Post by Zeta on Jun 4, 2017 11:15:29 GMT -8
{
Name: CircusMan
Difficulty: 6/10
(Click to Reveal/Hide Stats)}
HP: 1000 + (700 * Cumulative Opponents' Version)
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: 200 + (50 * Target's Version)
° 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: 100 + (30 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot 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 * 4 + (1 * Cumulative Opponents' Version) 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
CIRCUSMAN NPC BATTLE
Name: CircusMan
Difficulty: 6/10
(Click to Reveal/Hide Stats)}
HP: 1000 + (700 * Cumulative Opponents' Version)
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: 200 + (50 * Target's Version)
° 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: 100 + (30 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot 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 * 4 + (1 * Cumulative Opponents' Version) 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
Turn 1
Circusman Phase:
Circusman Phase:
Offensive Phase: [1,700/1,700]
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 250 Damage
° 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: 130 Damage
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
Total DMG: 380 Damage
Kira.CUR Phase:
Pre-Phase:
Name: Latencia
Type: Advance Skill
Class: No-Tier
Description: Kira's latent potential pushes her beyond her normal capabilities
Effects:
° User gains damage based on the amount of attack slots available to her on a given turn
° The damage gained are based on the Optional Charge multipliers
° The user in return receives damage based on the amount of attack slots the opponent has available to them on a given turn, based on the Optional Charge multipliers
° The user is not allowed to use any undershirt programs or related effects
Uses: Passive Effects
Defensive Phase: +/0 Armor || ×2.5 Damage
[ Tiger Ring ]: Avoided with Inconsecuencia
[ Happy Clap ]: Avoided with Inconsecuencia, -1 Attack Slot
Name: Inconsecuencia
Type: Defense Skill
Class: B-Tier
Description: Kira blocks certain attacks with her dark shield
Effects: User blocks 1 incoming attack
° Gain 1 Attack Slot for 1 Turn if the Block succeeds
Uses: [2/2]
Total DMG: 0 Damage
HP: [500/500]
Set-Up Phase:
° Kira gained +1 Attack Slots this turn
Name: La Rosa Vehemente
Type: Hyper Mode
Description: Kira's passion for destruction pushes her further beyond her latent potential
Effects: Lasts 1 Turns
° Cuts Darksoul can be added to one attack for one use per turn
° +2 Attack during Hyper Mode
Offensive Phase: 5 Attack Slots || ×6 Damage
Name: Furia
Element: Fire
Range: S-Range
Description: Kira's molds a spherical-shaped fire through sheer anger
Damage:
Effects: Undodgeable, Breaks Shield
° Cannot be Countered, Cannot be Naturally Avoided
Name: Rabia
Element: Dark
Range: C-Range
Description: Kira's horns and finger nails grow exponentialy longer to which she impales others
Damage:
Effects: Undodgeable, Cuts Aura
° Cannot be Countered, Cannot be Naturally Avoided
Name: Furia
Element: Fire
Range: S-Range
Description: Kira's molds a spherical-shaped fire through sheer anger
Damage:
Effects: Undodgeable, Breaks Shield
° Cannot be Countered, Cannot be Naturally Avoided
Name: Rabia
Element: Dark
Range: C-Range
Description: Kira's horns and finger nails grow exponentialy longer to which she impales others
Damage:
Effects: Undodgeable, Cuts Aura
° Cannot be Countered, Cannot be Naturally Avoided
Name: Furia
Element: Fire
Range: S-Range
Description: Kira's molds a spherical-shaped fire through sheer anger
Damage:
Effects: Undodgeable, Breaks Shield
° Cannot be Countered, Cannot be Naturally Avoided
Total DMG: 4,500 Damage @ Circusman
Conclusion:
HP: [500/500]
HM: [1/1]
Status: Normal
Panels: Normal
Cooldown:
Turn 2
Circusman Phase:
Circusman Phase:
Defensive Phase: [1,700/1,700]
[ Furia ]: Avoided with Omni-Dodge
[ Rabia ]: Avoided with Omni-Dodge
[ Furia ]: Hits for 900 Damage
[ Rabia ]: Hits for 900 Damage
Total DMG: 1,800
Conclusiom: Circusman Deleted!
° Rewards: +1 BlueMD || +1 HMD