Post by Genesis on May 27, 2017 12:56:19 GMT -8
{
Name: CircusMan
Difficulty: 6/10
(Click to Reveal/Hide Stats)}
HP: 11,500
Armor: 0
Regeneration: 0
Type: NPC
Element: Normal
Strengths: None
Weaknesses: None
[Skill - Vault]
[CircusMan leaps high into the sky to reposition himself whenever one of his attacks misses]
° CircusMan will Omni-Dodge one incoming attack from his enemy for every attack of his that they avoided this turn
° If the attack has multiple hits, this evasion is applied against all hits
° Attacks are avoided sequentially from first to last
° For the sake of this skill, any attack that doesn't deal damage to its intended target is considered to have been "avoided"
° If Circusman Omni-Dodges all attacks from an opponent during a turn, he cannot avoid any of their attacks the following turn
[Passive]
[Skill - Indomitable]
[Circusman is not phased by his opponent's attempt to debilitate him]
° Circusman is immune to any negative effects that would hinder his ability to avoid, his damage, his attack slots, or the effects on his attacks
[Passive]
[Skill - Preemptive]
[CircusMan always attempts to ensure his victory by striking first]
° If none of his opponents has an Initiative effect, CircusMan attacks first
° Otherwise, CircusMan's opponents attacks first
[Passive]
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 950
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect)
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 550
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Slot for 1 Turn
[Attack - Chaos Carousel]
[CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain]
° Damage Dealt: 100 Damage * 19 Hits
° Normal Element || S-Range
° Damage Cannot be Reduced by any means
° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that the they avoided this turn. Auras and Barriers disregard this rule.
CircusMan Battle Rules
° Can be challenge by multiple opponents
° When fought as a group, any member of the group may operate CircusMan
° Rewards: 1 BlueMD for each Navi
° First Completion: 1 Holy/Chaos MD (Choose)
Pattern Versus Opponents Total V1 ~ V3
° Tiger Ring (aimed once at each target)
° Happy Clap (aimed once at each target)
° When below 50% HP: Chaos Carousel (aimed at the target with the highest remaining HP)
Pattern Versus Opponents Total V4 ~ V7
° Tiger Ring (aimed once at each target)
° Happy Clap (aimed once at each target) x2
° Chaos Carousel (aimed at the target with the highest remaining HP)
Pattern Versus Opponents Total V8 ~ V10
° Tiger Ring (aimed once at each target) x2
° Happy Clap (aimed once at each target) x3
° Chaos Carousel (aimed at the target with the highest remaining HP) x2
Pattern Versus Opponents Total V11~V14
° Tiger Ring (aimed once at each target) x2
° Happy Clap (aimed once at each target) x5
° Chaos Carousel (aimed at the target with the highest remaining HP) x3
Pattern Versus Opponents Total V15 and above
° Tiger Ring (aimed once at each target) x3
° Happy Clap (aimed once at each target) x7
° Chaos Carousel (aimed at the target with the highest remaining HP) x4
Defense Phase:
N/A
Support Phase:
Dark Stage x1
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
Corrosion of the Dark
Description: A darkness applied to attacks, spreading the darkness wielded from other attacks.
Type: Aimer
Effects: Can apply one effect from one attack to a Dark Chip or one effect from one offensive Dark Chip to an attack. Cannot use Dark Kunai, Dark Scythe, or Dark Meteors.
x2 Uses, 4x Use/Battle
2x Used on two separate Dark Vulcans. Effect from Insons Dormio Chosen.
+1 Attack Slot on Starting Turn. Free Dark Chip/Turn. Crest Activated: Attacks gain Pure Dark Element and +20% Final Total Damage for one turn. 9 Total this turn.
Offense Phase:
Dark Vulcan
19 Normal/Pure Dark S-Damage * 24 Hits, Cuts Auras
° This Chip's Damage is divided equally among 24 Hits
° Damage Additions applied to this attack are divided by 20, then applied to every hit (unless the damage addition already applies to every hit)
° For each successful hit of this attack, the opponent loses either 15 Damage or Armor for two turns, chosen upon use of this attack. Armor Chosen.
° Glitch: On their next Defensive Phase, User must spend 2 Uses of their avoidance skills to active them
Dark Vulcan
451 Normal/Pure Dark S-Damage * 24 Hits, Cuts Auras
° This Chip's Damage is divided equally among 24 Hits
° Damage Additions applied to this attack are divided by 20, then applied to every hit (unless the damage addition already applies to every hit)
° For each successful hit of this attack, the opponent loses either 15 Damage or Armor for two turns, chosen upon use of this attack. Armor Chosen.
° Glitch: On their next Defensive Phase, User must spend 2 Uses of their avoidance skills to active them
Phantom Edge x 7
C-Combat
Pure Dark Element
Striking the foe swiftly with the powers of darkness, the strikes growing stronger with the more darkness unleashed.
Damage: 1,110 x 2
Effects of Attack: Cuts Auras, Breaks Shields, Cannot be Countered, Gains +10 Damage per hit for each Dark Chip used in battle to a max of +60.
Summary:
CircusMan Defeated. CMD Acquired.
CIRCUSMAN NPC BATTLE
Name: CircusMan
Difficulty: 6/10
(Click to Reveal/Hide Stats)}
HP: 11,500
Armor: 0
Regeneration: 0
Type: NPC
Element: Normal
Strengths: None
Weaknesses: None
[Skill - Vault]
[CircusMan leaps high into the sky to reposition himself whenever one of his attacks misses]
° CircusMan will Omni-Dodge one incoming attack from his enemy for every attack of his that they avoided this turn
° If the attack has multiple hits, this evasion is applied against all hits
° Attacks are avoided sequentially from first to last
° For the sake of this skill, any attack that doesn't deal damage to its intended target is considered to have been "avoided"
° If Circusman Omni-Dodges all attacks from an opponent during a turn, he cannot avoid any of their attacks the following turn
[Passive]
[Skill - Indomitable]
[Circusman is not phased by his opponent's attempt to debilitate him]
° Circusman is immune to any negative effects that would hinder his ability to avoid, his damage, his attack slots, or the effects on his attacks
[Passive]
[Skill - Preemptive]
[CircusMan always attempts to ensure his victory by striking first]
° If none of his opponents has an Initiative effect, CircusMan attacks first
° Otherwise, CircusMan's opponents attacks first
[Passive]
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 950
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect)
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 550
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Slot for 1 Turn
[Attack - Chaos Carousel]
[CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain]
° Damage Dealt: 100 Damage * 19 Hits
° Normal Element || S-Range
° Damage Cannot be Reduced by any means
° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that the they avoided this turn. Auras and Barriers disregard this rule.
Attack Pattern
CircusMan Battle Rules
° Can be challenge by multiple opponents
° When fought as a group, any member of the group may operate CircusMan
° Rewards: 1 BlueMD for each Navi
° First Completion: 1 Holy/Chaos MD (Choose)
Pattern Versus Opponents Total V1 ~ V3
° Tiger Ring (aimed once at each target)
° Happy Clap (aimed once at each target)
° When below 50% HP: Chaos Carousel (aimed at the target with the highest remaining HP)
Pattern Versus Opponents Total V4 ~ V7
° Tiger Ring (aimed once at each target)
° Happy Clap (aimed once at each target) x2
° Chaos Carousel (aimed at the target with the highest remaining HP)
Pattern Versus Opponents Total V8 ~ V10
° Tiger Ring (aimed once at each target) x2
° Happy Clap (aimed once at each target) x3
° Chaos Carousel (aimed at the target with the highest remaining HP) x2
Pattern Versus Opponents Total V11~V14
° Tiger Ring (aimed once at each target) x2
° Happy Clap (aimed once at each target) x5
° Chaos Carousel (aimed at the target with the highest remaining HP) x3
Pattern Versus Opponents Total V15 and above
° Tiger Ring (aimed once at each target) x3
° Happy Clap (aimed once at each target) x7
° Chaos Carousel (aimed at the target with the highest remaining HP) x4
Defense Phase:
N/A
Support Phase:
Dark Stage x1
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
Corrosion of the Dark
Description: A darkness applied to attacks, spreading the darkness wielded from other attacks.
Type: Aimer
Effects: Can apply one effect from one attack to a Dark Chip or one effect from one offensive Dark Chip to an attack. Cannot use Dark Kunai, Dark Scythe, or Dark Meteors.
x2 Uses, 4x Use/Battle
2x Used on two separate Dark Vulcans. Effect from Insons Dormio Chosen.
+1 Attack Slot on Starting Turn. Free Dark Chip/Turn. Crest Activated: Attacks gain Pure Dark Element and +20% Final Total Damage for one turn. 9 Total this turn.
Offense Phase:
Dark Vulcan
19 Normal/Pure Dark S-Damage * 24 Hits, Cuts Auras
° This Chip's Damage is divided equally among 24 Hits
° Damage Additions applied to this attack are divided by 20, then applied to every hit (unless the damage addition already applies to every hit)
° For each successful hit of this attack, the opponent loses either 15 Damage or Armor for two turns, chosen upon use of this attack. Armor Chosen.
° Glitch: On their next Defensive Phase, User must spend 2 Uses of their avoidance skills to active them
Dark Vulcan
451 Normal/Pure Dark S-Damage * 24 Hits, Cuts Auras
° This Chip's Damage is divided equally among 24 Hits
° Damage Additions applied to this attack are divided by 20, then applied to every hit (unless the damage addition already applies to every hit)
° For each successful hit of this attack, the opponent loses either 15 Damage or Armor for two turns, chosen upon use of this attack. Armor Chosen.
° Glitch: On their next Defensive Phase, User must spend 2 Uses of their avoidance skills to active them
Phantom Edge x 7
C-Combat
Pure Dark Element
Striking the foe swiftly with the powers of darkness, the strikes growing stronger with the more darkness unleashed.
Damage: 1,110 x 2
Effects of Attack: Cuts Auras, Breaks Shields, Cannot be Countered, Gains +10 Damage per hit for each Dark Chip used in battle to a max of +60.
Summary:
CircusMan Defeated. CMD Acquired.