Post by Zane on May 30, 2017 21:43:47 GMT -8
{
Name: CircusMan
Difficulty: 6/10
(Click to Reveal/Hide Stats)}
HP: 6,600
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: 600
° 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: 340
° 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 * 12 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 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
Zerix:
Defense Phase:
Initiative Sigma = First Strike.
-
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
-
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 Oceanic Array: Serpentine Wave.
-
End Phase:
Zerix:
HP: 4,180/4,180
Damage: 350
Charging: Oceanic Array: Serpentine Wave = 1/1
CircusMan:
Defense Phase:
350 Damage Taken.
-
Support Phase:
N/A.
-
Attack Phase:
[Attack - Tiger Ring] x 2
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 600
° 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] x 3
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 340
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Slot for 1 Turn
[Attack - Chaos Carousel] x 2
[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 * 12 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.
-
End Phase:
CircusMan:
HP: 6,250/6,600
Defense Phase:
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 + Initiative Sigma. Total Reduction = 87%.
2,657 Damage Taken.
-
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
Speed Addition Zeta 4/4 Used. +4 Attack Slots.
Refresh Omega 4/4 Used. Electric Fang can be used 4x/Turn this turn.
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.
Two 840 HP Clones Made. +340 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
-
Attack Phase:
Electric Fang x 4
S-Type
Elec Element
A torrential blast of lightning is unleashed upon the enemy.
690: 70%, Undodgable, Breaks Shields, Inflicts +70 Damage if the enemy is soaked. Soaks.
4x Use/Turn
Jet Stream x 4
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.
500: 90%, Undodgable, Breaks Shields. Soaks.
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.
755 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. Unomnidodgable and Breaks Shields Chosen. Soaks. 9 Statuses = 15% x 9.
4 -> 2 Turn Cooldown via Karma Bonuses
1 Turn Charge
-
End Phase:
Zerix:
HP: 1,523/4,180
Damage: 6,270
Charging: Oceanic Array: Serpentine Wave = 1/1
CircusMan:
Defense Phase:
All Taken. CircusMan Deleted. HMD Obtained.
CIRCUSMAN NPC BATTLE
Name: CircusMan
Difficulty: 6/10
(Click to Reveal/Hide Stats)}
HP: 6,600
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: 600
° 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: 340
° 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 * 12 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 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
Zerix:
Defense Phase:
Initiative Sigma = First Strike.
-
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
-
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 Oceanic Array: Serpentine Wave.
-
End Phase:
Zerix:
HP: 4,180/4,180
Damage: 350
Charging: Oceanic Array: Serpentine Wave = 1/1
CircusMan:
Defense Phase:
350 Damage Taken.
-
Support Phase:
N/A.
-
Attack Phase:
[Attack - Tiger Ring] x 2
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 600
° 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] x 3
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 340
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Slot for 1 Turn
[Attack - Chaos Carousel] x 2
[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 * 12 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.
-
End Phase:
CircusMan:
HP: 6,250/6,600
Defense Phase:
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 + Initiative Sigma. Total Reduction = 87%.
2,657 Damage Taken.
-
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
Speed Addition Zeta 4/4 Used. +4 Attack Slots.
Refresh Omega 4/4 Used. Electric Fang can be used 4x/Turn this turn.
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.
Two 840 HP Clones Made. +340 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
-
Attack Phase:
Electric Fang x 4
S-Type
Elec Element
A torrential blast of lightning is unleashed upon the enemy.
690: 70%, Undodgable, Breaks Shields, Inflicts +70 Damage if the enemy is soaked. Soaks.
4x Use/Turn
Jet Stream x 4
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.
500: 90%, Undodgable, Breaks Shields. Soaks.
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.
755 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. Unomnidodgable and Breaks Shields Chosen. Soaks. 9 Statuses = 15% x 9.
4 -> 2 Turn Cooldown via Karma Bonuses
1 Turn Charge
-
End Phase:
Zerix:
HP: 1,523/4,180
Damage: 6,270
Charging: Oceanic Array: Serpentine Wave = 1/1
CircusMan:
Defense Phase:
All Taken. CircusMan Deleted. HMD Obtained.