Post by Warrior on Nov 7, 2018 15:52:08 GMT -8
OEL Archives: Hall of Legends
"Legends are material to be molded, not just facts to be recorded."
The words arch themselves over the entrance to OEL's Hall of History, wherein lies data logs and capsules containing manikins for each of the world's most renown individuals. They are the seeds of change that determined the course of their future; the greatest of leaders and the most notorious of evil doers grace this hall.
Visitors are allowed to enter the pods containing a manikin to simulate a battle with them. Should they emerge victorious, OEL will reward them with a special prize. The manikins are much powered down versions of their original counterparts, each one scaled to approximately the strength they had in their own era.
Step forward and challenge history's greatest faces!
Guidelines
{
Boss Fight Limitations (Click to Reveal/Hide)
} As per the regular Boss Arena, you can challenge new Bosses from this Event that you (or a designated member of your team) are responsible for operating in your own thread.
Bosses fought from this event do not count against your Navi's monthly Boss Battle Arena participation limitation during the Event Period. The same Boss can be fought multiple times during the Event Period as well, but Giga Chip rewards can only be claimed once per Navi.
When the event has concluded, the first 3 Bosses may be fought as per normal Boss Battle Arena rules.
The 4th Boss and its Crest are only available during the limited time of this Event!
Only 1 Boss will be revealed at a time. The next Boss will not be revealed until the preceding Boss has been defeated.
Event Period: Until Jan 1st, 2019
Bosses fought from this event do not count against your Navi's monthly Boss Battle Arena participation limitation during the Event Period. The same Boss can be fought multiple times during the Event Period as well, but Giga Chip rewards can only be claimed once per Navi.
When the event has concluded, the first 3 Bosses may be fought as per normal Boss Battle Arena rules.
The 4th Boss and its Crest are only available during the limited time of this Event!
Only 1 Boss will be revealed at a time. The next Boss will not be revealed until the preceding Boss has been defeated.
Event Period: Until Jan 1st, 2019
{
Note: For the duration of the Event, all Giga Chips may be claimed so long as their requirement is met.
° Afterwards, you can only claim one Giga Chip per Navi (in addition to any they already earned during the Event Period).
° This Giga Chip can be exchanged for other Giga Chips from this event so long as that respective Boss is defeated as well.
° For the sake of claiming, as long as a battle is started prior to the closure of this event, the Giga Chip is still claimable without penalty.
Warning: After the Event Period has passed, your battle will be considered an automatic loss if 7 Days pass without a battle post being made. Skip/Kick your teammates if you have to.
Event Period: Until Jan 1st, 2019
Rockman Rewards
First Clear: +100 Exp || +(200 * Total Version of opponents) Zenny (Max: 5000z)
Subsequent Clears: N/A, but these serve as additional attempts to claim his Giga
If Rockman is defeated by his opponent(s) whose Total Version is 17 or higher, all members are awarded the Hub Batch Giga Chip
::HubBatchCode::
Special Emulation Skill:
::°:: User is immune to Negative Panel Effects for the rest of battle
::°:: User's Basic Attacks deal +20% Damage for the rest of battle
::°:: User gains +3 Total Chip Uses and +1 Use to One Skill
::°:: For this turn only, gain an Undershirt that procs before all other Survival Effects
::°:: This Chip can only be used during the Supportive Phase
::°:: This Chip requires a 1 Turn Non-Preemptive Charge before activation. If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip Use
Blues Rewards
First Clear: +100 Exp || +(250 * Total Version of opponents) Zenny (Max: 6250z)
Subsequent Clears: N/A, but these serve as additional attempts to claim his Giga
If Blues is defeated by his opponent(s) whose Total Version is 17 or higher, all members are awarded the Delta Ray Edge Giga Chip
::DeltaRayEdgeCode::
200 + (V*50) Blade C-Damage * 0 Hits
::°:: Cannot be Intercepted
::°:: Each Hit must be Avoided Separately
::°:: Bypasses any source of avoidance that was previously used this turn (excluding this attack's preceding hits)
::°:: Hits an additional time per turn that this chip was charged (Max: 3 Hits)
::°:: Can gain Damage from external sources, but cannot otherwise be augmented
::°:: If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip Use
Forte Rewards
First Clear: +100 Exp || +(300 * Total Version of opponents) Zenny (Max: 7500z)
Subsequent Clears: N/A, but these serve as additional attempts to claim his Giga
If Forte is defeated by his opponent(s) whose Total Version is 17 or higher, all members are awarded the Air Burst Giga Chip
::AirBurstCode::
100 + (V*10) Dark S-Damage
::°:: Costs all of the user's Attack Slots this turn
::°:: Strikes once with full damage and effects per Attack Slot consumed by this chip
::°:: Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn
::°:: Can gain Damage from external sources, but cannot otherwise be augmented
::°:: This Chip requires a 1 Turn Non-Preemptive Charge before activation. If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip Use
The Ultimate Fighter Rewards
First Clear: +100 Exp || +3000 Zenny
Subsequent Clears: N/A

Mantle of The Ultimate FighterA special award for those able to defeat The Ultimate Fighter.
° Once per battle, user may Unavoidably inflict Interrupt on all opponents
° Ignores immunity
° Enemies can only be affected by this effect once per battle, period
Event Rewards (Click to Reveal/Hide)
} Note: For the duration of the Event, all Giga Chips may be claimed so long as their requirement is met.
° Afterwards, you can only claim one Giga Chip per Navi (in addition to any they already earned during the Event Period).
° This Giga Chip can be exchanged for other Giga Chips from this event so long as that respective Boss is defeated as well.
° For the sake of claiming, as long as a battle is started prior to the closure of this event, the Giga Chip is still claimable without penalty.
Warning: After the Event Period has passed, your battle will be considered an automatic loss if 7 Days pass without a battle post being made. Skip/Kick your teammates if you have to.
Event Period: Until Jan 1st, 2019
Rockman Rewards
First Clear: +100 Exp || +(200 * Total Version of opponents) Zenny (Max: 5000z)
Subsequent Clears: N/A, but these serve as additional attempts to claim his Giga
If Rockman is defeated by his opponent(s) whose Total Version is 17 or higher, all members are awarded the Hub Batch Giga Chip
::HubBatchCode::
Special Emulation Skill:
::°:: User is immune to Negative Panel Effects for the rest of battle
::°:: User's Basic Attacks deal +20% Damage for the rest of battle
::°:: User gains +3 Total Chip Uses and +1 Use to One Skill
::°:: For this turn only, gain an Undershirt that procs before all other Survival Effects
::°:: This Chip can only be used during the Supportive Phase
::°:: This Chip requires a 1 Turn Non-Preemptive Charge before activation. If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip Use
{::templatecodeblock::}
IMPORTANT
Turn all single-colons (:) into double-colons (::)
:HubBatchCode::
Special Emulation Skill:
:°:: User is immune to Negative Panel Effects for the rest of battle
:°:: User's Basic Attacks deal +20% Damage for the rest of battle
:°:: User gains +3 Total Chip Uses and +1 Use to One Skill
:°:: For this turn only, gain an Undershirt that procs before all other Survival Effects
:°:: [font color="FFBBBB"]This Chip can only be used during the Supportive Phase[/font]
:°:: [font color="FFBBBB"]This Chip requires a 1 Turn Non-Preemptive Charge before activation. If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip Use[/font]
Blues Rewards
First Clear: +100 Exp || +(250 * Total Version of opponents) Zenny (Max: 6250z)
Subsequent Clears: N/A, but these serve as additional attempts to claim his Giga
If Blues is defeated by his opponent(s) whose Total Version is 17 or higher, all members are awarded the Delta Ray Edge Giga Chip
::DeltaRayEdgeCode::
200 + (V*50) Blade C-Damage * 0 Hits
::°:: Cannot be Intercepted
::°:: Each Hit must be Avoided Separately
::°:: Bypasses any source of avoidance that was previously used this turn (excluding this attack's preceding hits)
::°:: Hits an additional time per turn that this chip was charged (Max: 3 Hits)
::°:: Can gain Damage from external sources, but cannot otherwise be augmented
::°:: If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip Use
{::templatecodeblock::}
IMPORTANT
Turn all single-colons (:) into double-colons (::)
:DeltaRayEdgeCode::
200 [font color="99FF99"]+ (V*50)[/font] Blade C-Damage * 0 Hits
:°:: Cannot be Intercepted
:°:: Each Hit must be Avoided Separately
:°:: Bypasses any source of avoidance that was previously used this turn (excluding this attack's preceding hits)
:°:: Hits an additional time per turn that this chip was charged (Max: 3 Hits)
:°:: [font color="FFBBBB"]Can gain Damage from external sources, but cannot otherwise be augmented[/font]
:°:: [font color="FFBBBB"]If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip Use[/font]
Forte Rewards
First Clear: +100 Exp || +(300 * Total Version of opponents) Zenny (Max: 7500z)
Subsequent Clears: N/A, but these serve as additional attempts to claim his Giga
If Forte is defeated by his opponent(s) whose Total Version is 17 or higher, all members are awarded the Air Burst Giga Chip
::AirBurstCode::
100 + (V*10) Dark S-Damage
::°:: Costs all of the user's Attack Slots this turn
::°:: Strikes once with full damage and effects per Attack Slot consumed by this chip
::°:: Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn
::°:: Can gain Damage from external sources, but cannot otherwise be augmented
::°:: This Chip requires a 1 Turn Non-Preemptive Charge before activation. If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip Use
{::templatecodeblock::}
IMPORTANT
Turn all single-colons (:) into double-colons (::)
:AirBurstCode::
100 [font color="99FF99"]+ (V*10)[/font] Dark S-Damage
:°:: Costs all of the user's Attack Slots this turn
:°:: Strikes once with full damage and effects per Attack Slot consumed by this chip
:°:: Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn
:°:: [font color="FFBBBB"]Can gain Damage from external sources, but cannot otherwise be augmented[/font]
:°:: [font color="FFBBBB"]This Chip requires a 1 Turn Non-Preemptive Charge before activation. If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip Use[/font]
The Ultimate Fighter Rewards
First Clear: +100 Exp || +3000 Zenny
Subsequent Clears: N/A
Mantle of The Ultimate Fighter
° Once per battle, user may Unavoidably inflict Interrupt on all opponents
° Ignores immunity
° Enemies can only be affected by this effect once per battle, period
{::templatecodeblock::}
[font color="DDDDDD" size="1" face="arial"][div align="center"][img style="height: 50px; width: 50px;" src="https://tinyurl.com/y74bv8eg"]
[b]Mantle of The Ultimate Fighter[/b][/div][font color="999999"]A special award for those able to defeat The Ultimate Fighter.[/font]
[font color="777777"]° Once per battle, user may Unavoidably inflict Interrupt on all opponents
° Ignores immunity
° Enemies can only be affected by this effect once per battle, period[/font][/font]
{
Using the Templace Codes (Click to Reveal/Hide)
} At the bottom of each Boss's Stats is a spoiler with the Template Code inside.
When challenging a Boss, copy its entire Template Code and paste it as the first post of your thread. It is recommended that you do not include any other text in this post.
However, be sure to include the Boss's HP and Damage at the bottom of that post, as these values scale to the Boss's Opponents.
The Template Codes for the Boss's Attacks and Skills will now be in the first post of your thread and easily accessible for copying/pasting purposes.
Note: Technicalities are not included as part of the Template Codes. If you have trouble understanding the naming or wording of the effect, refer to this post's Technicality Spoilers for the Attack/Skill/Ability in question. If you need further clarity, contact me (Warrior) in Discord.
When challenging a Boss, copy its entire Template Code and paste it as the first post of your thread. It is recommended that you do not include any other text in this post.
However, be sure to include the Boss's HP and Damage at the bottom of that post, as these values scale to the Boss's Opponents.
The Template Codes for the Boss's Attacks and Skills will now be in the first post of your thread and easily accessible for copying/pasting purposes.
Note: Technicalities are not included as part of the Template Codes. If you have trouble understanding the naming or wording of the effect, refer to this post's Technicality Spoilers for the Attack/Skill/Ability in question. If you need further clarity, contact me (Warrior) in Discord.
Event Bosses
{
Rockman (Click to Reveal/Hide)}
A manikin resembling Rockman.EXE, the Blue Bomber himself. It is merely a soulless doll, but it is programmed with all of the fighting capabilities that the original Rockman had during the era of the BN Series. It can move and fight, but houses no personality or consciousness data.
The hero it represents needs no introduction. He fought countless battles for the sake of the Cyber World and Real World alike and took down multiple criminal organizations over the span of his operators life. He is the shining symbol of what ONB strives to attain: perfect harmony of the physical and virtual worlds.
Name: Rockman
Class: Boss
Type: Normal
Element: Adaptive
Strengths: Adaptive
Weaknesses: Adaptive
[Transformation Specialist]
[Rockman has access to a countless selection of forms that enable him to adapt to any situation.]
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
[Battle Chip Specialist]
[Rockman has mastered the utilization of supplementary weaponry.]
The hero it represents needs no introduction. He fought countless battles for the sake of the Cyber World and Real World alike and took down multiple criminal organizations over the span of his operators life. He is the shining symbol of what ONB strives to attain: perfect harmony of the physical and virtual worlds.
STATISTICAL INFORMATION
Name: Rockman
Class: Boss
Type: Normal
Element: Adaptive
Strengths: Adaptive
Weaknesses: Adaptive
{HP: Variable
Damage: Variable
Attack Slots: Variable
Elaboration (+)}
HP
Rockman's HP is adjusted to the Total Version of his opponents. For the sake of Viruses, their versions are not considered.
Base HP: 700 * (Cumulative Opponents Version)
If Opponents Total Version is at least V6: Rockman has +50% HP
If Opponents Total Version is at least V11: Rockman has +50% HP
If Opponents Total Version is at least V16: Rockman has +50% HP
If Multiple Opponents are at least V13: Rockman has +50% HP
Note: The amplifier stacks cumulatively. So when fighting opponents whose total version is V11, Rockman's HP would have an amplifier of x2.0 (1.5 + 1.5)
Damage
Rockman's Attacks all deal the same base damage, which is adjusted to the Version of the attack's Target. Summoned entities use the version of their summoner for calculation. If multiple enemies are targeted by the same attack, its damage is calculated separately for each one. That damage is retained, even if a Lower Version Target intercepts for a Higher Version Target.
Base Damage: 180 + (Target's Version * 20)
If Target is at least V5: Rockman's Damage is increased by 25%
If Target is at least V9: Rockman's Damage is increased by 25% again
If Target is at least V13: Rockman's Damage is increased by 25% again
If Target is at least V17: Rockman's Damage is increased by 25% again
If Target has a Giga Program: Rockman's Damage is increased by 25% again
Note: The amplifier stacks cumulatively. So when targeting a V9 with a Giga Program, Rockman's attacks would have an amplifier of x1.75 (1.25 + 1.25 + 1.25)
Attack Slots
Rockman's Number of Attacks per turn depends on the Total Version of his opponents, as seen below his Attack Set. If Rockman were to lose an Attack Slot, it will prevent him from using the bottom-most attack of his Combat Pattern for the duration of that debuff. This can stack multiple times to deny him multiple attacks, but Bosses cannot be reduced below 50% of the intended number of attacks in their Combat Pattern.
Damage: Variable
Attack Slots: Variable
Elaboration (+)}
HP
Rockman's HP is adjusted to the Total Version of his opponents. For the sake of Viruses, their versions are not considered.
Base HP: 700 * (Cumulative Opponents Version)
If Opponents Total Version is at least V6: Rockman has +50% HP
If Opponents Total Version is at least V11: Rockman has +50% HP
If Opponents Total Version is at least V16: Rockman has +50% HP
If Multiple Opponents are at least V13: Rockman has +50% HP
Note: The amplifier stacks cumulatively. So when fighting opponents whose total version is V11, Rockman's HP would have an amplifier of x2.0 (1.5 + 1.5)
Damage
Rockman's Attacks all deal the same base damage, which is adjusted to the Version of the attack's Target. Summoned entities use the version of their summoner for calculation. If multiple enemies are targeted by the same attack, its damage is calculated separately for each one. That damage is retained, even if a Lower Version Target intercepts for a Higher Version Target.
Base Damage: 180 + (Target's Version * 20)
If Target is at least V5: Rockman's Damage is increased by 25%
If Target is at least V9: Rockman's Damage is increased by 25% again
If Target is at least V13: Rockman's Damage is increased by 25% again
If Target is at least V17: Rockman's Damage is increased by 25% again
If Target has a Giga Program: Rockman's Damage is increased by 25% again
Note: The amplifier stacks cumulatively. So when targeting a V9 with a Giga Program, Rockman's attacks would have an amplifier of x1.75 (1.25 + 1.25 + 1.25)
Attack Slots
Rockman's Number of Attacks per turn depends on the Total Version of his opponents, as seen below his Attack Set. If Rockman were to lose an Attack Slot, it will prevent him from using the bottom-most attack of his Combat Pattern for the duration of that debuff. This can stack multiple times to deny him multiple attacks, but Bosses cannot be reduced below 50% of the intended number of attacks in their Combat Pattern.
{Abilities
° Basic Initiative
° Boss-Tier Undershirt
° Boss-Tier Guarding
° Boss-Tier Immunity to Skill Augments
° Boss-Tier Immunity to Attack Augments
° Boss-Tier Immunity to S/W Modifications
° Boss-Tier Immunity to Percentile HP Damage
° Boss-Tier Resistance to Execution Abilities
Technicalities (+)}
Basic Initiative
User always goes first in battle unless the enemy has some form of Initiative.
Boss-Tier Abilities
These abilities may not be pierced by any effect except for:
- Piercing Effects originating from NPCs of a greater caliber than "Boss"
- Item Effects specifically marked as "Pierces Boss Immunity".
Undershirt
User survives a fatal turn of damage with 1 HP.
Guarding
User cannot lose more than 1/2 of their Max HP in a single turn. If this effect is triggered, the user gains 50% Boss-Tier Damage Mitigation for the rest of battle.
Skill Augments
User's Skills cannot be tampered with by outside effects.
Attack Augments
User's Attacks cannot be tampered with by outside effects. Including but not limited to: Damage Reduction effects (not to be confused with the "Damage Mitigation" of Armor and %-Mitigation effects) and adding or removing effects from Rockman's attacks. This immunity does not prevent Attack Slot Reduction to the user.
S/W Modifications
User's Strengths and Weaknesses cannot be influenced in anyway by their enemies. If enemies would have an attack that "is treated as though the enemy were weak to this attack", that effect is negated and Rockman will behave as he normally would against the attack.
Percentile HP Damage
User is not harmed by effects that deal damage based off of Max HP, Current HP, or Remaining HP. User will still suffer the effect attached to the attack, as well as any regular Damage, if it hits.
Execution Resistance
User is immune to any effect tagged as a "Execution". User will still suffer the other effects attached to the attack, if it hits, as well as any regular Damage that the attack would normally deal.
° Basic Initiative
° Boss-Tier Undershirt
° Boss-Tier Guarding
° Boss-Tier Immunity to Skill Augments
° Boss-Tier Immunity to Attack Augments
° Boss-Tier Immunity to S/W Modifications
° Boss-Tier Immunity to Percentile HP Damage
° Boss-Tier Resistance to Execution Abilities
Technicalities (+)}
Basic Initiative
User always goes first in battle unless the enemy has some form of Initiative.
Boss-Tier Abilities
These abilities may not be pierced by any effect except for:
- Piercing Effects originating from NPCs of a greater caliber than "Boss"
- Item Effects specifically marked as "Pierces Boss Immunity".
Undershirt
User survives a fatal turn of damage with 1 HP.
Guarding
User cannot lose more than 1/2 of their Max HP in a single turn. If this effect is triggered, the user gains 50% Boss-Tier Damage Mitigation for the rest of battle.
Skill Augments
User's Skills cannot be tampered with by outside effects.
Attack Augments
User's Attacks cannot be tampered with by outside effects. Including but not limited to: Damage Reduction effects (not to be confused with the "Damage Mitigation" of Armor and %-Mitigation effects) and adding or removing effects from Rockman's attacks. This immunity does not prevent Attack Slot Reduction to the user.
S/W Modifications
User's Strengths and Weaknesses cannot be influenced in anyway by their enemies. If enemies would have an attack that "is treated as though the enemy were weak to this attack", that effect is negated and Rockman will behave as he normally would against the attack.
Percentile HP Damage
User is not harmed by effects that deal damage based off of Max HP, Current HP, or Remaining HP. User will still suffer the effect attached to the attack, as well as any regular Damage, if it hits.
Execution Resistance
User is immune to any effect tagged as a "Execution". User will still suffer the other effects attached to the attack, if it hits, as well as any regular Damage that the attack would normally deal.
SKILL
[Transformation Specialist]
[Rockman has access to a countless selection of forms that enable him to adapt to any situation.]
{° Rockman is always treated as "Strong" to all enemy damage
° Enemies are always treated as "Weak" to Rockman's attacks
° Rockman always benefits from any Element related effect
° Rockman takes 30% Damage from Navi sources that he is Strong to
° Rockman takes 130% Damage from Chip sources that he is Strong to
Technicalities (+)}
Strength Against All Damage
Any damage inflicted to Rockman from any source (including Unavoidables) is treated as though he were Elementally Strong against it.
Element or Type Related Effects
Anything that asks for a Navi's Element (such as Stages) will automatically assume the best-case scenario for Rockman. If multiple best-cases exist, he benefits from all of them so long as they don't contradict each other. If they would contradict each other, the person operating Rockman chooses which he benefits from.
Damage Calculation
When determining the Damage you deal to Rockman:
* Non-Battle Chip damage will only inflict x0.3 its regular amount
* If Boss Guarding is triggered, this is further reduced to x0.15
* Battle Chip damage will inflict x1.3 its regular amount
* If Boss Guarding is triggered, this is reduced to x0.65
As per his other abilities, this is Boss-Tier.
° Enemies are always treated as "Weak" to Rockman's attacks
° Rockman always benefits from any Element related effect
° Rockman takes 30% Damage from Navi sources that he is Strong to
° Rockman takes 130% Damage from Chip sources that he is Strong to
Technicalities (+)}
Strength Against All Damage
Any damage inflicted to Rockman from any source (including Unavoidables) is treated as though he were Elementally Strong against it.
Element or Type Related Effects
Anything that asks for a Navi's Element (such as Stages) will automatically assume the best-case scenario for Rockman. If multiple best-cases exist, he benefits from all of them so long as they don't contradict each other. If they would contradict each other, the person operating Rockman chooses which he benefits from.
Damage Calculation
When determining the Damage you deal to Rockman:
* Non-Battle Chip damage will only inflict x0.3 its regular amount
* If Boss Guarding is triggered, this is further reduced to x0.15
* Battle Chip damage will inflict x1.3 its regular amount
* If Boss Guarding is triggered, this is reduced to x0.65
As per his other abilities, this is Boss-Tier.
ATTACK
[Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
{° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
Technicalities (+)}
Interaction vs Perfect Immunity
The Perfect Immunity Giga Program will trump the status infliction of this attack.
V10+ Interaction vs HP Barriers
If a v10 raises an HP Barrier against this attack, its damage is applied against the Barrier's HP twice. If the first application of damage is enough to break the Barrier (and another avoidance is not provided to supplement), then the attack is completely successful against its target. For v13+ Barriers, an additional instance is required for each of the previous interactions.
V10+ Interaction vs HP Auras
If a v10 raises an HP Aura against this attack, then so long as the Aura is able to endure the attack without breaking, it is fully avoided. If the attack's damage is enough to break the Aura (and another avoidance is not provided to supplement), then the attack is completely successful against its target.
V10+ Interaction vs Interception
If any entity intercepts this attack while it was aimed at a v10+ target and they attempt to avoid it, then they must pay the additional avoidance to be successful. If they intercept and choose not to avoid it, the interaction will behave as normal.
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
Technicalities (+)}
Interaction vs Perfect Immunity
The Perfect Immunity Giga Program will trump the status infliction of this attack.
V10+ Interaction vs HP Barriers
If a v10 raises an HP Barrier against this attack, its damage is applied against the Barrier's HP twice. If the first application of damage is enough to break the Barrier (and another avoidance is not provided to supplement), then the attack is completely successful against its target. For v13+ Barriers, an additional instance is required for each of the previous interactions.
V10+ Interaction vs HP Auras
If a v10 raises an HP Aura against this attack, then so long as the Aura is able to endure the attack without breaking, it is fully avoided. If the attack's damage is enough to break the Aura (and another avoidance is not provided to supplement), then the attack is completely successful against its target.
V10+ Interaction vs Interception
If any entity intercepts this attack while it was aimed at a v10+ target and they attempt to avoid it, then they must pay the additional avoidance to be successful. If they intercept and choose not to avoid it, the interaction will behave as normal.
[Battle Chip Specialist]
[Rockman has mastered the utilization of supplementary weaponry.]
{° Adaptive Element || Dual Range
° Inherits the combined damage and effects of all Battle Chips that hit Rockman up to this point in battle
Technicalities (+)}
Dual Range
This Attack is treated as both S-Range and C-Range. If one of these would be considered a detriment, then instead only the one that isn't a detriment is considered. If only one of these would be considered a benefit, then instead only that one that is a benefit is considered.
Damage Inheritance
This will replace the Attack's Base Damage (instead of adding to it). It takes into account the combined damage of all Battle Chips in question.
Interaction vs Aimers
This attack still inherits the Aimers of all Battle Chips in question. This can cause the attack to have more than 2 Aimers and could even result in the attacks having multiple instances of a single aimer (but nothing special results in this case).
Elemental Interaction vs Multiple Targets
This attack disregards the Elements of the Battle Chips in question and instead behaves as it normally would in regards to Rockman's Transformation Specialist Skill. In the case of multiple targets being targeted by this attack, they are all treated as being struck by their Elemental Weakness, even if the "Weaknesses" of one are the "Strengths" to another.
Up to this point in Battle
Damage and Effects gained by this attack are kept until the end of battle.
For Chips with Requirements and Drawbacks
Cooldown/Charge Requirements (or any other that would prevent/allow the Chip from being used) are disregarded by Rockman -- he will not gain any negative effects (including Glitches) from Chips that he copies.
° Inherits the combined damage and effects of all Battle Chips that hit Rockman up to this point in battle
Technicalities (+)}
Dual Range
This Attack is treated as both S-Range and C-Range. If one of these would be considered a detriment, then instead only the one that isn't a detriment is considered. If only one of these would be considered a benefit, then instead only that one that is a benefit is considered.
Damage Inheritance
This will replace the Attack's Base Damage (instead of adding to it). It takes into account the combined damage of all Battle Chips in question.
Interaction vs Aimers
This attack still inherits the Aimers of all Battle Chips in question. This can cause the attack to have more than 2 Aimers and could even result in the attacks having multiple instances of a single aimer (but nothing special results in this case).
Elemental Interaction vs Multiple Targets
This attack disregards the Elements of the Battle Chips in question and instead behaves as it normally would in regards to Rockman's Transformation Specialist Skill. In the case of multiple targets being targeted by this attack, they are all treated as being struck by their Elemental Weakness, even if the "Weaknesses" of one are the "Strengths" to another.
Up to this point in Battle
Damage and Effects gained by this attack are kept until the end of battle.
For Chips with Requirements and Drawbacks
Cooldown/Charge Requirements (or any other that would prevent/allow the Chip from being used) are disregarded by Rockman -- he will not gain any negative effects (including Glitches) from Chips that he copies.
{
}
° 1 - Rock Buster (aimed at Highest HP target)
° 2 - Rock Buster (aimed at Highest HP target)
If a Battle Chip has been used at all during the battle
° 3 - Battle Chip Specialist (Prioritizes Highest HP targets)
If a Battle Chip has not been used at all during the battle
° 3 - Rock Buster (aimed at Highest HP target)
° 4 - Rock Buster (aimed at Lowest HP target)
If Opponents Total Version is at least V3
° 5 - Rock Buster (aimed at Lowest HP target)
If Opponents Total Version is at least V5 and a Battle Chip was used this turn
° 6 - Battle Chip Specialist (Prioritizes Lowest HP targets)
If Opponents Total Version is at least V5 and a Battle Chip was not used this turn
° 6 - Rock Buster (aimed at Highest HP target)
° 7 - Rock Buster (aimed at Lowest HP target)
If Opponents Total Version is at least V17 and a Battle Chip was used this turn
° 8 - Battle Chip Specialist (Prioritizes Lowest HP targets)
° 9 - Battle Chip Specialist (Prioritizes Highest HP targets)
If Opponents Total Version is at least V17 and a Battle Chip was not used this turn
° 8 - Rock Buster (aimed at Highest HP target)
° 9 - Rock Buster (aimed at Lowest HP target)
° 10 - Rock Buster (aimed at Highest HP target)
° 11 - Rock Buster (aimed at Lowest HP target)
COMBAT PATTERN
(Click to Reveal/Hide)
(Click to Reveal/Hide)
}
° 1 - Rock Buster (aimed at Highest HP target)
° 2 - Rock Buster (aimed at Highest HP target)
If a Battle Chip has been used at all during the battle
° 3 - Battle Chip Specialist (Prioritizes Highest HP targets)
If a Battle Chip has not been used at all during the battle
° 3 - Rock Buster (aimed at Highest HP target)
° 4 - Rock Buster (aimed at Lowest HP target)
If Opponents Total Version is at least V3
° 5 - Rock Buster (aimed at Lowest HP target)
If Opponents Total Version is at least V5 and a Battle Chip was used this turn
° 6 - Battle Chip Specialist (Prioritizes Lowest HP targets)
If Opponents Total Version is at least V5 and a Battle Chip was not used this turn
° 6 - Rock Buster (aimed at Highest HP target)
° 7 - Rock Buster (aimed at Lowest HP target)
If Opponents Total Version is at least V17 and a Battle Chip was used this turn
° 8 - Battle Chip Specialist (Prioritizes Lowest HP targets)
° 9 - Battle Chip Specialist (Prioritizes Highest HP targets)
If Opponents Total Version is at least V17 and a Battle Chip was not used this turn
° 8 - Rock Buster (aimed at Highest HP target)
° 9 - Rock Buster (aimed at Lowest HP target)
° 10 - Rock Buster (aimed at Highest HP target)
° 11 - Rock Buster (aimed at Lowest HP target)
{
Rockman Template Code (Click to Reveal/Hide)
}[div style="background-color: #000000; border: solid white 1px; border-radius: 10px; padding: 0.5em;"][font color="DDDDDD" size="1" face="arial"]
[hr][div align="center"][b]STATISTICAL INFORMATION[/div][hr]
[b]Name[/b]: Rockman
[b]Class:[/b] Boss
[b]Type[/b]: Normal
[b]Element[/b]: Adaptive
[b]Strengths[/b]: Adaptive
[b]Weaknesses[/b]: Adaptive
[b][u]Abilities[/u][/b]
° Basic Initiative
° [font color="ff9999"]Boss-Tier[/font] Undershirt
° [font color="ff9999"]Boss-Tier[/font] Guarding
° [font color="ff9999"]Boss-Tier[/font] Immunity to Skill Augments
° [font color="ff9999"]Boss-Tier[/font] Immunity to Attack Augments
° [font color="ff9999"]Boss-Tier[/font] Immunity to S/W Modifications
° [font color="ff9999"]Boss-Tier[/font] Immunity to Percentile HP Damage
° [font color="ff9999"]Boss-Tier[/font] Resistance to Execution Abilities
[hr][div align="center"][b]SKILL[/b][/div][hr]
[[b]Transformation Specialist[/b]]
[[i]Rockman has access to a countless selection of forms that enable him to adapt to any situation.[/i]]
° Rockman is always treated as "Strong" to all enemy damage
° Enemies are always treated as "Weak" to Rockman's attacks
° Rockman always benefits from any Element related effect
° Rockman takes 30% Damage from Navi sources that he is Strong to
° Rockman takes 130% Damage from Chip sources that he is Strong to
[spoiler]{[div style="border: solid white 1px; border-radius: 3px; margin: 0.5em; padding:0.5em;"]Transformation Specialist Template Code [font color="444444" size="1"](Click to Reveal/Hide)[/font][/div]}
[font face="courier new"][div style="background-color:#444444; border: solid 1px #666666;color:#FFFFFF; overflow: hidden;"]
[[i][/i]font color="DDDDDD" size="1" face="arial"][[[i][/i]b]Transformation Specialist[[i][/i]/b]]
[[[i][/i]i]Rockman has access to a countless selection of forms that enable him to adapt to any situation.[[i][/i]/i]]
° Rockman is always treated as "Strong" to all enemy damage
° Enemies are always treated as "Weak" to Rockman's attacks
° Rockman always benefits from any Element related effect
° Rockman takes 30% Damage from Navi sources that he is Strong to
° Rockman takes 130% Damage from Chip sources that he is Strong to[[i][/i]/font]
[/div][/font]
[/spoiler]
[hr][div align="center"][b]ATTACKS[/b][/div][hr]
[[b]Rock Buster[/b]]
[[i]The signature weapon that has brought about the demise of countless foe.[/i]]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° [font color="ffff99"]Against a v7+ Target[/font]: Cannot be Status Healed
° [font color="ffff99"]Against a v10+ Target[/font]: Requires 2 Instances of any avoidance to avoid
° [font color="ffff99"]Against a v13+ Target[/font]: Requires 3 Instances of any avoidance to avoid
[spoiler]{[div style="border: solid white 1px; border-radius: 3px; margin: 0.5em; padding:0.5em;"]Rock Buster Template Code [font color="444444" size="1"](Click to Reveal/Hide)[/font][/div]}
[font face="courier new"][div style="background-color:#444444; border: solid 1px #666666;color:#FFFFFF; overflow: hidden;"]
[[i][/i]font color="DDDDDD" size="1" face="arial"][[[i][/i]b]Rock Buster[[i][/i]/b]]
[[[i][/i]i]The signature weapon that has brought about the demise of countless foe.[[i][/i]/i]]
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° [[i][/i]font color="ffff99"]Against a v7+ Target[[i][/i]/font]: Cannot be Status Healed
° [[i][/i]font color="ffff99"]Against a v10+ Target[[i][/i]/font]: Requires 2 Instances of any avoidance to avoid
° [[i][/i]font color="ffff99"]Against a v13+ Target[[i][/i]/font]: Requires 3 Instances of any avoidance to avoid[[i][/i]/font]
[/div][/font]
[/spoiler]
[[b]Battle Chip Specialist[/b]]
[[i]Rockman has mastered the utilization of supplementary weaponry.[/i]]
° Adaptive Element || Dual Range
° Inherits the combined damage and effects of all Battle Chips that hit Rockman up to this point in battle
[spoiler]{[div style="border: solid white 1px; border-radius: 3px; margin: 0.5em; padding:0.5em;"]Battle Chip Specialist Template Code [font color="444444" size="1"](Click to Reveal/Hide)[/font][/div]}
[font face="courier new"][div style="background-color:#444444; border: solid 1px #666666;color:#FFFFFF; overflow: hidden;"]
[[i][/i]font color="DDDDDD" size="1" face="arial"][[[i][/i]b]Battle Chip Specialist[[i][/i]/b]]
[[[i][/i]i]Rockman has mastered the utilization of supplementary weaponry.[[i][/i]/i]]
° Adaptive Element || Dual Range
° Inherits the combined damage and effects of all Battle Chips that hit Rockman up to this point in battle[[i][/i]/font]
[/div][/font]
[/spoiler]
[spoiler]{[hr][div align="center"][b]COMBAT PATTERN[/b]
[font style="opacity: 0.3"](Click to Reveal/Hide)[/font][/div][hr]}
° 1 - Rock Buster [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
° 2 - Rock Buster [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
[i][font color="9999FF"]If a Battle Chip has been used at all during the battle[/font][/i]
° 3 - Battle Chip Specialist [font style="opacity:0.5;"](Prioritizes [font color="99ff99"][b]Highest[/b][/font] HP targets)[/font]
[i][font color="9999FF"]If a Battle Chip has not been used at all during the battle[/font][/i]
° 3 - Rock Buster [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
° 4 - Rock Buster [font style="opacity:0.5;"](aimed at [font color="ffff99"][b]Lowest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V3[/font][/i]
° 5 - Rock Buster [font style="opacity:0.5;"](aimed at [font color="ffff99"][b]Lowest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V5[/font] [font color="9999FF"]and a Battle Chip was used this turn[/font][/i]
° 6 - Battle Chip Specialist [font style="opacity:0.5;"](Prioritizes [font color="ffff99"][b]Lowest[/b][/font] HP targets)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V5[/font] [font color="9999FF"]and a Battle Chip was not used this turn[/font][/i]
° 6 - Rock Buster [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
° 7 - Rock Buster [font style="opacity:0.5;"](aimed at [font color="ffff99"][b]Lowest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V17[/font] [font color="9999FF"]and a Battle Chip was used this turn[/font][/i]
° 8 - Battle Chip Specialist [font style="opacity:0.5;"](Prioritizes [font color="ffff99"][b]Lowest[/b][/font] HP targets)[/font]
° 9 - Battle Chip Specialist [font style="opacity:0.5;"](Prioritizes [font color="99ff99"][b]Highest[/b][/font] HP targets)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V17[/font] [font color="9999FF"]and a Battle Chip was not used this turn[/font][/i]
° 8 - Rock Buster [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
° 9 - Rock Buster [font style="opacity:0.5;"](aimed at [font color="ffff99"][b]Lowest[/b][/font] HP target)[/font]
° 10 - Rock Buster [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
° 11 - Rock Buster [font style="opacity:0.5;"](aimed at [font color="ffff99"][b]Lowest[/b][/font] HP target)[/font]
[/spoiler]
[hr][div align="center"][b]Base Stats[/b][/div][hr]
[font color="9999ff"][b]HP[/b][/font]:
[font color="9999ff"][b]Damage[/b][/font]:
[/font][/div]
{
Blues (Click to Reveal/Hide)}
A manikin resembling Blues.EXE, the navi of the Ace Netbattler of the ONB. It is merely a soulless doll, but it is programmed with all of the fighting capabilities that the original Blues had during the era of the BN Series. It can move and fight, but houses no personality or consciousness data.
Beyond being a rival of Rockman, Blues' feats are second to none. Few, if any, could best him in combat and his reputation is so feared that even the Undernet knew him by name. He was among the greatest leaders of his time and still remains a vigilant leader of the ONB even to this day.
Name: Blues
Class: Boss
Type: Normal
Element: Blade
Strengths: Light, Wind, Laser, Wood, Blade
Weaknesses: Break, Plasma, Fire, Seeking, Bug
[Proto Shield]
[An impeccable shield to deflect any attack.]
[Sonic Sword]
[Blues creates a sonic boom by swinging his sword, trapping enemies as they try to escape it.]
[Delta Ray Edge]
[Blues circles his opponent with blinding speed and captures them in a triangle of cuts.]
Beyond being a rival of Rockman, Blues' feats are second to none. Few, if any, could best him in combat and his reputation is so feared that even the Undernet knew him by name. He was among the greatest leaders of his time and still remains a vigilant leader of the ONB even to this day.
STATISTICAL INFORMATION
Name: Blues
Class: Boss
Type: Normal
Element: Blade
Strengths: Light, Wind, Laser, Wood, Blade
Weaknesses: Break, Plasma, Fire, Seeking, Bug
{HP: Variable
Damage: Variable
Attack Slots: Variable
Elaboration (+)}
HP
Blues' HP is adjusted to the Total Version of his opponents. For the sake of Viruses, their versions are not considered.
Base HP: 700 * (Cumulative Opponents Version)
If Opponents Total Version is at least V6: Blues has +50% HP
If Opponents Total Version is at least V11: Blues has +50% HP
If Opponents Total Version is at least V16: Blues has +50% HP
If Multiple Opponents are at least V13: Blues has +50% HP
Note: The amplifier stacks cumulatively. So when fighting opponents whose total version is V11, Blues' HP would have an amplifier of x2.0 (1.5 + 1.5)
Damage
Blues' Attacks all deal the same base damage, which is adjusted to the Version of the attack's Target. Summoned entities use the version of their summoner for calculation. If multiple enemies are targeted by the same attack, its damage is calculated separately for each one. That damage is retained, even if a Lower Version Target intercepts for a Higher Version Target.
Base Damage: 180 + (Target's Version * 20)
If Target is at least V5: Blues' Damage is increased by 25%
If Target is at least V9: Blues' Damage is increased by 25% again
If Target is at least V13: Blues' Damage is increased by 25% again
If Target is at least V17: Blues' Damage is increased by 25% again
If Target has a Giga Program: Blues' Damage is increased by 25% again
Note: The amplifier stacks cumulatively. So when targeting a V9 with a Giga Program, Blues' attacks would have an amplifier of x1.75 (1.25 + 1.25 + 1.25)
Attack Slots
Blues' Number of Attacks per turn depends on the Total Version of his opponents, as seen below his Attack Set. If Blues were to lose an Attack Slot, it will prevent him from using the bottom-most attack of his Combat Pattern for the duration of that debuff. This can stack multiple times to deny him multiple attacks, but Bosses cannot be reduced below 50% of the intended number of attacks in their Combat Pattern.
Damage: Variable
Attack Slots: Variable
Elaboration (+)}
HP
Blues' HP is adjusted to the Total Version of his opponents. For the sake of Viruses, their versions are not considered.
Base HP: 700 * (Cumulative Opponents Version)
If Opponents Total Version is at least V6: Blues has +50% HP
If Opponents Total Version is at least V11: Blues has +50% HP
If Opponents Total Version is at least V16: Blues has +50% HP
If Multiple Opponents are at least V13: Blues has +50% HP
Note: The amplifier stacks cumulatively. So when fighting opponents whose total version is V11, Blues' HP would have an amplifier of x2.0 (1.5 + 1.5)
Damage
Blues' Attacks all deal the same base damage, which is adjusted to the Version of the attack's Target. Summoned entities use the version of their summoner for calculation. If multiple enemies are targeted by the same attack, its damage is calculated separately for each one. That damage is retained, even if a Lower Version Target intercepts for a Higher Version Target.
Base Damage: 180 + (Target's Version * 20)
If Target is at least V5: Blues' Damage is increased by 25%
If Target is at least V9: Blues' Damage is increased by 25% again
If Target is at least V13: Blues' Damage is increased by 25% again
If Target is at least V17: Blues' Damage is increased by 25% again
If Target has a Giga Program: Blues' Damage is increased by 25% again
Note: The amplifier stacks cumulatively. So when targeting a V9 with a Giga Program, Blues' attacks would have an amplifier of x1.75 (1.25 + 1.25 + 1.25)
Attack Slots
Blues' Number of Attacks per turn depends on the Total Version of his opponents, as seen below his Attack Set. If Blues were to lose an Attack Slot, it will prevent him from using the bottom-most attack of his Combat Pattern for the duration of that debuff. This can stack multiple times to deny him multiple attacks, but Bosses cannot be reduced below 50% of the intended number of attacks in their Combat Pattern.
{Abilities
° Basic Initiative
° Boss-Tier Undershirt
° Boss-Tier Guarding
° Boss-Tier Immunity to Skill Augments
° Boss-Tier Immunity to Attack Augments
° Boss-Tier Immunity to Percentile HP Damage
° Boss-Tier Resistance to Execution Abilities
Technicalities (+)}
Basic Initiative
User always goes first in battle unless the enemy has some form of Initiative.
Boss-Tier Abilities
These abilities may not be pierced by any effect except for:
- Piercing Effects originating from NPCs of a greater caliber than "Boss"
- Item Effects specifically marked as "Pierces Boss Immunity".
Undershirt
User survives a fatal turn of damage with 1 HP.
Guarding
User cannot lose more than 1/2 of their Max HP in a single turn. If this effect is triggered, the user gains 50% Boss-Tier Damage Mitigation for the rest of battle.
Skill Augments
User's Skills cannot be tampered with by outside effects.
Attack Augments
User's Attacks cannot be tampered with by outside effects. Including but not limited to: Damage Reduction effects (not to be confused with the "Damage Mitigation" of Armor and %-Mitigation effects) and adding or removing effects from Blues' attacks. This immunity does not prevent Attack Slot Reduction to the user.
Percentile HP Damage
User is not harmed by effects that deal damage based off of Max HP, Current HP, or Remaining HP. User will still suffer the effect attached to the attack, as well as any regular Damage, if it hits.
Execution Resistance
User is immune to any effect tagged as a "Execution". User will still suffer the other effects attached to the attack, if it hits, as well as any regular Damage that the attack would normally deal.
° Basic Initiative
° Boss-Tier Undershirt
° Boss-Tier Guarding
° Boss-Tier Immunity to Skill Augments
° Boss-Tier Immunity to Attack Augments
° Boss-Tier Immunity to Percentile HP Damage
° Boss-Tier Resistance to Execution Abilities
Technicalities (+)}
Basic Initiative
User always goes first in battle unless the enemy has some form of Initiative.
Boss-Tier Abilities
These abilities may not be pierced by any effect except for:
- Piercing Effects originating from NPCs of a greater caliber than "Boss"
- Item Effects specifically marked as "Pierces Boss Immunity".
Undershirt
User survives a fatal turn of damage with 1 HP.
Guarding
User cannot lose more than 1/2 of their Max HP in a single turn. If this effect is triggered, the user gains 50% Boss-Tier Damage Mitigation for the rest of battle.
Skill Augments
User's Skills cannot be tampered with by outside effects.
Attack Augments
User's Attacks cannot be tampered with by outside effects. Including but not limited to: Damage Reduction effects (not to be confused with the "Damage Mitigation" of Armor and %-Mitigation effects) and adding or removing effects from Blues' attacks. This immunity does not prevent Attack Slot Reduction to the user.
Percentile HP Damage
User is not harmed by effects that deal damage based off of Max HP, Current HP, or Remaining HP. User will still suffer the effect attached to the attack, as well as any regular Damage, if it hits.
Execution Resistance
User is immune to any effect tagged as a "Execution". User will still suffer the other effects attached to the attack, if it hits, as well as any regular Damage that the attack would normally deal.
SKILL
[Proto Shield]
[An impeccable shield to deflect any attack.]
{° Blues will attempt to omni-block all incoming attacks
° Charged Attacks with "Breaks Shields" may bypass Proto Shield, but will only deal 50% Damage
° When Blues is at 1 HP, only attacks that have been charged for at least 2 Turns can bypass Proto Shield, regardless of Aimers or Effects
Technicalities (+)}
Omni Block
Only attacks marked "Breaks Unbreakable Shields" or "Unavoidable" can bypass this defense.
Charged "Breaks Shields"
Additionally, if a charged attack does not have "Breaks Unbreakable Shields", it may still bypass Proto Shield so long as it has "Breaks Shields", but its damage will be halved through this stipulation.
While at 1 HP
In this state, even attacks that "Break Unbreakable Shields" or "Unavoidable" will fail against Proto Shield unless they've been charged for at least 2 Turns. However, other sources of Unavoidable Damage will still affect him. Additionally, any attack that has been charged for at least 2 Turns will be able to bypass Proto Shield regardless of what Aimers it has.
Boss-Tier
Any effect of an attack that contradicts with this skill's method of defending is ignored unless it comes from an entity of greater caliber or from an item explicitly saying that it "Pierces Boss Immunity". (An example would be Blues' own Sonic Sword reflected back at him).
° Charged Attacks with "Breaks Shields" may bypass Proto Shield, but will only deal 50% Damage
° When Blues is at 1 HP, only attacks that have been charged for at least 2 Turns can bypass Proto Shield, regardless of Aimers or Effects
Technicalities (+)}
Omni Block
Only attacks marked "Breaks Unbreakable Shields" or "Unavoidable" can bypass this defense.
Charged "Breaks Shields"
Additionally, if a charged attack does not have "Breaks Unbreakable Shields", it may still bypass Proto Shield so long as it has "Breaks Shields", but its damage will be halved through this stipulation.
While at 1 HP
In this state, even attacks that "Break Unbreakable Shields" or "Unavoidable" will fail against Proto Shield unless they've been charged for at least 2 Turns. However, other sources of Unavoidable Damage will still affect him. Additionally, any attack that has been charged for at least 2 Turns will be able to bypass Proto Shield regardless of what Aimers it has.
Boss-Tier
Any effect of an attack that contradicts with this skill's method of defending is ignored unless it comes from an entity of greater caliber or from an item explicitly saying that it "Pierces Boss Immunity". (An example would be Blues' own Sonic Sword reflected back at him).
ATTACK
[Sonic Sword]
[Blues creates a sonic boom by swinging his sword, trapping enemies as they try to escape it.]
{° Blade Element || S-Range
° If Avoided, that avoidance type is bypassed with the next use of this attack this turn
° Against a v7+ Target: The previous effect applies to the next two uses of this attack instead
Technicalities (+)}
Interaction vs Status Immunity
Sonic Sword does not induce a negative effect on the opponent, but rather induces a temporary positive effect on itself. Thus, immunity has no effect on the attack.
Avoidance Adaptation (Type)
If you used a Dodge of any kind against Sonic Sword, you cannot use a Dodge of any kind (IE: Natural, Omni) against the next use. The same goes for Shields, Barriers, and Auras (including Barriers or Auras that would have enough HP to endure multiple Sonic Swords). However, for the sake of this effect, Auras and Barrier are considered different types of Avoidances.
Interaction vs Power Block
Power Block will remove the temporary adaptation of Sonic Sword on that instance of the attack. This means if you were to Dodge it once, and then use Power Block on the next use, you could dodge the second use as well. You would still be unable to dodge the third use as a result.
V7+ Interaction
As before, except in this situation, if you were to Dodge Sonic Sword, you would be unable to dodge the next two uses.
If Avoided
By spending an additional instance of any avoidance against Sonic Sword, you can disable its "If Avoided" effect from triggering for that specific use.
Interaction vs Interception
Interception is not considered a source of avoidance for this attack (so if someone has intercepted for you earlier in the turn, they may still intercept for you again), but the interceptor is still held accountable to the Avoidance Adaptation of the attack should they attempt to avoid it themselves.
This Turn
Avoidance Adaptation does not carry over to the next turn. So if you dodged the last Sonic Sword of a turn, you would still be able to dodge the first Sonic Sword of the following turn.
° If Avoided, that avoidance type is bypassed with the next use of this attack this turn
° Against a v7+ Target: The previous effect applies to the next two uses of this attack instead
Technicalities (+)}
Interaction vs Status Immunity
Sonic Sword does not induce a negative effect on the opponent, but rather induces a temporary positive effect on itself. Thus, immunity has no effect on the attack.
Avoidance Adaptation (Type)
If you used a Dodge of any kind against Sonic Sword, you cannot use a Dodge of any kind (IE: Natural, Omni) against the next use. The same goes for Shields, Barriers, and Auras (including Barriers or Auras that would have enough HP to endure multiple Sonic Swords). However, for the sake of this effect, Auras and Barrier are considered different types of Avoidances.
Interaction vs Power Block
Power Block will remove the temporary adaptation of Sonic Sword on that instance of the attack. This means if you were to Dodge it once, and then use Power Block on the next use, you could dodge the second use as well. You would still be unable to dodge the third use as a result.
V7+ Interaction
As before, except in this situation, if you were to Dodge Sonic Sword, you would be unable to dodge the next two uses.
If Avoided
By spending an additional instance of any avoidance against Sonic Sword, you can disable its "If Avoided" effect from triggering for that specific use.
Interaction vs Interception
Interception is not considered a source of avoidance for this attack (so if someone has intercepted for you earlier in the turn, they may still intercept for you again), but the interceptor is still held accountable to the Avoidance Adaptation of the attack should they attempt to avoid it themselves.
This Turn
Avoidance Adaptation does not carry over to the next turn. So if you dodged the last Sonic Sword of a turn, you would still be able to dodge the first Sonic Sword of the following turn.
[Delta Ray Edge]
[Blues circles his opponent with blinding speed and captures them in a triangle of cuts.]
{° Blade Element || C-Range
° Bypasses any source of avoidance that was previously used this turn
Technicalities (+)}
Sources of Avoidance
Chip-Enabled Avoidance (tracked separately for each differently named chip)
Program-Enabled Avoidance (tracked separately for each differently named Program)
Skill-Enabled Avoidance (tracked separately for each different named Skill)
Innate Natural Avoidance (tracked separately if multiple are owned, but not if they're properties are shifted a la Type Effects)
Other sources of Avoidance are still valid (such as from Accessories) and are held to the same standards (tracked differently for each named source).
Avoidance Adaptation (Source)
Even if multiple sources of Avoidance share the same type of Avoidance, if one of them hasn't been used until this point in the turn, it will succeed against Delta Ray Edge. (For example, if you used a Dodge Skill this turn, you could still use your Innate Natural Dodge against Delta Ray Edge. Similarly, if you had two different skills that Dodged but only used one of them so far in the turn, you could use the other one against Delta Ray Edge).
Interaction vs Barriers or Auras
If a Barrier or Aura has been active the entire turn, but has not been struck up to this point during the turn, it is still a valid method of avoiding Delta Ray Edge. If it has been struck, it is not valid.
Interaction vs Power Block
Power Block has no effect on this attack other than reducing its damage.
Interaction vs Interception
Interception is not considered a source of avoidance for this attack (so if someone has intercepted for you earlier in the turn, they may still intercept for you again), but the interceptor is still held accountable to the Avoidance Adaptation of the attack should they attempt to avoid it themselves.
° Bypasses any source of avoidance that was previously used this turn
Technicalities (+)}
Sources of Avoidance
Chip-Enabled Avoidance (tracked separately for each differently named chip)
Program-Enabled Avoidance (tracked separately for each differently named Program)
Skill-Enabled Avoidance (tracked separately for each different named Skill)
Innate Natural Avoidance (tracked separately if multiple are owned, but not if they're properties are shifted a la Type Effects)
Other sources of Avoidance are still valid (such as from Accessories) and are held to the same standards (tracked differently for each named source).
Avoidance Adaptation (Source)
Even if multiple sources of Avoidance share the same type of Avoidance, if one of them hasn't been used until this point in the turn, it will succeed against Delta Ray Edge. (For example, if you used a Dodge Skill this turn, you could still use your Innate Natural Dodge against Delta Ray Edge. Similarly, if you had two different skills that Dodged but only used one of them so far in the turn, you could use the other one against Delta Ray Edge).
Interaction vs Barriers or Auras
If a Barrier or Aura has been active the entire turn, but has not been struck up to this point during the turn, it is still a valid method of avoiding Delta Ray Edge. If it has been struck, it is not valid.
Interaction vs Power Block
Power Block has no effect on this attack other than reducing its damage.
Interaction vs Interception
Interception is not considered a source of avoidance for this attack (so if someone has intercepted for you earlier in the turn, they may still intercept for you again), but the interceptor is still held accountable to the Avoidance Adaptation of the attack should they attempt to avoid it themselves.
{
}
° 1 - Sonic Sword (aimed at Highest HP target)
° 2 - Sonic Sword (aimed at Highest HP target)
° 3 - Delta Ray Edge (aimed at Highest HP target)
If Opponents Total Version is at least V3
° 4 - Sonic Sword (aimed at Lowest HP target)
If Opponents Total Version is at least V5
° 5 - Delta Ray Edge (aimed at Lowest HP target)
If Opponents Total Version is at least V10
° 6 - Sonic Sword (aimed at Highest HP target)
° 7 - Sonic Sword (aimed at Lowest HP target)
If Opponents Total Version is at least V15
° 8 - Sonic Sword (aimed at Highest HP target)
° 9 - Delta Ray Edge (aimed at Highest HP target)
If Opponents Total Version is at least V17
° 10 - Delta Ray Edge (aimed at Lowest HP target)
COMBAT PATTERN
(Click to Reveal/Hide)
(Click to Reveal/Hide)
}
° 1 - Sonic Sword (aimed at Highest HP target)
° 2 - Sonic Sword (aimed at Highest HP target)
° 3 - Delta Ray Edge (aimed at Highest HP target)
If Opponents Total Version is at least V3
° 4 - Sonic Sword (aimed at Lowest HP target)
If Opponents Total Version is at least V5
° 5 - Delta Ray Edge (aimed at Lowest HP target)
If Opponents Total Version is at least V10
° 6 - Sonic Sword (aimed at Highest HP target)
° 7 - Sonic Sword (aimed at Lowest HP target)
If Opponents Total Version is at least V15
° 8 - Sonic Sword (aimed at Highest HP target)
° 9 - Delta Ray Edge (aimed at Highest HP target)
If Opponents Total Version is at least V17
° 10 - Delta Ray Edge (aimed at Lowest HP target)
{
Blues Template Code (Click to Reveal/Hide)
}[div style="background-color: #000000; border: solid white 1px; border-radius: 10px; padding: 0.5em;"][font color="DDDDDD" size="1" face="arial"]
[hr][div align="center"][b]STATISTICAL INFORMATION[/div][hr]
[b]Name[/b]: Blues
[b]Class:[/b] Boss
[b]Type[/b]: Normal
[b]Element[/b]: Blade
[b]Strengths[/b]: Light, Wind, Laser, Wood, Blade
[b]Weaknesses[/b]: Break, Plasma, Fire, Seeking, Bug
[b][u]Abilities[/u][/b]
° Basic Initiative
° [font color="ff9999"]Boss-Tier[/font] Undershirt
° [font color="ff9999"]Boss-Tier[/font] Guarding
° [font color="ff9999"]Boss-Tier[/font] Immunity to Skill Augments
° [font color="ff9999"]Boss-Tier[/font] Immunity to Attack Augments
° [font color="ff9999"]Boss-Tier[/font] Immunity to Percentile HP Damage
° [font color="ff9999"]Boss-Tier[/font] Resistance to Execution Abilities
[hr][div align="center"][b]SKILL[/b][/div][hr]
[[b]Proto Shield[/b]]
[[i]An impeccable shield to deflect any attack.[/i]]
° Blues will attempt to omni-block all incoming attacks
° Charged Attacks with "Breaks Shields" may bypass Proto Shield, but will only deal 50% Damage
° When Blues is at 1 HP, only attacks that have been charged for at least 2 Turns can bypass Proto Shield, regardless of Aimers or Effects
[spoiler]{[div style="border: solid white 1px; border-radius: 3px; margin: 0.5em; padding:0.5em;"]Proto Shield Template Code [font color="444444" size="1"](Click to Reveal/Hide)[/font][/div]}
[font face="courier new"][div style="background-color:#444444; border: solid 1px #666666;color:#FFFFFF; overflow: hidden;"]
[[i][/i]font color="DDDDDD" size="1" face="arial"][[[i][/i]b]Proto Shield[[i][/i]/b]]
[[[i][/i]i]An impeccable shield to deflect any attack.[[i][/i]/i]]
° Blues will attempt to omni-block all incoming attacks
° Charged Attacks with "Breaks Shields" may bypass Proto Shield, but will only deal 50% Damage
° When Blues is at 1 HP, only attacks that have been charged for at least 2 Turns can bypass Proto Shield, regardless of Aimers or Effects[[i][/i]/font]
[/div][/font]
[/spoiler]
[hr][div align="center"][b]ATTACKS[/b][/div][hr]
[[b]Sonic Sword[/b]]
[[i]Blues creates a sonic boom by swinging his sword, trapping enemies as they try to escape it.[/i]]
° Blade Element || S-Range
° If Avoided, that avoidance type is bypassed with the next use of this attack this turn
° [font color="ffff99"]Against a v7+ Target[/font]: The previous effect applies to the next two uses of this attack instead
[spoiler]{[div style="border: solid white 1px; border-radius: 3px; margin: 0.5em; padding:0.5em;"]Sonic Sword Template Code [font color="444444" size="1"](Click to Reveal/Hide)[/font][/div]}
[font face="courier new"][div style="background-color:#444444; border: solid 1px #666666;color:#FFFFFF; overflow: hidden;"]
[[i][/i]font color="DDDDDD" size="1" face="arial"][[[i][/i]b]Sonic Sword[[i][/i]/b]]
[[[i][/i]i]Blues creates a sonic boom by swinging his sword, trapping enemies as they try to escape it.[[i][/i]/i]]
° Blade Element || S-Range
° If Avoided, that avoidance type is bypassed with the next use of this attack this turn
° [[i][/i]font color="ffff99"]Against a v7+ Target[[i][/i]/font]: The previous effect applies to the next two uses of this attack instead[[i][/i]/font]
[/div][/font]
[/spoiler]
[[b]Delta Ray Edge[/b]]
[[i]Blues circles his opponent with blinding speed and captures them in a triangle of cuts.[/i]]
° Blade Element || C-Range
° Bypasses any source of avoidance that was previously used this turn
[spoiler]{[div style="border: solid white 1px; border-radius: 3px; margin: 0.5em; padding:0.5em;"]Delta Ray Edge Template Code [font color="444444" size="1"](Click to Reveal/Hide)[/font][/div]}
[font face="courier new"][div style="background-color:#444444; border: solid 1px #666666;color:#FFFFFF; overflow: hidden;"]
[[i][/i]font color="DDDDDD" size="1" face="arial"][[[i][/i]b]Delta Ray Edge[[i][/i]/b]]
[[[i][/i]i]Blues circles his opponent with blinding speed and captures them in a triangle of cuts.[[i][/i]/i]]
° Blade Element || C-Range
° Bypasses any source of avoidance that was previously used this turn[[i][/i]/font]
[/div][/font]
[/spoiler]
[spoiler]{[hr][div align="center"][b]COMBAT PATTERN[/b]
[font style="opacity: 0.3"](Click to Reveal/Hide)[/font][/div][hr]}
° 1 - Sonic Sword [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
° 2 - Sonic Sword [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
° 3 - Delta Ray Edge [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V3[/font][/i]
° 4 - Sonic Sword [font style="opacity:0.5;"](aimed at [font color="ffff99"][b]Lowest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V5[/font][/i]
° 5 - Delta Ray Edge [font style="opacity:0.5;"](aimed at [font color="ffff99"][b]Lowest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V10[/font][/i]
° 6 - Sonic Sword [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
° 7 - Sonic Sword [font style="opacity:0.5;"](aimed at [font color="ffff99"][b]Lowest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V15[/font][/i]
° 8 - Sonic Sword [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
° 9 - Delta Ray Edge [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V17[/font][/i]
° 10 - Delta Ray Edge [font style="opacity:0.5;"](aimed at [font color="ffff99"][b]Lowest[/b][/font] HP target)[/font]
[/spoiler]
[hr][div align="center"][b]Base Stats[/b][/div][hr]
[font color="9999ff"][b]HP[/b][/font]:
[font color="9999ff"][b]Damage[/b][/font]:
[/font][/div]
{
Forte (Click to Reveal/Hide)}
A manikin resembling Forte.EXE, the navi of darkness. It is merely a soulless doll, but it is programmed with all of the fighting capabilities that the original Forte had during the era of the BN Series. It can move and fight, but houses no personality or consciousness data.
Forte is known for being the Ultimate Program and even to this day is feared for being the most powerful Navi alive. His hatred for humanity knows no depths and his sole purpose is to grow stronger. Dopplegangers of him have all but been destroyed over the centuries; even the creator of this manikin had suddenly vanished one day, never to be seen again. It is only a matter of time before Forte reveals himself once more to rid the world of this abomination of a replica.
Name: Forte
Class: Boss
Type: Attack
Element: Dark
Strengths: Sand, Ice, Plasma, Shadow, Dark
Weaknesses: Sonic, Elec, Light, Laser, Bug
[Black Barrier]
[An impenetrable protection surrounds Forte.]
[Air Burst]
[Forte floods the enemies space with bursts of green energy.]
[Darkness Overload]
[Forte releases a massive burst of darkness leaving no trace of what it envelops.]
Forte is known for being the Ultimate Program and even to this day is feared for being the most powerful Navi alive. His hatred for humanity knows no depths and his sole purpose is to grow stronger. Dopplegangers of him have all but been destroyed over the centuries; even the creator of this manikin had suddenly vanished one day, never to be seen again. It is only a matter of time before Forte reveals himself once more to rid the world of this abomination of a replica.
STATISTICAL INFORMATION
Name: Forte
Class: Boss
Type: Attack
Element: Dark
Strengths: Sand, Ice, Plasma, Shadow, Dark
Weaknesses: Sonic, Elec, Light, Laser, Bug
{HP: Variable
Damage: Variable
Attack Slots: Variable
Elaboration (+)}
HP
Forte's HP is adjusted to the Total Version of his opponents. For the sake of Viruses, their versions are not considered.
Base HP: 700 * (Cumulative Opponents Version)
If Opponents Total Version is at least V6: Forte has +50% HP
If Opponents Total Version is at least V11: Forte has +50% HP
If Opponents Total Version is at least V16: Forte has +50% HP
If Multiple Opponents are at least V13: Forte has +50% HP
Note: The amplifier stacks cumulatively. So when fighting opponents whose total version is V11, Forte's HP would have an amplifier of x2.0 (1.5 + 1.5)
Damage
Forte's Attacks all deal the same base damage, which is adjusted to the Version of the attack's Target. Summoned entities use the version of their summoner for calculation. If multiple enemies are targeted by the same attack, its damage is calculated separately for each one. That damage is retained, even if a Lower Version Target intercepts for a Higher Version Target.
Base Damage: 180 + (Target's Version * 20)
If Target is at least V5: Forte's Damage is increased by 25%
If Target is at least V9: Forte's Damage is increased by 25% again
If Target is at least V13: Forte's Damage is increased by 25% again
If Target is at least V17: Forte's Damage is increased by 25% again
If Target has a Giga Program: Forte's Damage is increased by 25% again
Note: The amplifier stacks cumulatively. So when targeting a V9 with a Giga Program, Forte's attacks would have an amplifier of x1.75 (1.25 + 1.25 + 1.25)
Attack Slots
Forte's Number of Attacks per turn depends on the Total Version of his opponents, as seen below his Attack Set. If Forte were to lose an Attack Slot, it will prevent him from using the bottom-most attack of his Combat Pattern for the duration of that debuff. This can stack multiple times to deny him multiple attacks, but Bosses cannot be reduced below 50% of the intended number of attacks in their Combat Pattern.
Damage: Variable
Attack Slots: Variable
Elaboration (+)}
HP
Forte's HP is adjusted to the Total Version of his opponents. For the sake of Viruses, their versions are not considered.
Base HP: 700 * (Cumulative Opponents Version)
If Opponents Total Version is at least V6: Forte has +50% HP
If Opponents Total Version is at least V11: Forte has +50% HP
If Opponents Total Version is at least V16: Forte has +50% HP
If Multiple Opponents are at least V13: Forte has +50% HP
Note: The amplifier stacks cumulatively. So when fighting opponents whose total version is V11, Forte's HP would have an amplifier of x2.0 (1.5 + 1.5)
Damage
Forte's Attacks all deal the same base damage, which is adjusted to the Version of the attack's Target. Summoned entities use the version of their summoner for calculation. If multiple enemies are targeted by the same attack, its damage is calculated separately for each one. That damage is retained, even if a Lower Version Target intercepts for a Higher Version Target.
Base Damage: 180 + (Target's Version * 20)
If Target is at least V5: Forte's Damage is increased by 25%
If Target is at least V9: Forte's Damage is increased by 25% again
If Target is at least V13: Forte's Damage is increased by 25% again
If Target is at least V17: Forte's Damage is increased by 25% again
If Target has a Giga Program: Forte's Damage is increased by 25% again
Note: The amplifier stacks cumulatively. So when targeting a V9 with a Giga Program, Forte's attacks would have an amplifier of x1.75 (1.25 + 1.25 + 1.25)
Attack Slots
Forte's Number of Attacks per turn depends on the Total Version of his opponents, as seen below his Attack Set. If Forte were to lose an Attack Slot, it will prevent him from using the bottom-most attack of his Combat Pattern for the duration of that debuff. This can stack multiple times to deny him multiple attacks, but Bosses cannot be reduced below 50% of the intended number of attacks in their Combat Pattern.
{Abilities
° Basic Initiative
° Float Shoes
° Boss-Tier Undershirt
° Boss-Tier Guarding
° Boss-Tier Immunity to Skill Augments
° Boss-Tier Immunity to Attack Augments
° Boss-Tier Immunity to Attack Slot Reductions
° Boss-Tier Immunity to Percentile HP Damage
° Boss-Tier Resistance to Execution Abilities
Technicalities (+)}
Basic Initiative
User always goes first in battle unless the enemy has some form of Initiative.
Float Shoes
User is immune to all positive and negative stage effects.
Boss-Tier Abilities
These abilities may not be pierced by any effect except for:
- Piercing Effects originating from NPCs of a greater caliber than "Boss"
- Item Effects specifically marked as "Pierces Boss Immunity".
Undershirt
User survives a fatal turn of damage with 1 HP.
Guarding
User cannot lose more than 1/2 of their Max HP in a single turn. If this effect is triggered, the user gains 50% Boss-Tier Damage Mitigation for the rest of battle.
Skill Augments
User's Skills cannot be tampered with by outside effects.
Attack Augments
User's Attacks cannot be tampered with by outside effects. Including but not limited to: Damage Reduction effects (not to be confused with the "Damage Mitigation" of Armor and %-Mitigation effects) and adding or removing effects from Rockman's attacks. This immunity does not prevent Attack Slot Reduction to the user.
Attack Slot Reduction
User's Attack Slots cannot be tampered with by outside effects.
Percentile HP Damage
User is not harmed by effects that deal damage based off of Max HP, Current HP, or Remaining HP. User will still suffer the effect attached to the attack, as well as any regular Damage, if it hits.
Execution Resistance
User is immune to any effect tagged as a "Execution". User will still suffer the other effects attached to the attack, if it hits, as well as any regular Damage that the attack would normally deal.
° Basic Initiative
° Float Shoes
° Boss-Tier Undershirt
° Boss-Tier Guarding
° Boss-Tier Immunity to Skill Augments
° Boss-Tier Immunity to Attack Augments
° Boss-Tier Immunity to Attack Slot Reductions
° Boss-Tier Immunity to Percentile HP Damage
° Boss-Tier Resistance to Execution Abilities
Technicalities (+)}
Basic Initiative
User always goes first in battle unless the enemy has some form of Initiative.
Float Shoes
User is immune to all positive and negative stage effects.
Boss-Tier Abilities
These abilities may not be pierced by any effect except for:
- Piercing Effects originating from NPCs of a greater caliber than "Boss"
- Item Effects specifically marked as "Pierces Boss Immunity".
Undershirt
User survives a fatal turn of damage with 1 HP.
Guarding
User cannot lose more than 1/2 of their Max HP in a single turn. If this effect is triggered, the user gains 50% Boss-Tier Damage Mitigation for the rest of battle.
Skill Augments
User's Skills cannot be tampered with by outside effects.
Attack Augments
User's Attacks cannot be tampered with by outside effects. Including but not limited to: Damage Reduction effects (not to be confused with the "Damage Mitigation" of Armor and %-Mitigation effects) and adding or removing effects from Rockman's attacks. This immunity does not prevent Attack Slot Reduction to the user.
Attack Slot Reduction
User's Attack Slots cannot be tampered with by outside effects.
Percentile HP Damage
User is not harmed by effects that deal damage based off of Max HP, Current HP, or Remaining HP. User will still suffer the effect attached to the attack, as well as any regular Damage, if it hits.
Execution Resistance
User is immune to any effect tagged as a "Execution". User will still suffer the other effects attached to the attack, if it hits, as well as any regular Damage that the attack would normally deal.
SKILL
[Black Barrier]
[An impenetrable protection surrounds Forte.]
{° Forte starts the battle with a 100 HP Uncuttable Aura
° Forte takes 50% Damage from attacks that cut the aura
° When destroyed, Forte is vulnerable to 1 Attack before the Aura reforms
° The Aura Reforms with HP equal to the damage of the attack that broke it
° Against a v7+ Target: This Aura is immune to "Destroys Auras" and Northwind effects
Technicalities (+)}
Uncuttable Aura
Only attacks marked "Cuts Uncuttable Auras" or "Unavoidable" can bypass this defense.
Against a v7+
Attacks or abilities used by a v7+ Navi have their "Destroys Auras" and Northwind effects ignored. However, if they are accompanied by a lower-versioned ally, that ally's sources of such effects will still function as normal. For the sake of this skill, Summonable Entities called to the field share the same Version as their summoner.
Boss-Tier
Any effect of an attack that contradicts with this skill's method of defending is ignored unless it comes from an entity of greater caliber or from an item explicitly saying that it "Pierces Boss Immunity". (An example would be the Mini Bomb chip's effect).
° Forte takes 50% Damage from attacks that cut the aura
° When destroyed, Forte is vulnerable to 1 Attack before the Aura reforms
° The Aura Reforms with HP equal to the damage of the attack that broke it
° Against a v7+ Target: This Aura is immune to "Destroys Auras" and Northwind effects
Technicalities (+)}
Uncuttable Aura
Only attacks marked "Cuts Uncuttable Auras" or "Unavoidable" can bypass this defense.
Against a v7+
Attacks or abilities used by a v7+ Navi have their "Destroys Auras" and Northwind effects ignored. However, if they are accompanied by a lower-versioned ally, that ally's sources of such effects will still function as normal. For the sake of this skill, Summonable Entities called to the field share the same Version as their summoner.
Boss-Tier
Any effect of an attack that contradicts with this skill's method of defending is ignored unless it comes from an entity of greater caliber or from an item explicitly saying that it "Pierces Boss Immunity". (An example would be the Mini Bomb chip's effect).
ATTACK
[Air Burst]
[Forte floods the enemies space with bursts of green energy.]
{° Dark Element || S-Range
° Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn
Technicalities (+)}
Interaction vs Status Immunity
Air Burst does not induce a negative effect on the opponent, but rather induces a temporary positive effect on itself. Thus, immunity has no effect on the attack.
Avoidance Adaptation (Barrage)
Air Burst's first use in a turn only requires 1 Avoidance to be avoided. The second use requires 2 Avoidances, the third requires 3 Avoidances, etc. The required number of avoidances is incremented regardless of the target of the previous Air Burst.
Interaction vs HP Barriers
If an enemy raises an HP Barrier against this attack, its damage is applied against the Barrier's HP multiple times (corresponding to the number of required avoidances on that use of the attack). If any application of damage is enough to break the Barrier (and the remaining required avoidances are not provided to supplement), then the attack is completely successful against its target.
Interaction vs HP Auras
If an enemy raises an HP Aura against this attack, then so long as the Aura is able to endure the attack without breaking, it is fully avoided. If the attack's damage is enough to break the Aura (and the remaining required avoidances are not provided to supplement), then the attack is completely successful against its target.
Interaction vs Power Block
Power Block will not remove the temporary adaptation of Air Burst on that instance of the attack.
If Avoided
This is not considered an "if Avoided" effect, thus spending additional avoidances than necessary against any instance of Air Shot will produce nothing.
Interaction vs Interception
Interception is not considered a source of avoidance for this attack, but the interceptor is still held accountable to the Avoidance Adaptation of the attack should they attempt to avoid it themselves.
This Turn
Avoidance Adaptation does not carry over to the next turn. So the first Air Burst of any given turn will always require only 1 Avoidance.
° Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn
Technicalities (+)}
Interaction vs Status Immunity
Air Burst does not induce a negative effect on the opponent, but rather induces a temporary positive effect on itself. Thus, immunity has no effect on the attack.
Avoidance Adaptation (Barrage)
Air Burst's first use in a turn only requires 1 Avoidance to be avoided. The second use requires 2 Avoidances, the third requires 3 Avoidances, etc. The required number of avoidances is incremented regardless of the target of the previous Air Burst.
Interaction vs HP Barriers
If an enemy raises an HP Barrier against this attack, its damage is applied against the Barrier's HP multiple times (corresponding to the number of required avoidances on that use of the attack). If any application of damage is enough to break the Barrier (and the remaining required avoidances are not provided to supplement), then the attack is completely successful against its target.
Interaction vs HP Auras
If an enemy raises an HP Aura against this attack, then so long as the Aura is able to endure the attack without breaking, it is fully avoided. If the attack's damage is enough to break the Aura (and the remaining required avoidances are not provided to supplement), then the attack is completely successful against its target.
Interaction vs Power Block
Power Block will not remove the temporary adaptation of Air Burst on that instance of the attack.
If Avoided
This is not considered an "if Avoided" effect, thus spending additional avoidances than necessary against any instance of Air Shot will produce nothing.
Interaction vs Interception
Interception is not considered a source of avoidance for this attack, but the interceptor is still held accountable to the Avoidance Adaptation of the attack should they attempt to avoid it themselves.
This Turn
Avoidance Adaptation does not carry over to the next turn. So the first Air Burst of any given turn will always require only 1 Avoidance.
[Darkness Overload]
[Forte releases a massive burst of darkness leaving no trace of what it envelops.]
{° Dark Element || S-Range
° Hits All
° If the target was hit by any use of Air Burst this turn, this attack is Unavoidable
° This attack deals 2x Forte's Base Damage
Technicalities (+)}
Conditionally Unavoidable vs Attack Negation
Attack Negation will trump an Unavoidable Attack. Damage Negation and Effect Negation will trump it as well.
Conditionally Unavoidable vs Mitigation
Unlike regular Unavoidable attacks, mitigation effects such as Armor and %-Based Mitigation will still apply against an attack that is conditionally unavoidable.
If Air Burst was Intercepted
If a target intercepted Air Burst and was hit, this attack is unavoidable against them. If they intercepted Air Burst and avoided it, it will not cause this attack to be Unavoidable.
If Hit by Air Burst
Darkness Overload will still register "hits" from Air Burst even if the target took no damage from the Air Bursts that hit them or if they negated the effects of Air Bursts that hit them.
Interaction vs Power Block
Power Block has no effect on this attack other than reducing its damage.
Conditionally Unavoidable vs Interception
Interception is not able to prevent a Conditionally Unavoidable Attack from hitting its target, even if the interceptor in question could react in spite of "Hits All".
Conditional Unavoidable vs Redirection
Redirection is not able to prevent a Conditionally Unavoidable Attack from hitting its target, even if the redirection in question could occur in spite of "Hits All".
° Hits All
° If the target was hit by any use of Air Burst this turn, this attack is Unavoidable
° This attack deals 2x Forte's Base Damage
Technicalities (+)}
Conditionally Unavoidable vs Attack Negation
Attack Negation will trump an Unavoidable Attack. Damage Negation and Effect Negation will trump it as well.
Conditionally Unavoidable vs Mitigation
Unlike regular Unavoidable attacks, mitigation effects such as Armor and %-Based Mitigation will still apply against an attack that is conditionally unavoidable.
If Air Burst was Intercepted
If a target intercepted Air Burst and was hit, this attack is unavoidable against them. If they intercepted Air Burst and avoided it, it will not cause this attack to be Unavoidable.
If Hit by Air Burst
Darkness Overload will still register "hits" from Air Burst even if the target took no damage from the Air Bursts that hit them or if they negated the effects of Air Bursts that hit them.
Interaction vs Power Block
Power Block has no effect on this attack other than reducing its damage.
Conditionally Unavoidable vs Interception
Interception is not able to prevent a Conditionally Unavoidable Attack from hitting its target, even if the interceptor in question could react in spite of "Hits All".
Conditional Unavoidable vs Redirection
Redirection is not able to prevent a Conditionally Unavoidable Attack from hitting its target, even if the redirection in question could occur in spite of "Hits All".
{
}
° 1 - Air Burst (aimed once at each target)
° 2 - Air Burst (aimed at Highest HP target)
If Opponents Total Version is at least V4
° 3 - Air Burst (aimed at Lowest HP target)
If Opponents Total Version is at least V7
° 4 - Air Burst (aimed at Lowest HP target)
If Opponents Total Version is at least V10
° 5 - Air Burst (aimed at Highest HP target)
If Opponents Total Version is at least V13
° 6 - Air Burst (aimed at Highest HP target)
If Opponents Total Version is at least V15
° 7 - Air Burst (aimed at Lowest HP target)
If Opponents Total Version is at least V17
° 8 - Air Burst (aimed at Highest HP target)
Regardless of Oppponents' Total Version, Forte will always end his turn with:
° F - Darkness Overload (aimed at all targets)
COMBAT PATTERN
(Click to Reveal/Hide)
(Click to Reveal/Hide)
}
° 1 - Air Burst (aimed once at each target)
° 2 - Air Burst (aimed at Highest HP target)
If Opponents Total Version is at least V4
° 3 - Air Burst (aimed at Lowest HP target)
If Opponents Total Version is at least V7
° 4 - Air Burst (aimed at Lowest HP target)
If Opponents Total Version is at least V10
° 5 - Air Burst (aimed at Highest HP target)
If Opponents Total Version is at least V13
° 6 - Air Burst (aimed at Highest HP target)
If Opponents Total Version is at least V15
° 7 - Air Burst (aimed at Lowest HP target)
If Opponents Total Version is at least V17
° 8 - Air Burst (aimed at Highest HP target)
Regardless of Oppponents' Total Version, Forte will always end his turn with:
° F - Darkness Overload (aimed at all targets)
{
Forte Template Code (Click to Reveal/Hide)
}[div style="background-color: #000000; border: solid white 1px; border-radius: 10px; padding: 0.5em;"][font color="DDDDDD" size="1" face="arial"]
[hr][div align="center"][b]STATISTICAL INFORMATION[/div][hr]
[b]Name[/b]: Forte
[b]Class:[/b] Boss
[b]Type[/b]: Attack
[b]Element[/b]: Dark
[b]Strengths[/b]: Sand, Ice, Plasma, Shadow, Dark
[b]Weaknesses[/b]: Sonic, Elec, Light, Laser, Bug
[b][u]Abilities[/u][/b]
° Basic Initiative
° Float Shoes
° [font color="ff9999"]Boss-Tier[/font] Undershirt
° [font color="ff9999"]Boss-Tier[/font] Guarding
° [font color="ff9999"]Boss-Tier[/font] Immunity to Skill Augments
° [font color="ff9999"]Boss-Tier[/font] Immunity to Attack Augments
° [font color="ff9999"]Boss-Tier[/font] Immunity to Attack Slot Reductions
° [font color="ff9999"]Boss-Tier[/font] Immunity to Percentile HP Damage
° [font color="ff9999"]Boss-Tier[/font] Resistance to Execution Abilities
[hr][div align="center"][b]SKILL[/b][/div][hr]
[[b]Black Barrier[/b]]
[[i]An impenetrable protection surrounds Forte.[/i]]
° Forte starts the battle with a 100 HP Uncuttable Aura
° Forte takes 50% Damage from attacks that cut the aura
° When destroyed, Forte is vulnerable to 1 Attack before the Aura reforms
° The Aura Reforms with HP equal to the damage of the attack that broke it
° [font color="ffff99"]Against a v7+ Target[/font]: This Aura is immune to "Destroys Auras" and Northwind effects
[spoiler]{[div style="border: solid white 1px; border-radius: 3px; margin: 0.5em; padding:0.5em;"]Black Barrier Template Code [font color="444444" size="1"](Click to Reveal/Hide)[/font][/div]}
[font face="courier new"][div style="background-color:#444444; border: solid 1px #666666;color:#FFFFFF; overflow: hidden;"]
[[i][/i]font color="DDDDDD" size="1" face="arial"][[[i][/i]b]Black Barrier[[i][/i]/b]]
[[[i][/i]i]An impenetrable protection surrounds Forte.[[i][/i]/i]]
° Forte starts the battle with a 100 HP Uncuttable Aura
° Forte takes 50% Damage from attacks that cut the aura
° When destroyed, Forte is vulnerable to 1 Attack before the Aura reforms
° The Aura Reforms with HP equal to the damage of the attack that broke it
° [[i][/i]font color="ffff99"]Against a v7+ Target[[i][/i]/font]: This Aura is immune to "Destroys Auras" and Northwind effects[[i][/i]/font]
[/div][/font]
[/spoiler]
[hr][div align="center"][b]ATTACKS[/b][/div][hr]
[[b]Air Burst[/b]]
[[i]Forte floods the enemies space with bursts of green energy.[/i]]
° Dark Element || S-Range
° Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn
[spoiler]{[div style="border: solid white 1px; border-radius: 3px; margin: 0.5em; padding:0.5em;"]Air Burst Template Code [font color="444444" size="1"](Click to Reveal/Hide)[/font][/div]}
[font face="courier new"][div style="background-color:#444444; border: solid 1px #666666;color:#FFFFFF; overflow: hidden;"]
[[i][/i]font color="DDDDDD" size="1" face="arial"][[[i][/i]b]Air Burst[[i][/i]/b]]
[[[i][/i]i]Forte floods the enemies space with bursts of green energy.[[i][/i]/i]]
° Dark Element || S-Range
° Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn[[i][/i]/font]
[/div][/font]
[/spoiler]
[[b]Darkness Overload[/b]]
[[i]Forte releases a massive burst of darkness leaving no trace of what it envelops.[/i]]
° Dark Element || S-Range
° Hits All
° If the target was hit by any use of Air Burst this turn, this attack is Unavoidable
° This attack deals 2x Forte's Base Damage
[spoiler]{[div style="border: solid white 1px; border-radius: 3px; margin: 0.5em; padding:0.5em;"]Darkness Overload Template Code [font color="444444" size="1"](Click to Reveal/Hide)[/font][/div]}
[font face="courier new"][div style="background-color:#444444; border: solid 1px #666666;color:#FFFFFF; overflow: hidden;"]
[[i][/i]font color="DDDDDD" size="1" face="arial"][[[i][/i]b]Darkness Overload[[i][/i]/b]]
[[[i][/i]i]Forte releases a massive burst of darkness leaving no trace of what it envelops.[[i][/i]/i]]
° Dark Element || S-Range
° Hits All
° If the target was hit by any use of Air Burst this turn, this attack is Unavoidable
° This attack deals 2x Forte's Base Damage[[i][/i]/font]
[/div][/font]
[/spoiler]
[spoiler]{[hr][div align="center"][b]COMBAT PATTERN[/b]
[font style="opacity: 0.3"](Click to Reveal/Hide)[/font][/div][hr]}
° 1 - Air Burst [font style="opacity:0.5;"](aimed once at [font color="ff9999"][b]each target[/b][/font])[/font]
° 2 - Air Burst [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V4[/font][/i]
° 3 - Air Burst [font style="opacity:0.5;"](aimed at [font color="ffff99"][b]Lowest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V7[/font][/i]
° 4 - Air Burst [font style="opacity:0.5;"](aimed at [font color="ffff99"][b]Lowest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V10[/font][/i]
° 5 - Air Burst [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V13[/font][/i]
° 6 - Air Burst [font style="opacity:0.5;"](aimed at [font color="99ff99"][b]Highest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V15[/font][/i]
° 7 - Air Burst [font style="opacity:0.5;"](aimed at [font color="ffff99"][b]Lowest[/b][/font] HP target)[/font]
[i][font color="FFFF99"]If Opponents Total Version is at least V17[/font][/i]
° 8 - Air Burst [font style="opacity:0.5;"](aimed at [font color="9999ff"][b]Highest[/b][/font] HP target)[/font]
[i][font color="9999FF"]Regardless of Oppponents' Total Version, Forte will always end his turn with:[/font][/i]
° F - Darkness Overload [font style="opacity:0.5;"](aimed at [font color="ff9999"][b]all targets[/b][/font])[/font]
[/spoiler]
[hr][div align="center"][b]Base Stats[/b][/div][hr]
[font color="9999ff"][b]HP[/b][/font]:
[font color="9999ff"][b]Damage[/b][/font]:
[/font][/div]
{
The Ultimate Fighter (Click to Reveal/Hide)}
An actual, literal KillPlant Virus.
When OEL held a ballot for which legends should be among those in the Hall of History, many remarkable suggestions were given. So much so, in fact, that not all of them could have possibly fit in the final project. As the nominees began to be revealed, excitement grew in the organization that their nominee would make the list.
In good humor, OEL decided to include a KillPlant as one of the Iconic Leaders of the BN Era. Some members were displeased that their nominee didn't make it, but they kept hope that they would be added in the future.
Colonel-fans are still infuriated about the KillPlant's inclusion to this day.
Name: KillPlant
Class: Titan
Type: Normal
Element: Wood
Strengths: Wood
Weaknesses: All (except Wood, including Non/Null/Hidden Elemental)
[It has a nice curved form to it]
[... wait, what?]
[Tree Bomb]
[KillPlant spits a harmless seed on the ground.]
[Spit]
[KillPlant spits on its seed to water it. Any living creature touched by the spit is left with such a burning sensation that the only noise they can to produce is "WAH".]
When OEL held a ballot for which legends should be among those in the Hall of History, many remarkable suggestions were given. So much so, in fact, that not all of them could have possibly fit in the final project. As the nominees began to be revealed, excitement grew in the organization that their nominee would make the list.
In good humor, OEL decided to include a KillPlant as one of the Iconic Leaders of the BN Era. Some members were displeased that their nominee didn't make it, but they kept hope that they would be added in the future.
Colonel-fans are still infuriated about the KillPlant's inclusion to this day.
STATISTICAL INFORMATION
Name: KillPlant
Class: Titan
Type: Normal
Element: Wood
Strengths: Wood
Weaknesses: All (except Wood, including Non/Null/Hidden Elemental)
{HP: 1000
Damage: 1000
Attack Slots: 1
Regeneration: 160
Elaboration (+)}
HP
KillPlant's HP is just 1000.
Damage
KillPlant's Damage is just 1000 Damage.
Attack Slots
KillPlant only attacks once per turn ever.
Regeneration
KillPlant regenerates 160 HP per turn and cannot exceed its Max HP.
Damage: 1000
Attack Slots: 1
Regeneration: 160
Elaboration (+)}
HP
KillPlant's HP is just 1000.
Damage
KillPlant's Damage is just 1000 Damage.
Attack Slots
KillPlant only attacks once per turn ever.
Regeneration
KillPlant regenerates 160 HP per turn and cannot exceed its Max HP.
{Abilities
° Titan-Tier Initiative
° Titan-Tier Immunity to S/W Modifications
° Titan-Tier Immunity to Action Impairment
° Titan-Tier Resistance to Execution Abilities
Technicalities (+)}
Titan-Tier Abilities
These abilities may not be pierced by any effect, period.
Titan Initiative
User always goes first in battle, period.
S/W Modifications
User's Strengths and Weaknesses cannot be influenced in anyway by their enemies. If enemies would have an attack that "is treated as though the enemy were weak to this attack", that effect is negated and KillPlant will behave as it normally would against the attack.
Action Impairment
Anything that would augment the user's Attacks or Skills in any way/shape/form, or procedures that they are designed to function with, is ignored (both named and unnamed; includes damage reductions). Effects that trigger off of the interaction of Attacks/Skills may still exist so long as they do not influence the way that the Attacks or Skills are used (IE: "Victim takes 50 Damage per Attack used while afflicted by this status" is fine).
Status Damage Immunity
Any named Status Effect, such as Burn, is ignored.
Status Reduction Immunity
Any unnamed Status Effect that reduces a parameter by a numeric amount, such as "-50 Damage", is ignored.
Execution Resistance
User is immune to any effect tagged as a "Execution". User will still suffer the other effects attached to the attack, if it hits, as well as any regular Damage that the attack would normally deal.
° Titan-Tier Initiative
° Titan-Tier Immunity to S/W Modifications
° Titan-Tier Immunity to Action Impairment
° Titan-Tier Resistance to Execution Abilities
Technicalities (+)}
Titan-Tier Abilities
These abilities may not be pierced by any effect, period.
Titan Initiative
User always goes first in battle, period.
S/W Modifications
User's Strengths and Weaknesses cannot be influenced in anyway by their enemies. If enemies would have an attack that "is treated as though the enemy were weak to this attack", that effect is negated and KillPlant will behave as it normally would against the attack.
Action Impairment
Anything that would augment the user's Attacks or Skills in any way/shape/form, or procedures that they are designed to function with, is ignored (both named and unnamed; includes damage reductions). Effects that trigger off of the interaction of Attacks/Skills may still exist so long as they do not influence the way that the Attacks or Skills are used (IE: "Victim takes 50 Damage per Attack used while afflicted by this status" is fine).
Status Damage Immunity
Any named Status Effect, such as Burn, is ignored.
Status Reduction Immunity
Any unnamed Status Effect that reduces a parameter by a numeric amount, such as "-50 Damage", is ignored.
Execution Resistance
User is immune to any effect tagged as a "Execution". User will still suffer the other effects attached to the attack, if it hits, as well as any regular Damage that the attack would normally deal.
SKILL
[It has a nice curved form to it]
[... wait, what?]
{° KillPlant can fall below 0 HP indefinitely
° When KillPlant takes damage while below 0 HP, it is healed instead
° KillPlant cannot be deleted unless brought to exactly 0 HP
° Kill Plant is weak to all damage except for Wood
° Kill Plant's Strengths/Weaknesses cannot be ignored/modified
° Damage that Kill Plant sustains is not rounded to the nearest 5
Technicalities (+)}
Indefinitely Below 0 HP
KillPlant has no "bottom cap" for HP. If you strike it for 10,000 Damage while it is at 100 HP, it ends up at -9,900 HP.
Healed While Below 0 HP
If KillPlant is at -50 HP and you strike it for 200 Damage, it ends up at 150 HP.
Interaction with Multi Hit Attacks
The Total Damage of a Multi-Hit Attack is determined all at once. So if KillPlant is at 50 HP and you strike it with a Multi-Hit attack that deals 10 Hits of 50 Damage, it ends up at -450 HP and is not deleted by the attack.
Cannot Be Deleted Unless...
Even alternate methods of deletion will fail against KillPlant.
Weak to All Damage
Anything that inflicts any sort of Damage to Kill Plant, whether Elemental or not, is treated as "Weakness" Damage except for Wood-Element sources. Includes Unavoidable, Hidden, and Self-Inflicted Sources.
Interaction vs Multi Element
As long as the attack has "Wood" Element in it, Kill Plant is strong to that attack. Otherwise, it is weak to it.
Strengths and Weaknesses Cannot be Ignored
Strengths will always deal x0.7 Damage to KillPlant and Weaknesses will always deal x1.3 Damage, regardless of any effect stating otherwise. Effects such as "Ignores Elemental Strengths" are disregarded by Kill Plant, as are any that "Deal x2 Damage if the enemy is weak to this element" type effects.
Damage Not Rounded to the Nearest 5
Instead, Damage is rounded to the nearest Whole Number. So if you inflict 197.3 Damage, it does not get rounded to 200. Rather, it is rounded to 197 in this case.
Titan-Tier
Trumps all opposing effects, period.
° When KillPlant takes damage while below 0 HP, it is healed instead
° KillPlant cannot be deleted unless brought to exactly 0 HP
° Kill Plant is weak to all damage except for Wood
° Kill Plant's Strengths/Weaknesses cannot be ignored/modified
° Damage that Kill Plant sustains is not rounded to the nearest 5
Technicalities (+)}
Indefinitely Below 0 HP
KillPlant has no "bottom cap" for HP. If you strike it for 10,000 Damage while it is at 100 HP, it ends up at -9,900 HP.
Healed While Below 0 HP
If KillPlant is at -50 HP and you strike it for 200 Damage, it ends up at 150 HP.
Interaction with Multi Hit Attacks
The Total Damage of a Multi-Hit Attack is determined all at once. So if KillPlant is at 50 HP and you strike it with a Multi-Hit attack that deals 10 Hits of 50 Damage, it ends up at -450 HP and is not deleted by the attack.
Cannot Be Deleted Unless...
Even alternate methods of deletion will fail against KillPlant.
Weak to All Damage
Anything that inflicts any sort of Damage to Kill Plant, whether Elemental or not, is treated as "Weakness" Damage except for Wood-Element sources. Includes Unavoidable, Hidden, and Self-Inflicted Sources.
Interaction vs Multi Element
As long as the attack has "Wood" Element in it, Kill Plant is strong to that attack. Otherwise, it is weak to it.
Strengths and Weaknesses Cannot be Ignored
Strengths will always deal x0.7 Damage to KillPlant and Weaknesses will always deal x1.3 Damage, regardless of any effect stating otherwise. Effects such as "Ignores Elemental Strengths" are disregarded by Kill Plant, as are any that "Deal x2 Damage if the enemy is weak to this element" type effects.
Damage Not Rounded to the Nearest 5
Instead, Damage is rounded to the nearest Whole Number. So if you inflict 197.3 Damage, it does not get rounded to 200. Rather, it is rounded to 197 in this case.
Titan-Tier
Trumps all opposing effects, period.
[Tree Bomb]
[KillPlant spits a harmless seed on the ground.]
{° Creates a 'Tree Bomb' on the field at the start of battle that enemies cannot destroy by any means
° Enemies may intercept for the TreeBomb, but the intercepted attack is treated as Unavoidable
° If TreeBomb is hit by an Aqua Attack, or if Ocean Panels are set, the TreeBomb erupts, instantly deleting all entities on the field other than KillPlant
° This instant-deletion is Unavoidable and bypasses all Survival Effects
° All Effects Ignore up to Titan-Tier Immunity
Technicalities (+)}
Indestructible Tree Bomb
The TreeBomb has no HP, but can be targeted by enemies. Effects that would ask for the object's HP would treat it as if it had 100 HP. No form of "Destroys Objects" will work on the Tree Bomb.
Intercepting for TreeBomb
The Damage of the intercepted attack is Unavoidable and bypasses all form of Mitigation or Amplification, including Elemental Strengths and Weaknesses.
Survival Effects
No form of Survival will persist against this form of deletion. Survival Effects are anything that would allow its user to endure an otherwise fatal attack or turn of attacks, including but not limited to:
- Undershirt
- Endure
- Final Weapon
- Dark Soul (even with Dark Stage set)
- Revival
Titan-Tier
Trumps all opposing effects, period.
° Enemies may intercept for the TreeBomb, but the intercepted attack is treated as Unavoidable
° If TreeBomb is hit by an Aqua Attack, or if Ocean Panels are set, the TreeBomb erupts, instantly deleting all entities on the field other than KillPlant
° This instant-deletion is Unavoidable and bypasses all Survival Effects
° All Effects Ignore up to Titan-Tier Immunity
Technicalities (+)}
Indestructible Tree Bomb
The TreeBomb has no HP, but can be targeted by enemies. Effects that would ask for the object's HP would treat it as if it had 100 HP. No form of "Destroys Objects" will work on the Tree Bomb.
Intercepting for TreeBomb
The Damage of the intercepted attack is Unavoidable and bypasses all form of Mitigation or Amplification, including Elemental Strengths and Weaknesses.
Survival Effects
No form of Survival will persist against this form of deletion. Survival Effects are anything that would allow its user to endure an otherwise fatal attack or turn of attacks, including but not limited to:
- Undershirt
- Endure
- Final Weapon
- Dark Soul (even with Dark Stage set)
- Revival
Titan-Tier
Trumps all opposing effects, period.
ATTACK
[Spit]
[KillPlant spits on its seed to water it. Any living creature touched by the spit is left with such a burning sensation that the only noise they can to produce is "WAH".]
{° Aqua Element || S-Range
° Damage is multiplied by (Recipient's Version ÷ 5 (Rounded Up))
° Cannot be Countered, Reflected, or Emulated
° Being struck by this attack renders the victim's healing capability disabled for the rest of battle. This effect Ignores up to Titan-Tier Immunity and cannot be cleansed.
° Summonable Entities cannot intercept this attack
° If any Survival Effect is triggered by "Spit", the stage is set to Ocean Panels immediately, bypassing any Panel Locks or effects that would prevent the Stage Change
Technicalities (+)}
Damage Multiplier
To put it more plainly:
- Anyone v1~v5 would take 1000 Damage
- Anyone v6~10 would take 2000 Damage
- Anyone 11~15 would take 3000 Damage
- Anyone 16~20 would take 4000 Damage
Recipient's Version
This attack's damage is calculated at the time of infliction (that is: the moment it actually hits, regardless of who or what its initial target was).
Cannot be Countered or Reflected
Specifically in reference to Blade Element's "Reflection" special property -- it (and any similar effects) cannot be used to mimic or acquire access to "Spit".
Healing Disabled
No form of HP Modification that would bring the victim's HP above what it currently is will function for the rest of battle. This includes effects that would "set" the subject's HP to a specific amount as well as healing received from allies.
Titan-Tier Immunity Pierce
If you aren't a Titan (you aren't), this effect will affect you.
Summonable Entities
Viruses, Clones, Objects, etc cannot intercept this attack. It is Titan-Tier, as it is on a Titan, so it still trumps any effect that would otherwise ignore it.
Survival Effect
Anything that would allow its user to endure an otherwise fatal attack or turn of attacks, including but not limited to:
- Undershirt
- Endure
- Final Weapon
- Dark Soul (even with Dark Stage set)
- Revival
° Damage is multiplied by (Recipient's Version ÷ 5 (Rounded Up))
° Cannot be Countered, Reflected, or Emulated
° Being struck by this attack renders the victim's healing capability disabled for the rest of battle. This effect Ignores up to Titan-Tier Immunity and cannot be cleansed.
° Summonable Entities cannot intercept this attack
° If any Survival Effect is triggered by "Spit", the stage is set to Ocean Panels immediately, bypassing any Panel Locks or effects that would prevent the Stage Change
Technicalities (+)}
Damage Multiplier
To put it more plainly:
- Anyone v1~v5 would take 1000 Damage
- Anyone v6~10 would take 2000 Damage
- Anyone 11~15 would take 3000 Damage
- Anyone 16~20 would take 4000 Damage
Recipient's Version
This attack's damage is calculated at the time of infliction (that is: the moment it actually hits, regardless of who or what its initial target was).
Cannot be Countered or Reflected
Specifically in reference to Blade Element's "Reflection" special property -- it (and any similar effects) cannot be used to mimic or acquire access to "Spit".
Healing Disabled
No form of HP Modification that would bring the victim's HP above what it currently is will function for the rest of battle. This includes effects that would "set" the subject's HP to a specific amount as well as healing received from allies.
Titan-Tier Immunity Pierce
If you aren't a Titan (you aren't), this effect will affect you.
Summonable Entities
Viruses, Clones, Objects, etc cannot intercept this attack. It is Titan-Tier, as it is on a Titan, so it still trumps any effect that would otherwise ignore it.
Survival Effect
Anything that would allow its user to endure an otherwise fatal attack or turn of attacks, including but not limited to:
- Undershirt
- Endure
- Final Weapon
- Dark Soul (even with Dark Stage set)
- Revival
{
}
° 1 - Spit (aimed at Tree Bomb)
COMBAT PATTERN
(Click to Reveal/Hide)
(Click to Reveal/Hide)
}
° 1 - Spit (aimed at Tree Bomb)
{
KillPlant Template Code (Click to Reveal/Hide)
}[div style="background-color: #000000; border: solid white 1px; border-radius: 10px; padding: 0.5em;"][font color="DDDDDD" size="1" face="arial"]
[hr][div align="center"][b]STATISTICAL INFORMATION[/div][hr]
[b]Name[/b]: KillPlant
[b]Class:[/b] Titan
[b]Type[/b]: Normal
[b]Element[/b]: Wood
[b]Strengths[/b]: Wood
[b]Weaknesses[/b]: All [font color="666666"](except Wood, including Non/Null/Hidden Elemental)[/font]
[b][u]Abilities[/u][/b]
° [font color="ff99ff"]Titan-Tier[/font] Initiative
° [font color="ff99ff"]Titan-Tier[/font] Immunity to S/W Modifications
° [font color="ff99ff"]Titan-Tier[/font] Immunity to Action Impairment
° [font color="ff99ff"]Titan-Tier[/font] Resistance to Execution Abilities
[hr][div align="center"][b]SKILLS[/b][/div][hr]
[[b]It has a nice curved form to it[/b]]
[[i]... wait, what?[/i]]
° KillPlant can fall below 0 HP indefinitely
° When KillPlant takes damage while below 0 HP, it is healed instead
° KillPlant cannot be deleted unless brought to exactly 0 HP
° Kill Plant is weak to all damage except for Wood
° Kill Plant's Strengths/Weaknesses cannot be ignored/modified
° Damage that Kill Plant sustains is not rounded to the nearest 5
[spoiler]{[div style="border: solid white 1px; border-radius: 3px; margin: 0.5em; padding:0.5em;"]Curved Form Template Code [font color="444444" size="1"](Click to Reveal/Hide)[/font][/div]}
[font face="courier new"][div style="background-color:#444444; border: solid 1px #666666;color:#FFFFFF; overflow: hidden;"]
[[i][/i]font color="DDDDDD" size="1" face="arial"][[[i][/i]b]It has a nice curved form to it[[i][/i]/b]]
[[[i][/i]i]... wait, what?[[i][/i]/i]]
° KillPlant can fall below 0 HP indefinitely
° When KillPlant takes damage while below 0 HP, it is healed instead
° KillPlant cannot be deleted unless brought to exactly 0 HP
° Kill Plant is weak to all damage except for Wood
° Kill Plant's Strengths/Weaknesses cannot be ignored/modified
° Damage that Kill Plant sustains is not rounded to the nearest 5[[i][/i]/font]
[/div][/font]
[/spoiler]
[[b]Tree Bomb[/b]]
[[i]KillPlant spits a harmless seed on the ground.[/i]]
° Creates a 'Tree Bomb' on the field at the start of battle that enemies cannot destroy by any means
° Enemies may intercept for the TreeBomb, but the intercepted attack is treated as Unavoidable
° If TreeBomb is hit by an Aqua Attack, or if Ocean Panels are set, the TreeBomb erupts, instantly deleting all entities on the field other than KillPlant
° This instant-deletion is Unavoidable and bypasses all Survival Effects
° All Effects Ignore up to Titan-Tier Immunity
[spoiler]{[div style="border: solid white 1px; border-radius: 3px; margin: 0.5em; padding:0.5em;"]Tree Bomb Template Code [font color="444444" size="1"](Click to Reveal/Hide)[/font][/div]}
[font face="courier new"][div style="background-color:#444444; border: solid 1px #666666;color:#FFFFFF; overflow: hidden;"]
[[i][/i]font color="DDDDDD" size="1" face="arial"][[[i][/i]b]Tree Bomb[[i][/i]/b]]
[[[i][/i]i]KillPlant spits a harmless seed on the ground.[[i][/i]/i]]
° Creates a 'Tree Bomb' on the field at the start of battle that enemies cannot destroy by any means
° Enemies may intercept for the TreeBomb, but the intercepted attack is treated as Unavoidable
° If TreeBomb is hit by an Aqua Attack, or if Ocean Panels are set, the TreeBomb erupts, instantly deleting all entities on the field other than KillPlant
° This instant-deletion is Unavoidable and bypasses all Survival
° All Effects Ignore up to Titan-Tier ImmunityEffects[[i][/i]/font]
[/div][/font]
[/spoiler]
[hr][div align="center"][b]ATTACK[/b][/div][hr]
[[b]Spit[/b]]
[[i]KillPlant spits on its seed to water it. Any living creature touched by the spit is left with such a burning sensation that the only noise they can to produce is "WAH".[/i]]
° Aqua Element || S-Range
° Damage is multiplied by [font color="99ff99"](Recipient's Version [font size="2" face="courier new"]÷[/font] 5 [font color="ffff99"](Rounded Up)[/font]) [/font]
° Cannot be Countered, Reflected, or Emulated
° Being struck by this attack renders the victim's healing capability disabled for the rest of battle. This effect Ignores up to Titan-Tier Immunity and cannot be cleansed.
° Summonable Entities cannot intercept this attack
° If any Survival Effect is triggered by "Spit", the stage is set to Ocean Panels immediately, bypassing any Panel Locks or effects that would prevent the Stage Change
[spoiler]{[div style="border: solid white 1px; border-radius: 3px; margin: 0.5em; padding:0.5em;"]Spit Template Code [font color="444444" size="1"](Click to Reveal/Hide)[/font][/div]}
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[[i][/i]font color="DDDDDD" size="1" face="arial"][[[i][/i]b]Spit[[i][/i]/b]]
[[[i][/i]i]KillPlant spits on its seed to water it. Any living creature touched by the spit is left with such a burning sensation that the only noise they can to produce is "WAH".[[i][/i]/i]]
° Aqua Element || S-Range
° Damage is multiplied by [[i][/i]font color="99ff99"](Recipient's Version [[i][/i]font size="2" face="courier new"]÷[[i][/i]/font] 5 [[i][/i]font color="ffff99"](Rounded Up)[[i][/i]/font]) [[i][/i]/font]
° Cannot be Countered, Reflected, or Emulated
° Being struck by this attack renders the victim's healing capability disabled for the rest of battle. This effect Ignores up to Titan-Tier Immunity and cannot be cleansed.
° Summonable Entities cannot intercept this attack
° If any Survival Effect is triggered by "Spit", the stage is set to Ocean Panels immediately, bypassing any Panel Locks or effects that would prevent the Stage Change[[i][/i]/font]
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[spoiler]{[hr][div align="center"][b]COMBAT PATTERN[/b]
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° 1 - Spit [font style="opacity:0.5;"](aimed at [font color="ff9999"][b]Tree Bomb[/b][/font])[/font]
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[hr][div align="center"][b]Base Stats[/b][/div][hr]
[font color="9999ff"][b]HP[/b][/font]: 1000
[font color="9999ff"][b]Damage[/b][/font]: 1000
[font color="9999ff"][b]Attack Slots[/b][/font]: 1
[font color="9999ff"][b]Regeneration[/b][/font]: 160
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