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Post by Gaia on Jun 28, 2018 13:42:01 GMT -8
It's Vanguard, K-501, Thorn and Krystania.
CMT
[Massimo] [Massimo HP=30000/30000]
[N/A]
[Massimo HP=30000/30000]
v21 Damage - 3,000 v15 Damage - 2,400 v5 Damage - 1,400
[Attack - Massive Lance] - Once @ 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]
v21 Damage - 800 v15 Damage - 620 v5 Damage - 320
[Attack - Angel Hand] - Once @ 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]
v21 Damage - 1,200 v15 Damage - 900 v5 Damage - 400
[Attack - Beam Knife] - Twice @ 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 @ 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] @ 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%
Vanguard
Defensive Phase
[Vanguard HP=2500/2500]
Vanguard has 0 Armor
[All] - Taken and Intercepted! [Angel Hand] - [Natural Barrier]!
[Endure] Active hidden program The first lethal attack the user receives each battle leaves them with 1HP until the end of their current defense (like Undershirt). When this program is activated the user has +1 attack slot and +50 damage for the remainder of the battle.
[Vanguard HP=1/2500]
Support Phase
[Vanguard HP=1/2500]
[Vigilant Offense] - +5 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - 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 Slot. - 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. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- 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.
[Garnet Star of Power] - [2/2 AS] A shining star forged of garnet, sparkles with an otherworldly power ° +1 Attack Slot when at or below 75% of your Max HP ° +1 More Attack Slot when at or below 25% of your Max HP
[Adrenaline] [A-Tier, AS+] - [3/3 AS] Vanguard's purpose is the fight, and his training has bred him into a combatant that saves his reserves until the very end. - Vanguard gains 1 Attack Slot per 20% of his Maximum Health missing. -- This caps at +3 Attack Slots while at 40% or less of his Max Health. --- [Passive]
Offensive Phase 3 NAS | 5 Constant Charge | 7/7 C Uses | 3 DCE | 6 AS
[NAS] 1. [Collective Arsenal] - [1/1 Charges]
[NAS] 2. [Afterglow] - [1/1 Charges]
[Tactical Acumen] [S-Tier, Aiming] Vanguard's reticles shrink to a size to be almost imperceptible to anyone's eyes but his, and he uses them to strike for massive power disruption. - Temporary Damage additions to the selected attack are doubled for one turn. -- This can only be applied once to a single attack. --- [Active, 4/5 Uses Max/Battle]
[Burning Reticle] [B-Tier, Damage+] The reticles on his opponents burn hot, searing away at his opposition in response to his own strikes. - Vanguard adds (30 + (30 * V)) 660 Damage to one attack, on use. -- [Active, 6/8 Uses]
[DCE] 3. Copy Damage No Damage ° User must sacrifice 1 Attack Slot to activate this chip ° Adds "Can be aimed at +1 Target" to user's Next Attack ° This Chip cannot be Upgraded
[DCE] 4. Dark Plus ° User's next Attack gains damage equal to their base Dark Chip Damage [465] ° Glitch: Whenever User adds damage to an attack (including the one affected by this Chip), that attack loses (and cannot gain) 1 Aiming Effect
[Targeting Reticle] [S-Tier, Aiming] Vanguard's reticles light upon his foes in response to the residual energy of his attacks passing by them, making his attacks easier to land. - Vanguard doubles one Non-Damage effect of the selected attack, on use. -- This can be applied multiple times to the same attack, but only once per effect. --- [Active, 4/5 Uses Max/Battle]
[NAS, DCE] 5. Dark Cannon VI [5/5 CC, Seeking, Burning, Targeting, Dark+, Copy Damage, Tactical] [1,065 5,135 61,620] 369,720 Normal/Dark S-Damage ° Breaks Shields ° Hits two additional targets ° If no other attack was used this turn, this chip deals x3 Damage ° Glitch: Locks all C-Attacks
Summary Phase
369,720 Damage @ All
[Vanguard HP=1/2500]
[Status] - Fine [Stage] - Null [CoolDown] - -
CMT
[Massimo] [Massimo HP=30000/30000]
[Sustains with 1 HP]
[Massimo HP=1/30000]
v21 Damage - 6,000 v15 Damage - 4,800 v5 Damage - 1,000
[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]
[Attack - Massive Lance] [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=0/20000]
[Marino] [Marino HP=10000/10000]
[Sustains w/ 1 HP]
[Hyper Mode - Quick Silver] [Marino's armor becomes black and yellow; her speed and power are greatly increased for a limited time.] ° Marino's Dodges are raised to Omni during this Hyper Mode ° Marino's Aimers are raised to Omni during this Hyper Mode ° Marino is immune to Damage and Attack Slot Reduction during this Hyper Mode [Activates when an ally dies -- Lasts [1/3] Turns]
[Marino HP=1/10000]
[Skill - Hyper Drive] - +3 AS, +3 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]
v21 Damage - 1,200 v15 Damage - 900 v5 Damage - 400
[Attack - Beam Knife] x2 [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] x2 [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] x2 [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%
Vanguard
Defensive Phase
[Vanguard HP=1/2500]
Vanguard has 0 Armor
[All] - Taken and Intercepted!
[GraveKnight] - [Advanced Form] As his failsafes begin to falter, and Vanguard's form begins to fade, his Darksoul alights. With his full ferocity at his disposal, no longer held back by a failsafe, Vanguard fights with greater intensity, for but a season. ° Automatically activates upon reaching 0 HP. Revives Vanguard with 1 HP ° Vanguard is invincible except against Aimed Attacks ° Vanguard has +1 Attack Slot for the duration ° Lasts for 2 Turns.
[Vanguard HP=1/2500]
Support Phase
[Vanguard HP=1/2500]
[Vigilant Offense] - +5 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - 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 Slot. - 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. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Garnet Star of Power] - [2/2 AS] A shining star forged of garnet, sparkles with an otherworldly power ° +1 Attack Slot when at or below 75% of your Max HP ° +1 More Attack Slot when at or below 25% of your Max HP
[Adrenaline] [A-Tier, AS+] - [3/3 AS] Vanguard's purpose is the fight, and his training has bred him into a combatant that saves his reserves until the very end. - Vanguard gains 1 Attack Slot per 20% of his Maximum Health missing. -- This caps at +3 Attack Slots while at 40% or less of his Max Health. --- [Passive]
Offensive Phase 3 NAS | 5 Constant Charge | 7/7 C Uses | 3 DCE | 6 AS
[Targeting Reticle] [S-Tier, Aiming] Vanguard's reticles light upon his foes in response to the residual energy of his attacks passing by them, making his attacks easier to land. - Vanguard doubles one Non-Damage effect of the selected attack, on use. -- This can be applied multiple times to the same attack, but only once per effect. --- [Active, 3/5 Uses Max/Battle]
[NAS] 1. [Collective Arsenal] Fire | Combat Vanguard's inner fires burn dark and powerful with the energy from his chips, and he can funnel these fires to utilize their energy. - Vanguard adds a single effect from two Offensive Chips of Choice to one attack, on use. Excludes Avoid Separately, Unavoidable Damage effects and Executes. Chip selected is locked from use for two turns. DarkDrill, DarkCannon. -- 1-Required Charge --- 4 Uses/Battle
[Targeting Reticle] [S-Tier, Aiming] Vanguard's reticles light upon his foes in response to the residual energy of his attacks passing by them, making his attacks easier to land. - Vanguard doubles one Non-Damage effect of the selected attack, on use. -- This can be applied multiple times to the same attack, but only once per effect. --- [Active, 2/5 Uses Max/Battle]
[DCE] 2. Neo-Variable Sword - Vanguard adds a single effect from two Offensive Chips of Choice to one attack, on use. Excludes Avoid Separately, Unavoidable Damage effects and Executes. Chip selected is locked from use for two turns. DarkSpreader, DarkCannon. ° Upon Use, this Chip's Damage and Effects can be switched with that of another C-Attack's Damage and Effects in the User's Arsenal. This effect is not limited by CD and includes Non-Giga Chips and Special Emulations, but not Hyper Attacks ° User must sacrifice 1 Skill Use to activate this Chip in the above manner ° Copied Attack becomes locked for the rest of battle
[Targeting Reticle] [S-Tier, Aiming] Vanguard's reticles light upon his foes in response to the residual energy of his attacks passing by them, making his attacks easier to land. - Vanguard doubles one Non-Damage effect of the selected attack, on use. -- This can be applied multiple times to the same attack, but only once per effect. --- [Active, 1/5 Uses Max/Battle]
[NAS] 3. [Afterglow] Fire | Shot Vanguard's never ending pyre alights across the battlefield with an intensity that burns even after its release. - Vanguard adds "Auto Attacks for 2 turn after use at half damage and full effects" to one attack, on-use. -- 1-Required Charge --- 3 Uses/Battle
[DCE] 4. Dark Plus ° User's next Attack gains damage equal to their base Dark Chip Damage [465] ° Glitch: Whenever User adds damage to an attack (including the one affected by this Chip), that attack loses (and cannot gain) 1 Aiming Effect
[Tactical Acumen] [S-Tier, Aiming] Vanguard's reticles shrink to a size to be almost imperceptible to anyone's eyes but his, and he uses them to strike for massive power disruption. - Temporary Damage additions to the selected attack are doubled for one turn. -- This can only be applied once to a single attack. --- [Active, 3/5 Uses Max/Battle]
[Burning Reticle] [B-Tier, Damage+] The reticles on his opponents burn hot, searing away at his opposition in response to his own strikes. - Vanguard adds (30 + (30 * V)) 660 Damage to one attack, on use. -- [Active, 0/8 Uses]
[NAS, DCE] 5. Z-Saber [5/5 CC, Seeking, Tactical, Neo, Collective, Burning, Dark+, Afterglow, Precision] [235 9,785 117,420] 4,227,120 Blade C-Damage ° Hits 3 Times. Each hit deals half of user's Base Mega Chip Damage. ° If no other attack was used this turn, this chip deals x3 Damage ° If no other attack was used this turn, this chip deals x3 Damage ° Hits All ° Ignores Armor and Damage Mitigating effects ° Auto Attacks for 2 Turns After Use ° Each Hit must be avoided separately ° Fully Undodgeable, Breaks Shields
Summary Phase
12,681,360 Damage @ All
[Vanguard HP=1/2500]
[Status] - Fine [Stage] - Null [CoolDown] - -
CMT
[Massimo] [Massimo HP=1/30000]
[N/A]
[Massimo HP=1/30000]
v21 Damage - 6,000 v15 Damage - 4,800 v5 Damage - 1,000
[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]
[Attack - Massive Lance] x3 [Vanguard will intercept] [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=1/10000]
[Marino HP=0/10000]
Just prove that you boys can handle your own Angel Hands the first turn, and all of your own Mirage Dives, and you get the awards!
[Rewards] - Rewards: 500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD
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Post by Nightshade on Jun 28, 2018 13:56:18 GMT -8
Thorn- Turn 1 [Thorn HP=3900/3900]
_______________________________________ Defense Phase:Thorn has 260 Armor, 15%DR.
Thorn Intercepts all the Angel Hands.DARKSOUL!
[Thorn HP=1/3900]
-DCE: DarkRecov!
[Thorn HP=1001/3900]
Setup Phase: -Pure Poison is active. Thorn regenerates 100HP and has 1 Attack Slot due to Poison Stage being active!
The toxic atmosphere corrodes the environment! Joker suffers 560 Toxic Damage! Thorn regenerates 320HP!
[Thorn HP=1421/3900]
Battle Phase [6AS]:
End Phase:
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Post by Kman on Jun 28, 2018 13:59:30 GMT -8
==================== Krystania Turn One ====================
Defensive Phase:
Krystania is in Mid-Stance
{Mirage Dive - Avoided with Parry (+)}Name: Swordmistress - Parry Rank: B [With C-Tier Scaling] Description: Her weapon is as much of a shield as it is a sword, allowing her to parry incoming strikes. Effects: Block 1 Attack. If Krystania is in Mid Stance, Block 1 More Attack. Uses: 3/4
==================== ====================
==================== Krystania Turn Two ====================
Defensive Phase:
Krystania is in Mid-Stance
{Mirage Dives - Avoided with Parry (+)}Name: Swordmistress - Parry Rank: B [With C-Tier Scaling] Description: Her weapon is as much of a shield as it is a sword, allowing her to parry incoming strikes. Effects: Block 1 Attack. If Krystania is in Mid Stance, Block 1 More Attack. Uses: 2/4
====================
[Rewards] - Rewards: 500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD
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Post by Gaia on Oct 5, 2018 9:49:08 GMT -8
It's Vanguard, Vytrex, Aeron, B.o.B. Prepare for a smackdown!
CMT
[Massimo] [Massimo HP=30000/30000]
[N/A]
[Massimo HP=30000/30000]
v21 Damage - 3,000 v16 Damage - 2,500 v3 Damage - 1,200
[Attack - Massive Lance] - Once @ 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]
v21 Damage - 800 v16 Damage - 650 v3 Damage - 260
[Attack - Angel Hand] - Once @ 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]
v21 Damage - 1,200 v16 Damage - 950 v3 Damage - 300
[Attack - Beam Knife] - Twice @ 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 @ 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] @ 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%
Vanguard
Defensive Phase
[Vanguard HP=2500/2500]
Vanguard has 0 Armor
[All] - Taken and Intercepted! [Angel Hand] - [Natural Barrier]!
[Tactical Reprieve] - [Advanced Form] Less of a survival method as much as it is a defense mechanism, Vanguard alights in his darksoul when he is pushed to try in combat. ° Automatically activates upon reaching 0 HP. Revives Vanguard with 1 HP ° Vanguard is invincible except against Aimed Attacks ° Vanguard has +1 Attack Slot for the duration ° Lasts for 2 Turns.
[Vanguard HP=1/2500]
Support Phase
[Vanguard HP=1/2500] [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 also removes a stack of Constant Charge, upon infliction. -------- Interrupt removes all stacks of Constant Charge, for one turn, upon infliction. --------- [Passive]
[Seeking] - +250 Damage to 1 Attack/Turn.
[Garnet Star of Power] - [2/2 AS] A shining star forged of garnet, sparkles with an otherworldly power ° +1 Attack Slot when at or below 75% of your Max HP ° +1 More Attack Slot when at or below 25% of your Max HP
Offensive Phase 3 NAS | 5 Constant Charge | 7/7 C Uses | 3 DCE | 6 AS
[NAS] 1. [Collective Arsenal] - [1/1 Charges]
[NAS] 2. [Recurring Reticle] - [1/1 Charges]
[Burning Reticle] [A-Tier, Aimer] The reticles on his opponents burn hot, searing away at his opposition in response to his own strikes. - Vanguard upgrades the aimers on an attack to Omni-Aimers, and adds (30 + 30 * V) 660 Damage to the selected attack attack, this turn. -- [Active, 5/9 Uses]
[DCE] 3. Copy Damage No Damage ° User must sacrifice 1 Attack Slot to activate this chip ° Adds "Can be aimed at +1 Target" to user's Next Attack ° This Chip cannot be Upgraded
[DCE] 4. Dark Plus ° User's next Attack gains damage equal to their base Dark Chip Damage [465] ° Glitch: Whenever User adds damage to an attack (including the one affected by this Chip), that attack loses (and cannot gain) 1 Aiming Effect
[Targeting Reticle] [S-Tier, Aiming] Vanguard's reticles light upon his foes in response to the residual energy of his attacks passing by them, making his attacks easier to land. - Vanguard doubles one Non-Damage effect of the selected attack, on use. -- This can be applied multiple times to the same attack, but only once per effect. --- [Active, 4/5 Uses Max/Battle]
[NAS, DCE] 5. Dark Cannon VI [5/5 CC, Seeking, Burning, Targeting, Dark+, Copy Damage] [1,065 4,420 9,300] 79,560 Normal/Dark S-Damage ° Fully Undodgeable ° Hits two additional targets ° If no other attack was used this turn, this chip deals x3 Damage ° Glitch: Locks all C-Attacks
Summary Phase
79,560 Damage @ All
[Vanguard HP=1/2500]
[Status] - Fine [Stage] - Null [CoolDown] - -
CMT
[Massimo] [Massimo HP=30000/30000]
[Sustains with 1 HP]
[Massimo HP=1/30000]
v21 Damage - 6,000 v15 Damage - 4,800 v5 Damage - 1,000
[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]
[Attack - Massive Lance] [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=0/20000]
[Marino] [Marino HP=10000/10000]
[Sustains w/ 1 HP]
[Hyper Mode - Quick Silver] [Marino's armor becomes black and yellow; her speed and power are greatly increased for a limited time.] ° Marino's Dodges are raised to Omni during this Hyper Mode ° Marino's Aimers are raised to Omni during this Hyper Mode ° Marino is immune to Damage and Attack Slot Reduction during this Hyper Mode [Activates when an ally dies -- Lasts [1/3] Turns]
[Marino HP=1/10000]
[Skill - Hyper Drive] - +3 AS, +3 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]
[Attack - Beam Knife] x2 [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] x2 [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] x2 [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%
Vanguard
Defensive Phase
[Vanguard HP=1/2500]
Vanguard has 0 Armor
[All] - Taken and Intercepted!
[GraveKnight] - [Advanced Form] As his failsafes begin to falter, and Vanguard's form begins to fade, his Darksoul alights. With his full ferocity at his disposal, no longer held back by a failsafe, Vanguard fights with greater intensity, for but a season. ° Automatically activates upon reaching 0 HP. Revives Vanguard with 1 HP ° Vanguard is invincible except against Aimed Attacks ° Vanguard has +1 Attack Slot for the duration ° Lasts for 2 Turns.
[Vanguard HP=1/2500]
Support Phase
[Vanguard HP=1/2500]
[Vigilant Offense] - +5 Constant Charge - Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slot. - 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 Slot. - 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. -- Turns spent to Optionally Charge an attack stack with Constant Charge when determining final Damage multiplier. --- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed. ---- [Passive]
[Garnet Star of Power] - [2/2 AS] A shining star forged of garnet, sparkles with an otherworldly power ° +1 Attack Slot when at or below 75% of your Max HP ° +1 More Attack Slot when at or below 25% of your Max HP
Offensive Phase 3 NAS | 5 Constant Charge | 7/7 C Uses | 3 DCE | 3 AS
[Targeting Reticle] [S-Tier, Aiming] Vanguard's reticles light upon his foes in response to the residual energy of his attacks passing by them, making his attacks easier to land. - Vanguard doubles one Non-Damage effect of the selected attack, on use. -- This can be applied multiple times to the same attack, but only once per effect. --- [Active, 3/5 Uses Max/Battle]
[NAS] 1. [Collective Arsenal] Fire | Combat Vanguard's inner fires burn dark and powerful with the energy from his chips, and he can funnel these fires to utilize their energy. - Vanguard adds a single effect from two Offensive Chips of Choice to one attack, on use. Excludes Avoid Separately, Unavoidable Damage effects and Executes. Chip selected is locked from use for two turns. DarkDrill, DarkCannon. -- 1-Required Charge --- 4 Uses/Battle
[Targeting Reticle] [S-Tier, Aiming] Vanguard's reticles light upon his foes in response to the residual energy of his attacks passing by them, making his attacks easier to land. - Vanguard doubles one Non-Damage effect of the selected attack, on use. -- This can be applied multiple times to the same attack, but only once per effect. --- [Active, 2/5 Uses Max/Battle]
[DCE] 2. Neo-Variable Sword - Vanguard adds a single effect from two Offensive Chips of Choice to one attack, on use. Excludes Avoid Separately, Unavoidable Damage effects and Executes. Chip selected is locked from use for two turns. DarkSpreader, DarkCannon. ° Upon Use, this Chip's Damage and Effects can be switched with that of another C-Attack's Damage and Effects in the User's Arsenal. This effect is not limited by CD and includes Non-Giga Chips and Special Emulations, but not Hyper Attacks ° User must sacrifice 1 Skill Use to activate this Chip in the above manner ° Copied Attack becomes locked for the rest of battle
[NAS] 3. [Recurring Reticle] Fire | Combat A reticle that simply emulates another reticle. - Vanguard modifies the next attack to adopt the damage of the last Darkchip used. -- 1-Required Charge --- 4 Uses/Battle
[DCE] 4. Dark Plus ° User's next Attack gains damage equal to their base Dark Chip Damage [465] ° Glitch: Whenever User adds damage to an attack (including the one affected by this Chip), that attack loses (and cannot gain) 1 Aiming Effect
[Burning Reticle] [B-Tier, Damage+] The reticles on his opponents burn hot, searing away at his opposition in response to his own strikes. - Vanguard adds (30 + (30 * V)) 660 Damage to one attack, on use. -- [Active, 0/8 Uses]
[NAS, DCE] 5. Z-Saber [5/5 CC, Seeking, Neo, Collective, Burning, Dark+, Recurring] [235 81,695] 4,436,670 Blade C-Damage ° Hits 3 Times. Each hit deals half of user's Base Mega Chip Damage. ° If no other attack was used this turn, this chip deals x3 Damage ° If no other attack was used this turn, this chip deals x3 Damage ° Hits All ° Ignores Armor and Damage Mitigating effects ° Each Hit must be avoided separately ° Fully Undodgeable, Breaks Shields
Summary Phase
13,309,920 Damage @ All
[Vanguard HP=1/2500]
[Status] - Fine [Stage] - Null [CoolDown] - -
CMT
[Massimo] [Massimo HP=1/30000]
[N/A]
[Massimo HP=1/30000]
v21 Damage - 6,000 v15 Damage - 4,800 v5 Damage - 1,000
[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]
[Attack - Massive Lance] x3 [Vanguard will intercept] [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=1/10000]
[Marino HP=0/10000]
Just prove that you boys can handle your own Angel Hands the first turn, and all of your own Mirage Dives, and you get the awards!
[Rewards] - Rewards: 500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD
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Post by Nightshade on Oct 5, 2018 10:22:59 GMT -8
Aeron- Turn 1 [Aeron HP=10400/10400]
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Defense Phase:
-Aeron has 180 Armor, 15%DR and is strong to Light but weak to Blade! Aeron interccept all the remaining attacks!
-Aeron takes 280dmg! -Aeron takes 280dmg! -Aeron takes 50dmg!
-Aeron takes 850dmg!
[Aeron HP=8940/10400]
Setup Phase:
Perfect Symbiosis activates! Aeron sacrifices 3.120HP to grant himself 1040Regen for 3 Turns and allow overheal to 150%MaxHP!
Aeron Regens 4.380HP!
[AeronHP= 13320/10400]
Attack Phase [5AS]:
End Phase: PSym 3 turn left.
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Post by B.o.B. on Oct 5, 2018 10:46:58 GMT -8
B.o.B. tanks 650+950+950+950 and survives at 3100 B.o.B. claims Rewards: 500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD
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