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Post by Gaia on May 27, 2017 10:57:02 GMT -8
Vanguard.EXE
If you have initiative, go first.
1-100
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Post by Zane on May 29, 2017 21:13:56 GMT -8
Time to see if I've still got it. So this is the one I ended up finding with Zerix since all these Navi of the Month votes intrigue me. Initiative is here so let's do this thing!
Defense Phase:
Not Necessary.
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Support Phase:
Aqua LV5 Panels start as Ocean. Locked. Lasts 3 Turns.
Ocean Panels Aqua Element ° Non-Aqua Navis have -1 attack slot ° Non-Aqua Navis' first dodge each turn costs 2 uses (instead of 1) ° Fire Navis take 100 Aqua Element damage/turn ° Lasts 3 turns
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Attack Phase:
Ocean Shade C-Type Aqua Element Zerix thrusts his spear forward, particles of water energy surrounding the foe in the air striking them. 140: 80%, Breaks Shields, Cuts Auras, Soaks. 1 Turn Cooldown
Crushing Blast C-Type Aqua Element A high-pressured water blast sent directly into the opponent immediately. 210: 80%, Undodgable, Breaks Shields, if Ocean Panels are in play, inflicts +70 Damage. 1 Turn Cooldown
Charging Aqua Jet.
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End Phase:
Zerix: HP: 4,180/4,180 Damage: 350 Charging: Aqua Jet = 1/1
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Post by Gaia on May 30, 2017 5:31:04 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=2900/2900]
[Ocean Shade] - Taken for 140 Damage! -- [Soak]! [Crushing Blast] - Taken for 210 Damage!
[Total] - Taken for 350 Damage!
[Vanguard HP=2550/2900]
Support Phase
[Vanguard HP=2550/2700]
[Vigilant Offense] - +3 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slot. - Attack Slots gained from Active Effects are entirely unaffected, and operate as normal. -- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Tactical Acumen] - (0/7 Uses) - Adds an Omni-Aimer of choice to one attack per use. - This skill starts with no uses. Each time Vanguard's Natural Attack Slot is avoided, this skill gains +1 Use, to a maximum of +7 Uses.
[Crimson Flame of the Shadow Knight] A powerful pendant that drastically increases the user's defensive powers.... ° User has +2000 Max HP ° Glitch: User cannot recover HP by any means. ° After using [0/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Seeking] - +250 Damage to 1 Attack/Turn.
[Power Strike] - Increase a single attack's damage by 200% once every other turn.
Offensive Phase 1 NAS | [3] 2 Constant Charge | 9/9 DC Uses | Dark Chip Expansion
1. Dark Cannon [225 675 1,690 3,380 3,630] 1,815 Normal/Dark S-Damage ° Breaks Shields ° If no other attack was used this turn, this chip deals x3 Damage ° Glitch: Locks all C-Attacks
Summary Phase
1,815 Damage @ Zerix
[Vanguard HP=2550/2900]
[Status] - - [Soak] - [1/2] [Stage] - Ocean [CoolDown] - -
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Post by Zane on May 30, 2017 8:39:14 GMT -8
Defense Phase:
Initiative Sigma + Onyx Cross. Takes Dark Cannon for 726 Damage.
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Support Phase:
Aqua LV5 Panels start as Ocean. Locked. Lasts 3 Turns.
Ocean Panels Aqua Element ° Non-Aqua Navis have -1 attack slot ° Non-Aqua Navis' first dodge each turn costs 2 uses (instead of 1) ° Fire Navis take 100 Aqua Element damage/turn ° Lasts 3 turns
Ocean's Return Slot Booster = A-Tier Striking back the more annoyed he gets, Zerix unleashes more power the longer the fight drags out. Effects: For every 20% HP that Zerix is missing, he gains +1 Attack Slot/Turn to a max of +2. Passive.
+1 Attack Slot.
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Attack Phase:
Aqua Jet C-Type Aqua Element Zerix swipes his spear, spears of water forming near his foes and engulfing through them at high speed. 140: 80%, Breaks Shields, Cuts Auras, Bubbles. 1 Turn Charge
Electric Fang S-Type Elec Element A torrential blast of lightning is unleashed upon the enemy. 190: 70%, Undodgable, Breaks Shields, Inflicts +70 Damage if the enemy is soaked. 1 Turn Cooldown
Ocean Pierce C-Type Aqua Element Zerix thrusts his spear forward, firing off a stream of high speed water to pierce his opponent. 155: 90%, Breaks Shields, Cuts Auras.
Charging Aqua Jet.
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End Phase:
Zerix: HP: 3,456/4,180 Damage: 542 Charging: Aqua Jet = 1/1
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Post by Gaia on May 30, 2017 16:29:48 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=2550/2900]
Vanguard has 0 Armor and a Weakness to Elec.
[Aqua Jet] - Avoided with [Darklight Jaunt]! [Electric Fang] - Taken for [190] 250 Damage! [Ocean Pierce] - Taken for 155 Damage!
[Darklight Jaunt] [5/5 Remaining] Vanguard breaks down into a form of darklight plasma for enhanced speed to dodge attacks, and strike back. - Vanguard Dodges 1 Attack per use. --- [Used x2]
[Total] - Taken for 405 Damage!
[Vanguard HP=2145/2900]
Support Phase
[Vanguard HP=2145/2900]
[Vigilant Offense] - +3 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slot. - Attack Slots gained from Active Effects are entirely unaffected, and operate as normal. -- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Tactical Acumen] - (0/7 Uses) - Adds an Omni-Aimer of choice to one attack per use. - This skill starts with no uses. Each time Vanguard's Natural Attack Slot is avoided, this skill gains +1 Use, to a maximum of +7 Uses.
[Crimson Flame of the Shadow Knight] A powerful pendant that drastically increases the user's defensive powers.... ° User has +2000 Max HP ° Glitch: User cannot recover HP by any means. ° After using [1/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Seeking] - +250 Damage to 1 Attack/Turn.
[Power Strike] - Increase a single attack's damage by 200% once every other turn.
Offensive Phase 1 NAS | [3] 2 Constant Charge | 9/9 DC Uses | Dark Chip Expansion
1. Dark Cannon [325 575 1,725 4,315] 2,160 Normal/Dark S-Damage ° Breaks Shields ° If no other attack was used this turn, this chip deals x3 Damage ° Glitch: Locks all C-Attacks
Summary Phase
2,160 Damage @ Zerix
[Vanguard HP=2145/2900]
[Status] - - [Soak] - [2/2] [Stage] - Ocean [CoolDown] - -
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Post by Zane on May 30, 2017 16:54:23 GMT -8
Defense Phase:
Onyx Cross. Takes Dark Cannon for 1,080 Damage.
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Support Phase:
Aqua LV5 Panels start as Ocean. Locked. Lasts 3 Turns.
Ocean Panels Aqua Element ° Non-Aqua Navis have -1 attack slot ° Non-Aqua Navis' first dodge each turn costs 2 uses (instead of 1) ° Fire Navis take 100 Aqua Element damage/turn ° Lasts 3 turns
Ocean's Return Slot Booster = A-Tier Striking back the more annoyed he gets, Zerix unleashes more power the longer the fight drags out. Effects: For every 20% HP that Zerix is missing, he gains +1 Attack Slot/Turn to a max of +2. Passive.
+2 Attack Slots.
Ocean's Tide Cloning Skill = S-Tier Calling forth another body of water, he fights back against his foe with renewed vigor. Effects: Summons a clone with 20% of Zerix's HP. Cannot attack or intercept. While active, Zerix's attacks gain damage = to 20% of the Clone's max HP. 2x Uses.
x1 Used. 840 HP. +170 Damage to all attacks.
Speed Addition Zeta: 2/4. +2 Attack Slots.
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Attack Phase:
Aqua Jet C-Type Aqua Element Zerix swipes his spear, spears of water forming near his foes and engulfing through them at high speed. 310: 80%, Breaks Shields, Cuts Auras, Bubbles. 1 Turn Charge
Electric Fang S-Type Elec Element A torrential blast of lightning is unleashed upon the enemy. 360: 70%, Undodgable, Breaks Shields, Inflicts +70 Damage if the enemy is soaked. 1 Turn Cooldown
Refresh Omega Activated: 3/4. 1 Used on Electric Fang.
Ocean Pierce C-Type Aqua Element Zerix thrusts his spear forward, firing off a stream of high speed water to pierce his opponent. 325: 90%, Breaks Shields, Cuts Auras.
Electric Fang S-Type Elec Element A torrential blast of lightning is unleashed upon the enemy. 360: 70%, Undodgable, Breaks Shields, Inflicts +70 Damage if the enemy is soaked. 1 Turn Cooldown
Ocean Pierce C-Type Aqua Element Zerix thrusts his spear forward, firing off a stream of high speed water to pierce his opponent. 325: 90%, Breaks Shields, Cuts Auras.
Ocean Pierce C-Type Aqua Element Zerix thrusts his spear forward, firing off a stream of high speed water to pierce his opponent. 325: 90%, Breaks Shields, Cuts Auras.
Charging Surge Wave.
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End Phase:
Zerix: HP: 2,376/4,180 Clone: 840/840 Damage: 2,221 Charging: Surge Wave = 1/2
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Post by Gaia on May 30, 2017 17:22:54 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=2145/2900]
Vanguard has 0 Armor.
[Aqua Jet] - Avoided with [Darklight Jaunt]! [Electric Fang] - Taken for 360 Damage! [Ocean Pierce] - Taken for 325 Damage! [Electric Fang] - Taken for 360 Damage! [Ocean Pierce] - Taken for 325 Damage! [Ocean Pierce] - Taken for 325 Damage!
[Darklight Jaunt] [3/5 Remaining] Vanguard breaks down into a form of darklight plasma for enhanced speed to dodge attacks, and strike back. - Vanguard Dodges 1 Attack per use. --- [Used x2]
[Total] - Taken for 1,695 Damage!
[Vanguard HP=450/2900]
Support Phase
[Vanguard HP=450/2900]
[Vigilant Offense] - +3 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slot. - Attack Slots gained from Active Effects are entirely unaffected, and operate as normal. -- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Tactical Acumen] - (0/7 Uses) - Adds an Omni-Aimer of choice to one attack per use. - This skill starts with no uses. Each time Vanguard's Natural Attack Slot is avoided, this skill gains +1 Use, to a maximum of +7 Uses.
[Crimson Flame of the Shadow Knight] A powerful pendant that drastically increases the user's defensive powers.... ° User has +2000 Max HP ° Glitch: User cannot recover HP by any means. ° After using [2/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Seeking] - +250 Damage to 1 Attack/Turn.
[Power Strike] - Increase a single attack's damage by 200% once every other turn.
Offensive Phase 1 NAS | [3] 2 Constant Charge | 9/9 DC Uses | Dark Chip Expansion
1. Dark Wide [225 475 1,190] 2,380 Aqua/Dark S-Damage -- 3,570 Damage to Objects/Clones ° Hits All || Deals 150% Damage to Objects and Clones ° Glitch: User becomes Isolated -- allies cannot intercept for them nor they for their allies
Summary Phase
2,380 Damage @ Zerix
[Vanguard HP=450/2900]
[Status] - [Stage] - Ocean [CoolDown] - -
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Post by Zane on May 30, 2017 17:41:22 GMT -8
Defense Phase:
Strong to Aqua + Onyx Cross. 833 Damage Taken. Clone completely demolished.
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Support Phase:
Ocean's Return Slot Booster = A-Tier Striking back the more annoyed he gets, Zerix unleashes more power the longer the fight drags out. Effects: For every 20% HP that Zerix is missing, he gains +1 Attack Slot/Turn to a max of +2. Passive.
+2 Attack Slots.
Ocean's Tide Cloning Skill = S-Tier Calling forth another body of water, he fights back against his foe with renewed vigor. Effects: Summons a clone with 20% of Zerix's HP. Cannot attack or intercept. While active, Zerix's attacks gain damage = to 20% of the Clone's max HP. 2x Uses.
x1 Used. 840 HP. +170 Damage to all attacks.
Rudra System: Aquatic Fighter
Activating Rudra within himself as he merges the system with himself, breaking the limiters placed on his abilities and allowing him to use his full abilities. His armor morphing to have scales over it of teal coloring. Water forming around him at all times and circling his weapon as the helmet resembling a dragon's head forms over his own head. The Aquatic Fighter letting loose his strength.
+ All attacks gain the Soak effect. + Soak can be stacked two additional times on the opponent.
- 1 Turn Duration
Speed Addition Zeta: 0/4. +2 Attack Slots.
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Attack Phase:
Aqua Javelin S-Type Aqua Element Zerix launches water at his foe, piercing them and changing their systems. 310: 80%, Undodgable, Cuts Auras, If successful while the target has post-affliction immunity to soak, the immunity is ended and Soak can be inflicted on the enemy again. Soak cannot stack by this effect. Soaks. 1 Turn Cooldown
Refresh Omega Activated: 2/4. 1 Used on Aqua Javelin.
Aqua Javelin S-Type Aqua Element Zerix launches water at his foe, piercing them and changing their systems. 310: 80%, Undodgable, Cuts Auras, If successful while the target has post-affliction immunity to soak, the immunity is ended and Soak can be inflicted on the enemy again. Soak cannot stack by this effect. Soaks. 1 Turn Cooldown
Refresh Omega Activated: 1/4. 1 Used on Aqua Javelin.
Aqua Javelin S-Type Aqua Element Zerix launches water at his foe, piercing them and changing their systems. 310: 80%, Undodgable, Cuts Auras, If successful while the target has post-affliction immunity to soak, the immunity is ended and Soak can be inflicted on the enemy again. Soak cannot stack by this effect. Soaks. 1 Turn Cooldown
Refresh Omega Activated: 0/4. 1 Used on Aqua Javelin.
Aqua Javelin S-Type Aqua Element Zerix launches water at his foe, piercing them and changing their systems. 310: 80%, Undodgable, Cuts Auras, If successful while the target has post-affliction immunity to soak, the immunity is ended and Soak can be inflicted on the enemy again. Soak cannot stack by this effect. Soaks. 1 Turn Cooldown
Ocean Pierce C-Type Aqua Element Zerix thrusts his spear forward, firing off a stream of high speed water to pierce his opponent. 325: 90%, Breaks Shields, Cuts Auras. Soaks.
Charging Surge Wave.
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End Phase:
Zerix: HP: 1,543/4,180 Clone: 840/840 Damage: 1,565 Charging: Surge Wave = 2/2
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Post by Gaia on May 30, 2017 17:54:35 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=450/2900]
Vanguard has 0 Armor.
[Aqua Javelin] - Taken for 310 Damage! [Aqua Javelin] - Avoided with [Darklight Parry]! [Aqua Javelin] - Avoided with [Darklight Parry]! [Aqua Javelin] - Avoided with [Darklight Parry]! [Ocean Pierce] - Avoided with [Darklight Jaunt]!
[Darklight Jaunt] [1/5 Uses Remaining] Vanguard breaks down into a form of darklight plasma for enhanced speed to dodge attacks, and strike back. - Vanguard Dodges 1 Attack per use. --- [Used x1]
[Darklight Parry] [5/5 Uses Remaining] Utilizing his hand as a shield and weapon, Vanguard gains a burst of power that grants him the strength to deflect blows, and then to strike back. - Vanguard Blocks 1 Attack per use. --- [Used x3]
[Total] - Taken for 310 Damage!
[Vanguard HP=140/2900]
Support Phase
[Vanguard HP=140/2900]
[Vigilant Offense] - +3 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slot. - Attack Slots gained from Active Effects are entirely unaffected, and operate as normal. -- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Tactical Acumen] - (0/7 Uses) - Adds an Omni-Aimer of choice to one attack per use. - This skill starts with no uses. Each time Vanguard's Natural Attack Slot is avoided, this skill gains +1 Use, to a maximum of +7 Uses.
[Crimson Flame of the Shadow Knight] A powerful pendant that drastically increases the user's defensive powers.... ° User has +2000 Max HP ° Glitch: User cannot recover HP by any means. ° After using [2/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Seeking] - +250 Damage to 1 Attack/Turn.
[Power Strike] - Increase a single attack's damage by 200% once every other turn.
Offensive Phase 1 NAS | 3 Constant Charge | 9/9 DC Uses | Dark Chip Expansion
1. Dark Wide [225 475] 1,900 Aqua/Dark S-Damage -- 2,850 Damage to Objects/Clones ° Hits All || Deals 150% Damage to Objects and Clones ° Glitch: User becomes Isolated -- allies cannot intercept for them nor they for their allies
Summary Phase
1,900 Damage @ Zerix
[Vanguard HP=140/2900]
[Status] - Fine [Stage] - Null [CoolDown] - -
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Post by Zane on May 30, 2017 18:04:17 GMT -8
Defense Phase:
Strong to Aqua + Onyx Cross. 665 Damage Taken. Clone wiped out.
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Support Phase:
Ocean's Tide Healing = A-Tier Forcing his body to recover, Zerix recovers more by having a negative effect on his combat abilities. Effects: Heals 530 HP. 3x uses.
x3 Used. +1,590 HP.
Ocean's Return Slot Booster = A-Tier Striking back the more annoyed he gets, Zerix unleashes more power the longer the fight drags out. Effects: For every 20% HP that Zerix is missing, he gains +1 Attack Slot/Turn to a max of +2. Passive.
+2 Attack Slots.
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Attack Phase:
Ocean Pierce C-Type Aqua Element Zerix thrusts his spear forward, firing off a stream of high speed water to pierce his opponent. 155: 90%, Breaks Shields, Cuts Auras.
Ocean Pierce C-Type Aqua Element Zerix thrusts his spear forward, firing off a stream of high speed water to pierce his opponent. 155: 90%, Breaks Shields, Cuts Auras.
Ocean Pierce C-Type Aqua Element Zerix thrusts his spear forward, firing off a stream of high speed water to pierce his opponent. 155: 90%, Breaks Shields, Cuts Auras.
Surge Wave C-Type Aqua Element Zerix sends forth a massive wave of water at a target. 140: 80%, Breaks Shields, Cuts Auras, Regardless of Success, Bubbles. 2 Turn Charge
Charging: Oceanic Array: Serpentine Wave
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End Phase:
Zerix: HP: 2,468/4,180 Clone: 840/840 Damage: 1,565 Charging: Oceanic Array: Serpentine Wave = 1/1
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Post by Gaia on May 30, 2017 18:20:43 GMT -8
Vanguard.EXE
Defensive Phase
[Vanguard HP=450/2900]
Vanguard has 0 Armor.
[Ocean Pierce] - Taken for 155 Damage! [Ocean Pierce] - Taken for 0 Damage! [Ocean Pierce] - Taken for 0 Damage! [Surge Wave] - Taken for 0 Damage! -- [Bubble]!
[Darklight Jaunt] [0/5 Uses Remaining] Vanguard breaks down into a form of darklight plasma for enhanced speed to dodge attacks, and strike back. - Vanguard Dodges 1 Attack per use.
[Darklight Parry] [2/5 Uses Remaining] Utilizing his hand as a shield and weapon, Vanguard gains a burst of power that grants him the strength to deflect blows, and then to strike back. - Vanguard Blocks 1 Attack per use.
[Total] - Taken for 155 Damage!
[DarkSoul] - [ONLINE!]
[Vanguard HP=1/2900]
Support Phase
[Vanguard HP=1/2900]
[Vigilant Offense] - +3 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slot. - Attack Slots gained from Active Effects are entirely unaffected, and operate as normal. -- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Tactical Acumen] - (0/7 Uses) - Adds an Omni-Aimer of choice to one attack per use. - This skill starts with no uses. Each time Vanguard's Natural Attack Slot is avoided, this skill gains +1 Use, to a maximum of +7 Uses.
[Crimson Flame of the Shadow Knight] A powerful pendant that drastically increases the user's defensive powers.... ° User has +2000 Max HP ° Glitch: User cannot recover HP by any means. ° After using [3/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Seeking] - +250 Damage to 1 Attack/Turn.
[Power Strike] - Increase a single attack's damage by 200% once every other turn.
Dark Stage Dark Element ° All Navis can use one Dark Chip per turn without spending an Attack Slot or a Chip Use (The Dark Chip will still be consumed) ° Dark Souls cannot be pierced while Dark Stage is active ° Dark Stage cannot be Locked in any way/shape/form ° Lasts 3 turns. ° Glitch: When the user activates other Dark Chips, their Glitches are twice as potent. If the user is immune to Dark Chip glitches, those glitches will pierce their immunity instead of being doubled
Offensive Phase 1 NAS | 3 Constant Charge | 9/9 DC Uses | Dark Chip Expansion | 1 AS | Free DC
Dark Meteors [1/2 Charges]
1. [Melasphere] Seeking | Shot [1/1 Charges]
2. Bug Death Thunder [1/1 Charges]
Summary Phase
0 Damage @ Zerix
[Vanguard HP=1/2900]
[Status] - [Bubble] - [1/1] [Stage] - Dark [CoolDown] - -
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Post by Zane on May 30, 2017 18:30:03 GMT -8
Defense Phase:
Bubble is awesome.
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Support Phase:
Ocean's Return Slot Booster = A-Tier Striking back the more annoyed he gets, Zerix unleashes more power the longer the fight drags out. Effects: For every 20% HP that Zerix is missing, he gains +1 Attack Slot/Turn to a max of +2. Passive.
+2 Attack Slots.
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Attack Phase:
Ocean Shade C-Type Aqua Element Zerix thrusts his spear forward, particles of water energy surrounding the foe in the air striking them. 140: 80%, Breaks Shields, Cuts Auras, Soaks. 1 Turn Cooldown
Ocean Glide C-Type Aqua Element Zerix thrusts his spear forward, sending out jets of water while gliding about his foe. 140: 80%, Undodgable, Cuts Auras, Soaks. 1 Turn Cooldown
Jet Glide C-Type Aqua Element Zerix thrusts his spear backward, firing off a stream of high speed water to push him forward before slicing the enemy with his glaive, the weapon covered in high density water and continues to move about for a time. 140: 80%, Undodgable, Breaks Shields, Soaks. 1 Turn Cooldown
Charging: Aquatic Burst
Charging: Oceanic Array: Serpentine Wave
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End Phase:
Zerix: HP: 2,468/4,180 Damage: 420 Charging: Aquatic Burst = 1/1 Charging: Oceanic Array: Serpentine Wave = 1/1
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Post by Gaia on May 30, 2017 18:49:13 GMT -8
Vanguard.EXE
[Theme Music]
Defensive Phase
[Vanguard HP=1/2900]
Vanguard has 0 Armor.
[Ocean Shade] - Taken for 0 Damage! -- [Soak] [Ocean Glide] - Taken for 0 Damage! [Jet Glide] - Taken for 0 Damage!
[Darklight Jaunt] [0/5 Uses Remaining] Vanguard breaks down into a form of darklight plasma for enhanced speed to dodge attacks, and strike back. - Vanguard Dodges 1 Attack per use.
[Darklight Parry] [2/5 Uses Remaining] Utilizing his hand as a shield and weapon, Vanguard gains a burst of power that grants him the strength to deflect blows, and then to strike back. - Vanguard Blocks 1 Attack per use.
[Total] - Taken for 0 Damage!
[DarkSoul] - [ONLINE!]
[Vanguard HP=1/2900]
Support Phase
[Vanguard HP=1/2900]
[Vigilant Offense] - +3 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slot. - Attack Slots gained from Active Effects are entirely unaffected, and operate as normal. -- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Tactical Acumen] - (0/7 Uses) - Adds an Omni-Aimer of choice to one attack per use. - This skill starts with no uses. Each time Vanguard's Natural Attack Slot is avoided, this skill gains +1 Use, to a maximum of +7 Uses.
[Crimson Flame of the Shadow Knight] A powerful pendant that drastically increases the user's defensive powers.... ° User has +2000 Max HP ° Glitch: User cannot recover HP by any means. ° After using [3/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Seeking] - +250 Damage to 1 Attack/Turn.
[Power Strike] - Increase a single attack's damage by 200% once every other turn.
Dark Stage Dark Element ° All Navis can use one Dark Chip per turn without spending an Attack Slot or a Chip Use (The Dark Chip will still be consumed) ° Dark Souls cannot be pierced while Dark Stage is active ° Dark Stage cannot be Locked in any way/shape/form ° Lasts 3 turns. ° Glitch: When the user activates other Dark Chips, their Glitches are twice as potent. If the user is immune to Dark Chip glitches, those glitches will pierce their immunity instead of being doubled
[Adrenaline Boost] [5/5 Uses Remaining] Vanguard is capable of increasing his speed in short bursts. - Vanguard gains +1 AS per use. -- [Used x5]
Offensive Phase 1 NAS | 3 Constant Charge | 9/9 DC Uses | Dark Chip Expansion | 6 AS | Free DC
Dark Drill [225 115] 60 Metal/Dark C-Damage * 2 Hits ° This Chip's Damage is divided equally among both hits ° Ignores Armor and Damage Mitigating effects ° If hits, Disables victims Armor and Damage Mitigating effects for the rest of the turn ° Glitch: Upon Use, Disables User's Armor and Damage Mitigating effects for 1 Turn
1. Dark Meteors [1/2 Charges] [225 115 240 960 1,920] 960 Fire/Dark S-Damage * 3 Hits ° Undodgeable ° This Chip's Damage is halved, but applied to all hits ° Avoid Separately ° Can be charged for up to 2 Turns to gain +1 Hit per turn charged ° Auto Attacks for 2 Turns after use with full damage and effects ° Glitch: User has -1 Attack Slot while Dark Meteors Auto Strikes
2. Bug Death Thunder 250 Bug/Elec S-Damage ° Inflicts Paralyze || Ignores Armor ° If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits ° This Chip does not cost against the user's total number of Chip Uses per battle ° This Chip can be used multiple times per battle, regardless of restriction ° Each use of this chip requires a 1-Turn Charge ° This Attack cannot be augmented by any means
3. Dark Circle [225] 115 Cursor/Dark S-Damage ° Fully Undodgeable, Breaks Unbreakable Shields ° Deals up to 7 hits at full damage ° Hits can divided among multiple targets with no more than 2 hits per target ° Glitch: User takes damage equal to 2% of their Max HP per hit of this attack
4. Dark Kunai 100 Shadow/Dark S-Damage ° Unavoidable ° This damage will affect the Victim's Max HP for the rest of battle as well ° Cannot be augmented in any way/shape/form ° Glitch: User's Max and Current HP are reduced by 50% of this Chip's Damage
5. [Melasphere] Seeking | Shot [1/1 Charges] The warrior releases a slow-traveling sphere of darklight energy from his palm. - [185] 95 Damage [80%] -- Cannot be Naturally Avoided --- If Avoided: Vanguard gains +1 Stack of Constant Charge, next turn. ---- 1-Required Charge, 1-CD.
6. Dark Sword [225] 115 Blade/Dark C-Damage ° Undodgeable ° This chip can be re-used any number of times until the end of the turn ° Each subsequent use still costs an Attack Slot, but does not deduct from the user's total number of Chip Uses per battle ° Glitch: Locks all S-Attacks
7. Dark Sword [225] 115 Blade/Dark C-Damage ° Undodgeable ° This chip can be re-used any number of times until the end of the turn ° Each subsequent use still costs an Attack Slot, but does not deduct from the user's total number of Chip Uses per battle ° Glitch: Locks all S-Attacks
Summary Phase
3,905 Damage @ Zerix
[Vanguard HP=1/2900]
[Status] - [Soak] - [1/2] [Stage] - Dark [CoolDown] - - [Melasphere] - [0/1]
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Post by Zane on May 30, 2017 19:36:48 GMT -8
Defense Phase:
Ocean's Wall Shield = C-Tier Zerix summons a wall of water to defend himself against an attack. Effects: Blocks one attack. x7 uses.
x1 Used on Dark Drill.
Paladin's Spirit Beta Activated Program User takes 75 {43.75}% damage for three turns after activation. ⦗Uses per battle: 2/2⦘
x2 Used. Reboot Used on Paladin's Spirit Beta. x1 more Used. Total Reduction = 83%. 89% if strong to the Element.
Strong to Fire + Onyx Cross = 95% Reduction. Dark Meteors: 144 Damage Taken.
Ocean's Purity Recovery = C-Tier Zerix cleanses his systems, returning himself to as close to his normal state as possible. Effects: Removes all instances of one negative status. x7 uses.
Weak to BugThunder: 55 Damage Taken.
Ocean's Purity Recovery = C-Tier Zerix cleanses his systems, returning himself to as close to his normal state as possible. Effects: Removes all instances of one negative status. x7 uses.
x1 Used. Cleanses Paralyze.
Strong to Dark Circle: 26 Damage Taken.
Dark Kunai: 100 Damage Taken. Max HP -100 you cruel guy.
Strong to Melasphere and Dark Swords: 10, 13 x 2 Respectively.
Total Damage Taken = 361.
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Support Phase:
Ocean's Return Slot Booster = A-Tier Striking back the more annoyed he gets, Zerix unleashes more power the longer the fight drags out. Effects: For every 20% HP that Zerix is missing, he gains +1 Attack Slot/Turn to a max of +2. Passive.
+2 Attack Slots.
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Attack Phase:
Ocean Pierce C-Type Aqua Element Zerix thrusts his spear forward, firing off a stream of high speed water to pierce his opponent. 155: 90%, Breaks Shields, Cuts Auras.
Ocean Pierce C-Type Aqua Element Zerix thrusts his spear forward, firing off a stream of high speed water to pierce his opponent. 155: 90%, Breaks Shields, Cuts Auras.
Ocean Pierce C-Type Aqua Element Zerix thrusts his spear forward, firing off a stream of high speed water to pierce his opponent. 155: 90%, Breaks Shields, Cuts Auras.
Aquatic Burst C-Type Aqua Element A boost in power used the following round. 0, Increases the Damage of one of Zerix's attacks next turn by +170. 1 Turn Charge
Hyper Attack: Oceanic Array: Serpentine Wave S-Attack Aqua Element An array forms beneath the opponent that covers all in a massive formation. The attack is comes forth to surmount the foe with his own strength, aiming to end the fight in a singular moment in an unpredictable attack from the depths beneath the enemy. 388 x 2: 50% DMG. Ignores Armor. Can select one breaker and one omni-breaker upon use of this attack. Avoid Separately. For each instance that the opponent or Zerix have been hit by an attack that possesses a Status Effect on it, the damage of this attack is increased by 15%. Resets after use. Breakers = Breaks Unbreakable Shields and Cuts Auras. 8 Statuses. 4 -> 2 Turn Cooldown via Karma Bonuses 1 Turn Charge
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End Phase:
Zerix: HP: 2,107/4,180 Damage: 1,241
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Post by Gaia on May 30, 2017 19:55:41 GMT -8
Vanguard.EXE
[Theme Music]
Defensive Phase
[Vanguard HP=1/2900]
Vanguard has 0 Armor.
[Ocean Pierce] - Taken for 155 Damage!
[Vanguard HP=0/2900]
Rewards
[Vanguard] - Loss Lost against a V5~V9 = 60 Exp || 600 Zenny -- [Resource] - +150 Zenny
[Zerix] - Win Won against a V5~V9 = 80 Exp || 800 Zenny -- [Resource] - +200 Zenny
[Special Emulation - Get!] [Melasphere] Seeking | Shot Zerix generates a sphere of slow-moving aquatic force to strike. - 150 + 15*V Damage -- Cannot be Naturally Avoided --- If Avoided: User gains +1 Constant Charge, next Turn ---- Constant Charge immediately applies the equivalent Optional Charge multiplier to a single attack, as desired, without requiring any charge. ----- 1-Required Charge.
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