damage || Does not Cost an Attack Slot to use
° Create a 10-HP Barrier around the user
° User must sacrifice 1 Skill Use to activate this Chip
° The Barrier has +40 HP per Upgrade applied to it
B Code (Click to Reveal Chip(s))
}Barrier
No Damage || Does not Cost an Attack Slot to use
° Create a 10-HP Barrier around the user
° User must sacrifice 1 Skill Use to activate this Chip
° The Barrier has +40 HP per Upgrade applied to it
{
Color Point MKIII
No Damage || Does not Cost an Attack Slot to use
° Upon Use, user gains +45 Damage per hit with their next Battle Chip Attack
° User must sacrifice 1 Skill Use to activate this Chip
° Upgrading this Chip increases its effect by +5 Damage
C Code (Click to Reveal Chip(s))
}Color Point MKIII
No Damage || Does not Cost an Attack Slot to use
° Upon Use, user gains +45 Damage per hit with their next Battle Chip Attack
° User must sacrifice 1 Skill Use to activate this Chip
° Upgrading this Chip increases its effect by +5 Damage
{
Element Flare
° 140 Toxic S-Damage
° Cuts Aura
° Deals x2.0 Damage on panels matching this element
° Deals x2.0 Damage to enemies weak to this element
° Navis of this Element are immune to this chip
E Code (Click to Reveal Chip(s))
}Element Flare
° 140 Toxic S-Damage
° Cuts Aura
° Deals x2.0 Damage on panels matching this element
° Deals x2.0 Damage to enemies weak to this element
° Navis of this Element are immune to this chip
{
Guard
No Damage || Does not Cost an Attack Slot to use
° Block 1 Attack
° User must sacrifice 1 Skill Use to activate this Chip
° This Chip cannot be Upgraded
Battle Chips Owned: 3
G Code (Click to Reveal Chip(s))
}Guard
No Damage || Does not Cost an Attack Slot to use
° Block 1 Attack
° User must sacrifice 1 Skill Use to activate this Chip
° This Chip cannot be Upgraded
Battle Chips Owned: 3
{
Shockwave
140 Normal S-Damage
° Penetrates 30 Armor
° Breaks Shield
° When upgraded, this chip penetrates 40 more armor in addition to the standard upgrade damage boost
° Cannot be used on Broken Panels.
Shotgun
140 Normal S-Damage
° Hits up to 2 Targets
° Undodgeable
° When upgraded, this chip hits an additional target in addition to the standard upgrade damage boost
S Code (Click to Reveal Chip(s))
}Shockwave
140 Normal S-Damage
° Penetrates 30 Armor
° Breaks Shield
° When upgraded, this chip penetrates 40 more armor in addition to the standard upgrade damage boost
° Cannot be used on Broken Panels.
Shotgun
140 Normal S-Damage
° Hits up to 2 Targets
° Undodgeable
° When upgraded, this chip hits an additional target in addition to the standard upgrade damage boost
Mega: Damage Dealt: 150 + (15 * Version) Unless marked otherwise
Name: SE Smash
Range: C-Attack
Element: Metal
Description: Hammer smashes the enemy!
Damage: 210 DMG
Effects: Breaks Shield, Cuts Aura
Uses: 1
Name: SE Beta Sword
Range: C-Attack
Element: Normal
Description: Sword automatically strikes!
Damage: 210 DMG
Effects: Used one turn, automatically strikes for the next 4 turns.
Uses: 1
Giga: