Post by Gaia on Sept 24, 2016 17:39:28 GMT -8
CircusMan
Defense Phase
[CircusMan HP=3100/3100]
[N/A]
[CircusMan HP=3100/3100]
Support Phase
[CircusMan HP=3100/3100]
[CircusMan HP=3100/3100]
Combat Phase
2 Attack Slots @ JunkMan
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 350
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect)
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 190
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
Summary Phase
540 Damage @ JunkMan
[CircusMan HP=3100/3100]
Status: Okay!
Stage: Null
JunkMan.EXE
Defense Phase
[JunkMan HP=2000/2000]
JunkMan has 105 Armor
[CircusMan's Attacks] - Taken for 540 Damage.
[Mirror Armor] - Counters for 200 Damage!
[JunkMan HP=1460/2000]
Support Phase
[JunkMan HP=1460/2000]
[Regen] - +100 HP
[Junk Hoard] - Turns Stage to Metal for 3 turns!
[JunkMan HP=1560/2000]
Combat Phase
JunkMan has 4 Attack Slots
1. Junk Cube Metal | Shot
Using his control over electromagnetism, JunkMan pulls up some trash and miscellaneous metals and fuses them together into little cubes.
- No Damage.
- Spawns 1 440-HP Junk Cube.
- Alternatively, can place 1 Junk Cube in the Trash Collection.
-- 1-CD.
[Prized Possession] - Junk Cube gains +70 HP. Once per turn, when Spawning a Junk Cube, if the panels are Metal, JunkMan spawns 1 extra Cube.
2. Junk Shot Metal | Shot
Condensing a pile of junk into a functioning projectile, JunkMan lobs a block of junk at the opponent!
- 130 Damage
- Undodgeable
- Breaks Shields
- Regardless of Success, Spawns 1 100-HP JunkCube
-- 2-CD
[Prized Possession] - Junk CubeB gains +70 HP.
3. Poltergeist Elec | Shot
JunkMan creates a burst of electromagnetism that picks up items and throws them at enemies, slowing them down.
- [64] Damage; 4 Hits, Avoided Separately
- If hits, Victim loses 2 Attack Slots for 1 Turn, and is Shocked
- Hits can be divided among 4 Opponents
- Each hit gains +10 Damage/Object on the Field
-- +15 Damage/Object if the Objects are JunkCubes
--- 2-CD
4. Bolt Missile Elec | Shot
JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target!
- 200 Damage
- Undodgeable
- Cuts Auras
Summary Phase
130 Metal Damage + 456 Elec Damage @ CircusMan
[JunkMan HP=1560/2000] 1560/2000
Status: Okay!
Stage: Metal
Cool Down(s):
Junk Cube: 0/1
Poltergeist: 0/2
Junk Shot: 0/2
CircusMan
Defense Phase
[CircusMan HP=3100/3100]
[JunkMan's Attacks] - Taken for 786 Damage
[CircusMan HP=2314/3100]
Support Phase
[CircusMan HP=2314/3100]
[CircusMan HP=2314/3100]
Combat Phase
2 Attack Slots @ JunkMan
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 350
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect)
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 190
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
Summary Phase
540 Damage @ JunkMan
[CircusMan HP=2314/3100]
Status: Shocked (0/3)
Stage: Metal
JunkMan.EXE
Defense Phase
[JunkMan HP=1560/2000]
JunkMan has 135 Armor and 3 Active Junk Cubes
[CircusMan's Attacks] - Blocked by JunkShield
[JunkCubeA] - Takes 540 Damage
[JunkCubeB] - Takes 540 Damage
[JunkCubeC] - Takes 540 Damage
[JunkCubeA HP=0/510]
[JunkCubeB HP=0/510]
[JunkCubeC HP=0/170]
[Junk Protector] - Counters for 200 Damage
[JunkMan HP=1560/2000]
Support Phase
[JunkMan HP=1560/2000]
[Regen] - +100 HP
[Trash Collection]
- JunkCube x3
-- Sacrifice 2 Units to create one JunkCube with 490 HP!
[Prized Possession] - JunkCube gains +70 HP. Once per turn, when Spawning a Junk Cube, if the panels are Metal, JunkMan spawns 1 extra Cube.
[JunkMan HP=1660/2000]
Combat Phase
JunkMan has 3 Attack Slots
1. Bolt Missile Elec | Shot
JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target!
- 200 Damage
- Undodgeable
- Cuts Auras
2. Bolt Missile Elec | Shot
JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target!
- 200 Damage
- Undodgeable
- Cuts Auras
3. Bolt Missile Elec | Shot
JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target!
- 200 Damage
- Undodgeable
- Cuts Auras
Summary Phase
600 Elec Damage @ CircusMan
[JunkMan HP=1660/2000] 1660/2000
Status: Okay!
Stage: Metal (2/3)
Cool Down(s):
Junk Cube: 1/1
Poltergeist: 1/2
Junk Shot: 1/2
CircusMan
Defense Phase
[CircusMan HP=2314/3100]
[Bolt Missile] - Vault
[Shock] - CircusMan loses 3% (69) of his Current Health!
[Bolt Missile] - Vault
[Shock] - CircusMan loses 3% (67) of his Current Health!
[Bolt Missile] - Taken for 200 Damage
[Counter Damage] - Taken for 200 Damage
[CircusMan HP=1778/3100]
Support Phase
[CircusMan HP=1778/3100]
[CircusMan HP=1778/3100]
Combat Phase
3 Attack Slots @ JunkMan
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 350
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect)
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 190
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
Summary Phase
540 Damage @ JunkMan
[CircusMan HP=1778/3100]
Status: Shocked (1/3)
Stage: Metal
JunkMan.EXE
Defense Phase
[JunkMan HP=1660/2000]
JunkMan has 135 Armor and 2 Active Junk Cubes
[CircusMan's Attacks] - Blocked by Junk Shield
[JunkCubeA] - Takes 540 Damage
[JunkCubeB] - Takes 540 Damage
[JunkCubeA HP=20/560]
[JunkCubeB HP=20/560]
[Junk Protector] - Counters for 200 Damage
[JunkMan HP=1660/2000]
Support Phase
[JunkMan HP=1660/2000]
[Regen] - +100 HP
[Trash Collection]
- JunkCube x1
[JunkMan HP=1760/2000]
Combat Phase
JunkMan has 3 Attack Slots
1. Junk Cube Metal | Shot
Using his control over electromagnetism, JunkMan pulls up some trash and miscellaneous metals and fuses them together into little cubes.
- No Damage.
- Spawns 1 440-HP Junk Cube.
- Alternatively, can place 1 Junk Cube in the Trash Collection.
-- 1-CD.
[Prized Possession] - JunkCubeC Gains +70 HP. Once per turn, when Spawning a Junk Cube, if the panels are Metal, JunkMan spawns 1 extra Cube.
2. Bolt Missile Elec | Shot
JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target!
- 200 Damage
- Undodgeable
- Cuts Auras
3. Bolt Missile Elec | Shot
JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target!
- 200 Damage
- Undodgeable
- Cuts Auras
Summary Phase
400 Elec Damage @ CircusMan
[JunkMan HP=1760/2000] 1760/2000
Status: Okay!
Stage: Metal (3/3)
Cool Down(s):
Poltergeist: 2/2
Junk Shot: 2/2
Junk Cube: 0/1
CircusMan
Defense Phase
[CircusMan HP=1778/3100]
[Bolt Missile] - Avoided with Vault!
[Shock] - CircusMan loses 3% (53) of his Current Health!
[Bolt Missile] - Avoided with Vault!
[Shock] - CircusMan loses 3% (51) of his Current Health!
[Counter Damage] - 200 Damage
[CircusMan HP=1474/3100]
Support Phase
[CircusMan HP=1474/3100]
[CircusMan HP=1474/3100]
Combat Phase
3 Attack Slots @ JunkMan
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 350
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect)
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 190
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
[Attack - Chaos Carousel]
[CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain]
° Damage Dealt: 100 Damage * 7 Hits
° Normal Element || S-Range
° Damage Cannot be Reduced by any means
° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that the they avoided this turn. Auras and Barriers disregard this rule.
Summary Phase
1240 Damage @ JunkMan
[CircusMan HP=1474/3100]
Status: Shocked (2/3)
Stage: Metal
JunkMan.EXE
Defense Phase
[JunkMan HP=1760/2000]
JunkMan has 105 Armor and 4 Active Junk Cubes
[CircusMan's Attacks] - Blocked by JunkShield
[JunkCubeA] - Takes 540 Damage
[JunkCubeB] - Takes 540 Damage
[JunkCubeC] - Takes 540 Damage
[JunkCubeD] - Takes 540 Damage
[JunkCubeA HP=0/560]
[JunkCubeB HP=0/560]
[JunkCubeC HP=0/510]
[JunkCubeD HP=0/510]
[Chaos Carousel] - Natural Barrier
[Junk Protector] - Counters for 200 Damage
[JunkMan HP=1760/2000]
Support Phase
[JunkMan HP=1760/2000]
[Regen] - +100 HP
[Trash Collection]
- JunkCube x5
-- JunkMan expends 4 Units to gain +1 Use to Junk Hoard
--- All 4 Units were JunkCubes - JunkMan spawns 1 440 HP JunkCube
[Prized Possession] - JunkCube gains +70 HP
[Junk Hoard] - JunkMan changes the stage to Metal Panels!
[JunkMan HP=1860/2000]
Combat Phase
JunkMan has 3 Attack Slots
1. Junk Press Metal | Shot
Flattening his claws and transforming them into industrial presses, JunkMan attempts to flatten an opponent.
- [240] Damage
- Ignores Armor
- Gains 20 Damage/Stored Object expended from the Trash Collection this turn. [4 Expended]
- If 5 or more items were expended this turn, instead of Gaining Damage, it gains "If Hits, Spawns 1 200-HP JunkCube."
- If Avoided, Auto-Attacks next turn at half power and full effects, except this one.
-- 2-CD.
2. Junk Shot Metal | Shot
Condensing a pile of junk into a functioning projectile, JunkMan lobs a block of junk at the opponent!
- 130 Damage
- Undodgeable
- Breaks Shields
- Regardless of Success, Spawns 1 100-HP JunkCube
-- 2-CD
[Prized Possession] - JunkCubeB gains +70 HP. Once per turn, when Spawning a Junk Cube, if the panels are Metal, JunkMan spawns 1 extra Cube.
3. Poltergeist Elec | Shot
JunkMan creates a burst of electromagnetism that picks up items and throws them at enemies, slowing them down.
- 30 Damage; 4 Hits, Avoided Separately
- If hits, Victim loses 2 Attack Slots for 1 Turn, and is Shocked
- Hits can be divided among 4 Opponents
- Each hit gains +10 Damage/Object on the Field
-- +15 Damage/Object if the Objects are JunkCubes
--- 2-CD
Summary Phase
120 Elec Damage + 370 Metal Damage @ CircusMan
[JunkMan HP=1860/2000] 1860/2000
Status: Okay!
Stage: Metal (0/3)
Cool Down(s):
Poltergeist: 0/2
Junk Press: 0/2
Junk Shot: 0/2
Junk Cube: 1/1
CircusMan
Defense Phase
[CircusMan HP=1474/3100]
[JunkMan's Attacks] - Taken for 490 Damage
[Counter Damage] - 200 Damage
[CircusMan HP=784/3100]
Support Phase
[CircusMan HP=784/3100]
[CircusMan HP=784/3100]
Combat Phase
3 Attack Slots @ JunkMan
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 350
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect)
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 190
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
[Attack - Chaos Carousel]
[CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain]
° Damage Dealt: 100 Damage * 7 Hits
° Normal Element || S-Range
° Damage Cannot be Reduced by any means
° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that the they avoided this turn. Auras and Barriers disregard this rule.
Summary Phase
1240 Damage @ JunkMan
[CircusMan HP=784/3100]
Status: Shocked (3/3)
Stage: Metal
JunkMan.EXE
Defense Phase
[JunkMan HP=1860/2000]
JunkMan has 105 Armor and 3 Active Junk Cubes
[CircusMan's Attacks] - Taken for 540 Damage
[JunkCubeA] - Takes 540 Damage
[JunkCubeB] - Takes 540 Damage
[JunkCubeC] - Takes 540 Damage
[JunkCubeA HP=0/510]
[JunkCubeB HP=0/170]
[JunkCubeC HP=0/170]
[Chaos Carousel] - Taken for 700 Damage
[Junk Protector] - Counters for 150 Damage
[Mirror Armor] - Counters for 300 Damage
[JunkMan HP=620/2000]
Support Phase
[JunkMan HP=620/2000]
[Regen] - +100 HP
[Trash Collection]
- JunkCube x4
-- JunkMan expends 2 Units to summon 1 JunkCube
--- Both Units were JunkCubes. Spawns 1 JunkCube with 490 HP!
[Prized Possession] - JunkCube gains +70 HP. Once per turn, when Spawning a Junk Cube, if the panels are Metal, JunkMan spawns 1 extra Cube.
[JunkMan HP=720/2000]
Combat Phase
JunkMan has 3 Attack Slots
1. Bolt Missile Elec | Shot
JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target!
- 200 Damage
- Undodgeable
- Cuts Auras
2. Bolt Missile Elec | Shot
JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target!
- 200 Damage
- Undodgeable
- Cuts Auras
3. Bolt Missile Elec | Shot
JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target!
- 200 Damage
- Undodgeable
- Cuts Auras
Summary Phase
600 Elec Damage @ CircusMan
[JunkMan HP=720/2000] 720/2000
Status: Okay!
Stage: Metal (0/3)
Cool Down(s):
Poltergeist: 1/2
Junk Shot: 1/2
Junk Press: 1/2
CircusMan
Defense Phase
[CircusMan HP=784/3100]
[JunkMan's Attacks] - Taken for 600 Damage
[Counter Damage] - 450 Damage
[CircusMan HP=0/3100]
CircusMan, Deleted.
Rewards:
+150 Exp, +6000z, +1 BlueMD