|
CMT vs
Jun 16, 2017 9:46:16 GMT -8
Post by Zeta on Jun 16, 2017 9:46:16 GMT -8
{
COMMAND MISSION TEAM (Click to Reveal/Hide Stats)
} [ Universal Skill - Unity] [ When one member of the team falls, the rest are invigorated and fight harder] ° All members of this Boss Team have this skill ° Only one member of the team can be defeated on any given turn ° All Members of the team take half damage from multi-targeting attacks [ Passive] Massimo{ (Click to Reveal/Hide Stats)} HP: 30,000 Armor: 500 Regeneration: 0 Type: Mini Boss Element: MetalStrengths: Sonic, Stone, Blade, Seeking, Metal Weaknesses: Aqua, Laser, Elec, Ice, Bug [ Skill - Vengeful Counter] [ Massimo strikes back when attacked] ° When struck by an attack, Massimo counters for 200 Unavoidable Damage ° If struck by a counter, Massimo will still retaliate, but at half damage ° This counter can trigger any number of times per turn [ Passive] [ Hyper Mode - Glint Armor] [ Massimo's armor turns golden and his strength is immensely increased for a short time] ° Massimo's Armor, Counter Damage, and Attack Damage are doubled ° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode [ Activates when an ally dies -- Lasts 3 Turns] [ Attack - Massive Lance] [ Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 900 + (100 * Target's Version)° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect). Cinnamon{ (Click to Reveal/Hide Stats)} HP: 20,000 Armor: 0 Regeneration: 0 Type: Mini Boss Element: Light Strengths: Break, Laser, Fire, Sonic, Light Weaknesses: Plasma, Dark, Shadow, Toxic, Bug [ Skill - Angelic Aide] [ Cinnamon constantly keeps her allies topped off with health.] ° Cinnamon and her allies restore 30% of their Max HP every turn [ Passive] [ Hyper Mode - Iron Maiden] [ Cinnamon's Armor turns black and her defensive abilities are enhanced temporarily.] ° Cinnamon takes 50% Damage in this Hyper Mode ° When Cinnamon or an ally restores HP beyond their max, 20% of the excess is added to all of their attacks that turn [ Activates when an ally dies -- Lasts 3 Turns] [ Attack - Angel Hand] [ Cinnamon slaps her opponent with her gloves] ° Damage Dealt: 170 + (30 * Target's Version)° Light Element || C-Range ° If Hits, Victim deals -20% Damage for Two Turns. Stacks with multiple inflictions. Marino{ (Click to Reveal/Hide Stats)} HP: 10,000 Armor: 0 Regeneration: 0 Type: Mini Boss Element: ShadowStrengths: Dark, Seeking, Elec, Ice, Shadow Weaknesses: Stone, Fire, Light, Blade, Bug [ Skill - Hyper Drive] [ Marino moves tremendously fast; enemies have a hard time keeping up with her.] ° Marino Dodges the first attack aimed at her every turn ° Every Turn, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle ° When an ally is defeated, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle [ Passive] [ Hyper Mode - Quick Silver] [ Marino's armor becomes black and yellow; her speed and power are greatly increased for a limited time.] ° Marino's Dodges are raised to Omni during this Hyper Mode ° Marino's Aimers are raised to Omni during this Hyper Mode ° Marino is immune to Damage and Attack Slot Reduction during this Hyper Mode [ Activates when an ally dies -- Lasts 3 Turns] [ Attack - Beam Knife] [ Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 150 + (50 * Target's Version)° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50% [ Attack - Marino Stamp] [ Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: 150 + (50 * Target's Version)° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50% [ Attack - Mirage Dive] [ Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings] ° Damage Dealt: 150 + (50 * Target's Version)° Shadow Element || C-Range ° Undodgeable || Breaks Shields || Hits All ° Damage cannot be reduced below 50% Attack Pattern Command Mission Team Battle Rules° Can be challenge by multiple opponents, rewards are unaffected ° Unless any member of your team has Initiative, the Boss Team attacks first ° When fought as a group, any member of the group may operate the Team ° Summoned entities are still treated as targets. NPCs use the owner's version for calculating damage directed at them° Rewards: 500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD Pattern Versus All OpponentsMassimo ° Massive Lance (aimed once at each target)° When one ally has been defeated: Massive Lance (aimed once at each target)° When both allies have been defeated: Massive Lance (aimed once at each target)Cinnamon ° Angel Hand (aimed once at each target)° When one ally has been defeated: Angel Hand (aimed once at each target)° When both allies have been defeated: Angel Hand (aimed once at each target)Marino ° Beam Knife (aimed once at each target)° Marino Stamp (aimed once at each target)° Mirage Dive (aimed at all targets)° Pattern repeats when additional Attack Slots are gained
CMT Versus:
Navis Attending:) Spartan Joker Inori [+1 Initiative Lvl] Crescendo Rook
|
|
|
CMT vs
Jun 16, 2017 10:16:06 GMT -8
Post by Zeta on Jun 16, 2017 10:16:06 GMT -8
Spartan.EXN Phase:
Pre-Phase:
° +1 Attack Slot on starting turn
° [ Berserk Rage ]: Raises attack damage by 20%, but forces the user to take 20% more damage at the same time
Defensive Phase: +/-0 Armor || +20% Damage
° Nothing
Total DMG: 0 Damage
HP: [1,800/1,800]
Set-Up Phase:
Name: The Traveler Type: Hyper Mode Description: Effects: Lasts 2 Turn ° +140 DMG during Hyper Mode ° +2 Attack Slots during Hyper Mode Uses: 1
Name: Guardian Expansion Type: Offensive Skills Class: C-Tier Description: Spartan's Guardian assist him with strength during time of war Effects: User gains +1 Attack Slot for 1 Turn Usesd: [10/10]
Grass Panels Wood Element ° Wood Navis gain 150 HP/turn ° When a Fire Element attack is used it deals x1.5 damage and gains Hits all ° When a Fire Element attack is used the stage becomes Normal ° Lasts 3 turns
Offensive Phase: 21 Attack Slots
Name: Ogligoclase Element: Fire Range: C-Range Description: A highly combustible sword is forged between Spartan's hand Damage: 845 985 1,185 1,780 DMG Effects: Cannot be Countered, Cannot be Naturally Avoided
° Can be aimed at 1 Additional Target Optional Charge: 1
Name: Ogligoclase 19x Element: Fire Range: C-Range Description: A highly combustible sword is forged between Spartan's hand Damage: 845 985 1,185 DMG Effects: Cannot be Countered, Cannot be Naturally Avoided
° Can be aimed at 1 Additional Target Optional Charge: 1
Dark Scythe 0 Blade/Dark C-Damage ° Deals no damage, but Executes victim if they are below 20% of their Maximum HP ° Execute: If target is hit by this attack while below the specified HP Threshold, they are instantly defeated regardless of any Damage Mitigation, Survival, or Revival Effects (cannot be augmented) ° Only one Dark Scythe can be used per turn ° Glitch: User has +1 CD add to all of their Attacks
[ Auto Charging ]: Krypton [ Auto Charging ]: Ogligoclase [ Auto Charging ]: Piezotric [ Auto Charging ]: Argon
Total DMG: 24,295 Damage @ Cinnamon
Conclusion: HP: [1,800/1,800] Status: Normal Panels: Normal
Cooldown:
|
|
|
CMT vs
Jun 16, 2017 10:57:15 GMT -8
Post by Gaia on Jun 16, 2017 10:57:15 GMT -8
Joker.DB
Defense Phase
[DreadJoker HP=1100/1100]
[Satellite Analytics] [Advanced Skill] - Dread Joker's Variable Enhancements are selected based upon the Types of each individual opponent he is fighting, and he activates a different Variable Enhancement for each Navi type among his opponents. -- Dread Joker can select 1 additional Variable Enhancement for each separate Variable Enhancement active via his Type. --- When selecting additional Variable Enhancements, for every two opposing navis, Dread Joker can select the same Enhancement an additional time. For one-use enhancements, he gains an additional use each time he selects it. ---- The vs Normal Type Variable Enhancement can never be selected more than once. ----- Dread Joker cannot benefit from other passive sources that increase his Damage or Armor, save for natural Version bonuses.
[Variable Enhancements] - 0 Active!
Dread Joker has 0 Armor.
[N/A]
[DreadJoker HP=1100/1100]
Support Phase
[DreadJoker HP=1100/1100]
[DreadJoker HP=1100/1100]
Offense Phase 3 AS | 2 Preemptive Charge | 1 Auto-Charge | 1 Basic Auto-Charge | 2 Free Basics
[Dread Satellite Laser] - Preemptively Charged! [Gigant Swing] - Preemptively Charged!
[Gigant Swing] - [2/2 Charges] [Dread Satellite Laser] - [2/2 Charges]
1. [Gigant Stomp] Bug | Shot Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - 200 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 2 Turns
2. [Gigant Stomp] Bug | Shot Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - 200 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 2 Turns
3. [Gigant Stomp] Bug | Shot Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - 200 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 2 Turns
[Gigant Stomp] Bug | Shot Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - [200] 100 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 2 Turns
[Gigant Stomp] Bug | Shot Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - [200] 100 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 2 Turns
Summary Phase
800 Damage @ Marino
[DreadJoker HP=1100/1100] [Status] - Fine [Stage] - Null [Cooldown] -
|
|
|
CMT vs
Jun 16, 2017 11:11:48 GMT -8
Post by Kman on Jun 16, 2017 11:11:48 GMT -8
==================== Crescendo Turn One ====================
Defense:
N/A
====================
Support:
HP: 1500/1500
====================
ATtack:
1 Auto-Charge | 3 Pre-Emptive Charges
Pre-Emptives applied to Drone, Discordance, Resonate
Auto-Charging Pulse
5AS
Name: Drone Range: Shot Element: Sonic Description: A deep, vibrating sound that seems to vibrate a foe's bones. Effects: 140% | 540 Damage | Can be optionally charged for 1 turn for 1.5x damage. Optional Charge: 1 Cooldown: 1
Name: Discordance Range: Combat Element: Sonic Description: An echoing, painful pulse of sound that can affect his foes' motor skills. Effects: 80% | 105x2 Damage | Undodgeable | Confuse | Avoid Separately Charge: 1 Cooldown: 0 (Reduced by Aqua Shard)
Name: Resonate Range: Shot Element: Sonic Description: A simple, yet effective attack in which Crescendo.exe's body exudes sound, aimed at any in reach. Effects: 90% | 355 Damage | Cannot Be Countered Otpional Charge: 1
Name: Seeking Note x2 Range: Combat Element: Sonic Description: Once Crescendo.exe has ahold of his opponent's location, nothing can come between him and his target. Effects: 90% | 155 Damage | Undodgeable | Cannot be Intercepted
====================
1260 Sonic Damage @ Marino + Confuse
|
|
|
CMT vs
Jun 16, 2017 11:41:26 GMT -8
Post by xoDeathy on Jun 16, 2017 11:41:26 GMT -8
|Defense Phase| Inori takes 90% Damage
|Recuperation Phase| Skill Information to Note:
{Spoiler}{Spoiler}{Spoiler}>Havoc Festival Core Defensive Skill A-Tier "Welcome to my world that's painted with sadness..! There's.. no light of sun.. and you can't hear any sound at all..!" -Whenever Inori Heals or grants Regeneration to an ally, she gains +150 Max HP (not current), to a max of +900 Max HP. This effect can proc up to 2 times per turn. -Additionally, during Inori's next Defense Phase after a proc of this skill, Inori gains Temporary Armor equal to 3% of her Max HP for 1 turn (this effect cannot stack for multiple procs). -Passive-
>S.P. Regulator Breach Offensive/Supportive Skill S-Tier "You think I will stand behind programs to protect myself? I don't need them... I'm not a child anymore... Everything will be over soon enough." -By disabling the Safety Protocol installed by Crush, Inori is able to shred her life force at an accelerated rate while increasing her lethality. -For every 15% HP she is below Max, she gains 40 Damage, 5% increased Outgoing Healing/Regen efficiency, but has 12.5% decreased Regen. Bonuses only occur up to 60% below Max HP (4 times). <Passive>
>Resourceful Engineer Offense Skill A-Tier "Witness my onslaught of resources... They help bring an end to the darkness." -Inori cannot use DarkChips. -Inori's Battle Chips gain Damage equal to 2% of Inori's Max HP. -Inori gains +1 Chip Use. -Passive-
[Inori bursts into blazing light! Hyper Fusion activates! Inori sacrifices 70% of Her Max HP! +35% Outgoing! +49 Damage!]
/Corrupted Queen Rosary\ Embracing her mother's power, the Holy Data banishes all traces of Rosario, and rapidly generates to take over and empower Inori. ☉ Hyper Mode lasts for 3 Turns (-2)
☉ Usable Once per Battle >Upon entering Hyper Mode, Inori may sacrifice HP in 10% increments of her Max HP; for each 10% sacrificed, Inori's Attacks gain 7 Damage for the duration of the Hyper Mode, and her Outgoing Heals and Regeneration are increased by 5% efficiency. (Damage Gain = 5% of Base)
/Forbidden King Rosario\ Embracing her father's power, the traces of Rosario trick the Holy Data into believing it's normal, and massively boosts Inori's Regenerative capabilities. ☉ Hyper Mode lasts for 2 Turns (-3) ☉ Inori gains Regen equal to 5% of her Max HP. ☉ Stage becomes Holy Panels for the duration of the Hyper Mode. - Holy Panels Light Element ° User and their Light allies take 50% damage from attacks ° Light, Laser, and Hidden-Element attacks ignore this
[Level 4 Breach: +160 Damage, +20% Outgoing, -50% Regen]
[Inori regens 92 (5% of her Max) HP!] [Inori regens 92 (5% of her Max) HP!]
[Inori regens 40 HP!] [Inori degens 112 HP!]
Inori's HP: 622/1700 Armor: 0 Regen: 224 \112 Degen (-50% Regen) Field: Holy (1/2) Nat. CD:// 5/5 B-Chip Folder: 6/6 [3/3 Mega, 1/1 Giga] Status(es):
|Unleash Phase| 3 Attack Slots +2% of Max Health to Chip Damage, +160 Damage, +49 (HM)1:| Charging Decaying Crescendo! (1) 2:|Charging Crescendo-ed Lullaby! (1) 3:|>Slot In!< Cannon 1,209 Normal S-Damage Undodgeable ° If no other attack was used this turn, this chip deals x3 Damage+0 Havoc-al Party Stacks (0/6) |Summary Phase| +55% Outgoing Healing/Regen
1,209 Normal Damage @ Marino
Inori's HP: 622/1700 Field: Holy (1/2) Nat. CD:// 5/5 B-Chip Folder: 5/6 [3 Mega, 1 Giga] Status(es): Cooldowns:
|
|
Deleted
Deleted Member
Posts: 0
|
CMT vs
Jun 16, 2017 16:43:55 GMT -8
via mobile
Post by Deleted on Jun 16, 2017 16:43:55 GMT -8
[attack]
Kidney punch Close range, Normal Punch someone's kidney area. 135 damage (90%) Undodgeable, breaks shields.
High Kick Close Range, Normal Kick towards the opponent's head. 135 damage (90%) Breaks shields, cuts auras.
Headbutt Close Range, normal Smack the enemy with the navi's head. 135 damage (90%) Cuts auras, undodgeable.
[wrap]
[HP=1700/1700]
All @ Marino
Stage: none Status: Normal
|
|
|
CMT vs
Jun 16, 2017 17:01:04 GMT -8
Post by Zeta on Jun 16, 2017 17:01:04 GMT -8
CMT Turn 1:
Cinnamon Defensive Phase: [20,000/20,000]
[ Ogligoclase ]: Hits for 1,780 1,250 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Ogligoclase ]: Hits for 1,185 830 Damage [ Dark Scythe ]: Hits for 0 Damage, Execution
Total DMG: 5,111 Damage
Conclusion: Cinnamon Executed!
Massimo Defensive Phase: [30,000/3,0000] || +500 Armor
° Nothing
Total DMG: 0 Damage
HP: [30,000/30,000]
Supportive Phase:
[Hyper Mode - Glint Armor] [Massimo's armor turns golden and his strength is immensely increased for a short time] ° Massimo's Armor, Counter Damage, and Attack Damage are doubled ° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode [Activates when an ally dies -- Lasts 3 Turns
Offensive Phase:
[Attack - Massive Lance] @ Spartan [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 2,300 4,600 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Spartan [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 2,300 4,600 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Joker [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,600 3,2000 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Joker [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,600 3,2000 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Crescendo [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,300 2,600 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Crescendo [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,300 2,600 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Inori [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,500 3,000 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Inori [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,500 3,000 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Rook [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,100 2,200 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Rook [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,100 2,200 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
Marino Defensive Phase: [10,000/10,000]
Total DMG: 0 Damage
[ Gigant Stomp ]: Hits for 200 260 Damage [ Gigant Stomp ]: Hits for 200 260 Damage [ Gigant Stomp ]: Hits for 200 260 Damage [ Gigant Stomp ]: Hits for 100 130 Damage [ Gigant Stomp ]: Hits for 100 130 Damage [ Drone ]: Hits for 540 Damage [ Discordance ]: Hits for 210 Damage, Confuse [ Resonate ]: Hits for 355 Damage [ Seeking Note ]: Hits for 155 Damage [ Seeking Note ]: Hits for 155 Damage [ Cannon ]: Hits for 1,209 Damage [ Kidney Punch ]: Hits for 135 Damage [ High Kick ]: Hits for 135 Damage [ Head ]: Hits for 135 Damage
Total DMG: 4,069 Damage
HP: [5,931/10,000]
Supportive Phase:
[Skill - Hyper Drive] [Marino moves tremendously fast; enemies have a hard time keeping up with her.] ° Marino Dodges the first attack aimed at her every turn ° Every Turn, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle ° When an ally is defeated, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle [Passive
Offensive Phase:
[Attack - Beam Knife] @ Spartan [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 850 Damage ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Marino Stamp] @ Marino [Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: 850 Damage ° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Mirage Dive] @ Spartan [Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings] ° Damage Dealt: 850 Damage ° Shadow Element || C-Range ° Undodgeable || Breaks Shields || Hits All ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ Marino [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 850 Damage ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ Joker [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 500 Damage ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Marino Stamp] @ Marino [Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: 500 Damage ° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Mirage Dive] @ Joker [Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings] ° Damage Dealt: 500 Damage ° Shadow Element || C-Range ° Undodgeable || Breaks Shields || Hits All ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ Marino [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 500 Damage ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ Crescendo [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 350 Damage ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Marino Stamp] @ Marino [Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: 350 Damage ° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Mirage Dive] @ Crescendo [Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings] ° Damage Dealt: 350 Damage ° Shadow Element || C-Range ° Undodgeable || Breaks Shields || Hits All ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ Marino [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 350 Damage ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ Inori [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 450 Damage ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Marino Stamp] @ Marino [Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: 450 Damage ° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Mirage Dive] @ Inori [Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings] ° Damage Dealt: 450 Damage ° Shadow Element || C-Range ° Undodgeable || Breaks Shields || Hits All ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ Marino [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 450 Damage ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ Rook [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 250 Damage ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Marino Stamp] @ Marino [Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: 250 Damage ° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Mirage Dive] @ Rook [Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings] ° Damage Dealt: 250 Damage ° Shadow Element || C-Range ° Undodgeable || Breaks Shields || Hits All ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ Marino [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 250 Damage ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
° Marino took 4,800 Damage
HP: [1,131/10,000] [HM]: [1/3]
|
|
|
CMT vs
Jun 16, 2017 17:28:38 GMT -8
Post by Zeta on Jun 16, 2017 17:28:38 GMT -8
Spartan.EXN Phase:
Pre-Phase:
° [ Berserk Rage ]: Raises attack damage by 20%, but forces the user to take 20% more damage at the same time
Defensive Phase: +/-0 Armor || +20% Damage
° Nothing
Total DMG: 0 Damage
HP: [1,800/1,800]
Set-Up Phase:
[ Massive Lance ]: Avoided with Thruster Pack [ Massive Lance ]: Avoided with Thruster Pack ° Spartan sacrificed an attack to naturally dodges [ Beam Knife ]: Avoided with Energy Shield [ Mirage Dive ]: Avoided with Natural Barrier
Name: Energy Shield Type: Defense Skills Class: C-Tier Description: Spartan summons a basic shield through nuclear fusion Effects: User blocks 1 one incoming attack Optional: User may sacrifice an attack slot to Naturally Block one additional attack Used: [1/9]
Name: Thruster Pack Type: Speed Skills Class: C-Tier Description: Spartan releases stored energy to evade certain attacks Effects: User dodges 1 incoming attack Optional: User may sacrifice an attack slot to Naturally Dodge one additional attack Used: [1/9]
Offensive Phase: 8 Attack Slots
[ Charging ]: Neurons [1/3] [ Charging ]: Fusion Burst [1/3] [ Charging ]: Excimer [1/3] [ Charging ]: Sardonyx [1/3] [ Charging ]: Lithium [1/3] [ Charging ]: Beryllium [1/3] [ Charging ]: Uranium [1/3] [ Auto Charging ]: Titanium [1/3]
Total DMG: 0 Damage @ Massimo
Conclusion: HP: [1,800/1,800] Status: Normal Panels: Normal
Cooldown:
|
|
|
CMT vs
Jun 16, 2017 18:13:11 GMT -8
Post by xoDeathy on Jun 16, 2017 18:13:11 GMT -8
|Defense Phase| Inori takes 90% Damage Light Element match! Inori takes 50% Damage this turn (45% Total)
[Havoc Totem intercepts Massive Lance 1!] Havoc CreationDefensive Skill B-Tier Inori solidifies the shreds of her life force into a corroding totem.-Upon use, creates a 240 HP Havoc Totem object. -This totem benefits from Inori's Regen. -1 use per battle-0 uses left [Totem destroyed!] [Inori Naturally Barriers Massive Lance 2!] Inori takes Beam Knife and Mirage Dive for 450 Damage! |Recuperation Phase|
[Level 4 Breach: +160 Damage, +20% Outgoing, -50% Regen]
[Inori heals herself! +95 HP!] Havoc-al Harmony Supportive Skill A-Tier "Come here! You must be more careful... I don't want to lose you..." -Upon use, Inori must also Sacrifice HP equal to 10% of her Max HP, or this skill's effect will not be resolved, but the skill will still be considered used. -Target ally restores X HP (5% of their Max HP) +HP Sacrificed. -This skill can only be used once per turn. -3 uses, +1 Support Use- 3 uses left
[Havoc Festival Bonus: +150/900]
[Inori regens 92 (5% of her Max) HP!] [Inori regens 92 (5% of her Max) HP!]
[Inori regens 40 HP!] [Inori degens 112 HP!]
Inori's HP: 379/1850 Armor: 0 Regen: 224 \112 Degen (-50% Regen) Field: Holy (2/2) Nat. CD:// 5/5 B-Chip Folder: 5/6 [3/3 Mega, 1/1 Giga] Status(es): Forbidden King (2/2) Corrupted Queen (2/3)
|Unleash Phase| 3 Attack Slots +2% of Max Health to Chip Damage, +160 Damage, +49 (HM)1:| Crescendo-ed Lullaby @ Marino S-Range, LightInori engulfs herself in flames, and they are quickly eaten by her blade.No Damage -Upon release, Inori's next attack gains +150 Damage. 1 Turn Required Charge 2:| Decaying ConcertoS-Range, LightInori shreds her life force into a wave to support her allies.657 HP Hits All -This attack instead targets all allies (if any). -If hits, applies Medicine to Inori and target allies (if any). -Upon use, Inori Sacrifices HP equal to 10% of her Max HP. -This attack Heals target ally's HP equal to 50% of the Damage this attack would have dealt, and gains Healing equal to half of the HP Sacrificed. 1-Turn Required Charge 2 CD [Inori shredded 185 HP!] [Havoc Festival Bonus: +300/900] 3:| Boomerang 310 Wood S-Damage ° If Avoided, this chip auto-strikes again next turn with the same damage and effects ° If used on Elec-Element Panels, reverts them to Normal Panels upon use+2 Havoc-al Party Stacks (2/6) |Summary Phase| +55% Outgoing Healing/Regen
0 Damage @ Marino 310 Wood Damage @ Marino
424 HP @ Inori +Applying Medicine (+36 Regen for 2 turns)+
657 HP @ All Allies +Applying Medicine (+55 Regen for 2 turns)+ -Medicine- +Level 1 Status+ -For 2 turns, affected Navi gains x Regeneration (30% of Inori's Regen). If Inori Heals or grants Regeneration to an ally with Medicine, the Heal or Regeneration increases by 10% efficiency (Does not increase the Regeneration granted by this status). Once ended, a Navi cannot be afflicted with Medicine for 1 turn. (Inori's Regen is 120 from Health Increase during Offense Phase)
Inori's HP: 194/2000 Field: Holy (2/2) Nat. CD:// 0/5 B-Chip Folder: 4/6 [3 Mega, 1 Giga] Status(es): Cooldowns: Decaying Concerto (2 CD)
|
|
|
CMT vs
Jun 16, 2017 20:07:22 GMT -8
Post by Kman on Jun 16, 2017 20:07:22 GMT -8
==================== Crescendo Turn Two ====================
Defense:
Massive Lance - Blocked with Vibranium (Use of Sonic Boom used to avoid effect)
Massive Lance - Blocked with Vibranium
Beam Knife - Taken for 350
Mirage Dive - Taken for 350
Decaying Concerto - Healed for 657 | Medicine (55/2)
====================
Support:
HP: 1457/1500 Regen: 55 HP: 1500/1500
====================
ATtack:
1 Auto-Charge
Auto-Charging Drone
5AS
Name: Seeking Note x4 Range: Combat Element: Sonic Description: Once Crescendo.exe has ahold of his opponent's location, nothing can come between him and his target. Effects: 90% | 155 Damage | Undodgeable | Cannot be Intercepted
Name: Pulse Range: Combat Element: Sonic Description: A low, droning sound emanates from Crescendo at all times, rattling an opponent without end. Effects: 140% | 540 Damage | Can be optionally charged for 1 turn for 1.5x damage. Optional Charge: 1 Cooldown: 1 ====================
1160 Sonic Damage @ Marino
|
|
|
CMT vs
Jun 17, 2017 4:22:57 GMT -8
via mobile
Post by Gaia on Jun 17, 2017 4:22:57 GMT -8
Joker.DB
Defense Phase
[DreadJoker HP=1100/1100]
[Satellite Analytics] [Advanced Skill] - Dread Joker's Variable Enhancements are selected based upon the Types of each individual opponent he is fighting, and he activates a different Variable Enhancement for each Navi type among his opponents. -- Dread Joker can select 1 additional Variable Enhancement for each separate Variable Enhancement active via his Type. --- When selecting additional Variable Enhancements, for every two opposing navis, Dread Joker can select the same Enhancement an additional time. For one-use enhancements, he gains an additional use each time he selects it. ---- The vs Normal Type Variable Enhancement can never be selected more than once. ----- Dread Joker cannot benefit from other passive sources that increase his Damage or Armor, save for natural Version bonuses.
[Variable Enhancements] - 0 Active!
Dread Joker has 0 Armor.
[Massive Lance] - Avoided with [Shift] [Massive Lance] - Avoided with [Shift] [AS SACRIFICED]
[Beam Knife] - Avoided with [Crimson Shield] [Mirage Dive] - Avoided with [Satellite Barrier]
[Shift] - (5/6) [Crimson Shield] - (5/6) [Satellite Barrier] - (5/6)
[DreadJoker HP=1100/1100]
Support Phase
[DreadJoker HP=1100/1100]
[Satellite Targeting] [C-Tier, Aimer] Accessing the Satellite's targeting systems, Dread Joker can make his attacks strike true against all methods of avoidance. - Adds an Omni-Aimer of choice to one attack on use. -- If Dread Joker's vs. Attack Type Variable Enhancement is active, this attack also gains +5% Damage per use per instance of its activation. --- [Active, (6/6 Uses)] - [Used x6]
[Crimson Irradiator] [C-Tier, Damage+] Dread Joker can utilize the massive amounts of crimson data he has access to increase his destructive power. - Adds 15 + (15*Version) Damage to one attack on use. -- If Dread Joker's vs. Attack Type Variable Enhancement is active, the attack pierces an amount of Armor equal to the Damage granted. --- [Active, (6/6 Uses)] - [Used x6]
[DreadJoker HP=1100/1100]
Offense Phase 3 AS | 2 Preemptive Charge | 1 Auto-Charge | 1 Basic Auto-Charge | 2 Free Basics
[Gigant Reach] - [1/2 Charges] [Gigant Tackle] - [1/2 Charges]
1. [Gigant Swing] Plasma | Combat Coating his fist in solidified crimson, Dread Joker swings his large limb like a maul to smash into his opponent. - [245 615] 925 Damage [110%] - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 2 Turns - Gains Ignores Armor - Optional 1 Turn Charge: Instead of gaining damage from the charge, the user gains HP equal to the attack's damage. The attack still hits for 50% Damage.
2. [Dread Satellite Laser] Bug | Shot Kneeling back, Dread Joker charges up a massive amount of crimson energy, and releases a powerful laser of pure corrupted power. - [330 825 1240 1960 2550 Damage [150%] - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 2 Turns - Gains Ignores Armor -- 1-CD
[Gigant Stomp] Bug | Shot Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - [200] 100 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 2 Turns
[Gigant Stomp] Bug | Shot Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - [200] 100 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 2 Turns
Summary Phase
3,675 Damage @ Massimo
[DreadJoker HP=1100/1100] [Status] - Fine [Stage] - Null [Cooldown] -
|
|
Deleted
Deleted Member
Posts: 0
|
CMT vs
Jun 17, 2017 4:39:47 GMT -8
Post by Deleted on Jun 17, 2017 4:39:47 GMT -8
[defense]
Rook dodges both massive lances. 0/3 dodges remaining.
Rook takes both of Marino's attacks for 500
[attack]
Kidney punch Close range, Normal Punch someone's kidney area. 135 damage (90%) Undodgeable, breaks shields.
High Kick Close Range, Normal Kick towards the opponent's head. 135 damage (90%) Breaks shields, cuts auras.
Headbutt Close Range, normal Smack the enemy with the navi's head. 135 damage (90%) Cuts auras, undodgeable.
[wrap]
[HP=1200/1700]
All @ Marino
Stage: none Status: Normal
|
|
|
CMT vs
Jun 17, 2017 6:59:40 GMT -8
Post by Zeta on Jun 17, 2017 6:59:40 GMT -8
CMT Turn 2:
Marino Defensive Phase: [1,131/10,000]
[ Crescendo-ed Lullaby ]: Omni-Dodged [ Boomerang ]: Omni-Dodged [ Seeking Note ]: Hits for 155 Damage [ Seeking Note ]: Hits for 155 Damage [ Seeking Note ]: Hits for 155 Damage [ Seeking Note ]: Hits for 155 Damage [ Pulse ]: Hits for 540 Damage [ Kidney Punch ]: Hits for 135 Damage [ High Kick ]: Hits for 135 Damage [ Head ]: Hits for 135 Damage
Total DMG: 1,565 Damage
Conclusion: Marino Deleted
Massimo Defensive Phase: [30,000/3,0000] || +1,000 Armor
[ Gigant Swing ]: Hits for 925 1,205 Damage [ Dread Satellite Laser ]: Hits for 2,550 3,350 Damage [ Gigant Stomp ]: Hits for 100 0 Damage [ Gigant Stomp ]: Hits for 100 0 Damage ° Massimo fails to counter Joker
Total DMG: 4,240 Damage
HP: [25760/30,000]
Supportive Phase:
[Hyper Mode - Glint Armor] [Massimo's armor turns golden and his strength is immensely increased for a short time] ° Massimo's Armor, Counter Damage, and Attack Damage are doubled ° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode [Activates when an ally dies -- Lasts 3 Turns [2/3]
Offensive Phase:
[Attack - Massive Lance] @ Spartan [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 2,300 4,600 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Spartan [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 2,300 4,600 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Spartan [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 2,300 4,600 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
---
[Attack - Massive Lance] @ Joker [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,600 3,2000 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Joker [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,600 3,2000 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Joker [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,600 3,2000 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
---
[Attack - Massive Lance] @ Crescendo [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,300 2,600 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Crescendo [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,300 2,600 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Crescendo [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,300 2,600 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
---
[Attack - Massive Lance] @ Inori [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,500 3,000 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Inori [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,500 3,000 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Inori [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,500 3,000 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
---
[Attack - Massive Lance] @ Rook [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,100 2,200 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Rook [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,100 2,200 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
[Attack - Massive Lance] @ Rook [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1,100 2,200 Damage ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect)
|
|
|
CMT vs
Jun 17, 2017 7:18:18 GMT -8
Post by Zeta on Jun 17, 2017 7:18:18 GMT -8
|
|
|
CMT vs
Jun 17, 2017 9:33:10 GMT -8
Post by xoDeathy on Jun 17, 2017 9:33:10 GMT -8
|Defense Phase|Inori takes 90% Damage Inori restores 424 HP! Medicine applied!
|Recuperation Phase|
[Level 4 Breach: +160 Damage, +20% Outgoing, -50% Regen]
[Inori heals herself! +100 HP!] Havoc-al Harmony Supportive Skill A-Tier "Come here! You must be more careful... I don't want to lose you..." -Upon use, Inori must also Sacrifice HP equal to 10% of her Max HP, or this skill's effect will not be resolved, but the skill will still be considered used. -Target ally restores X HP (5% of their Max HP) +HP Sacrificed. -This skill can only be used once per turn. -3 uses, +1 Support Use- 2 uses left
[Havoc Festival Bonus: +450/900]
[Inori regens 107 (5% of her Max) HP!] [Inori regens 36 HP!]
[Inori regens 40 HP!] [Inori degens 91 HP!]
Inori's HP: 810/2150 Armor: 0 Regen: 183 \+36 Regen Medicine \91 Degen (-50% Regen) Field: Magnet (1/3) Nat. CD:// 5/5 B-Chip Folder: 5/6 [3/3 Mega, 1/1 Giga] Status(es): Corrupted Queen (3/3)
|Unleash Phase| 3 Attack Slots +2% of Max Health to Chip Damage, +160 Damage, +49 (HM)
1:|Charging Crescendo-ed Lullaby (1)
2:|Second-Hand Serenade S-Range, Light Inori shreds off bits of her coding and transfers them to allies, restoring their energy over time. 191 (174) HP -This attack instead targets a single ally or Inori. -If hits, applies Medicine to Inori and target ally (if any). -This attack Heals target ally's HP equal to 50% of the Damage this attack would have dealt. 2 CD
[Havoc Festival Bonus: +600/900]
3:|Eternal Flamenation S-Range, Light Inori summons white, lukewarm flames to brighten and warm her allies. 196 (179) HP -This attack instead targets a single ally or Inori. -This attack Heals target ally's HP equal to 50% of the Damage this attack would have dealt. 1 CD
+3 Havoc-al Party Stacks (5/6)
|Summary Phase| +55% Outgoing Healing/Regen
387 HP Restoration @ Inori (Meds included)
Inori's HP: 710/2300 Field: Magnet (1/3) Nat. CD:// 0/5 B-Chip Folder: 4/6 [3 Mega, 1 Giga] Status(es): Cooldowns: Decaying Concerto (1) Second Hand Serenade (2) Eternal Flamenation (1)
|
|