Post by Gaia on Apr 6, 2018 13:07:07 GMT -8
Vanguard.EXE
[CircusMan HP=15700/15700]
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 200 + (50 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect). This auto strike is at the end of each other Tiger Ring.
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 200 + (50 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect). This auto strike is at the end of each other Tiger Ring.
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 200 + (50 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect). This auto strike is at the end of each other Tiger Ring.
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 100 + (30 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 100 + (30 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 100 + (30 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 100 + (30 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 100 + (30 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 100 + (30 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 100 + (30 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
[Attack - Chaos Carousel]
[CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain]
° Damage Dealt: 100 Damage * (4 + Cumulative Opponents' Version) Hits
° Normal Element || S-Range
° Damage Cannot be Reduced by any means
° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that the they avoided this turn. Auras and Barriers disregard this rule.
[Attack - Chaos Carousel]
[CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain]
° Damage Dealt: 100 Damage * (4 + Cumulative Opponents' Version) Hits
° Normal Element || S-Range
° Damage Cannot be Reduced by any means
° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that the they avoided this turn. Auras and Barriers disregard this rule.
[Attack - Chaos Carousel]
[CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain]
° Damage Dealt: 100 Damage * (4 + Cumulative Opponents' Version) Hits
° Normal Element || S-Range
° Damage Cannot be Reduced by any means
° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that the they avoided this turn. Auras and Barriers disregard this rule.
[Attack - Chaos Carousel]
[CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain]
° Damage Dealt: 100 Damage * (4 + Cumulative Opponents' Version) Hits
° Normal Element || S-Range
° Damage Cannot be Reduced by any means
° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that the they avoided this turn. Auras and Barriers disregard this rule.
Vanguard.EXE
Defense Phase
[Vanguard HP=4500/4500]
[Vanguard has 0 Armor]
All Attacks - Taken! Vanguard drops to Undershirt.
[Vanguard HP=1/2500]
Support Phase
[Pinpoint Offense] [Advanced Skill, Damage+]
Vanguard's natural tactical expertise is showcased in his ability to carefully finetune his allocated energy into pinpoint accurate shots and strikes against his opponent's natural data flow, causing severe damage.
- Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slots.
-- Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slots.
--- Attack Slots gained from Active Effects are entirely unaffected, and operate as normal.
---- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. He may possess a total of 5 Stacks at a time.
----- Vanguard can allocate his Constant Charge between his Natural Attack Slots as he sees fit.
------ Attacks with Required Charge used in the Natural Attack Slot must also have been charged in the Natural Attack Slot.
------- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed.
-------- [Passive]
[Seeking] - +250 Damage to 1 Attack/Turn
Offense Phase
3 AS | 10/10 Chip Uses | 3 DCE
3 AS | 10/10 Chip Uses | 3 DCE
[DarkChip Expansion]
1.

[
° Undodgeable
° If no other attack was used this turn, this chip deals x3 Damage
° Glitch: Locks all C-Attacks
Summary Phase
23,670 Damage @ CircusMan
[Vanguard HP=2490/4500]
[Rewards: +1 BlMD]
Armiger.EXE
[CircusMan HP=2400/2400]
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 200 + (50 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect). This auto strike is at the end of each other Tiger Ring.
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 100 + (30 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
Armiger.EXE
Defense Phase
[Armiger HP=1000/1000]
[Armiger has 65 Armor]
[Photosphere] [Advanced]
Armiger's inner core is much, much less stable without the outer photosphere to protect it; thankfully, his photosphere is incredibly dense, and the most fortified part of his body.
- Natural (Version-Based) Boosts to Armiger's Health instead apply to his Armor at a rate of 100:10.
-- All other boosts to Armiger's Health apply to his Armor at a rate of 100:5.
--- Only 50% of his Armor can be ignored at any time, but attacks that Ignore Armor also automatically Pierce his Darksoul.
---- [Passive]
[Tiger Ring] - Taken for [
[Happy Clap] - Taken for [
[Armiger HP=610/1000]
Support Phase
[Armiger HP=1000/1000]
[Solar Flare] [C-Tier, Counter]
The ice coating Armiger's radiant form burns with power, and violently reacts to any strike made against it.
- Armiger counters for [60 + (10 * V) + (5 * V)] 105 Damage each time he is struck by an attack.
-- This can proc up to 6 times per opponent per turn.
--- [Passive]
[Mirror Armor ⇪⇪⇪ Base Beta Delta]
[Tanzanite Star, Rose Star]
Passive Program
User counters for [120 + ((20 * Version) + (10 * Version))] Unavoidable Damage whenever they are struck by a full attack. This can occur up to 6 times per turn per opponent. Mirror Armor counters for [80 + ((30 * Version) + (10 * Version))] unavoidable damage when struck by a full attack. This can occur up to 7 times per turn per opponent. Mirror Armor counters for quadruple as much damage against attacks marked "Ignores Armor".
[BladeLv4]
° Reflection Attack
° +40 Counter Damage.
° Up to 3 counters per turn may ignore 'Cannot be Countered' and become an unaimed attacks.
° -2 cooldown to "Reflection attack".
Offense Phase
3 AS
3 AS
[Solar Flare] - Counters for 105 Damage!
[Mirror Armor I] - Counters for 840 Damage!
[Mirror Armor II] - Counters for 800 Damage!
1. [Shield: Bash] Sword | Combat
Raising his spiked wall of a shield, Armiger bashes forward with it.
- 105 Damage [90%]
-- Undodgeable, Breaks Shields
2. [Shield: Bash] Sword | Combat
Raising his spiked wall of a shield, Armiger bashes forward with it.
- 105 Damage [90%]
-- Undodgeable, Breaks Shields
3. [Shield: Bash] Sword | Combat
Raising his spiked wall of a shield, Armiger bashes forward with it.
- 105 Damage [90%]
-- Undodgeable, Breaks Shields
Summary Phase
2,060 Damage @ CircusMan
[Armiger HP=610/1000]
[Status] -
- [N/A]
[Panels] -
- [N/A]
[Cooldown] -
- [N/A]
[CircusMan HP=340/2400]
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 200 + (50 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect). This auto strike is at the end of each other Tiger Ring.
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 100 + (30 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, target has -1 Attack Sot for 1 Turn
[Attack - Chaos Carousel]
[CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain]
° Damage Dealt: 100 Damage * (4 + Cumulative Opponents' Version) Hits
° Normal Element || S-Range
° Damage Cannot be Reduced by any means
° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that the they avoided this turn. Auras and Barriers disregard this rule.
Armiger.EXE
Defense Phase
[Armiger HP=610/1000]
[Armiger has 65 Armor]
[Photosphere] [Advanced]
Armiger's inner core is much, much less stable without the outer photosphere to protect it; thankfully, his photosphere is incredibly dense, and the most fortified part of his body.
- Natural (Version-Based) Boosts to Armiger's Health instead apply to his Armor at a rate of 100:10.
-- All other boosts to Armiger's Health apply to his Armor at a rate of 100:5.
--- Only 50% of his Armor can be ignored at any time, but attacks that Ignore Armor also automatically Pierce his Darksoul.
---- [Passive]
[Tiger Ring] - Taken for [
[Happy Clap] - Taken for [
[Chaos Carousel] - Avoided with [Natural Barrier]!
[Armiger HP=220/1000]
Support Phase
[Armiger HP=220/1000]
[Solar Flare] [C-Tier, Counter]
The ice coating Armiger's radiant form burns with power, and violently reacts to any strike made against it.
- Armiger counters for [60 + (10 * V) + (5 * V)] 105 Damage each time he is struck by an attack.
-- This can proc up to 6 times per opponent per turn.
--- [Passive]
[Mirror Armor ⇪⇪⇪ Base Beta Delta]
[Tanzanite Star, Rose Star]
Passive Program
User counters for [120 + ((20 * Version) + (10 * Version))] Unavoidable Damage whenever they are struck by a full attack. This can occur up to 6 times per turn per opponent. Mirror Armor counters for [80 + ((30 * Version) + (10 * Version))] unavoidable damage when struck by a full attack. This can occur up to 7 times per turn per opponent. Mirror Armor counters for quadruple as much damage against attacks marked "Ignores Armor".
[BladeLv4]
° Reflection Attack
° +40 Counter Damage.
° Up to 3 counters per turn may ignore 'Cannot be Countered' and become an unaimed attacks.
° -2 cooldown to "Reflection attack".
Offense Phase
3 AS
3 AS
[Solar Flare] - Counters for 105 Damage!
[Mirror Armor I] - Counters for 840 Damage!
[Mirror Armor II] - Counters for 800 Damage!
1. [Shield: Bash] Sword | Combat
Raising his spiked wall of a shield, Armiger bashes forward with it.
- 105 Damage [90%]
-- Undodgeable, Breaks Shields
2. [Shield: Bash] Sword | Combat
Raising his spiked wall of a shield, Armiger bashes forward with it.
- 105 Damage [90%]
-- Undodgeable, Breaks Shields
3. [Shield: Bash] Sword | Combat
Raising his spiked wall of a shield, Armiger bashes forward with it.
- 105 Damage [90%]
-- Undodgeable, Breaks Shields
Summary Phase
2,060 Damage @ CircusMan
[Armiger HP=610/1000]
[Status] -
- [N/A]
[Panels] -
- [N/A]
[Cooldown] -
- [N/A]