Post by Kman on May 4, 2017 10:33:20 GMT -8
{
Name: Paladin.exe
Type:: Defense
Challenge: Armor
(Click to Reveal/Hide Stats)}
Defense Type - Paladin
Name: Paladin.exe
Type:: Defense
Challenge: Armor
(Click to Reveal/Hide Stats)}
{V1 Stats}
-Navi Name: Paladin.exe
-Version / Experience:
--Version: 1
-Type: Defense
° +100 Max HP
° +50 HP at every Version-up
° +5 Armor per Version
° +1 Use to Shield Skills
° Natural Avoid Enhancement
° Shield Enhancement
-Karma: Light Karma
° Light Navis start with a Hyper Mode at Version 1
-Elements: Metal 1, Ice 2
Metal Lv1: +10 Armor. 5% of your Base Damage is added as Bonus Armor.
Ice Lv2: +20 Armor. Enemies have -1 Attack Slot on their first turn.
Paladin has access to Freeze
Status Effect: For 1 turn, if the Freezing attack is C-Ranged, the afflicted Navi cannot use Shields. If the Freezing attack is S-Ranged, the afflicted Navi cannot use Dodges. If the attack is dual-ranged, the user must choose which avoid the afflicted Navi cannot use. Once ended, a Navi cannot be Frozen for 2 turns. Requires Ice Lv2 or Higher.
--Net Strengths: Light, Sand, Toxic, Stone, Blade, Metal
--Net Weaknesses: Laser, Elec, Break, Fire, Bug
-HP: 1100
-+ Base: 1000
-+ Defense Type: +100
-Armor: 50
-+ Base: 0
-+ Defense Type: +5
-+ Metal: 15 (10 + 5% of 100)
-+ Ice: 20
-+ Armor Up: 10
-Regeneration: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 120
-+ Base: 100
-+ Navi Mark: +20
-Attack Slots: 2
-+ Base: 2
Hyper Mode-
Name: Shieldfighter
Description: Ragged and serrated, the beaten shield from Paladin now becomes his weapon.
Effects: Paladin may choose one effect for every Shield Skill that are out of uses:
+50 Damage During this Hypermode
+50 Armor During this Hypermode
+1 Pre-emptive charge each turn used for Shield Slam
Turns: 3
Name: Armor Up
Rank: C
Description: Paladin's armor is always at its utmost!
Effects: Paladin gets +10 Armor/v
Passive
Name: Block
Rank: B
Description: Paladin brings his shield to block an attack!
Effects: Blocks One Attack. Paladin restores 100 HP.
Uses: 3 (2 Base, +1 Defense Type)
Name: Parry
Rank: B
Description: Paladin uses his shield to deflect an attack, gaining an extra attack of his own!
Effects: Blocks One Attack. Paladin gains +1 Attack Slot this turn.
Uses: 3 (2 Base, +1 Defense Type)
Name: Shield Wall
Rank: B
Description: Paladin blocks an attack, giving him a second to breathe.
Effects: Blocks One Attack. Paladin removes 1 Negative Effect.
Uses: 3 (2 Base, +1 Defense Type)
Name: Slash
Range: Combat
Element: Metal
Description: Paladin slashes with his sword!
Effects: 90% | 110 Damage, Undodgeable, Breaks Shields
Name: Thrust
Range: Combat
Element: Metal
Description: Paladin thrusts with his sword!
Effects: 90% | 110 Damage, Cuts Auras, Breaks Shields
Name: Cleave
Range: Combat
Element: Metal
Description: Paladin cleaves with his sword!
Effects: 90% | 110 Damage, Undodgeable, Cuts Auras
Name: Frost Slash
Range: Combat
Element: Ice
Description: Paladin slashes with his sword, empowered with Ice!
Effects: 80% | 100 Damage, Undodgeable, Breaks Shields, Freeze
Cooldown: 1
Name: Shield Slam
Range: Combat
Element: Metal
Description: Paladin slams his foe with his shield.
Effects: 60% | 75 Damage, Undodgeable, Cuts Auras, Deals +30% base damage for each Shield Skill out of uses.
Charge: 1
|Navi Information|
-Navi Name: Paladin.exe
-Version / Experience:
--Version: 1
|Statistical Information|
-Type: Defense
° +100 Max HP
° +50 HP at every Version-up
° +5 Armor per Version
° +1 Use to Shield Skills
° Natural Avoid Enhancement
{(+)}
Special Property: You may use your Natural Avoid as a Shield instead, at will
Special Property: You may use your Natural Avoid as a Shield instead, at will
° Shield Enhancement
{(+)}
Passive Effect: You may expend 2 Shield Skill Uses instead of one to make that use Unbreakable
Passive Effect: You may expend 2 Shield Skill Uses instead of one to make that use Unbreakable
-Karma: Light Karma
° Light Navis start with a Hyper Mode at Version 1
-Elements: Metal 1, Ice 2
Metal Lv1: +10 Armor. 5% of your Base Damage is added as Bonus Armor.
Ice Lv2: +20 Armor. Enemies have -1 Attack Slot on their first turn.
Paladin has access to Freeze
Status Effect: For 1 turn, if the Freezing attack is C-Ranged, the afflicted Navi cannot use Shields. If the Freezing attack is S-Ranged, the afflicted Navi cannot use Dodges. If the attack is dual-ranged, the user must choose which avoid the afflicted Navi cannot use. Once ended, a Navi cannot be Frozen for 2 turns. Requires Ice Lv2 or Higher.
--Net Strengths: Light, Sand, Toxic, Stone, Blade, Metal
--Net Weaknesses: Laser, Elec, Break, Fire, Bug
-HP: 1100
-+ Base: 1000
-+ Defense Type: +100
-Armor: 50
-+ Base: 0
-+ Defense Type: +5
-+ Metal: 15 (10 + 5% of 100)
-+ Ice: 20
-+ Armor Up: 10
-Regeneration: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 120
-+ Base: 100
-+ Navi Mark: +20
-Attack Slots: 2
-+ Base: 2
|Hyper Repertoire|
Hyper Mode-
Name: Shieldfighter
Description: Ragged and serrated, the beaten shield from Paladin now becomes his weapon.
Effects: Paladin may choose one effect for every Shield Skill that are out of uses:
+50 Damage During this Hypermode
+50 Armor During this Hypermode
+1 Pre-emptive charge each turn used for Shield Slam
Turns: 3
|Skills|
Name: Armor Up
Rank: C
Description: Paladin's armor is always at its utmost!
Effects: Paladin gets +10 Armor/v
Passive
Name: Block
Rank: B
Description: Paladin brings his shield to block an attack!
Effects: Blocks One Attack. Paladin restores 100 HP.
Uses: 3 (2 Base, +1 Defense Type)
Name: Parry
Rank: B
Description: Paladin uses his shield to deflect an attack, gaining an extra attack of his own!
Effects: Blocks One Attack. Paladin gains +1 Attack Slot this turn.
Uses: 3 (2 Base, +1 Defense Type)
Name: Shield Wall
Rank: B
Description: Paladin blocks an attack, giving him a second to breathe.
Effects: Blocks One Attack. Paladin removes 1 Negative Effect.
Uses: 3 (2 Base, +1 Defense Type)
|Attacks|
Name: Slash
Range: Combat
Element: Metal
Description: Paladin slashes with his sword!
Effects: 90% | 110 Damage, Undodgeable, Breaks Shields
Name: Thrust
Range: Combat
Element: Metal
Description: Paladin thrusts with his sword!
Effects: 90% | 110 Damage, Cuts Auras, Breaks Shields
Name: Cleave
Range: Combat
Element: Metal
Description: Paladin cleaves with his sword!
Effects: 90% | 110 Damage, Undodgeable, Cuts Auras
Name: Frost Slash
Range: Combat
Element: Ice
Description: Paladin slashes with his sword, empowered with Ice!
Effects: 80% | 100 Damage, Undodgeable, Breaks Shields, Freeze
Cooldown: 1
Name: Shield Slam
Range: Combat
Element: Metal
Description: Paladin slams his foe with his shield.
Effects: 60% | 75 Damage, Undodgeable, Cuts Auras, Deals +30% base damage for each Shield Skill out of uses.
Charge: 1
{V2 Stats}
-Navi Name: Paladin.exe
-Version / Experience:
--Version: 2
-Type: Defense
° +100 Max HP
° +50 HP at every Version-up
° +5 Armor per Version
° +1 Use to Shield Skills
° Natural Avoid Enhancement
° Shield Enhancement
-Karma: Light Karma
° Light Navis start with a Hyper Mode at Version 1
-Elements: Metal 1, Ice 2
Metal Lv1: +10 Armor. 5% of your Base Damage is added as Bonus Armor.
Ice Lv2: +20 Armor. Enemies have -1 Attack Slot on their first turn.
Paladin has access to Freeze
Status Effect: For 1 turn, if the Freezing attack is C-Ranged, the afflicted Navi cannot use Shields. If the Freezing attack is S-Ranged, the afflicted Navi cannot use Dodges. If the attack is dual-ranged, the user must choose which avoid the afflicted Navi cannot use. Once ended, a Navi cannot be Frozen for 2 turns. Requires Ice Lv2 or Higher.
--Net Strengths: Light, Sand, Toxic, Stone, Blade, Metal
--Net Weaknesses: Laser, Elec, Break, Fire, Bug
-HP: 1250
-+ Base: 1000
-+ Defense Type: +100
-+ V-up: +150
-Armor: 65
-+ Base: 0
-+ Defense Type: +10
-+ Metal: 15 (10 + 5% of 100)
-+ Ice: 20
-+ Armor Up: 20
-Regeneration: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 130
-+ Base: 100
-+ V-Up: +10
-+ Navi Mark: +20
-Attack Slots: 3
-+ Base: 2
-+ V2: +1
Hyper Mode-
Name: Shieldfighter
Description: Ragged and serrated, the beaten shield from Paladin now becomes his weapon.
Effects: Paladin may choose one effect for every Shield Skill that are out of uses:
+50 Damage During this Hypermode
+50 Armor During this Hypermode
+1 Pre-emptive charge each turn used for Shield Slam
Turns: 3
Name: Armor Up
Rank: C
Description: Paladin's armor is always at its utmost!
Effects: Paladin gets +10 Armor/v
Passive
Name: Block
Rank: B
Description: Paladin brings his shield to block an attack!
Effects: Blocks One Attack. Paladin restores 100 HP.
Uses: 3 (2 Base, +1 Defense Type)
Name: Parry
Rank: B
Description: Paladin uses his shield to deflect an attack, gaining an extra attack of his own!
Effects: Blocks One Attack. Paladin gains +1 Attack Slot this turn.
Uses: 3 (2 Base, +1 Defense Type)
Name: Shield Wall
Rank: B
Description: Paladin blocks an attack, giving him a second to breathe.
Effects: Blocks One Attack. Paladin removes 1 Negative Effect.
Uses: 3 (2 Base, +1 Defense Type)
Name: Slash
Range: Combat
Element: Metal
Description: Paladin slashes with his sword!
Effects: 90% | 120 Damage, Undodgeable, Breaks Shields
Name: Thrust
Range: Combat
Element: Metal
Description: Paladin thrusts with his sword!
Effects: 90% | 120 Damage, Cuts Auras, Breaks Shields
Name: Cleave
Range: Combat
Element: Metal
Description: Paladin cleaves with his sword!
Effects: 90% | 120 Damage, Undodgeable, Cuts Auras
Name: Frost Slash
Range: Combat
Element: Ice
Description: Paladin slashes with his sword, empowered with Ice!
Effects: 80% | 105 Damage, Undodgeable, Breaks Shields, Freeze
Cooldown: 1
Name: Shield Slam
Range: Combat
Element: Metal
Description: Paladin slams his foe with his shield.
Effects: 60% | 80 Damage, Undodgeable, Cuts Auras, Deals +30% base damage for each Shield Skill out of uses.
Charge: 1
Name: Shield Throw
Range: Shot
Element: Metal
Description: Paladin throws his shield like Captain Gigamerica!
Effects: 90% | 120 Damage, Cannot be Intercepted, Hits 1 additional target if one shield skill is out of uses, and 2 more if all 3 shield skills are.
|Navi Information|
-Navi Name: Paladin.exe
-Version / Experience:
--Version: 2
|Statistical Information|
-Type: Defense
° +100 Max HP
° +50 HP at every Version-up
° +5 Armor per Version
° +1 Use to Shield Skills
° Natural Avoid Enhancement
{(+)}
Special Property: You may use your Natural Avoid as a Shield instead, at will
Special Property: You may use your Natural Avoid as a Shield instead, at will
° Shield Enhancement
{(+)}
Passive Effect: You may expend 2 Shield Skill Uses instead of one to make that use Unbreakable
Passive Effect: You may expend 2 Shield Skill Uses instead of one to make that use Unbreakable
-Karma: Light Karma
° Light Navis start with a Hyper Mode at Version 1
-Elements: Metal 1, Ice 2
Metal Lv1: +10 Armor. 5% of your Base Damage is added as Bonus Armor.
Ice Lv2: +20 Armor. Enemies have -1 Attack Slot on their first turn.
Paladin has access to Freeze
Status Effect: For 1 turn, if the Freezing attack is C-Ranged, the afflicted Navi cannot use Shields. If the Freezing attack is S-Ranged, the afflicted Navi cannot use Dodges. If the attack is dual-ranged, the user must choose which avoid the afflicted Navi cannot use. Once ended, a Navi cannot be Frozen for 2 turns. Requires Ice Lv2 or Higher.
--Net Strengths: Light, Sand, Toxic, Stone, Blade, Metal
--Net Weaknesses: Laser, Elec, Break, Fire, Bug
-HP: 1250
-+ Base: 1000
-+ Defense Type: +100
-+ V-up: +150
-Armor: 65
-+ Base: 0
-+ Defense Type: +10
-+ Metal: 15 (10 + 5% of 100)
-+ Ice: 20
-+ Armor Up: 20
-Regeneration: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 130
-+ Base: 100
-+ V-Up: +10
-+ Navi Mark: +20
-Attack Slots: 3
-+ Base: 2
-+ V2: +1
|Hyper Repertoire|
Hyper Mode-
Name: Shieldfighter
Description: Ragged and serrated, the beaten shield from Paladin now becomes his weapon.
Effects: Paladin may choose one effect for every Shield Skill that are out of uses:
+50 Damage During this Hypermode
+50 Armor During this Hypermode
+1 Pre-emptive charge each turn used for Shield Slam
Turns: 3
|Skills|
Name: Armor Up
Rank: C
Description: Paladin's armor is always at its utmost!
Effects: Paladin gets +10 Armor/v
Passive
Name: Block
Rank: B
Description: Paladin brings his shield to block an attack!
Effects: Blocks One Attack. Paladin restores 100 HP.
Uses: 3 (2 Base, +1 Defense Type)
Name: Parry
Rank: B
Description: Paladin uses his shield to deflect an attack, gaining an extra attack of his own!
Effects: Blocks One Attack. Paladin gains +1 Attack Slot this turn.
Uses: 3 (2 Base, +1 Defense Type)
Name: Shield Wall
Rank: B
Description: Paladin blocks an attack, giving him a second to breathe.
Effects: Blocks One Attack. Paladin removes 1 Negative Effect.
Uses: 3 (2 Base, +1 Defense Type)
|Attacks|
Name: Slash
Range: Combat
Element: Metal
Description: Paladin slashes with his sword!
Effects: 90% | 120 Damage, Undodgeable, Breaks Shields
Name: Thrust
Range: Combat
Element: Metal
Description: Paladin thrusts with his sword!
Effects: 90% | 120 Damage, Cuts Auras, Breaks Shields
Name: Cleave
Range: Combat
Element: Metal
Description: Paladin cleaves with his sword!
Effects: 90% | 120 Damage, Undodgeable, Cuts Auras
Name: Frost Slash
Range: Combat
Element: Ice
Description: Paladin slashes with his sword, empowered with Ice!
Effects: 80% | 105 Damage, Undodgeable, Breaks Shields, Freeze
Cooldown: 1
Name: Shield Slam
Range: Combat
Element: Metal
Description: Paladin slams his foe with his shield.
Effects: 60% | 80 Damage, Undodgeable, Cuts Auras, Deals +30% base damage for each Shield Skill out of uses.
Charge: 1
Name: Shield Throw
Range: Shot
Element: Metal
Description: Paladin throws his shield like Captain Gigamerica!
Effects: 90% | 120 Damage, Cannot be Intercepted, Hits 1 additional target if one shield skill is out of uses, and 2 more if all 3 shield skills are.
{V3 Stats}
-Navi Name: Paladin.exe
-Version / Experience:
--Version: 3
-Type: Defense
° +100 Max HP
° +50 HP at every Version-up
° +5 Armor per Version
° +1 Use to Shield Skills
° Natural Avoid Enhancement
° Shield Enhancement
-Karma: Light Karma
° Light Navis start with a Hyper Mode at Version 1
-Elements: Metal 1, Ice 2
Metal Lv1: +10 Armor. 5% of your Base Damage is added as Bonus Armor.
Ice Lv2: +20 Armor. Enemies have -1 Attack Slot on their first turn.
Paladin has access to Freeze
Status Effect: For 1 turn, if the Freezing attack is C-Ranged, the afflicted Navi cannot use Shields. If the Freezing attack is S-Ranged, the afflicted Navi cannot use Dodges. If the attack is dual-ranged, the user must choose which avoid the afflicted Navi cannot use. Once ended, a Navi cannot be Frozen for 2 turns. Requires Ice Lv2 or Higher.
--Net Strengths: Light, Sand, Toxic, Stone, Blade, Metal
--Net Weaknesses: Laser, Elec, Break, Fire, Bug
-HP: 1400
-+ Base: 1000
-+ Defense Type: +100
-+ V-up: +300
-Armor: 80
-+ Base: 0
-+ Defense Type: +15
-+ Metal: 15 (10 + 5% of 100)
-+ Ice: 20
-+ Armor Up: 30
-Regeneration: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 140
-+ Base: 100
-+ V-Up: +20
-+ Navi Mark: +20
-Attack Slots: 3
-+ Base: 2
-+ V3: +1
Hyper Mode-
Name: Shieldfighter
Description: Ragged and serrated, the beaten shield from Paladin now becomes his weapon.
Effects: Paladin may choose one effect for every Shield Skill that are out of uses:
+50 Damage During this Hypermode
+50 Armor During this Hypermode
+1 Pre-emptive charge each turn used for Shield Slam
Turns: 3
Name: Armor Up
Rank: C
Description: Paladin's armor is always at its utmost!
Effects: Paladin gets +10 Armor/v
Passive
Name: Block
Rank: B
Description: Paladin brings his shield to block an attack!
Effects: Blocks One Attack. Paladin restores 100 HP.
Uses: 3 (2 Base, +1 Defense Type)
Name: Parry
Rank: B
Description: Paladin uses his shield to deflect an attack, gaining an extra attack of his own!
Effects: Blocks One Attack. Paladin gains +1 Attack Slot this turn.
Uses: 3 (2 Base, +1 Defense Type)
Name: Shield Wall
Rank: B
Description: Paladin blocks an attack, giving him a second to breathe.
Effects: Blocks One Attack. Paladin removes 1 Negative Effect.
Uses: 3 (2 Base, +1 Defense Type)
Name: Defensive Strike
Rank: C
Description: When attacking, Paladin can put his opponents off their footing, making it harder for them to hit him.
Effects: Add: "If hits, Paladin gains +10 Armor next turn." to one attack. This attack is considered Aimed.
Uses: 4 (3 Base, +1 at V3)
Name: Slash
Range: Combat
Element: Metal
Description: Paladin slashes with his sword!
Effects: 90% | 130 Damage, Undodgeable, Breaks Shields
Name: Thrust
Range: Combat
Element: Metal
Description: Paladin thrusts with his sword!
Effects: 90% | 130 Damage, Cuts Auras, Breaks Shields
Name: Cleave
Range: Combat
Element: Metal
Description: Paladin cleaves with his sword!
Effects: 90% | 130 Damage, Undodgeable, Cuts Auras
Name: Frost Slash
Range: Combat
Element: Ice
Description: Paladin slashes with his sword, empowered with Ice!
Effects: 80% | 115 Damage, Undodgeable, Breaks Shields, Freeze
Cooldown: 1
Name: Shield Slam
Range: Combat
Element: Metal
Description: Paladin slams his foe with his shield.
Effects: 60% | 85 Damage, Undodgeable, Cuts Auras, Deals +30% base damage for each Shield Skill out of uses.
Charge: 1
Name: Shield Throw
Range: Shot
Element: Metal
Description: Paladin throws his shield like Captain Gigamerica!
Effects: 90% | 130 Damage, Cannot be Intercepted, Hits 1 additional target if one shield skill is out of uses, and 2 more if all 3 shield skills are.
Name: Glint
Range: Shot
Element: Ice
Description: Paladin glints light from his shield into his enemy's eyes!
Effects: 80% | 115 Damage, Undodgeable, Breaks Shields, if Hits: Target has -10 damage to all attacks next turn.
Cooldown: 1
|Navi Information|
-Navi Name: Paladin.exe
-Version / Experience:
--Version: 3
|Statistical Information|
-Type: Defense
° +100 Max HP
° +50 HP at every Version-up
° +5 Armor per Version
° +1 Use to Shield Skills
° Natural Avoid Enhancement
{(+)}
Special Property: You may use your Natural Avoid as a Shield instead, at will
Special Property: You may use your Natural Avoid as a Shield instead, at will
° Shield Enhancement
{(+)}
Passive Effect: You may expend 2 Shield Skill Uses instead of one to make that use Unbreakable
Passive Effect: You may expend 2 Shield Skill Uses instead of one to make that use Unbreakable
-Karma: Light Karma
° Light Navis start with a Hyper Mode at Version 1
-Elements: Metal 1, Ice 2
Metal Lv1: +10 Armor. 5% of your Base Damage is added as Bonus Armor.
Ice Lv2: +20 Armor. Enemies have -1 Attack Slot on their first turn.
Paladin has access to Freeze
Status Effect: For 1 turn, if the Freezing attack is C-Ranged, the afflicted Navi cannot use Shields. If the Freezing attack is S-Ranged, the afflicted Navi cannot use Dodges. If the attack is dual-ranged, the user must choose which avoid the afflicted Navi cannot use. Once ended, a Navi cannot be Frozen for 2 turns. Requires Ice Lv2 or Higher.
--Net Strengths: Light, Sand, Toxic, Stone, Blade, Metal
--Net Weaknesses: Laser, Elec, Break, Fire, Bug
-HP: 1400
-+ Base: 1000
-+ Defense Type: +100
-+ V-up: +300
-Armor: 80
-+ Base: 0
-+ Defense Type: +15
-+ Metal: 15 (10 + 5% of 100)
-+ Ice: 20
-+ Armor Up: 30
-Regeneration: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 140
-+ Base: 100
-+ V-Up: +20
-+ Navi Mark: +20
-Attack Slots: 3
-+ Base: 2
-+ V3: +1
|Hyper Repertoire|
Hyper Mode-
Name: Shieldfighter
Description: Ragged and serrated, the beaten shield from Paladin now becomes his weapon.
Effects: Paladin may choose one effect for every Shield Skill that are out of uses:
+50 Damage During this Hypermode
+50 Armor During this Hypermode
+1 Pre-emptive charge each turn used for Shield Slam
Turns: 3
|Skills|
Name: Armor Up
Rank: C
Description: Paladin's armor is always at its utmost!
Effects: Paladin gets +10 Armor/v
Passive
Name: Block
Rank: B
Description: Paladin brings his shield to block an attack!
Effects: Blocks One Attack. Paladin restores 100 HP.
Uses: 3 (2 Base, +1 Defense Type)
Name: Parry
Rank: B
Description: Paladin uses his shield to deflect an attack, gaining an extra attack of his own!
Effects: Blocks One Attack. Paladin gains +1 Attack Slot this turn.
Uses: 3 (2 Base, +1 Defense Type)
Name: Shield Wall
Rank: B
Description: Paladin blocks an attack, giving him a second to breathe.
Effects: Blocks One Attack. Paladin removes 1 Negative Effect.
Uses: 3 (2 Base, +1 Defense Type)
Name: Defensive Strike
Rank: C
Description: When attacking, Paladin can put his opponents off their footing, making it harder for them to hit him.
Effects: Add: "If hits, Paladin gains +10 Armor next turn." to one attack. This attack is considered Aimed.
Uses: 4 (3 Base, +1 at V3)
|Attacks|
Name: Slash
Range: Combat
Element: Metal
Description: Paladin slashes with his sword!
Effects: 90% | 130 Damage, Undodgeable, Breaks Shields
Name: Thrust
Range: Combat
Element: Metal
Description: Paladin thrusts with his sword!
Effects: 90% | 130 Damage, Cuts Auras, Breaks Shields
Name: Cleave
Range: Combat
Element: Metal
Description: Paladin cleaves with his sword!
Effects: 90% | 130 Damage, Undodgeable, Cuts Auras
Name: Frost Slash
Range: Combat
Element: Ice
Description: Paladin slashes with his sword, empowered with Ice!
Effects: 80% | 115 Damage, Undodgeable, Breaks Shields, Freeze
Cooldown: 1
Name: Shield Slam
Range: Combat
Element: Metal
Description: Paladin slams his foe with his shield.
Effects: 60% | 85 Damage, Undodgeable, Cuts Auras, Deals +30% base damage for each Shield Skill out of uses.
Charge: 1
Name: Shield Throw
Range: Shot
Element: Metal
Description: Paladin throws his shield like Captain Gigamerica!
Effects: 90% | 130 Damage, Cannot be Intercepted, Hits 1 additional target if one shield skill is out of uses, and 2 more if all 3 shield skills are.
Name: Glint
Range: Shot
Element: Ice
Description: Paladin glints light from his shield into his enemy's eyes!
Effects: 80% | 115 Damage, Undodgeable, Breaks Shields, if Hits: Target has -10 damage to all attacks next turn.
Cooldown: 1
{Strategies}V1 Strategy:
Paladin will use Frost Slash whenever able, and follow it with Cleave if used.
If Frost Slash is on Cooldown, Paladin will instead use Slash and Thrust.
If at any point Slash, Thrust or Cleave hit a target, he will exclusively use this attack until the attack is avoided, in which case his normal cycle repeats. If reduced to a single attack slot, he will prioritize Frost Slash and Cleave, alternating.
Defensively, Paladin will attempt to block every attack each turn aimed at him, if possible. He will use Parry first until it is out of uses, and then 1 use of Block, and then Shield Wall until it is out of uses, and then lastly resume using Block for all attacks without Breaks Shields. If an attack has Breaks Shields /and/ it's total damage (after his armor) would do more than 25% of his Current HP, he will instead use two uses of Block to Omni-Block it, per Defense rules.
Paladin has 3 Criteria to entering his Hypermode:
Any% HP if all 3 Shield Skills are out of uses.
50% HP or less if 2 Shield skills are out of uses. (Choosing Armor and Pre-Emptive Charge)
25% HP or less if 1 Shield skill is out of uses. (Choosing Armor)
In this Hypermode, he will use Frost Slash and Shield Slam every turn (if able), and then use Cleave if Frost Slash is not available.
V2 Strategy:
As above, however his basic attack pattern will look like:
Frost Slash, Cleave, Slash
Slash, Thrust, Cleave.
He retains his repetition of Slash, Thrust or Cleave if any of these hit his target.
Additionally, he will target any clones/objects/viruses/etc on the field first, and when he has a Shield Skill out of uses, Shield Throw will replace Thrust on his attack set.
Hypermode is unchanged except for his attack priority becomes:
Frost Slash, Shield Slam, Cleave if Frostslash is not on cooldown
Shieldslam, Cleave, Cleave if Frostslash is on cooldown.
In his hypermode he will ignore objects/clones/viruses/etc, and focus on the enemy navi.
V3 Strategy:
As above, except when Paladin hits a foe with an attack and is repeating the same attack with all attack slots, he will use his aimer on three of these attacks. He will always keep the last use in reserve regardless of whether an opponent has Darksoul. If Darksoul is used by the opponent, he will use the remaining use of his Aiming skill with the attack that he had hit with before.
Glint will replace the first Cleave if FrostSlash is on cooldown, the two being used on Alternating Turns.
Hypermode remains unchanged except for the fact that he will use his aiming skill on Shield Slam if he is in Hypermode for the first 3 uses, and only the 4th if the Opponent is in Darksoul.
Paladin will use Frost Slash whenever able, and follow it with Cleave if used.
If Frost Slash is on Cooldown, Paladin will instead use Slash and Thrust.
If at any point Slash, Thrust or Cleave hit a target, he will exclusively use this attack until the attack is avoided, in which case his normal cycle repeats. If reduced to a single attack slot, he will prioritize Frost Slash and Cleave, alternating.
Defensively, Paladin will attempt to block every attack each turn aimed at him, if possible. He will use Parry first until it is out of uses, and then 1 use of Block, and then Shield Wall until it is out of uses, and then lastly resume using Block for all attacks without Breaks Shields. If an attack has Breaks Shields /and/ it's total damage (after his armor) would do more than 25% of his Current HP, he will instead use two uses of Block to Omni-Block it, per Defense rules.
Paladin has 3 Criteria to entering his Hypermode:
Any% HP if all 3 Shield Skills are out of uses.
50% HP or less if 2 Shield skills are out of uses. (Choosing Armor and Pre-Emptive Charge)
25% HP or less if 1 Shield skill is out of uses. (Choosing Armor)
In this Hypermode, he will use Frost Slash and Shield Slam every turn (if able), and then use Cleave if Frost Slash is not available.
V2 Strategy:
As above, however his basic attack pattern will look like:
Frost Slash, Cleave, Slash
Slash, Thrust, Cleave.
He retains his repetition of Slash, Thrust or Cleave if any of these hit his target.
Additionally, he will target any clones/objects/viruses/etc on the field first, and when he has a Shield Skill out of uses, Shield Throw will replace Thrust on his attack set.
Hypermode is unchanged except for his attack priority becomes:
Frost Slash, Shield Slam, Cleave if Frostslash is not on cooldown
Shieldslam, Cleave, Cleave if Frostslash is on cooldown.
In his hypermode he will ignore objects/clones/viruses/etc, and focus on the enemy navi.
V3 Strategy:
As above, except when Paladin hits a foe with an attack and is repeating the same attack with all attack slots, he will use his aimer on three of these attacks. He will always keep the last use in reserve regardless of whether an opponent has Darksoul. If Darksoul is used by the opponent, he will use the remaining use of his Aiming skill with the attack that he had hit with before.
Glint will replace the first Cleave if FrostSlash is on cooldown, the two being used on Alternating Turns.
Hypermode remains unchanged except for the fact that he will use his aiming skill on Shield Slam if he is in Hypermode for the first 3 uses, and only the 4th if the Opponent is in Darksoul.
{
Name: Ranger.exe
Type:: Attack
Challenge: Burst Damage
(Click to Reveal/Hide Stats)}
Attack Type - Ranger
Name: Ranger.exe
Type:: Attack
Challenge: Burst Damage
(Click to Reveal/Hide Stats)}
{V1 Stats}
-Navi Name: Ranger.exe
-Version / Experience:
--Version: 1
-Type: Attack
° +10 Base Damage
° +5 Damage at every Version-up
° +1 Auto Charge at Version 3
° +1 Use to Attack Slot Skills
° An Unavoidable Attack
° Aiming Enhancement
-Karma: Dark Karma
° Dark Navis start with a Darksoul at Version 1
-Elements: Fire 3
Fire Level 3
Ranger has access to Burn
Status Effect: For 3 turns, afflicted Navi takes 50 Damage per turn and cannot use Undershirt effects. On the first turn, that Navi's attacks have -50 Damage. Once ended, a Navi cannot be Burned for 2 turns. Requires Fire Lv2 or Higher.
--Net Strengths: Laser, Wind, Dark, Wood, Fire
--Net Weaknesses: Stone, Shadow, Sand, Aqua, Bug
-HP: 1000
-+ Base: 1000
-Armor:
-+ Base: 0
-Regeneration: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 190
-+ Base: 100
-+ Attack Type: +10
-+ Fire: +60
-+ Navi Mark: +20
-Attack Slots: 2
-+ Base: 2
Dark Soul
° 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
° Lasts for 2 Turns
Name: Wolf
Rank: A
Description: Ranger summons his pet wolf to the fight!
Effects: Summons a clone with 20% of Ranger's HP with 1 Attack slot at 50% damage usable only for Bite.
Uses: 1
Name: Flurry
Rank: C
Description: Nocking several arrows, Ranger fires them all at his foes!
Effects: +1 Attack Slot this turn
Uses: 4 (3 Base, +1 Attack Type)
Name: Hard Pull
Rank: S
Description: Ranger pulls back harder on his bow, increasing his damage.
Effects: +30 Damage to all attacks this turn.
Uses: 1
Name: Practiced Shot
Rank: B
Description: Ranger has a few attacks that he is more skilled at due to practice.
Effects: Lower CD on 1 attack by 1.
Passive
Name: Flaming Arrow
Range: Shot
Element: Fire
Description: Ranger fires a burning arrow at a foe!
Effects: 80% | 155 Damage, Undodgeable, Breaks Shields, Burns
Cooldown: 0 (Reduced from 1 By Practiced Shot)
Name: Piercing Shot
Range: Shot
Element: Fire
Description: A dangerous, piercing shot to break apart his foes
Effects: 90% | 175 Damage, Undodgeable, Breaks Shields
Name: Shatter Shot
Range: Shot
Element: Fire
Description: Ranger pierces through his enemy's defenses!
Effects: 80% | 155 Damage, Undodgeable, Breaks Shields, Destroys Auras
Charge: 1
Name: Perfect Shot
Range: Shot
Element: Fire
Description: Ranger fires an arrow that is unable to be avoided!
Effects: 100 Damage, Unavoidable
Cooldown: 1
Name: Bite
Range: Combat
Element: Fire
Description: Wolf leaps onto a foe!
Effects: 90% | 175 Damage, Undodgeable, Breaks Shields. Only Wolf may use this attack.
|Navi Information|
-Navi Name: Ranger.exe
-Version / Experience:
--Version: 1
|Statistical Information|
-Type: Attack
° +10 Base Damage
° +5 Damage at every Version-up
° +1 Auto Charge at Version 3
° +1 Use to Attack Slot Skills
° An Unavoidable Attack
{(+)}
Special Property: User may create an Unavoidable attack
° Attack deals 100 Flat Damage
° Attack deals +10 Damage per Version Up
° Attack cannot have any effects added to it, except 'Hits All' or 'Cannot Be Countered' (Each costs 20 Damage to Add)
° Attack has a 1 Turn Unadjustable Cooldown
Special Property: User may create an Unavoidable attack
° Attack deals 100 Flat Damage
° Attack deals +10 Damage per Version Up
° Attack cannot have any effects added to it, except 'Hits All' or 'Cannot Be Countered' (Each costs 20 Damage to Add)
° Attack has a 1 Turn Unadjustable Cooldown
° Aiming Enhancement
{(+)}
Passive Effect: Aiming Skills add an additional omni-aimer to the affected attack
Passive Effect: Aiming Skills add an additional omni-aimer to the affected attack
-Karma: Dark Karma
° Dark Navis start with a Darksoul at Version 1
-Elements: Fire 3
Fire Level 3
Ranger has access to Burn
Status Effect: For 3 turns, afflicted Navi takes 50 Damage per turn and cannot use Undershirt effects. On the first turn, that Navi's attacks have -50 Damage. Once ended, a Navi cannot be Burned for 2 turns. Requires Fire Lv2 or Higher.
--Net Strengths: Laser, Wind, Dark, Wood, Fire
--Net Weaknesses: Stone, Shadow, Sand, Aqua, Bug
-HP: 1000
-+ Base: 1000
-Armor:
-+ Base: 0
-Regeneration: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 190
-+ Base: 100
-+ Attack Type: +10
-+ Fire: +60
-+ Navi Mark: +20
-Attack Slots: 2
-+ Base: 2
|Hyper Repertoire|
Dark Soul
° 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
° Lasts for 2 Turns
|Skills|
Name: Wolf
Rank: A
Description: Ranger summons his pet wolf to the fight!
Effects: Summons a clone with 20% of Ranger's HP with 1 Attack slot at 50% damage usable only for Bite.
Uses: 1
Name: Flurry
Rank: C
Description: Nocking several arrows, Ranger fires them all at his foes!
Effects: +1 Attack Slot this turn
Uses: 4 (3 Base, +1 Attack Type)
Name: Hard Pull
Rank: S
Description: Ranger pulls back harder on his bow, increasing his damage.
Effects: +30 Damage to all attacks this turn.
Uses: 1
Name: Practiced Shot
Rank: B
Description: Ranger has a few attacks that he is more skilled at due to practice.
Effects: Lower CD on 1 attack by 1.
Passive
|Attacks|
Name: Flaming Arrow
Range: Shot
Element: Fire
Description: Ranger fires a burning arrow at a foe!
Effects: 80% | 155 Damage, Undodgeable, Breaks Shields, Burns
Cooldown: 0 (Reduced from 1 By Practiced Shot)
Name: Piercing Shot
Range: Shot
Element: Fire
Description: A dangerous, piercing shot to break apart his foes
Effects: 90% | 175 Damage, Undodgeable, Breaks Shields
Name: Shatter Shot
Range: Shot
Element: Fire
Description: Ranger pierces through his enemy's defenses!
Effects: 80% | 155 Damage, Undodgeable, Breaks Shields, Destroys Auras
Charge: 1
Name: Perfect Shot
Range: Shot
Element: Fire
Description: Ranger fires an arrow that is unable to be avoided!
Effects: 100 Damage, Unavoidable
Cooldown: 1
Name: Bite
Range: Combat
Element: Fire
Description: Wolf leaps onto a foe!
Effects: 90% | 175 Damage, Undodgeable, Breaks Shields. Only Wolf may use this attack.
{V2 Stats}
-Navi Name: Ranger.exe
-Version / Experience:
--Version: 2
-Type: Attack
° +10 Base Damage
° +5 Damage at every Version-up
° +1 Auto Charge at Version 3
° +1 Use to Attack Slot Skills
° An Unavoidable Attack
° Aiming Enhancement
-Karma: Dark Karma
° Dark Navis start with a Darksoul at Version 1
-Elements: Fire 3
Fire Level 3
Ranger has access to Burn
Status Effect: For 3 turns, afflicted Navi takes 50 Damage per turn and cannot use Undershirt effects. On the first turn, that Navi's attacks have -50 Damage. Once ended, a Navi cannot be Burned for 2 turns. Requires Fire Lv2 or Higher.
--Net Strengths: Laser, Wind, Dark, Wood, Fire
--Net Weaknesses: Stone, Shadow, Sand, Aqua, Bug
-HP: 1100
-+ Base: 1000
-+ V-Up: +100
-Armor:
-+ Base: 0
-Regeneration: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 205
-+ Base: 100
-+ Attack Type: +10
-+ Fire: +60
-+ V-Up: +15
-+ Navi Mark: +20
-Attack Slots: 3
-+ Base: 2
-+ V3: +1
Dark Soul
° 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
° Lasts for 2 Turns
Name: Wolf
Rank: A
Description: Ranger summons his pet wolf to the fight!
Effects: Summons a clone with 20% of Ranger's HP with 1 Attack slot usable only for Bite.
Uses: 1
Name: Flurry
Rank: C
Description: Nocking several arrows, Ranger fires them all at his foes!
Effects: +1 Attack Slot this turn
Uses: 4 (3 Base, +1 Attack Type)
Name: Hard Pull
Rank: S
Description: Ranger pulls back harder on his bow, increasing his damage.
Effects: +45 Damage to all attacks this turn.
Uses: 1
Name: Practiced Shot
Rank: B
Description: Ranger has a few attacks that he is more skilled at due to practice.
Effects: Lower CD on 1 attack by 1.
Passive
Name: Flaming Arrow
Range: Shot
Element: Fire
Description: Ranger fires a burning arrow at a foe!
Effects: 80% | 165 Damage, Undodgeable, Breaks Shields, Burns
Cooldown: 0 (Reduced from 1 By Practiced Shot)
Name: Piercing Shot
Range: Shot
Element: Fire
Description: A dangerous, piercing shot to break apart his foes
Effects: 90% | 185 Damage, Undodgeable, Breaks Shields
Name: Shatter Shot
Range: Shot
Element: Fire
Description: Ranger pierces through his enemy's defenses!
Effects: 80% | 165 Damage, Undodgeable, Breaks Shields, Destroys Auras
Charge: 1
Name: Untouchable Shot
Range: Shot
Element: Fire
Description: Realizing a foe is dangerous when struck, Ranger corrects that problem immediately.
Effects: 80% | 165 Damage, Undodgeable, Breaks Shields, Cannot be Countered
Name: Perfect Shot
Range: Shot
Element: Fire
Description: Ranger fires an arrow that is unable to be avoided!
Effects: 110 Damage, Unavoidable
Cooldown: 1
Name: Bite
Range: Combat
Element: Fire
Description: Wolf leaps onto a foe!
Effects: 90% | 185 Damage, Undodgeable, Breaks Shields. Only Wolf may use this attack.
Firewall
Activated Program
Upon activation of this program, user can remove one negative status of choice
Uses per battle: 2
|Navi Information|
-Navi Name: Ranger.exe
-Version / Experience:
--Version: 2
|Statistical Information|
-Type: Attack
° +10 Base Damage
° +5 Damage at every Version-up
° +1 Auto Charge at Version 3
° +1 Use to Attack Slot Skills
° An Unavoidable Attack
{(+)}
Special Property: User may create an Unavoidable attack
° Attack deals 100 Flat Damage
° Attack deals +10 Damage per Version Up
° Attack cannot have any effects added to it, except 'Hits All' or 'Cannot Be Countered' (Each costs 20 Damage to Add)
° Attack has a 1 Turn Unadjustable Cooldown
Special Property: User may create an Unavoidable attack
° Attack deals 100 Flat Damage
° Attack deals +10 Damage per Version Up
° Attack cannot have any effects added to it, except 'Hits All' or 'Cannot Be Countered' (Each costs 20 Damage to Add)
° Attack has a 1 Turn Unadjustable Cooldown
° Aiming Enhancement
{(+)}
Passive Effect: Aiming Skills add an additional omni-aimer to the affected attack
Passive Effect: Aiming Skills add an additional omni-aimer to the affected attack
-Karma: Dark Karma
° Dark Navis start with a Darksoul at Version 1
-Elements: Fire 3
Fire Level 3
Ranger has access to Burn
Status Effect: For 3 turns, afflicted Navi takes 50 Damage per turn and cannot use Undershirt effects. On the first turn, that Navi's attacks have -50 Damage. Once ended, a Navi cannot be Burned for 2 turns. Requires Fire Lv2 or Higher.
--Net Strengths: Laser, Wind, Dark, Wood, Fire
--Net Weaknesses: Stone, Shadow, Sand, Aqua, Bug
-HP: 1100
-+ Base: 1000
-+ V-Up: +100
-Armor:
-+ Base: 0
-Regeneration: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 205
-+ Base: 100
-+ Attack Type: +10
-+ Fire: +60
-+ V-Up: +15
-+ Navi Mark: +20
-Attack Slots: 3
-+ Base: 2
-+ V3: +1
|Hyper Repertoire|
Dark Soul
° 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
° Lasts for 2 Turns
|Skills|
Name: Wolf
Rank: A
Description: Ranger summons his pet wolf to the fight!
Effects: Summons a clone with 20% of Ranger's HP with 1 Attack slot usable only for Bite.
Uses: 1
Name: Flurry
Rank: C
Description: Nocking several arrows, Ranger fires them all at his foes!
Effects: +1 Attack Slot this turn
Uses: 4 (3 Base, +1 Attack Type)
Name: Hard Pull
Rank: S
Description: Ranger pulls back harder on his bow, increasing his damage.
Effects: +45 Damage to all attacks this turn.
Uses: 1
Name: Practiced Shot
Rank: B
Description: Ranger has a few attacks that he is more skilled at due to practice.
Effects: Lower CD on 1 attack by 1.
Passive
|Attacks|
Name: Flaming Arrow
Range: Shot
Element: Fire
Description: Ranger fires a burning arrow at a foe!
Effects: 80% | 165 Damage, Undodgeable, Breaks Shields, Burns
Cooldown: 0 (Reduced from 1 By Practiced Shot)
Name: Piercing Shot
Range: Shot
Element: Fire
Description: A dangerous, piercing shot to break apart his foes
Effects: 90% | 185 Damage, Undodgeable, Breaks Shields
Name: Shatter Shot
Range: Shot
Element: Fire
Description: Ranger pierces through his enemy's defenses!
Effects: 80% | 165 Damage, Undodgeable, Breaks Shields, Destroys Auras
Charge: 1
Name: Untouchable Shot
Range: Shot
Element: Fire
Description: Realizing a foe is dangerous when struck, Ranger corrects that problem immediately.
Effects: 80% | 165 Damage, Undodgeable, Breaks Shields, Cannot be Countered
Name: Perfect Shot
Range: Shot
Element: Fire
Description: Ranger fires an arrow that is unable to be avoided!
Effects: 110 Damage, Unavoidable
Cooldown: 1
Name: Bite
Range: Combat
Element: Fire
Description: Wolf leaps onto a foe!
Effects: 90% | 185 Damage, Undodgeable, Breaks Shields. Only Wolf may use this attack.
|Programs|
Firewall
Activated Program
Upon activation of this program, user can remove one negative status of choice
Uses per battle: 2
{V3 Stats}
-Navi Name: Ranger.exe
-Version / Experience:
--Version: 3
-Type: Attack
° +10 Base Damage
° +5 Damage at every Version-up
° +1 Auto Charge at Version 3
° +1 Use to Attack Slot Skills
° An Unavoidable Attack
° Aiming Enhancement
-Karma: Dark Karma
° Dark Navis start with a Darksoul at Version 1
-Elements: Fire 3
Fire Level 3
Ranger has access to Burn
Status Effect: For 3 turns, afflicted Navi takes 50 Damage per turn and cannot use Undershirt effects. On the first turn, that Navi's attacks have -50 Damage. Once ended, a Navi cannot be Burned for 2 turns. Requires Fire Lv2 or Higher.
--Net Strengths: Laser, Wind, Dark, Wood, Fire
--Net Weaknesses: Stone, Shadow, Sand, Aqua, Bug
-HP: 1200
-+ Base: 1000
-+ V-Up: +200
-Armor:
-+ Base: 0
-Regeneration: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 220
-+ Base: 100
-+ Attack Type: +10
-+ Fire: +60
-+ V-Up: +30
-+ Navi Mark: +20
-Attack Slots: 3
-+ Base: 2
-+ V3: +1
Dark Soul
° 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
° Lasts for 2 Turns
Name: Wolf
Rank: A
Description: Ranger summons his pet wolf to the fight!
Effects: Summons a clone with 20% of Ranger's HP with 1 Attack slot usable only for Bite.
Uses: 1
Name: Flurry
Rank: C
Description: Nocking several arrows, Ranger fires them all at his foes!
Effects: +1 Attack Slot this turn
Uses: 5 (4 Base, +1 Attack Type)
Name: Hard Pull
Rank: S
Description: Ranger pulls back harder on his bow, increasing his damage.
Effects: +60 Damage to all attacks this turn.
Uses: 1
Name: Practiced Shot
Rank: B
Description: Ranger has a few attacks that he is more skilled at due to practice.
Effects: Lower CD on 1 attack by 1.
Passive
Name: Aimed Shot
Rank: C
Description: A singular, pulled shot aimed to pierce through an opponents' guard.
Effects: Adds an Omni-Aimer and 'Ignores Armor' to one attack. This attack is considered Aimed.
Uses: 4 (4 Base)
Name: Flaming Arrow
Range: Shot
Element: Fire
Description: Ranger fires a burning arrow at a foe!
Effects: 80% | 180 Damage, Undodgeable, Breaks Shields, Burns
Cooldown: 0 (Reduced from 1 By Practiced Shot)
Name: Piercing Shot
Range: Shot
Element: Fire
Description: A dangerous, piercing shot to break apart his foes
Effects: 90% | 200 Damage, Undodgeable, Breaks Shields
Name: Shatter Shot
Range: Shot
Element: Fire
Description: Ranger pierces through his enemy's defenses!
Effects: 80% | 180 Damage, Undodgeable, Breaks Shields, Destroys Auras
Charge: 1
Name: Untouchable Shot
Range: Shot
Element: Fire
Description: Realizing a foe is dangerous when struck, Ranger corrects that problem immediately.
Effects: 80% | 180 Damage, Undodgeable, Breaks Shields, Cannot be Countered
Name: High Impact Shot
Range: Shot
Element: Fire
Description: Ranger readies his bow, pulling back hard on the string, even as he can still fire other arrows from it!
Effects: 70% | 155 Damage, Undodgeable, Breaks Shields, Can be Optionally Charge for 2 rounds for 2.5x its damage.
Name: Perfect Shot
Range: Shot
Element: Fire
Description: Ranger fires an arrow that is unable to be avoided!
Effects: 120 Damage, Unavoidable
Cooldown: 1
Name: Bite
Range: Combat
Element: Fire
Description: Wolf leaps onto a foe!
Effects: 90% | 200 Damage, Undodgeable, Breaks Shields. Only Wolf may use this attack.
Firewall
Activated Program
Upon activation of this program, user can remove one negative status of choice
Uses per battle: 2
Last Stand Alpha
Passive Program
User deals +30% Damage while below 15% of their Max HP
|Navi Information|
-Navi Name: Ranger.exe
-Version / Experience:
--Version: 3
|Statistical Information|
-Type: Attack
° +10 Base Damage
° +5 Damage at every Version-up
° +1 Auto Charge at Version 3
° +1 Use to Attack Slot Skills
° An Unavoidable Attack
{(+)}
Special Property: User may create an Unavoidable attack
° Attack deals 100 Flat Damage
° Attack deals +10 Damage per Version Up
° Attack cannot have any effects added to it, except 'Hits All' or 'Cannot Be Countered' (Each costs 20 Damage to Add)
° Attack has a 1 Turn Unadjustable Cooldown
Special Property: User may create an Unavoidable attack
° Attack deals 100 Flat Damage
° Attack deals +10 Damage per Version Up
° Attack cannot have any effects added to it, except 'Hits All' or 'Cannot Be Countered' (Each costs 20 Damage to Add)
° Attack has a 1 Turn Unadjustable Cooldown
° Aiming Enhancement
{(+)}
Passive Effect: Aiming Skills add an additional omni-aimer to the affected attack
Passive Effect: Aiming Skills add an additional omni-aimer to the affected attack
-Karma: Dark Karma
° Dark Navis start with a Darksoul at Version 1
-Elements: Fire 3
Fire Level 3
Ranger has access to Burn
Status Effect: For 3 turns, afflicted Navi takes 50 Damage per turn and cannot use Undershirt effects. On the first turn, that Navi's attacks have -50 Damage. Once ended, a Navi cannot be Burned for 2 turns. Requires Fire Lv2 or Higher.
--Net Strengths: Laser, Wind, Dark, Wood, Fire
--Net Weaknesses: Stone, Shadow, Sand, Aqua, Bug
-HP: 1200
-+ Base: 1000
-+ V-Up: +200
-Armor:
-+ Base: 0
-Regeneration: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 220
-+ Base: 100
-+ Attack Type: +10
-+ Fire: +60
-+ V-Up: +30
-+ Navi Mark: +20
-Attack Slots: 3
-+ Base: 2
-+ V3: +1
|Hyper Repertoire|
Dark Soul
° 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
° Lasts for 2 Turns
|Skills|
Name: Wolf
Rank: A
Description: Ranger summons his pet wolf to the fight!
Effects: Summons a clone with 20% of Ranger's HP with 1 Attack slot usable only for Bite.
Uses: 1
Name: Flurry
Rank: C
Description: Nocking several arrows, Ranger fires them all at his foes!
Effects: +1 Attack Slot this turn
Uses: 5 (4 Base, +1 Attack Type)
Name: Hard Pull
Rank: S
Description: Ranger pulls back harder on his bow, increasing his damage.
Effects: +60 Damage to all attacks this turn.
Uses: 1
Name: Practiced Shot
Rank: B
Description: Ranger has a few attacks that he is more skilled at due to practice.
Effects: Lower CD on 1 attack by 1.
Passive
Name: Aimed Shot
Rank: C
Description: A singular, pulled shot aimed to pierce through an opponents' guard.
Effects: Adds an Omni-Aimer and 'Ignores Armor' to one attack. This attack is considered Aimed.
Uses: 4 (4 Base)
|Attacks|
Name: Flaming Arrow
Range: Shot
Element: Fire
Description: Ranger fires a burning arrow at a foe!
Effects: 80% | 180 Damage, Undodgeable, Breaks Shields, Burns
Cooldown: 0 (Reduced from 1 By Practiced Shot)
Name: Piercing Shot
Range: Shot
Element: Fire
Description: A dangerous, piercing shot to break apart his foes
Effects: 90% | 200 Damage, Undodgeable, Breaks Shields
Name: Shatter Shot
Range: Shot
Element: Fire
Description: Ranger pierces through his enemy's defenses!
Effects: 80% | 180 Damage, Undodgeable, Breaks Shields, Destroys Auras
Charge: 1
Name: Untouchable Shot
Range: Shot
Element: Fire
Description: Realizing a foe is dangerous when struck, Ranger corrects that problem immediately.
Effects: 80% | 180 Damage, Undodgeable, Breaks Shields, Cannot be Countered
Name: High Impact Shot
Range: Shot
Element: Fire
Description: Ranger readies his bow, pulling back hard on the string, even as he can still fire other arrows from it!
Effects: 70% | 155 Damage, Undodgeable, Breaks Shields, Can be Optionally Charge for 2 rounds for 2.5x its damage.
Name: Perfect Shot
Range: Shot
Element: Fire
Description: Ranger fires an arrow that is unable to be avoided!
Effects: 120 Damage, Unavoidable
Cooldown: 1
Name: Bite
Range: Combat
Element: Fire
Description: Wolf leaps onto a foe!
Effects: 90% | 200 Damage, Undodgeable, Breaks Shields. Only Wolf may use this attack.
|Programs|
Firewall
Activated Program
Upon activation of this program, user can remove one negative status of choice
Uses per battle: 2
Last Stand Alpha
Passive Program
User deals +30% Damage while below 15% of their Max HP
{Strategies}V1 Strategy:
Ranger has a very simple strategy. If his opponent has an Aura that his damage will not break, he will charge Shatter Shot and use it on the following turn. If his opponent is not Burned, he will use Flaming Arrow each turn until the opponent is Burned. While Burned, he will use Perfect Shot. If the opponent is Burned and Perfect Shot is on cooldown, he will solely use Piercing Shot. He will summon Wolf on his first turn and wolf will simply Bite the foe continually until deleted. Ranger will not intercept for Wolf. If his AS are lowered, he will use Flaming Arrow, Perfect Shot and Piercing shot, in that order with the priority listed above (unless the opponent has an aura that his damage can't break).
Defensively, he will Natural Avoid when able, but will otherwise take all attacks. When he hits Darksoul, Ranger will do a full burst, utilizing flurry to gain +4 Attack Slots and then Hard Pull to gain +30 damage to all attacks that turn in an attempt to put down the opponent.
V2 Strategy:
As above, with the small change that if his foe has any counter-based damage, he will instead use Untouchable Shot rather than Piercing Shot. In addition, he will use Firewall to cleanse -AS afflictions while in DarkSoul.
V3 Strategy:
As above, except he will now use his Auto-Charge granted by Attack V3 to auto-charge Shatter Shot if an opponent has an aura higher than what his damage can break, or High Impact shot if not. He will use Aimed Shot only when an opponent has an Armor-Increasing Hypermode, DarkSoul, or if the opponent has enough mitigation to reduce his damage to half or lower.
Ranger has a very simple strategy. If his opponent has an Aura that his damage will not break, he will charge Shatter Shot and use it on the following turn. If his opponent is not Burned, he will use Flaming Arrow each turn until the opponent is Burned. While Burned, he will use Perfect Shot. If the opponent is Burned and Perfect Shot is on cooldown, he will solely use Piercing Shot. He will summon Wolf on his first turn and wolf will simply Bite the foe continually until deleted. Ranger will not intercept for Wolf. If his AS are lowered, he will use Flaming Arrow, Perfect Shot and Piercing shot, in that order with the priority listed above (unless the opponent has an aura that his damage can't break).
Defensively, he will Natural Avoid when able, but will otherwise take all attacks. When he hits Darksoul, Ranger will do a full burst, utilizing flurry to gain +4 Attack Slots and then Hard Pull to gain +30 damage to all attacks that turn in an attempt to put down the opponent.
V2 Strategy:
As above, with the small change that if his foe has any counter-based damage, he will instead use Untouchable Shot rather than Piercing Shot. In addition, he will use Firewall to cleanse -AS afflictions while in DarkSoul.
V3 Strategy:
As above, except he will now use his Auto-Charge granted by Attack V3 to auto-charge Shatter Shot if an opponent has an aura higher than what his damage can break, or High Impact shot if not. He will use Aimed Shot only when an opponent has an Armor-Increasing Hypermode, DarkSoul, or if the opponent has enough mitigation to reduce his damage to half or lower.
{
Name: Rogue.exe
Type:: Recon
Challenge: Avoids and Sustained Damage
(Click to Reveal/Hide Stats)}
Recon Type - Rogue
Name: Rogue.exe
Type:: Recon
Challenge: Avoids and Sustained Damage
(Click to Reveal/Hide Stats)}
{V1 Stats}
-Navi Name: Rogue.exe
-Version / Experience:
--Version: 1
-Type: Recon
° Initiative
° -1 CD to all Natural Avoids and Activated Special Properties
° +1 Attack Slot at Version 3
° +1 Use to Dodge Skills
° Natural Avoid Enhancement
° Dodge Enhancement
-Karma: Dark Karma
° Dark Navis start with a Darksoul at Version 1
-Elements: Shadow 3
Shadow Lv3: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
+1 Use to One Avoid Skill
--Net Strengths: Dark, Seeking, Elec, Ice, Shadow
--Net Weaknesses: Stone, Fire, Light, Blade, Bug
-HP: 1000
-+ Base: 1000
-Armor:
-+ Base: 0
-Regeneration: 0
-Natural Avoid: Aura // 5 Turn CD
-Base Damage: 120
-+ Base: 100
-+ Navi Mark: +20
-Attack Slots: 2
-+ Base: 2
Dark Soul
° 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
° Lasts for 2 Turns
Name: Shadowstep
Rank: C
Description: Rogue steps away, leaving nothing behind.
Effects: Dodge 1 Attack.
In addition, Shadow's effect changed to "Change the effects of any avoidance to a Shield for one use (0 Turn CD)"
Uses: 5 (3 Base, +1 Recon +1 Shadow)
Name: Dagger Throw
Rank: C
Description: After avoiding an attack, Rogue throws a dagger at his foe's back.
Effects: Avoids have a Counter of 45 Damage.
Passive
Name: Shadow Pillar
Rank: A
Description: Rogue creates a pillar of shadow, hiding behind it if necessary.
Effects: Creates an Object with 160 HP which is unaffected by Unavoidable Damage.
Use: 1
Name: Shadow Swap
Rank: A
Description: Rogue Creates an Aura of Shadow surrounding him to filter out lesser attacks.
Effects: Create an Aura with 120 HP.
Use: 1
Name: Puncture
Range: Combat
Element: Shadow
Description: Rogue stabs viciously at a foe's arm, traying to lower their offensive abilities.
Effects: 80% | 100 Damage, Undodgeable, Cuts Auras, If hits: Opponent deals -10 Damage with all attacks next turn.
Cooldown: 1
Name: Shadow Stitch
Range: Shot
Element: Shadow
Description: A stitching of shadow, meant to make it harder for his opponents to withstand attacks.
Effects: 80% | 100 Damage, Undodgeable, Cuts Auras, If Hits: Opponent has -10 Armor on their turn.
Cooldown: 1
Name: Draw Life
Range: Combat
Element: Shadow
Description: Rogue steals life from his foes, bolstering his attack.
Effects: 80% | 100 Damage, Undodgeable, Cuts Auras, If Hits, Rogue gains +10 Damage during his next turn.
Cooldown: 1
Name: Steal Armor
Range: Shot
Element: Shadow
Description: Rogue used the shadows to steal armor from a foe.
Effects: 80% | 100 Damage, Undodgeable, Cuts Auras, If Hits, Rogue gains +10 Armor during his next turn.
Cooldown: 1
Element: Dagger
Range: Shot
Element: Shadow
Description: Rogue hurls a dagger at a foe, causing them to bleed.
Effects: 90% | 110 Damage, Undodgeable, Cuts Auras.
|Navi Information|
-Navi Name: Rogue.exe
-Version / Experience:
--Version: 1
|Statistical Information|
-Type: Recon
° Initiative
{(+)}
Special Property: User goes first in battle
Special Property: User goes first in battle
° -1 CD to all Natural Avoids and Activated Special Properties
° +1 Attack Slot at Version 3
° +1 Use to Dodge Skills
° Natural Avoid Enhancement
{(+)}
Special Property: You may make a single Natural Avoid apply to all attacks aimed at you that turn
Restriction: Once per Battle
Special Property: You may make a single Natural Avoid apply to all attacks aimed at you that turn
Restriction: Once per Battle
° Dodge Enhancement
{(+)}
Passive Effect: You may expend 2 Dodge Skill Uses instead of one to make that use an Omni-Dodge
Passive Effect: You may expend 2 Dodge Skill Uses instead of one to make that use an Omni-Dodge
-Karma: Dark Karma
° Dark Navis start with a Darksoul at Version 1
-Elements: Shadow 3
Shadow Lv3: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
+1 Use to One Avoid Skill
--Net Strengths: Dark, Seeking, Elec, Ice, Shadow
--Net Weaknesses: Stone, Fire, Light, Blade, Bug
-HP: 1000
-+ Base: 1000
-Armor:
-+ Base: 0
-Regeneration: 0
-Natural Avoid: Aura // 5 Turn CD
-Base Damage: 120
-+ Base: 100
-+ Navi Mark: +20
-Attack Slots: 2
-+ Base: 2
|Hyper Repertoire|
Dark Soul
° 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
° Lasts for 2 Turns
|Skills|
Name: Shadowstep
Rank: C
Description: Rogue steps away, leaving nothing behind.
Effects: Dodge 1 Attack.
In addition, Shadow's effect changed to "Change the effects of any avoidance to a Shield for one use (0 Turn CD)"
Uses: 5 (3 Base, +1 Recon +1 Shadow)
Name: Dagger Throw
Rank: C
Description: After avoiding an attack, Rogue throws a dagger at his foe's back.
Effects: Avoids have a Counter of 45 Damage.
Passive
Name: Shadow Pillar
Rank: A
Description: Rogue creates a pillar of shadow, hiding behind it if necessary.
Effects: Creates an Object with 160 HP which is unaffected by Unavoidable Damage.
Use: 1
Name: Shadow Swap
Rank: A
Description: Rogue Creates an Aura of Shadow surrounding him to filter out lesser attacks.
Effects: Create an Aura with 120 HP.
Use: 1
|Attacks|
Name: Puncture
Range: Combat
Element: Shadow
Description: Rogue stabs viciously at a foe's arm, traying to lower their offensive abilities.
Effects: 80% | 100 Damage, Undodgeable, Cuts Auras, If hits: Opponent deals -10 Damage with all attacks next turn.
Cooldown: 1
Name: Shadow Stitch
Range: Shot
Element: Shadow
Description: A stitching of shadow, meant to make it harder for his opponents to withstand attacks.
Effects: 80% | 100 Damage, Undodgeable, Cuts Auras, If Hits: Opponent has -10 Armor on their turn.
Cooldown: 1
Name: Draw Life
Range: Combat
Element: Shadow
Description: Rogue steals life from his foes, bolstering his attack.
Effects: 80% | 100 Damage, Undodgeable, Cuts Auras, If Hits, Rogue gains +10 Damage during his next turn.
Cooldown: 1
Name: Steal Armor
Range: Shot
Element: Shadow
Description: Rogue used the shadows to steal armor from a foe.
Effects: 80% | 100 Damage, Undodgeable, Cuts Auras, If Hits, Rogue gains +10 Armor during his next turn.
Cooldown: 1
Element: Dagger
Range: Shot
Element: Shadow
Description: Rogue hurls a dagger at a foe, causing them to bleed.
Effects: 90% | 110 Damage, Undodgeable, Cuts Auras.
{V2 Stats}
-Navi Name: Rogue.exe
-Version / Experience:
--Version: 2
-Type: Recon
° Initiative
° -1 CD to all Natural Avoids and Activated Special Properties
° +1 Attack Slot at Version 3
° +1 Use to Dodge Skills
° Natural Avoid Enhancement
° Dodge Enhancement
-Karma: Dark Karma
° Dark Navis start with a Darksoul at Version 1
-Elements: Shadow 3
Shadow Lv3: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
+1 Use to One Avoid Skill
--Net Strengths: Dark, Seeking, Elec, Ice, Shadow
--Net Weaknesses: Stone, Fire, Light, Blade, Bug
-HP: 1100
-+ Base: 1000
-+ V-Up: +100
-Armor:
-+ Base: 0
-Regeneration: 0
-Natural Avoid: Aura // 5 Turn CD
-Base Damage: 170
-+ Base: 100
-+ V-Up: +10
-+ Power-Up: +40
-+ Navi Mark: +20
-Attack Slots: 3
-+ Base: 2
-+ V3: +1
Dark Soul
° 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
° Lasts for 2 Turns
Name: Shadowstep
Rank: C
Description: Rogue steps away, leaving nothing behind.
Effects: Dodge 1 Attack.
In addition, Shadow's effect changed to "Change the effects of any avoidance to a Shield for one use (0 Turn CD)"
Uses: 5 (3 Base, +1 Recon +1 Shadow)
Name: Dagger Throw
Rank: C
Description: After avoiding an attack, Rogue throws a dagger at his foe's back.
Effects: Avoids have a Counter of 60 Damage.
Passive
Name: Shadow Pillar
Rank: A
Description: Rogue creates a pillar of shadow, hiding behind it if necessary.
Effects: Creates an Object with 180 HP which is unaffected by Unavoidable Damage.
Use: 1
Name: Shadow Swap
Rank: A
Description: Rogue Creates an Aura of Shadow surrounding him to filter out lesser attacks.
Effects: Create an Aura with 130 HP.
Use: 1
Name: Puncture
Range: Combat
Element: Shadow
Description: Rogue stabs viciously at a foe's arm, traying to lower their offensive abilities.
Effects: 80% | 140 Damage, Undodgeable, Cuts Auras, If hits: Opponent deals -10 Damage with all attacks next turn.
Cooldown: 1
Name: Shadow Stitch
Range: Shot
Element: Shadow
Description: A stitching of shadow, meant to make it harder for his opponents to withstand attacks.
Effects: 80% | 140 Damage, Undodgeable, Cuts Auras, If Hits: Opponent has -10 Armor on their turn.
Cooldown: 1
Name: Draw Life
Range: Combat
Element: Shadow
Description: Rogue steals life from his foes, bolstering his attack.
Effects: 80% | 140 Damage, Undodgeable, Cuts Auras, If Hits, Rogue gains +10 Damage during his next turn.
Cooldown: 1
Name: Steal Armor
Range: Shot
Element: Shadow
Description: Rogue used the shadows to steal armor from a foe.
Effects: 80% | 140 Damage, Undodgeable, Cuts Auras, If Hits, Rogue gains +10 Armor during his next turn.
Cooldown: 1
Name: Shank
Range: Combat
Element: Shadow
Description: Rogue slips through the shadows, striking when least expected.
Effects: 80% | 140 Damage, Undodgeable, Cuts Auras, Ignores Armor.
Cooldown: 1
Element: Dagger
Range: Shot
Element: Shadow
Description: Rogue hurls a dagger at a foe, causing them to bleed.
Effects: 90% | 155 Damage, Undodgeable, Cuts Auras.
Power Up
Passive Program
+40 Damage
|Navi Information|
-Navi Name: Rogue.exe
-Version / Experience:
--Version: 2
|Statistical Information|
-Type: Recon
° Initiative
{(+)}
Special Property: User goes first in battle
Special Property: User goes first in battle
° -1 CD to all Natural Avoids and Activated Special Properties
° +1 Attack Slot at Version 3
° +1 Use to Dodge Skills
° Natural Avoid Enhancement
{(+)}
Special Property: You may make a single Natural Avoid apply to all attacks aimed at you that turn
Restriction: Once per Battle
Special Property: You may make a single Natural Avoid apply to all attacks aimed at you that turn
Restriction: Once per Battle
° Dodge Enhancement
{(+)}
Passive Effect: You may expend 2 Dodge Skill Uses instead of one to make that use an Omni-Dodge
Passive Effect: You may expend 2 Dodge Skill Uses instead of one to make that use an Omni-Dodge
-Karma: Dark Karma
° Dark Navis start with a Darksoul at Version 1
-Elements: Shadow 3
Shadow Lv3: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
+1 Use to One Avoid Skill
--Net Strengths: Dark, Seeking, Elec, Ice, Shadow
--Net Weaknesses: Stone, Fire, Light, Blade, Bug
-HP: 1100
-+ Base: 1000
-+ V-Up: +100
-Armor:
-+ Base: 0
-Regeneration: 0
-Natural Avoid: Aura // 5 Turn CD
-Base Damage: 170
-+ Base: 100
-+ V-Up: +10
-+ Power-Up: +40
-+ Navi Mark: +20
-Attack Slots: 3
-+ Base: 2
-+ V3: +1
|Hyper Repertoire|
Dark Soul
° 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
° Lasts for 2 Turns
|Skills|
Name: Shadowstep
Rank: C
Description: Rogue steps away, leaving nothing behind.
Effects: Dodge 1 Attack.
In addition, Shadow's effect changed to "Change the effects of any avoidance to a Shield for one use (0 Turn CD)"
Uses: 5 (3 Base, +1 Recon +1 Shadow)
Name: Dagger Throw
Rank: C
Description: After avoiding an attack, Rogue throws a dagger at his foe's back.
Effects: Avoids have a Counter of 60 Damage.
Passive
Name: Shadow Pillar
Rank: A
Description: Rogue creates a pillar of shadow, hiding behind it if necessary.
Effects: Creates an Object with 180 HP which is unaffected by Unavoidable Damage.
Use: 1
Name: Shadow Swap
Rank: A
Description: Rogue Creates an Aura of Shadow surrounding him to filter out lesser attacks.
Effects: Create an Aura with 130 HP.
Use: 1
|Attacks|
Name: Puncture
Range: Combat
Element: Shadow
Description: Rogue stabs viciously at a foe's arm, traying to lower their offensive abilities.
Effects: 80% | 140 Damage, Undodgeable, Cuts Auras, If hits: Opponent deals -10 Damage with all attacks next turn.
Cooldown: 1
Name: Shadow Stitch
Range: Shot
Element: Shadow
Description: A stitching of shadow, meant to make it harder for his opponents to withstand attacks.
Effects: 80% | 140 Damage, Undodgeable, Cuts Auras, If Hits: Opponent has -10 Armor on their turn.
Cooldown: 1
Name: Draw Life
Range: Combat
Element: Shadow
Description: Rogue steals life from his foes, bolstering his attack.
Effects: 80% | 140 Damage, Undodgeable, Cuts Auras, If Hits, Rogue gains +10 Damage during his next turn.
Cooldown: 1
Name: Steal Armor
Range: Shot
Element: Shadow
Description: Rogue used the shadows to steal armor from a foe.
Effects: 80% | 140 Damage, Undodgeable, Cuts Auras, If Hits, Rogue gains +10 Armor during his next turn.
Cooldown: 1
Name: Shank
Range: Combat
Element: Shadow
Description: Rogue slips through the shadows, striking when least expected.
Effects: 80% | 140 Damage, Undodgeable, Cuts Auras, Ignores Armor.
Cooldown: 1
Element: Dagger
Range: Shot
Element: Shadow
Description: Rogue hurls a dagger at a foe, causing them to bleed.
Effects: 90% | 155 Damage, Undodgeable, Cuts Auras.
|Programs|
Power Up
Passive Program
+40 Damage
{V3 Stats}
-Navi Name: Rogue.exe
-Version / Experience:
--Version: 3
-Type: Recon
° Initiative
° -1 CD to all Natural Avoids and Activated Special Properties
° +1 Attack Slot at Version 3
° +1 Use to Dodge Skills
° Natural Avoid Enhancement
° Dodge Enhancement
-Karma: Dark Karma
° Dark Navis start with a Darksoul at Version 1
-Elements: Shadow 4
Shadow Lv4: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
+2 Uses to One Avoid Skill or +1 Use to Two Avoid Skills.
--Net Strengths: Dark, Seeking, Elec, Ice, Shadow
--Net Weaknesses: Stone, Fire, Light, Blade, Bug
-HP: 1200
-+ Base: 1000
-+ V-Up: +200
-Armor:
-+ Base: 0
-Regeneration: 0
-Natural Avoid: Aura // 5 Turn CD
-Base Damage: 210
-+ Base: 100
-+ V-Up: +20
-+ Power-Up: +40
-+ Sharpened Knives: +30
-+ Navi Mark: +20
-Attack Slots: 4
-+ Base: 2
-+ V3: +1
-+ Recon: +1
Dark Soul
° 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
° Lasts for 2 Turns
Name: Shadowstep
Rank: C
Description: Rogue steps away, leaving nothing behind.
Effects: Dodge 1 Attack.
In addition, Shadow's effect changed to "Change the effects of any avoidance to a Shield for one use (0 Turn CD)"
Uses: 6 (4 Base, +1 Recon +1 Shadow)
Name: Dagger Throw
Rank: C
Description: After avoiding an attack, Rogue throws a dagger at his foe's back.
Effects: Avoids have a Counter of 75 Damage.
Passive
Name: Shadow Pillar
Rank: A
Description: Rogue creates a pillar of shadow, hiding behind it if necessary.
Effects: Creates an Object with 195 HP which is unaffected by Unavoidable Damage.
Use: 1
Name: Shadow Swap
Rank: A
Description: Rogue Creates an Aura of Shadow surrounding him to filter out lesser attacks.
Effects: Create an Aura with 140 HP.
Use: 2 (1 Base, +1 Shadow)
Name: Sharpened Knives
Rank: C
Description: Rogue's weaponry has been sharpened, adding more damage to his attacks.
Effects: Damage +30
Passive
Name: Puncture
Range: Combat
Element: Shadow
Description: Rogue stabs viciously at a foe's arm, traying to lower their offensive abilities.
Effects: 80% | 170 Damage, Undodgeable, Breaks Shields, If hits: Opponent deals -10 Damage with all attacks next turn.
Cooldown: 1
Name: Shadow Stitch
Range: Shot
Element: Shadow
Description: A stitching of shadow, meant to make it harder for his opponents to withstand attacks.
Effects: 80% | 170 Damage, Undodgeable, Breaks Shields, If Hits: Opponent has -10 Armor on their turn.
Cooldown: 1
Name: Draw Life
Range: Combat
Element: Shadow
Description: Rogue steals life from his foes, bolstering his attack.
Effects: 80% | 170 Damage, Undodgeable, Breaks Shields, If Hits, Rogue gains +10 Damage during his next turn.
Cooldown: 1
Name: Steal Armor
Range: Shot
Element: Shadow
Description: Rogue used the shadows to steal armor from a foe.
Effects: 80% | 170 Damage, Undodgeable, Breaks Shields, If Hits, Rogue gains +10 Armor during his next turn.
Cooldown: 1
Name: Dagger
Range: Shot
Element: Shadow
Description: Rogue hurls a dagger at a foe, causing them to bleed.
Effects: 90% | 190 Damage, Undodgeable, Breaks Shields.
Name: Assassinate
Range: Combat
Element: Shadow
Description: Rogue attacks viciously, aiming to end a foe's life on the spot.
Effects: 0% | 0 Damage, Undodgeable, Breaks Shields, Cannot be Naturally Avoided, Cuts Undershirt, Cuts Darksoul. Gains +15% (35) Damage whenever Rogue lands an attack. This stacks up to 2x his base damage (420).
Charge: 1
Uses: 1
Power Up
Passive Program
+40 Damage
Elemental Expansion
Passive Program
User has +1 Element Level.
Can be equipped twice.
|Navi Information|
-Navi Name: Rogue.exe
-Version / Experience:
--Version: 3
|Statistical Information|
-Type: Recon
° Initiative
{(+)}
Special Property: User goes first in battle
Special Property: User goes first in battle
° -1 CD to all Natural Avoids and Activated Special Properties
° +1 Attack Slot at Version 3
° +1 Use to Dodge Skills
° Natural Avoid Enhancement
{(+)}
Special Property: You may make a single Natural Avoid apply to all attacks aimed at you that turn
Restriction: Once per Battle
Special Property: You may make a single Natural Avoid apply to all attacks aimed at you that turn
Restriction: Once per Battle
° Dodge Enhancement
{(+)}
Passive Effect: You may expend 2 Dodge Skill Uses instead of one to make that use an Omni-Dodge
Passive Effect: You may expend 2 Dodge Skill Uses instead of one to make that use an Omni-Dodge
-Karma: Dark Karma
° Dark Navis start with a Darksoul at Version 1
-Elements: Shadow 4
Shadow Lv4: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
+2 Uses to One Avoid Skill or +1 Use to Two Avoid Skills.
--Net Strengths: Dark, Seeking, Elec, Ice, Shadow
--Net Weaknesses: Stone, Fire, Light, Blade, Bug
-HP: 1200
-+ Base: 1000
-+ V-Up: +200
-Armor:
-+ Base: 0
-Regeneration: 0
-Natural Avoid: Aura // 5 Turn CD
-Base Damage: 210
-+ Base: 100
-+ V-Up: +20
-+ Power-Up: +40
-+ Sharpened Knives: +30
-+ Navi Mark: +20
-Attack Slots: 4
-+ Base: 2
-+ V3: +1
-+ Recon: +1
|Hyper Repertoire|
Dark Soul
° 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
° Lasts for 2 Turns
|Skills|
Name: Shadowstep
Rank: C
Description: Rogue steps away, leaving nothing behind.
Effects: Dodge 1 Attack.
In addition, Shadow's effect changed to "Change the effects of any avoidance to a Shield for one use (0 Turn CD)"
Uses: 6 (4 Base, +1 Recon +1 Shadow)
Name: Dagger Throw
Rank: C
Description: After avoiding an attack, Rogue throws a dagger at his foe's back.
Effects: Avoids have a Counter of 75 Damage.
Passive
Name: Shadow Pillar
Rank: A
Description: Rogue creates a pillar of shadow, hiding behind it if necessary.
Effects: Creates an Object with 195 HP which is unaffected by Unavoidable Damage.
Use: 1
Name: Shadow Swap
Rank: A
Description: Rogue Creates an Aura of Shadow surrounding him to filter out lesser attacks.
Effects: Create an Aura with 140 HP.
Use: 2 (1 Base, +1 Shadow)
Name: Sharpened Knives
Rank: C
Description: Rogue's weaponry has been sharpened, adding more damage to his attacks.
Effects: Damage +30
Passive
|Attacks|
Name: Puncture
Range: Combat
Element: Shadow
Description: Rogue stabs viciously at a foe's arm, traying to lower their offensive abilities.
Effects: 80% | 170 Damage, Undodgeable, Breaks Shields, If hits: Opponent deals -10 Damage with all attacks next turn.
Cooldown: 1
Name: Shadow Stitch
Range: Shot
Element: Shadow
Description: A stitching of shadow, meant to make it harder for his opponents to withstand attacks.
Effects: 80% | 170 Damage, Undodgeable, Breaks Shields, If Hits: Opponent has -10 Armor on their turn.
Cooldown: 1
Name: Draw Life
Range: Combat
Element: Shadow
Description: Rogue steals life from his foes, bolstering his attack.
Effects: 80% | 170 Damage, Undodgeable, Breaks Shields, If Hits, Rogue gains +10 Damage during his next turn.
Cooldown: 1
Name: Steal Armor
Range: Shot
Element: Shadow
Description: Rogue used the shadows to steal armor from a foe.
Effects: 80% | 170 Damage, Undodgeable, Breaks Shields, If Hits, Rogue gains +10 Armor during his next turn.
Cooldown: 1
Name: Dagger
Range: Shot
Element: Shadow
Description: Rogue hurls a dagger at a foe, causing them to bleed.
Effects: 90% | 190 Damage, Undodgeable, Breaks Shields.
Name: Assassinate
Range: Combat
Element: Shadow
Description: Rogue attacks viciously, aiming to end a foe's life on the spot.
Effects: 0% | 0 Damage, Undodgeable, Breaks Shields, Cannot be Naturally Avoided, Cuts Undershirt, Cuts Darksoul. Gains +15% (35) Damage whenever Rogue lands an attack. This stacks up to 2x his base damage (420).
Charge: 1
Uses: 1
|Programs|
Power Up
Passive Program
+40 Damage
Elemental Expansion
Passive Program
User has +1 Element Level.
Can be equipped twice.
{Strategies}V1 Strategy:
Rogue's strategy is straight-forward. He will open with Draw Life and Steal Armor, and then while those are on cooldown, switch to Shadow Stitch and Puncture, in that order. If opponent has immunities to either -Damage or -Armor, he substitutes in Dagger for those attacks. As far as his avoids go, he will simply soak all of the effects up until he's in Dark Soul and at that point, he fills his extra attack slot each turn with Dagger from Dark Soul. If an opponent does go for a 'Cuts Darksoul' attack when he would enter into it, he will avoid that with one of his avoids. If lowered to 1 Attack Slot, he will use alternate uses of Draw Life and Steal Armor.
While in Dark Soul, he then now starts to avoid any Aimed attacks as well, but otherwise lets Darksoul tank them. Once his DarkSoul ends, he will resume his previous attack pattern, but being at 1 HP, he will avoid as much as he can, using the Aura to soak any low-damage attacks and then using his Dodge/Block skill or the object if necessary. He will use his object only as a last ditch effort when he is out of dodge/block or his aura, depending on if the attack would kill him. If the Aura is still active, he will still use it to intercept for it on attacks that would not break his aura. He will use it as a secondary aura then, having it take attacks that have both Undodgeable and Breaks Shields.
Lastly, if there are more than 3 attacks used in a turn that his Natural Avoid (aura) would avoid, he will use his Recon ability to have it apply to all attacks that turn.
V2 Strategy:
As above, with the small change that if his foe has any armor, he will use Shank on the turns he uses Draw Life and Steal Armor. If not, he will continue to simply substitute in Dagger for attacks that have no use. (Foe has no armor, foe is immune to -Damage or -Armor).
V3 Strategy:
As above, with the small change that his aimers have changed with his increased damage. He will now use the same pattern as V1, save that he will use Dagger twice per round as well in addition for his four attack slots. With the second use to his aura, he will have a secondary one later in the fight at his darksoul, or after it is gone. Lastly, he will save up Assassinate to be a fight-ender, using it as the last attack slot on a turn where his total damage would delete an opponent.
Rogue's strategy is straight-forward. He will open with Draw Life and Steal Armor, and then while those are on cooldown, switch to Shadow Stitch and Puncture, in that order. If opponent has immunities to either -Damage or -Armor, he substitutes in Dagger for those attacks. As far as his avoids go, he will simply soak all of the effects up until he's in Dark Soul and at that point, he fills his extra attack slot each turn with Dagger from Dark Soul. If an opponent does go for a 'Cuts Darksoul' attack when he would enter into it, he will avoid that with one of his avoids. If lowered to 1 Attack Slot, he will use alternate uses of Draw Life and Steal Armor.
While in Dark Soul, he then now starts to avoid any Aimed attacks as well, but otherwise lets Darksoul tank them. Once his DarkSoul ends, he will resume his previous attack pattern, but being at 1 HP, he will avoid as much as he can, using the Aura to soak any low-damage attacks and then using his Dodge/Block skill or the object if necessary. He will use his object only as a last ditch effort when he is out of dodge/block or his aura, depending on if the attack would kill him. If the Aura is still active, he will still use it to intercept for it on attacks that would not break his aura. He will use it as a secondary aura then, having it take attacks that have both Undodgeable and Breaks Shields.
Lastly, if there are more than 3 attacks used in a turn that his Natural Avoid (aura) would avoid, he will use his Recon ability to have it apply to all attacks that turn.
V2 Strategy:
As above, with the small change that if his foe has any armor, he will use Shank on the turns he uses Draw Life and Steal Armor. If not, he will continue to simply substitute in Dagger for attacks that have no use. (Foe has no armor, foe is immune to -Damage or -Armor).
V3 Strategy:
As above, with the small change that his aimers have changed with his increased damage. He will now use the same pattern as V1, save that he will use Dagger twice per round as well in addition for his four attack slots. With the second use to his aura, he will have a secondary one later in the fight at his darksoul, or after it is gone. Lastly, he will save up Assassinate to be a fight-ender, using it as the last attack slot on a turn where his total damage would delete an opponent.
{
Name: Cleric.exe
Type:: Support
Challenge: Recovery
(Click to Reveal/Hide Stats)}
Support Type - Cleric
Name: Cleric.exe
Type:: Support
Challenge: Recovery
(Click to Reveal/Hide Stats)}
{V1 Stats}
-Navi Name: Cleric.exe
-Version / Experience:
--Version: 1
-Type: Support
° You regenerate 5% of your Max HP each turn
° +2 Program Slots
° +1 Use to Healing Support Skills
° Healing Enhancement
° Barrier/Aura Enhancement
-Karma: Light Karma
° Light Navis start with a Hyper Mode at Version 1
-Elements: Wood 3
Lv3: +120 Regen.
--Net Strengths: Shadow, Sonic, Light, Elec, Wood
--Net Weaknesses: Metal, Ice, Blade, Fire, Bug
-HP: 1200
-+ Base: 1000
-+ Navi Mark: +200
-Armor:
-+ Base: 0
-Regeneration: 240
-+ Base: 0
-+ Support: +5% (60)
-+ Restoration: +5% (60)
-+ Wood: +120
-Natural Avoid: Shield // 5 Turn CD
-Base Damage: 100
-+ Base: 100
-Attack Slots: 2
-+ Base: 2
Hyper Mode-
Name: Pillar of Light
Description: Glowing with Light, Cleric heals his wounds at an incredible rate.
Effects:
+1 Use To All Skills
+200 Regen
Turns: 2
Name: Heal
Rank: A
Description: Cleric Heals an ally, or himself.
Effects: Restore 250 HP.
Uses: 2 (1 Base, +1 Support)
Name: Holy Shield
Rank: A
Description: Cleric brings forth a veil of Light to protect him.
Effects: Create a Barrier with 200 HP. Affects with 'Cuts Auras' do not damage this barrier, but hurt Cleric as normal.
Uses: 1
Name: Purify
Rank: B
Description: Removing disease still heals Cleric.
Effects: Remove 1 Negative Status, and Restore 100 HP.
Use: 2
Name: Restoration
Rank: S
Description: Cleric's own inbound health continues to restore him from attacks.
Effects: Restore 5% of your HP each Round.
Passive
Name: Staffstrike
Range: Combat
Element: Wood
Description: Cleric strikes with his staff!
Effects: 90% | 90 Damage, Breaks Shields, Cuts Auras.
Name: Holy Burst
Range: Shot
Element: Wood
Description: A rush of holy energy aimed at a foe!
Effects: 90% | 90 Damage, Breaks Shields, Cuts Auras.
Name: Drain Life
Range: Shot
Element: Wood
Description: Cleric pulls energy from his opponent!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, If Hits, Cleric regains 50 HP
Cooldown: 1
Name: Weaken Offense
Range: Combat
Element: Wood
Description: Cleric utilizes his power to lower a foe's ability to mount an offense.
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, If Hits, hit opponent has -1 Attack Slot for 1 turn.
Charge: 1
Name: Mega Burst
Range: Shot
Element: Wood
Description: Cleric charges energy before releasing a powerful burst!
Effects: 110% | 110 Damage
|Navi Information|
-Navi Name: Cleric.exe
-Version / Experience:
--Version: 1
|Statistical Information|
-Type: Support
° You regenerate 5% of your Max HP each turn
° +2 Program Slots
° +1 Use to Healing Support Skills
° Healing Enhancement
{(+)}
Passive Effect: You may expend two Healing Support Skill Uses instead of one to make that use heal all allies
Passive Effect: You may expend two Healing Support Skill Uses instead of one to make that use heal all allies
° Barrier/Aura Enhancement
{(+)}
Barriers / Auras with Health can be made Uncuttable upon formation, but will only last 2 Turns
Barriers / Auras with Health can be made Uncuttable upon formation, but will only last 2 Turns
-Karma: Light Karma
° Light Navis start with a Hyper Mode at Version 1
-Elements: Wood 3
Lv3: +120 Regen.
--Net Strengths: Shadow, Sonic, Light, Elec, Wood
--Net Weaknesses: Metal, Ice, Blade, Fire, Bug
-HP: 1200
-+ Base: 1000
-+ Navi Mark: +200
-Armor:
-+ Base: 0
-Regeneration: 240
-+ Base: 0
-+ Support: +5% (60)
-+ Restoration: +5% (60)
-+ Wood: +120
-Natural Avoid: Shield // 5 Turn CD
-Base Damage: 100
-+ Base: 100
-Attack Slots: 2
-+ Base: 2
|Hyper Repertoire|
Hyper Mode-
Name: Pillar of Light
Description: Glowing with Light, Cleric heals his wounds at an incredible rate.
Effects:
+1 Use To All Skills
+200 Regen
Turns: 2
|Skills|
Name: Heal
Rank: A
Description: Cleric Heals an ally, or himself.
Effects: Restore 250 HP.
Uses: 2 (1 Base, +1 Support)
Name: Holy Shield
Rank: A
Description: Cleric brings forth a veil of Light to protect him.
Effects: Create a Barrier with 200 HP. Affects with 'Cuts Auras' do not damage this barrier, but hurt Cleric as normal.
Uses: 1
Name: Purify
Rank: B
Description: Removing disease still heals Cleric.
Effects: Remove 1 Negative Status, and Restore 100 HP.
Use: 2
Name: Restoration
Rank: S
Description: Cleric's own inbound health continues to restore him from attacks.
Effects: Restore 5% of your HP each Round.
Passive
|Attacks|
Name: Staffstrike
Range: Combat
Element: Wood
Description: Cleric strikes with his staff!
Effects: 90% | 90 Damage, Breaks Shields, Cuts Auras.
Name: Holy Burst
Range: Shot
Element: Wood
Description: A rush of holy energy aimed at a foe!
Effects: 90% | 90 Damage, Breaks Shields, Cuts Auras.
Name: Drain Life
Range: Shot
Element: Wood
Description: Cleric pulls energy from his opponent!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, If Hits, Cleric regains 50 HP
Cooldown: 1
Name: Weaken Offense
Range: Combat
Element: Wood
Description: Cleric utilizes his power to lower a foe's ability to mount an offense.
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, If Hits, hit opponent has -1 Attack Slot for 1 turn.
Charge: 1
Name: Mega Burst
Range: Shot
Element: Wood
Description: Cleric charges energy before releasing a powerful burst!
Effects: 110% | 110 Damage
{V2 Stats}
-Navi Name: Cleric.exe
-Version / Experience:
--Version: 2
-Type: Support
° You regenerate 5% of your Max HP each turn
° +2 Program Slots
° +1 Use to Healing Support Skills
° Healing Enhancement
° Barrier/Aura Enhancement
-Karma: Light Karma
° Light Navis start with a Hyper Mode at Version 1
-Elements: Wood 3
Lv3: +120 Regen.
--Net Strengths: Shadow, Sonic, Light, Elec, Wood
--Net Weaknesses: Metal, Ice, Blade, Fire, Bug
-HP: 1300
-+ Base: 1000
-+ V-up: +100
-+ Navi Mark: +200
-Armor:
-+ Base: 0
-Regeneration: 350
-+ Base: 0
-+ Support: +5% (65)
-+ Restoration: +5% (65)
-+ Wood: +120
-+ Regenerator Beta: +100
-Natural Avoid: Shield // 5 Turn CD
-Base Damage: 110
-+ Base: 100
-+ V-UP: +10
-Attack Slots: 3
-+ Base: 2
-+ V2: +1
Hyper Mode-
Name: Pillar of Light
Description: Glowing with Light, Cleric heals his wounds at an incredible rate.
Effects:
+1 Use To All Skills
+200 Regen
Turns: 2
Name: Heal
Rank: A
Description: Cleric Heals an ally, or himself.
Effects: Restore 290 HP.
Uses: 2 (1 Base, +1 Support)
Name: Holy Shield
Rank: A
Description: Cleric brings forth a veil of Light to protect him.
Effects: Create a Barrier with 235 HP. Affects with 'Cuts Auras' do not damage this barrier, but hurt Cleric as normal.
Uses: 1
Name: Purify
Rank: B
Description: Removing disease still heals Cleric.
Effects: Remove 1 Negative Status, and Restore 100 HP.
Use: 2
Name: Restoration
Rank: S
Description: Cleric's own inbound health continues to restore him from attacks.
Effects: Restore 5% HP Each Round.
Passive
Name: Staffstrike
Range: Combat
Element: Wood
Description: Cleric strikes with his staff!
Effects: 90% | 100 Damage, Breaks Shields, Cuts Auras.
Name: Holy Burst
Range: Shot
Element: Wood
Description: A rush of holy energy aimed at a foe!
Effects: 90% | 100 Damage, Breaks Shields, Cuts Auras.
Name: Drain Life
Range: Shot
Element: Wood
Description: Cleric pulls energy from his opponent!
Effects: 80% | 90 Damage, Breaks Shields, Cuts Auras, If Hits, Cleric regains 50 HP
Cooldown: 1
Name: Weaken Offense
Range: Combat
Element: Wood
Description: Cleric utilizes his power to lower a foe's ability to mount an offense.
Effects: 80% | 90 Damage, Breaks Shields, Cuts Auras, If Hits, hit opponent has -1 Attack Slot for 1 turn.
Charge: 1
Name: Mega Burst
Range: Shot
Element: Wood
Description: Cleric charges energy before releasing a powerful burst!
Effects: 110% | 125 Damage.
Name: Revenge of the Light
Range: Shot
Element: Wood
Description: Cleric releases a burst of energy from his entire form, powered by his opponents' malice.
Effects: 0 Damage, Breaks Shields, Cuts Auras. Gains damage equal to the total amount of damage Cleric was dealt this turn.
1/battle
Regenerator Beta
Passive Program
+100 Regeneration
|Navi Information|
-Navi Name: Cleric.exe
-Version / Experience:
--Version: 2
|Statistical Information|
-Type: Support
° You regenerate 5% of your Max HP each turn
° +2 Program Slots
° +1 Use to Healing Support Skills
° Healing Enhancement
{(+)}
Passive Effect: You may expend two Healing Support Skill Uses instead of one to make that use heal all allies
Passive Effect: You may expend two Healing Support Skill Uses instead of one to make that use heal all allies
° Barrier/Aura Enhancement
{(+)}
Barriers / Auras with Health can be made Uncuttable upon formation, but will only last 2 Turns
Barriers / Auras with Health can be made Uncuttable upon formation, but will only last 2 Turns
-Karma: Light Karma
° Light Navis start with a Hyper Mode at Version 1
-Elements: Wood 3
Lv3: +120 Regen.
--Net Strengths: Shadow, Sonic, Light, Elec, Wood
--Net Weaknesses: Metal, Ice, Blade, Fire, Bug
-HP: 1300
-+ Base: 1000
-+ V-up: +100
-+ Navi Mark: +200
-Armor:
-+ Base: 0
-Regeneration: 350
-+ Base: 0
-+ Support: +5% (65)
-+ Restoration: +5% (65)
-+ Wood: +120
-+ Regenerator Beta: +100
-Natural Avoid: Shield // 5 Turn CD
-Base Damage: 110
-+ Base: 100
-+ V-UP: +10
-Attack Slots: 3
-+ Base: 2
-+ V2: +1
|Hyper Repertoire|
Hyper Mode-
Name: Pillar of Light
Description: Glowing with Light, Cleric heals his wounds at an incredible rate.
Effects:
+1 Use To All Skills
+200 Regen
Turns: 2
|Skills|
Name: Heal
Rank: A
Description: Cleric Heals an ally, or himself.
Effects: Restore 290 HP.
Uses: 2 (1 Base, +1 Support)
Name: Holy Shield
Rank: A
Description: Cleric brings forth a veil of Light to protect him.
Effects: Create a Barrier with 235 HP. Affects with 'Cuts Auras' do not damage this barrier, but hurt Cleric as normal.
Uses: 1
Name: Purify
Rank: B
Description: Removing disease still heals Cleric.
Effects: Remove 1 Negative Status, and Restore 100 HP.
Use: 2
Name: Restoration
Rank: S
Description: Cleric's own inbound health continues to restore him from attacks.
Effects: Restore 5% HP Each Round.
Passive
|Attacks|
Name: Staffstrike
Range: Combat
Element: Wood
Description: Cleric strikes with his staff!
Effects: 90% | 100 Damage, Breaks Shields, Cuts Auras.
Name: Holy Burst
Range: Shot
Element: Wood
Description: A rush of holy energy aimed at a foe!
Effects: 90% | 100 Damage, Breaks Shields, Cuts Auras.
Name: Drain Life
Range: Shot
Element: Wood
Description: Cleric pulls energy from his opponent!
Effects: 80% | 90 Damage, Breaks Shields, Cuts Auras, If Hits, Cleric regains 50 HP
Cooldown: 1
Name: Weaken Offense
Range: Combat
Element: Wood
Description: Cleric utilizes his power to lower a foe's ability to mount an offense.
Effects: 80% | 90 Damage, Breaks Shields, Cuts Auras, If Hits, hit opponent has -1 Attack Slot for 1 turn.
Charge: 1
Name: Mega Burst
Range: Shot
Element: Wood
Description: Cleric charges energy before releasing a powerful burst!
Effects: 110% | 125 Damage.
Name: Revenge of the Light
Range: Shot
Element: Wood
Description: Cleric releases a burst of energy from his entire form, powered by his opponents' malice.
Effects: 0 Damage, Breaks Shields, Cuts Auras. Gains damage equal to the total amount of damage Cleric was dealt this turn.
1/battle
|Programs|
Regenerator Beta
Passive Program
+100 Regeneration
{V3 Stats}
-Navi Name: Cleric.exe
-Version / Experience:
--Version: 3
-Type: Support
° You regenerate 5% of your Max HP each turn
° +2 Program Slots
° +1 Use to Healing Support Skills
° Healing Enhancement
° Barrier/Aura Enhancement
-Karma: Light Karma
° Light Navis start with a Hyper Mode at Version 1
-Elements: Wood 3
Lv3: +120 Regen.
--Net Strengths: Shadow, Sonic, Light, Elec, Wood
--Net Weaknesses: Metal, Ice, Blade, Fire, Bug
-HP: 1400
-+ Base: 1000
-+ V-up: +200
-+ Navi Mark: +200
-Armor:
-+ Base: 0
-Regeneration: 370
-+ Base: 0
-+ Support: +5% (70)
-+ Restoration: +80
-+ Wood: +120
-+ Regenerator Beta: +100
-Natural Avoid: Shield // 5 Turn CD
-Base Damage: 120
-+ Base: 100
-+ V-UP: +20
-Attack Slots: 3
-+ Base: 2
-+ V2: +1
Hyper Mode-
Name: Pillar of Light
Description: Glowing with Light, Cleric heals his wounds at an incredible rate.
Effects:
+1 Use To All Skills
+200 Regen
Turns: 2
Name: Heal
Rank: A
Description: Cleric Heals an ally, or himself.
Effects: Restore 330 HP.
Uses: 2 (1 Base, +1 Support)
Name: Holy Shield
Rank: A
Description: Cleric brings forth a veil of Light to protect him.
Effects: Create a Barrier with 265 HP. Affects with 'Cuts Auras' do not damage this barrier, but hurt Cleric as normal.
Uses: 1
Name: Purify
Rank: B
Description: Removing disease still heals Cleric.
Effects: Remove 1 Negative Status, and Restore 100 HP.
Use: 2
Name: Restoration
Rank: S
Description: Cleric's own inbound health continues to restore him from attacks.
Effects: Restore 80 HP each Round.
Passive
Name: Lightscar
Rank: B
Description: Cleric infuses his weaponry with his natural prowess.
Effects: Drain Life has -1 CD
Passive
Name: Staffstrike
Range: Combat
Element: Wood
Description: Cleric strikes with his staff!
Effects: 90% | 110 Damage, Breaks Shields, Cuts Auras.
Name: Drain Life
Range: Shot
Element: Wood
Description: Cleric pulls energy from his opponent!
Effects: 80% | 100 Damage, Breaks Shields, Cuts Auras, If Hits, Cleric regains 50 HP
Cooldown: 0
Name: Weaken Offense
Range: Combat
Element: Wood
Description: Cleric utilizes his power to lower a foe's ability to mount an offense.
Effects: 80% | 100 Damage, Breaks Shields, Cuts Auras, If Hits, hit opponent has -1 Attack Slot for 1 turn.
Charge: 1
Name: Mega Burst
Range: Shot
Element: Wood
Description: Cleric charges energy before releasing a powerful burst!
Effects: 110% | 135 Damage.
Name: Revenge of the Light
Range: Shot
Element: Wood
Description: Cleric releases a burst of energy from his entire form, powered by his opponents' malice.
Effects: 0 Damage, Breaks Shields, Cuts Auras. Gains damage qequal to the total amount of damage Cleric was dealt this turn.
1/battle
Name: Slaying Revenants
Range: Combat
Element: Wood
Description: Digusted by that which does not die when it should, Cleric seeks to end their life.
Effects: Breaks Shields, Cuts Auras, Cannot be Naturally Avoided, Cuts Darksoul. If Avoided: Cleric gains +1 Use to Heal.
1/Battle
Regenerator Beta
Passive Program
+100 Regeneration
Auto Charge
Passive Program
User automatically charges one attack per turn
|Navi Information|
-Navi Name: Cleric.exe
-Version / Experience:
--Version: 3
|Statistical Information|
-Type: Support
° You regenerate 5% of your Max HP each turn
° +2 Program Slots
° +1 Use to Healing Support Skills
° Healing Enhancement
{(+)}
Passive Effect: You may expend two Healing Support Skill Uses instead of one to make that use heal all allies
Passive Effect: You may expend two Healing Support Skill Uses instead of one to make that use heal all allies
° Barrier/Aura Enhancement
{(+)}
Barriers / Auras with Health can be made Uncuttable upon formation, but will only last 2 Turns
Barriers / Auras with Health can be made Uncuttable upon formation, but will only last 2 Turns
-Karma: Light Karma
° Light Navis start with a Hyper Mode at Version 1
-Elements: Wood 3
Lv3: +120 Regen.
--Net Strengths: Shadow, Sonic, Light, Elec, Wood
--Net Weaknesses: Metal, Ice, Blade, Fire, Bug
-HP: 1400
-+ Base: 1000
-+ V-up: +200
-+ Navi Mark: +200
-Armor:
-+ Base: 0
-Regeneration: 370
-+ Base: 0
-+ Support: +5% (70)
-+ Restoration: +80
-+ Wood: +120
-+ Regenerator Beta: +100
-Natural Avoid: Shield // 5 Turn CD
-Base Damage: 120
-+ Base: 100
-+ V-UP: +20
-Attack Slots: 3
-+ Base: 2
-+ V2: +1
|Hyper Repertoire|
Hyper Mode-
Name: Pillar of Light
Description: Glowing with Light, Cleric heals his wounds at an incredible rate.
Effects:
+1 Use To All Skills
+200 Regen
Turns: 2
|Skills|
Name: Heal
Rank: A
Description: Cleric Heals an ally, or himself.
Effects: Restore 330 HP.
Uses: 2 (1 Base, +1 Support)
Name: Holy Shield
Rank: A
Description: Cleric brings forth a veil of Light to protect him.
Effects: Create a Barrier with 265 HP. Affects with 'Cuts Auras' do not damage this barrier, but hurt Cleric as normal.
Uses: 1
Name: Purify
Rank: B
Description: Removing disease still heals Cleric.
Effects: Remove 1 Negative Status, and Restore 100 HP.
Use: 2
Name: Restoration
Rank: S
Description: Cleric's own inbound health continues to restore him from attacks.
Effects: Restore 80 HP each Round.
Passive
Name: Lightscar
Rank: B
Description: Cleric infuses his weaponry with his natural prowess.
Effects: Drain Life has -1 CD
Passive
|Attacks|
Name: Staffstrike
Range: Combat
Element: Wood
Description: Cleric strikes with his staff!
Effects: 90% | 110 Damage, Breaks Shields, Cuts Auras.
Name: Drain Life
Range: Shot
Element: Wood
Description: Cleric pulls energy from his opponent!
Effects: 80% | 100 Damage, Breaks Shields, Cuts Auras, If Hits, Cleric regains 50 HP
Cooldown: 0
Name: Weaken Offense
Range: Combat
Element: Wood
Description: Cleric utilizes his power to lower a foe's ability to mount an offense.
Effects: 80% | 100 Damage, Breaks Shields, Cuts Auras, If Hits, hit opponent has -1 Attack Slot for 1 turn.
Charge: 1
Name: Mega Burst
Range: Shot
Element: Wood
Description: Cleric charges energy before releasing a powerful burst!
Effects: 110% | 135 Damage.
Name: Revenge of the Light
Range: Shot
Element: Wood
Description: Cleric releases a burst of energy from his entire form, powered by his opponents' malice.
Effects: 0 Damage, Breaks Shields, Cuts Auras. Gains damage qequal to the total amount of damage Cleric was dealt this turn.
1/battle
Name: Slaying Revenants
Range: Combat
Element: Wood
Description: Digusted by that which does not die when it should, Cleric seeks to end their life.
Effects: Breaks Shields, Cuts Auras, Cannot be Naturally Avoided, Cuts Darksoul. If Avoided: Cleric gains +1 Use to Heal.
1/Battle
|Programs|
Regenerator Beta
Passive Program
+100 Regeneration
Auto Charge
Passive Program
User automatically charges one attack per turn
{Strategies}V1:
Cleric's strategy is a very patient one, waiting out his opponent's attacks and slowly whittling them down while staying at a high level himself. He will start by using Holy Shield at the beginning of the battle. In addition, he will remove statuses affecting his health if it is conducive to do so as to prevent any overhealing. At 50% HP, he will use Heal until it is out of uses. Upon reaching 50% a second time, he will activate his Hyper mode, and use Heal and Holy Shield once more, and Purify if he is afflicted with any status during the Hyper Mode.
Offensively, he will use Staffstrike and Mega Burst, and then Holy Burst and Mega Burst, alternatively. If there are more detrimental effects to using C/S range, he will focus on whatever range will deal more damage to his opponent, regardless of other effects.
When below 50% HP (after his hypermode) he will begin to use Drain Life and charge Weaken Offense, using both whenever they are available, and mixing in Mega Burst to fill any gaps.
V2:
As above, with the small change that if he takes 40% of his Max HP or more in damage in a single round, he will use Revenge of the Light. With his extra Attack Slot, he will charge Weaken Offense and use it every other round.
v3:
As above, but now he will use his autocharge for Weaken Offense to use every round. He will also use Drain Life every round as well, and then primarily use Staffstrike, though if Shot-range are more effective at dealing damage, he will use Mega Burst instead.
On a turn where he would get the killing blow, he will use Slaying Revenants, and if it is avoided, will use Heal again if he is sub-50% HP.
Cleric's strategy is a very patient one, waiting out his opponent's attacks and slowly whittling them down while staying at a high level himself. He will start by using Holy Shield at the beginning of the battle. In addition, he will remove statuses affecting his health if it is conducive to do so as to prevent any overhealing. At 50% HP, he will use Heal until it is out of uses. Upon reaching 50% a second time, he will activate his Hyper mode, and use Heal and Holy Shield once more, and Purify if he is afflicted with any status during the Hyper Mode.
Offensively, he will use Staffstrike and Mega Burst, and then Holy Burst and Mega Burst, alternatively. If there are more detrimental effects to using C/S range, he will focus on whatever range will deal more damage to his opponent, regardless of other effects.
When below 50% HP (after his hypermode) he will begin to use Drain Life and charge Weaken Offense, using both whenever they are available, and mixing in Mega Burst to fill any gaps.
V2:
As above, with the small change that if he takes 40% of his Max HP or more in damage in a single round, he will use Revenge of the Light. With his extra Attack Slot, he will charge Weaken Offense and use it every other round.
v3:
As above, but now he will use his autocharge for Weaken Offense to use every round. He will also use Drain Life every round as well, and then primarily use Staffstrike, though if Shot-range are more effective at dealing damage, he will use Mega Burst instead.
On a turn where he would get the killing blow, he will use Slaying Revenants, and if it is avoided, will use Heal again if he is sub-50% HP.
{
Name: Fighter.exe
Type:: Normal
Challenge: All-Rounder
(Click to Reveal/Hide Stats)}
Normal Type - Fighter
Name: Fighter.exe
Type:: Normal
Challenge: All-Rounder
(Click to Reveal/Hide Stats)}
{V1 Stats}
-Navi Name: Fighter.exe
-Version / Experience:
--Version: 1
-Type: Normal
° +1 Battle Chip usable per battle
° +50 HP Max HP at every Version-up
° +5 Base Damage every Version-up
° +1 Attack Slot every even turn at Version 3
° +1 Program Slot
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Normal 3
Lv3: +300 HP / +30 Damage.
--Net Strengths: N/A
--Net Weaknesses: N/A
-HP: 1500
-+ Base: 1000
-+ Normal 3: +300
-+ Navi Mark: +200
-Armor:
-+ Base: 0
-Regeneration: 75
-+ Base: 0
-+ Battle Regeneration: +5% (75)
-Natural Avoid: Barrier // 5 Turn CD
-Base Damage: 130
-+ Base: 100
-+ Normal 3: +30
-Attack Slots: 2
-+ Base: 2
Hyper Attack-
Name: Defensive Strike
Range: Combat
Element: Normal
Description: Fighter makes an attack, raising his shield right after.
Effects: 120% | 160 Damage, Undodgeable, Breaks Shields, if Hits: Fighter has +50 Armor next turn.
Cooldown: 2
Name: Dodge
Rank: B
Description: Fighter sidesteps an attack, preparing himself for future assaults.
Effects: Dodge 1 Attack, and Fighter gains +30 Armor against the next attack aimed at him.
Uses: 2 (2 Base)
Name: Block
Rank: B
Description: Fighter blocks an attack, readying himself for future assaults.
Effects: Blockks 1 attack and Fighter gains +30 Armor against the next attack aimed at him.
Uses: 2 (2 Base)
Name: Battle Regeneration
Rank: S
Description: Fighter's adrenaline helps him stay in battle longer.
Effects: Restore 5% of Fighter's HP per turn.
Passive
Name: Dual Wield
Rank: B
Description: Fighter has a second sword which he can use for a short time.
Effects: +1 Attack Slot for 2 turns.
Uses: 2 (2 Base)
Name: Sword Combo
Range: Combat
Element: Normal
Description:
Effects: 80% | 105 Damage, Undodgeable, Cuts Auras, Auto-Attacks for 50% Damage for 2 Turns.
Name: Bow
Range: Shot
Element: Normal
Description: Fighter pulls out his bow and fires a shot.
Effects: 90% | 120 Damage, Undodgeable, Cuts Auras.
Name: Axe
Range: Combat
Element: Normal
Description: Fighter attacks with his axe!
Effects: 90% | 120 Damage, Breaks Shields, Cuts Auras
Name: Throwing Knife
Range: Shot
Element: Normal
Description: A trick from Rogue's set, Fighter hurls a knife at his foe.
Effects: 90% | 120 Damage, Undodgeable, Breaks Shields
|Navi Information|
-Navi Name: Fighter.exe
-Version / Experience:
--Version: 1
|Statistical Information|
-Type: Normal
° +1 Battle Chip usable per battle
° +50 HP Max HP at every Version-up
° +5 Base Damage every Version-up
° +1 Attack Slot every even turn at Version 3
° +1 Program Slot
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Normal 3
Lv3: +300 HP / +30 Damage.
--Net Strengths: N/A
--Net Weaknesses: N/A
-HP: 1500
-+ Base: 1000
-+ Normal 3: +300
-+ Navi Mark: +200
-Armor:
-+ Base: 0
-Regeneration: 75
-+ Base: 0
-+ Battle Regeneration: +5% (75)
-Natural Avoid: Barrier // 5 Turn CD
-Base Damage: 130
-+ Base: 100
-+ Normal 3: +30
-Attack Slots: 2
-+ Base: 2
|Hyper Repertoire|
Hyper Attack-
Name: Defensive Strike
Range: Combat
Element: Normal
Description: Fighter makes an attack, raising his shield right after.
Effects: 120% | 160 Damage, Undodgeable, Breaks Shields, if Hits: Fighter has +50 Armor next turn.
Cooldown: 2
|Skills|
Name: Dodge
Rank: B
Description: Fighter sidesteps an attack, preparing himself for future assaults.
Effects: Dodge 1 Attack, and Fighter gains +30 Armor against the next attack aimed at him.
Uses: 2 (2 Base)
Name: Block
Rank: B
Description: Fighter blocks an attack, readying himself for future assaults.
Effects: Blockks 1 attack and Fighter gains +30 Armor against the next attack aimed at him.
Uses: 2 (2 Base)
Name: Battle Regeneration
Rank: S
Description: Fighter's adrenaline helps him stay in battle longer.
Effects: Restore 5% of Fighter's HP per turn.
Passive
Name: Dual Wield
Rank: B
Description: Fighter has a second sword which he can use for a short time.
Effects: +1 Attack Slot for 2 turns.
Uses: 2 (2 Base)
|Attacks|
Name: Sword Combo
Range: Combat
Element: Normal
Description:
Effects: 80% | 105 Damage, Undodgeable, Cuts Auras, Auto-Attacks for 50% Damage for 2 Turns.
Name: Bow
Range: Shot
Element: Normal
Description: Fighter pulls out his bow and fires a shot.
Effects: 90% | 120 Damage, Undodgeable, Cuts Auras.
Name: Axe
Range: Combat
Element: Normal
Description: Fighter attacks with his axe!
Effects: 90% | 120 Damage, Breaks Shields, Cuts Auras
Name: Throwing Knife
Range: Shot
Element: Normal
Description: A trick from Rogue's set, Fighter hurls a knife at his foe.
Effects: 90% | 120 Damage, Undodgeable, Breaks Shields
{V2 Stats}
-Navi Name: Fighter.exe
-Version / Experience:
--Version: 2
-Type: Normal
° +1 Battle Chip usable per battle
° +50 HP Max HP at every Version-up
° +5 Base Damage every Version-up
° +1 Attack Slot every even turn at Version 3
° +1 Program Slot
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Normal 3
Lv3: +300 HP / +30 Damage.
--Net Strengths: N/A
--Net Weaknesses: N/A
-HP: 1650
-+ Base: 1000
-+ Normal 3: +300
-+ V-up: +150
-+ Navi Mark: +200
-Armor:
-+ Base: 0
-Regeneration: 100
-+ Base: 0
-+ Regenerator Beta: +100
-Natural Avoid: Barrier // 5 Turn CD
-Base Damage: 145
-+ Base: 100
-+ Normal 3: +30
-+ V-UP: +15
-Attack Slots: 3
-+ Base: 2
-+ V2: +1
Hyper Attack-
Name: Defensive Strike
Range: Combat
Element: Normal
Description: Fighter makes an attack, raising his shield right after.
Effects: 120% | 175 Damage, Undodgeable, Breaks Shields, if Hits: Fighter has +50 Armor next turn.
Cooldown: 1 (Reduced from 2 with Focused Breathing)
Name: Dodge
Rank: B
Description: Fighter sidesteps an attack
Effects: Dodge 1 Attack
Uses: 3 (3 Base)
Name: Block
Rank: B
Description: Fighter blocks an attack
Effects: Block 1 attack
Uses: 3 (3 Base)
Name: Focused Breathing
Rank: B
Description: Fighter has learned to breathe properly to keep up his stamina.
Effects: Defensive Strike has -1 Cooldown
Passive
Name: Dual Wield
Rank: B
Description: Fighter has a second sword which he can use for a short time.
Effects: +1 Attack Slot for 2 turns.
Uses: 2 (2 Base)
Name: Sword Combo
Range: Combat
Element: Normal
Description:
Effects: 80% | 120 Damage, Undodgeable, Cuts Auras, Auto-Attacks for 50% Damage for 3 Turns.
Name: Bow
Range: Shot
Element: Normal
Description: Fighter pulls out his bow and fires a shot.
Effects: 90% | 135 Damage, Undodgeable, Cuts Auras.
Name: Axe
Range: Combat
Element: Normal
Description: Fighter attacks with his axe!
Effects: 90% | 135 Damage, Breaks Shields, Cuts Auras
Name: Throwing Knife
Range: Shot
Element: Normal
Description: A trick from Rogue's set, Fighter hurls a knife at his foe.
Effects: 90% | 135 Damage, Undodgeable, Breaks Shields
Regenerator Beta
Passive Program
+100 Regeneration
|Navi Information|
-Navi Name: Fighter.exe
-Version / Experience:
--Version: 2
|Statistical Information|
-Type: Normal
° +1 Battle Chip usable per battle
° +50 HP Max HP at every Version-up
° +5 Base Damage every Version-up
° +1 Attack Slot every even turn at Version 3
° +1 Program Slot
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Normal 3
Lv3: +300 HP / +30 Damage.
--Net Strengths: N/A
--Net Weaknesses: N/A
-HP: 1650
-+ Base: 1000
-+ Normal 3: +300
-+ V-up: +150
-+ Navi Mark: +200
-Armor:
-+ Base: 0
-Regeneration: 100
-+ Base: 0
-+ Regenerator Beta: +100
-Natural Avoid: Barrier // 5 Turn CD
-Base Damage: 145
-+ Base: 100
-+ Normal 3: +30
-+ V-UP: +15
-Attack Slots: 3
-+ Base: 2
-+ V2: +1
|Hyper Repertoire|
Hyper Attack-
Name: Defensive Strike
Range: Combat
Element: Normal
Description: Fighter makes an attack, raising his shield right after.
Effects: 120% | 175 Damage, Undodgeable, Breaks Shields, if Hits: Fighter has +50 Armor next turn.
Cooldown: 1 (Reduced from 2 with Focused Breathing)
|Skills|
Name: Dodge
Rank: B
Description: Fighter sidesteps an attack
Effects: Dodge 1 Attack
Uses: 3 (3 Base)
Name: Block
Rank: B
Description: Fighter blocks an attack
Effects: Block 1 attack
Uses: 3 (3 Base)
Name: Focused Breathing
Rank: B
Description: Fighter has learned to breathe properly to keep up his stamina.
Effects: Defensive Strike has -1 Cooldown
Passive
Name: Dual Wield
Rank: B
Description: Fighter has a second sword which he can use for a short time.
Effects: +1 Attack Slot for 2 turns.
Uses: 2 (2 Base)
|Attacks|
Name: Sword Combo
Range: Combat
Element: Normal
Description:
Effects: 80% | 120 Damage, Undodgeable, Cuts Auras, Auto-Attacks for 50% Damage for 3 Turns.
Name: Bow
Range: Shot
Element: Normal
Description: Fighter pulls out his bow and fires a shot.
Effects: 90% | 135 Damage, Undodgeable, Cuts Auras.
Name: Axe
Range: Combat
Element: Normal
Description: Fighter attacks with his axe!
Effects: 90% | 135 Damage, Breaks Shields, Cuts Auras
Name: Throwing Knife
Range: Shot
Element: Normal
Description: A trick from Rogue's set, Fighter hurls a knife at his foe.
Effects: 90% | 135 Damage, Undodgeable, Breaks Shields
|Programs|
Regenerator Beta
Passive Program
+100 Regeneration
{V3 Stats}
-Navi Name: Fighter.exe
-Version / Experience:
--Version: 3
-Type: Normal
° +1 Battle Chip usable per battle
° +50 HP Max HP at every Version-up
° +5 Base Damage every Version-up
° +1 Attack Slot every even turn at Version 3
° +1 Program Slot
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Normal 3
Lv3: +300 HP / +30 Damage.
--Net Strengths: N/A
--Net Weaknesses: N/A
-HP: 1800
-+ Base: 1000
-+ Normal 3: +300
-+ V-up: +300
-+ Navi Mark: +200
-Armor: 0
-+ Base: 0
-Regeneration: 100
-+ Base: 0
-+ Regenerator Beta: +100
-Natural Avoid: Barrier // 5 Turn CD
-Base Damage: 160
-+ Base: 100
-+ Normal 3: +30
-+ V-UP: +30
-Attack Slots: 3 | 4 on Even turns
-+ Base: 2
-+ V2: +1
-+ Normal Type: +1 on Even Turns
Hyper Attack-
Name: Defensive Strike
Range: Combat
Element: Normal
Description: Fighter makes an attack, raising his shield right after.
Effects: 120% | 195 Damage, Undodgeable, Breaks Shields, if Hits: Fighter has +50 Armor next turn.
Cooldown: 1 (Reduced from 2 with Focused Breathing)
Name: Dodge
Rank: C
Description: Fighter sidesteps an attack.
Effects: Dodge 1 Attack.
Uses: 4 (4 Base)
Name: Block
Rank: C
Description: Fighter blocks an attack.
Effects: Block 1 attack.
Uses: 4 (4 Base)
Name: Focused Breathing
Rank: B
Description: Fighter has learned to breathe properly to keep up his stamina.
Effects: Defensive Strike has -1 Cooldown
Passive
Name: Dual Wield
Rank: C
Description: Fighter has a second sword which he can use for a short time.
Effects: +1 Attack Slot for 1 turn.
Uses: 4 (4 Base)
Name: Learning
Rank: C
Description: As the fight goes on, Fighter learns how his opponent fights and learns to anticipate to deal more damage against them.
Effects: For each attack taken, Fighter gains +5 Damage/Armor, up to a maximum of +30 each. This can only trigger 2x per turn.
Passive
Name: Sword Combo
Range: Combat
Element: Normal
Description:
Effects: 80% | 130 Damage, Undodgeable, Cuts Auras, Auto-Attacks for 50% Damage for 4 Turns.
1x/Battle
Name: Bow
Range: Shot
Element: Normal
Description: Fighter pulls out his bow and fires a shot.
Effects: 90% | 145 Damage, Undodgeable, Cuts Auras.
Name: Axe
Range: Combat
Element: Normal
Description: Fighter attacks with his axe!
Effects: 90% | 145 Damage, Breaks Shields, Cuts Auras
Name: Throwing Knife
Range: Shot
Element: Normal
Description: A trick from Rogue's set, Fighter hurls a knife at his foe.
Effects: 90% | 145 Damage, Undodgeable, Breaks Shields
Refresh
Activated Program
Upon activation of this program, one attack has -1 CD for one use.
Uses per battle: 2
Regenerator Beta
Passive Program
User Regenerates 100 HP per turn
|Navi Information|
-Navi Name: Fighter.exe
-Version / Experience:
--Version: 3
|Statistical Information|
-Type: Normal
° +1 Battle Chip usable per battle
° +50 HP Max HP at every Version-up
° +5 Base Damage every Version-up
° +1 Attack Slot every even turn at Version 3
° +1 Program Slot
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Normal 3
Lv3: +300 HP / +30 Damage.
--Net Strengths: N/A
--Net Weaknesses: N/A
-HP: 1800
-+ Base: 1000
-+ Normal 3: +300
-+ V-up: +300
-+ Navi Mark: +200
-Armor: 0
-+ Base: 0
-Regeneration: 100
-+ Base: 0
-+ Regenerator Beta: +100
-Natural Avoid: Barrier // 5 Turn CD
-Base Damage: 160
-+ Base: 100
-+ Normal 3: +30
-+ V-UP: +30
-Attack Slots: 3 | 4 on Even turns
-+ Base: 2
-+ V2: +1
-+ Normal Type: +1 on Even Turns
|Hyper Repertoire|
Hyper Attack-
Name: Defensive Strike
Range: Combat
Element: Normal
Description: Fighter makes an attack, raising his shield right after.
Effects: 120% | 195 Damage, Undodgeable, Breaks Shields, if Hits: Fighter has +50 Armor next turn.
Cooldown: 1 (Reduced from 2 with Focused Breathing)
|Skills|
Name: Dodge
Rank: C
Description: Fighter sidesteps an attack.
Effects: Dodge 1 Attack.
Uses: 4 (4 Base)
Name: Block
Rank: C
Description: Fighter blocks an attack.
Effects: Block 1 attack.
Uses: 4 (4 Base)
Name: Focused Breathing
Rank: B
Description: Fighter has learned to breathe properly to keep up his stamina.
Effects: Defensive Strike has -1 Cooldown
Passive
Name: Dual Wield
Rank: C
Description: Fighter has a second sword which he can use for a short time.
Effects: +1 Attack Slot for 1 turn.
Uses: 4 (4 Base)
Name: Learning
Rank: C
Description: As the fight goes on, Fighter learns how his opponent fights and learns to anticipate to deal more damage against them.
Effects: For each attack taken, Fighter gains +5 Damage/Armor, up to a maximum of +30 each. This can only trigger 2x per turn.
Passive
|Attacks|
Name: Sword Combo
Range: Combat
Element: Normal
Description:
Effects: 80% | 130 Damage, Undodgeable, Cuts Auras, Auto-Attacks for 50% Damage for 4 Turns.
1x/Battle
Name: Bow
Range: Shot
Element: Normal
Description: Fighter pulls out his bow and fires a shot.
Effects: 90% | 145 Damage, Undodgeable, Cuts Auras.
Name: Axe
Range: Combat
Element: Normal
Description: Fighter attacks with his axe!
Effects: 90% | 145 Damage, Breaks Shields, Cuts Auras
Name: Throwing Knife
Range: Shot
Element: Normal
Description: A trick from Rogue's set, Fighter hurls a knife at his foe.
Effects: 90% | 145 Damage, Undodgeable, Breaks Shields
|Programs|
Refresh
Activated Program
Upon activation of this program, one attack has -1 CD for one use.
Uses per battle: 2
Regenerator Beta
Passive Program
User Regenerates 100 HP per turn
{Strategies}V1:
V1:
Offensively, Fighter will start by using Dual Wield, and then the following:
Round 1: Sword Combo, Axe, Defensive Strike
Round 2: Bow, Axe, Throwing Knife
Round 3: (refresh Dual Wield), Bow, Axe, Defensive Strike
Round 4: Bow, Axe, Throwing Knife
(Round 5 and 6 will repeat until end of combat)
Round 5: Bow, Defensive Strike
Round 6: Bow, Throwing Knife
HOWEVER (and this applies to all versions): if at any point an attack hits and is not avoided, Fighter will fill in all of the no-CD attacks with that attack until it is avoided, and then his usual pattern applies.
Defensively, if the first attack of a turn is Blockable or Dodgeable, he will use the appropriate skill and no defense against the second (and subsequent) attacks to avoid it. If his block or dodge is out of uses, he will use the other whenever possible.
V2:
As above, but he will now use Defensive Strike every other round.
Round 1 looks like as follows: Dual Wield -> Sword Combo, Axe, Throwing Knife, Defensive Strike
Round 2 is Bow, Axe, Throwing Knife, Axe
Round 3 Refreshes Dual Wield and is: Defensive Strike, Bow, Axe, Throwing Knife
Round 4 is Bow, Axe, Throwing Knife, Axe
Round 5 and 6 will repeat as follows:
Round 5: Bow, Axe, Defensive Strike.
Round 6: Bow, Axe, Throwing Knife.
Defensively, he will use his avoids on any attacks with Negative Statuses while above 50%, and then all attacks (when available) sub-50%
v3:
As Above, but now the first three rounds of Defensive Strike will be used back to back by utilizing Refresh, and Dual Wield will be used every odd round to stay at 4 Attack slots through round 8.
Round 1: Sword Combo, Axe, Bow, Defensive Strike
Round 2: Axe, Bow, Throwing Knife, Defensive Strike
(Rounds 3 and 4 will repeat until round 9)
Round 3: Axe, Bow, Throwing Knife, Defensive Strike
Round 4: Axe, Bow, Axe, Throwing Knife
(rounds 9 and 10 will repeat until the end of the fight)
Round 9: Axe, Bow, Defensive Strike
Round 10: Axe, Bow, Throwing Knife
Defensively, nothing has changed and his avoids stay the same, with the added benefit of Learning giving him some added staying power.
V1:
Offensively, Fighter will start by using Dual Wield, and then the following:
Round 1: Sword Combo, Axe, Defensive Strike
Round 2: Bow, Axe, Throwing Knife
Round 3: (refresh Dual Wield), Bow, Axe, Defensive Strike
Round 4: Bow, Axe, Throwing Knife
(Round 5 and 6 will repeat until end of combat)
Round 5: Bow, Defensive Strike
Round 6: Bow, Throwing Knife
HOWEVER (and this applies to all versions): if at any point an attack hits and is not avoided, Fighter will fill in all of the no-CD attacks with that attack until it is avoided, and then his usual pattern applies.
Defensively, if the first attack of a turn is Blockable or Dodgeable, he will use the appropriate skill and no defense against the second (and subsequent) attacks to avoid it. If his block or dodge is out of uses, he will use the other whenever possible.
V2:
As above, but he will now use Defensive Strike every other round.
Round 1 looks like as follows: Dual Wield -> Sword Combo, Axe, Throwing Knife, Defensive Strike
Round 2 is Bow, Axe, Throwing Knife, Axe
Round 3 Refreshes Dual Wield and is: Defensive Strike, Bow, Axe, Throwing Knife
Round 4 is Bow, Axe, Throwing Knife, Axe
Round 5 and 6 will repeat as follows:
Round 5: Bow, Axe, Defensive Strike.
Round 6: Bow, Axe, Throwing Knife.
Defensively, he will use his avoids on any attacks with Negative Statuses while above 50%, and then all attacks (when available) sub-50%
v3:
As Above, but now the first three rounds of Defensive Strike will be used back to back by utilizing Refresh, and Dual Wield will be used every odd round to stay at 4 Attack slots through round 8.
Round 1: Sword Combo, Axe, Bow, Defensive Strike
Round 2: Axe, Bow, Throwing Knife, Defensive Strike
(Rounds 3 and 4 will repeat until round 9)
Round 3: Axe, Bow, Throwing Knife, Defensive Strike
Round 4: Axe, Bow, Axe, Throwing Knife
(rounds 9 and 10 will repeat until the end of the fight)
Round 9: Axe, Bow, Defensive Strike
Round 10: Axe, Bow, Throwing Knife
Defensively, nothing has changed and his avoids stay the same, with the added benefit of Learning giving him some added staying power.
{
Name: Sorcerer.exe
Type:: Resource
Challenge: Status Effects
(Click to Reveal/Hide Stats)}
Resource Type - Sorcerer
Name: Sorcerer.exe
Type:: Resource
Challenge: Status Effects
(Click to Reveal/Hide Stats)}
{V1 Stats}
-Navi Name: Sorcerer.exe
-Version / Experience:
--Version: 1
-Type: Normal
° +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
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Elec 2 | Aqua 2
Elec Lv2: +1 Attack Slot on Even Turns.
Aqua Lv2: +2 Natural Dodges (Separate 5 Turn CDs)
Sorcerer has access to Soak and Shock.
Soak:
Status Effect: For 2 turns, the afflicted Navi's attacks deal 1/2 Damage (final total) and they gain a weakness to the Elec Element. Once ended, a Navi cannot be Soaked for 2 turns. Requires Aqua Lv2 or Higher.
Shock:
Status Effect: For 3 turns, the afflicted Navi takes damage equal to 3% of their current HP each time they avoid an attack. Once ended, a Navi cannot be Shocked for 2 turns. Requires Elec Lv2 or Higher.
--Net Strengths: Metal, Dark, Blade, Break, Fire, Aqua(2)
--Net Weaknesses: Light, Seeking, Sand, Stone, Wood, Bug
-HP: 1000
-+ Base: 1000
-Armor: 0
-+ Base: 0
-Regeneration: 0
-+ Base: 0
-Natural Avoid: Barrier // 5 Turn CD | Dodge // 5 Turn CD | Dodge // 5 Turn CD
-Base Damage: 100
-+ Base: 100
-Attack Slots: 2 (3 on First turn, 3 on Even Turns)
-+ Base: 2
-+ Navi Mark: +1 on Starting Turn
-+ Elec2: +1 on Even Turns
Hyper Attack-
Name: Lightning Burst
Range: Shot
Element: Elec
Description: Sorcerer extends his hand, firing a massive burst of electricity.
Effects: 130% | 130 Damage, Undodgeable, Breaks Shields
Cooldown: 1
Name: Elemental Barrier
Rank: A
Description: Sorcerer crafts a barrier of his magic!
Effects: Create a barrier with 200 HP. Sorcerer may choose to give this Barrier an Element, chosen from Sorcerer's Element(s).
Uses: 1 (1 Base)
Name: Element Guard
Rank: B
Description: Sorcerer creates a shield of elemental energy.
Effects: Blocks 1 attack and Sorcerer may add 'Burn' to one attack this turn.
Uses: 2 (2 Base)
Name: Swift Dodge
Rank: B
Description: Sorcerer moves, leaving behind a cacophonous racket.
Effects: Dodges 1 attack and Sorcerer may add 'Confuse' to one attack this turn.
Uses: 2 (2 Base)
Name: Elemental Body
Rank: A
Description: Sorcerer crafts a secondary form of himself from his magic.
Effects: Creates a clone with 20% (200 HP) of Sorcerer's HP. This clone only has 1 element, chosen from Sorcerer's Element(s). It cannot intercept and has 1 attack slot that can only be used for attack matching its element. When using an attack with a Status Effect, the Clone removes the status effect and deals +10% base damage with the attack, and it does not trigger cooldown. This allows the clone (and only the clone) to use attacks that are on cooldown with their Basic Attack effects.
Uses: 1 (1 Base)
Name: Water Claw
Range: Combat
Element: Aqua
Description: Imbuing his fist with water, Sorcerer strikes a foe!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, Soaks
Cooldown: 1
Name: Tidal Shot
Range: Shot
Element: Aqua
Description: Sorcerer lets loose with a torrent of water!
Effects: 80% | 80 Damage, Undodgeable, Cuts Auras, Soaks
Cooldown: 1
Name: Lightning Strike
Range: Combat
Element: Elec
Description: Sorcerer kicks with legs of lightning!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, Shocks
Cooldown: 1
Name: Elec Bolt
Range: Shot
Element: Elec
Description: A simple shot of electricity at a foe!
Effects: 80% | 80 Damage, Undodgeable, Cuts Auras, Shocks
Cooldown: 1
Name: Staff Bonk
Range: Combat
Element: Normal
Description: A bonk on the head from Sorcerer's staff.
Effects: 100% | 100 Damage
|Navi Information|
-Navi Name: Sorcerer.exe
-Version / Experience:
--Version: 1
|Statistical Information|
-Type: Normal
° +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
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Elec 2 | Aqua 2
Elec Lv2: +1 Attack Slot on Even Turns.
Aqua Lv2: +2 Natural Dodges (Separate 5 Turn CDs)
Sorcerer has access to Soak and Shock.
Soak:
Status Effect: For 2 turns, the afflicted Navi's attacks deal 1/2 Damage (final total) and they gain a weakness to the Elec Element. Once ended, a Navi cannot be Soaked for 2 turns. Requires Aqua Lv2 or Higher.
Shock:
Status Effect: For 3 turns, the afflicted Navi takes damage equal to 3% of their current HP each time they avoid an attack. Once ended, a Navi cannot be Shocked for 2 turns. Requires Elec Lv2 or Higher.
--Net Strengths: Metal, Dark, Blade, Break, Fire, Aqua(2)
--Net Weaknesses: Light, Seeking, Sand, Stone, Wood, Bug
-HP: 1000
-+ Base: 1000
-Armor: 0
-+ Base: 0
-Regeneration: 0
-+ Base: 0
-Natural Avoid: Barrier // 5 Turn CD | Dodge // 5 Turn CD | Dodge // 5 Turn CD
-Base Damage: 100
-+ Base: 100
-Attack Slots: 2 (3 on First turn, 3 on Even Turns)
-+ Base: 2
-+ Navi Mark: +1 on Starting Turn
-+ Elec2: +1 on Even Turns
|Hyper Repertoire|
Hyper Attack-
Name: Lightning Burst
Range: Shot
Element: Elec
Description: Sorcerer extends his hand, firing a massive burst of electricity.
Effects: 130% | 130 Damage, Undodgeable, Breaks Shields
Cooldown: 1
|Skills|
Name: Elemental Barrier
Rank: A
Description: Sorcerer crafts a barrier of his magic!
Effects: Create a barrier with 200 HP. Sorcerer may choose to give this Barrier an Element, chosen from Sorcerer's Element(s).
Uses: 1 (1 Base)
Name: Element Guard
Rank: B
Description: Sorcerer creates a shield of elemental energy.
Effects: Blocks 1 attack and Sorcerer may add 'Burn' to one attack this turn.
Uses: 2 (2 Base)
Name: Swift Dodge
Rank: B
Description: Sorcerer moves, leaving behind a cacophonous racket.
Effects: Dodges 1 attack and Sorcerer may add 'Confuse' to one attack this turn.
Uses: 2 (2 Base)
Name: Elemental Body
Rank: A
Description: Sorcerer crafts a secondary form of himself from his magic.
Effects: Creates a clone with 20% (200 HP) of Sorcerer's HP. This clone only has 1 element, chosen from Sorcerer's Element(s). It cannot intercept and has 1 attack slot that can only be used for attack matching its element. When using an attack with a Status Effect, the Clone removes the status effect and deals +10% base damage with the attack, and it does not trigger cooldown. This allows the clone (and only the clone) to use attacks that are on cooldown with their Basic Attack effects.
Uses: 1 (1 Base)
|Attacks|
Name: Water Claw
Range: Combat
Element: Aqua
Description: Imbuing his fist with water, Sorcerer strikes a foe!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, Soaks
Cooldown: 1
Name: Tidal Shot
Range: Shot
Element: Aqua
Description: Sorcerer lets loose with a torrent of water!
Effects: 80% | 80 Damage, Undodgeable, Cuts Auras, Soaks
Cooldown: 1
Name: Lightning Strike
Range: Combat
Element: Elec
Description: Sorcerer kicks with legs of lightning!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, Shocks
Cooldown: 1
Name: Elec Bolt
Range: Shot
Element: Elec
Description: A simple shot of electricity at a foe!
Effects: 80% | 80 Damage, Undodgeable, Cuts Auras, Shocks
Cooldown: 1
Name: Staff Bonk
Range: Combat
Element: Normal
Description: A bonk on the head from Sorcerer's staff.
Effects: 100% | 100 Damage
{V2 Stats}
-Navi Name: Sorcerer.exe
-Version / Experience:
--Version: 2
-Type: Normal
° +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
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Elec 2 | Aqua 2 | Fire 2
Elec Lv2: +1 Attack Slot on Even Turns.
Aqua Lv2: +2 Natural Dodges (Separate 5 Turn CDs)
Fire Lv2: +40 Damage
Sorcerer has access to Burn, Soak and Shock.
Burn:
Status Effect: For 3 turns, afflicted Navi takes 50 Damage per turn and cannot use Undershirt effects. On the first turn, that Navi's attacks have -50 Damage. Once ended, a Navi cannot be Burned for 2 turns. Requires Fire Lv2 or Higher.
Soak:
Status Effect: For 2 turns, the afflicted Navi's attacks deal 1/2 Damage (final total) and they gain a weakness to the Elec Element. Once ended, a Navi cannot be Soaked for 2 turns. Requires Aqua Lv2 or Higher.
Shock:
Status Effect: For 3 turns, the afflicted Navi takes damage equal to 3% of their current HP each time they avoid an attack. Once ended, a Navi cannot be Shocked for 2 turns. Requires Elec Lv2 or Higher.
--Net Strengths: Laser, Wind, Metal, Dark(2), Blade, Break, Fire(2), Aqua
--Net Weaknesses: Light, Seeking, Sand(2), Stone(2), Shadow, Bug(3)
-HP: 1100
-+ Base: 1000
-+ V-Up: +100
-Armor: 0
-+ Base: 0
-Regeneration: 0
-+ Base: 0
-Natural Avoid: Barrier // 5 Turn CD | Dodge // 5 Turn CD | Dodge // 5 Turn CD
-Base Damage: 140
-+ Base: 100
-+ V-Up: +10
-+ Fire2: +40
-+ Glass Cross: -10
-Attack Slots: 3 (4 on First turn, 4 on Even Turns)
-+ Base: 2
-+ Navi Mark: +1 on Starting Turn
-+ Elec2: +1 on Even Turns
-+ V3: +1
Hyper Attack-
Name: Lightning Burst
Range: Shot
Element: Elec
Description: Sorcerer extends his hand, firing a massive burst of electricity.
Effects: 130% | 185 Damage, Undodgeable, Breaks Shields
Cooldown: 1
Name: Elemental Barrier
Rank: A
Description: Sorcerer crafts a barrier of his magic!
Effects: Create a barrier with 235 HP. Sorcerer may choose to give this Barrier an Element, chosen from Sorcerer's Element(s).
Uses: 1 (1 Base)
Name: Element Guard
Rank: B
Description: Sorcerer creates a shield of elemental energy.
Effects: Blocks 1 attack and Sorcerer may add 'Freeze' to one attack this turn.
Uses: 2 (2 Base)
Name: Swift Dodge
Rank: B
Description: Sorcerer moves, leaving behind a cacophonous racket.
Effects: Dodges 1 attack and Sorcerer may add 'Confuse' to one attack this turn.
Uses: 2 (2 Base)
Name: Elemental Body
Rank: A
Description: Sorcerer crafts a secondary form of himself from his magic.
Effects: Creates a clone with 20% (220 HP) of Sorcerer's HP. This clone only has 1 element, chosen from Sorcerer's Element(s). It cannot intercept and has 1 attack slot that can only be used for attack matching its element. When using an attack with a Status Effect, the Clone removes the status effect and deals +10% base damage with the attack, and it does not trigger cooldown. This allows the clone (and only the clone) to use attacks that are on cooldown with their Basic Attack effects.
Uses: 1 (1 Base)
Name: Water Claw
Range: Combat
Element: Aqua
Description: Imbuing his fist with water, Sorcerer strikes a foe!
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, Soaks
Cooldown: 1
Name: Tidal Shot
Range: Shot
Element: Aqua
Description: Sorcerer lets loose with a torrent of water!
Effects: 80% | 115 Damage, Undodgeable, Cuts Auras, Soaks
Cooldown: 1
Name: Lightning Strike
Range: Combat
Element: Elec
Description: Sorcerer kicks with legs of lightning!
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, Shocks
Cooldown: 1
Name: Fire Bolt
Range: Shot
Element: Fire
Description: A simple shot of Fire at a foe!
Effects: 80% | 115 Damage, Undodgeable, Cuts Auras, Burns
Cooldown: 1
Name: Fire Tackle
Range: Combat
Element: Fire
Description: Imbuing his body with Fire, Sorcerer Tackles a foe!
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, Burns
Cooldown: 1
Name: Staff Bonk
Range: Combat
Element: Normal
Description: A bonk on the head from Sorcerer's staff.
Effects: 100% | 140 Damage
Zircon Cross (Zircon Shard+Glass Cross)
+2 Element Levels
Alpha Barrier
Passive program
User starts the battle with a 10-HP Natural Barrier.
Anti Damage
Passive Program
Negates the first attack that would otherwise hit the user and counters for 140 Damage.
|Navi Information|
-Navi Name: Sorcerer.exe
-Version / Experience:
--Version: 2
|Statistical Information|
-Type: Normal
° +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
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Elec 2 | Aqua 2 | Fire 2
Elec Lv2: +1 Attack Slot on Even Turns.
Aqua Lv2: +2 Natural Dodges (Separate 5 Turn CDs)
Fire Lv2: +40 Damage
Sorcerer has access to Burn, Soak and Shock.
Burn:
Status Effect: For 3 turns, afflicted Navi takes 50 Damage per turn and cannot use Undershirt effects. On the first turn, that Navi's attacks have -50 Damage. Once ended, a Navi cannot be Burned for 2 turns. Requires Fire Lv2 or Higher.
Soak:
Status Effect: For 2 turns, the afflicted Navi's attacks deal 1/2 Damage (final total) and they gain a weakness to the Elec Element. Once ended, a Navi cannot be Soaked for 2 turns. Requires Aqua Lv2 or Higher.
Shock:
Status Effect: For 3 turns, the afflicted Navi takes damage equal to 3% of their current HP each time they avoid an attack. Once ended, a Navi cannot be Shocked for 2 turns. Requires Elec Lv2 or Higher.
--Net Strengths: Laser, Wind, Metal, Dark(2), Blade, Break, Fire(2), Aqua
--Net Weaknesses: Light, Seeking, Sand(2), Stone(2), Shadow, Bug(3)
-HP: 1100
-+ Base: 1000
-+ V-Up: +100
-Armor: 0
-+ Base: 0
-Regeneration: 0
-+ Base: 0
-Natural Avoid: Barrier // 5 Turn CD | Dodge // 5 Turn CD | Dodge // 5 Turn CD
-Base Damage: 140
-+ Base: 100
-+ V-Up: +10
-+ Fire2: +40
-+ Glass Cross: -10
-Attack Slots: 3 (4 on First turn, 4 on Even Turns)
-+ Base: 2
-+ Navi Mark: +1 on Starting Turn
-+ Elec2: +1 on Even Turns
-+ V3: +1
|Hyper Repertoire|
Hyper Attack-
Name: Lightning Burst
Range: Shot
Element: Elec
Description: Sorcerer extends his hand, firing a massive burst of electricity.
Effects: 130% | 185 Damage, Undodgeable, Breaks Shields
Cooldown: 1
|Skills|
Name: Elemental Barrier
Rank: A
Description: Sorcerer crafts a barrier of his magic!
Effects: Create a barrier with 235 HP. Sorcerer may choose to give this Barrier an Element, chosen from Sorcerer's Element(s).
Uses: 1 (1 Base)
Name: Element Guard
Rank: B
Description: Sorcerer creates a shield of elemental energy.
Effects: Blocks 1 attack and Sorcerer may add 'Freeze' to one attack this turn.
Uses: 2 (2 Base)
Name: Swift Dodge
Rank: B
Description: Sorcerer moves, leaving behind a cacophonous racket.
Effects: Dodges 1 attack and Sorcerer may add 'Confuse' to one attack this turn.
Uses: 2 (2 Base)
Name: Elemental Body
Rank: A
Description: Sorcerer crafts a secondary form of himself from his magic.
Effects: Creates a clone with 20% (220 HP) of Sorcerer's HP. This clone only has 1 element, chosen from Sorcerer's Element(s). It cannot intercept and has 1 attack slot that can only be used for attack matching its element. When using an attack with a Status Effect, the Clone removes the status effect and deals +10% base damage with the attack, and it does not trigger cooldown. This allows the clone (and only the clone) to use attacks that are on cooldown with their Basic Attack effects.
Uses: 1 (1 Base)
|Attacks|
Name: Water Claw
Range: Combat
Element: Aqua
Description: Imbuing his fist with water, Sorcerer strikes a foe!
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, Soaks
Cooldown: 1
Name: Tidal Shot
Range: Shot
Element: Aqua
Description: Sorcerer lets loose with a torrent of water!
Effects: 80% | 115 Damage, Undodgeable, Cuts Auras, Soaks
Cooldown: 1
Name: Lightning Strike
Range: Combat
Element: Elec
Description: Sorcerer kicks with legs of lightning!
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, Shocks
Cooldown: 1
Name: Fire Bolt
Range: Shot
Element: Fire
Description: A simple shot of Fire at a foe!
Effects: 80% | 115 Damage, Undodgeable, Cuts Auras, Burns
Cooldown: 1
Name: Fire Tackle
Range: Combat
Element: Fire
Description: Imbuing his body with Fire, Sorcerer Tackles a foe!
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, Burns
Cooldown: 1
Name: Staff Bonk
Range: Combat
Element: Normal
Description: A bonk on the head from Sorcerer's staff.
Effects: 100% | 140 Damage
|Programs|
Zircon Cross (Zircon Shard+Glass Cross)
+2 Element Levels
Alpha Barrier
Passive program
User starts the battle with a 10-HP Natural Barrier.
Anti Damage
Passive Program
Negates the first attack that would otherwise hit the user and counters for 140 Damage.
{V3 Stats}
-Navi Name: Sorcerer.exe
-Version / Experience:
--Version: 3
-Type: Normal
° +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
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Elec 2 | Aqua 2 | Fire 2 | Ice 2 | Normal 1 | Sand 1
Elec Lv2: +1 Attack Slot on Even Turns.
Aqua Lv2: +2 Natural Dodges (Separate 5 Turn CDs)
Fire Lv2: +40 Damage
Ice Lv2: +20 Armor. Enemies have -1 Attack Slot on their first turn.
Normal Lv1: +10 Damage, +100 HP | Remove 1 Weakness from each element
Sand Lv1: Change Panels to Sand // 1/battle
Sorcerer has access to Freeze, Burn, Soak and Shock.
Freeze:
Status Effect: For 1 turn, if the Freezing attack is C-Ranged, the afflicted Navi cannot use Shields. If the Freezing attack is S-Ranged, the afflicted Navi cannot use Dodges. If the attack is dual-ranged, the user must choose which avoid the afflicted Navi cannot use. Once ended, a Navi cannot be Frozen for 2 turns. Requires Ice Lv2 or Higher.
Burn:
Status Effect: For 3 turns, afflicted Navi takes 50 Damage per turn and cannot use Undershirt effects. On the first turn, that Navi's attacks have -50 Damage. Once ended, a Navi cannot be Burned for 2 turns. Requires Fire Lv2 or Higher.
Soak:
Status Effect: For 2 turns, the afflicted Navi's attacks deal 1/2 Damage (final total) and they gain a weakness to the Elec Element. Once ended, a Navi cannot be Soaked for 2 turns. Requires Aqua Lv2 or Higher.
Shock:
Status Effect: For 3 turns, the afflicted Navi takes damage equal to 3% of their current HP each time they avoid an attack. Once ended, a Navi cannot be Shocked for 2 turns. Requires Elec Lv2 or Higher.
--Net Strengths: Break, Laser, Metal(2), Dark, Blade, Fire(2), Aqua, Toxic, Ice, Sand
--Net Weaknesses: Stone(2), Bug(5)
-HP: 1300
-+ Base: 1000
-+ V-Up: +200
-+ Normal1: +100
-Armor: 20
-+ Base: 0
-+ Ice2: +20
-Regeneration: 0
-+ Base: 0
-Natural Avoid: Barrier // 5 Turn CD | Dodge // 5 Turn CD | Dodge // 5 Turn CD
-Special Property: Slow // 5 Turn CD | Change Panels to Sand // 1/battle
-Base Damage: 160
-+ Base: 100
-+ V-Up: +20
-+ Fire2: +40
-+ Normal1: +10
-+ Glass Cross: -10
-Attack Slots: 3 (4 on First turn, 4 on Even Turns)
-+ Base: 2
-+ Navi Mark: +1 on Starting Turn
-+ Elec2: +1 on Even Turns
-+ V3: +1
Hyper Attack-
Name: Lightning Burst
Range: Shot
Element: Elec
Description: Sorcerer extends his hand, firing a massive burst of electricity.
Effects: 130% | 210 Damage, Undodgeable, Breaks Shields
Cooldown: 1
Name: Elemental Barrier
Rank: A
Description: Sorcerer crafts a barrier of his magic!
Effects: Create a barrier with 265 HP. Sorcerer may choose to give this Barrier an Element, chosen from Sorcerer's Element(s).
Uses: 2 (1 Base +1 Aqua Shard)
Name: Element Guard
Rank: B
Description: Sorcerer creates a shield of elemental energy.
Effects: Blocks 1 attack and Sorcerer may add 'Blind' to one attack this turn.
Uses: 2 (2 Base)
Name: Swift Dodge
Rank: B
Description: Sorcerer moves, leaving behind a cacophonous racket.
Effects: Dodges 1 attack and Sorcerer may add 'Confuse' to one attack this turn.
Uses: 2 (2 Base)
Name: Elemental Body
Rank: A
Description: Sorcerer crafts a secondary form of himself from his magic.
Effects: Creates a clone with 20% (260 HP) of Sorcerer's HP. This clone only has 1 element, chosen from Sorcerer's Element(s). It cannot intercept and has 1 attack slot that can only be used for attack matching its element. When using an attack with a Status Effect, the Clone removes the status effect and deals +10% base damage with the attack, and it does not trigger cooldown. This allows the clone (and only the clone) to use attacks that are on cooldown with their Basic Attack effects.
Uses: 1 (1 Base)
Name: Elemental Mastery
Rank: Special
Description: Sorcerer is able to manipulate the elements to his whim.
Effects: +1 Element Level
Passive
Name: Water Claw
Range: Combat
Element: Aqua
Description: Imbuing his fist with water, Sorcerer strikes a foe!
Effects: 80% | 130 Damage, Breaks Shields, Cuts Auras, Soaks
Cooldown: 1
Name: Desert Shot
Range: Shot
Element: Sand
Description: Sorcerer lets loose with a torrent of sand!
Effects: 80% | 130 Damage, Undodgeable, Cuts Auras, Cannot Be Countered
Name: Lightning Strike
Range: Combat
Element: Elec
Description: Sorcerer kicks with legs of lightning!
Effects: 80% | 130 Damage, Breaks Shields, Cuts Auras, Shocks
Cooldown: 1
Name: Fire Bolt
Range: Shot
Element: Fire
Description: A simple shot of Fire at a foe!
Effects: 80% | 130 Damage, Undodgeable, Cuts Auras, Burns
Cooldown: 1
Name: Fire Tackle
Range: Combat
Element: Fire
Description: Imbuing his body with Fire, Sorcerer Tackles a foe!
Effects: 80% | 130 Damage, Breaks Shields, Cuts Auras, Burns
Cooldown: 1
Name: Ice Ray
Range: Combat
Element: Ice
Description: Sorcerer releases a burst of Icy energy!
Effects: 80% | 130 Damage, Undodgeable, Cuts Auras, Freeze
Cooldown: 1
Name: Staff Bonk
Range: Combat
Element: Normal
Description: A bonk on the head from Sorcerer's staff.
Effects: 110% | 180 Damage
Zircon Cross (Zircon Shard+Glass Cross)
+2 Element Levels
Elemental Expansion x2
+2 Element Levels
Aqua Shard
+1 Use to 1 Skill
|Navi Information|
-Navi Name: Sorcerer.exe
-Version / Experience:
--Version: 3
|Statistical Information|
-Type: Normal
° +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
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Elec 2 | Aqua 2 | Fire 2 | Ice 2 | Normal 1 | Sand 1
Elec Lv2: +1 Attack Slot on Even Turns.
Aqua Lv2: +2 Natural Dodges (Separate 5 Turn CDs)
Fire Lv2: +40 Damage
Ice Lv2: +20 Armor. Enemies have -1 Attack Slot on their first turn.
Normal Lv1: +10 Damage, +100 HP | Remove 1 Weakness from each element
Sand Lv1: Change Panels to Sand // 1/battle
Sorcerer has access to Freeze, Burn, Soak and Shock.
Freeze:
Status Effect: For 1 turn, if the Freezing attack is C-Ranged, the afflicted Navi cannot use Shields. If the Freezing attack is S-Ranged, the afflicted Navi cannot use Dodges. If the attack is dual-ranged, the user must choose which avoid the afflicted Navi cannot use. Once ended, a Navi cannot be Frozen for 2 turns. Requires Ice Lv2 or Higher.
Burn:
Status Effect: For 3 turns, afflicted Navi takes 50 Damage per turn and cannot use Undershirt effects. On the first turn, that Navi's attacks have -50 Damage. Once ended, a Navi cannot be Burned for 2 turns. Requires Fire Lv2 or Higher.
Soak:
Status Effect: For 2 turns, the afflicted Navi's attacks deal 1/2 Damage (final total) and they gain a weakness to the Elec Element. Once ended, a Navi cannot be Soaked for 2 turns. Requires Aqua Lv2 or Higher.
Shock:
Status Effect: For 3 turns, the afflicted Navi takes damage equal to 3% of their current HP each time they avoid an attack. Once ended, a Navi cannot be Shocked for 2 turns. Requires Elec Lv2 or Higher.
--Net Strengths: Break, Laser, Metal(2), Dark, Blade, Fire(2), Aqua, Toxic, Ice, Sand
--Net Weaknesses: Stone(2), Bug(5)
-HP: 1300
-+ Base: 1000
-+ V-Up: +200
-+ Normal1: +100
-Armor: 20
-+ Base: 0
-+ Ice2: +20
-Regeneration: 0
-+ Base: 0
-Natural Avoid: Barrier // 5 Turn CD | Dodge // 5 Turn CD | Dodge // 5 Turn CD
-Special Property: Slow // 5 Turn CD | Change Panels to Sand // 1/battle
-Base Damage: 160
-+ Base: 100
-+ V-Up: +20
-+ Fire2: +40
-+ Normal1: +10
-+ Glass Cross: -10
-Attack Slots: 3 (4 on First turn, 4 on Even Turns)
-+ Base: 2
-+ Navi Mark: +1 on Starting Turn
-+ Elec2: +1 on Even Turns
-+ V3: +1
|Hyper Repertoire|
Hyper Attack-
Name: Lightning Burst
Range: Shot
Element: Elec
Description: Sorcerer extends his hand, firing a massive burst of electricity.
Effects: 130% | 210 Damage, Undodgeable, Breaks Shields
Cooldown: 1
|Skills|
Name: Elemental Barrier
Rank: A
Description: Sorcerer crafts a barrier of his magic!
Effects: Create a barrier with 265 HP. Sorcerer may choose to give this Barrier an Element, chosen from Sorcerer's Element(s).
Uses: 2 (1 Base +1 Aqua Shard)
Name: Element Guard
Rank: B
Description: Sorcerer creates a shield of elemental energy.
Effects: Blocks 1 attack and Sorcerer may add 'Blind' to one attack this turn.
Uses: 2 (2 Base)
Name: Swift Dodge
Rank: B
Description: Sorcerer moves, leaving behind a cacophonous racket.
Effects: Dodges 1 attack and Sorcerer may add 'Confuse' to one attack this turn.
Uses: 2 (2 Base)
Name: Elemental Body
Rank: A
Description: Sorcerer crafts a secondary form of himself from his magic.
Effects: Creates a clone with 20% (260 HP) of Sorcerer's HP. This clone only has 1 element, chosen from Sorcerer's Element(s). It cannot intercept and has 1 attack slot that can only be used for attack matching its element. When using an attack with a Status Effect, the Clone removes the status effect and deals +10% base damage with the attack, and it does not trigger cooldown. This allows the clone (and only the clone) to use attacks that are on cooldown with their Basic Attack effects.
Uses: 1 (1 Base)
Name: Elemental Mastery
Rank: Special
Description: Sorcerer is able to manipulate the elements to his whim.
Effects: +1 Element Level
Passive
|Attacks|
Name: Water Claw
Range: Combat
Element: Aqua
Description: Imbuing his fist with water, Sorcerer strikes a foe!
Effects: 80% | 130 Damage, Breaks Shields, Cuts Auras, Soaks
Cooldown: 1
Name: Desert Shot
Range: Shot
Element: Sand
Description: Sorcerer lets loose with a torrent of sand!
Effects: 80% | 130 Damage, Undodgeable, Cuts Auras, Cannot Be Countered
Name: Lightning Strike
Range: Combat
Element: Elec
Description: Sorcerer kicks with legs of lightning!
Effects: 80% | 130 Damage, Breaks Shields, Cuts Auras, Shocks
Cooldown: 1
Name: Fire Bolt
Range: Shot
Element: Fire
Description: A simple shot of Fire at a foe!
Effects: 80% | 130 Damage, Undodgeable, Cuts Auras, Burns
Cooldown: 1
Name: Fire Tackle
Range: Combat
Element: Fire
Description: Imbuing his body with Fire, Sorcerer Tackles a foe!
Effects: 80% | 130 Damage, Breaks Shields, Cuts Auras, Burns
Cooldown: 1
Name: Ice Ray
Range: Combat
Element: Ice
Description: Sorcerer releases a burst of Icy energy!
Effects: 80% | 130 Damage, Undodgeable, Cuts Auras, Freeze
Cooldown: 1
Name: Staff Bonk
Range: Combat
Element: Normal
Description: A bonk on the head from Sorcerer's staff.
Effects: 110% | 180 Damage
|Programs|
Zircon Cross (Zircon Shard+Glass Cross)
+2 Element Levels
Elemental Expansion x2
+2 Element Levels
Aqua Shard
+1 Use to 1 Skill
{Strategies}V1:
Sorcerer is a bit more complex than the others in his attacking after v1, but for now his patterns are quite simple. His opening attack pattern looks something like this:
Turn 1: Water Claw, Elec Bolt, Lightning Burst
At the start of turn two, based on the elements he's seen from his opponent or what was/wasn't effective in his attacks, he will summon Elemental Barrier with whatever the most effective element is against his opponent's attack set, and do the same with Elemental Body. He will also use one Swift Dodge early to get a Confuse use, and then use his Natural Avoids whenever possible to avoid attacks continually.
Turn 2: Tidal Shot, Lightning Strike, Staff Bonk (With the clone using whichever element (likely Elec) is more effective.
(Turns 3 and 4 repeat)
Turn 3: Water Claw, Lightning Burst
Turn 4: Tidal Shot, Lightning Strike, Elec Bolt
He will use his block on attacks that put him around 75% health or lower, and then again at 50% health or lower. He will use his second dodge at 25% hp or lower, in order to aim for another confuse. Confuse and Burn will be put on an attack with aimers that has more consistently gotten through.
V2:
As above, with a change to his attack pattern, noting that his Block now gives access to Freeze instead of Burn as he has Burn on his own. Also note, defensively, he has a 10HP natural barrier and Anti Damage to negate the first attack that has hit him each battle.
Turn 1: Water Claw, Fire Bolt, Lightning Strike, Lightning Burst
As above, he will summon his barrier and clone based on the most effective element based on what he has seen from his opponent. He will also continue to use a dodge early on for the early confusion access, and then use his natural avoids whenever possible.
Turn 2: Tidal Shot, Fire Tackle, Staff Bonk, Staff Bonk
(Turn 3 and 4 repeat)
Turn 3: Water Claw, Fire Bolt, Lightning Burst
Turn 4: Tidal Shot, Fire Tackle, Lightning Strike, Staff Bonk
He will substitute out Staff Bonk for any attack on turn 4 if the opponent is afflicted by its associated status effect. (Soak for Tidal Shot, Burn for Fire Tackle, and Shock for Lightning Strike), UNLESS the opponent is weak to that particular element.
V3:
Offensively, little has changed, but there are a few small adjustments (see below). Defensively, note that he has several Elemental resistances and only two weaknesses due to his elements. He will continue to use his Dodge early for confuse, and Blocking at 75 and 50% HP. He will always try to add 'Blind' to Ice Ray to lock down his opponent's DOdges and Blocks entirely.
Turn 1: Water Claw, Fire Bolt, Lightning Strike, Lightning Burst
On Turn 2, he will use his Clone and Barrier as always, but he will also use Slow here and use it from then on, as soon as it's off cooldown.
Turn 2: Desert Shot, Fire Tackle, Ice Ray, Staff Bonk
(Turn 3 and 4 Repeat)
Turn 3: Water Claw, Lighting Strike, Lighting Burst
Turn 4: Desert Shot, Fire Bolt, Fire Tackle, Ice Ray
He will substitute out Staff Bonk for any attack on turn 4 if the opponent is afflicted by its associated status effect. (Burn for Fire Bolt and Fire Tackle, and Freeze for Ice Ray).
Sorcerer is a bit more complex than the others in his attacking after v1, but for now his patterns are quite simple. His opening attack pattern looks something like this:
Turn 1: Water Claw, Elec Bolt, Lightning Burst
At the start of turn two, based on the elements he's seen from his opponent or what was/wasn't effective in his attacks, he will summon Elemental Barrier with whatever the most effective element is against his opponent's attack set, and do the same with Elemental Body. He will also use one Swift Dodge early to get a Confuse use, and then use his Natural Avoids whenever possible to avoid attacks continually.
Turn 2: Tidal Shot, Lightning Strike, Staff Bonk (With the clone using whichever element (likely Elec) is more effective.
(Turns 3 and 4 repeat)
Turn 3: Water Claw, Lightning Burst
Turn 4: Tidal Shot, Lightning Strike, Elec Bolt
He will use his block on attacks that put him around 75% health or lower, and then again at 50% health or lower. He will use his second dodge at 25% hp or lower, in order to aim for another confuse. Confuse and Burn will be put on an attack with aimers that has more consistently gotten through.
V2:
As above, with a change to his attack pattern, noting that his Block now gives access to Freeze instead of Burn as he has Burn on his own. Also note, defensively, he has a 10HP natural barrier and Anti Damage to negate the first attack that has hit him each battle.
Turn 1: Water Claw, Fire Bolt, Lightning Strike, Lightning Burst
As above, he will summon his barrier and clone based on the most effective element based on what he has seen from his opponent. He will also continue to use a dodge early on for the early confusion access, and then use his natural avoids whenever possible.
Turn 2: Tidal Shot, Fire Tackle, Staff Bonk, Staff Bonk
(Turn 3 and 4 repeat)
Turn 3: Water Claw, Fire Bolt, Lightning Burst
Turn 4: Tidal Shot, Fire Tackle, Lightning Strike, Staff Bonk
He will substitute out Staff Bonk for any attack on turn 4 if the opponent is afflicted by its associated status effect. (Soak for Tidal Shot, Burn for Fire Tackle, and Shock for Lightning Strike), UNLESS the opponent is weak to that particular element.
V3:
Offensively, little has changed, but there are a few small adjustments (see below). Defensively, note that he has several Elemental resistances and only two weaknesses due to his elements. He will continue to use his Dodge early for confuse, and Blocking at 75 and 50% HP. He will always try to add 'Blind' to Ice Ray to lock down his opponent's DOdges and Blocks entirely.
Turn 1: Water Claw, Fire Bolt, Lightning Strike, Lightning Burst
On Turn 2, he will use his Clone and Barrier as always, but he will also use Slow here and use it from then on, as soon as it's off cooldown.
Turn 2: Desert Shot, Fire Tackle, Ice Ray, Staff Bonk
(Turn 3 and 4 Repeat)
Turn 3: Water Claw, Lighting Strike, Lighting Burst
Turn 4: Desert Shot, Fire Bolt, Fire Tackle, Ice Ray
He will substitute out Staff Bonk for any attack on turn 4 if the opponent is afflicted by its associated status effect. (Burn for Fire Bolt and Fire Tackle, and Freeze for Ice Ray).
{
Name: Warlock.exe
Type:: Intel
Challenge: Charge and Cooldown
(Click to Reveal/Hide Stats)}
Turquoise Cross (Zircon Shard+Glass Cross)
+1 Autocharge
+2 Pre-emptive Charges
Skill Addition
Activated Program
+1 Use to One Activated Skill when activated
Uses: 1
Intel Type - Warlock
Name: Warlock.exe
Type:: Intel
Challenge: Charge and Cooldown
(Click to Reveal/Hide Stats)}
{V1 Stats}
-Navi Name: Warlock.exe
-Version / Experience:
--Version: 1
-Type: Intel
° +1 Total Attack
° +2 Program Slots
° -1 Required Cooldown or Charge to One Attack (To a minimum of 1 Turn)
° Battle Chip Enhancement (+)
° Variable Enhancement (+)
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Plasma 3
Plasma Lv3: +1 Preemptive Charge | Charged Attacks deal +50% Total Damage
--Net Strengths: Sonic, Fire, Ice, Laser, Plasma
--Net Weaknesses: Wind, Toxic, Aqua, Stone, Bug
-HP: 1000
-+ Base: 1000
-Armor: 0
-+ Base: 0
-Regeneration: 0
-+ Base: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 100
-+ Base: 100
-Attack Slots: 2 (3 on First turn)
-+ Base: 2
-+ Navi Mark: +1 on Starting Turn
Hyper Attack-
Name: Eldritch Blast
Range: Shot
Element: Plasma
Description: Warlock fires a blast of raw energy.
Effects: 110% | 85x2 Damage, Breaks Shields, Cuts Auras, Avoid Separately, If Hits, target has -1 use to 1 skill.
Mandatory Charge: 1
Cooldown: 1 (Reduced from 2 from Intel)
Name: Back Off
Rank: B
Description: Warlock steps back, catching his breath.
Effects: Dodge 1 attack | 1 attack has its CD reduced by 1 this turn.
Uses: 2 (2 Base)
Name: Ethereal Wall
Rank: B
Description: Warlock creates a wall of ethereal energy to buy him time.
Effects: Blocks 1 attack | 1 attack has its CD reduced by 1 this turn.
Uses: 2 (2 Base)
Name: Practiced Spellcaster
Rank: B
Description: Warlock knows his spells intimately, and due to that, he can use them more often than most.
Effects: One attack has -1 CD
Passive
Name: Nefarious Rush
Rank: S
Description: Letting a burst of negative energy flow through him, Warlock readies himself for more spells.
Effects: All attacks on Cooldown have their CD reduced by 1.
Uses: 1 (1 Base)
Name: Eldritch Claw
Range: Combat
Element: Plasma
Description: Crafting claws of energy, Warlock attacks!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, Blinds
Cooldown: 0 (Reduced from 1 by Practiced Spellcaster)
Name: Eldritch Spear
Range: Shot
Element: Plasma
Description: A solid burst of energy aimed to impale a foe
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, Ignores Armor
Cooldown: 1
Name: Demon Paw
Range: Combat
Element: Plasma
Description: With a rush of energy, Warlock seeks to knock a foe back!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, If Hits: Target has -10 Damage on their next turn.
Cooldown: 1
Name: Devil's Breath
Range: Shot
Element: Plasma
Description: An acidic burst of energy that cuts through an opponent's defenses.
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, If Hits: Target has -10 Armor for the remainder of the turn.
Cooldown: 1
Name: Eldritch Burst
Range: Shot
Element: Plasma
Description: A burst of energy gathered for more damage.
Effects: 80% | 80/180/300/480 Damage | Can be optionally charged for 3 turns.
Name: Goblin Punch
Range: Combat
Element: Plasma
Description: A simple, but effective strike on a foe.
Effects: 90% | 90 Damage, Breaks Shields, Cuts Auras
|Navi Information|
-Navi Name: Warlock.exe
-Version / Experience:
--Version: 1
|Statistical Information|
-Type: Intel
° +1 Total Attack
° +2 Program Slots
° -1 Required Cooldown or Charge to One Attack (To a minimum of 1 Turn)
° Battle Chip Enhancement (+)
° Variable Enhancement (+)
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Plasma 3
Plasma Lv3: +1 Preemptive Charge | Charged Attacks deal +50% Total Damage
--Net Strengths: Sonic, Fire, Ice, Laser, Plasma
--Net Weaknesses: Wind, Toxic, Aqua, Stone, Bug
-HP: 1000
-+ Base: 1000
-Armor: 0
-+ Base: 0
-Regeneration: 0
-+ Base: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 100
-+ Base: 100
-Attack Slots: 2 (3 on First turn)
-+ Base: 2
-+ Navi Mark: +1 on Starting Turn
|Hyper Repertoire|
Hyper Attack-
Name: Eldritch Blast
Range: Shot
Element: Plasma
Description: Warlock fires a blast of raw energy.
Effects: 110% | 85x2 Damage, Breaks Shields, Cuts Auras, Avoid Separately, If Hits, target has -1 use to 1 skill.
Mandatory Charge: 1
Cooldown: 1 (Reduced from 2 from Intel)
|Skills|
Name: Back Off
Rank: B
Description: Warlock steps back, catching his breath.
Effects: Dodge 1 attack | 1 attack has its CD reduced by 1 this turn.
Uses: 2 (2 Base)
Name: Ethereal Wall
Rank: B
Description: Warlock creates a wall of ethereal energy to buy him time.
Effects: Blocks 1 attack | 1 attack has its CD reduced by 1 this turn.
Uses: 2 (2 Base)
Name: Practiced Spellcaster
Rank: B
Description: Warlock knows his spells intimately, and due to that, he can use them more often than most.
Effects: One attack has -1 CD
Passive
Name: Nefarious Rush
Rank: S
Description: Letting a burst of negative energy flow through him, Warlock readies himself for more spells.
Effects: All attacks on Cooldown have their CD reduced by 1.
Uses: 1 (1 Base)
|Attacks|
Name: Eldritch Claw
Range: Combat
Element: Plasma
Description: Crafting claws of energy, Warlock attacks!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, Blinds
Cooldown: 0 (Reduced from 1 by Practiced Spellcaster)
Name: Eldritch Spear
Range: Shot
Element: Plasma
Description: A solid burst of energy aimed to impale a foe
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, Ignores Armor
Cooldown: 1
Name: Demon Paw
Range: Combat
Element: Plasma
Description: With a rush of energy, Warlock seeks to knock a foe back!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, If Hits: Target has -10 Damage on their next turn.
Cooldown: 1
Name: Devil's Breath
Range: Shot
Element: Plasma
Description: An acidic burst of energy that cuts through an opponent's defenses.
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, If Hits: Target has -10 Armor for the remainder of the turn.
Cooldown: 1
Name: Eldritch Burst
Range: Shot
Element: Plasma
Description: A burst of energy gathered for more damage.
Effects: 80% | 80/180/300/480 Damage | Can be optionally charged for 3 turns.
Name: Goblin Punch
Range: Combat
Element: Plasma
Description: A simple, but effective strike on a foe.
Effects: 90% | 90 Damage, Breaks Shields, Cuts Auras
{V2 Stats}
-Navi Name: Warlock.exe
-Version / Experience:
--Version: 2
-Type: Intel
° +1 Total Attack
° +2 Program Slots
° -1 Required Cooldown or Charge to One Attack (To a minimum of 1 Turn)
° Battle Chip Enhancement (+)
° Variable Enhancement (+)
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Plasma 3
Plasma Lv3: +1 Preemptive Charge | Charged Attacks deal +50% Total Damage
--Net Strengths: Sonic, Fire, Ice, Laser, Plasma
--Net Weaknesses: Wind, Toxic, Aqua, Stone, Bug
-HP: 1100
-+ Base: 1000
-+ V-Up: +100
-Armor: 0
-+ Base: 0
-Regeneration: 0
-+ Base: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 100
-+ Base: 100
-+ V-Up: 110
-+ Glass Cross: -10
-Attack Slots: 3 (4 on First turn)
-+ Base: 2
-+ Navi Mark: +1 on Starting Turn
-+ V3: +1
Hyper Attack-
Name: Eldritch Blast
Range: Shot
Element: Plasma
Description: Warlock fires a blast of raw energy.
Effects: 110% | 95x2 Damage, Breaks Shields, Cuts Auras, Avoid Separately, If Hits, target has -1 use to 1 skill.
Mandatory Charge: 1
Cooldown: 1 (Reduced from 2 from Intel)
Name: Back Off
Rank: B
Description: Warlock steps back, catching his breath.
Effects: Dodge 1 attack | 1 attack has its CD reduced by 1 this turn.
Uses: 2 (2 Base)
Name: Ethereal Wall
Rank: B
Description: Warlock creates a wall of ethereal energy to buy him time.
Effects: Blocks 1 attack | 1 attack has its CD reduced by 1 this turn.
Uses: 2 (2 Base)
Name: Practiced Spellcaster
Rank: B
Description: Warlock knows his spells intimately, and due to that, he can use them more often than most.
Effects: One attack has -1 CD
Passive
Name: Nefarious Rush
Rank: S
Description: Letting a burst of negative energy flow through him, Warlock readies himself for more spells.
Effects: All attacks on Cooldown have their CD reduced by 1.
Uses: 1 (1 Base)
Name: Eldritch Claw
Range: Combat
Element: Plasma
Description: Crafting claws of energy, Warlock attacks!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, Blinds
Cooldown: 0 (Reduced from 1 by Practiced Spellcaster)
Name: Eldritch Spear
Range: Shot
Element: Plasma
Description: A solid burst of energy aimed to impale a foe
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, Ignores Armor
Cooldown: 1
Name: Demon Paw
Range: Combat
Element: Plasma
Description: With a rush of energy, Warlock seeks to knock a foe back!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, If Hits: Target has -10 Damage on their next turn.
Cooldown: 1
Name: Devil's Breath
Range: Shot
Element: Plasma
Description: An acidic burst of energy that cuts through an opponent's defenses.
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, If Hits: Target has -10 Armor for the remainder of the turn.
Cooldown: 1
Name: Eldritch Burst
Range: Shot
Element: Plasma
Description: A burst of energy gathered for more damage.
Effects: 80% | 80/180/300/480 Damage | Can be optionally charged for 3 turns.
Name: Eldritch Fist
Range: Combat
Element: Plasma
Description: Gathered energy compacted into his fist for maximum effect.
Effects: 80% | 80/180 Damage | Breaks Shields, Cuts Auras. Can be optionally charged for 1 turn.
Name: Goblin Punch
Range: Combat
Element: Plasma
Description: A simple, but effective strike on a foe.
Effects: 90% | 90 Damage, Breaks Shields, Cuts Auras
|Navi Information|
-Navi Name: Warlock.exe
-Version / Experience:
--Version: 2
|Statistical Information|
-Type: Intel
° +1 Total Attack
° +2 Program Slots
° -1 Required Cooldown or Charge to One Attack (To a minimum of 1 Turn)
° Battle Chip Enhancement (+)
° Variable Enhancement (+)
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Plasma 3
Plasma Lv3: +1 Preemptive Charge | Charged Attacks deal +50% Total Damage
--Net Strengths: Sonic, Fire, Ice, Laser, Plasma
--Net Weaknesses: Wind, Toxic, Aqua, Stone, Bug
-HP: 1100
-+ Base: 1000
-+ V-Up: +100
-Armor: 0
-+ Base: 0
-Regeneration: 0
-+ Base: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 100
-+ Base: 100
-+ V-Up: 110
-+ Glass Cross: -10
-Attack Slots: 3 (4 on First turn)
-+ Base: 2
-+ Navi Mark: +1 on Starting Turn
-+ V3: +1
|Hyper Repertoire|
Hyper Attack-
Name: Eldritch Blast
Range: Shot
Element: Plasma
Description: Warlock fires a blast of raw energy.
Effects: 110% | 95x2 Damage, Breaks Shields, Cuts Auras, Avoid Separately, If Hits, target has -1 use to 1 skill.
Mandatory Charge: 1
Cooldown: 1 (Reduced from 2 from Intel)
|Skills|
Name: Back Off
Rank: B
Description: Warlock steps back, catching his breath.
Effects: Dodge 1 attack | 1 attack has its CD reduced by 1 this turn.
Uses: 2 (2 Base)
Name: Ethereal Wall
Rank: B
Description: Warlock creates a wall of ethereal energy to buy him time.
Effects: Blocks 1 attack | 1 attack has its CD reduced by 1 this turn.
Uses: 2 (2 Base)
Name: Practiced Spellcaster
Rank: B
Description: Warlock knows his spells intimately, and due to that, he can use them more often than most.
Effects: One attack has -1 CD
Passive
Name: Nefarious Rush
Rank: S
Description: Letting a burst of negative energy flow through him, Warlock readies himself for more spells.
Effects: All attacks on Cooldown have their CD reduced by 1.
Uses: 1 (1 Base)
|Attacks|
Name: Eldritch Claw
Range: Combat
Element: Plasma
Description: Crafting claws of energy, Warlock attacks!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, Blinds
Cooldown: 0 (Reduced from 1 by Practiced Spellcaster)
Name: Eldritch Spear
Range: Shot
Element: Plasma
Description: A solid burst of energy aimed to impale a foe
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, Ignores Armor
Cooldown: 1
Name: Demon Paw
Range: Combat
Element: Plasma
Description: With a rush of energy, Warlock seeks to knock a foe back!
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, If Hits: Target has -10 Damage on their next turn.
Cooldown: 1
Name: Devil's Breath
Range: Shot
Element: Plasma
Description: An acidic burst of energy that cuts through an opponent's defenses.
Effects: 80% | 80 Damage, Breaks Shields, Cuts Auras, If Hits: Target has -10 Armor for the remainder of the turn.
Cooldown: 1
Name: Eldritch Burst
Range: Shot
Element: Plasma
Description: A burst of energy gathered for more damage.
Effects: 80% | 80/180/300/480 Damage | Can be optionally charged for 3 turns.
Name: Eldritch Fist
Range: Combat
Element: Plasma
Description: Gathered energy compacted into his fist for maximum effect.
Effects: 80% | 80/180 Damage | Breaks Shields, Cuts Auras. Can be optionally charged for 1 turn.
Name: Goblin Punch
Range: Combat
Element: Plasma
Description: A simple, but effective strike on a foe.
Effects: 90% | 90 Damage, Breaks Shields, Cuts Auras
|Programs|
Turquoise Cross (Zircon Shard+Glass Cross)
+1 Autocharge
+2 Pre-emptive Charges
Skill Addition
Activated Program
+1 Use to One Activated Skill when activated
Uses: 1
{V3 Stats}
-Navi Name: Warlock.exe
-Version / Experience:
--Version: 2
-Type: Intel
° +1 Total Attack
° +2 Program Slots
° -1 Required Cooldown or Charge to One Attack (To a minimum of 1 Turn)
° Battle Chip Enhancement (+)
° Variable Enhancement (+)
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Plasma 3
Plasma Lv3: +1 Preemptive Charge | Charged Attacks deal +50% Total Damage
--Net Strengths: Sonic, Fire, Ice, Laser, Plasma
--Net Weaknesses: Wind, Toxic, Aqua, Stone, Bug
-HP: 1200
-+ Base: 1000
-+ V-Up: +200
-Armor: 0
-+ Base: 0
-Regeneration: 0
-+ Base: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 140
-+ Base: 100
-+ V-Up: +20
-+ Glass Cross: -10
-+ Boundless Energy: +30
-Attack Slots: 3 (4 on First turn)
-+ Base: 2
-+ Navi Mark: +1 on Starting Turn
-+ V3: +1
Hyper Attack-
Name: Eldritch Blast
Range: Shot
Element: Plasma
Description: Warlock fires a blast of raw energy.
Effects: 110% | 120x2 Damage, Breaks Shields, Cuts Auras, Avoid Separately, If Hits, target has -1 use to 1 skill.
Mandatory Charge: 1
Cooldown: 1 (Reduced from 2 from Intel)
Name: Back Off
Rank: B
Description: Warlock steps back, catching his breath.
Effects: Dodge 1 attack | 1 attack has its CD reduced by 1 this turn.
Uses: 2 (2 Base)
Name: Ethereal Wall
Rank: B
Description: Warlock creates a wall of ethereal energy to buy him time.
Effects: Blocks 1 attack | 1 attack has its CD reduced by 1 this turn.
Uses: 2 (2 Base)
Name: Practiced Spellcaster
Rank: B
Description: Warlock knows his spells intimately, and due to that, he can use them more often than most.
Effects: One attack has -1 CD
Passive
Name: Nefarious Rush
Rank: S
Description: Letting a burst of negative energy flow through him, Warlock readies himself for more spells.
Effects: All attacks on Cooldown have their CD reduced by 1.
Uses: 1 (1 Base)
Name: Boundless Energy
Rank: C
Description: The raw, infernal might that fills Warlock empowers his attacks!
Effects: Base Damage +30
Passive
Name: Eldritch Claw
Range: Combat
Element: Plasma
Description: Crafting claws of energy, Warlock attacks!
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, Blinds
Cooldown: 0 (Reduced from 1 by Practiced Spellcaster)
Name: Eldritch Spear
Range: Shot
Element: Plasma
Description: A solid burst of energy aimed to impale a foe
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, Ignores Armor
Cooldown: 1
Name: Demon Fist
Range: Combat
Element: Plasma
Description: With a rush of energy, Warlock empowers all of his blows!
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, If Hits: Warlock gains +10 Damage on their next turn.
Name: Demon Paw
Range: Combat
Element: Plasma
Description: With a rush of energy, Warlock seeks to knock a foe back!
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, If Hits: Target has -10 Damage on their next turn.
Cooldown: 1
Name: Devil's Breath
Range: Shot
Element: Plasma
Description: An acidic burst of energy that cuts through an opponent's defenses.
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, If Hits: Target has -10 Armor for the remainder of the turn.
Cooldown: 1
Name: Eldritch Burst
Range: Shot
Element: Plasma
Description: A burst of energy gathered for more damage.
Effects: 80% | 115/265/435/690 Damage | Can be optionally charged for 3 turns.
Name: Eldritch Fist
Range: Combat
Element: Plasma
Description: Gathered energy compacted into his fist for maximum effect.
Effects: 80% | 115/265 Damage | Breaks Shields, Cuts Auras. Can be optionally charged for 1 turn.
Name: Goblin Punch
Range: Combat
Element: Plasma
Description: A simple, but effective strike on a foe.
Effects: 90% | 130 Damage, Breaks Shields, Cuts Auras
Turquoise Cross (Zircon Shard+Glass Cross)
+1 Autocharge
+2 Pre-emptive Charges
Auto Charge
Passive Program
User automatically charges one attack per turn
Skill Addition
Activated Program
+1 Use to One Activated Skill when activated
Uses: 1
|Navi Information|
-Navi Name: Warlock.exe
-Version / Experience:
--Version: 2
|Statistical Information|
-Type: Intel
° +1 Total Attack
° +2 Program Slots
° -1 Required Cooldown or Charge to One Attack (To a minimum of 1 Turn)
° Battle Chip Enhancement (+)
° Variable Enhancement (+)
-Karma: Neutral Karma
° Neutral Navis start with a Hyper Attack at Version 1
-Elements: Plasma 3
Plasma Lv3: +1 Preemptive Charge | Charged Attacks deal +50% Total Damage
--Net Strengths: Sonic, Fire, Ice, Laser, Plasma
--Net Weaknesses: Wind, Toxic, Aqua, Stone, Bug
-HP: 1200
-+ Base: 1000
-+ V-Up: +200
-Armor: 0
-+ Base: 0
-Regeneration: 0
-+ Base: 0
-Natural Avoid: Dodge // 5 Turn CD
-Base Damage: 140
-+ Base: 100
-+ V-Up: +20
-+ Glass Cross: -10
-+ Boundless Energy: +30
-Attack Slots: 3 (4 on First turn)
-+ Base: 2
-+ Navi Mark: +1 on Starting Turn
-+ V3: +1
|Hyper Repertoire|
Hyper Attack-
Name: Eldritch Blast
Range: Shot
Element: Plasma
Description: Warlock fires a blast of raw energy.
Effects: 110% | 120x2 Damage, Breaks Shields, Cuts Auras, Avoid Separately, If Hits, target has -1 use to 1 skill.
Mandatory Charge: 1
Cooldown: 1 (Reduced from 2 from Intel)
|Skills|
Name: Back Off
Rank: B
Description: Warlock steps back, catching his breath.
Effects: Dodge 1 attack | 1 attack has its CD reduced by 1 this turn.
Uses: 2 (2 Base)
Name: Ethereal Wall
Rank: B
Description: Warlock creates a wall of ethereal energy to buy him time.
Effects: Blocks 1 attack | 1 attack has its CD reduced by 1 this turn.
Uses: 2 (2 Base)
Name: Practiced Spellcaster
Rank: B
Description: Warlock knows his spells intimately, and due to that, he can use them more often than most.
Effects: One attack has -1 CD
Passive
Name: Nefarious Rush
Rank: S
Description: Letting a burst of negative energy flow through him, Warlock readies himself for more spells.
Effects: All attacks on Cooldown have their CD reduced by 1.
Uses: 1 (1 Base)
Name: Boundless Energy
Rank: C
Description: The raw, infernal might that fills Warlock empowers his attacks!
Effects: Base Damage +30
Passive
|Attacks|
Name: Eldritch Claw
Range: Combat
Element: Plasma
Description: Crafting claws of energy, Warlock attacks!
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, Blinds
Cooldown: 0 (Reduced from 1 by Practiced Spellcaster)
Name: Eldritch Spear
Range: Shot
Element: Plasma
Description: A solid burst of energy aimed to impale a foe
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, Ignores Armor
Cooldown: 1
Name: Demon Fist
Range: Combat
Element: Plasma
Description: With a rush of energy, Warlock empowers all of his blows!
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, If Hits: Warlock gains +10 Damage on their next turn.
Name: Demon Paw
Range: Combat
Element: Plasma
Description: With a rush of energy, Warlock seeks to knock a foe back!
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, If Hits: Target has -10 Damage on their next turn.
Cooldown: 1
Name: Devil's Breath
Range: Shot
Element: Plasma
Description: An acidic burst of energy that cuts through an opponent's defenses.
Effects: 80% | 115 Damage, Breaks Shields, Cuts Auras, If Hits: Target has -10 Armor for the remainder of the turn.
Cooldown: 1
Name: Eldritch Burst
Range: Shot
Element: Plasma
Description: A burst of energy gathered for more damage.
Effects: 80% | 115/265/435/690 Damage | Can be optionally charged for 3 turns.
Name: Eldritch Fist
Range: Combat
Element: Plasma
Description: Gathered energy compacted into his fist for maximum effect.
Effects: 80% | 115/265 Damage | Breaks Shields, Cuts Auras. Can be optionally charged for 1 turn.
Name: Goblin Punch
Range: Combat
Element: Plasma
Description: A simple, but effective strike on a foe.
Effects: 90% | 130 Damage, Breaks Shields, Cuts Auras
|Programs|
Turquoise Cross (Zircon Shard+Glass Cross)
+1 Autocharge
+2 Pre-emptive Charges
Auto Charge
Passive Program
User automatically charges one attack per turn
Skill Addition
Activated Program
+1 Use to One Activated Skill when activated
Uses: 1
{Strategies}V1:
Warlock is one who is going to abuse Charges, Cooldown and so forth between Intel type, Plasma Element, and programs.
Offensively, his attack set will look like this-
Turn 1: Eldritch Claw, Eldritch Blast(Pre-Emptive Charge Applied), Demon Paw
Turn 2 is extremely variable. If Blind was not inflicted, he will again lead with Eldritch Claw, and then Goblin Punch. If it was, he will use Devil's Breath and Goblin Punch, unless the opponent has Armor, in which case Goblin Punch is replaced by Eldritch Spear. If the opponent attacked with an attack that allowed him to Dodge or Block and reduce the CD on Eldritch Blast, he will do so and charge that alongside Eldritch Claw or Devil's Breath, or Eldritch Spear, depending on whether the opponent is blind, or has armor, or has no armor.
Turn 3 will use Eldritch Claw if the opponent is not blind, or Demon Paw if they are, followed by a Charge or use of Eldritch Blast, depending on whether or not he was able to avoid an attack last turn. He will continue this cycle of using his avoids to reduce the CD on Eldritch Blast, /until/ the opponent has no more skills to drain.
At this point, he will begin to use Eldritch Claw if an opponent is not Blinded, and alternating Demon Paw and Devil's Breath. If they are Blinded, he will continue alternating those two and charging Eldritch Burst to its maximum or to use if he is likely to be deleted next turn. He will use his natural avoid as long as another avoid was used to bring Eldritch Blast off of CD.
Nefarious Rush will be used only if he runs out of avoids and the opponent still has skill uses remaining for him to drain with Eldritch Blast.
V2:
As above, but now with his AutoCharge and his bonus pre-emptive charge, he's going to start off with this attack set:
Turn 1: Eldritch Claw, Eldritch Blast(Pre-emptive charge applied), Eldritch Fist(Pre-emptive charge applied), Eldritch Burst(Pre-Emptive Charge Applied).
Turn 2's variability continues based on the foe he is fighting and what they've done up until this point. The priority of his attacks are:
1. Eldritch Claw (if opponent is not blinded)
2. Eldritch Blast (while his opponent still has Skill uses) [Autocharge this and use skills to bring down the CD]
3. Eldritch Burst (when opponent is out of skill uses) [Autocharged each round until maximum damage]
4. Eldritch Fist (autocharged if Eldritch Blast is on Cooldown)
5. Eldritch Spear (If opponent has 30 or more Armor)
6. Demon Paw
7. Devil's Breath
8. Goblin Punch
Defensively not much has changed, but he will use the Skill Addition to restore a use to one of his avoids to avoid a 5th attack.
V3:
The same as above, applying auto-charges to Eldritch Blast and Eldritch Fist while the opponent has skill uses, and then switches to applying 2 auto-charges to Eldritch Burst each round once they are out of skill uses. Demon Fist is below Devil's Breath and above Goblin Punch for priority.
[/spoiler]Warlock is one who is going to abuse Charges, Cooldown and so forth between Intel type, Plasma Element, and programs.
Offensively, his attack set will look like this-
Turn 1: Eldritch Claw, Eldritch Blast(Pre-Emptive Charge Applied), Demon Paw
Turn 2 is extremely variable. If Blind was not inflicted, he will again lead with Eldritch Claw, and then Goblin Punch. If it was, he will use Devil's Breath and Goblin Punch, unless the opponent has Armor, in which case Goblin Punch is replaced by Eldritch Spear. If the opponent attacked with an attack that allowed him to Dodge or Block and reduce the CD on Eldritch Blast, he will do so and charge that alongside Eldritch Claw or Devil's Breath, or Eldritch Spear, depending on whether the opponent is blind, or has armor, or has no armor.
Turn 3 will use Eldritch Claw if the opponent is not blind, or Demon Paw if they are, followed by a Charge or use of Eldritch Blast, depending on whether or not he was able to avoid an attack last turn. He will continue this cycle of using his avoids to reduce the CD on Eldritch Blast, /until/ the opponent has no more skills to drain.
At this point, he will begin to use Eldritch Claw if an opponent is not Blinded, and alternating Demon Paw and Devil's Breath. If they are Blinded, he will continue alternating those two and charging Eldritch Burst to its maximum or to use if he is likely to be deleted next turn. He will use his natural avoid as long as another avoid was used to bring Eldritch Blast off of CD.
Nefarious Rush will be used only if he runs out of avoids and the opponent still has skill uses remaining for him to drain with Eldritch Blast.
V2:
As above, but now with his AutoCharge and his bonus pre-emptive charge, he's going to start off with this attack set:
Turn 1: Eldritch Claw, Eldritch Blast(Pre-emptive charge applied), Eldritch Fist(Pre-emptive charge applied), Eldritch Burst(Pre-Emptive Charge Applied).
Turn 2's variability continues based on the foe he is fighting and what they've done up until this point. The priority of his attacks are:
1. Eldritch Claw (if opponent is not blinded)
2. Eldritch Blast (while his opponent still has Skill uses) [Autocharge this and use skills to bring down the CD]
3. Eldritch Burst (when opponent is out of skill uses) [Autocharged each round until maximum damage]
4. Eldritch Fist (autocharged if Eldritch Blast is on Cooldown)
5. Eldritch Spear (If opponent has 30 or more Armor)
6. Demon Paw
7. Devil's Breath
8. Goblin Punch
Defensively not much has changed, but he will use the Skill Addition to restore a use to one of his avoids to avoid a 5th attack.
V3:
The same as above, applying auto-charges to Eldritch Blast and Eldritch Fist while the opponent has skill uses, and then switches to applying 2 auto-charges to Eldritch Burst each round once they are out of skill uses. Demon Fist is below Devil's Breath and above Goblin Punch for priority.