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Post by Gaia on Jul 11, 2017 15:58:49 GMT -8
Joker.DB
Team Crescendo, Nightshade and Meso all move first because of Recon shenaniderps.
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Post by Nightshade on Jul 11, 2017 16:01:29 GMT -8
Nightshade-Turn 1 [Nightshade HP=3100/3100] ____________________________________
Setup Phase: OmniSp activates. +1AS Navi Mark activates. +1AS Double Tap is activated 4 times. +8AS (One Turn) Nightshade activates Predator mark. One attack is aimed and gains 70dmg for one turn. AutoCharge charges Voltaic Strike
Tadashi Hyper Fusion! (6 Turns) -Stage set to Ice. -Nightshade can Omnidodge -Nightshade can Omniaim all attacks -Nightshade gains 1 AS -Nightshade regens 10% of damage dealt
Battle Phase [16AS]:
-BattleChip, BusterUP! Slot in! +10dmg! Night Walk is used 1 time
-BattleChip, Z-Sensor Slot in! Aimer set is Break Shields!
-Nightshade attacks with Cresent Moon for 365dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cross Cut for 295dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 295dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec
-Nightshade attacks with Cross Cut for 295dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 295dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cresent Moon for 295dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cross Cut for 295dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 295dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec
-Nightshade attacks with Cross Cut for 295dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 295dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cresent Moon for 295dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cross Cut for 295dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 295dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec
-Nightshade attacks with Cross Cut for 295dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
End Phase:
[SensorHP=560/560]
° (210+10*Version) ° Upon Use, creates a Sensor (Non-Intercepting Object) with HP equal to double this chip's damage ° Select one Aiming Effect. Whenever an opponent uses an attack with that effect while the Sensor is active, they're dealt unavoidable damage from this Chip. ° This can occur only once per turn (per opponent), but any number of times per battle until the Sensor is destroyed AIMER SET: Break Shields.
Night Walk has 4 uses.
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Post by Zeta on Jul 11, 2017 16:21:53 GMT -8
Meso.VRS Phase:
° Meso haves Initiative Lvl 2
° User starts the battle with a 360-HP Natural Barrier
Name: Neolithic Revolution Type: Advance Skill Class: No-Tier Description: Meso uses the target's momentum against them Effects: ° Upon avoiding an attack, the user may deflect an incoming attack back to the original target ° When deflected, the attack maintains the same damage and effects it originally had ° Attacks with charges must be charged as well before it can be fully deflected ° This skill uses up an attack slot per activation Uses: Passive Effects
Defensive Phase:
° Nothing
Total DMG: 0 Damage
HP: [800/800]
Set-Up Phase:
° Slow: One Target is unavoidably inflicted with -1 Attack Slot for 1 Turn (3 Turn CD)
Offensive Phase: 4 Attack Slots
° Meso passed up two attack slots
[ Charging ]: Bug Rise Sword [ Charging ]: Rangipo
Total DMG: 0 Damage @ Joker
Conclusion: HP: [800/800] Status: Normal Panels: Normal
Cooldown: [ Slow ]: [0/3]
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Post by Kman on Jul 11, 2017 16:32:38 GMT -8
==================== Crescendo Turn One ====================
Defense:
N/A
====================
Support Phase:
HP: 1800/1800
====================
Attack Phase:
Name: Reverb Range: Shot Element: Sonic Description: A low, steady pulse that echoes out from Crescendo, difficult to evade. Effects: 90% | 180 Damage | Cannot be Naturally Avoided
Name: Reverb Range: Shot Element: Sonic Description: A low, steady pulse that echoes out from Crescendo, difficult to evade. Effects: 90% | 180 Damage | Cannot be Naturally Avoided
Name: Decibel Range: Shot Element: Sonic Description: A rush of sonic energy meant to keep Crescendo safe from reprisal. Effects: 90% | 180 Damage | Cannot Be Countered
Name: Decibel Range: Shot Element: Sonic Description: A rush of sonic energy meant to keep Crescendo safe from reprisal. Effects: 90% | 180 Damage | Cannot Be Countered
Name: Seeking Note 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% | 180 Damage | Cannot be Intercepted Cooldown: 1
Name: Piercing Note Range: Shot Element: Sonic Description: Even the most stalwart armor cannot protect from raw sound, and if too much, Crescendo.exe can use that against his foe, leaving a sampling of his resonance within the armor itself. Effects: 90% | 180 Damage | Ignores Armor Cooldown: 1
Charging Discordance
====================
1080 Sonic Damage
HP: 1800/1800
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Post by Gaia on Jul 11, 2017 17:32:17 GMT -8
Joker.DB
Defense Phase
[DreadJoker HP=1300/1300]
[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] - 2 Active! - [vs. Recon Type] - One Attack becomes "Unomnidodgeable" (Once per Battle), +1 AS! - [vs. Recon Type] - One Attack becomes "Unomnidodgeable" (Once per Battle), +1 AS! - [vs. Recon Type] - One Attack becomes "Unomnidodgeable" (Once per Battle), +1 AS! - [vs. Attack Type] - +5 Armor/Version - [vs. Attack Type] - +5 Armor/Version - [vs. Defense Type] - +5 Damage/Version
Dread Joker has 90 Armor, a Weakness to Elec and a Strength to Sonic.
[Crescent Moon] - Avoided with [Crimson Shield]! [Made Unbreakable On Use!] [Cross Cut] - Avoided with [Satellite Barrier]! [130-HP Remaining] [Crescent Moon] - Avoided with [Satellite Barrier]! [Destroyed] [Cross Cut] - Avoided with [Satellite Barrier]! [130-HP Remaining] [Crescent Moon] - Avoided with [Satellite Barrier]! [Destroyed] [Cross Cut] - Avoided with [Satellite Barrier]! [130-HP Remaining] [Crescent Moon] - Avoided with [Satellite Barrier]! [Destroyed] [Cross Cut] - Avoided with [Shift]! [Made Full Dodge On Use!] [Crescent Moon] - Avoided with [Crimson Shield]! [Made Unbreakable On Use!] [Crescent Moon] - Avoided with [Crimson Shield]! [Made Unbreakable On Use!] [Cross Cut] - Avoided with [Shift]! [Made Full Dodge On Use!] [Crescent Moon] - Taken for [295 205] 270 Damage! [Cross Cut] - Taken for [295 205] 270 Damage!
[Reverb] - Taken for [180 90] 60 Damage! [Reverb] - Taken for [180 90] 60 Damage! [Decibel] - Taken for [180 90] 60 Damage! [Decibel] - Taken for [180 90] 60 Damage! [Seeking Note] - Taken for [180 90] 60 Damage! [Piercing Note] - Taken for [180] 130 Damage!
[Shift] [7/7 Uses] Dread Joker simply wills the crimson in his body to be somewhere else, and avoids an attack by warping. - Dread Joker dodges 1 Attack. -- At any time, Dread Joker can sacrifice an attack slot to naturally dodge an additional attack. --- If Dread Joker's vs. Recon Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Dodge an Omnidodge. ---- [Used x4]
[Crimson Shield] [7/7 Uses] Dread Joker erects a wall of crimson against attacks, the incredibly dense material withstanding against the strongest of blows. - Dread Joker blocks 1 Attack. -- At any time, Dread Joker can sacrifice an attack slot to naturally block an additional attack. --- If Dread Joker's vs. Defense/Support Type Variable Enhancement is active, he can freely expend a second use of this skill to make the Shield Unbreakable. ---- [Used x6]
[Satellite Barrier] [3/3 Uses] Accessing his crimson satellite, Dread Joker activates its defensive mechanism in the form of a barrier that surrounds his being. - Dread Joker raises a Barrier with [(210 + (40*v)) -20%] 425 HP. -- Whenever a Satellite Barrier is broken, Dread Joker activates an additional Variable Enhancement based on the opponent who broke it, for a number turns equal to the number of turns the Satellite Barrier was active. --- If Dread Joker's vs. Defense/Support Variable Enhnacement is active, he can freely expend a second use of this skill to make the Barrier Uncuttable. ---- [Used x3]
[Dread Joker activates 3 instances of 'vs. Recon Type' for 1 Turn.] - [vs. Recon Type] - One Attack becomes "Unomnidodgeable" (Once per Battle), +1 AS! - [vs. Recon Type] - One Attack becomes "Unomnidodgeable" (Once per Battle), +1 AS! - [vs. Recon Type] - One Attack becomes "Unomnidodgeable" (Once per Battle), +1 AS!
[DreadJoker HP=330/1300]
Support Phase
[DreadJoker HP=330/1300]
[Satellite Targeting] [7/7 Uses] 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. --- [Used x7]
[Crimson Irradiator] [7/7 Uses] 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. --- [Used x7]
[vs. Recon Type] - Used x6
[DreadJoker HP=330/1300]
Offense Phase 9 AS | 1 Auto-Charge | 2 Preemptive Charges | +45 Damage | Buster Pack
[Dread Satellite Laser] - [Preemptively Charged!] [Conditioning Cancellation] - [Preemptively Charged!]
[Gigant Swing] - [1/1 Charges]
1. [Gigant Tackle] Plasma | Combat @ Nightshade + Meso A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [210] 255 Damage [90%] - Fully Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
2. [Gigant Tackle] Plasma | Combat @ Nightshade + Crescendo A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [210] 255 Damage [90%] - Fully Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
3. [Gigant Tackle] Plasma | Combat @ Nightshade + Meso A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [210] 255 Damage [90%] - Fully Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
4. [Gigant Tackle] Plasma | Combat @ Nightshade + Crescendo A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [210] 255 Damage [90%] - Fully Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
5. [Gigant Tackle] Plasma | Combat @ Nightshade + Meso A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [210] 255 Damage [90%] - Fully Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
6. [Gigant Tackle] Plasma | Combat @ Nightshade + Meso A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [210] 255 Damage [90%] - Fully Undodgeable, Breaks Shields - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
7. [Dread Satellite Laser] Bug | Shot [1/1 Charges] @ Nightshade + Meso Kneeling back, Dread Joker charges up a massive amount of crimson energy, and releases a powerful laser of pure corrupted power. - [345 390 585 880] 970 Damage [150%] -- Fully Undodgeable, Cuts Uncuttable Auras - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn -- Cuts Undershirts, Cuts Darksoul -- 1-CD
8. [Conditioning Cancellation] Bug | Combat [1/1 Charges] Bugged data naturally collects within and slowly builds up in a Navi. Joker can utilize this close-proximity weapon to pierce right through whatever defenses his enemies may have. - [165 210 315 405] 1,455 Damage [70%] - Fully Undodgeable, Breaks Unbreakable Shields -- Ignores Armor --- Hits All ---- Cuts Undershirts, Cuts DarkSoul ---- 1-Turn Charge, 1-CD.
[Gigant Stomp] Bug | Shot @ Nightshade + Meso Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - [210 255] 130 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
[Gigant Stomp] Bug | Shot @ Nightshade + Crescendo Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - [210 255] 130 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn
Summary Phase
4,215 Damage @ Nightshade 3,445 Damage @ Meso 2,095 Damage @ Crescendo
[DreadJoker HP=330/1300] [Status] - Fine [Stage] - Ice [Cooldown] - [Dread Satellite Laser] - [0/1]
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Post by Nightshade on Jul 12, 2017 1:20:10 GMT -8
Nightshade-Turn 2
[Nightshade HP=3100/3100]
"Hmpf. For an Intel Type, I'd say you're pretty stupid." __________________________________
Defense Phase: Initiative Sigma activates. 20% DR
-Nightshade takes 205dmg -Break Shields detected! Z-sensor inflicts 280dmg! (Unavoidable)
-Nightshade takes 205dmg -Nightshade takes 205dmg -Nightshade takes 205dmg -Nightshade takes 205dmg -Nightshade takes 205dmg
-Nightshade blocks Satellite Laser with Blink. +1AS -Phase Shift activates with 75% efficiency! Nightshade can add 945amror against one attack!
-Nightshade takes 1510dmg
-Nightshade Omnidodges Giant Shot with Night Walk. +1AS
-Nightshade Omnidodges Giant Shot with Night Walk. +1AS
[Nightshade HP=360/3100]
Setup Phase:
AutoCharge charges Voltaic Strike Nightshade regens 100HitPoints Nightshade regens 60HitPoints
[Nightshade HP=520/3100]
Predator's Bite activates! Joker bleeds for 140dmg/2 turns. Initiative effect is now active, all of Nightshade's attacks gain Cannot be Countered
Tadashi Hyper Fusion! (5 Turns)
-Stage set to Ice. -Nightshade can Omnidodge -Nightshade can Omniaim all attacks -Nightshade gains 1 AS -Nightshade regens 10% of damage dealt
Battle Phase [9AS]:
-Nightshade attacks with Cresent Moon for 295dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec. CBC
-Nightshade attacks with Cross Cut for 295dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec. CBC
-Nightshade attacks with Crescent Moon for 295dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec. CBC
-Nightshade attacks with Cross Cut for 295dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec. CBC
-Nightshade attacks with Crescent Moon for 295dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec. CBC
-Nightshade attacks with Cresent Moon for 295dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec. CBC
-Nightshade attacks with Cross Cut for 295dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec. CBC
-Nightshade attacks with Crescent Moon for 295dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec. CBC
-Nightshade attacks with Cross Cut for 295dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec. CBC
End Phase:
Night Walk has 3 uses. Blink has 3 uses Double Tap has 0 uses PMark on cooldown. 2 turns
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Post by Zeta on Jul 12, 2017 6:07:05 GMT -8
Meso.VRS Phase:
° Meso haves Initiative Lvl 2
° User starts the battle with a 360-HP Natural Barrier
Name: Neolithic Revolution Type: Advance Skill Class: No-Tier Description: Meso uses the target's momentum against them Effects: ° Upon avoiding an attack, the user may deflect an incoming attack back to the original target ° When deflected, the attack maintains the same damage and effects it originally had ° Attacks with charges must be charged as well before it can be fully deflected ° This skill uses up an attack slot per activation Uses: Passive Effects
Defensive Phase:
° Natural Avoid Enhancement: You may make a single Natural Avoid apply to all attacks aimed at you that turn. (Once per Battle)
Name: Sand Tomb Type: Speed Skill Class: C-Tier Description: Meso's avoiding tactics are more effective Effects: ° One avoidance becomes Omni-Avoid for one use ° When used in combination with Neolithic Revolution, the deflected attack is considered Aimed Used: [1/5]
[ Gigant Tackle ]: Avoided with Alpha Barrier ⇪ Beta, 105-HP [ Gigant Tackle ]: Avoided with Alpha Barrier ⇪ Beta, Broken [ Gigant Tackle ]: Avoided with Sand Veil, 1st Hit [ Gigant Tackle ]: Avoided with Sand Veil, Broken [ Dread Satellite Laser ]: Avoided with Sand Stream [ Conditioning Cancellation ]: Avoided with Natural Barrier [ Gigant Stomp ]: Avoided with Sand Stream
Name: Sand Veil Type: Support Skill Class: A-Tier Description: Meso uses a veil of sand to avoid certain attacks Effects: ° Summons a thick barrier with 225-HP around your navi ° Thick Barrier can endure at least 2 Attacks before breaking ° Barrier avoids per hit of multi-hit attacks Used: [1/3]
Name: Sand Stream Type: Defense Skill Class: B-Tier Description: Meso uses a stream of sand to block Effects: User blocks 1 incoming attack ° Block avoids per hit of multi-hit attacks Used: [2/4]
° Meso deflects both Dread Satellite Laser and Conditioning Cancellation
Total DMG: 0 Damage
HP: [800/800]
Set-Up Phase:
° Nothing
Offensive Phase: 4 Attack Slots
Bug Rise Sword 600 Bug/Blade C-Damage ° Hits All || Fully Undodgeable || Cuts UnCuttable Auras ° This Chip does not cost against the user's total number of Chip Uses per battle ° This Chip can be used multiple times per battle, regardless of restriction ° Each use of this chip requires a 1-Turn Charge ° This Attack cannot be augmented by any means
[ Charging ]: Dread Satellite Laser [ Charging ]: Conditioning Cancellation [ Charging ]: Caspian
Total DMG: 600 Damage @ Joker
Conclusion: HP: [800/800] Status: Normal Panels: Ice
Cooldown: [ Slow ]: [1/3] [ Natural Barrier ]: [0/3]
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Post by Kman on Jul 12, 2017 17:55:36 GMT -8
==================== Crescendo Turn Two ====================
Defense:
Conditioning Cancellation - Avoided with Natural Aura [CD: 4]
Gigant Stomp - Blocked with Vibranium [4 Uses Remain]
====================
Support Phase:
HP: 1800/1800
All 6 Atttacks hit last turn. Crescendo gains +72 Damage!
Name: Resonance Rank: C Description: Crescendo.exe cannot interperet data in any other method than sound. In that, his entire world, to him, has been reduced to sound in order for him to effectively fight within it. Effects: [+]Upon hitting an opponent with an attack, Crescendo gains +12 Damage. While this skill will continue to gather damage beyond 120, Crescendo can only benefit from a maximum of 120 Damage. [+]Crescendo may remove 6 damage from this skill to add 1 aimer to an attack this turn. [-]Crescendo cannot add aimers to his attacks in any way except for this skill, and may never benefit from Omni-Aimers. [-]Crescendo cannot benefit from STAB Passive Effect
Crescendo removes 36 Damage to add six aimers to his attacks this turn.
Base Damage: 240 (236)
====================
Attack Phase:
Name: Discordance Range: Combat Element: Sonic Description: An echoing, painful pulse of sound that can affect his foes' motor skills. Effects: 80% | 100x2 Damage | Confuse | Avoid Separately | Breaks Shields, Undodgeable Charge: 1 Cooldown: 0 (Reduced by Aqua Shard)
Name: Pulse Range: Combat Element: Sonic Description: A low, droning sound emanates from Crescendo at all times, rattling an opponent without end. Effects: 140% | 340 Damage | Can be optionally charged for 1 turn for 1.5x damage. | Breaks Shields, Undodgeable 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% | 340 Damage | Can be optionally charged for 1 turn for 1.5x damage. | Breaks Shields, Undodgeable Optional Charge: 1 Cooldown: 1
Name: Rhythm Range: Combat Element: Sonic Description: A constant, pulsing sound that rhythmically strikes his opponents. Effects: 140% | 340 Damage | Can be optionally charged for 1 turn for 1.5x damage. Optional Charge: 1 Cooldown: 1
Name: Decibel Range: Shot Element: Sonic Description: A rush of sonic energy meant to keep Crescendo safe from reprisal. Effects: 90% | 220 Damage | Cannot Be Countered
Name: Reverb Range: Shot Element: Sonic Description: A low, steady pulse that echoes out from Crescendo, difficult to evade. Effects: 90% | 220 Damage | Cannot be Naturally Avoided
Charging: Adagio
====================
1660 Sonic Damage
HP: 1800/1800
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Post by Gaia on Jul 13, 2017 8:48:24 GMT -8
Joker.DB
Defense Phase
[DreadJoker HP=330/1300]
Undershirt would Proc, and then Bleed finishes the deed.
Rewards
[Team CNM] - +135 Exp | +135z [Gigant Swing] Laser | Combat The user's body has enough experience with Crimson to interact with small amounts of it without harm, coating their fist for a devastating strike. - [150 + (15 * v)] Damage [110%] - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn - 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.
[Joker] - +150 Exp | +150z
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