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Post by Wackoguy on Oct 26, 2018 8:33:02 GMT -8
Glassman's defensive Phase:
Reuse = avoided once via skill:
Reinvigoration Shield B-tier Activated defense/support skill Glassman blocks an attack with an orange-toned shield,recovering a bit of damage as well. -blocks 1 attack -heals 200 HP per successful use -5 uses
(used once)
HP: 1,585 / 2,700
-one usage expended from Dash of the Phoenix to negate the RoS effect-
Junk Press = 140 - 20 (Armor) = 120 damage taken
Junk Press = 70 - 20 (armor) = 50 damage taken
Junk Press = 70 - 20 (armor) = 50 damage taken
Junk Press = 70 - 20 (armor) = 50 damage taken
----CompactCube's attacks
Junk Press = 220 - 20 (armor) = 200 damage taken
Junk Press = 220 - 20 (armor) = 200 damage taken
Junk Press = 220 - 20 (armor) = 200 damage taken
Glassman's HP: 715 / 2,700
======
Glassman's setup Phase:
-Poison panels are no more!-
Set <Stage> (Omega) Activated Program User may change all panels on the field for 3 Turns. The Stage of this Program is chosen upon use ( 1/1 )
-Stage Change!-
Holy Panels Light Element ° User and their Light allies take 50% damage from attacks ° Light, Laser, and Hidden-Element attacks ignore this ° Lasts 3 turns
-Locks the panels for a turn via Citrine Star-
=========
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 2 times]
4 Attack Slots + 2 (skill) = 6 Attack slots
+100 damage this turn
Rage of the Forest (charged!) @ Junkman 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[/s] [-10% dmg] -If charged for one turn, this attack gains an omni-aimer and +50% damage [-20% dmg] -Cuts Auras [-10% dmg] - 230 420 520 damage [60%] Power Up - Energy Shower 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 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] Energy Flare C-tier Activated offensive skill Glassman's body glows a faint blue as his offensive capabilities increase for a moment. +150 damage to an atk this turn 8 uses (Used twice on Radiation Blast below) Radiation Blast @ Junkman S-atk Laser-element Glassman fires a beam of laser energy at a target from either his hands or eyes. 230 330 480 780 1,160 damage [60% Damage] cuts auras [-10% damage] - Breaks Unbreakable Shields-if Glassman's HP is less than Max, this attack gains an increase in damage based on the HP missing. [Cannot be used if Glassman has a Darksoul] [Applies once per turn][-30% Damage] 100-76% - 0 Bonus Damage 75-51% - 75(20%) bonus damage 50-1% - 150(40%) Bonus damage Riptide Strike @ Assault Cube B 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] - 300 615 715 damage [80%] -once per turn Stealth Shuriken @ Junk Cube A 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%] 300 400 damage [80%] Stealth Shuriken @ Junk Cube B 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%] ========= Glassman's HP: 715 / 2,700 Stage: Holy Panels Status: Ok
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Post by Gaia on Oct 26, 2018 8:55:25 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=1340/3300] [Impervious HP=1220/2200]
[JunkMan has 55 Armor, and takes 51.68% Damage]
[Rage of the Forest] - Taken for [520] 240 Damage!
[Onyx Cross: 1/Turn, Reduce 1 Attack's Damage by 50%] [Radiation Blast] - Taken for [1,160] 285 Damage! [Riptide Strike] - Intercepted! Taken for [715] 345 Damage! [Stealth Shuriken] - Intercepted! JunkMan raises [JunkCubeA+B] as an unbreakable shield! [Stealth Shuriken] - Intercepted! JunkMan raises [CompactCubeA+B] as an unbreakable shield!
[JunkMan HP=470/3300] [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]
Support Phase
[JunkMan HP=470/3300] [Impervious HP=1220/2200]
[Self-Repairing] [S-Tier, Regen] [4/10] 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] - +135 Health!
[JunkMan HP=605/3300] [Impervious HP=1220/2200]
Attack Phase 3 AS | 1 Auto-Charge
[Junk Barrage] - [3/3 Charges]
Time Bomb ⇪⇪⇪ [3/3] 420 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 ⇪⇪⇪ [3/3] 420 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. [Bolt Missile] - [2/3 Charges]
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. [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
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
1,990 Damage @ GlassMan
[JunkMan HP=605/3300] [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] - - [Stage] - -- [Holy] - [Locked] [Cooldown] - -
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Post by Wackoguy on Oct 26, 2018 10:13:01 GMT -8
Glassman's Defensive Phase:
Time Bomb = avoided via skill:
Reinvigoration Shield B-tier Activated defense/support skill Glassman blocks an attack with an orange-toned shield,recovering a bit of damage as well. -blocks 1 attack -heals 200 HP per successful use -5 uses
(used once)
HP: 915 / 2,700
Time Bomb = avoided via skill:
Reinvigoration Shield B-tier Activated defense/support skill Glassman blocks an attack with an orange-toned shield,recovering a bit of damage as well. -blocks 1 attack -heals 200 HP per successful use -5 uses
(used again)
HP: 1,115 / 2,700
Junk Press = 140 - 50% (Stage) = 70 - 20 (armor) = 50 damage taken
Junk Press = 140 - 50% (Stage) = 70 - 20 (armor) = 50 damage taken
Junk Press = 70 - 50% (35) = 35 - 20 (armor) = 15 damage taken
Junk Press = 70 - 50% (35) = 35 - 20 (armor) = 15 damage taken
Junk Press = 70 - 50% (35) = 35 - 20 (armor) = 15 damage taken
--Compact Cube's attacks--
Junk Press = 220 - 50% (110) = 110 - 20 (armor) = 90 damage taken
Junk Press = 220 - 50% (110) = 110 - 20 (armor) = 90 damage taken
Junk Press = 220 - 50% (110) = 110 - 20 (armor) = 90 damage taken
HP: 700 / 2,700
=======
Glassman's Setup Phase:
HP: 700 / 2,700
Stage: Holy
========
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]
Energy Flare C-tier Activated offensive skill Glassman's body glows a faint blue as his offensive capabilities increase for a moment. +150 damage to an atk this turn 8 uses
(Used twice)
Radiation Blast @ Junkman S-atk Laser-element Glassman fires a beam of laser energy at a target from either his hands or eyes.
230 380 680 damage [60% Damage] cuts auras [-10% damage] -Breaks unbreakable Shields -if Glassman's HP is less than Max, this attack gains an increase in damage based on the HP missing. [Cannot be used if Glassman has a Darksoul] [Applies once per turn][-30% Damage] 100-76% - 0 Bonus Damage 75-51% - 75(20%) bonus damage 50-1% - 150(40%) Bonus damage
Shard-Cannon @ Junk Cuba A S-atk Normal Glassman gathers energy into his buster and fires a devastating blast of energy! 190 damage -unavoidable -1 turn CD
Stealth Shuriken @ Junk Cube B 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%]
Riptide Strike @ Assault Cube B 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
-Autocharges 'Power Up - Energy Shower'-
-Autocharges 'Rage of the Forest'-
========
HP: 700 / 2,700
Stage: Holy
Status: Ok
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Post by Gaia on Nov 28, 2018 14:43:20 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=605/3300] [Impervious HP=1220/2200]
[JunkMan has 55 Armor, and takes 51.68% Damage]
[Onyx Cross: 1/Turn, Reduce 1 Attack's Damage by 50%] [Radiation Blast] - Taken for [680 355 175] 120 Damage!
[JunkCubeA] - Destroyed!
[Stealth Shuriken] - Intercepted! JunkMan raises [JunkCubeB+AssaultCubeC] as an unbreakable shield! [Riptide Strike] - Intercepted! JunkMan raises [JunkCubeB+AssaultCubeC] as an unbreakable shield!
[JunkMan HP=485/3300] [Impervious HP=1220/2200]
[AssaultCubeB HP=590/590] [AssaultCubeC HP=590/590] [AssaultCubeD HP=590/590] [JunkCubeB HP=170/510] [CompactCubeA HP=6780/6780] [CompactCubeB HP=215/555] [CompactCubeC HP=215/555]
Support Phase
[JunkMan HP=485/3300] [Impervious HP=1220/2200]
[Self-Repairing] [S-Tier, Regen] [4/10] 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] - +135 Health!
[JunkMan HP=620/3300] [Impervious HP=1220/2200]
Attack Phase 3 AS | 1 Auto-Charge
[Reuse] - [1/1 Charges]
1. [Bolt Missile] - [3/3 Charges]
2. [Junk Barrage] Stone | Shot JunkMan magnetically lifts and throws his cubes at his foes. - [60 240] 325 Damage [30%] -- Undodgeable, Breaks Shields --- This Attack can gain +5% Damage per Object on the field, up to half of JunkMan's Base Damage, but also gains 1-CD upon use. [+35%] ---- Can be Optionally Charged for 3 Turns
3. [Reverberation] - [1/2]
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
1,195 Damage @ GlassMan
[JunkMan HP=620/3300] [Impervious HP=1220/2200]
[AssaultCubeB HP=590/590] [AssaultCubeC HP=590/590] [AssaultCubeD HP=590/590] [JunkCubeB HP=170/510] [CompactCubeA HP=6780/6780] [CompactCubeB HP=215/555] [CompactCubeC HP=215/555]
[Status] - - [Stage] - -- [Holy] - [Locked] [Cooldown] - -
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Post by Wackoguy on Dec 2, 2018 2:45:15 GMT -8
Glassman's defensive Phase:
Junk Barrage = 325 * 0.5 (50% [Holy panels]) = 163 - 20 (armor) = 143 damage taken
HP: 557 / 2,700
Junk Press = 70 - 50% (35) = 35 - 20 (armor) = 15 damage taken
Junk Press = 70 - 50% (35) = 35 - 20 (armor) = 15 damage taken
Junk Press = 70 - 50% (35) = 35 - 20 (armor) = 15 damage taken
HP: 512 / 2,700
Junk Press = 220 - 50% (110) = 110 - 20 (armor) = 90 damage taken
Junk Press = 220 - 50% (110) = 110 - 20 (armor) = 90 damage taken
Junk Press = 220 - 50% (110) = 110 - 20 (armor) = 90 damage taken
HP: 242 / 2,700
====
Glassman's setup Phase:
Stage: Holy [Final turn]
HP: 242 / 2,700
=====
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
(all 3 remaining used)
4 Attack slots + 3 (skills) = 7 Attack Slots
Last Stand Alpha Passive Program User deals +30% Damage while below 15% of their Max HP
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
Energy Flare C-tier Activated offensive skill Glassman's body glows a faint blue as his offensive capabilities increase for a moment. +150 damage to an atk this turn 8 uses
(used 2 times)
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]
Radiation Blast @ Junkman S-atk Laser-element Glassman fires a beam of laser energy at a target from either his hands or eyes.
230 300 600 750 1,130 damage [60% Damage] cuts auras [-10% damage] Breaks unbreakable shields -if Glassman's HP is less than Max, this attack gains an increase in damage based on the HP missing. [Cannot be used if Glassman has a Darksoul] [Applies once per turn][-30% Damage] 100-76% - 0 Bonus Damage 75-51% - 75(20%) bonus damage 50-1% - 150(40%) Bonus damage
Shard Knuckle @ Compact Cubes B and C C-atk Normal element Glassman gets up in his opponent's face and delivers a punch!
340 445 damage [90%] -Breaks shields [-10%] -Cannot be countered [-5%] -Hits 1 additional target [-5%] 1-turn CD
Rage of the Forest (charged!) @ Junkman 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] -230 300 490 damage [60%]
Riptide Strike @ Junkman 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] -300 390 705 damage [80%] -once per turn
Tempest blaze @ Junkman 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] -300 390 damage [80%] 1-turn cooldown
Transparent bolt @ Junkman S-atk Normal Glassman fires a nearly invisible bolt of energy from his buster. -if charged for a turn,all S-atks used by Glassman next turn gain +15% dmg, to a max of 4 (Glassman's Base AS) (no charge multiplier for this attack) [-10%] -breaks shields [-10%] -undodgeable [-10%]
300 390 damage [80%]
-Autocharges Energy Shower-
-Autocharges Rage of the Forest-
===========
HP: 242 / 2,700
Stage: Normal
Status: Fighting on!
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Post by Gaia on May 30, 2019 9:19:00 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=620/3300] [Impervious HP=1220/2200]
[JunkMan has 55 Armor, and takes 51.68% Damage]
[Onyx Cross: 1/Turn, Reduce 1 Attack's Damage by 50%] [Stone: Reduce 1 Attack's Damage by 30%. (2-CD)] [Radiation Blast] - [1,130] 195 Damage! [Shard Knuckle] - CompactCubes B+C, destroyed!
[Endeavor: Shield ⇪ Alpha] Passive Program User chooses one avoid type on purchase. Avoidances of the chosen type may be used against attacks with aimers that would pierce them to provide 25% Damage Reduction against that attack instead. This can be applied multiple times per attack.
[Rage of the Forest] - JunkMan raises AssaultCubeB as a Shield! AssaultCubeB is broken as a shield, this turn! 170 Damage, taken!
[Riptide Strike] - JunkMan raises JunkCubeB as a shield! JunkCubeB is destroyed as a shield, this turn! [Tempest Blaze] - JunkMan raises AssaultCubeC and CompactCubeA as an indestructible shield! AssaultCubeC is destroyed as a shield, this turn! [Transparent Bolt] - JunkMan raises CompactCubeA and AssaultCubeD as an indestructible shield!
[JunkMan HP=255/3300] [Impervious HP=1220/2200]
[AssaultCubeB HP=590/590] [AssaultCubeC HP=590/590] [AssaultCubeD HP=590/590] [JunkCubeB HP=170/510] [CompactCubeA HP=6780/6780]
Support Phase
[JunkMan HP=255/3300] [Impervious HP=1220/2200]
[Self-Repairing] [S-Tier, Regen] [4/10] 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] - +135 Health!
[JunkMan HP=390/3300] [Impervious HP=1220/2200]
Attack Phase 3 AS | 1 Auto-Charge
[Reverberation] - [2/2 Charges]
1. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - [80] 320 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
2. [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]
3. [Junk Barrage] - [1/3]
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
1,370 Damage @ GlassMan
[JunkMan HP=255/3300] [Impervious HP=1220/2200]
[AssaultCubeB HP=590/590] [AssaultCubeC HP=590/590] [AssaultCubeD HP=590/590] [JunkCubeB HP=170/510] [CompactCubeA HP=6780/6780]
[Status] - - [Stage] - -- [Holy] - [Locked] [Cooldown] - -
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Post by Gaia on Jun 4, 2019 19:25:15 GMT -8
Out of Character
A draw was declared. +50 Exp, +500z to all participants.
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