Post by Kman on Mar 25, 2017 14:52:24 GMT -8
Jewelman vs Normal Navi
Normal Navi Turn One:
Defense:
N/a
Attack:
[Attack - Cannon]
[Normal Navi has a healthy stock of Cannon chips to put artillery pressure on its opponents]
° 300 Normal S-Damage
End:
1000/1000
Jewelman Turn One:
Defense:
Natural Dodge Cannon - No Damage
Support:
HP: 1200/1200
Status: Fine
Attack:
Name: Sapphire Blaster!
Range: Shot
Element: Aqua
Description: Emulating the Aqua-like properties of sapphires, Jewelman bursts his watery attacks over his foes!
Effects: 80% | 80 Damage, Undodgeable, If Hits: Struck enemy has a weakness to Elec for 1 turn.
Cooldown: 1
Charging Topaz Arc
End:
1200/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 1
Natural Dodge: 4
Normal Navi Turn Two:
Defense:
Sapphire Blaster Taken for 80
Attack:
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
End:
920/1000
Jewelman Turn Two:
Defense:
Natural Block Sword - No Damage
Natural Barrier Sword - No Damage
Support:
Prism Light used, reduces CD of all natural avoids and special properties on CD by 1.
HP: 1200/1200
Status: Fine
Attack:
Name: Ruby Punch!
Range: Combat
Element: Fire
Description: Utilizing the power of rubies, Jewelman emulates the effects of fire with a gallant fist!
Effects: 80% | 80 Damage, Cannot be Naturally Avoided, If Hits: opponent is treated as fire Element for a turn, gaining a weakness to Aqua, and takes damage when Ocean panels are active.
Cooldown: 1
Name: Topaz Arc!
Range: Shot
Element: Elec
Description: The final set of Jewelman's jewel offense, emulating the electric properties of the topaz.
Effects: 80% |80 120 Damage, Hits 1 additional Target, Can be optionally charged for 1 turn for an increase of 50% damage.
End:
1200/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 0
Ruby Punch: 1
Natural Dodge: 2
Natural Shield: 3
Natural Aura: 3
Prism Light: 4
Normal Navi Turn Three:
Defense:
Ruby Punch: Dodged
Topaz Arc: Taken for 156
Attack:
[Attack - Cannon]
[Normal Navi has a healthy stock of Cannon chips to put artillery pressure on its opponents]
° 300 Normal S-Damage
End:
764/1000
Jewelman Turn Three:
Defense:
Take Cannon for 300 Damage
Support:
HP: 900/1200
Status: Fine
Attack:
Name: Sapphire Blaster!
Range: Shot
Element: Aqua
Description: Emulating the Aqua-like properties of sapphires, Jewelman bursts his watery attacks over his foes!
Effects: 80% | 80 Damage, Undodgeable, If Hits: Struck enemy has a weakness to Elec for 1 turn.
Cooldown: 1
Charging Topaz Arc
End:
900/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 1
Ruby Punch: 0
Natural Dodge: 1
Natural Shield: 2
Natural Aura: 2
Prism Light: 3
Normal Navi Turn Four:
Defense:
Sapphire Blaster Taken for 80
Attack:
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
End:
684/1000
Jewelman Turn Four:
Defense:
Sword Taken for 100
Sword Taken for 100
Support:
HP: 700/1200
Status: Fine
Attack:
Name: Ruby Punch!
Range: Combat
Element: Fire
Description: Utilizing the power of rubies, Jewelman emulates the effects of fire with a gallant fist!
Effects: 80% | 80 Damage, Cannot be Naturally Avoided, If Hits: opponent is treated as fire Element for a turn, gaining a weakness to Aqua, and takes damage when Ocean panels are active.
Cooldown: 1
Name: Topaz Arc!
Range: Shot
Element: Elec
Description: The final set of Jewelman's jewel offense, emulating the electric properties of the topaz.
Effects: 80% |80 120 Damage, Hits 1 additional Target, Can be optionally charged for 1 turn for an increase of 50% damage.
End:
700/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 0
Ruby Punch: 1
Natural Dodge: 0
Natural Shield: 1
Natural Aura: 1
Prism Light: 2
Normal Navi Turn Five:
Defense:
Ruby Punch: Dodged
Topaz Arc: Taken for 156
Attack:
[Attack - Cannon]
[Normal Navi has a healthy stock of Cannon chips to put artillery pressure on its opponents]
° 300 Normal S-Damage
End:
528/1000
Jewelman Turn Five:
Defense:
Cannon - Natural Dodge
Support:
HP: 700/1200
Status: Fine
Attack:
Name: Sapphire Blaster!
Range: Shot
Element: Aqua
Description: Emulating the Aqua-like properties of sapphires, Jewelman bursts his watery attacks over his foes!
Effects: 80% | 80 Damage, Undodgeable, If Hits: Struck enemy has a weakness to Elec for 1 turn.
Cooldown: 1
Charging Topaz Arc
End:
700/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 1
Ruby Punch: 0
Natural Dodge: 4
Natural Shield: 0
Natural Aura: 0
Prism Light: 1
Normal Navi Turn Six:
Defense:
Sapphire Blaster Taken for 80
Attack:
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
End:
448/1000
Jewelman Turn Six:
Defense:
Sword: Naturally Blocked
Sword Taken for 100
Support:
JewelMan enters his Shiny Hypermode. Lowers CD on the Natural Dodge by 1.
HP: 600/1200
Status: Fine
Attack:
Name: Ruby Punch!
Range: Combat
Element: Fire
Description: Utilizing the power of rubies, Jewelman emulates the effects of fire with a gallant fist!
Effects: 80% | 80 Damage, Cannot be Naturally Avoided, If Hits: opponent is treated as fire Element for a turn, gaining a weakness to Aqua, and takes damage when Ocean panels are active.
Cooldown: 1
Name: Topaz Arc!
Range: Shot
Element: Elec
Description: The final set of Jewelman's jewel offense, emulating the electric properties of the topaz.
Effects: 80% |80 120 Damage, Hits 1 additional Target, Can be optionally charged for 1 turn for an increase of 50% damage.
End:
600/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 0
Ruby Punch: 1
Natural Dodge: 2
Natural Shield: 4
Prism Light: 0
Normal Navi Turn Seven:
Defense:
Ruby Punch: Dodged
Topaz Arc: Taken for 156
Attack:
[Attack - Cannon]
[Normal Navi has a healthy stock of Cannon chips to put artillery pressure on its opponents]
° 300 Normal S-Damage
End:
292/1000
Jewelman Turn Seven:
Defense:
Cannon - Natural Aura
Support:
Prism Light used to reduce the CD of all avoids on CD by 1. HM used to lower the CD of Prism Light by 1.
HP: 600/1200
Status: Fine
Attack:
Name: Sapphire Blaster!
Range: Shot
Element: Aqua
Description: Emulating the Aqua-like properties of sapphires, Jewelman bursts his watery attacks over his foes!
Effects: 80% | 80 Damage, Undodgeable, If Hits: Struck enemy has a weakness to Elec for 1 turn.
Cooldown: 1
Charging Topaz Arc
End:
600/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 0
Ruby Punch: 1
Natural Dodge: 0
Natural Shield: 2
Natural Aura: 3
Prism Light: 3
Normal Navi Turn Eight:
Defense:
Sapphire Blaster Taken for 80
Attack:
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
End:
212/1000
Jewelman Turn Eight:
Defense:
Sword: Naturally Dodged
Sword Taken for 100
Support:
HM used to lower CD on Natural Block by 1.
HP: 500/1200
Status: Fine
Attack:
Name: Ruby Punch!
Range: Combat
Element: Fire
Description: Utilizing the power of rubies, Jewelman emulates the effects of fire with a gallant fist!
Effects: 80% | 80 Damage, Cannot be Naturally Avoided, If Hits: opponent is treated as fire Element for a turn, gaining a weakness to Aqua, and takes damage when Ocean panels are active.
Cooldown: 1
Name: Topaz Arc!
Range: Shot
Element: Elec
Description: The final set of Jewelman's jewel offense, emulating the electric properties of the topaz.
Effects: 80% |80 120 Damage, Hits 1 additional Target, Can be optionally charged for 1 turn for an increase of 50% damage.
End:
500/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 0
Ruby Punch: 1
Natural Dodge: 4
Natural Shield: 0
Natural Aura: 2
Prism Light: 2
Normal Navi Turn Nine:
Defense:
Ruby Punch: Dodged
Topaz Arc: Taken for 156
Attack:
[Attack - Cannon]
[Normal Navi has a healthy stock of Cannon chips to put artillery pressure on its opponents]
° 300 Normal S-Damage
End:
56/1000
Jewelman Turn Nine:
Defense:
Cannon - Natural Block
Support:
HM used to lower the CD of Natural Aura by 1.
HP: 500/1200
Status: Fine
Attack:
Name: Sapphire Blaster!
Range: Shot
Element: Aqua
Description: Emulating the Aqua-like properties of sapphires, Jewelman bursts his watery attacks over his foes!
Effects: 80% | 80 Damage, Undodgeable, If Hits: Struck enemy has a weakness to Elec for 1 turn.
Cooldown: 1
Charging Topaz Arc
End:
500/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 1
Ruby Punch: 0
Natural Dodge: 4
Natural Shield: 0
Natural Aura: 2
Prism Light: 2
Normal Navi Turn Ten:
Defense:
Sapphire Blaster Taken for 80.
Deleted. Finally.
JewelMan gets:
Solo Rewards: 40 Exp || 400 Zenny || 1 Green MD
Normal Navi Turn One:
Defense:
N/a
Attack:
[Attack - Cannon]
[Normal Navi has a healthy stock of Cannon chips to put artillery pressure on its opponents]
° 300 Normal S-Damage
End:
1000/1000
Jewelman Turn One:
Defense:
Natural Dodge Cannon - No Damage
Support:
HP: 1200/1200
Status: Fine
Attack:
Name: Sapphire Blaster!
Range: Shot
Element: Aqua
Description: Emulating the Aqua-like properties of sapphires, Jewelman bursts his watery attacks over his foes!
Effects: 80% | 80 Damage, Undodgeable, If Hits: Struck enemy has a weakness to Elec for 1 turn.
Cooldown: 1
Charging Topaz Arc
End:
1200/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 1
Natural Dodge: 4
Normal Navi Turn Two:
Defense:
Sapphire Blaster Taken for 80
Attack:
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
End:
920/1000
Jewelman Turn Two:
Defense:
Natural Block Sword - No Damage
Natural Barrier Sword - No Damage
Support:
Prism Light used, reduces CD of all natural avoids and special properties on CD by 1.
HP: 1200/1200
Status: Fine
Attack:
Name: Ruby Punch!
Range: Combat
Element: Fire
Description: Utilizing the power of rubies, Jewelman emulates the effects of fire with a gallant fist!
Effects: 80% | 80 Damage, Cannot be Naturally Avoided, If Hits: opponent is treated as fire Element for a turn, gaining a weakness to Aqua, and takes damage when Ocean panels are active.
Cooldown: 1
Name: Topaz Arc!
Range: Shot
Element: Elec
Description: The final set of Jewelman's jewel offense, emulating the electric properties of the topaz.
Effects: 80% |
End:
1200/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 0
Ruby Punch: 1
Natural Dodge: 2
Natural Shield: 3
Natural Aura: 3
Prism Light: 4
Normal Navi Turn Three:
Defense:
Ruby Punch: Dodged
Topaz Arc: Taken for 156
Attack:
[Attack - Cannon]
[Normal Navi has a healthy stock of Cannon chips to put artillery pressure on its opponents]
° 300 Normal S-Damage
End:
764/1000
Jewelman Turn Three:
Defense:
Take Cannon for 300 Damage
Support:
HP: 900/1200
Status: Fine
Attack:
Name: Sapphire Blaster!
Range: Shot
Element: Aqua
Description: Emulating the Aqua-like properties of sapphires, Jewelman bursts his watery attacks over his foes!
Effects: 80% | 80 Damage, Undodgeable, If Hits: Struck enemy has a weakness to Elec for 1 turn.
Cooldown: 1
Charging Topaz Arc
End:
900/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 1
Ruby Punch: 0
Natural Dodge: 1
Natural Shield: 2
Natural Aura: 2
Prism Light: 3
Normal Navi Turn Four:
Defense:
Sapphire Blaster Taken for 80
Attack:
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
End:
684/1000
Jewelman Turn Four:
Defense:
Sword Taken for 100
Sword Taken for 100
Support:
HP: 700/1200
Status: Fine
Attack:
Name: Ruby Punch!
Range: Combat
Element: Fire
Description: Utilizing the power of rubies, Jewelman emulates the effects of fire with a gallant fist!
Effects: 80% | 80 Damage, Cannot be Naturally Avoided, If Hits: opponent is treated as fire Element for a turn, gaining a weakness to Aqua, and takes damage when Ocean panels are active.
Cooldown: 1
Name: Topaz Arc!
Range: Shot
Element: Elec
Description: The final set of Jewelman's jewel offense, emulating the electric properties of the topaz.
Effects: 80% |
End:
700/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 0
Ruby Punch: 1
Natural Dodge: 0
Natural Shield: 1
Natural Aura: 1
Prism Light: 2
Normal Navi Turn Five:
Defense:
Ruby Punch: Dodged
Topaz Arc: Taken for 156
Attack:
[Attack - Cannon]
[Normal Navi has a healthy stock of Cannon chips to put artillery pressure on its opponents]
° 300 Normal S-Damage
End:
528/1000
Jewelman Turn Five:
Defense:
Cannon - Natural Dodge
Support:
HP: 700/1200
Status: Fine
Attack:
Name: Sapphire Blaster!
Range: Shot
Element: Aqua
Description: Emulating the Aqua-like properties of sapphires, Jewelman bursts his watery attacks over his foes!
Effects: 80% | 80 Damage, Undodgeable, If Hits: Struck enemy has a weakness to Elec for 1 turn.
Cooldown: 1
Charging Topaz Arc
End:
700/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 1
Ruby Punch: 0
Natural Dodge: 4
Natural Shield: 0
Natural Aura: 0
Prism Light: 1
Normal Navi Turn Six:
Defense:
Sapphire Blaster Taken for 80
Attack:
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
End:
448/1000
Jewelman Turn Six:
Defense:
Sword: Naturally Blocked
Sword Taken for 100
Support:
JewelMan enters his Shiny Hypermode. Lowers CD on the Natural Dodge by 1.
HP: 600/1200
Status: Fine
Attack:
Name: Ruby Punch!
Range: Combat
Element: Fire
Description: Utilizing the power of rubies, Jewelman emulates the effects of fire with a gallant fist!
Effects: 80% | 80 Damage, Cannot be Naturally Avoided, If Hits: opponent is treated as fire Element for a turn, gaining a weakness to Aqua, and takes damage when Ocean panels are active.
Cooldown: 1
Name: Topaz Arc!
Range: Shot
Element: Elec
Description: The final set of Jewelman's jewel offense, emulating the electric properties of the topaz.
Effects: 80% |
End:
600/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 0
Ruby Punch: 1
Natural Dodge: 2
Natural Shield: 4
Prism Light: 0
Normal Navi Turn Seven:
Defense:
Ruby Punch: Dodged
Topaz Arc: Taken for 156
Attack:
[Attack - Cannon]
[Normal Navi has a healthy stock of Cannon chips to put artillery pressure on its opponents]
° 300 Normal S-Damage
End:
292/1000
Jewelman Turn Seven:
Defense:
Cannon - Natural Aura
Support:
Prism Light used to reduce the CD of all avoids on CD by 1. HM used to lower the CD of Prism Light by 1.
HP: 600/1200
Status: Fine
Attack:
Name: Sapphire Blaster!
Range: Shot
Element: Aqua
Description: Emulating the Aqua-like properties of sapphires, Jewelman bursts his watery attacks over his foes!
Effects: 80% | 80 Damage, Undodgeable, If Hits: Struck enemy has a weakness to Elec for 1 turn.
Cooldown: 1
Charging Topaz Arc
End:
600/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 0
Ruby Punch: 1
Natural Dodge: 0
Natural Shield: 2
Natural Aura: 3
Prism Light: 3
Normal Navi Turn Eight:
Defense:
Sapphire Blaster Taken for 80
Attack:
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
[Attack - Sword]
[Normal Navi has a healthy stock of Sword chips to shred its opponents]
° 100 Blade C-Damage
End:
212/1000
Jewelman Turn Eight:
Defense:
Sword: Naturally Dodged
Sword Taken for 100
Support:
HM used to lower CD on Natural Block by 1.
HP: 500/1200
Status: Fine
Attack:
Name: Ruby Punch!
Range: Combat
Element: Fire
Description: Utilizing the power of rubies, Jewelman emulates the effects of fire with a gallant fist!
Effects: 80% | 80 Damage, Cannot be Naturally Avoided, If Hits: opponent is treated as fire Element for a turn, gaining a weakness to Aqua, and takes damage when Ocean panels are active.
Cooldown: 1
Name: Topaz Arc!
Range: Shot
Element: Elec
Description: The final set of Jewelman's jewel offense, emulating the electric properties of the topaz.
Effects: 80% |
End:
500/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 0
Ruby Punch: 1
Natural Dodge: 4
Natural Shield: 0
Natural Aura: 2
Prism Light: 2
Normal Navi Turn Nine:
Defense:
Ruby Punch: Dodged
Topaz Arc: Taken for 156
Attack:
[Attack - Cannon]
[Normal Navi has a healthy stock of Cannon chips to put artillery pressure on its opponents]
° 300 Normal S-Damage
End:
56/1000
Jewelman Turn Nine:
Defense:
Cannon - Natural Block
Support:
HM used to lower the CD of Natural Aura by 1.
HP: 500/1200
Status: Fine
Attack:
Name: Sapphire Blaster!
Range: Shot
Element: Aqua
Description: Emulating the Aqua-like properties of sapphires, Jewelman bursts his watery attacks over his foes!
Effects: 80% | 80 Damage, Undodgeable, If Hits: Struck enemy has a weakness to Elec for 1 turn.
Cooldown: 1
Charging Topaz Arc
End:
500/1200
Status: Fine
Cooldowns:
Sapphire Blaster: 1
Ruby Punch: 0
Natural Dodge: 4
Natural Shield: 0
Natural Aura: 2
Prism Light: 2
Normal Navi Turn Ten:
Defense:
Sapphire Blaster Taken for 80.
Deleted. Finally.
JewelMan gets:
Solo Rewards: 40 Exp || 400 Zenny || 1 Green MD