|Defense Phase|
Keksis takes 95% Damage
Keksis has a Strength to Ice
Keksis has a Weakness to Laser
[The leftover Chip Data enhances Keksis's Armor]
-<Fatebringer Armor: Convergent Force MK.I>-
C-Tier
While normally not looking for upgrades to his own self, his interest in the armor created by his friend's operator has peaked. Convergent Force Mk.I features small sustaining bonuses for those looking more towards spending resources for tactical victories rather than brute forcing their way through.
-+70 Regen-
-Whenever Keksis consumes a Chip Use, he gains 1% of his Max HP as Stacking Armor. A stack of Stacking Armor is lost upon taking a full attack-
-Passive-
(10 +10xV Regen, reduced)
(1% Max HP as Armor, non-scaling)
[60 Armor, 3 Stacks, x.95 Damage]
Creeping deals 120 Damage, -1 Stack, CAbusis killed
[Dark Level 1 neutralizes the 0 Damage Hyper against Keksis]
Gigant deals (705 x.95 x1.3) 870 Damage, Abusis killed, Keksis survives a fatal turn..
[Shards hits, but Keksis survives a fatal turn..]
[Dark Scythe reflected by]
<Amethyst Cross of Speed>
A shining cross of amethyst, emanates a powerful force.
° User has +1 Natural Avoid (Shield, 0 Turn CD)
<Ring of the Dark Adviser>
A ring with strange powers, said to increase the user's speed and offensive powers....
° User has +2 Attack Slots
° Glitch: User deals -50 Damage with all attacks
° After using 5 Dark Chips in battle, the Glitch is removed for the rest of that battle
|Recuperation Phase|
[Keksis is immune to Dark Chip Glitches]
[70 Regen]
-<Celestial Coins>-
A-Tier
Striking Keksis causes small blue flames to form a halo around the back of his head, in which he uses to quickly conjure chip data, or else they dissipate a few moments later.
-Each time Keksis is struck by an attack, she gains +1 Chip Use for 1 turn, to a max of +2 Temporary Chip Uses. Resets each turn-
-Chip Uses gained this way can also be sacrificed instead of a Skill Use for Chips that specify to do so-
-Passive-
<Celestial Body>
Keksis's body becomes shrouded in the colors of the universe, phasing through attacks.
-Automatically activates when the user would reach 0 HP-
-Keksis endures a fatal turn of attacks with 1 HP-
-Keksis is invincible except against Aimed Attacks-
-Keksis has +1 Attack Slot for the duration-
-Lasts for 2 Turns-
[Celestial Sky triggers! Keksis uses Set Stage Omega to add Glitch Panels to the field creating Molten Panels]
<Set Stage>
Activated Program
User may change all panels on the field for 3 Turns.
Stage is chosen upon purchase.
⇪ Omega
The Stage of this Program is chosen upon use
⦗Uses per battle: 1/1⦘
<Celestial Sky>
Advanced
With a new breakthrough in Keksis's research, Keksis tears away at the reality of data on the field, causing an indirect, and unstable, connection to the Celestial Realm.
-[+]If the current field is not Normal or Locked, once per turn Keksis may summon a Field and combine it with the current Field, adding all Elements and Effects. Does not extend the duration-
-[=]If the opponent or Keksis place a field normally, all currently combined fields are overwritten-
-[=]Cannot add a duplicate stage to itself-
-[-]Keksis may not benefit from positive stage effects to himself (his attacks still gain benefits)-
-Passive-
Molten PanelsFire/Bug Element
° Non-Fire navis take 100 Fire Element damage/turn
° Fire Element attacks deal x1.1 damage
° Fire Element navis gain 100 HP/turn
° At the beginning of each of their turns, a navi chooses 1 status damage from a non-hidden, non-custom source
° They are afflicted by that status, and its duration refreshes each turn Glitch Panels are active
° Lasts 3 turns
[Keksis cures -2 AS for 2 turns; Celestial Coins pays for Skill Requirement]
Bug FixNo Damage || Does not Cost an Attack Slot to use
° Removes 1 Negative Status from the user
°
User must sacrifice 1 Skill Use to activate this Chip°
This Chip cannot be Upgraded
Keksis's HP: 71/2200
Abusis HP: Dead
CAbusis HP: Dead
Armor: 0
Field: Molten (2/3)
Nat. 1 CD:// Ready
Status(es):
Celestial Body (1/2)
|Unleash Phase|
6 Attack Slots
+1 Celestial Body
-50 Damage Dark Adviser
+10% Multi-Elem
1:|
<Celestial Art: Converge>
S-Range, Wind/Bug/Fire
Keksis sends celestial energy to lock on and implode an enemy.
35 Damage
Breaks Shields, Undodgeable
-If hits, victim gains -50%/+50% to Damage taken from Strengths/Weaknesses, respectively, for 1 turn-
1-Turn Required Charge
2:|Charging Forbidden Sealing Fate (1)
3:|
Dark Thunder240 Elec/Dark S-Damage
Breaks Shields
° Inflicts Paralyze
° If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits
° Cannot be augmented
°
Glitch: User's Avoidances are locked for 1 Turn upon use
4:|
Dark Circle @ Rime (x2, calculated in Damage)
230 x2 Seeking/Dark S-Damage
Breaks Shields
° Gains 1 Basic Aimer of choice and 1 Omni Aimer of choice upon use
° Deals up to 7 hits at full damage
° Hits can divided among multiple targets with no more than 2 hits per target
°
Glitch: User takes damage equal to 2% of their Max HP per hit of this attack5:|
<Celestial Art: Forbidden Splice>
S-Range, Wind
Keksis raises his hammer, causing it to shift it's reality to make the opponent see double of it.
No Damage
-Keksis's next attack gains +1 Avoid Separately Hit; the Damage is divided evenly amongst all hits and cannot exceed 6 Hits-
-If an attack already has Multi-Hit, all of the Multi Hits count as one Avoid Separately Hit towards the 6 Avoid Separately limit-
1-Turn Required Charge
6:|
Dark TornadoWind/Dark/Bug/Fire
[See Damage Calculation in Summary below]
Breaks Shields
Avoid Bracketed Hits Separately
° This Chip's Damage is divided equally among all hits
° If the Panels are not normal, this chip adopts their Element in addition to its own
° Deals x2.0 Damage to enemies per element of this chip that they are weak to
° This chip disregards Elemental Strengths against it
° Can target an additional enemy per 5% of their Max HP that the user is missing
° Glitch: User loses Elemental Strengths and takes +30% Damage from Elemental Weaknesses for the rest of battle
|Summary Phase|
35 Wind/Bug/Fire Damage
240 Elec/Dark Damage
460 Seeking/Dark Damage
====
Dark Tornado if Converge does not hit:
if Weak to 0/1/2/3/4 Elements
[10/25/45/70/95 Wind/Dark/Fire/Bug S-Damage * 8 Hits] Hit 1 to be Avoided
[95/190/380/570/760 Wind/Dark/Fire/Bug S-Damage] Hit 2 to be Avoided
----
Dark Tornado if Converge does hit:
if Weak to 0/1/2/3/4 Elements
[15/35/65/105/140 Wind/Dark/Fire/Bug S-Damage * 8 Hits] Hit 1 to be Avoided
[140/285/570/855/1140 Wind/Dark/Fire/Bug S-Damage] Hit 2 to be Avoided
Keksis's HP: 71/2200
Field: Molten
B-Chip Folder: 3/7 [2/3 Mega, 1/1 Giga] (+2/2 this turn, 2 used, 7 Sealing Fate)
Cooldowns:
Chips Used:
Dark Cannon x1
Hard Body x1
Dark Thunder x1
Dark Tornado x1
Dark Circle x1
Bug Fix x1
Lava Stage x1