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Post by Zane on Jul 17, 2017 10:20:43 GMT -8
Initiative = 5 so here's the roll for Nightshade.
1-100
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Post by Nightshade on Jul 17, 2017 10:43:23 GMT -8
My body is ready. BATTLE ROUTINE, EXECUTE!
1-100
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Post by Zane on Jul 17, 2017 10:54:13 GMT -8
Defense Phase:
N/A
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Support Phase:
N/A
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Attack Phase:
Charging Purgatory, Crimson Blaze, Scarlet Blaze, and Blazing Aftermath.
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End Phase:
Zane: HP: 4,200/4,200 Damage: 0 @ All
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Post by Nightshade on Jul 17, 2017 11:05:53 GMT -8
Nightshade-Turn 1 [Nightshade HP=2900/2900] ____________________________________
Setup Phase: Double Tap is activated 6 times. +6AS (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 [13AS]:
-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 280dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cross Cut for 280dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 280dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec
-Nightshade attacks with Cross Cut for 280dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 280dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cresent Moon for 280dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cross Cut for 280dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 280dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec
-Nightshade attacks with Cross Cut for 280dmg. Cannot be dodged, Breaks Unbreakable Shields. Non nat avoidable. S-Elec.
-Nightshade attacks with Crescent Moon for 280dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-Elec.
-Nightshade attacks with Cresent Moon for 280dmg. Cannot be Omnidodged, Breaks Shields. Non nat avoidable. C-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 Tiefy on Jul 18, 2017 6:13:54 GMT -8
Booting Simple Battle Interface v0.06a
Battle Start
[Thrash HP = 1300/1300]
Zzzz... *snrk* -huwha? The hell is-... what the hell did you drag me into THIS time, boy?
_____Handy Attack Reference Sheet_____ Thrash's Base Damage: 265
° Shatter Shredder: 130 (Ice, Hits All, Unavoidable, S-Range)
° Crystal Cleavers: 240 (Ice, Cuts Auras, Breaks Shields, C-Range)
° Ripsaw Lash: 210 (Sand, Cannot be Naturally Avoided, Undodgeable, Breaks Shields, S-Range)
° Deep Strike: 0 Damage, 80 Damage DoT for 2 Turns (Ice Element, Passive Damage Treated as Basic Attack, Cannot be Countered, Cannot be Naturally Avoided, S-Range)
° Crystalysis: 160 (Ice, Undodgeable, Cuts Auras, Ignores Armor, inflicts Freeze, Blind, Berserk, Dual-Range) -> 1-Turn Charge, 5-Turn Cooldown
° Frenzy Call: 130 (Sonic, Inflicts Berserk if Hits, Inflicts Freeze Regardless of Success, Hits All, Cannot be Countered, S-Range) -> 2-Turn Charge, 2-Turn Cooldown
° Hydra Blitz: 105 x Thrash's Attacks that have been Avoided (Sand, Distributed Multi-Hit, Locks Single Avoid Type if Avoided, Cannot be Countered, S-Range) -> 1-Turn Charge, 3-Turn Cooldown, 3 Uses)
° Ultimate Impact Cannon "V": 130 x Total Attack Slots (Fire, Uses All Attack Slots, Cannot be Naturally Avoided, Can Be Optionally Charged for 3 Turns, Main Attack Charge counts as First Optional Charge) -> Min. 1-Turn Charge, 5-Turn Cooldown
° HYPER ATTACK - Hydra Prominence: 80 x 2 Hits (Sand, Recurring Auto Attack for 2 turns after first use at half damage and full effects, Hits All, Cannot Be Naturally Avoided, Cannot Be Countered, Cuts Uncuttable Auras, -1 Skill Use to enemy if hits, +1 Skill Use to Thrash regardless of success) -> 4-Turn Charge, 5-Turn Cooldown
_____________________________________
Active Accessories:
-Ring of the Dark Advisor: +2 Attack Slots, -50 Attack Damage
Turn 1
Oh goody, you picked a fight with another piñata. Why do you insist on making rich enemies like this, I can practically smell the expensive programs from here. He probably even has his Battle Routine set to autopilot... might as well do the same.
Defense Phase
le shrug
Support Phase
Slamdance activated! Zwatzhisname isn't affected in the slightest, but Thrash will gain +1 AS next turn! Slamdance activated! Zazzmatazz doesn't even flinch, but Thrash will gain +1 AS next turn! Slamdance activated! Zanana couldn't give two shits, but Thrash will gain +1 AS next turn! Slamdance activated! Perfect Immunity is a massive pain in the ass, but Thrash will gain +1 AS next turn!
I bet his name is just as edgy as the last guy's. Probably even starts with a consonant on the arse-end of the alphabet, too. Edgelord.
Daemon's Glare activated! +1 Attack Slot this turn! Aimer Enhancement activated! One Attack gains Omni-Unblockable this turn! Daemon's Glare activated! +1 Attack Slot this turn! Aimer Enhancement activated! One Attack gains Omni-Unblockable this turn! Daemon's Glare activated! +1 Attack Slot this turn! Aimer Enhancement activated! One Attack gains Omni-Unblockable this turn! Daemon's Glare activated! +1 Attack Slot this turn! Aimer Enhancement activated! One Attack gains Omni-Unblockable this turn! Daemon's Glare activated using Skill Addition Zeta! ! +1 Attack Slot this turn! Aimer Enhancement activated! One Attack gains Omni-Unblockable this turn! Daemon's Glare activated using Skill Addition Zeta! ! +1 Attack Slot this turn! Aimer Enhancement activated! One Attack gains Omni-Unblockable this turn! Daemon's Glare activated using Reboot-recharged Skill Addition Zeta! ! +1 Attack Slot this turn! Aimer Enhancement activated! One Attack gains Omni-Unblockable this turn!
Attack Phase (12 AS)
Auto-Charge: Ultimate Impact Cannon "V" [1/1]
Initiative Kappa active! +30% Damage to all attacks this turn!
I'm literally just spamming B.
Thrash strikes InZane in the Membrane with Crystal Cleavers! (312) (Cuts Auras, Breaks Shields, Ice Element, C-Range) Thrash strikes Zanity Fair with Crystal Cleavers! (312) (Cuts Auras, Breaks Shields, Ice Element, C-Range) Thrash strikes Ztarting to run out of names with Crystal Cleavers! (312) (Cuts Auras, Breaks Shields, Ice Element, C-Range) Thrash strikes Two More Attack Zlots to Fill with Crystal Cleavers! (312) (Cuts Auras, Breaks Shields, Ice Element, C-Range)
flip IT
Seven More Crystal Cleavers! (312) (Cuts Auras, Omni-Breaks Shields, Ice Element, C-Range)
...Might as well mix it up a little.
Thrash sets Average Guardian! (0 HP, Cannot Intercept)
Summary Phase
[Thrash HP = 1300/1300] Total Damage of Attacks: 3,432 @ Zane Current Terrain: Ice (1/3) Active Charges: -Ultimate Impact Cannon "V" (1/1) Active Objects: -Average Guardian (0 HP, Cannot Intercept; Target whose attack or effect damages Average Guardian takes
When we're done futilely beating our heads against this brick wall, we're going to have a little talk.
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Post by Gaia on Jul 18, 2017 11:56:13 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=2950/2950]
[JunkMan has 35 Armor and takes 48.96% damage]
[N/A]
Support Phase
[JunkMan HP=2950/2950]
[N/A]
[JunkMan HP=2950/2950]
Offense Phase 3 AS | 1-Auto Charge
[Reuse] - [1/1 Charges]
1. [Poltergeist] - [1/1 Charges]
2. [Collect] - [1/1 Charges]
3. [Trash Bomb] Stone | Shot A load of trash explodes with blasts of shrapnel on impact. - 120 Damage [90%] - Undodgeable, Breaks Shields
Summary Phase
120 Damage @ Zane
[JunkMan HP=2950/2950]
[Status] - Fine! [Stage] - Null [Cooldown] - -
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Post by xoDeathy on Jul 19, 2017 18:42:25 GMT -8
|Defense Phase|
Rosary cannot use Armor and her Elemental Strengths/Weaknesses are Negated!
|Recuperation Phase| Skill Info: Unending Punching Advanced Skill "I'm not playing this game anymore..." -During a Hyper Mode, if Rosary did not sustain any damage on any given turn, the Hyper Mode's remaining duration does not "tick down" that turn. -Passive- Raw Power Seeker Core Offensive Skill C-Tier
"Oh what I wouldn't do for more ways to crush someone's innards with my fists." -Rosary is constantly searching for new power. Each time Rosary charges an attack, she gains +10 Damage for the rest of battle, to a max of +150 Damage. -This effect can proc up to 4 times a turn. -Passive-
Expert Breeder Supportive Skill S-Tier "Reginaldo!! Where is my blasted tea?! You know how angry I get when I haven't PUNCHED something in a while!!" -Rosary may summon one virus she owns at the start of battle. -Passive-
[Rosary puts up a powerful bubble!] Holy Detriment Defensive Skill A-Tier "I know, I can't wait for you to barge into my bubble either <3" -Upon activation, Rosary summons a Barrier with 490 HP. While this Barrier exists, Rosary gains one Reactive Charge per turn. The affected attack must be used this turn. -This effect cannot stack. -3 uses-2 uses left
[More of Rosary to go around!] Holy Emulation: Family Clone Skill A-Tier "Oh would you look at that? More of me to go around!" -Upon use, Rosary summons a Clone with 10% of her Max HP, 1 Attack Slot, and has 50% of Rosary's Damage. -Clones created by this skill can use Chips Rosary owns, consuming them and counting against her total Chip Use. -Clones created by this skill cannot intercept. -3 uses, +1 Saito Use- 0 uses left
[Rosary's power erupts!] /Perfected Rosary\ (2 Turns) Rosary takes the Holy Data by the reigns and surges it throughout her body, causing immense pressure to expel from her. The Holy Data rapidly replicates itself 10 fold faster, making Holy Data flow from her hands and feet like fire. >Hyper Mode lasts for 2 turns (-3) >User deals x1.5 Damage during this Hyper Mode, but all enemies may opt to forego a turn of attacking to force the user out of the Hyper Mode
[Rosary pre-emptively charges Disappear!] +10 Damage!
[Re-actively charging Give Up Hope!] +10 Damage!
Rosary's HP: 700/700 Barrier HP: 490 Reginaldo HP: 700/700 Rosary II HP: 140 Rosary III HP: 140 Rosary IV HP: 140 Rosary V HP: 140
Holy Core: 0 Armor: 0 Field: Snow (1/1) Nat. CD:// 5/5 B-Chip Folder: 5/5 [3/3 Mega, 0 Giga] Status(es): Perfected (1/2)
|Unleash Phase| 5 Attack Slots +1 Turn 1, +40/150 Damage, +20% 1st Turn Init Kappa, x1.5 Damage, +20% DamageAuto Charge:| Disappear! (2) +10 Damage Auto Charge:| Power Shot! (1) +10 Damage Reginaldo:|Lightning Sword C-Range, Elec Reginaldo swings his mighty weapon of electricity! 130 Damage Cuts Auras/Barriers Reginaldo:|Lightning Sword C-Range, Elec Reginaldo swings his mighty weapon of electricity! 130 Damage Cuts Auras/Barriers 1:| Pierce the Heart <3!C-Range, BreakRosary pummels her fist straight through the enemy's core, 10 successive times.
97 x10 Damage Breaks Shields, Undodgeable, Ignores Armor 1 CD 2:| Give Up Hope!C-Range, BreakRosary digitizes a long, thin spike of Holy Data to pierce an enemy. 1,474 Damage Breaks Shields, Undodgeable, Cuts Undershirts -If hits, Rosary gains +1 Attack Slot for 3 turns. 1-Turn Required Charge [x1.5] 2 CD 3:| Why Try!C-Range, BreakRosary runs to an enemy and gives them a hug. An intimate hug, that ends in the breaking of their bones.
1,090 Damage Burns -If avoided, one of Rosary's attacks next turn gain an Aimer based on the avoidance used for one use. If the attack already has two aimers, one must be removed for one use. 1 CD 1 Use 4:|  Z-Saber367 x3 Blade C-Damage Avoid Separately Undodgeable, Cuts Auras/Barriers; Undodgeable, Breaks Shields; Breaks Shields, Cuts Auras/Barriers 5:| Power Shot!S-Range, BreakRosary combines some Holy Data into a sphere and fires it at the enemy.982 Damage Breaks Shields, Undodgeable -If charged, Cuts Undershirts 1-Turn Optional Charge [x2.0] North-wind° Destroys all enemy Barriers and Auras on the field Rosary II:| Power Shot!S-Range, BreakRosary combines some Holy Data into a sphere and fires it at the enemy.491 Damage Breaks Shields, Undodgeable -If charged, Cuts Undershirts 1-Turn Optional Charge [x2.0]Rosary III:| Power Shot!S-Range, BreakRosary combines some Holy Data into a sphere and fires it at the enemy.491 Damage Breaks Shields, Undodgeable -If charged, Cuts Undershirts 1-Turn Optional Charge [x2.0]Rosary IV:| Power Shot!S-Range, BreakRosary combines some Holy Data into a sphere and fires it at the enemy.491 Damage Breaks Shields, Undodgeable -If charged, Cuts Undershirts 1-Turn Optional Charge [x2.0]Rosary V:| Power Shot!S-Range, BreakRosary combines some Holy Data into a sphere and fires it at the enemy.491 Damage Breaks Shields, Undodgeable -If charged, Cuts Undershirts 1-Turn Optional Charge [x2.0]+0 Stack(s) of Disappear (0) +0 Stack(s) of Holy Emulation (0)
|Summary Phase|
260 Elec Damage >Zerix 6480 Break Damage >Zerix 1101 Blade Damage >Zerix A spooky wind >Zerix
Rosary's HP: 700/700 Barrier HP: 490 Reginaldo HP: 700/700 Rosary II HP: 140 Rosary III HP: 140 Rosary IV HP: 140 Rosary V HP: 140 Field: Ice (1/3) B-Chip Folder: 3/5 [1 Mega, 1 Giga] Status(es): Cooldowns:
Give Up Hope (2) Pierce (1)
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Post by Zane on Jul 19, 2017 21:26:25 GMT -8
Defense Phase:
Inferno Mantle: Blazing Guardian Combined 3 Skills ~ A-Tier Zane knocks aside attacks with his sword, along with guarding them with his blades, effectively crippling the assault. Effects: Counts as a shield/dodge/barrier. Negates the damage of three enemy attacks. Status Damages and Reductions still apply. If the attacks following the attacks negated by this skill have only one or less status damages/reductions, then an additional attack may be avoided. 8x uses.
x8 Used. Total Damage Taken = 0
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Support Phase:
Break Charge Alpha Passive Program User's charged attacks gain 'Cannot be Naturally Avoided' automatically (regardless of user's limit on the effect)
Grass Panels Element: Wood Wood Navis gain 150 HP/turn; When a Fire Element attack is used it deals x1.5 damage, gains Hits all, and the stage becomes Normal. Lasts 3 turns. x1 Owned
Permanence Flare Stage Lock ~ S-Tier A flame that burns the field in place, locking it regardless of its attempts. Effects: Locks the current panels in place, causing them to be unable to change, for 1 Turn. Or can remove the lock on panels instead. 5x Uses, 5x Max/Battle.
x1 Used. Locks Grass Panels for this turn.
Eternal Flare Multiplier Attack ~ S-Tier The final blaze of fire, burning through the great sun that represents the strength that the Knight possesses. Effects: One Attack strikes an additional time at no cost, regardless of Cooldown or Charge. 5x uses, 5x Max/Battle.
x5 Used on Blazing Aftermath.
Terminating Blaze Aiming Skill ~ A-Tier A flame that dominates the enemy entirely. With this augmentation, that is the reality that the knight seeks to do to his opponent from here on out. Effects: Adds "An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack." 8x uses.
x1 Used on Blazing Aftermath.
Solar Prominence Attack Slots ~ B-Tier Unleashing more flames within himself, Zane amplifies the amount of times he can strike at his enemies. In doing so, boosting his damage potential several times over. Effects: +1 Attack Slot for the turn. This attack is counted as an Aimed Attack. 10x uses.
x10 Used. +10 Attack Slots for 1 Turn. 13 Attack Slots.
Surge Burst Hidden Active program On the turn activated, the user has +2 attack slots, +100 DMG on all attacks, and +1 use to one skill of choice. The user also recovers 600 HP, and deals 200 unavoidable damage to every target on the field. 1x Use.
x1 Used. +1 use to Destructive Edge. 15 Attack Slots.
WWW Crest Effect: +1 use to one skill of choice = Destructive Edge.
Reboot Activated Program +1 use to another program. Can only be equipped/activated once, regardless of other effects. May not give uses to undershirt programs. 1x Use.
x1 Used on Great Sword Omnicron.
Great Sword Omnicron Activated Program Upon activation of this program, one attack gains +190 Damage for one use. This program gains +1 Use at Versions 4, 7, 10, 13, 16, and 19. Uses per battle: 8
x8 used on Purgatory.
Blaze Unison: Inferno Knight
Blaze merges with Zane, breaking the limiters placed on his abilities and allowing him to use his full abilities. His armor morphing to a full scarlet red, red particles dripping from it's form. Flames forming around his neck, resembling the mane of a lion. His flames burning on without remorse marks the showing of the Inferno Knight.
+ One Attack is locked during this HM. Its Damage and two Effects are added to another Attack. Cannot be an S-Tier Attack or Hyper Attack. + One Attack strikes an additional time at no cost, regardless of Cooldown or Charge.
- 1 Turn Duration
Locked Attack: Cleaving Blade. Burns and Cannot be Countered chosen for effects on Blazing Aftermath.
Variable Enhancement Passive Effect: Upon entering a battle, gain one special property depending on your Opponent(s)
° Vs Attack Types: +85 Armor. ° Vs Defense/Support Types: +85 Damage. ° Vs Recon Types: One Attack becomes "Unomnidodgeable" (Once per Battle)
Emerald Cross + Emerald Star on Blazing Aftermath. Blazing Aftermath is used 8 times when used this turn.
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Attack Phase:
Crimson Blaze S-Attack Fire Element A burning blaze symbolizing the strength of the Inferno Knight. 0 DMG, Adds Cuts Undershirts to one attack this turn. 1 Turn Charge 3x Use/Battle
Scarlet Blaze S-Attack Fire Element A searing blaze symbolizing the strength of the Inferno Knight. 0 DMG, Adds Cuts Darksoul to one attack this turn. 1 Turn Charge 3x Use/Battle
Both applied to Blazing Aftermath.
Flame Combat C-Attack Fire Element A physical blow from the Inferno Knight to beat at an enemy. 788: 80% DMG, Undodgable, Cuts Auras, Cannot be Naturally Avoided, Hits All
Flame Bombardment S-Attack Fire Element An attack to strike at foes from a distance or for long range combat. 788: 80% DMG, Breaks Shields, Cuts Auras, Cannot be Naturally Avoided, Hits All
X-Strike C-Attack Fire Element Zane draws one of his Blazers and performs two slashes that form an X that's on fire on the enemy cut by it. 788: 80% DMG, Breaks Shields, Undodgable, Cannot be Naturally Avoided, Hits All
Flame Combat C-Attack Fire Element A physical blow from the Inferno Knight to beat at an enemy. 788: 80% DMG, Undodgable, Cuts Auras, Cannot be Naturally Avoided, Hits All
Flame Bombardment S-Attack Fire Element An attack to strike at foes from a distance or for long range combat. 788: 80% DMG, Breaks Shields, Cuts Auras, Cannot be Naturally Avoided, Hits All
X-Strike C-Attack Fire Element Zane draws one of his Blazers and performs two slashes that form an X that's on fire on the enemy cut by it. 788: 80% DMG, Breaks Shields, Undodgable, Cannot be Naturally Avoided, Hits All
Flame Combat C-Attack Fire Element A physical blow from the Inferno Knight to beat at an enemy. 788: 80% DMG, Undodgable, Cuts Auras, Cannot be Naturally Avoided, Hits All
Flame Bombardment S-Attack Fire Element An attack to strike at foes from a distance or for long range combat. 788: 80% DMG, Breaks Shields, Cuts Auras, Cannot be Naturally Avoided, Hits All
X-Strike C-Attack Fire Element Zane draws one of his Blazers and performs two slashes that form an X that's on fire on the enemy cut by it. 788: 80% DMG, Breaks Shields, Undodgable, Cannot be Naturally Avoided, Hits All
Flame Combat C-Attack Fire Element A physical blow from the Inferno Knight to beat at an enemy. 788: 80% DMG, Undodgable, Cuts Auras, Cannot be Naturally Avoided, Hits All
Flame Bombardment S-Attack Fire Element An attack to strike at foes from a distance or for long range combat. 788: 80% DMG, Breaks Shields, Cuts Auras, Cannot be Naturally Avoided, Hits All
Purgatory C-Attack Fire Element Zane holds both Blazers upward, merging them together as they become a single claymore, having the two hilts along with a third, longer hilt. The blade of pure flames being used to burn through his enemies entirely. 5,849: 0% DMG, Undodgable, Breaks Shields, Burns, Gains +40% Damage (168) for each Fire Elemental attack used before this. Hits All. 1 Turn Cooldown 1 Turn Charge
Destructive Edge Damage Boost ~ A-Tier Combining the force of his flames, Zane sends out a vastly destructive assault that cripples and blazes through his enemies. Effects: Can add the damage from a previously used attack to one attack in the turn. Applies before all other boosts to damage. 10x uses.
x10 Used: Purgatory into Blazing Aftermath. Recon Effect: Unomnidodgeable applied to Blazing Aftermath.
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 134,298: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 134,298: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 134,298: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 134,298: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 134,298: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 134,298: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 134,298: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 134,298: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
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End Phase:
Zane: HP: 4,200/4,200 Damage: 1,089,101 @ All
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Post by Tiefy on Jul 19, 2017 22:18:38 GMT -8
Simple Battle Interface v0.06a
Turn 2
... ... ...
FUCК THIS, I'm out. Peace.
NOPE.
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Post by Gaia on Jul 19, 2017 22:38:50 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=2950/2950]
[JunkMan has 35 Armor and takes 48.96% damage]
[Compacting Cube] [2/2 Uses] JunkMan can generate compact and adaptable pieces of junk data to form sturdier, more versatile cubes. - JunkMan spawns 1 CompactCube with [((210 + 40 * Version) * .6)] 295-HP. -- CompactCubes are Non-Intercepting Objects, and count as JunkCubes for all purposes. --- CompactCubes can fuse with other active Objects on the battlefield, combining both object's effects and adding 50% of one Object's HP to the other. The same amount of HP gained is also restored at this time. ---- [Used x2]
[Void Cube] [2/2 Uses] JunkMan can generate incredibly dense cube that cause attacks of all kinds to gravitate towards them. - JunkMan spawns 1 VoidCube with [((210 + 40 * (Version) * .6)] 295-HP. -- VoidCubes are Non-Intercepting Objects, and count as JunkCubes for all purposes. --- While Active, VoidCubes absorb all attack damage that would otherwise be caused to allied objects by Multi-Target effects. ---- [Used x2]
[Basic Cube] [2/2 Uses] JunkMan can generate enough junk data to compile the little bits and pieces into a sturdy block of pure junk. - JunkMan spawns 1 JunkCube with [(210 + 40 * Version)/2] 245-HP. -- JunkCubes are Non-Intercepting Objects with 1 Attack Slot, which attack at 50% of JunkMan's base Damage. --- [Used x2]
[CompactCubeA fuses with VoidCubeA and AverageGuardian. Creates 445-HP Object that Counters for MegaChip Damage on hit and absorbs all Multi-Target hits that would affect objects.]
[Surge Burst] - Taken for 200 Damage!
[All Attacks for All Allied Objects] - 22 x 6 Hits Absorbed!
[Void Cube] - Absorbed 132 Hits, total, 84 of which could be countered! Counters for a total of 17,640 Damage! Void Cube, destroyed!
[All Attacks EXCEPT Hypers] - Taken! Undershirt, Online!
[Blazing Aftermath] - Avoided using Two BasicCubes, 1 VoidCube and 1 CompactCube for [JunkShield]! -- 2 Cubes Required, 4 Used! Shield is Unbreakable! --- Cubes take no damage! ---- Done for following instances! All avoided!
[Junk Shield] [Advanced Skill] His collection will protect him, as he protects it. It always does. - At any time, JunkMan may use any active Cube as a shield. Cubes cannot attack on any turn that they are used as shields. -- Cubes used as a Shield in this way take no damage from a blocked attack, unless the Attack would destroy it. --- Multiple Cubes can be combined into a larger shield to block a single attack; so long as the attack's damage does not exceed the combined HP of all Cubes, the Cubes take no damage. An attack that Breaks Shields automatically destroys the Cubes. ---- If twice the number of Cubes are used in any instance, the shield becomes Unbreakable. ----- While Unbreakable, the Cubes do not take any Damage, and are not at danger of being destroyed by Attacks, unless the Attack possesses Breaks Shields. In this case, Attacks with Breaks Unbreakable Shields automatically destroy all Cubes comprising the shield. ------ JunkMan cannot Intercept for his Cubes. ------- [Passive]
[JunkMan HP=1/2950]
Support Phase
[JunkMan HP=1/2950]
[Reduce] Hyper Mode | A-Tier JunkMan pulls junk data out of the air around him to utilize as extra resources for his own assembly. - JunkMan gains +1 Use to All Skills. -- JunkMan gains +2 Uses to one additional skill. --- Lasts for 1 turn.
[Basic Cube] [3/2 Uses] JunkMan can generate enough junk data to compile the little bits and pieces into a sturdy block of pure junk. - JunkMan spawns 1 JunkCube with [(210 + 40 * Version)/2] 245-HP. -- JunkCubes are Non-Intercepting Objects with 1 Attack Slot, which attack at 50% of JunkMan's base Damage. --- [Used x3]
[Resonant Barrier] [S-Tier, Object Booster] The intense energy that JunkMan sustains throughout combat is only exemplified by the power radiating from the very objects he calls to his aid. - JunkMan's Cubes generate Stored Charge equal to 20% of all Damage blocked during his last Defense Phase. While this charge exists, it can be damaged like a Barrier. -- Both Stored Charge and Cube HP is damaged by Cuts Auras, and Damage that surpasses its Stored Charge overflows into HP. --- When used as a Shield while this Stored Charge exists, the Shield is instead counted as a Barrier.
[JunkMan HP=2950/2950] [JunkCubeA HP=245/245] - 217,780 Stored Charge for 1 Turn! [JunkCubeB HP=245/245] - 217,780 Stored Charge for 1 Turn! [JunkCubeC HP=245/245] [JunkCubeD HP=245/245] [JunkCubeE HP=245/245] [VoidCubeA HP=295/295] - 217,780 Stored Charge for 1 Turn! [CompactCubeA HP=295/295] - 217,780 Stored Charge for 1 Turn!
Offense Phase 3 AS | 1-Auto Charge | 3 Active Cubes
[Reverberation] - [1/1 Charges]
1. [Junk Shower] - [1/1 Charges]
2. [Collect] Stone | Combat Sifting through the piles isn't enough. JunkMan grabs up all that he can to add more to his collection! - Adds 130 Health to JunkMan's next summoned object. -- 1-Turn Required Charge.
3. [Reuse] Stone | Combat Using his control over junk data, he forcefully rips parts from his opponent to make more for his collection. - 145 Damage [110%] - Regardless of Success, JunkMan gains +3 Uses to 1 Skill. - [3] 1-Turn Charge, 2-CD. [Hyper Expansion | Auto Charge ⇪ Beta]
Summary Phase
27,865 Damage @ Zane
[JunkMan HP=1/2950]
[Status] - Fine! [Stage] - Grass [Cooldown] - -
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Post by xoDeathy on Jul 19, 2017 22:38:59 GMT -8
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Post by Nightshade on Jul 20, 2017 0:21:12 GMT -8
Imma take my 170xp thank you.
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Post by Zane on Jul 20, 2017 1:56:45 GMT -8
Defense Phase:
Would mention some of the Cubes might be missing 200 HP from Surge Burst but those same cubes likely got blown up too. ON TO DAMAGE TAKEN!
Total Damage Taken = 17,640 because of Thrash being a random joe. Thanks pal. Also an extra 60 cause he punched me. Undershirt life.
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Support Phase:
Break Charge Alpha Passive Program User's charged attacks gain 'Cannot be Naturally Avoided' automatically (regardless of user's limit on the effect)
Grass Panels Element: Wood Wood Navis gain 150 HP/turn; When a Fire Element attack is used it deals x1.5 damage, gains Hits all, and the stage becomes Normal. Lasts 3 turns. x1 Owned
Permanence Flare Stage Lock ~ S-Tier A flame that burns the field in place, locking it regardless of its attempts. Effects: Locks the current panels in place, causing them to be unable to change, for 1 Turn. Or can remove the lock on panels instead. 5x Uses, 5x Max/Battle.
x1 Used. Locks Grass Panels for this turn.
WWW Crest Effect: 510 Unavoidable Damage to all targets of choice. @ All since it's not an attack so GET AT ME VOID CUBE!
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Attack Phase:
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 100,724: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 100,724: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 100,724: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 100,724: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 100,724: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 100,724: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 100,724: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Hyper Attack ~ Blazing Aftermath C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 100,724: 100% DMG. Upon use, can choose one Omni-Aimer and one Aimer for this attack. Unomnidodgeable + Cuts Uncuttable Auras. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Hits All. An avoidance require an additional avoid against this attack to evade it. Cannot be applied more than once to the attack. Burns. Cannot be Countered. Cuts Undershirt. Cuts Darksoul. Cannot be Naturally Avoided. 3 -> 1 Turn Cooldown, begins after autos end. 2 -> 1 Turn Charge
Flame Bombardment S-Attack Fire Element An attack to strike at foes from a distance or for long range combat. 638: 80% DMG, Breaks Shields, Cuts Auras, Cannot be Naturally Avoided, Hits All
Flame Bombardment S-Attack Fire Element An attack to strike at foes from a distance or for long range combat. 638: 80% DMG, Breaks Shields, Cuts Auras, Cannot be Naturally Avoided, Hits All
Flame Bombardment S-Attack Fire Element An attack to strike at foes from a distance or for long range combat. 638: 80% DMG, Breaks Shields, Cuts Auras, Cannot be Naturally Avoided, Hits All
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End Phase:
Zane: HP: 1/4,200 Damage @ All: Unavoidable Damage: 510 Blazing Aftermath: 805,792 Flame Bombardment: 1,914
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Post by Gaia on Jul 20, 2017 10:44:27 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=2950/2950]
[JunkMan has 35 Armor and takes 48.96% damage]
[W3] - Taken for 510 Damage!
For sake of hubris, yes, I could survive the other attacks.
[Junk Shield] [Advanced Skill] His collection will protect him, as he protects it. It always does. - At any time, JunkMan may use any active Cube as a shield. Cubes cannot attack on any turn that they are used as shields. -- Cubes used as a Shield in this way take no damage from a blocked attack, unless the Attack would destroy it. --- Multiple Cubes can be combined into a larger shield to block a single attack; so long as the attack's damage does not exceed the combined HP of all Cubes, the Cubes take no damage. An attack that Breaks Shields automatically destroys the Cubes. ---- If twice the number of Cubes are used in any instance, the shield becomes Unbreakable. ----- While Unbreakable, the Cubes do not take any Damage, and are not at danger of being destroyed by Attacks, unless the Attack possesses Breaks Shields. In this case, Attacks with Breaks Unbreakable Shields automatically destroy all Cubes comprising the shield. ------ JunkMan cannot Intercept for his Cubes. ------- [Passive]
[JunkMan HP=0/2950]
Rewards
[Team] - Team vs 1 (Team Loss): 170 Exp | 170z
[Zane] - Team vs 1 (Solo Win): 930 Exp | 930z
[Procure] Stone | Shot Zane utilizes a burst of ambient junk data to force junk in close proximity to his aid! - 150 + 15 * V Damage [60%] -- Does not Damage Objects --- Ignores Armor ---- Hits All ---- If Hits, 1 active Object of opponent's choice is converted into an allied object on the user's side. ----- 1-Turn Required Charge
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