Deleted
Deleted Member
Posts: 0
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CMT vs
Jun 17, 2017 13:03:00 GMT -8
Post by Deleted on Jun 17, 2017 13:03:00 GMT -8
[defense]
Rook blocks all attacks. 0/3 shields remaining, aura destroyed.
[attack]
Charging charged shot. No other AS used
[wrap]
[HP=1200/1700]
Stage: none Status: Normal
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CMT vs
Jun 17, 2017 15:40:28 GMT -8
Post by Kman on Jun 17, 2017 15:40:28 GMT -8
==================== Crescendo Turn Three ====================
Defense:
N/A
====================
Support:
HP: 1500/1500 Regen: 55 HP: 1500/1500
====================
ATtack:
1 Auto-Charge
Auto-Charging Drone
5AS
Dropped charge. Standing around.
====================
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CMT vs
Jun 17, 2017 18:13:26 GMT -8
via mobile
Post by Gaia on Jun 17, 2017 18:13:26 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 [Crimson Shield]
[Shift] - (4/6) [Crimson Shield] - (4/6) [Satellite Barrier] - (5/6)
[DreadJoker HP=1100/1100]
Support Phase
[DreadJoker HP=1100/1100]
[DreadJoker HP=1100/1100]
Offense Phase 3 AS | | 1 Auto-Charge | 1 Basic Auto-Charge | 2 Free Basics
[Gigant Reach] - [2/2 Charges] [Gigant Tackle] - [2/2 Charges]
1. [Gigant Swing] - [1/2 Charges]
2. [Gigant Stomp] [1/2 Charges]
Summary Phase
0 Damage @ Massimo
[DreadJoker HP=1100/1100] [Status] - Fine [Stage] - Null [Cooldown] -
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CMT vs
Jun 17, 2017 18:36:45 GMT -8
Post by Zeta on Jun 17, 2017 18:36:45 GMT -8
CMT Turn 3:
Massimo Defensive Phase: [25,760/3,0000] || +1,000 Armor
° Nothing
Total DMG: 0 Damage
HP: [25,760/30,000]
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 [3/3]
Offensive Phase:
° Nothing
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CMT vs
Jun 17, 2017 18:40:33 GMT -8
Post by Zeta on Jun 17, 2017 18:40:33 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:
° Nothing
Offensive Phase: 8 Attack Slots
[ Charging ]: Neurons [3/3] [ Charging ]: Fusion Burst [3/3] [ Charging ]: Excimer [3/3] [ Charging ]: Sardonyx [3/3] [ Charging ]: Lithium [3/3] [ Auto Charging ]: Beryllium [3/3] [ Auto Charging ]: Uranium [3/3] [ Auto Charging ]: Titanium [3/3]
Total DMG: 0 Damage @ Massimo
Conclusion: HP: [1,800/1,800] Status: Normal Panels: Normal
Cooldown:
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CMT vs
Jun 17, 2017 18:43:26 GMT -8
Post by Kman on Jun 17, 2017 18:43:26 GMT -8
==================== Crescendo Turn Four ====================
Defense:
N/A
====================
Support:
HP: 1500/1500 Regen: 55 HP: 1500/1500
====================
ATtack:
1 Auto-Charge
Auto-Charging Drone
5AS
Charging Pulse Charging Discordance Charging Adagio Charging Resonate Charging Frequency
====================
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Deleted
Deleted Member
Posts: 0
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CMT vs
Jun 17, 2017 18:49:57 GMT -8
Post by Deleted on Jun 17, 2017 18:49:57 GMT -8
[attack]
Charging charged shot. No other AS used
[wrap]
[HP=1200/1700]
Stage: none Status: Normal
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CMT vs
Jun 18, 2017 6:21:21 GMT -8
Post by xoDeathy on Jun 18, 2017 6:21:21 GMT -8
|Defense Phase|Inori takes 90% Damage 363 HP Restoration!
|Recuperation Phase|
[Level 3 Breach: +120 Damage, +15% Outgoing, -37.5% Regen]
[Inori heals herself! +115 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- 1 use left
[Havoc Festival Bonus: +750/900]
[Inori regens 122 (5% of her Max) HP!] [Inori regens 36 HP!]
[Inori regens 40 HP!] [Inori degens 74 HP!]
Inori's HP: 1312/2450 Armor: 0 Regen: 198 \+36 Regen Medicine \74 Degen (-37.5% Regen) Field: Magnet (2/3) Nat. CD:// 5/5 B-Chip Folder: 5/6 [3/3 Mega, 1/1 Giga] Status(es):
|Unleash Phase| 3 Attack Slots +2% of Max Health to Chip Damage, +120 Damage
Drops Charges!
1:|Charging Crescendo-ed Lullaby (1)
2:|Charging Havoc-al Party (1)
3:|
+0 Havoc-al Party Stacks (5/6)
|Summary Phase| +20% Outgoing Healing/Regen
Inori's HP: 1312/2450 Field: Magnet (2/3) Nat. CD:// 0/5 B-Chip Folder: 4/6 [3 Mega, 1 Giga] Status(es): Cooldowns: Decaying Concerto (0) Second Hand Serenade (1) Eternal Flamenation (0)
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CMT vs
Jun 18, 2017 11:09:20 GMT -8
via mobile
Post by Gaia on Jun 18, 2017 11:09:20 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.
[Shift] - (4/6) [Crimson Shield] - (4/6) [Satellite Barrier] - (5/6)
[DreadJoker HP=1100/1100]
Support Phase
[DreadJoker HP=1100/1100]
[DreadJoker HP=1100/1100]
Offense Phase 3 AS | | 1 Auto-Charge | 1 Basic Auto-Charge | 2 Free Basics
[Gigant Tackle] - [1/2 Charges] [Dread Satellite Laser] - [1/2 Charges]
1. font color="eb0e15"][Gigant Swing] Plasma | Combat [2/2 Charges] 2. [Gigant Stomp] Bug | Shot [2/2 Charges]
Summary Phase
0 Damage @ Massimo [DreadJoker HP=1100/1100] [Status] - Fine [Stage] - Null [Cooldown]-
[/font][/div]
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CMT vs
Jun 18, 2017 15:59:36 GMT -8
Post by Zeta on Jun 18, 2017 15:59:36 GMT -8
CMT Turn 4:
Massimo Defensive Phase: [25,760/3,0000] || +500 Armor
[ Drill Arm]: Hits for 170 119 Damage, Armor locked for 1 turn ° Massimo counter's Joker for 200 Damage [ Gigant Swing ]: Hits for 555 721 Damage [ Gigant Stomp ]: Hits for 450 585 Damage [ Gigant Tackle ]: Hits for 225 292 Damage [ Gigant Reach ]: Hits for 205 143 Damage
Total DMG: 1,860 Damage
HP: [23,900/30,000]
Supportive Phase:
° Nothing
Offensive Phase:
° Nothing
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CMT vs
Jun 18, 2017 16:03:25 GMT -8
Post by Zeta on Jun 18, 2017 16:03:25 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:
° Nothing
Offensive Phase: 8 Attack Slots
Name: Neurons Element: Laser Range: S-Range Description: Spartan strikes the air twice to release several rapid transmission that disrupts nerve impulses Damage: 230 DMG [Equal 30% of Base DMG] Effects: Breaks Shield, Undodgeable ° Hits 3 additional targets ° If Hits: Victim has -150 Armor for 2 Turns Charge: 3 Cooldown: 1
Name: Fusion Burst Element: Laser Range: S-Range Description: Spartan fires up into the air a blast of condensed radiation which detonates upon impact Damage: 230 DMG [Equal 30% of Base DMG] Effects: Breaks Shield, Undodgeable ° Hits 3 additional targets ° If Hits: Victim has -150 Armor for 2 Turns Charge: 3 Cooldown: 1
Name: Excimer Element: Laser Range: C-Range Description: Spartan swings twice with his hands as it forms a layer of unstable radioactive substance Damage: 230 DMG [Equal 30% of Base DMG] Effects: Breaks Shield, Undodgeable ° Hits 3 additional targets ° If Hits: Victim has -150 Armor for 2 Turns Charge: 3 Cooldown: 1
Name: Sardonyx Element: Fire Range: C-Range Description: Spartan kicks twice with his legs as it ignites with highly combustible substance covering them Damage: 230 DMG [Equal 30% of Base DMG] Effects: Breaks Shield, Undodgeable ° Hits 3 additional targets ° If Hits: Victim has -150 Armor for 2 Turns Charge: 3 Cooldown: 1
Name: Lithium Element: Laser Range: S-Range Description: One of four chemical elements from a supernova remnant is stored, fused and then ejected as renewable energy Damage: 230 DMG [Equal 30% of Base DMG] Effects: Breaks Shield, Undodgeable ° Hits 3 additional targets ° If Hits: User deals +150 Damage with all attacks for 2 Turns Charge: 3 Cooldown: 1
Name: Beryllium Element: Laser Range: S-Range Description: One of four chemical elements from a supernova remnant is stored, fused and then ejected as renewable energy Damage: 230 DMG [Equal 30% of Base DMG] Effects: Breaks Shield, Undodgeable ° Hits 3 additional targets ° If Hits: User deals +150 Damage with all attacks for 2 Turns Charge: 3 Cooldown: 1
Name: Uranium Element: Laser Range: S-Range Description: One of four chemical elements from a supernova remnant is stored, fused and then ejected as renewable energy Damage: 230 DMG [Equal 30% of Base DMG] Effects: Breaks Shield, Undodgeable ° Hits 3 additional targets ° If Hits: User deals +150 Damage with all attacks for 2 Turns Charge: 3 Cooldown: 1
Name: Titanium Element: Laser Range: S-Range Description: One of four chemical elements from a supernova remnant is stored, fused and then ejected as renewable energy Damage: 230 DMG [Equal 30% of Base DMG] Effects: Breaks Shield, Undodgeable ° Hits 3 additional targets ° If Hits: User deals +150 Damage with all attacks for 2 Turns Charge: 3 Cooldown: 1
[ Basic Auto Charging ]: Krypton [ Auto Charging ]: Argon [ Auto Charging ]: Dielectric Discharge [ Auto Charging ]: Corona Discharge
Total DMG: 0 Damage @ Massimo
Conclusion: HP: [1,800/1,800] Status: Normal Panels: Normal
Cooldown: [0/2]
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CMT vs
Jun 18, 2017 16:21:54 GMT -8
Post by xoDeathy on Jun 18, 2017 16:21:54 GMT -8
|Defense Phase|Inori takes 90% Damage
|Recuperation Phase|
[Level 3 Breach: +120 Damage, +15% Outgoing, -37.5% Regen]
[Inori heals herself! 0 uses left! +122 HP!]
[Havoc Festival Bonus: +900/900 Max HP]
[Inori regens 129 (5% of her Max) HP!] [Level 2 Breach: +80 Damage, +10% Outgoing, -25% Regen]
[Inori regens 40 HP!] [Inori degens 42 HP!]
Inori's HP: 1595/2600 Armor: 0 Regen: 169 \42 Degen (-25% Regen) Field: Magnet (3/3) Nat. CD:// 5/5 B-Chip Folder: 5/6 [3/3 Mega, 1/1 Giga] Status(es):
|Unleash Phase| 3 Attack Slots +2% of Max Health to Chip Damage, +80 Damage
1:|Havoc Storm S-Range, Light Inori sends the shreds of her life force to tear apart an enemy. 225 Damage -If hits, victim has -10 Armor for 1 turn. -If hits, Havocs. 2 CD
2:|Crescendo-ed Lullaby S-Range, Light Inori 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
3:|Havoc-al Party C-Range, Light Inori slashes the air a few times before spinning her blade to hold it backwards and taps the end of the handle with her pinky. Flames burst once from the blade, and within seconds, a target could feel the wrath of a thousand slashes at once. 68 x10 Damage -This attack deals 0 Damage. -Whenever Inori Heals or grants Regeneration to an ally, this attack gains (75) 50% of Inori's Base Damage, to a Max of (450) 300% of Inori's Base Damage. Resets upon use, and can only proc up to 4 times per turn. 1-Turn Required Charge
+1 Havoc-al Party Stacks (0/6, 6 used)
|Summary Phase| +10% Outgoing Healing/Regen
905 Light Damage @ Massimo +-10 Armor+
Inori's HP: 1556/2600 Field: Magnet (3/3) Nat. CD:// 0/5 B-Chip Folder: 4/6 [3 Mega, 1 Giga] Status(es): Cooldowns: Second Hand Serenade (0) Havoc Storm (1)
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CMT vs
Jun 18, 2017 17:46:54 GMT -8
via mobile
Post by Gaia on Jun 18, 2017 17:46:54 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!
[Shift] - (4/6) [Crimson Shield] - (4/6) [Satellite Barrier] - (5/6)
[DreadJoker HP=1100/1100]
Support Phase
[DreadJoker HP=1100/1100]
[DreadJoker HP=1100/1100]
Offense Phase 3 AS | | 1 Auto-Charge | 1 Basic Auto-Charge | 2 Free Basics
[Gigant Reach] - [2/2 Charges] [Gigant Tackle] - [2/2 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 Damage [110%] - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 2 Turns - 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. [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 Tackle] Laser | Combat A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - 200 Damage [90%] - Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 2 Turns
[Gigant Reach] Metal | Shot x2 His crimson body expands, and Dread Joker grabs an enemy in a death grip at a distance. - 90 Damage [80%] - Breaks Shields, 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
825 Damage @ Massimo
[DreadJoker HP=900/1100] [Status] - Fine [Stage] - Null [Cooldown] -
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Deleted
Deleted Member
Posts: 0
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CMT vs
Jun 19, 2017 3:24:23 GMT -8
Post by Deleted on Jun 19, 2017 3:24:23 GMT -8
[attack]
Charging charged shot
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]
Stage: none Status: Normal Charge: charged shot (3/5)
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CMT vs
Jun 19, 2017 7:28:19 GMT -8
Post by Kman on Jun 19, 2017 7:28:19 GMT -8
==================== Crescendo Turn Four ====================
Defense:
N/A
====================
Support:
HP: 1500/1500 Regen: 55 HP: 1500/1500
====================
ATtack:
1 Auto-Charge
Auto-Charging Resonate
5AS
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
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: Adagio Range: Shot Element: Sonic Description: A slow, steady rhythm that impacts a navi's ability to function. Effects: 90% | 235 Damage | Undodgeable | If Hits: Opponent has -1 Attack Slot for 1 turn. Charge: 1
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
====================
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