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Post by Gaia on Apr 2, 2018 13:30:44 GMT -8
CMT
[Massimo] [Massimo HP=30000/30000]
[N/A]
[Massimo HP=30000/30000]
v14 Damage - 2,300 v12 Damage - 2,100 v5 Damage - 1,400 v3 Damage - 1,200
[Attack - Massive Lance] - Once at each Target. [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: # ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Cinnamon] [Cinnamon HP=20000/20000]
[N/A]
[Cinnamon HP=20000/20000]
v14 Damage - 590 v12 Damage - 530 v5 Damage - 320 v3 Damage - 260
[Attack - Angel Hand] - Once at Each Target [Cinnamon slaps her opponent with her gloves] ° Damage Dealt: # ° Light Element || C-Range ° If Hits, Victim deals -20% Damage for Two Turns. Stacks with multiple inflictions.
[Marino] [Marino HP=10000/10000]
[N/A]
[Marino HP=10000/10000]
[Skill - Hyper Drive] - +1 AS, +1 Dodge Total [Marino moves tremendously fast; enemies have a hard time keeping up with her.] ° Marino Dodges the first attack aimed at her every turn ° Every Turn, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle ° When an ally is defeated, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle [Passive]
v14 Damage - 850 v12 Damage - 750 v5 Damage - 400 v3 Damage - 300
[Attack - Beam Knife] - Twice at Each Target [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: # ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Marino Stamp] - Once at Each Target [Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: # ° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Mirage Dive] - Hits All [Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings] ° Damage Dealt: # ° Shadow Element || C-Range ° Undodgeable || Breaks Shields || Hits All ° Damage cannot be reduced below 50%
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Post by Nightshade on Apr 2, 2018 13:38:44 GMT -8
Aeron- Turn 1[Aeron HP=9600/9600]
__________________________________ Defense Phase:
Setup Phase:Perfect Symbiosis activates! Aeron sacrifices 2880HP to grant Joker, Kektis and Legacy 960Regen for 3 Turns and allow overheal to 150%MaxHP!
Aeron Regens 2960HP!-Synchro Chip, Slot in! Cross Fusion! Aeron and Joker become one! Looking cool Joker! (5 Turns)-Joker gains 380dmg!-Joker gains 9600/9600 HP!-Joker gains 4 AS!End Phase:PSym 3 turn left.
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Post by Gaia on Apr 2, 2018 14:09:15 GMT -8
Joker.DB
Defense Phase
[Joker HP=11700/11700]
[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 180 Armor
[Massimo's Attacks] - Taken for 7,000 Damage! [Angel Hand] - Natural Barrier! [Angel Hand] - [Shift]!
[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-HP!
[Angel Hands] - Absorbed! [Beam Knife] - [Crimson Shield]! x2 [Marino Stamp] - [Shift]! [Mirage Dive] - [Crimson Cloud]!
[Joker HP=4700/11700]
Support Phase
[Joker HP=4700/11700]
[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] - [Red Gaia Eraser] - [1/2] - [Channel Corruption] - [1/3] - [Isolate] - [1/1] - [Gigant Swing] - [1/1]
[Joker HP=4700/11700]
Offense Phase [8] 9 [+1 1st Turn] AS | 5 Auto-Charge | 870 Base Damage
[Red Gaia Eraser] - [3/2 Charges] [Channel Corruption] - [2/3 Charges] [Vile Emulation] - [2/2 Charges] [Red Gaia Eraser] - [7/2 Charges] [Red Gaia Eraser] - [9/2 Charges]
[Destroyer Missiles] - [+91% Damage]
@ CMT 1. [Red Gaia Eraser] Laser | Shot The height of Dread Joker's power, manifested best while finalized. The energy within his body is focused into a single point, and released in a catastrophic flare of nuclear proportions. - [350 980] 1,225 Damage [40%] -- Breaks Shields, Cuts Auras -- Hits 2 Additional Targets, Cannot be Naturally Avoided, Cannot be Countered -- This attack may have Charges applied to it any number of times per turn after it is fully charged, and can be charged any number of times before release. --- For each charge past the second applied to this attack, it deals an additional 40% Damage. ---- If at least 3 charges are applied to this attack, it also adds its damage to another attack on use. ---- If at least 6 charges are applied to this attack, it gains Cuts Undershirts and Cuts Darksoul. ---- If at least 10 charges are applied to this attack, it requires an Additional Avoidance Skill Use to properly avoid. ----- Whenever Joker uses an Auto-Charge to charge an attack, a Charge is also applied to this attack. This attack cannot gain charges while another Hyper Attack is Charging. ------ 2-Turn Required Charge.
@ CMT 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. - Massimo: 1,500 Damage - Cinnamon: 1,000 Damage - Marino: 500 Damage 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.
3. [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. - Massimo: [1,500 2,725 6,815] 8,520 Damage [55%] - Cinnamon: [1,000 2,225 5,565] 6,960 Damage - Marino: [500 1,725 4,315] 5,395 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.
@ CMT 4-9. [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. - Massimo: 1,500 Damage - Cinnamon: 1,000 Damage - Marino: 500 Damage 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.
Buster Pack: @ Marino 1. [Gigant Stomp] Plasma | Shot [0/1 Charges] Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - 395 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.
@ Marino 2. [Gigant Stomp] Plasma | Shot [0/1 Charges] Dread Joker smashes his foot into the ground, sending forward a shock wave of crimson energy. - 395 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
Lots of Damage @ All of them
[Joker HP=4700/11700]
[Status] - - [Stage] - - [N/A] [Cooldown] - - [N/A]
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Post by Blazewind on Apr 2, 2018 14:24:36 GMT -8
====Legacy Turn 1====
Defense Phase:
Setup Phase:
- Preemptive Charge: Reactor Cannon
- Preemptive Charge: S.P. Chaff Launcher
- Auto-Charge: Twin Sefirot Launchers
- Auto-Charge: Orbital Familiars (Marker)
- Auto-Charge: Reactor Cannon
- Legacy gains +3 Attack Slots on Turn 1
Attack Phase: 1850 Seeking Damage to Marino and Cinnamon, not including weaknesses and Armor
- S.P. Chaff Launcher:
S-Range, Seeking
0 Damage, (0%) Cannot Naturally Be Avoided, Breaks Shields, Undodgeable, Hits 3 Additional Targets, If Hits: Inflicts Berserk, Inflicts Blind, -40 Armor to the opponent and Legacy gains +50 Damage for a turn| 1 Turn Charge, 2 Turn Cooldown (Cooldown reduced from 4 Turns to 2 by Laser Element) - Orbital Familiars (Focus): Aimed at Cinnamon and Marino +50 Damage (Seeking Bonus)
S-Range, Seeking
60 70 (5 hits) Damage (8590%), Hits an Additional Target | Optional 1 Turn Charge | Cannot Naturally be Avoided when Charged | Cannot be Countered - Orbital Familiars (Focus): Aimed at Cinnamon and Marino
S-Range, Seeking
60 (5 hits) Damage (8590%), Hits an Additional Target | Optional 1 Turn Charge | Cannot Naturally be Avoided when Charged | Cannot be Countered - Orbital Familiars (Focus): Aimed at Cinnamon and Marino
S-Range, Seeking
60 (5 hits) Damage (8590%), Hits an Additional Target | Optional 1 Turn Charge | Cannot Naturally be Avoided when Charged | Cannot be Countered - Orbital Familiars (Focus): Aimed at Cinnamon and Marino
S-Range, Seeking
60 (5 hits) Damage (8590%), Hits an Additional Target | Optional 1 Turn Charge | Cannot Naturally be Avoided when Charged | Cannot be Countered - Orbital Familiars (Focus): Aimed at Cinnamon and Marino
S-Range, Seeking
60 (5 hits) Damage (8590%), Hits an Additional Target | Optional 1 Turn Charge | Cannot Naturally be Avoided when Charged | Cannot be Countered - Orbital Familiars (Focus): Aimed at Cinnamon and Marino
S-Range, Seeking
60 (5 hits) Damage (8590%), Hits an Additional Target | Optional 1 Turn Charge | Cannot Naturally be Avoided when Charged | Cannot be Countered
Statistics:
- HP: 1400/1400
- Status: Fine
- S.P. Chaff Launcher: 0/2 Cooldown
- Reactor Cannon: 2/6 Charged
- Twin Sefirot Launchers: 1/2 Charged
- Orbital Familiars (Marker): 1/1 Charged
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Post by xoDeathy on Apr 2, 2018 15:02:41 GMT -8
|Defense Phase| Keksis takes 95% Damage
Keksis takes all Marino attacks for everyone, except the Hits All
|Recuperation Phase|
[1000 Regen]
<Celestial Body>1/2 Keksis's body becomes shrouded in the colors of the universe, phasing through attacks. -Automatically activates when the user would reach 0 HP- -Keksis endures a fatal turn of attacks with 1 HP- -Keksis is invincible except against Aimed Attacks- -Keksis has +1 Attack Slot for the duration- -Lasts for 2 Turns-
Keksis's HP: 1001/1400 Armor: 0
Field: Normal Nat. 1 CD:// Ready Status(es):
|Unleash Phase| 4 Attack Slots
1:| Charging Forbidden Strength (1)
2:| Charging Converge (1)
3:|Pass
4:|Pass
|Summary Phase|
0 Damage
Keksis's HP: 1001/1400 Field: Normal B-Chip Folder: 7/7 [3/3 Mega, 1/1 Giga] Cooldowns:
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Post by Gaia on Apr 2, 2018 18:46:07 GMT -8
CMT
[Massimo] [Massimo HP=30000/30000]
[Massimo has 500 Armor and is Weak to Laser] [Red Gaia Eraser] - Taken for [1,225] 475 Damage! [Vile Emulation] - Taken for [1,500] 650 Damage! [Vile Emulation] - Taken for [8,520] 5,215 Damage! [Vile Emulation] - Taken for [1,500] 650 Damage! [Vile Emulation] - Taken for [1,500] 650 Damage! [Vile Emulation] - Taken for [1,500] 650 Damage! [Vile Emulation] - Taken for [1,500] 650 Damage! [Vile Emulation] - Taken for [1,500] 650 Damage! [Vile Emulation] - Taken for [1,500] 650 Damage! [S.P. Chaff Launcher] - Taken for 0 Damage!
[Regen] - +9,000 HP!
[Massimo HP=28760/30000]
[Hyper Mode - Glint Armor] [Massimo's armor turns golden and his strength is immensely increased for a short time] ° Massimo's Armor, Counter Damage, and Attack Damage are doubled ° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode [Activates when an ally dies -- Lasts [1/3] Turns]
[Counter] - Counters Legacy for 400 Damage!
v14 Damage - 2,300 v12 Damage - 2,100 v5 Damage - 1,400 v3 Damage - 1,200
[Attack - Massive Lance] - Once at each Target. Takes 700 Berzerk Damage. [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: # ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Cinnamon] [Cinnamon HP=20000/20000]
[Cinnamon is Strong to Laser] [Red Gaia Eraser] - Taken for [1,225] 430 Damage! [Vile Emulation] - Taken for [1,000] 350 Damage! [Vile Emulation] - Taken for [6,960] 2,440 Damage! [Vile Emulation] - Taken for [1,000] 350 Damage! [Vile Emulation] - Taken for [1,000] 350 Damage! [Vile Emulation] - Taken for [1,000] 350 Damage! [Vile Emulation] - Taken for [1,000] 350 Damage! [Vile Emulation] - Taken for [1,000] 350 Damage! [Vile Emulation] - Taken for [1,000] 350 Damage! [S.P. Chaff Launcher] - Taken for 0 Damage!
[Cinnamon has -40 Armor] [Focus] - Taken for [70] 275 Damage, total! [Focus] - Taken for [60] 275 Damage, total! [Focus] - Taken for [60] 275 Damage, total! [Focus] - Taken for [60] 275 Damage, total! [Focus] - Taken for [60] 275 Damage, total! [Focus] - Taken for [60] 275 Damage, total!
[Regen] - +6,000
[Cinnamon HP=19380/20000]
v14 Damage - 590 v12 Damage - 530 v5 Damage - 320 v3 Damage - 260
[Attack - Angel Hand] - Once at Each Target - Takes 170 Berzerk Damage [Cinnamon slaps her opponent with her gloves] ° Damage Dealt: # ° Light Element || C-Range ° If Hits, Victim deals -20% Damage for Two Turns. Stacks with multiple inflictions.
[Marino] [Marino HP=10000/10000]
[Marino is Strong to Seeking] [Red Gaia Eraser] - Dodged! [Vile Emulation] - Dodged! [Vile Emulation] - Taken for 2,700 Damage! [Vile Emulation] - Taken for 250 Damage! [Vile Emulation] - Taken for 250 Damage! [Vile Emulation] - Taken for 250 Damage! [Vile Emulation] - Taken for 250 Damage! [Vile Emulation] - Taken for 250 Damage! [Vile Emulation] - Taken for 250 Damage! [S.P. Chaff Launcher] - Taken for 0 Damage!
[Cinnamon has -40 Armor] [Focus] - Taken for [70] 200 Damage, total! [Focus] - Taken for [60] 140 Damage, total! [Focus] - Taken for [60] 140 Damage, total! [Focus] - Taken for [60] 140 Damage, total! [Focus] - Taken for [60] 140 Damage, total! [Focus] - Taken for [60] 140 Damage, total!
4,200
[Regen] - +3,000 HP!
[Marino HP=7900/10000]
[Skill - Hyper Drive] - +2 AS, +2 Dodge Total [Marino moves tremendously fast; enemies have a hard time keeping up with her.] ° Marino Dodges the first attack aimed at her every turn ° Every Turn, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle ° When an ally is defeated, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle [Passive]
v14 Damage - 850 v12 Damage - 750 v5 Damage - 400 v3 Damage - 300
[Attack - Beam Knife] - Twice at Each Target. Takes 460 Berzerk Damage. [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: # ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Marino Stamp] - Twice at Each Target. Takes 460 Berzerk Damage. [Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: # ° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Mirage Dive] - Hits All. Takes 85 Berzerk Damage. [Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings] ° Damage Dealt: # ° Shadow Element || C-Range ° Undodgeable || Breaks Shields || Hits All ° Damage cannot be reduced below 50%
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Post by Gaia on Apr 3, 2018 16:39:38 GMT -8
Joker.DB
Defense Phase
[Joker HP=4700/11700]
[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 180 Armor
[Mirage Dive] - Taken for 570 Damage!
[Joker HP=4130/11700]
Support Phase
[Joker HP=4130/11700]
[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=5090/11700]
Offense Phase 8 AS | 5 Auto-Charge | 870 Base Damage
[Dread Satellite Laser] - [1/3 Charges] [Channel Corruption] - [3/3 Charges] [Gigant Swing] - [1/1 Charges] [Conditioning Cancellation] - [1/2 Charges] [Vile Emulation] - [1/2 Charges]
[Destroyer Missiles] - [+126% Damage]
[This turn, Joker can target the same target multiple times with one attack, at 50% Damage]
@ Cinnamon 1-8. [Hammer the Gap] Plasma | Combat Dread Joker constantly pummels his foes with intense data, chipping within their very being and degrading their form. - 480, 240, 240 Damage [55%] -- Breaks Shields, Cuts Auras -- Cannot be Countered -- Hits 2 Additional Targets -- Can be Optionally Charged for 2 Turns --- If Hits: Reduces armor by 10 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
7,680 Damage @ Cinnamon
[Joker HP=5090/11700]
[Status] - - [Stage] - - [N/A] [Cooldown] - - [N/A]
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Post by Blazewind on Apr 4, 2018 11:28:57 GMT -8
====Legacy Turn 2====
Defense Phase:
- Massive Lance: Blocked by Sefirot Cloud (Netzach)! Skill locked!
- Angel Hand: Dodged by Sefirot Cloud (Gevurah)!
- Marino Stamp: Dodged by Sefirot Cloud (Gevurah)!
- Marino Stamp (Aimed at Keksis): Intercepted and Dodged by Sefirot Cloud (Gevurah)! Skill use depleted!
- Mirage Dive: Blocked by Natural Barrier!
- Legacy is struck for 200 counter damage by Massimo!
- Legacy regenerates 960 HP
Setup Phase:
- Auto-Charge: Twin Sefirot Launchers
- Auto-Charge: Reactor Cannon
- Legacy Drops charge on Orbital Familiars (Marker) then Auto-Charges it once more
- Legacy gains +3 attack slots from Avoiding with Sefirot Cloud (Gevurah)!
- Legacy deals +50 Damage for this turn after striking with S.P. Chaff Launcher.
Attack Phase: 1850 Seeking Damage to Marino and Cinnamon, not including weaknesses and Armor
- Orbital Familiars (Focus): Aimed at Cinnamon +50 Damage (Seeking Bonus), +50 Damage from S.P. Chaff Launcher
S-Range, Seeking
60 80 (5 hits) Damage (8590%), Hits an Additional Target | Optional 1 Turn Charge | Cannot Naturally be Avoided when Charged | Cannot be Countered - Orbital Familiars (Focus): Aimed at Cinnamon +50 Damage from S.P. Chaff Launcher
S-Range, Seeking
60 70 (5 hits) Damage (8590%), Hits an Additional Target | Optional 1 Turn Charge | Cannot Naturally be Avoided when Charged | Cannot be Countered - Orbital Familiars (Focus): Aimed at Cinnamon +50 Damage from S.P. Chaff Launcher
S-Range, Seeking
60 70 (5 hits) Damage (8590%), Hits an Additional Target | Optional 1 Turn Charge | Cannot Naturally be Avoided when Charged | Cannot be Countered - Orbital Familiars (Focus): Aimed at Cinnamon +50 Damage from S.P. Chaff Launcher
S-Range, Seeking
60 70 (5 hits) Damage (8590%), Hits an Additional Target | Optional 1 Turn Charge | Cannot Naturally be Avoided when Charged | Cannot be Countered - Orbital Familiars (Focus): Aimed at Cinnamon +50 Damage from S.P. Chaff Launcher
S-Range, Seeking
60 70 (5 hits) Damage (8590%), Hits an Additional Target | Optional 1 Turn Charge | Cannot Naturally be Avoided when Charged | Cannot be Countered - Orbital Familiars (Focus): Aimed at Cinnamon +50 Damage from S.P. Chaff Launcher
S-Range, Seeking
60 70 (5 hits) Damage (8590%), Hits an Additional Target | Optional 1 Turn Charge | Cannot Naturally be Avoided when Charged | Cannot be Countered - Orbital Familiars (Focus): Aimed at Cinnamon +50 Damage from S.P. Chaff Launcher
S-Range, Seeking
60 70 (5 hits) Damage (8590%), Hits an Additional Target | Optional 1 Turn Charge | Cannot Naturally be Avoided when Charged | Cannot be Countered
Statistics:
- HP: 1810/1400
- Status: Fine
- S.P. Chaff Launcher: 1/2 Cooldown
- Reactor Cannon: 3/6 Charged
- Twin Sefirot Launchers: 2/2 Charged
- Orbital Familiars (Marker): 1/1 Charged
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Post by xoDeathy on Apr 5, 2018 6:41:14 GMT -8
|Defense Phase| Keksis takes 95% Damage
Keksis takes all attacks for everyone that didn't avoid, except the Hits All
For the Angel Hands:
[Keksis Amethyst Cross avoids one]
[Keksis Nat Avoid (Aura) avoids the other]
|Recuperation Phase|
Keksis ignores negative panel effects Keksis ignores Dark Chip Glitches
[1000 Regen]
<Celestial Body>2/2 Keksis's body becomes shrouded in the colors of the universe, phasing through attacks. -Automatically activates when the user would reach 0 HP- -Keksis endures a fatal turn of attacks with 1 HP- -Keksis is invincible except against Aimed Attacks- -Keksis has +1 Attack Slot for the duration- -Lasts for 2 Turns-
<Set Glitch Panels Program Activates!> Activated Program User may change all panels on the field for 3 Turns. Stage is chosen upon purchase. ⦗Uses per battle: 1/1⦘
Keksis's HP: 2001/1400 Armor: 0
Field: Glitch (1/3) Nat. 1 CD:// 0/4 Status(es):
|Unleash Phase| 4 Attack Slots 1:| Panel Shot @ Marino Breaks Shields 140 Bug S-Damage Glitch (Darken)
° Gains the Element of the panels and a Lv1 Status Damage associated with them if applicable 2:| <Celestial Art: Forbidden Strength> S-Range, Wind Keksis raises his hammer, a vortex of celestial energy enveloping it, hardening it for its next strike. No Damage -Keksis's next attack gains +100 Damage- 1-Turn Required Charge 3:| Dark Tornado45 Wind/Dark/Bug S-Damage * 8 Hits @ Cinn Breaks Shields ° This Chip's Damage is divided equally among all hits ° If the Panels are not normal, this chip adopts their Element in addition to its own ° Deals x2.0 Damage to enemies per element of this chip that they are weak to ° This chip disregards Elemental Strengths against it ° Can target an additional enemy per 5% of their Max HP that the user is missing ° Glitch: User loses Elemental Strengths and takes +30% Damage from Elemental Weaknesses for the rest of battle
4:| Dark Thunder @ Marino 195 Elec/Dark S-Damage Breaks Shields ° 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|Summary Phase|
Weaknesses Included, Armor Included
(255*8 x4) 8,160 Wind/Dark/Bug Damage @ Cinnamon
195 Elec/Dark Damage @ Marino
185 Bug Damage @ Marino
Keksis's HP: 2001/1400 Field: Glitch B-Chip Folder: 4/7 [3/3 Mega, 1/1 Giga] Cooldowns:
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Post by Gaia on Apr 5, 2018 7:12:18 GMT -8
CMT
[Massimo] [Massimo HP=30000/30000]
[Massimo has 500 Armor and is Weak to Laser]
[Massimo HP=29300/30000]
[Hyper Mode - Glint Armor] [Massimo's armor turns golden and his strength is immensely increased for a short time] ° Massimo's Armor, Counter Damage, and Attack Damage are doubled ° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode [Activates when an ally dies -- Lasts [1/3] Turns]
v14 Damage - 4,600 v12 Damage - 4,200 v5 Damage - 2,800 v3 Damage - 2,400
[Attack - Massive Lance] - Twice at each Target. [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: # ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Cinnamon] [Cinnamon HP=20000/20000]
[Cinnamon is Weak to Plasma] [Hammer the Gap] - Taken for [480] 625, 325, 340 Damage! [Hammer the Gap] - Taken for [480] 665, 365, 380 Damage! [Hammer the Gap] - Taken for [480] 705, 405, 420 Damage! [Hammer the Gap] - Taken for [480] 745, 445, 455 Damage! [Hammer the Gap] - Taken for [480] 780, 485, 495 Damage! [Hammer the Gap] - Taken for [480] 820, 520, 535 Damage! [Hammer the Gap] - Taken for [480] 860, 560, 575 Damage!
[Cinnamon has -210 Armor] [Focus] - Taken for [80] 1,450 Damage! [Focus] - Taken for [70] 1,400 Damage! [Focus] - Taken for [70] 1,400 Damage! [Focus] - Taken for [70] 1,400 Damage! [Focus] - Taken for [70] 1,400 Damage! [Focus] - Taken for [70] 1,400 Damage! [Focus] - Taken for [70] 1,400 Damage! [Dark Torando] - Taken for [45] 10,640 Damage!
[Cinnamon HP=0/20000]
[Marino] [Marino HP=10000/10000]
[Marino is Strong to Seeking] [Panel Shot] - Taken for [140] 740 Damage! -- Darkened!
[Marino HP=8255/10000]
[Skill - Hyper Drive] - +4 AS, +4 Dodge Total [Marino moves tremendously fast; enemies have a hard time keeping up with her.] ° Marino Dodges the first attack aimed at her every turn ° Every Turn, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle ° When an ally is defeated, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle [Passive]
v14 Damage - 850 v12 Damage - 750 v5 Damage - 400 v3 Damage - 300
[Attack - Beam Knife] - Three times at Each Target. Takes 690 Berzerk Damage. [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: # ° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Marino Stamp] - Twice at Each Target. Takes 460 Berzerk Damage. [Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: # ° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50%
[Attack - Mirage Dive] - Hits All. Used Twice. Takes 170 Berzerk Damage. [Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings] ° Damage Dealt: # ° Shadow Element || C-Range ° Undodgeable || Breaks Shields || Hits All ° Damage cannot be reduced below 50%
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Post by Gaia on Apr 8, 2018 9:34:41 GMT -8
Joker.DB
Defense Phase
[Joker HP=6150/11700]
[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 180 Armor
[Massive Lance] - Avoided with [Shift]! [4/8], negates If Avoided Effect. [Massive Lance] - Avoided with [Shift]'s second Avoidance! [AS Sacrificed]
[Intercepting for Keksis] [Massive Lance] - Avoided with [Crimson Shield]! [4/8], negates if Avoided Effect. [Massive Lance] - Avoided with [Shift]'s second Avoidance! [AS Sacrificed]
[Intercepting for Keksis and Legacy] [Marino Attacks] - Taken for 4,550 Damage, total! [Mirage Dive] - Taken for 1,140 Damage, total!
[Joker HP=460/11700]
Support Phase
[Joker HP=460/11700]
[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=1420/11700]
Offense Phase 8 AS | 5 Auto-Charge | 870 Base Damage
[Dread Satellite Laser] - [2/3 Charges] [Gigant Tackle] - [1/1 Charges] [Isolate] - [1/1 Charges] [Conditioning Cancellation] - [2/2 Charges] [Density Burst] - [2/2 Charges]
[Destroyer Missiles] - [+161% Damage]
@ Marino + Massimo 1. [Isolate] Laser | Shot Dread Joker targets an enemy and strikes them down, his speed denying any chance of intervention. - [395] 495 Damage [45%] -- Breaks Shields, Cuts Auras -- Cannot be Countered -- Hits 2 Additional Targets -- Can be Optionally Charged for 2 Turns --- Regardless of Success: Next turn, Attacks that target additional targets can be aimed at the victim multiple times. These additional attacks aimed at the target are at 50% damage. ---- 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-Turn Required Charge
2. [Crimson Channel] 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%] -- Three attacks this turn gain +100% of his Base Damage. --- 3-Turn Charge.
3. [Gigant Swing] Laser | Combat Coating his fist in solidified crimson, Dread Joker swings his large limb like a maul to smash into his opponent. - [960] Joker restores 1,830 Health! [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.
4. [Gigant Tackle] Plasma | Combat @ Marino A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [785 1,665] 2,485 Damage [90%] - Undodgeable, Breaks Shields - 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.
5. [Gigant Tackle] Plasma | Combat @ Marino A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - [785] 1,165 Damage [90%] - Undodgeable, Breaks Shields - 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.
6. [Gigant Tackle] Plasma | Combat @ Marino A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - 785 Damage [90%] - Undodgeable, Breaks Shields - 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.
[Gigant Tackle] Plasma | Combat @ Marino A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - 395 Damage [90%] - Undodgeable, Breaks Shields - 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.
[Gigant Tackle] Plasma | Combat @ Marino A dead-run with his shoulder poised at the ready, Dread Joker attempts to smash into his enemy. - 395 Damage [90%] - Undodgeable, Breaks Shields - 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
5,720 Damage @ Marino
[Joker HP=3250/11700]
[Status] - - Darken [1/1] [Stage] - - [N/A] [Cooldown] - - [N/A]
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Post by Nightshade on Apr 8, 2018 9:49:04 GMT -8
Aeron- Turn 3 [Hybrid HP=3250/11700]
_____________________________________________
Defense Phase:
Setup Phase:
-Healing Touch activates 5 times! Hybrid heals himself for 3850HP!
-Perfect Symbiosis activates! Hybrid sacrifices 960HP to grant Hybryd, 960Regen for 3 Turns and allow overheal to 150%MaxHP!
-Hybrid Regens 960HP
[Hybrid HP=7100/11700]
-Synchro Chip, Slot in! Cross Fusion! Aeron and Joker become one! Hybrid (2 Turns)
-Joker gains 380dmg! -Joker gains 9600/9600 HP! -Joker gains 4 AS!
End Phase: PSym 3 turn left.
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Post by xoDeathy on Apr 8, 2018 10:45:09 GMT -8
|Defense Phase| Keksis takes 95% Damage
|Recuperation Phase|
Keksis ignores negative panel effects Keksis ignores Dark Chip Glitches
[1000 Regen]
[<Celestial Body> Ends]
Keksis's HP: 2100/1400 Armor: 0
Field: Glitch (2/3) Nat. 1 CD:// 0/4 Status(es):
|Unleash Phase| 3 Attack Slots 1:| <Celestial Strike> C-Range, Wind/Bug A basic strike with Keksis's hammer. 80 Damage Breaks Shields, Undodgeable Cannot be Countered 1-Turn Optional Charge 2:| <Celestial Strike> C-Range, Wind/Bug A basic strike with Keksis's hammer. 80 Damage Breaks Shields, Undodgeable Cannot be Countered 1-Turn Optional Charge 3:|Charging Forbidden Strength (1)
|Summary Phase|
Weaknesses Included, Armor Included
210 Wind/Bug Damage @ Marino
Keksis's HP: 2100/1400 Field: Glitch B-Chip Folder: 4/7 [3/3 Mega, 1/1 Giga] Cooldowns:
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Post by Blazewind on Apr 8, 2018 20:37:38 GMT -8
====Legacy Turn 3====
Defense Phase:
- Massive Lance: Blocked by Sefirot Cloud (Netzach)! Skill Lock avoided with Second Use!
- Massive Lance: Blocked by Sefirot Cloud (Netzach)! 2 Uses remaining!
- Mirage Dive: Hits! 400-50 = 350 Damage taken!
Support Phase:
- Auto-Charge: Orbital Familiars (Focus)
- Auto-Charge: Reactor Cannon
- Auto-Charge: <Special Emulation: Galop>
- Legacy regenerates 960 HP, overhealing to 2100/1400 HP
Attack Phase:
- Orbital Familiars (Marker): +25% Damage, Ignores Armor
S-Range, Seeking
280 350 Damage (90%) Hits All | Adds Weakness to Attacks Enhanced by Seeking Element's Additional Damage for One Turn 1 Turn Charge, 1 Turn Cooldown - Twin Sefirot Launchers: +50 Damage, +25% Damage, Ignores Armor
S-Range, Plasma
660 980 Damage (85%, 2 Turn Charge) 2 Turn (Stage) Optional Charge | Cannot be Naturally Avoided | Cuts Auras 1 0 Turn Cooldown (Reduction from Laser 5) - Sefirot Rifle (R): Aimed at Marino
S-Range, Laser
250 Damage (70 80%) Cannot be Naturally Avoided | Cuts Auras | Undodgeable | Cannot be Countered - Legacy Charges Twin Sefirot Launchers
Statistics:
- HP: 2100/1400
- Status: Fine!
- S.P. Chaff Launcher: 2/2 Cooldown
- Orbital Familiars (Marker): 0/1 Cooldown
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Post by Gaia on Apr 9, 2018 10:26:06 GMT -8
CMT
[Massimo] [Massimo HP=30000/30000]
[Massimo has 500 Armor and is Weak to Laser]
[Massimo HP=29300/30000]
[Hyper Mode - Glint Armor] [Massimo's armor turns golden and his strength is immensely increased for a short time] ° Massimo's Armor, Counter Damage, and Attack Damage are doubled ° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode [Activates when an ally dies -- Lasts [2/3] Turns]
v14 Damage - 4,600 v12 Damage - 4,200 v5 Damage - 2,800 v3 Damage - 2,400
[Attack - Massive Lance] - Three times at each Target. [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: # ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Marino] [Marino HP=6935/10000]
[Marino is Strong to Seeking] [Isolate] - Avoided! [Gigant Tackle] - Taken for 2,485 Damage! [Gigant Tackle] - Taken for 1,165 Damage! [Gigant Tackle] - Taken for 785 Damage! [Gigant Tackle] - Taken for 395 Damage! [Gigant Tackle] - Taken for 395 Damage! [Keksis' Attacks] - Taken for 210 Damage! [Legacy's Attacks] - Taken for 1,580 Damage!
[Marino HP=0/10000]
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