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Post by Gaia on Oct 9, 2018 20:16:10 GMT -8
JunkMan.SIT
[JunkMan has Lv3 Initiative]
Defense Phase
[JunkMan HP=3300/3300]
[N/A]
[JunkMan HP=3300/3300]
Support Phase
[JunkMan HP=3300/3300]
[N/A]
[JunkMan HP=3300/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Reuse] - [1/1 Charges]
1. [Collect] - [1/1 Charges]
2. [Poltergeist] - [1/2 Charges]
3. [Recycled Frame] - [1/4 Charges]
4. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 80 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
Summary Phase
80 Damage @ GlassMan
[JunkMan HP=3300/3300]
[Status] - - [Stage] - - [Cooldown] - -
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Post by Wackoguy on Oct 10, 2018 1:21:14 GMT -8
Glassman's defensive Phase:
Alpha Barrier Beta Passive program User starts the battle with two 200 + (40 * [10] Version) [600] HP Natural Barriers instead.
-Alpha barrier beta's effect is doubled thanks to Glassman's Rose Quartz Star!-
A. Barrier 1 (Inner): 600 / 600 A. Barrier 2 (Outer): 600 / 600
Bolt Missile = 80 - 20 (Armor) = 60 damage taken
HP: 2,640 / 2,700
A. Barrier 1 (Inner): 540 / 600 A. Barrier 2 (Outer): 540 / 600
=======
Glassman's setup Phase:
HP: 2,640 / 2,700
A. Barrier 1 (Inner): 540 / 600 A. Barrier 2 (Outer): 540 / 600
==========
Glassman's Offensive Phase:
4 Attack Slots + 1 (starting turn) = 5 Attack Slots
Rage of the Forest S-atk Wood A ray of green light engulfs Glassman and he sends bladed-roots up from the ground to strike his target. -Breaks shields [-10% dmg] -If charged for one turn, this attack gains an omni-aimer and +50% damage [-20% dmg] -Cuts Auras [-10% dmg] -230 damage [60%]
Polished Mind Passive Offensive skill Glassman's mind and body gain a boost, allowing him to attack more accurately! -add one Omni-aimer to an attack this turn [once per turn]
Starlight Bomb S-atk Light A burst of energy from a star-studded orb! -Berserks [-10%, 1 Required CD] -Blinds [-10%] -Cannot be countered [-5%] -Breaks Unbreakable Shields 290 damage [75%] -2 turn CD
Shard-Cannon S-atk Normal Glassman gathers energy into his buster and fires a devastating blast of energy! 190 damage -unavoidable -1 turn CD
-charges 'Power Up - Energy Shower'-
-charges 'Rushing of the Phoenix'-
======
HP: 2,640 / 2,700
A. Barrier 1 (Inner): 540 / 600 A. Barrier 2 (Outer): 540 / 600
Stage: Normal
Status: Ok
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Post by Gaia on Oct 10, 2018 7:19:43 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=3300/3300]
[JunkMan has 55 Armor, and takes 41.34% Damage on his 1st Turn] [Without Objects, JunkMan cannot Avoid Attacks]
[Rage of the Forest] - Taken for [230] 75 Damage!
[Onyx Cross: 1/Turn, Reduce 1 Attack's Damage by 50%] [Starlight Bomb] - Taken for [290] 50 Damage! -- [Berzerk] -- [Blind]
[Impervious] [C-Tier, HP+] JunkMan's defensive capabilities are truly unrivaled, and his armor is capable of withstanding against even the most potent of offenses. - JunkMan gains [200 * V] 2,200 Impervious Health. -- Impervious Health is only damaged by Unavoidable Damage, and Unavoidable Damage always hits JunkMan's Impervious Health, first. --- JunkMan counts 50% of his Impervious Health as additional Max-Health for all intents and purposes. ---- [Passive]
[Shard Cannon] - Taken for 190 Damage!
[JunkMan HP=3175/3300] [Impervious HP=2010/2200]
Support Phase
[JunkMan HP=3175/3300] [Impervious HP=2010/2200]
[N/A]
[JunkMan HP=3175/3300] [Impervious HP=2010/2200]
Attack Phase 4 AS | 1 Auto-Charge
[Recycle Frame] - [2/4 Charges]
1. [Collect] Stone | Combat JunkMan goes digging through the piles to gather more materials for his next creation. - 0 Damage -- Adds 100% of JunkMan's Base Damage to the Health of the next object he summons. --- 1-Turn Required Charge
2. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 80 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
3. [Reuse] Stone | Combat Using his control over junk data, he forcefully rips parts from his opponent to make more for his collection. - 180 Damage [90%] - Regardless of Success, JunkMan gains +3 Uses to skills, as desired. - Sonic Lv2: Hits All Objects - [3] 1-Turn Charge, 1-CD. [Auto Charge ⇪ Beta | Hyper Expansion]
4. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 80 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
Summary Phase
340 Damage @ GlassMan
[JunkMan HP=3175/3300] [Impervious HP=1970/2200]
[Status] - -- [Berzerk] - [1/2] -- [Blind] - [1/2] [Stage] - - [Cooldown] - -
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Post by Wackoguy on Oct 10, 2018 22:24:37 GMT -8
Glassman's defensive phase!
Collect = 0 damage
Bolt Missile = 80 - 20 (armor) = 60 damage taken
HP: 2,580 / 2,700
A. Barrier 1 (Inner): 440 / 600 A. Barrier 2 (Outer): 440 / 600
(OOC: Correct HP now, realized I made a mistake beforehand...)
Reuse = deflected by outer layer
A. Barrier 2 (Outer): 260 / 600 A. Barrier 1 (Inner): 440 / 600
Bolt Missile = 80 - 20 (armor) = 60 damage taken
HP: 2,520 / 2,700
A. Barrier 1 (Inner) : 360 / 600 A. Barrier 2 (Outer) : 180 / 600
=====
Glassman's setup Phase:
Lava Stage [SE] Fire Element Non-Fire navis take 100 Fire Element damage/turn. Fire Element attacks deal x1.1 damage and Fire Element navis gain 100 HP/turn. Lasts 3 turns.
...And LOCKS them for a turn [Citrine Star]
-regens 100 HP-
HP: 2,620 / 2,700
A. Barrier 1 (Inner) : 360 / 600 A. Barrier 2 (Outer) : 180 / 600
=======
Glassman's Offensive Phase:
Energy Accel C-tier Activated offensive skill Glassman's body becomes a bit faster,allowing him to strike again! +1 atk slot this turn 8 uses
(Used once)
4 Attack Slots + 1 (skill) = 5 Attack Slots
Super Volcano [2 upgrades]
260 290 Fire S-Damage -Breaks shields ° If used on Fire-Element Panels, inflicts Burn ° If used on Fire-Element Panels, reverts them to Normal Panels upon use
Illuminal Cut: Fire Scythe Slash C-atk Fire Glassman forms an illusory scythe from flames and slashes those within range. -victim's armor is halved if this hits (halved against the next atk following this) -next C-atk gains +40 (10%) Damage -if used following at least two other Fire attacks within the same turn, this attack can boost the next C-attack by 20 (5%), and grants it one of this attack's effects (1 CD) -when used on Lava-panels or Lavastage, this attack adds 115 (30%) dmg to the next Fire-atk cuts auras,undodgeable 230 dmg 1-turn CD
Power Up - Energy Shower (CHARGED) S-atk Normal Glassman launches two orbs into the air - both a crimson color. They both collide in a small flash of pink energy and engulf Glassman in a ray of light, as he prepares to make a move. -this attack deals 0 damage -Next attack gains +100% damage 1-turn Required Charge
Dual Blitz - Energy Combo C / S-range Plasma and Fire element Glassman delivers a fiery punch to his target, then warps away in a burst of flames. With the enemy is his sights, he reappears and hurls a white orb straight at them, which explodes - releasing multi-colored bolts of energy. -unOmnidodgeable [-10% damage] -Ignores armor [-10% damage, 1 turn CD] -Dual range [-10% dmg] -Dual element [-10% dmg] --when used on Lava-panels or Lavastage, this attack adds 115 (30%) dmg to the next Fire-atk
420 460 480 595 975 1,075 damage [110%] 1 turn CD
Rushing of the Phoenix (CHARGED) C-atk Fire Glassman blazes with flames and strikes his opponent at close-range. -requires a 1-turn charge -gains 60 dmg if used last in a moveset [-10%] -For every C-attack Glassman was struck by within his most recent defensive phase, this attack and one other C-attack [this turn] gain +20 [5%] damage for each one, to a maximum of +80 [Based on GlassMan's base AS] [-10%] breaks shields [-10%] undodgeable [-10%]
260 320 435 480 dmg
==========
HP: 2,620 / 2,700
A. Barrier 1 (Inner) : 360 / 600 A. Barrier 2 (Outer) : 180 / 600
Stage: Lava (Locked for a turn)
Status: Ok
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Post by Gaia on Oct 11, 2018 17:00:17 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=3175/3300] [Impervious HP=1970/2200]
[JunkMan has 55 Armor, and takes 51.68% Damage] [Without Objects, JunkMan cannot Avoid Attacks]
[Super Volcano] - Taken for [290] 125 Damage! -- [Burn]
[Illuminal Cut] - Taken for [230] 90 Damage! -- [Armor Reduction] - [Immune]
[Onyx Cross: 1/Turn, Reduce 1 Attack's Damage by 50%] [Energy Combo] - Taken for [1,075] 280 Damage! [Rushing of the Phoenix] - Taken for [480] 220 Damage!
[JunkMan HP=2460/3300] [Impervious HP=1970/2200]
Support Phase
[JunkMan HP=2460/3300] [Impervious HP=1970/2200]
[Self-Repairing] [S-Tier, Regen] [1/10] JunkMan's subsystems of junk collection also allow him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[Regen] - +35 Health! [Burn] - Taken for 50 Damage! [Lava Stage] - Taken for 100 Damage!
[JunkMan HP=2495/3300] [Impervious HP=1820/2200]
Attack Phase 4 AS | 1 Auto-Charge | -50 Damage
[Recycle Frame] - [3/4 Charges]
1. Guardian ° Upon Use, creates a Guardian (Non-Intercepting Object) with No HP ° When the Guardian sustains any form of damage, it deals unavoidable Elec S-Damage to the source of that damage equal to the User's Base Mega Chip Damage ° This Chip cannot be augmented in anyway
2. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 30 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
3. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 30 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
4. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 30 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
Summary Phase
90 Damage @ GlassMan
[JunkMan HP=2495/3300] [Impervious HP=1810/2200]
[Status] - -- [Berzerk] - [2/2] -- [Blind] - [2/2] -- [Burn] - [1/3] [Stage] - -- [Lava] - [Locked] [Cooldown] - -- [Reuse] - [1/1]
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Post by Wackoguy on Oct 12, 2018 12:13:32 GMT -8
Glassman's defensive Phase:
Bolt Missile = 30 - 20 (armor) = 10 damage taken
Bolt Missile = 30 - 20 (armor) = 10 damage taken
Bolt Missile = 30 - 20 (armor) = 10 damage taken
HP: 2,590 / 2,700
A. Barrier 1 (Inner) : 270 / 600 A. Barrier 2 (Outer) : 90 / 600
======
Glassman's setup Phase:
HP: 2,590 / 2,700
A. Barrier 1 (Inner) : 270 / 600 A. Barrier 2 (Outer) : 90 / 600
-regens 100 HP via Lava Stage-
HP: 2,690 / 2,700
A. Barrier 1 (Inner) : 270 / 600 A. Barrier 2 (Outer) : 90 / 600
============
Glassman's Offensive Phase:
4 Attack Slots
-Autocharges 'Power Up - Energy Shower'-
-Autocharges 'Rage of the Forest'-
Stealth Shuriken S-atk Seeking A homing shuriken forged from glass that strikes with barely a moment's notice, manipulated by Glassman's will. -Undodgeable [-10%] -Breaks shields [-10%] 300 damage [80%]
Stealth Shuriken S-atk Seeking A homing shuriken forged from glass that strikes with barely a moment's notice, manipulated by Glassman's will. -Undodgeable [-10%] -Breaks shields [-10%] 300 damage [80%]
Stealth Shuriken S-atk Seeking A homing shuriken forged from glass that strikes with barely a moment's notice, manipulated by Glassman's will. -Undodgeable [-10%] -Breaks shields [-10%] 300 damage [80%]
Stealth Shuriken S-atk Seeking A homing shuriken forged from glass that strikes with barely a moment's notice, manipulated by Glassman's will. -Undodgeable [-10%] -Breaks shields [-10%] 300 damage [80%]
========
HP: 2,690 / 2,700
A. Barrier 1 (Inner) : 270 / 600 A. Barrier 2 (Outer) : 90 / 600
Stage: Lava
Status: Ok
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Post by Gaia on Oct 12, 2018 19:25:36 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=3175/3300] [Impervious HP=1970/2200]
[JunkMan has 55 Armor, and takes 51.68% Damage]
[Stealth Shuriken] - Taken for [300] 130 Damage! [Stealth Shuriken] - Taken for [300] 130 Damage! [Stealth Shuriken] - Taken for [300] 130 Damage! [Stealth Shuriken] - Taken for [300] 130 Damage!
[JunkMan HP=1975/3300] [Impervious HP=1970/2200]
Support Phase
[JunkMan HP=1975/3300] [Impervious HP=1820/2200]
[Burn] - Taken for 50 Damage! [Lava Stage] - Taken for 100 Damage!
[Guardian] - Takes Lava Stage! Counters for 315 Unavoidable Damage!
[Self-Repairing] [S-Tier, Regen] [2/10] JunkMan's subsystems of junk collection also allow him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[Regen] - +70 Health!
[JunkMan HP=2045/3300] [Impervious HP=1670/2200]
Attack Phase 4 AS | 1 Auto-Charge
[Recycle Frame] - [4/4 Charges]
1. [Reveberation] - [1/2 Charges]
2. [Poltergeist] - [1/2 Charges]
3. [Collect] - [1/1 Charges]
4. [Reuse] - [1/1 Charges]
Summary Phase
0 Damage @ GlassMan 315 Unavoidable Damage @ GlassMan
[JunkMan HP=2045/3300] [Impervious HP=1670/2200]
[Status] - -- [Berzerk PII] - [1/2] -- [Blind PII] - [1/2] -- [Burn] - [2/3] [Stage] - -- [Lava] - [Locked] [Cooldown] - -
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Post by Wackoguy on Oct 12, 2018 22:13:45 GMT -8
Glassman's defensive Phase:
-315 unavoidable damage taken; both barriers pierced and destroyed in the process-
HP: 2,375 / 2,700
======
Glassman's setup Phase:
HP: 2,375 / 2,700
-100 regen from Lavastage-
HP: 2,475 / 2,700
=======
Glassman's Offensive Phase:
Great Sword Omega Activated Program Effects are replaced with: If the user shares an element with the panels, they gain +100 Damage (final total) to all attacks of that element this turn [Uses per battle: 2]
(Used twice)
Energy Accel C-tier Activated offensive skill Glassman's body becomes a bit faster,allowing him to strike again! +1 atk slot this turn 8 uses
(Used twice)
4 Attack Slots + 2 (skill) = 6 Attack Slots
Riptide Strike C-atk Aqua element Glassman punishes an enemy with a forceful blow! -this attack gains damage equal to the damage dealt to Glassman during his defensive phase (caps at +315 dmg (base)) [-10% dmg, 1 turn charge required] -ignores armor [-10% dmg, 1 Required CD] -300 615 damage [80%] -once per turn
Rage of the Forest (CHARGED) S-atk Wood A ray of green light engulfs Glassman and he sends bladed-roots up from the ground to strike his target. -Breaks Unbreakable shields [-10% dmg] -If charged for one turn, this attack gains an omni-aimer and +50% damage [-20% dmg] -Cuts Auras [-10% dmg] -230 420 damage [60%]
Illuminal Cut: Fire Scythe Slash C-atk Fire Glassman forms an illusory scythe from flames and slashes those within range. -victim's armor is halved if this hits (halved against the next atk following this) -next C-atk gains +40 (10%) Damage -if used following at least two other Fire attacks within the same turn, this attack can boost the next C-attack by 20 (5%), and grants it one of this attack's effects (1 CD) -when used on Lava-panels or Lavastage, this attack adds 115 (30%) dmg to the next Fire-atk cuts auras,undodgeable
230 255 455 dmg 1-turn CD
Power Up - Energy Shower (charged) S-atk Normal Glassman launches two orbs into the air - both a crimson color. They both collide in a small flash of pink energy and engulf Glassman in a ray of light, as he prepares to make a move. -this attack deals 0 damage -Next attack gains +100% damage 1-turn Required Charge
Dual Blitz - Energy Combo C / S-range Plasma and Fire element Glassman delivers a fiery punch to his target, then warps away in a burst of flames. With the enemy is his sights, he reappears and hurls a white orb straight at them, which explodes - releasing multi-colored bolts of energy. -unOmnidodgeable [-10% damage] -Ignores armor [-10% damage, 1 turn CD] -Dual range [-10% dmg] -Dual element [-10% dmg]
420 465 665 705 820 1,200 damage [110%] 1 turn CD
Tempest blaze C-atk Fire element A wildfire of red energy envelops Glassman and he blasts toward an opponent,delivering a pummeling. -Breaks shields [-10%] -Undodgeable [-10%] -Ignores armor [-10% dmg, 1 Required CD] -300 330 530 damage [80%] 1-turn cooldown
===========
HP: 2,475 / 2,700
Stage: Lava stage [3rd turn]
Status: Ok
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Post by Gaia on Oct 13, 2018 9:25:35 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=2045/3300] [Impervious HP=1670/2200]
[JunkMan has 55 Armor, and takes 51.68% Damage]
[Onyx Cross: 1/Turn, Reduce 1 Attack's Damage by 50%] [Riptide Strike] - Taken for [615] 160 Damage! [Rage of the Forest] - Taken for [420] 190 Damage!
[Fire Scythe Slash] - Taken for [455] 235 Damage!
[Junk Shield] [Advanced] JunkMan's defensive measures are near oppressive, his collection providing the ultimate wall between himself and his enemies. - JunkMan can utilize any object under his control as a Shield-Based Avoidance, regardless of its ability to intercept. -- Objects utilized in this way can block attacks during a turn up to their current Health without taking damage; thereafter, the object is no longer considered a shield, and must be able to intercept in order to properly be used to avoid attacks. Objects still block all subsequent hits of attacks that break them, unless they are Avoided Separately. -- Two objects can be raised against a single attack to be used as an Unbreakable Shield. Objects used in this way cannot be damaged, except by an attack that Breaks Shields. --- JunkMan can utilize this method of avoidance against attacks that Hit All, blocking the attack for himself by using each object (minimum of two) under his control as a shield. --- JunkMan cannot avoid attacks in any other way, and cannot be intercepted for except for by his objects. ---- [Passive]
[Energy Combo] - JunkMan raises his Guardian! Blocked with [Junk Shield]! -- [Guardian takes no Damage, but is "broken" as a shield, this turn] [Tempest Blaze] - Taken for [530] 275 Damage!
[JunkMan HP=1185/3300] [Impervious HP=1670/2200]
Support Phase
[JunkMan HP=1185/3300] [Impervious HP=1670/2200]
[Burn] - Taken for 50 Damage! [Lava Stage] - Taken for 100 Damage!
[Self-Repairing] [S-Tier, Regen] [3/10] JunkMan's subsystems of junk collection also allow him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[Regen] - +100 Health!
[JunkMan HP=1285/3300] [Impervious HP=1520/2200]
Attack Phase 4 AS | 1 Auto-Charge
[Poltergeist] - [2/2 Charges]
1. [Collect] Stone | Combat JunkMan goes digging through the piles to gather more materials for his next creation. - 0 Damage -- Adds 100% of JunkMan's Base Damage to the Health of the next object he summons. --- 1-Turn Required Charge
2. [Recycled Frame] Stone | Shot JunkMan pieces together a prized structure within the piles of trash. - [80] 320 Damage [40%] -- Deals no Damage. Spawns a [CompactCube] with health equal to this Attack's Damage. --- Can be Optionally Charged for 3 Turns. Damage increases by an addtional 20% per target beyond the first. ---- 1-Turn Charge, [2/3] Uses
[CompactCube spawned with 720 Health. Non-Intercepting Object, can fuse at 50% Efficiency with other objects]
[Efficiency] [A-Tier, Object Support] JunkMan is adept at putting together his lovely creations, and can easily build more from available resources. - JunkMan can spawn up to 2 Additional Objects of each type. -- [Passive]
Wind No Damage || Does not Cost an Attack Slot to use ° Upon Use, Summons a Non-Intercepting Windbox with [100 + 10 * v] HP. ° While the WindBox is active, C-Attacks lose their aimers for all participants ° User must sacrifice 1 Skill Use to activate this Chip [-1 Use from [CompactCube] ° This Chip cannot be Upgraded
[AssaultCube] [A-Tier, Object] A cube designed with a more blunt face, magnetized to JunkMan's field, specifically to orbit around and strike down on his foes from afar. - AssaultCubes are Non-Intercepting Objects with [((270 + (30 * V)) - 20%) + (10 * V)] 590-HP. -- AssaultCubes have 1 Attack Slot at 50% Damage, and attack once each turn, if able. --- Additional Skill Uses can be expended to merge AssaultCubes, adding +20% Max-Health and an additional +10% Damage. -- Only 1 AssaultCube can be active at a time. ---- [Active, 0/4 Uses, used 7 times]
[CompactCube Compacts AssaultCubeA and Windbox! 1,175-HP Object formed. Non-Intercepting, Merges with Other Objects at 50%, can merge with AssaultCubes for increased bonuses, and causes C-Attacks to lose all aimers! CompactCube Compacts AssaultCube E and G, gaining 2 Additional Attack Slots and the ability to merge with other cubes for +60% Max-Health and +30% Damage per cube! Merges with AssaultCube F for +60% Max-Health and +30% Damage!]
3. [Reuse] Stone | Combat Using his control over junk data, he forcefully rips parts from his opponent to make more for his collection. - 180 Damage [90%] - Regardless of Success, JunkMan gains +3 Uses to skills, as desired. - [3] 1-Turn Charge, 1-CD. [Auto Charge ⇪ Beta | Hyper Expansion]
4. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 140 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
AssaultCubeB:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
AssaultCubeC:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
AssaultCubeD:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
CompactCube:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 115 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
2. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 115 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
3. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 115 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
Summary Phase
600 Damage @ GlassMan
[JunkMan HP=1285/3300] [Impervious HP=1520/2200]
[AssaultCubeB HP=590/590] [AssaultCubeC HP=590/590] [AssaultCubeD HP=590/590] [CompactCube HP=2825/2825]
[Status] - -- [Berzerk PII] - [2/2] -- [Blind PII] - [2/2] -- [Burn] - [3/3] [Stage] - -- [Lava] - [Locked] [Cooldown] - -- [Reuse] - [0/1]
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Post by Wackoguy on Oct 14, 2018 16:42:32 GMT -8
Glassman's defensive Phase:
Reuse = avoided via skill:
Radiation barrier A-tier Activated Support skill A light red barrier flares up around Glassman,blocking attacks for as long as it can. -570 HP barrier -3 uses
(used once)
Barrier's HP: 390 / 570
Junk Press = blocked by Barrier
Barrier's HP: 250 / 570
---Objects' Attacks:---
Junk Press [Assault Cubes] (x3) = 210 dmg blocked by the barrier
Barrier's HP: 40 / 570
CompactCube's Junk Press = blocked by the Barrier ; Barrier breaks!
C.Cube's 2nd Junk Press = 115 - 20 (armor) = 95 damage taken
C.Cube's 3rd Junk Press 115 - 20 (armor) = 95 damage taken
HP: 2,285 / 2,700 =========
Glassman's Setup Phase:
HP: 2,285 / 2,700
Poison Panels [SE] Toxic Element ° All navis have -1 attack slot ° All navis take 100 Toxic Element damage/turn ° Lasts 3 turns
-Glassman's '<Poison> Body' protects him from the stage's effects-
-Locks panels again via Citrine Star-
=========
Glassman's Offensive Phase:
4 Attack Slots
Shard Knuckle @ BoB & Compact Cube C-atk Normal element Glassman gets up in his opponent's face and delivers a punch! 340 damage [90%] -Breaks shields [-10%] -Cannot be countered [-5%] -Hits 1 additional target [-5%]
Stealth Shuriken @ Compact Cube S-atk Seeking A homing shuriken forged from glass that strikes with barely a moment's notice, manipulated by Glassman's will. -Undodgeable [-10%] -Breaks shields [-10%] 300 damage [80%]
Stealth Shuriken @ Compact Cube S-atk Seeking A homing shuriken forged from glass that strikes with barely a moment's notice, manipulated by Glassman's will. -Undodgeable [-10%] -Breaks shields [-10%] 300 damage [80%]
Polished Mind Passive Offensive skill Glassman's mind and body gain a boost, allowing him to attack more accurately! -add one Omni-aimer to an attack this turn [once per turn]
Stealth Shuriken @ Compact Cube S-atk Seeking A homing shuriken forged from glass that strikes with barely a moment's notice, manipulated by Glassman's will. -Undodgeable [-10%] -Breaks Unbreakable shields [-10%] 300 damage [80%]
-Autocharges Power Up - Energy Shower-
========
HP: 2,285 / 2,700
Stage: Poison
Status: Ok!
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Post by Gaia on Oct 14, 2018 21:16:51 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=1285/3300] [Impervious HP=1520/2200]
[JunkMan has 55 Armor, and takes 51.68% Damage]
[JunkCube] [A-Tier, Object] The most basic of cubes, designed for durability and utilized for his personal defense. - JunkCubes are Intercepting Objects with [180 + (20 * V) + (10 * V)] 510-HP. -- [Active, 0/4 Uses]
[Shard Knuckle] - JunkMan blocks via [Junk Shield]! -- [JunkCube 170/510] - JunkCube intercepts for CompactCube!
[JunkCube HP=170/510]
[Stealth Shuriken] - 1 JunkCube intercepts for each!
[JunkMan HP=1285/3300] [Impervious HP=1520/2200]
[AssaultCubeB HP=590/590] [AssaultCubeC HP=590/590] [AssaultCubeD HP=590/590] [JunkCubeA HP=170/510] [JunkCubeB HP=170/510] [JunkCubeC HP=170/510] [JunkCubeD HP=170/510] [CompactCube HP=2825/2825]
Support Phase
[JunkMan HP=1285/3300] [Impervious HP=1520/2200]
[Poison Stage] - Taken for 100 Damage!
[Self-Repairing] [S-Tier, Regen] [3/10] JunkMan's subsystems of junk collection also allow him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[Regen] - +100 Health!
[JunkMan HP=1385/3300] [Impervious HP=1420/2200]
Attack Phase 3 AS | 1 Auto-Charge
[Collect] - [1/1 Charges]
1. Time Bomb ⇪⇪⇪ [100 + 10 * v] Normal S-Damage ° Creates a non-intercepting Time Bomb on the field ° To destroy it, enemies must sacrifice a total of 6 Attack Slots between the time it was set and 3 turns from then ° If not destroyed, the bomb explodes on its third turn, hitting all enemies for x2.0 Damage and gaining Undodgeable ° Can be upgraded to require an additional sacrificed Attack Slot to be destroyed
2. Time Bomb ⇪⇪⇪ [100 + 10 * v] Normal S-Damage ° Creates a non-intercepting Time Bomb on the field ° To destroy it, enemies must sacrifice a total of 6 Attack Slots between the time it was set and 3 turns from then ° If not destroyed, the bomb explodes on its third turn, hitting all enemies for x2.0 Damage and gaining Undodgeable ° Can be upgraded to require an additional sacrificed Attack Slot to be destroyed
[CompactCube] [A-Tier, Object] A cube designed as little more than an empty frame with springs around which to hold others. The cube latches onto other objects and compresses them within its incredibly tight core. - CompactCubes are Non-Intercepting Objects with [((270 + (30 * V)) - 40%) + (10 * V)] 470-HP. -- CompactCubes can merge with existing objects, adding 50% of the second object's Health and combining all effects. --- Only 1 CompactCube can be active at a time. ---- [Active, 1/4 Uses]
3. [Poltergeist] Stone | Shot A burst of magnetism picks up nearby piles of trash and throws them at JunkMan's opponent! - 660 Damage [60%] -- Breaks Shields, Cuts Auras --- 2 Hits, Avoided Separately ---- Gains 30% Damage per object on the field, on use ----- 2-Turn Required Charge
AssaultCubeB:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
AssaultCubeC:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
AssaultCubeD:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
CompactCubeA:
[AssaultCube] [A-Tier, Object] A cube designed with a more blunt face, magnetized to JunkMan's field, specifically to orbit around and strike down on his foes from afar. - AssaultCubes are Non-Intercepting Objects with [((270 + (30 * V)) - 20%) + (10 * V)] 590-HP. -- AssaultCubes have 1 Attack Slot at 50% Damage, and attack once each turn, if able. --- Additional Skill Uses can be expended to merge AssaultCubes, adding +20% Max-Health and an additional +10% Damage. -- Only 1 AssaultCube can be active at a time. ---- [Active, 0/4 Uses]
[Merges with 3 AssaultCubes for +240% Max-HP and +90% Damage!]
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 220 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
2. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 220 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
3. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 220 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
Summary Phase
2,190 Damage @ GlassMan
[JunkMan HP=1385/3300] [Impervious HP=1420/2200]
[AssaultCubeB HP=590/590] [AssaultCubeC HP=590/590] [AssaultCubeD HP=590/590] [JunkCubeA HP=170/510] [JunkCubeB HP=170/510] [JunkCubeC HP=170/510] [JunkCubeD HP=170/510] [CompactCubeA HP=6780/6780] [CompactCubeB HP=470/470] [CompactCubeC HP=470/470]
[Status] - -- [Berzerk PII] - [2/2] -- [Blind PII] - [2/2] -- [Burn] - [3/3] [Stage] - -- [Lava] - [Locked] [Cooldown] - -- [Reuse] - [0/1]
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Post by Wackoguy on Oct 15, 2018 13:19:44 GMT -8
Glassman's defensive Phase:
Poltergeist = Natural dodged and 1 skill used once:
Dash of the Phoenix C-tier Activated speed skill Glassman accelerates away from or past an attack. -Dodges 1 attack -7 uses
Junk Press = 70 - 20 (armor) = 50 damage taken
Junk Press = 70 - 20 (armor) = 50 damage taken
Junk Press = 70 - 20 (armor) = 50 damage taken
Glassman's HP: 2,135 / 2,700
Junk Press = avoided via skill:
Radiation barrier A-tier Activated Support skill A light red barrier flares up around Glassman,blocking attacks for as long as it can. -570 HP barrier -3 uses
barrier's HP: 350 / 570
Junk Press = blocked by the Barrier
Barrier's HP: 130 / 570
Junk Press = blocked by Radiation barrier ; Barrier shatters
=======
Glassman's setup Phase:
HP: 2,135 / 2,700
========
Glassman's Offensive Phase:
4 Attack Slots
Polished Mind Passive Offensive skill Glassman's mind and body gain a boost, allowing him to attack more accurately! -add one Omni-aimer to an attack this turn [once per turn]
Power Up - Energy Shower (Charged) S-atk Normal Glassman launches two orbs into the air - both a crimson color. They both collide in a small flash of pink energy and engulf Glassman in a ray of light, as he prepares to make a move. -this attack deals 0 damage -Next attack gains +100% damage 1-turn Required Charge
SE-Jax v2: Usurp- @ Junkman S-attack Stone element Glassman sends a stream of local debris to seek out an opponent. ---
300 600 damage, undodgeable, cuts auras Breaks Unbreakable Shields, This attack may not be avoided by anything but the intended opponent. It's damage is increased by 35 per 50 base damage the target opponent has.(highest damage chosen)
Shard Knuckle @ B.o.B AND JunkCube A C-atk Normal element Glassman gets up in his opponent's face and delivers a punch! 340 damage [90%] -Breaks shields [-10%] -Cannot be countered [-5%] -Hits 1 additional target [-5%]
Shard Knuckle @ B.o.B AND JunkCube B C-atk Normal element Glassman gets up in his opponent's face and delivers a punch! 340 damage [90%] -Breaks shields [-10%] -Cannot be countered [-5%] -Hits 1 additional target [-5%]
=====
Glassman's HP: 2,135 / 2,700
Stage: Poison
Status: Ok
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Post by Gaia on Oct 16, 2018 11:36:14 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=1285/3300] [Impervious HP=1420/2200]
[JunkMan has 55 Armor, and takes 51.68% Damage]
[Onyx Cross: 1/Turn, Reduce 1 Attack's Damage by 50%] [Usurp] - Taken for [600] 155 Damage!
[CompactCubeB and C merges with JunkCubeC and D, respectively, to create an Intercepting Object that can merge with other objects at 50%!]
[Shard Knuckle] - Intercepted by CompactCubeB! JunkMan raises [AssaultCubeB] as a shield! [Shard Knuckle] - Intercepted by CompactCubeC! JunkMan raises [AssaultCubeC] as a shield!
[JunkMan HP=1230/3300] [Impervious HP=1420/2200]
[AssaultCubeB HP=590/590] [AssaultCubeC HP=590/590] [AssaultCubeD HP=590/590] [JunkCubeA HP=170/510] [JunkCubeB HP=170/510] [CompactCubeA HP=6780/6780] [CompactCubeB HP=215/555] [CompactCubeC HP=215/555]
Support Phase
[JunkMan HP=1230/3300] [Impervious HP=1420/2200]
[Poison Stage] - Taken for 100 Damage!
[Self-Repairing] [S-Tier, Regen] [3/10] JunkMan's subsystems of junk collection also allow him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[Regen] - +100 Health!
[JunkMan HP=1330/3300] [Impervious HP=1320/2200]
Attack Phase 3 AS | 1 Auto-Charge
[Reuse] - [1/1 Charges]
Time Bomb ⇪⇪⇪ [1/3] [100 + 10 * v] Normal S-Damage ° Creates a non-intercepting Time Bomb on the field ° To destroy it, enemies must sacrifice a total of 6 Attack Slots between the time it was set and 3 turns from then ° If not destroyed, the bomb explodes on its third turn, hitting all enemies for x2.0 Damage and gaining Undodgeable ° Can be upgraded to require an additional sacrificed Attack Slot to be destroyed
Time Bomb ⇪⇪⇪ [1/3] [100 + 10 * v] Normal S-Damage ° Creates a non-intercepting Time Bomb on the field ° To destroy it, enemies must sacrifice a total of 6 Attack Slots between the time it was set and 3 turns from then ° If not destroyed, the bomb explodes on its third turn, hitting all enemies for x2.0 Damage and gaining Undodgeable ° Can be upgraded to require an additional sacrificed Attack Slot to be destroyed
1. [Collect] Stone | Combat JunkMan goes digging through the piles to gather more materials for his next creation. - 0 Damage -- Adds 100% of JunkMan's Base Damage to the Health of the next object he summons. --- 1-Turn Required Charge
2. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 60 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
3. [Junk Barrage] - [1/3 Charges]
AssaultCubeB:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
AssaultCubeC:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
AssaultCubeD:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
CompactCubeA:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 220 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
2. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 220 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
3. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 220 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
Summary Phase
930 Damage @ GlassMan
[JunkMan HP=1330/3300] [Impervious HP=1320/2200]
[AssaultCubeB HP=590/590] [AssaultCubeC HP=590/590] [AssaultCubeD HP=590/590] [JunkCubeA HP=170/510] [JunkCubeB HP=170/510] [CompactCubeA HP=6780/6780] [CompactCubeB HP=215/555] [CompactCubeC HP=215/555]
[Status] - -- [Burn PII] - [1/2] [Stage] - -- [Poison] - [Locked] [Cooldown] - -
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Post by Wackoguy on Oct 18, 2018 10:54:57 GMT -8
Glassman's defensive techs
Junk Press = 60 - 20 (armor) = 40 damage taken
Junk Press [by A.Cube B] = 70 - 20 (armor) = 50 damage taken
Junk Press [by A.Cube C] = 70 - 20 (armor) = 50 damage taken
Junk Press [by A.Cube D] = 70 - 20 (armor) = 50 damage taken
HP: 1,985 / 2,700
Junk Press [Compact Cube] = 220 - 20 (armor) = 200 damage taken
Junk Press [Compact Cube] = 220 - 20 (armor) = 200 damage taken
Junk Press [Compact Cube] = 220 - 20 (armor) = 200 damage taken
HP: 1,385 / 2,700 =========
Glassman's setup Phase:
HP: 1,385 / 2,700
-last turn of Poison Stage-
=========
Glassman's Offensive Phase:
4 Attack Slots
Polished Mind Passive Offensive skill Glassman's mind and body gain a boost, allowing him to attack more accurately! -add one Omni-aimer to an attack this turn [once per turn]
Omega ShardCannon @ Junkman S-atk Break element All 4 gems within Glassman's emblem glow and he unleashes a black beam of energy from a golden cannon. -Unomnidodgeable [-10% dmg, 1 turn CD] -If hits, Glassman deals +100 damage for 1 turn [-20% dmg, 2 turn CD] -Breaks Unbreakable shields [-10% damage] 420 damage [110%] 3 turn CD
Stealth Shuriken @ Junkman S-atk Seeking A homing shuriken forged from glass that strikes with barely a moment's notice, manipulated by Glassman's will. -Undodgeable [-10%] -Breaks shields [-10%] 300 damage [80%]
Stealth Shuriken @ Junkman S-atk Seeking A homing shuriken forged from glass that strikes with barely a moment's notice, manipulated by Glassman's will. -Undodgeable [-10%] -Breaks shields [-10%] 300 damage [80%]
Stealth Shuriken @ Junkman S-atk Seeking A homing shuriken forged from glass that strikes with barely a moment's notice, manipulated by Glassman's will. -Undodgeable [-10%] -Breaks shields [-10%] 300 damage [80%]
-Autocharges 'Power Up - Energy Shower'-
-Autocharges 'Rage of the Forest'-
=======
HP: 1,385 / 2,700
Stage: Poison
Status: mildly 'ok'
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Post by Gaia on Oct 23, 2018 12:33:33 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=1330/3300] [Impervious HP=1320/2200]
[JunkMan has 55 Armor, and takes 51.68% Damage]
[Onyx Cross: 1/Turn, Reduce 1 Attack's Damage by 50%] [Omega ShardCannon] - Taken for [420] 95 Damage! [Stealth Shuriken] - JunkMan raises 2 [Time Bomb] as an Unbreakable Shield! -- [Time Bomb] - Becomes unusable as a shield for the remainder of the turn. [Stealth Shuriken] - JunkMan raises AssaultCubeB+C as an Unbreakable Shield! -- [290/590] [Stealth Shuriken] - JunkMan raises AssaultCubeB+C as an Unbreakable Shield! -- [AssaultCube] - Becomes unusable as a shield for the remainder of the turn.
[JunkMan HP=1240/3300] [Impervious HP=1320/2200]
[AssaultCubeB HP=590/590] [AssaultCubeC HP=590/590] [AssaultCubeD HP=590/590] [JunkCubeA HP=170/510] [JunkCubeB HP=170/510] [CompactCubeA HP=6780/6780] [CompactCubeB HP=215/555] [CompactCubeC HP=215/555]
Support Phase
[JunkMan HP=1240/3300] [Impervious HP=1320/2200]
[Poison Stage] - Taken for 100 Damage!
[Self-Repairing] [S-Tier, Regen] [3/10] JunkMan's subsystems of junk collection also allow him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[Regen] - +100 Health!
[JunkMan HP=1340/3300] [Impervious HP=1220/2200]
Attack Phase 3 AS | 1 Auto-Charge
[Junk Barrage] - [2/3 Charges]
Time Bomb ⇪⇪⇪ [2/3] [100 + 10 * v] Normal S-Damage ° Creates a non-intercepting Time Bomb on the field ° To destroy it, enemies must sacrifice a total of 6 Attack Slots between the time it was set and 3 turns from then ° If not destroyed, the bomb explodes on its third turn, hitting all enemies for x2.0 Damage and gaining Undodgeable ° Can be upgraded to require an additional sacrificed Attack Slot to be destroyed
Time Bomb ⇪⇪⇪ [2/3] [100 + 10 * v] Normal S-Damage ° Creates a non-intercepting Time Bomb on the field ° To destroy it, enemies must sacrifice a total of 6 Attack Slots between the time it was set and 3 turns from then ° If not destroyed, the bomb explodes on its third turn, hitting all enemies for x2.0 Damage and gaining Undodgeable ° Can be upgraded to require an additional sacrificed Attack Slot to be destroyed
1. [Reuse] Stone | Combat Using his control over junk data, he forcefully rips parts from his opponent to make more for his collection. - 180 Damage [90%] - Regardless of Success, JunkMan gains +3 Uses to skills, as desired. - [3] 1-Turn Charge, 1-CD. [Auto Charge ⇪ Beta | Hyper Expansion]
2. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 140 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
3. [Bolt Missile] - [1/3 Charges]
AssaultCubeB:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
AssaultCubeC:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
AssaultCubeD:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 70 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
CompactCubeA:
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 220 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
2. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 220 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
3. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 220 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
Summary Phase
1,190 Damage @ GlassMan
[JunkMan HP=1340/3300] [Impervious HP=1220/2200]
[AssaultCubeB HP=590/590] [AssaultCubeC HP=590/590] [AssaultCubeD HP=590/590] [JunkCubeA HP=170/510] [JunkCubeB HP=170/510] [CompactCubeA HP=6780/6780] [CompactCubeB HP=215/555] [CompactCubeC HP=215/555]
[Status] - -- [Burn PII] - [2/2] [Stage] - -- [Poison] - [Locked] [Cooldown] - -
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