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Post by Gaia on Mar 8, 2018 13:52:10 GMT -8
Joker.DB
Up to 4 Enemy Navis can join, v10 or below. First come, first serve; if any member of the enemy team beats Joker's initiative, the whole team moves before him.
1-100
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Post by xoDeathy on Mar 9, 2018 11:12:29 GMT -8
Reserving Spot Hopeful Join: Altair V5 No Init
1-100
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Post by Nightshade on Mar 9, 2018 11:37:21 GMT -8
Mael says hi. 1-100
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Post by church on Mar 21, 2018 22:00:39 GMT -8
K-501 Enters the fray....bec because AS wanted to see how effective she is when teamed up with non-K Navis.
1-100
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Post by xoDeathy on Mar 26, 2018 4:37:16 GMT -8
Kraft V3 joins the fray
1-100
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Post by xoDeathy on Mar 26, 2018 5:57:36 GMT -8
""
|Defense Phase|
|Recuperation Phase|
[Altair sacrifices her Burst Program!] -<Holopsicon>- Advanced Skill Queen of Calamity may be self-proclaimed, but look at all who fear both the Holopsicon and I. -[=]At the start of battle, Altair may disable a non-Initiative program worth at least 2,000z to have this skill gain the following effects: -[-]Altair cannot naturally attack, but may still use chips- -[+]Altair may use her Attack Slots to summon a Saber. Sabers have 180 HP, 1 Attack Slot, and 50% of Altair's Damage. Sabers cannot attack nor charge the turn they are summoned. Sabers cannot intercept, but can be intercepted for. Sabers utilize all of Altair's attacks. Sabers are treated as objects- +For the sake of certain wordings, the Saber's attacks count as Altair attacking, and damage dealt by the Sabers will instead be considered as Altair dealing the damage.+ -[-]Counter Damage will still apply to the Saber that caused it and Altair as well- -[-]When a Saber is destroyed, Altair takes Reduce-able, but not Avoidable, Damage equal to the excess Damage dealt to the Saber. Damage taken this way cannot exceed 180 Damage per proc- -[=]When more than 3 of Altair's Sabers would be destroyed at the same time while Altair possesses 3 or more Sabers, 3 of her Sabers will survive with 1 HP- -Passive- [Altair regens 115 HP] Altair's HP: 1800/1800 Saber I: 180/180 Saber II: 180/180 Saber III: 180/180 Armor: 0
Field: Normal Nat. 1 CD:// Ready Status(es):
|Unleash Phase| 3 Attack Slots
1:|Summoning Saber
2:|Summoning Saber
3:|Summoning Saber
|Summary Phase|
Altair's HP: 1800/1800 Field: Normal B-Chip Folder: 5/5 [3/3 Mega, 1/1 Giga] Cooldowns:
===================== ""
|Defense Phase|
|Recuperation Phase|
-<Titanical Restoration>- C-Tier, Supportive Through channeling his power, Kraft restores his energy. -Each time Kraft charges an attack, he restores 40 HP- -Passive-
[Kraft gets serious!]
<Ragnarok, The Bringer of> Kraft removes his cape and cracks his wrist, showing that he has gotten serious. -Any Attacks that Kraft began charging in this Hyper Mode will require 1 less turn of charging (to a minimum of 1) before release, but Kraft is forced out of the Hyper Mode when struck by an enemy's charged attack- -Lasts 2 turns-
Kraft's HP: 950/950 Armor: 40
Field: Normal Nat. 1 CD:// Ready Status(es):
|Unleash Phase| 3 Attack Slots
1:|Charging Apache Dive (1)
2:|Charging Apache Cycle (1) 3:| <Command: Blast> S-Range, Metal Kraft whips out a sawed-off shotgun and blasts an opponent. 9% Max HP Damage Breaks Shields 1-Turn Optional Charge 0 CD |Summary Phase|
9% Max HP Metal Damage
Kraft's HP: 950/950 Field: Normal B-Chip Folder: 5/5 [3/3 Mega, 1/1 Giga] Cooldowns:
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Post by church on Mar 27, 2018 4:53:19 GMT -8
[setup]
K-Formation Adv. K-501 telepathically links herself and her team together, to allow them to utilize their full abilities. K-501 can spend a turn not attacking and also not being able to respond to attacks to Link Up to an Ally. While linked, she gains a 5% bonus to damage, armor, regeneration and MaxHP. Her linked ally also gains a 5% bonus to these same stats. She can spend multiple rounds to Link Up to multiple Allies, and each one linked increases the given bonus by 5% and 5% respectively to all linked allies. Special: If one (or more) of the linked allies are K-Units, they add a 10% bonus to the linked allies instead of 5%. Passive Effects
Offensive phase of this turn, and defensive phase of next turn locked in order to link with Mael.
K-Totem A Object K-501 summons a Wolf totem. Object summoned with (270 + (30 * Version))x.6 HP -K501 and her allies gain 50 armor/active totem. 1 use
K-Totem R Object K-501 summons a Wolf totem. Object summoned with (270 + (30 * Version))x.6 HP -K501 and her allies gain 200 regen/active totem. 1 use
[Field Report]
[HP=4095/4095]
Stage: normal Status: normal Links: Mael
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Post by Nightshade on Mar 27, 2018 8:27:51 GMT -8
Maelstrom Turn 1 [Maelstrom HP=4400/4400]
"Prey..." _________________________________________
Defense Phase:
Setup Phase:
-HP increased! [Maelstrom HP=4620/4620]
-Regen increased: 680
-5% damage increase!
Battle Phase[4AS]:
-Maelstrom attacks with Dark Veil for 0dmg! Undodgeable, Breaks shields. Hits one additional target. Deals 120dot/2 turns. S-Dark.
-Maelstrom attacks with Dark Veil for 0dmg! Undodgeable, Breaks shields. Hits one additional target. Deals 120dot/2 turns. S-Dark
-Maelstrom attacks with Dark Veil for 0dmg! Undodgeable, Breaks shields. Hits one additional target. Deals 120dot/2 turns. S-Dark
-Maelstrom attacks with Dark Veil for 0dmg! Undodgeable, Breaks shields. Hits one additional target. Deals 120dot/2 turns. S-Dark
End Phase:
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Post by Gaia on Mar 27, 2018 17:34:57 GMT -8
Joker.DB
[Popping a x2 Zenny Token for all participants!]
Defense Phase
[Joker HP=2100/2100]
[Crimson Body] [C-Tier, Armor] Joker's densely compacted crimson body becomes sturdier and sturdier as he collects more data from his surroundings. - Dread Joker gains +60 Armor. -- He gains an additional +60 Armor per enemy unit he is fighting beyond the first, for a maximum of 240 Armor. -- [Passive]
Joker has 240 Armor
[Command: Blast] - Taken for [190] 0 Damage!
[Crimson Cloud] [A-Tier, Aura] Dread Joker's compacted data often peels off of his body and forms a cloud of dense crimson mist around him, causing lesser attacks to fizzle out before they touch him. - Dread Joker raises a [110 + 10 * V - 20%] 185-HP Aura. -- Dread Joker can activate another instance of this skill to add 50% of the Aura's HP to an existing Aura. --- [Active, 2/3 Uses]
[Dark Veil] - Absorbed!
[Joker HP=2100/2100]
Support Phase
[Joker HP=2100/2100]
[Instant Execution] [A-Tier, AC+] Dread Joker's systems have no need to wait between readying a function and executing it. - Dread Joker may use two Attacks as they finish charging, per turn. -- [Passive]
[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
[Power Regulation] [S-Tier, Custom] Dread Joker's systems generate massive amounts of power for the regulation of his most powerful attacks, and instead regulate the charge more severely. - Dread Joker's Hyper Attacks possess Mandatory Charge instead of Mandatory Cooldown. -- Mandatory Charge is shared between all Hyper Attacks, preventing Dread Joker from charging more than one Hyper Attack at a time. --- [Passive]
[Crimson Power Plant] [C-Tier, Damage+] The massive amounts of Crimson Energy at his disposal are without bounds, and the crystalized bugged data acts like a radioactive material. - Dread Joker gains +60 Damage. -- He gains an additional +60 Damage per enemy unit he is fighting beyond the first, for a maximum of 240 Damage. --- [Passive]
[Preemptive Charges] - 5 - [Vile Emulation] - [1/2] - [Gigant Stomp] - [1/1] - [Channel Corruption] - [1/3] - [Conditioning Cancellation] - [1/2] - [Dread Satellite Laser] - [1/3]
[Joker HP=2100/2100]
Offense Phase [4] 5 [+1 1st Turn] AS | 5 Auto-Charge
[Dread Satellite Laser] - [2/3 Charges] [Channel Corruption] - [2/3 Charges] [Conditioning Cancellation] - [2/2 Charges] [Hammer the Gap] - [1/2 Charges] [Density Burst] - [1/2 Charges]
[Destroyer Missiles] - [+70% Damage]
@ K-501, Saber I, Mael 1. [Dread Satellite Laser] Bug | Shot [2/3] Kneeling back, Dread Joker charges up a massive amount of crimson energy, and releases a powerful laser of pure corrupted power. - [515 775] 1,165 Damage [90%] -- Undogeable, Breaks Shields -- Can be Optionally Charged for 2 Turns -- Cannot be Naturally Avoided -- Cannot be Countered -- Can be aimed at 2 Additional Targets -- Auto-Attacks on the following turn at 50% Damage. --- 1-Turn Required 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.
@ K-501, Mael, Altair 2. [Vile Emulation] Laser | Shot The crimson data within his systems sync with the toxic data collected within the satellite, which Dread Joker uses as a burst of chemical energy. - Altair: [90 135] 205 Damage [55%] - K-501: [205 310] 465 Damage - Mael: [235 355] 535 Damage -- Breaks Shields, Cuts Auras -- Cannot be Countered -- Hits 2 Additional Targets -- Can be Optionally Charged for 2 Turns --- Deals damage equal to 5% of Target's Max Health. ---- 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.
@ Kraft 3. [Gigant Stomp] Plasma | Shot [1/1 Charges] Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - [515 775] 1,165 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Can be Optionally Charged for 1 Turn - 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.
@ Saber II, Mael, K-501 4. [Conditioning Cancellation] Laser | Combat 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. - [315 790] 1,185 Damage [55%] -- Breaks Shields, Cuts Auras -- Cannot be Countered -- Hits 2 Additional Targets -- Can be Optionally Charged for 2 Turns --- Ignores Armor ---- 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.
5. [Gigaton Building] Laser | Shot Smashing his fist into the ground, Dread Joker causes a massive structure to suddenly appear in the space around an enemy, crushing them beyond hope. - 200 Damage -- Unavoidable --- Hits All ---- 1-CD
Buster Pack: @ Kraft 1. [Gigant Stomp] Plasma | Shot [0/1 Charges] Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - 260 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Can be Optionally Charged for 1 Turn - 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.
@ Saber III 2. [Gigant Stomp] Plasma | Shot [0/1 Charges] Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - 260 Damage [90%] - Undodgeable, Cuts Auras - Cannot be Countered - Can be Optionally Charged for 1 Turn - 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.
Summary Phase
3,015 Damage @ K-501 3,085 Damage @ Mael 405 Damage @ Altair 460 Damage @ Saber III 1,385 Damage @ Saber II 1,365 Damage @ Saber I 1,625 Damage @ Kraft 200 Damage @ Wolf Totems
[Joker HP=2100/2100]
[Status] - - [Stage] - - [N/A] [Cooldown] - - [Gigaton Building] - [0/1]
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Post by church on Mar 27, 2018 18:56:14 GMT -8
[defense]
K-501 has 50*1.05 armor. K-501 takes 2760 damage.
[Recovery]
Regen: 1525 K-Totems regenerate the 200 HP that was dealt.
[setup]
K-Formation Adv. K-501 telepathically links herself and her team together, to allow them to utilize their full abilities. K-501 can spend a turn not attacking and also not being able to respond to attacks to Link Up to an Ally. While linked, she gains a 5% bonus to damage, armor, regeneration and MaxHP. Her linked ally also gains a 5% bonus to these same stats. She can spend multiple rounds to Link Up to multiple Allies, and each one linked increases the given bonus by 5% and 5% respectively to all linked allies. Special: If one (or more) of the linked allies are K-Units, they add a 10% bonus to the linked allies instead of 5%. Passive Effects
Offensive phase of this turn, and defensive phase of next turn locked in order to link with Altair.
HM activated
Perfect Unison K-501 moves, heals, and blocks faster. ° Gain Regen equal to 5% of Max HP during Hyper Mode ° +(10 * V) Armor during Hyper Mode 3 Turns
[Field Report]
[HP=2860/4290]
[TotemA HP=255/255]
[TotemR HP=255/255]
Stage: none Status: normal Links: Mael, Altair Link status: 10% intake /10% output
Stats at end of this turn:
Max HP: 4290 Armor:110 Regen: 39%+(320*1.1) Base Damage: 155
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Post by xoDeathy on Mar 28, 2018 7:22:47 GMT -8
""
|Defense Phase|
[Altair's power exudes!] -<The First Movement of Cosmos: Unparalleled Creation>- A-Tier Altair's hidden power exudes into a brilliant defense. -Upon use, Altair creates a 0 HP Creation Barrier that can Endure 1 Full Attack- -Any effects that would grant HP to Altair will instead grant Endures to the Creation Barrier at a rate of 75 HP for 1 Endure. Leftover HP is not carried over into other instances of gaining Endures- -Creation Barrier will not break upon taking a Cuts/Uncuttable attack, but will instead lose an extra Endure and Altair will take 2x Damage from the attack- -1 Use-
[Creation Barrier, 1 Endure]
[Used 1x] -<The Third Movement of Cosmos: Representation Exposition>- A-Tier Altair rewrites the Damage she received in the past, restoring her health. -Upon use, Altair restores 410 HP- -2 uses-1 left
[Creation Barrier, 6 Endures]
Vile Emulation eaten by Creation Barrier
Altair takes 200 Unavoidable
All Sabers destroyed, 180/180/20 Overkill Damage
[Creation Barrier, 5 Endures]
|Recuperation Phase|
[Altair regens (120 x1.1) 135 HP, converted to 1 Endure]
[Creation Barrier, 6 Endures]
[Altair gets serious, +2 Uses to First Movement, +2 Uses to Third Movement] /Queen of Calamity\ "Insufferable vermin." -+4 Skill Uses, applied as desired- -Lasts for 1 turn- Altair's HP: 1420/1980 Saber I: 180/180 Saber II: 180/180 Saber III: 180/180 Armor: 0
Field: Normal Nat. 1 CD:// Ready Status(es): Linked, +10% Damage, Regen, MaxHP
|Unleash Phase| 3 Attack Slots
1:|Summoning Saber
2:|Summoning Saber
3:|Summoning Saber
|Summary Phase|
Altair's HP: 1420/1980 Field: Normal B-Chip Folder: 5/5 [3/3 Mega, 1/1 Giga] Cooldowns:
===================== ""
|Defense Phase|
Kraft has a Strength to Plasma
-<Titanical Adaptive Armor>- Advanced Kraft's status in the field has given him years of experience. He analyzes his foes closely, making it increasingly more difficult to catch him off-guard. [=]Kraft's Armor value is split between C-Range Armor, and S-Range Armor. [-]Kraft cannot gain an immunity to Armor Reduction. [+]When taking a C- or S- Range attack, Craft transfers 20% of his Armor into the other Range. [-]When one of the Armor Ranges reaches 0, the other Armor Range can no longer increase, but the Range at 0 can drop infinitely into the negatives. [+]While an Armor Range is negative and Kraft is struck by an attack of that range, the range currently at the max bonus does not lose Armor until the negative range reaches 0 once again. [=]Modifications that raise/lower Armor affect both Armor Ranges simultaneously. [-]When taking a Dual-Range Attack, only Craft's lowest Armor Range Value applies. -Passive-
-<Titanical War Path>- S-Tier, Defensive Kraft simply walks through enemy attacks. -Kraft may use an attack with Cooldown to reduce one attack's Damage by 25% per CD the attack has, and sending the attack into it's Cooldown Duration. By paying 1 Attack Slot, he may apply this reduction to a second incoming attack- -Passive-
-<Titanical Resistance>- S-Tier, Defensive "Those pathetic tactics are of no match to my armor--no, they are not even equal to this dirt." -Kraft takes 5% Less Damage against Non-Basic Attacks with 1 Aimer, and 25% Less Damage against Non-Basic Attacks with 2 Aimers- -Kraft cannot utilize %Damage Mitigation effects outside of his skills- -Passive-
[Kraft sends Command: Pillage into Cooldown! (5 CD)]
Gigant Stomp deals (1165 -40 x0.22) 250 Damage! [%C/S 80/120]
Gigant Stomp deals (260 -48 x.66) 140 Damage! [%C/S 60/140]
Kraft takes 200 Unavoidable Damage!
|Recuperation Phase|
[Kraft is knocked out of Hyper!]
Kraft's HP: 490/950 Armor: 40 (%C/S 60/140)
Field: Normal Nat. 1 CD:// Ready Status(es):
|Unleash Phase| 3 Attack Slots
1:| <Command: Apache Dive> C-Range, Metal Kraft disappears only to reappear above an enemy, diving kicking them into the ground. 55 Damage Breaks Shields -Regardless of Success, Kraft gains +50 Damage for 6 turns- 2-Turn Required Charge 5 CD 2:| <Command: Apache Cycle> C-Range, Metal Kraft disappears only to reappear in front of an enemy, spin kicking them into the ground. 55 Damage Breaks Shields -Regardless of Success, Kraft gains +50 Armor for 6 turns- 2-Turn Required Charge 5 CD 3:|Charging Devastate (1) |Summary Phase| [Kraft restores 40 HP from Charges]
Kraft's HP: 490/950 Field: Normal B-Chip Folder: 5/5 [3/3 Mega, 1/1 Giga] Cooldowns: Apache Dive (0/5) Apache Cycle (0/5) Pillage (0/5)
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Post by Nightshade on Mar 28, 2018 9:01:48 GMT -8
Maelstrom Turn 2 [Maelstrom HP=4620/4620]
"Prey..." _________________________________________
Defense Phase:
Maelstrom takes 80% damage!
Maelstrom takes 1210dmg! Maelstrom takes 555dmg! Maelstrom takes 1230dmg! Maelstrom takes 200dmg!
[Maelstrom HP=1425/4620]
Setup Phase:
-HP increased! [Maelstrom HP=1425/4850]
-Regen increased: 715
-10% damage increase!
[Maelstrom HP=2140/4620]
Battle Phase[4AS]:
-Maelstrom attacks with Dark Lance for 330dmg! Wood/Dark S-Damage. If Hits, Interrupts enemy charges. User gains one Immediate Charge, (applied as desired; Max 1 per Attack per Turn), to one attack this turn per enemy charge interrupted by this attack. Glitch: Charged Attacks gain +1 Required Charge each time they are used (Max: 5 Turn Charge)
-Maelstrom attacks with Dark Drill for 165dmg! Metal/Dark C-Damage * 2 Hits. This Chip's Damage is divided equally among both hits. Ignores Armor and Damage Mitigating effects. If hits, Disables victims Armor and Damage Mitigating effects for the rest of the turn. Glitch: Upon Use, Disables User's Armor and Damage Mitigating effects for 1 Turn
-Maelstrom attacks with Dark Lance for 330dmg! Wood/Dark S-Damage. If Hits, Interrupts enemy charges. User gains one Immediate Charge, (applied as desired; Max 1 per Attack per Turn), to one attack this turn per enemy charge interrupted by this attack. Glitch: Charged Attacks gain +1 Required Charge each time they are used (Max: 5 Turn Charge)
-Maelstrom attacks with Dark Thunder for 300dmg! Elec/Dark S-Damage. Inflicts Paralyze. If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits. Cannot be augmented. Glitch: User's Avoidances are locked for 1 Turn upon use
End Phase:
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Post by Gaia on Mar 28, 2018 9:33:53 GMT -8
Joker.DB
[Popping a x2 Zenny Token for all participants!]
Defense Phase
[Joker HP=2100/2100]
[Crimson Body] [C-Tier, Armor] Joker's densely compacted crimson body becomes sturdier and sturdier as he collects more data from his surroundings. - Dread Joker gains +60 Armor. -- He gains an additional +60 Armor per enemy unit he is fighting beyond the first, for a maximum of 240 Armor. -- [Passive]
Joker has 240 Armor
[Crimson Cloud] [A-Tier, Aura] Dread Joker's compacted data often peels off of his body and forms a cloud of dense crimson mist around him, causing lesser attacks to fizzle out before they touch him. - Dread Joker raises a [110 + 10 * V - 20%] 185-HP Aura. -- Dread Joker can activate another instance of this skill to add 50% of the Aura's HP to an existing Aura. --- [Active, 0/3 Uses], Aura HP raised to 375!
[Command: Apache Dive] - Absorbed! RoS negated by nature of Aura! [Command: Apache Cycle] - Absorbed! RoS negated by nature of Aura! [Dark Lance] - Absorbed! [Dark Drill] - Absorbed! [Dark Lance] - Absorbed! [Dark Thunder] - Absorbed! If Avoided negated by nature of Aura!
[Joker HP=2100/2100]
Support Phase
[Joker HP=2100/2100]
[Instant Execution] [A-Tier, AC+] Dread Joker's systems have no need to wait between readying a function and executing it. - Dread Joker may use two Attacks as they finish charging, per turn. -- [Passive]
[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
[Power Regulation] [S-Tier, Custom] Dread Joker's systems generate massive amounts of power for the regulation of his most powerful attacks, and instead regulate the charge more severely. - Dread Joker's Hyper Attacks possess Mandatory Charge instead of Mandatory Cooldown. -- Mandatory Charge is shared between all Hyper Attacks, preventing Dread Joker from charging more than one Hyper Attack at a time. --- [Passive]
[Crimson Power Plant] [C-Tier, Damage+] The massive amounts of Crimson Energy at his disposal are without bounds, and the crystalized bugged data acts like a radioactive material. - Dread Joker gains +60 Damage. -- He gains an additional +60 Damage per enemy unit he is fighting beyond the first, for a maximum of 240 Damage. --- [Passive]
[Joker HP=2100/2100]
Offense Phase 4 AS | 5 Auto-Charge | 570 Base Damage
[Missile Barrage] - [1/3 Charges] [Channel Corruption] - [3/3 Charges] [Gigant Tackle] - [1/1 Charges] [Hammer the Gap] - [2/2 Charges] [Density Burst] - [2/2 Charges]
[Red Gaia Eraser] - [1/2 Charges] [Destroyer Missiles] - [+105% Damage]
@ K-501, Mael, Kraft [Dread Satellite Laser] Bug | Shot [2/3] Kneeling back, Dread Joker charges up a massive amount of crimson energy, and releases a powerful laser of pure corrupted power. - 585 Damage [90%] -- Undogeable, Breaks Shields -- Can be Optionally Charged for 2 Turns -- Cannot be Naturally Avoided -- Cannot be Countered -- Can be aimed at 2 Additional Targets -- Auto-Attacks on the following turn at 50% Damage. --- 1-Turn Required 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.
1. [Channel Corruption] Laser | Combat Dread Joker uses his innate control of corrupted data to simply generate large amounts of it in his grip, sheer proximity damaging nearby enemies. - 0 Damage [100%] -- Dread Joker's next three attacks gain +100% of his Base Damage. --- 3-Turn Charge.
@ K-501, Mael, Altair 2. [Density Burst] Plasma | Shot An ample amount of Crimson is capable of bursting into quantities of bugged data many dozens of times denser than that which was collected for immense amounts of damage. - [315 885 2,215] 2,770 Damage [55%] -- Breaks Shields, Cuts Auras -- Cannot be Countered -- Hits 2 Additional Targets -- Can be Optionally Charged for 2 Turns --- Berzerk ---- 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.
@ Mael, Saber II, Totem R 3. [Conditioning Cancellation] Laser | Combat 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. - [315] 885 Damage [55%] -- Breaks Shields, Cuts Auras -- Cannot be Countered -- Hits 2 Additional Targets -- Can be Optionally Charged for 2 Turns --- Ignores Armor ---- 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.
@ Saber III, Kraft, Totem A 4. [Shocking Emulation] Plasma | Combat The crimson data within his systems sync with the electrical data collected within the satellite, which Dread Joker uses as a close-up electric blast. - [345] 915 Damage [60%] -- Breaks Shields, Undodgeable -- Cannot be Countered -- Hits 2 Additional Targets -- Can be Optionally Charged for 2 Turns --- Cannot be Naturally Avoided ---- 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.
Buster Pack: @ Saber I 1. [Gigant Reach] Laser | Shot His crimson body expands, and Dread Joker grabs an enemy in a death grip at a distance. - 260 Damage [90%] - Breaks Shields, Cuts Auras - Cannot be Countered - Can be Optionally Charged for 1 Turn - 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.
@ Kraft 2. [Gigant Swing] Laser | Combat Coating his fist in solidified crimson, Dread Joker swings his large limb like a maul to smash into his opponent. - 315 Damage [110%] - Cannot be Countered - Can be Optionally Charged for 1 Turn - 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.
Summary Phase
3,355 Damage @ K-501 4,240 Damage @ Mael 2,770 Damage @ Altair 915 Damage @ Saber III 885 Damage @ Saber II 260 Damage @ Saber I 1,815 Damage @ Kraft 885 Damage @ Totem R 915 Damage @ Totem A
[Joker HP=2100/2100]
[Status] - - [Stage] - - [N/A] [Cooldown] - - [Gigaton Building] - [1/1]
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Post by xoDeathy on Mar 28, 2018 10:52:27 GMT -8
""
|Defense Phase|
[Support Type Conversion: Consuming 2 Uses of First Movement of Cosmos to make an Uncuttable Creation Barrier, 1 Endure]
[Third Movement of Cosmos, +820 HP converted to 10 Endures for Outer Creation Barrier, 1 use left]
[Outer Uncuttable Creation Barrier, 1/2 turns, 11 Endures]
[Creation Barrier, 6 Endures]
Altair intercepts Dread Satellite for Kraft, K-501
Outer Creation Barrier takes Density Burst
Outer Creation Barrier takes Conditioning Cancellation for Saber II and TotemR
Outer Creation Barrier takes Shocking Emulation for Saber III, Kraft, and TotemA
Outer Creation Barrier takes Gigant Reach for Saber I
Outer Creation Barrier takes Gigant Swing for Kraft
[Outer Uncuttable Creation Barrier, 1/2 turns, 1 Endures]
[Creation Barrier, 6 Endures]
|Recuperation Phase|
[Altair regens (320 x1.1) 355 HP, converted to 4 Endures]
[Outer Uncuttable Creation Barrier, 1/2 turns, 5 Endures]
[Creation Barrier, 6 Endures]
Altair's HP: 1420/1980 Saber I: 180/180 Saber II: 180/180 Saber III: 180/180
Saber IV: 180/180 Saber V: 180/180 Saber VI: 180/180
Armor: 50
Field: Normal Nat. 1 CD:// Ready Status(es): Linked, +10% Damage, Regen, MaxHP
|Unleash Phase| 3 Attack Slots
1:|Summoning Saber
2:|Summoning Saber
3:|Summoning Saber
Saber I:|Charging Finale (1)
Saber II:|Charging Galop (1)
Saber III:| <Fiddle> S-Range, Shadow Altair plays a chord on her old warfare machine gun, causing Sabers to fly from beneath an enemy to weaken them. 380 (18% Current HP) Damage Breaks Shields, Cuts Auras -Deals Damage based on targets Current HP- 1 CD
|Summary Phase|
380 Shadow Damage
Altair's HP: 1420/1980 Field: Normal B-Chip Folder: 5/5 [3/3 Mega, 1/1 Giga] Cooldowns:
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|Defense Phase|
Kraft has a Strength to Plasma
Kraft intercepts Density Burst for K501
[Kraft sends Command: Root into Cooldown! (4 CD)]
Density deals (2770 -130 x0.16) 425 Damage! [%C/S 40/160]
|Recuperation Phase|
[Totem grants 200 Regen]
Kraft's HP: 240/950 Armor: 90 (+50, %C/S 60/140)
Field: Normal Nat. 1 CD:// Ready Status(es): Berserk (1/2)
|Unleash Phase| 3 Attack Slots
1:| <Command: Blast> S-Range, Metal Kraft whips out a sawed-off shotgun and blasts an opponent. 9% Max HP Damage Breaks Shields 1-Turn Optional Charge 0 CD 2:|No other available attacks
3:|No other available attacks
|Summary Phase| [Kraft restores 0 HP from Charges] [Kraft takes 25 Damage from Berserk]
9% Max HP Metal Damage
Kraft's HP: 240/950 Field: Normal B-Chip Folder: 5/5 [3/3 Mega, 1/1 Giga] Cooldowns: Apache Dive (1/5) Apache Cycle (1/5) Pillage (1/5)
Root (0/4)
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Post by church on Mar 28, 2018 11:50:59 GMT -8
[support]
Regen 2052 HP back to full.
K-Formation Adv. K-501 telepathically links herself and her team together, to allow them to utilize their full abilities. K-501 can spend a turn not attacking and also not being able to respond to attacks to Link Up to an Ally. While linked, she gains a 5% bonus to damage, armor, regeneration and MaxHP. Her linked ally also gains a 5% bonus to these same stats. She can spend multiple rounds to Link Up to multiple Allies, and each one linked increases the given bonus by 5% and 5% respectively to all linked allies. Special: If one (or more) of the linked allies are K-Units, they add a 10% bonus to the linked allies instead of 5%. Passive Effects
Offensive phase of this turn, and defensive phase of next turn locked in order to link with Kraft.
[Field Report]
[HP=4485/4485]
[TotemA HP=200/200]
[TotemR HP=200/200]
Stage: none Status: optimized
Stats continuing forward:
Max HP: 4485 Regen: 2380 Armor: 115 Base damage: 165
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