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Post by Shine on Aug 9, 2017 17:49:56 GMT -8
Defense Phase
[Shine HP=1400/1400]
Ocean Panels Aqua Element ° Non-Aqua Navis have -1 attack slot ° Non-Aqua Navis' first dodge each turn costs 2 uses (instead of 1) ° Fire Navis take 100 Aqua Element damage/turn ° Lasts 3 turns
[Shine HP=1400/1400]
Support Phase
[Shine HP=1400/1400]
Skills used this turn:
Quick Assault [C-Tier, Attack Slot] Shine attacks quickly when she finds an enemy's weakpoint. - Shine gains +1 Attack Slot for 1 turn - 4 Uses
- Quick Assault -1use for +1as this turn - Shine gets 1040 regen from Aeron and can heal 50% over max
[Shine HP=2100/1400]
Offense Phase 2 Actions -1 from panels +1 from skills
Surprise Attack [S-Range, Shadow Element] Shine's sword glows purple as she slashes her enemy offguard, making them stop what they were doing and go blind. - Damage = 14% of Target's Current HP - Undodgeable, cuts auras - If Hits, Blind - If Hits, Interrupt - 1 CD, 2 Uses per Battle
- Shine charges Noir Corruption - Shine charges ShadowCorruption
Summary Phase
14%HP Damage @ Joker
[Shine HP=2100/1400]
[Status] - - [N/A] [Stage] - - [N/A] [Cooldown] - - [Noir Corruption] 2 Charges - [Shadow Corruption] 2 Charges - [Quick Assault] 3 uses left
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Post by Gaia on Aug 9, 2017 18:40:43 GMT -8
Joker.DB
Defense Phase
[Satellite Analytics] [Advanced Skill] His purpose is to use the Crimson Satellite, and the Crimson Satellite grants him access to a gigantic amount of analytical data. His ability to learn and adapt are nearly unparalleled. - 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] - - [vs. Defense/Support Type] - +55 Damage - [vs. Defense/Support Type] - +55 Damage - [vs. Defense/Support Type] - +55 Damage - [vs. Resource Type] - +1 Chip Usable per battle - [vs. Resource Type] - +1 Chip Usable per battle - [vs. Attack Type] - +55 Armor -- Joker may activate 6 Bonus Enhancements, and select the same enhancement three times. --- [vs. Attack Type] - +55 Armor --- [vs. Attack Type] - +55 Armor --- [vs. Attack Type] - +55 Armor --- [vs. Recon Type] - One Attack becomes "Unomnidodgeable" (2-CD) --- [vs. Normal Type] - Zenny Gain increased to 150% --- [vs. Defense/Support Type] - +55 Damage ---- Joker's Hyper Mode activates each Enhancement. ----- [vs Attack Types] - +55 Armor ----- [vs Defense/Support] - +55 Damage ----- [vs Recon Types] - One Attack becomes "Unomnidodgeable" (2-CD) ----- [vs Intel Types] - One Attack gains "Interrupt" (Once per Battle) ----- [vs Resource Types] - +1 Chip usable per battle ------ Zaven's Clones are treated as [Resource Types] ------- [vs Resource Types] - +1 Chip usable per battle ------- [vs Resource Types] - +1 Chip usable per battle -------- Joker may activate an 2 Additional Variable Enhancements, and select the same one an additional time! --------- [vs Attack Types] - +55 Armor --------- [vs Defense/Support Type] - +55 Damage
[Compacted Integrity] [+2,200 Max-Health] When compacted and condensed, Crimson forms into tight, incredibly durable clusters. Joker's body is nothing more than a compacted, condensed mass of incredibly dense crimson. - Dread Joker gains +550 Max-Health. -- Dread Joker gains +550 Max-Health per opponent he is facing beyond the first, for a maximum total of +2,200 Max-Health. --- [Passive]
[Joker HP=4200/4200]
Joker has 330 Armor and a Weakness to Aqua!
[Surprise Attack] - Avoided with [Crimson Shield]! [Yoyo] - Taken for [200] 0 Damage! [Jet Stream] - Avoided with [Satellite Barrier]! [Jet Stream] - Avoided with [Satellite Barrier]! [Jet Stream] - Avoided with [Satellite Barrier]! [Jet Stream] - Avoided with [Crimson Shield]! [2 USES - OMNI] [Jet Stream] - Avoided with [Crimson Shield]! [2 USES - OMNI] [Jet Stream] - Avoided with [Crimson Shield]! [2 USES - OMNI] [Jet Stream] - Avoided with [Shift]! [3 USES - Omni] [Jet Stream] - Avoided with [Shift]! [2 USES - Omni] [Jet Stream] - Avoided with [Shift]! [2 USES - Omni] [Jet Stream] - Taken for [1,075 745] 970 Damage! [Jet Stream] - Taken for [1,075 745] 970 Damage! [Jet Stream] - Taken for [1,075 745] 970 Damage! [Jet Stream] - Taken for [1,075 745] 970 Damage! [Surprise Attack] - Avoided with [Crimson Shield]!
[Crimson Shield] [8/8 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. -- 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 x8]
[Shift] [8/8 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. -- 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 x7]
[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)) -40%] 390 HP. -- Whenever struck, Dread Joker activates an additional Variable Enhancement based off of the opponent who struck it, for one turn. --- [Used x3] ---- Activates 3 Instances of [vs. Resource] - +1 Chip Use/Battle
[Joker HP=160/4200]
Support Phase
[Joker HP=160/4200]
[Break Charge ⇪ SP] - Charged attacks gain "Cuts Undershirts" automatically.
[Light Lv5] - Charged Attacks gain "Cuts Darksoul" automatically.
[Light] - Cleanses Soak!
[Buster Pack] Passive hidden program - Attack Max: Basic Attacks (Aimer-Only or No Effects) gain Cannot be Countered. - Charge Max: Basic Attacks can be optionally charged for 1 Turn following the standard Damage:Charge Ratio. - Rapid Max: Navi may use two Basic Attacks per turn at 50% Damage without spending an attack slot
[Finalize] Hyper Mode | A-Tier Dread Joker perfectly synchronizes with his satellite server, utilizing the incredible crimson within his own systems to make himself and his precious satellite one and the same. While synced with his server, his power becomes incredible, and his analytic skills lethal. - Dread Joker activates 1 Instance of each Variable Enhancement for the duration of this hyper mode.[A-Tier] -- This Hyper Mode lasts for 3 turns.
[Satellite Targeting] [5/5 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 +25% Damage per use per instance of its activation. [Active 6 Times] --- [Used x2 on Missile Barrage, x2 on Satellite Laser]
[Joker HP=160/4200]
Offense Phase [3] 2 [-1 Ocean] AS | 3 Auto-Charge | 1 Basic-Charge | +330 Damage
[Gigant Stomp] - [1/2 Charges] [Vile Emulation] - [1/1 Charges] [Gigant Tackle] - [1/2 Charges] [Density Burst] - [1/1 Charges]
[Destroyer Missiles] - [+27% Damage]
1. [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. - [135] 465 Damage [70%] - Undodgeable, Breaks Shields -- Ignores Armor --- Hits All --- Cuts Undershirts/DarkSoul ---- 1-Turn Charge, 1-CD. ----- Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
2. [Missile Barrage] Laser | Shot [1/1 Charges] @ All Using a weaker artillery strike than standard, Dread Joker fires down on his opponent from his satellite. - [60 225 860] 3,280 Damage [60%] - 2 Hits, Avoided Separately. - Breaks Unbreakable Shields, Cuts Uncuttable Auras -- Hits an additional target per two Variable Enhancement Effects Dread Joker has active. [Aimed once at each target] -- Cuts Undershirt/DarkSoul --- 1-Turn Charge. ---- Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
[Gigant Swing] Laser | Combat [1/2 Charges] Coating his fist in solidified crimson, Dread Joker swings his large limb like a maul to smash into his opponent. - [210 560] 280 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 or using the attack, the user gains HP equal to the attack's damage. -- Joker restores 280 Health!
[Dread Satellite Laser] Bug | Shot [1/2 Charges] Kneeling back, Dread Joker charges up a massive amount of crimson energy, and releases a powerful laser of pure corrupted power. - [285 615 4,700] 2,350 Damage [150%] - Cannot be Countered - Cannot be Naturally Avoided - Can be aimed at 1 additional target - Can be Optionally Charged for 1 Turn -- 1-CD --- Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage. ---- Joker restores 2,350 Health!
Summary Phase
7,025 Damage @ All
[Joker HP=2790/4200]
[Status] - - [N/A] [Stage] - - Ocean [Cooldown] - - [Dread Satellite Laser] - [0/1]
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Post by Rime on Aug 9, 2017 18:54:00 GMT -8
The mere thought about being punched by that big hit would drop me. Rime is down.
0 HP
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Post by xoDeathy on Aug 11, 2017 17:54:05 GMT -8
|Defense Phase| Inori takes 90% Damage
Inori takes Conditioning for (465 x0.9 x1.3) 545 Damage!
[Inori's shreds form into a totem and intercept Missile Barrage!] Havoc Creation Defensive 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- [Havoc Totem destroyed!]
|Recuperation Phase|
[Inori sings a Holy Concerto for Zerix! +690 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 remaining
[Havoc Festival Bonus: +300/900 Max HP]
[Level 2 Breach: +80 Damage, +10% Outgoing Healing/Regen, -25% Regen]
Havoc-al Choir Supportive Skill S-Tier Inori begins to sing a holy concerto for her fallen allies. -Upon use, Inori revives one fallen ally with 10% Max HP. -Inori may, as part of activating this skill, disable up to two (Non-Initiative) programs each worth at least 2000z for the remainder of battle. If she does, she may revive one additional ally with 10% Max HP per program disabled. -Revived allies gain Medicine, this Medicine ignores Post-Affliction Immunity. -This Skill cannot gain additional uses during battle. -1 use/4 uses max- [Inori disables Defense Up to revive both of Zane's clones!]
-Medicine- +Level 1 Status+ -For 2 turns, affected Navi gains 165 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 regens 100 (5% of her Max) HP!] [Inori regens 535 HP!] [Inori regens 40 HP!] [Inori degens 170 HP]
[Level 0 Breach: All Systems Normalized]
Inori's HP: 1870/2000 Armor: 75 \Rime Object Regen: 140 \Symbiosis: 535 \Degen 170 Field: Aqua Nat. CD:// 5/5 Status(es): Symbiosis (2/3)
|Unleash Phase| 2 Attack Slots +2% of Max Health to Chip Damage, -1 Attack Slot
1:|Decaying Concerto S-Range, Light Inori shreds her life force into a wave to support her allies. 260 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
[Level 1 Breach: +40 Damage, +5% Outgoing, -12.5% Regen]
2:|Havoc-al Resonance S-Range, Light Inori rips off chunks off her decaying core, and quickly "vanish-steps" towards an enemy, shoving it into their face (or core if no face exists), and pierces them with her blade. 115 Damage Cuts Auras/Barriers, Undodgeable Cannot be Intercepted -If hits, Interrupts (Drops all currently stored charges) -If hits, Havocs. -If hits, user restores 50 HP. 2 CD 1 Use per Battle
-Havoc-ed- +Level 1 Status+ -This status can stack. -For 1 turn, 1 Attack Slot must be used to include Inori as a target per stack of Havoc. Once ended, a Navi cannot be afflicted with Havoc for 1 turn.
+1 Havoc-al Party Stacks (2/6)
|Summary Phase|
Revive at Zerix Clone A and B [+165 Regen for 2 turns] 285 Healing @ Zerix Clone A and B 260 Healing @ All other friendlies 115 Damage @ Joker [Possible Havoc]
Inori's HP: 1670/2000 Field: Aqua Nat. CD:// 5/5 B-Chip Folder: 6/6 [3/3 Mega, 1/1 Giga] Status(es): Symbiosis Cooldowns: Decaying Concerto (2)
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Post by Zane on Aug 12, 2017 9:21:31 GMT -8
Defense Phase:
Paladin's Spirit Beta Activated Program User takes 75 {43.75}% damage for three turns after activation. ⦗Uses per battle: 0/2⦘
Damage Reduction: 69.4%.
Condition Cancellation Taken: 184 Damage Taken. Missile Barrage Taken + Onyx Cross = 85.2% Reduction: 970 Damage Taken. Clones Destroyed. Clones revived by Inori after.
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Support Phase:
Regens 535 + Healed for 285.
Ocean's Support Cloning Augment = A-Tier The body of water is supported, gaining strength where it once could not through innovation. Effects: Can have multiple copies of Ocean's Tide active at a time. Passive.
Ocean's Return Slot Booster = A-Tier Striking back the more annoyed he gets, Zerix unleashes more power the longer the fight drags out. Effects: For every 20% HP that Zerix is missing, he gains +1 Attack Slot/Turn to a max of +2. Passive.
Speed Addition Zeta: Used. +1 Attack Slot. 7 Total.
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Attack Phase:
Aqua Javelin S-Type Aqua Element Zerix launches water at his foe, piercing them and changing their systems. 1,055: 80%, Undodgable, Cuts Auras, If successful while the target has post-affliction immunity to soak, the immunity is ended and Soak can be inflicted on the enemy again. Soak cannot stack by this effect. 1 Turn Cooldown
Ocean Glide C-Type Aqua Element Zerix thrusts his spear forward, sending out jets of water while gliding about his foe. 1,055: 80%, Undodgable, Cuts Auras, Soaks. 1 Turn Cooldown
Electric Fang S-Type Elec Element A torrential blast of lightning is unleashed upon the enemy. 1,040: 70%, Undodgable, Breaks Shields, Inflicts +70 Damage if the enemy is soaked. 1 Turn Cooldown
Refresh Omega: 1/4
Electric Fang S-Type Elec Element A torrential blast of lightning is unleashed upon the enemy. 1,040: 70%, Undodgable, Breaks Shields, Inflicts +70 Damage if the enemy is soaked. 1 Turn Cooldown
Refresh Omega: 2/4
Electric Fang S-Type Elec Element A torrential blast of lightning is unleashed upon the enemy. 1,040: 70%, Undodgable, Breaks Shields, Inflicts +70 Damage if the enemy is soaked. 1 Turn Cooldown
Refresh Omega: 3/4
Electric Fang S-Type Elec Element A torrential blast of lightning is unleashed upon the enemy. 1,040: 70%, Undodgable, Breaks Shields, Inflicts +70 Damage if the enemy is soaked. 1 Turn Cooldown
Refresh Omega: 4/4
Electric Fang S-Type Elec Element A torrential blast of lightning is unleashed upon the enemy. 1,040: 70%, Undodgable, Breaks Shields, Inflicts +70 Damage if the enemy is soaked. 1 Turn Cooldown
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End Phase:
Zerix: HP: 9,416/9,750 Damage: 7,310
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Post by Gaia on Aug 12, 2017 10:37:29 GMT -8
Joker.DB
Rewards
Zenny Token included, Jokers normal included
Joker - 320 Exp | 9,600z
Team - 165 Exp | 3,300z
[Gigant Swing] Laser | Combat A shattering punch with a crimson coated fist. - 150 + 15 * V Damage - 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 or using the attack, the user gains HP equal to the attack's damage.
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Post by Zane on Aug 12, 2017 10:42:53 GMT -8
SE - Ocean Glide C-Type Aqua Element Jets of water unleashed upon a foe during one's approach. 150 + 15/V, Undodgable, Cuts Auras, Soaks.
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Post by Rime on Aug 12, 2017 10:47:16 GMT -8
Grasp of Ice C-Range, Ice Element An icy grasp, that causes frost to spread across the victim to restrict their movement. (150 + 15*v) Damage Breaks Shields, Cuts Auras, Cannot Be Naturally Avoided, Freezes If hits; The Next Seeking attack used has +75 Damage
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Post by xoDeathy on Aug 14, 2017 6:16:06 GMT -8
Eternal Flamenation S-Range, Light The user summons white, lukewarm flames to brighten and warm her allies. (150 +15*V) -This attack instead targets a single ally or the user. -This attack Heals target ally's HP equal to 50% of the Damage this attack would have dealt. 1 CD
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