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Post by xoDeathy on Mar 18, 2017 13:43:42 GMT -8
Rosary dusts off the remaining flames from her last battle and searches for another! V5 no initiative 1-100
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Post by Gaia on Mar 18, 2017 18:38:22 GMT -8
JunkMan.EXE
The Man of Metal's here for a rematch. Hope you're ready.
1-100
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Post by Gaia on Mar 18, 2017 18:40:12 GMT -8
Out of Character
Um . . . I guess reroll?
1-100
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Post by xoDeathy on Mar 18, 2017 19:34:59 GMT -8
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Post by Gaia on Mar 18, 2017 20:57:32 GMT -8
JunkMan.EXE
Defensive Phase
[JunkMan HP=2350/2350]
JunkMan takes 2% Less Damage and has 140 Armor.
[N/A]
[JunkMan HP=2350/2350]
Support Phase
[JunkMan HP=2350/2350]
[Regen] - +100
[Junk Collection] ° JunkMan stores all destroyed JunkCubes or Objects/Clones that he destroys. ° JunkMan gains 1 Stored Unit for each 3rd Battle Chip or Metal-Element Attack used. JunkMan's opponent can sacrifice 1 Skill Use to remove 1 Stored Unit from JunkMan. ° Units can be expended to provide boosts to active skills, or preserved to provide a boost to passive skills. ° JunkMan can expend 2 Object-Based Units to spawn 1 JunkCube with with 100-HP. If both Units are JunkCubes, the cube gains +50 HP. - Empty
[JunkMan HP=2350/2350]
Offensive Phase 4 AS [3 Base, +1 1st Turn]
1. [JunkCube] Metal | Combat [1 (Mandatory) /2 (Optional) Charges]
2. [Bolt Missile] Elec/Metal | Shot JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target! - 175 Damage [80%] - Undodgeable - Cuts Auras - Multi-Elemental
3. [Bolt Missile] Elec/Metal | Shot JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target! - 175 Damage [80%] - Undodgeable - Cuts Auras - Multi-Elemental
4. [Electromagnetic Wave] Elec | Shot [1/2 Charges]
[Junk Collection] - [Bolt Missile] - +1/3 Unit - [Bolt Missile] - +1/3 Unit
Summary Phase
350 Elec/Metal Damage @ Rosary
[JunkMan HP=2350/2350] [Status] - Okay! [CoolDown] - Nat. Barrier [5/5]
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Post by xoDeathy on Mar 19, 2017 7:42:57 GMT -8
Rosary audibly gasps as JunkMan approaches.
"Junkie-poo!! It's good to see you again! Ooh it looks like you've been working out, too! I'm so excited! Make sure to have fun okay?! I won't be holding back since I know you!"
|Defense Phase|
Rosary has a Strength to Metal
Rosary takes Bolt Missile for (175 x0.7) 122 Damage!
Rosary takes Bolt Missile for 122 Damage!
|Recuperation Phase| Skill Information to Note:
{Passive Skill Info}>Raw Power Seeker Core Offensive Skill C-Tier
"Oh what I wouldn't do for more ways to crush someone's innards with my fists." -Rosary is constantly searching for new power. Each time Rosary charges an attack, she gains +5 Damage for the rest of battle, to a max of +75 Damage. -This effect can proc up to 4 times a turn. -Passive-
>Pinpoint Punching Offensive Skill C-Tier "Do you like my punch-lines? They love when you try to get away." -Whenever Rosary lands a hit on an opponent with an attack, she charges her Holy Core with 3 charges. Max of 15 Charges. -At any time, Rosary can consume all current charges to gain +5 Damage per charge for 1 turn. -Passive-
>Unstoppable Love Hybrid Skill C-Tier "Oh love, love, love, love, love-love-love-love-love, oh.. whoops. You died. Oh well." -Each time Rosary lands a hit of an attack on an opponent, she steals 2.5 (rounded down) Armor for 1 turn. This effect has a maximum benefit of +50 for Rosary, and -50 for the opponent. This effect cannot cause an opponent to lose Armor if they have 0 or less Armor. -Additionally, if the opponents Armor is less than half of the Max Bonus/Debuff, Rosary can still gain up to half of the Max Bonus. -Passive-
Hard Boiled Support Skill B-Tier "You think I will let you stop me from gaining what I seek? You must truly love me!" -Rosary is immune to Damage Reduction. -Rosary is immune to Attack Slot Reduction. -Passive-
[Rosary regens 100 HP!]
[Rosary pre-emptively charges Time for Yoga!] +5 Damage!
[0 hits, +0 Holy Charges!]
Rosary's HP: 1156/1300 Holy Core: 0/15 Armor: 0 Field: Normal Nat. Aura CD:// 5/5 B-Chip Folder: 5/5 [2/2 Mega, 0 Giga] Status(es):
|Unleash Phase| 3 Attack Slots +2 Turn 1, +100 Damage to 1 Atk, +20/75 Damage
Auto Charge:| Charging Playtime! (1/2) +5 Damage
Auto Charge:| Charging Dissapear! (1/2) +5 Damage
1:|Charging Give Up Hope! (1/1) +5 Damage
2:|Charging Time for Yoga! (2/2)
3:|Grievous-Wound-Inflicting-Cross-Slash! S-Range, Break Rosary spins horizontally and vertically, twice, causing twin cross waves to demolish the enemy's strength. 170 x2 Damage Cuts Auras/Barriers, Ignores Armor -If hits, victim gains a Weakness to Break for 1 turn. If hits: Steals 10 Armor 1 CD
4:|Pierce the Heart <3! C-Range, Break +Seeking Damage Rosary pummels her fist straight through the enemy's core, 10 successive times. 48 x10 Damage Breaks Shields, Ignores Armor If hits: Steals 25 Armor 1 CD
5:|Heart Breaker! C-Range, Break Rosary makes a single, powerful punch. Side effect? Sometimes the enemy hit will fly into the other one she has eyes for. 340 Damage Cannot be countered, Hits 1 additional target, Cannot be Naturally Avoided If hits: Steals 5 Armor
+5 Stacks of Disappear (5/6)
|Summary Phase| Damage cannot be reduced below 10% from attacks 1,160 Break Damage @ JunkMan
Rosary's HP: 1156/1300 Field: Normal Nat. Aura CD:// 5/5 B-Chip Folder: 5/5 [3/3 Mega, 0 Giga] Status(es): Cooldowns: Pierce(1/1) Grievous(1/1)
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Post by Gaia on Mar 19, 2017 8:37:06 GMT -8
JunkMan.EXE
Defensive Phase
[JunkMan HP=2350/2350]
JunkMan takes 2% Less Damage and has 140 Armor.
[Natural Avoid Enhancement] - Turns JunkMan's Nat. Barrier into a Nat. Shield!
[Cross Slash] - Blocked by [Natural Shield]. [Pierce the Heart] - Taken for [48] 47 Damage per hit! 470 Total!
JunkMan takes 2% Less Damage and has 115 Armor.
[Heart Breaker] - Taken for [340 225] 220 Damage!
[Total] - 690 Damage!
[JunkMan HP=1660/2350]
Support Phase
[JunkMan HP=1660/2350]
[Regen] - +100
[Junk Collection] ° JunkMan stores all destroyed JunkCubes or Objects/Clones that he destroys. ° JunkMan gains 1 Stored Unit for each 3rd Battle Chip or Metal-Element Attack used. JunkMan's opponent can sacrifice 1 Skill Use to remove 1 Stored Unit from JunkMan. ° Units can be expended to provide boosts to active skills, or preserved to provide a boost to passive skills. ° JunkMan can expend 2 Object-Based Units to spawn 1 JunkCube with with 100-HP. If both Units are JunkCubes, the cube gains +50 HP. - 2/3 Units
[Junk Protector] - Active! +10 Armor and Damage/Version [+50]. (0/3 Turns)
[Junk Hoard]

Metal Panels Metal Element ° Metal Element navis get +30 Armor and +30 Damage ° Metal Element navis may have one shield each turn become Unbreakable ° The stage cannot be changed to Broken Panels ° Lasts 3 turns
[JunkMan HP=1760/2350]
Offensive Phase 4 AS [3 Base, +1 Even Turn] +80 Damage
[Mirror Armor] - Counters for 140 Damage! [Mirror Armor] - Counters for 70 Damage!
1. [JunkCube] Metal | Combat [2/2 Charges]
2. [Junk Grab] Metal | Combat [1/1 Charges]
3. [Bolt Missile] Elec/Metal | Shot JunkMan trades out a clawed arm for a buster that fires bolts and screws, electrically charged to track down their target! - 255 Damage [80%] - Undodgeable - Cuts Auras - Multi-Elemental
4. [Electromagnetic Wave] Elec | Shot [2/2 Charges]
[Junk Collection] - [Bolt Missile] - +2/3 Unit
Summary Phase
210 Counter Damage @ Rosary 255 Elec/Metal Damage @ Rosary
[JunkMan HP=1760/2350] [Status] - Okay! [CoolDown] - Nat. Barrier [0/5]
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Post by xoDeathy on Mar 19, 2017 9:32:08 GMT -8
|Defense Phase|
Rosary has a Strength to Metal
Rosary stole 30 Armor for this turn!
Rosary takes Bolt Missile for (225 - 30 x0.7) 136 Damage
Rosary takes 210 Counter Damage!
|Recuperation Phase| [Rosary regens 100 HP!]
[5+ hits, +15 Holy Charges!]
[Rosary sacrifices one skill use from Sinner's Loving Heart to remove 1 Unit from Junk Collection!]
Rosary's HP: 910/1300 Holy Core: 15/15 Armor: 30 Field: Normal Nat. Aura CD:// 5/5 B-Chip Folder: 5/5 [2/2 Mega, 0 Giga] Status(es):
|Unleash Phase| 3 Attack Slots +2 Turn 1, +100 Damage to 1 Atk, +30/75 Damage
Auto Charge:| Charging Playtime! (2/2) +5 Damage
Auto Charge:| Charging Dissapear! (2/2) +5 Damage
1:|Why Try? C-Range, Plasma +Seeking Damage Rosary runs to an enemy and gives them a hug. An intimate hug, that ends in the breaking of their bones. 490 Damage -If avoided, one of Rosary's attacks next turn gain an Aimer based on the avoidance used for one use. If the attack already has two aimers, one must be removed for one use. 1 CD
2:|Give Up Hope! C-Range, Break Rosary digitalizes a giant, 5ft long 6in wide spike of holy light, and drives it through an enemy, exploding next turn as long as it makes contact. 507 Damage Cuts Auras/Barriers -If hits, Rosary gains +1 Attack Slot for 1 turn. 1-Turn Required Charge [x1.3]
3:|Is It Time for Yoga? S-Range, Plasma Rosary sits down criss-cross-applesauce and takes refreshing breaths. The sheer sight of her visible power charging scares the opponent into taking damage. 507 Damage -Regardless of success, Rosary gains +1 Attack Slot for 3 turns. 2-Turn Required Charge [x1.3] 2 CD
+1 Stack(s) of Disappear (6/6)
|Summary Phase| Damage cannot be reduced below 10% from attacks 1,504 Break Damage @ JunkMan
Rosary's HP: 910/1300 Field: Normal Nat. Aura CD:// 5/5 B-Chip Folder: 5/5 [3/3 Mega, 0 Giga] Status(es): Cooldowns: Pierce(0/1) Grievous(0/1) Why Try (1/1) Yoga (2/2)
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Post by Gaia on Mar 19, 2017 10:38:09 GMT -8
JunkMan.EXE
Defensive Phase +80 Armor
[JunkMan HP=1760/2350]
JunkMan takes 2% Less Damage and has 220 Armor.
[Why Try] - Taken for [490 270] 265 [Give Up Hope] - Taken for [507 287] 280 Damage. [Is it Time for Yoga?] - Taken for [507 287] 280
[Total] - 825 Damage!
[JunkMan HP=935/2350]
Support Phase
[JunkMan HP=935/2350]
[Regen] - +100
[Junk Collection] ° JunkMan stores all destroyed JunkCubes or Objects/Clones that he destroys. ° JunkMan gains 1 Stored Unit for each 3rd Battle Chip or Metal-Element Attack used. JunkMan's opponent can sacrifice 1 Skill Use to remove 1 Stored Unit from JunkMan. ° Units can be expended to provide boosts to active skills, or preserved to provide a boost to passive skills. ° JunkMan can expend 2 Object-Based Units to spawn 1 JunkCube with with 100-HP. If both Units are JunkCubes, the cube gains +50 HP. - [-1 Unit] -- Empty
[Junk Protector] - Active! +10 Armor and Damage/Version [+50]. (1/3 Turns)
[Junk Hoard]

Metal Panels Metal Element ° Metal Element navis get +30 Armor and +30 Damage ° Metal Element navis may have one shield each turn become Unbreakable ° The stage cannot be changed to Broken Panels ° Lasts 3 turns
[JunkMan HP=1035/2350]
Offensive Phase 3 AS [3 Base] +80 Damage
[Mirror Armor] - Counters for 70 Damage! [Mirror Armor] - Counters for 70 Damage! [Mirror Armor] - Counters for 70 Damage!
1. [Junk Grab] Metal | Combat [1/1 Charges] Pulling in a large amount of trash before executing his next attack, JunkMan empowers his strike through sheer quantity of resources. - [220] +300 Damage to JunkMan's next attack. - JunkMan can expend Units from the Trash Collection upon use. This attack grants an additional +5% Base Damage/Unit expended in this way. -- 1-Charge, 1-CD.
2. [Junk Cube] Metal | Combat [1/1 Charges] Using his control over electromagnetism, JunkMan pulls up some trash and miscellaneous metals and fuses them together into little cubes. - No Damage. - Spawns one JunkCube with HP equal to half the amount of Damage this attack would've dealt. - [330 410 710 1,775] 890 - 2 Turn Optional Charge - 1-Charge, 1-CD.
[Prized Possession] - JunkMan's JunkCubes gain +90 HP when Spawned. Once per turn, when Spawning a JunkCube, if the panels are Metal, JunkMan spawns 1 extra Cube.
3. [Electromagnetic Wave] Elec | Shot [2/2 Charges] With his control of electromagnetism, JunkMan releases a powerful wave to wash over his enemies. - [135] 215 Damage [60%] - Undodgeable, Breaks Shields, Hits All - If Avoided, Inflicts Shock. - If hits, target loses -50 Armor for 1 Turn. -- 2-Charge, 2-CD.
[Junk Collection] - [Bolt Missile] - +2/3 Units
Summary Phase
210 Counter Damage @ Rosary 215 Elec Damage @ Rosary
[JunkMan HP=1035/2350] [JunkCubeA HP=980/980] [JunkCubeB HP=980/980] [Status] - Okay! [CoolDown] - Nat. Barrier [1/5] - Hyper [0/1] - Junk Grab [0/1] - Electromagnetic Wave [0/2]
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Post by xoDeathy on Mar 19, 2017 12:42:54 GMT -8
|Defense Phase|
Rosary has a Strength to Metal
Rosary forgot to steal armor! Oh well!
Rosary takes Electromagnetic wave for 215 Damage!
Rosary takes 210 Counter Damage!
|Recuperation Phase| [Rosary regens 100 HP!]
[Rosarys aura erupts!]
/Perfected Rosary\ (3 Turns) Rosary takes the Holy Data by the reigns and surges it throughout her body, causing immense pressure to expel from her. The Holy Data rapidly replicates itself 10 fold faster, making Holy Data flow from her hands and feet like fire. >Hyper Mode lasts for 3 turns (-2) >Rosary gains 50 Damage while in this Hyper Mode >One Attack per turn gains damage equal to 10% of Rosary's Max HP for one use
[Rosary unleashes her innate power! Consuming 15 Holy Charges to gain +75 Damage this turn!]
[Rosary taunts JunkMan's C-Attacks!] >Sinner's Loving Heart Custom Hybrid Skill A-Tier "Oh just shut up and date me already! You know you like what you see~ <3." -Upon activation, Rosary declares a range (Shot/Combat) and gains 9% Damage Mitigation next turn against the declared range. If any opponent uses an attack with the declared range, Rosary restores HP equal to 50% of her Base Damage that turn per matching attack. -2 use(s)- 1 use remaining
Rosary's HP: 585/1300 Holy Core: 0/15 Armor: 0 Field: Normal Nat. Aura CD:// 5/5 B-Chip Folder: 5/5 [3/3 Mega, 0 Giga] Status(es):
|Unleash Phase| 3 Attack Slots +2 Turn 1, +1 this turn, +1 (1/3), +100 Damage to 1 Atk, +130 to 1 Atk (HM), +50 (HM), +75 this turn, +40/75 Damage
Auto Charge:| Charging Eradicating Dismay! (2/2) +5 Damage
Auto Charge:| Charging Give Up! (1/1) +5 Damage
1:|Grievous-Wound-Inflicting-Cross-Slash! S-Range, Break Rosary spins horizontally and vertically, twice, causing twin cross waves to demolish the enemy's strength. 242 x2 Damage Cuts Auras/Barriers, Ignores Armor -If hits, victim gains a Weakness to Break for 1 turn. 1 CD
2:|Playtime's Over! S-Range, Break Rosary's strength builds into a feint aura of power. Once fully charged, the energy is transferred into her next attacks, creating increased lethality. +Seeking Damage, +Hyper Mode Damage 0 Damage When this attack is released, Rosary's next 2 attacks gain +1,033 Damage. Any damage that would be added to this attack is added to the next two attacks instead. 2-Turn Required Charge [x1.3] 0% Damage
3:|Pierce the Heart <3! C-Range, Break Rosary pummels her fist straight through the enemy's core, 10 successive times. 155 x10 Damage Breaks Shields, Ignores Armor 1 CD
4:|Disappear..! C-Range, Break @ 6 Stacks Rosary's eyes fade to black and pupils fade to white. She charges an immense amount of Holy Data in the palms of both hands while slowly falling forward. Within a second, she appears in between all enemies and slams the two masses of Holy Data together, pulling both herself and the enemies into a cyclone of disruption energy. Rosary then proceeds to laugh as she returns to normal and stands up again. 3,182 x2 Damage UnOmnidodgeable, Avoid Separately, Breaks Unbreakable Shields, Hits All -This attack deals 0 Damage. -Each time Rosary charges an attack besides this attack, this attack gains Damage equal to 45% (180) of Rosary's Base Damage, to a max of 270% of Rosary's Base Damage. Resets upon use. 2-Turn Optional Charge [x2.8] 3 CD
5:|Heart Breaker! C-Range, Break Rosary makes a single, powerful punch. Side effect? Sometimes the enemy hit will fly into the other one she has eyes for. 480 Damage Cannot be countered, Hits 1 additional target, Cannot be Naturally Avoided
+0 Stack(s) of Disappear (0/6)
|Summary Phase| Damage cannot be reduced below 10% from attacks 8,878 Break Damage @ JunkMan
Rosary's HP: 585/1300 Field: Normal Nat. Aura CD:// 5/5 B-Chip Folder: 5/5 [3/3 Mega, 0 Giga] Status(es): Cooldowns: Why Try (0/1) Yoga (1/2) Grievous (1/1) Dissapear (3/3)
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Post by Gaia on Mar 19, 2017 13:42:34 GMT -8
JunkMan.EXE
Defensive Phase +80 Armor
[JunkMan HP=1035/2350] [JunkCubeA HP=980/980] JunkCubeB HP=980/980]
JunkMan takes 2% Less Damage, has 220 Armor and 2 Active JunkCubes.
[Junk Shield] ° At any time, JunkMan can use one of his JunkCubes as a Shield. Each JunkCube can only be used this way once per turn. ° The effects of this skill count as a Shield, not as an interception. ° The JunkCube will take no damage from the blocked attack unless it would destroy it. ° If two JunkCubes are used, the shield becomes Unbreakable. ° While the Panels are Metal, each Shield can block 1 extra Attack. ° JunkMan cannot Intercept for his JunkCubes.
[Endeavor ⇪ Alpha] Shields may be used against attacks that Break Shields to provide 25% Damage Reduction against that attack instead. Endeavor can be applied multiple times to the same attack.
[Cross Slash] - Blocked by [JunkShield]. JunkCubeA takes no Damage. [Pierce the Heart] - Blocked by [JunkShield]. JunkCubeA gains Unbreakable, from Metal Stage. JunkCubeA takes no Damage. [Disappear] - Blocked by [JunkShield]. Blocked twice. JunkCubeB is destroyed. Taken for [3,182 2,962 2,902] 2,177 Damage per hit!
[Total] - 4,354 Damage!
[JunkMan HP=0/2350]
JunkMan - Logging Out
Rewards
[JunkMan] Lost against a V5~V9 = 60 Exp || 600 Zenny
[Rosary] Won against a V5~V9 = 80 Exp || 800 Zenny
[Special Emulation] - Get! [Poltergeist] Elec | Shot The user creates a burst of electromagnetism that bends the objects on the field to their will, allowing them to pick up another man's trash and use it as their own weapon! - (150) + (15*V) Damage - Damage from this attack is divided and split between two separate hits. - If Hits, Victim loses 2 Attack Slots for 1 Turn - If Avoided, Inflicts Shock - Hits can be divided among 2 Opponents - Each hit gains +10 Damage/Object on the Field
{(Click to View Source Code)}[font color="faf255"][Poltergeist][/font] Elec | Shot [font color="faf255"]The user creates a burst of electromagnetism that bends the objects on the field to their will, allowing them to pick up another man's trash and use it as their own weapon![/font] [i]- [font color="faf255"](150)[/font] + [font color="faf255"](15*V)[/font] Damage - Damage from this attack is divided and split between two separate hits. - If Hits, Victim loses 2 Attack Slots for 1 Turn - If Avoided, Inflicts Shock - Hits can be divided among 2 Opponents - Each hit gains +10 Damage/Object on the Field[/i]
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Post by xoDeathy on Mar 19, 2017 15:54:24 GMT -8
Returning an SE!
SE: Is It Time for Yoga? S-Range, Plasma [Example]JunkMan sits down criss cross as Rosary demonstrated. Wow, it really is refreshing! 150 (+15*V) Damage -Regardless of success, JunkMan gains +1 Attack Slot for 3 turns. 2-Turn Required Charge
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