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Post by Warrior on Nov 20, 2018 17:17:43 GMT -8
{
COMMAND MISSION TEAM (Click to Reveal/Hide Stats)
} [ Universal Skill - Unity] [ When one member of the team falls, the rest are invigorated and fight harder] ° All members of this Boss Team have this skill ° Only one member of the team can be defeated on any given turn ° All Members of the team take half damage from multi-targeting attacks [ Passive] Massimo{ (Click to Reveal/Hide Stats)} HP: 30,000 Armor: 500 Regeneration: 0 Type: Mini Boss Element: MetalStrengths: Sonic, Stone, Blade, Seeking, Metal Weaknesses: Aqua, Laser, Elec, Ice, Bug [ Skill - Vengeful Counter] [ Massimo strikes back when attacked] ° When struck by an attack, Massimo counters for 200 Unavoidable Damage ° If struck by a counter, Massimo will still retaliate, but at half damage ° This counter can trigger any number of times per turn [ Passive] [ Hyper Mode - Glint Armor] [ Massimo's armor turns golden and his strength is immensely increased for a short time] ° Massimo's Armor, Counter Damage, and Attack Damage are doubled ° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode [ Activates when an ally dies -- Lasts 3 Turns] [ Attack - Massive Lance] [ Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 900 + (100 * Target's Version)° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect). Cinnamon{ (Click to Reveal/Hide Stats)} HP: 20,000 Armor: 0 Regeneration: 0 Type: Mini Boss Element: Light Strengths: Break, Laser, Fire, Sonic, Light Weaknesses: Plasma, Dark, Shadow, Toxic, Bug [ Skill - Angelic Aide] [ Cinnamon constantly keeps her allies topped off with health.] ° Cinnamon and her allies restore 30% of their Max HP every turn [ Passive] [ Hyper Mode - Iron Maiden] [ Cinnamon's Armor turns black and her defensive abilities are enhanced temporarily.] ° Cinnamon takes 50% Damage in this Hyper Mode ° When Cinnamon or an ally restores HP beyond their max, 20% of the excess is added to all of their attacks that turn [ Activates when an ally dies -- Lasts 3 Turns] [ Attack - Angel Hand] [ Cinnamon slaps her opponent with her gloves] ° Damage Dealt: 170 + (30 * Target's Version)° Light Element || C-Range ° If Hits, Victim deals -20% Damage for Two Turns. Stacks with multiple inflictions. Marino{ (Click to Reveal/Hide Stats)} HP: 10,000 Armor: 0 Regeneration: 0 Type: Mini Boss Element: ShadowStrengths: Dark, Seeking, Elec, Ice, Shadow Weaknesses: Stone, Fire, Light, Blade, Bug [ Skill - Hyper Drive] [ Marino moves tremendously fast; enemies have a hard time keeping up with her.] ° Marino Dodges the first attack aimed at her every turn ° Every Turn, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle ° When an ally is defeated, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle [ Passive] [ Hyper Mode - Quick Silver] [ Marino's armor becomes black and yellow; her speed and power are greatly increased for a limited time.] ° Marino's Dodges are raised to Omni during this Hyper Mode ° Marino's Aimers are raised to Omni during this Hyper Mode ° Marino is immune to Damage and Attack Slot Reduction during this Hyper Mode [ Activates when an ally dies -- Lasts 3 Turns] [ Attack - Beam Knife] [ Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 150 + (50 * Target's Version)° Blade Element || C-Range ° Undodgeable || Cuts Auras ° Damage cannot be reduced below 50% [ Attack - Marino Stamp] [ Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: 150 + (50 * Target's Version)° Normal Element || C-Range ° Breaks Shields || Cuts Auras ° Damage cannot be reduced below 50% [ Attack - Mirage Dive] [ Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings] ° Damage Dealt: 150 + (50 * Target's Version)° Shadow Element || C-Range ° Undodgeable || Breaks Shields || Hits All ° Damage cannot be reduced below 50% Attack Pattern Command Mission Team Battle Rules° Can be challenge by multiple opponents, rewards are unaffected ° Unless any member of your team has Initiative, the Boss Team attacks first ° When fought as a group, any member of the group may operate the Team ° Summoned entities are still treated as targets. NPCs use the owner's version for calculating damage directed at them° Rewards: 500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD Pattern Versus All OpponentsMassimo ° Massive Lance (aimed once at each target)° When one ally has been defeated: Massive Lance (aimed once at each target)° When both allies have been defeated: Massive Lance (aimed once at each target)Cinnamon ° Angel Hand (aimed once at each target)° When one ally has been defeated: Angel Hand (aimed once at each target)° When both allies have been defeated: Angel Hand (aimed once at each target)Marino ° Beam Knife (aimed once at each target)° Marino Stamp (aimed once at each target)° Mirage Dive (aimed at all targets)° Pattern repeats when additional Attack Slots are gained
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Post by Warrior on Nov 20, 2018 17:57:41 GMT -8
T U R N 1
((Click the portrait next to any action to reveal more information about that action))
Supportive
{ ° Shine has Initiative } InitiativePassive Effect: User has +1 Initiative Lv, increasing their chance to go first in battle
Offensive Shine: 3 AS
{ 1 ° Hide Charged (1) } Hide - Shadow Element || X-Range Shine retreats to the shadows causing her enemies to lose track of her so that she can attack them by surprise. 0 Damage (0%) ° Breaks Shields, Cuts Auras ° Range is chosen upon use ° Inflicts Berserk and Blind ° Can be optionally charged for up to 5 Turns ° If Shine uses a Battle Chip or Special Emulation at any time during this attack's charge, the charge is dropped and its multiplier is applied to the chip's damage instead 2 Turn Cooldown
{ 2 ° Into Darkness Charged (1) } Into Darkness - Dark Element || X-Range Shine throws down a smoke bomb that erupts into a giant black cloud to cover the entire battlefield. She strikes at her enemies with whichever of her attacks she pleases now that she has the freedom to target them from any angle unnoticed. With each strike she makes, she aims to steal some of the data to empower herself before the black smoke fades away and the battle resumes at its normal pace. 0 Damage (0%) ° Breaks Shields, Cuts Auras ° May optionally be aimed at up to 4 additional targets ° Range is chosen on each use ° If Hits, Shine gets +1 Use to 1 Non-Undershirt Program ° Auto Attacks an additional time this turn at 50% damage per attack Shine avoided while charging this attack ° Can be optionally charged for up to 2 additional turns for additional damage 2 Turn Required Charge | 2 CD
2 ° Pass
End Turn
[Shine HP=1400/1400]
-Status: Normal -Stage: Normal -Cooldowns: N/A -Charges: Hide (1), Into Darkness (1)
-Outgoing Damage: N/A
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Post by Regis on Nov 20, 2018 18:02:50 GMT -8
[Support Phase]
Pre-emptive Charges: 4
[1 to Sheathe, 1 to Radiant Howl, 2 to Rending Strike,]
[Offense Phase] [3 AS] Sheathe [C-Range] [Blade Element] Sheathing the blade for greater strength. Damage: 0 -- One attack this turn gains 100% of Regis' Base Damage. (260). Charge: 1 [Applied to Rending Strike.] Blade Charge: Unseen Edge [Aiming // B-Tier] Letting loose a strike that becomes a struggle to contend. -- Adds two (1 + 1 via Type) omni aimers of choice to one Attack for one use -- If the Attack is Charged, this may instead add the effect: "Avoids require an additional use in order to avoid this attack. Cannot be applied more than once to the attack." -- The attack counts as aimed. [x4 Uses/Battle] [Applied to Rending Strike. Adds Cuts Uncuttable Auras and Unomnidodgeable. 1 uses remaining.] ['Blade' Element effect applied to Rending Strike. +50 damage. Power Strike applied to Rending Strike]
Blade Charge: Peerless Edge [Damage Boost // C-Tier] Enhancing the edge to beyond its norm. -- +90 (15 + (15 * Version)) damage to one Attack [x5 Uses/Battle]
[Applied to Rending Strike x5. 0 uses remaining.]
Power Strike Activated hidden program One attack deals 150% damage and its numerical temporary effects are 50% more effective. Affects all hits of an attack but does not retain this programs effect for any subsequent uses of that attack(including autos). [1/turn]
[Applied to Rending Strike]
Rending Strike @ Cinnamon [C-Range] [Blade Element] A quick stab. Damage: 208 + (1.5 x (50 + 260 + (90 x 5))) => 1,348 x (2.5 x 1.5) => 5,055 x (1.25 x 1.5) => 9,478 x 1.5 => 14,217 -- Can be optionally charged for up to 2 turns. -- If Strike was used last turn and connected with a target, this Attack acts as if it had a Charge applied to it last turn, stacking with any Charge that had already been applied. However, it gains a 1 turn Cooldown. Cooldown: None Neo-Variable Sword @ Cinnamon # Blade C-Damage Damage: 14,217 ° Upon Use, this Chip's Damage and Effects can be switched with that of another C-Attack's Damage and Effects in the User's Arsenal. This effect is not limited by CD and includes Non-Giga Chips and Special Emulations, but not Hyper Attacks ° User must sacrifice 1 Skill Use to activate this Chip in the above manner ° Copied Attack becomes locked for the rest of battle -- Cuts Uncuttable Auras and Unomnidodgeable [-1 use to Blade Charge: Unseen Edge] [Auto Charge: Sheathe, Radiant Howl, Strike, Swallow Fury] ~~~~~~~~~~~~~ Regis HP - 1,000/1,000 Status - Normal Charges Sheathe: 1 Radiant Howl: 2 Swallow Fury: 1 Strike: 1
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Post by Rime on Nov 20, 2018 18:03:37 GMT -8
Defense Step
N/A Set up Step
Going for the KillA-Tier Attack Slot Skill The hunt draws closer to a end, the hunter baring down on the hunted. Increases Attack slots for 3 turns by 1 when used x5 uses per battleUsed 5 times, +5 Attack slots. Omni-Unit Effect; Regen 100 HP Omni-Unit Effect; +1 Attack slot on first turn. Offensive Step
Auto Charge 1 used on Frost Nova Auto Charge 2 used on Icicle Spire 2 attack slots spent to charge Reaping claw and Laying Rime Dark Kunai 100 Shadow/Dark S-Damage ° Unavoidable ° This damage will affect the Victim's Max HP for the rest of battle as well ° Cannot be augmented in any way/shape/form ° Glitch: User's Max and Current HP are reduced by 50% of this Chip's DamageAimed at Marino Dark Circle 225 Seeking/Dark S-Damage ° Gains 1 Basic Aimer of choice and 1 Omni Aimer of choice upon use (Unomnidodgable and breaks shields) ° Deals up to 7 hits at full damage ° Hits can divided among multiple targets with no more than 2 hits per target ° Glitch: User takes damage equal to 2% of their Max HP per hit of this attack
2 hits Aimed at Marino
Dark Vulcan 9 Normal/Dark S-Damage * 24 Hits ° This Chip's Damage is divided equally among 24 Hits ° Damage Additions applied to this attack are divided by 20, then applied to every hit (unless the damage addition already applies to every hit) ° Glitch: On their next Defensive Phase, User must spend 2 Uses of their avoidance skills to active them
Dark Meteors 112 Fire/Dark S-Damage * 2 Hits ° This Chip's Damage is halved, but applied to all hits ° Avoid Separately ° Can be charged for up to 2 Turns to gain +1 Hit per turn charged ° Auto Attacks for 2 Turns after use with full damage and effects ° Glitch: User has -1 Attack Slot while Dark Meteors Auto Strikes
Aimed at Marino
Dark Thunder 225 Elec/Dark S-Damage ° Inflicts Paralyze ° If Avoided, Auto-Strikes again the following turn with same damage and effects. This effect repeats every turn until it hits ° Cannot be augmented ° Glitch: User's Avoidances are locked for 1 Turn upon use
Aimed at Marino
Status
Rime:1104/1150 HP
Cooling Down
Charging
Frost Nova Charge turn 1 Icicle Spire Charge turn 1 Reaping claw Charge turn 1 Laying Rime Charge turn 1
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Post by Warrior on Nov 20, 2018 18:18:20 GMT -8
DEFENSE
Cinnamon takes Rending Strike for 14,217 Damage
Cinnamon takes Variable Sword for 14,217 Damage
Cinnamon KO'ed!
Massimo and Marino enter Hyper Mode
[Hyper Mode - Glint Armor] [Massimo's armor turns golden and his strength is immensely increased for a short time] ° Massimo's Armor, Counter Damage, and Attack Damage are doubled ° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode [Activates when an ally dies -- Lasts 3 Turns]
[Hyper Mode - Quick Silver] [Marino's armor becomes black and yellow; her speed and power are greatly increased for a limited time.] ° Marino's Dodges are raised to Omni during this Hyper Mode ° Marino's Aimers are raised to Omni during this Hyper Mode ° Marino is immune to Damage and Attack Slot Reduction during this Hyper Mode [Activates when an ally dies -- Lasts 3 Turns]
Marino takes Dark Kunai for 100 Damage (-100 Max HP) Marino takes Dark Circle for 225 158 Damage * 2 Hits Marino takes Dark Vulcan for 9 6 Damage * 24 Hits Marino takes Dark Meteors for 112 Damage * 2 Hits Marino takes Dark Thunder for 225 156 Damage
Marino HP: 9060 / 9900 Massimo HP: 30,000 / 30,000 Cinnamon HP: 0 / 20, 000
OFFENSE
[Attack - Massive Lance] @ Each Separately [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1800 + (200 * Target's Version) ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Attack - Massive Lance] @ Each Separately [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1800 + (200 * Target's Version) ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Attack - Beam Knife] @ Each Separately [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 150 + (50 * Target's Version) ° Blade Element || C-Range ° Unomnidodgeable || Cuts UnCuttable Auras ° Damage cannot be reduced below 50%
[Attack - Marino Stamp] @ Each Separately [Marino leaps at her opponent to deliver an aerial kick] ° Damage Dealt: 150 + (50 * Target's Version) ° Normal Element || C-Range ° Breaks Unbreakable Shields || Cuts UnCuttable Auras ° Damage cannot be reduced below 50%
[Attack - Mirage Dive] @ All Simultaneously [Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings] ° Damage Dealt: 150 + (50 * Target's Version) ° Shadow Element || C-Range ° Unomnidodgeable || Breaks Unbreakable Shields || Hits All ° Damage cannot be reduced below 50%
[Attack - Beam Knife] @ Each Separately [Marino slices quickly at her opponent with a saber-esque knife] ° Damage Dealt: 150 + (50 * Target's Version) ° Blade Element || C-Range ° Undodgeable || Cuts UnCuttable Auras ° Damage cannot be reduced below 50%
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Post by Warrior on Nov 20, 2018 18:29:34 GMT -8
T U R N 2
((Click the portrait next to any action to reveal more information about that action))
Defensive
{ ° Intercepts first Massive Lance for Rime with Dark Resident (5 Uses Left) } Dark Resident - B-Tier Shine's reflexes and agility make her adept at evading attacks. ° Shine activates her innate natural avoidance twice for free 6 Uses (2 Base + 1 at V4 +2 from Shadow + 1 from Sapphire Shard) -Natural Avoid: Barrier
{ ° Intercepts second Massive Lance for Rime with Dark Resident (4 Uses Left) } Dark Resident - B-Tier Shine's reflexes and agility make her adept at evading attacks. ° Shine activates her innate natural avoidance twice for free 6 Uses (2 Base + 1 at V4 +2 from Shadow + 1 from Sapphire Shard) -Natural Avoid: Barrier
{ ° Avoids first Massive Lance with Dark Resident (3 Uses Left) } Dark Resident - B-Tier Shine's reflexes and agility make her adept at evading attacks. ° Shine activates her innate natural avoidance twice for free 6 Uses (2 Base + 1 at V4 +2 from Shadow + 1 from Sapphire Shard) -Natural Avoid: Barrier
{ ° Avoids second Massive Lance with Dark Resident (2 Uses Left) } Dark Resident - B-Tier Shine's reflexes and agility make her adept at evading attacks. ° Shine activates her innate natural avoidance twice for free 6 Uses (2 Base + 1 at V4 +2 from Shadow + 1 from Sapphire Shard) -Natural Avoid: Barrier
{ ° Avoids both Beam Knife and Marino Stamp with Dark Resident (1 Uses Left) } Dark Resident - B-Tier Shine's reflexes and agility make her adept at evading attacks. ° Shine activates her innate natural avoidance twice for free 6 Uses (2 Base + 1 at V4 +2 from Shadow + 1 from Sapphire Shard) -Natural Avoid: Barrier Defense Type: Natural avoidance may become a shield at will -Natural Avoid: Barrier Shadow Element: At any time, Shine may change the effects of any avoidance to a Dodge
{ ° Avoids both Mirage Dive and Beam Knife with Dark Resident (0 Uses Left) } Dark Resident - B-Tier Shine's reflexes and agility make her adept at evading attacks. ° Shine activates her innate natural avoidance twice for free 6 Uses (2 Base + 1 at V4 +2 from Shadow + 1 from Sapphire Shard) -Natural Avoid: Barrier -Natural Avoid: Barrier Defense Type: Natural avoidance may become a shield at will
Supportive
° N/A
Offensive Shine: 3 AS
{ 1 ° Hide Charged (2) } Hide - Shadow Element || X-Range Shine retreats to the shadows causing her enemies to lose track of her so that she can attack them by surprise. 0 Damage (0%) ° Breaks Shields, Cuts Auras ° Range is chosen upon use ° Inflicts Berserk and Blind ° Can be optionally charged for up to 5 Turns ° If Shine uses a Battle Chip or Special Emulation at any time during this attack's charge, the charge is dropped and its multiplier is applied to the chip's damage instead 2 Turn Cooldown
{ 2 ° Into Darkness Charged (2) } Into Darkness - Dark Element || X-Range Shine throws down a smoke bomb that erupts into a giant black cloud to cover the entire battlefield. She strikes at her enemies with whichever of her attacks she pleases now that she has the freedom to target them from any angle unnoticed. With each strike she makes, she aims to steal some of the data to empower herself before the black smoke fades away and the battle resumes at its normal pace. 0 Damage (0%) ° Breaks Shields, Cuts Auras ° May optionally be aimed at up to 4 additional targets ° Range is chosen on each use ° If Hits, Shine gets +1 Use to 1 Non-Undershirt Program ° Auto Attacks an additional time this turn at 50% damage per attack Shine avoided while charging this attack ° Can be optionally charged for up to 2 additional turns for additional damage 2 Turn Required Charge | 2 CD
2 ° Pass
End Turn
[Shine HP=1400/1400]
-Status: Normal -Stage: Normal -Cooldowns: N/A -Charges: Hide (2), Into Darkness (2)
-Use Limits: Dark Resident (2)
-Outgoing Damage: N/A
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Post by Rime on Nov 20, 2018 18:35:39 GMT -8
Defense Step
Blow for Blow Passive S-Tier Defensive Skill Prey can fight back, and some are stronger than others. Those that are threatening, a Hunter must be able to go blow for blow against to prevail. Rime is able to meet an opponents attacks with his own, reducing the damage he takes in the process, though effects attached to the attack are still applied. During the Defensive phase, an Attack that is not on Cooldown can be Chosen and used (Expending an Attack slot as normal) to reduce the damage of an incoming attack by its Total Damage to a minimum of 0. If the Damage of his chosen attack is higher than the enemies, then it can be applied to another attack to also reduce that attacks damage until the total value of his attack has been reduced from an enemies attack/s Rime is no longer able to use any form of Avoidances 3 attack slots used to apply this effect 3 times. Attacks Chosen: Frozen Pierce290 Damage Shards of Frost290 Damage Grasp of Ice 225 Damage
140 Armor
Beam Knife 400 200 Damage Marino Stamp 400 200 Damage Mirage Dive 400 200 Damage Beam Knife 260 Damage
Set up Step
Omni-Unit Effect; Regen 100 HP
+5 attack slots from Skill uses -3 attack slots from defense phase
Offensive Step
Auto Charge 1 used on Icicle Spire Charge Auto Charge 2 used on Reaping Claw
Frost Nova S-Range, Ice Element Layers of ice covering the area to chill to the core. 160 Damage Undodgable, Cuts Auras, Hits all If Avoided; Freezes 1 Turn Charge Can optionally be Charged up to 2 additional Turns. 1 Turn Cooldown
Laying Rime S-Range, Ice Element Layers of ice covering the area to chill to the core. 2 hits of 95 Damage Cuts Auras, Undodgable, Can not be Naturally Avoided, Avoid separately If Hits; Increases the effects of one skill that grants Rime Armor by 50% 1 Turn Charge 1 Use Per battle | 1 Turn Cooldown
Status
Rime:344/1150 HP
Cooling Down
Grasp of Ice 0/1 Frost Nova 0/1
Charging
Icicle Spire Charge turn 2 Reaping claw Charge turn 2
[/font]
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Post by Regis on Nov 20, 2018 18:42:59 GMT -8
[Defense Phase] Massive Lance: Avoided via Natural Barrier Massive Lance 2: Negated via Anti-Damage. 200 counter damage. Beam Knife: Avoided via Blade Charge: Shift Marino Stamp: Avoided via Blade Charge: Shift Blade Charge: Shift [Triune Avoid // C-Tier] Skill refined to higher levels. -- Avoid 1 incoming Attack -- May take the Charge from an attack being Charged, and avoid 1 additional attack. If so, that attack is counted as being used, triggering counters and going on cooldown, without actually sending an attack.[x5 Uses/Battle] [Used x1. Charge taken from Swallow Fury. 4 uses remaining.] Mirage Dive: Avoided via Blade Charge: Shift Beam Knife: Avoided via Blade Charge: Shift Blade Charge: Shift [Triune Avoid // C-Tier] Skill refined to higher levels. -- Avoid 1 incoming Attack -- May take the Charge from an attack being Charged, and avoid 1 additional attack. If so, that attack is counted as being used, triggering counters and going on cooldown, without actually sending an attack.[x5 Uses/Battle] [Used x1. Charge taken from Strike. 3 uses remaining.]
[Support Phase] Break Charge Passive Program User's charged attacks gain 'Ignores Armor' automatically (regardless of user's limit on the effect)
[Offense Phase]
[3 AS]
Sheathe [C-Range] [Blade Element] Sheathing the blade for greater strength. Damage: 0 -- One attack this turn gains 100% of Regis' Base Damage. (260). Charge: 1
[Applied to Radiant Howl.]
Blade Charge: Unseen Edge [Aiming // B-Tier] Letting loose a strike that becomes a struggle to contend. -- Adds two (1 + 1 via Type) omni aimers of choice to one Attack for one use -- If the Attack is Charged, this may instead add the effect: "Avoids require an additional use in order to avoid this attack. Cannot be applied more than once to the attack." -- The attack counts as aimed. [x4 Uses/Battle]
[Applied to Radiant Howl. Adds Cuts Uncuttable Auras and Unomnidodgeable. 1 uses remaining.]
['Blade' Element effect applied to Radiant Howl. +50 damage. Power Strike applied to Radiant Howl]
Power Strike Activated hidden program One attack deals 150% damage and its numerical temporary effects are 50% more effective. Affects all hits of an attack but does not retain this programs effect for any subsequent uses of that attack(including autos). [1/turn]
[Applied to Rending Strike]
Radiant Howl [C-Range] [Blade Element] A surgance of energy, ripping forth and tearing all in its wake. Damage: 156 + (1.5 x (50 + 260 + 3,554)) => 5,952 x (2.5 x 1.5) => 22,320 x (1.5 x 1.25) => 41,850 x 1.5 => 15,694x4
-- 'Ignores Armor' -- Cuts Uncuttable Auras and Unomnidodgeable
-- Hits All -- Avoid Separately (+3 hits) -- Can be optionally charged for up to 5 turns. -- Gains 25% of the total damage of all Charged attacks up to this point in battle. Resets upon use. (3,554) Cooldown: 5 Turns
[Auto Charge: Sheathe, Force Wave, Strike, Swallow Fury]
~~~~~~~~~~~~~
Regis HP - 1,000/1,000 Status - Normal
Charges Sheathe: 1 Force Wave: 1 Swallow Fury: 1 Strike: 1
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Post by Warrior on Nov 20, 2018 20:31:45 GMT -8
DEFENSE
Marino avoids Frost Nova and is frozen Massimo takes Frost Nova for 160 0 Damage Massimo counters for 400 Damage to Rime
Marino takes Laying Rime for 95 Damage * 2 Hits
Massimo takes 200 Damage from Anti-Damage Massimo counters for 200 Damage to Regis
Massimo and Marino take Radiant Howl for 15,694 7847 Damage * 4 Hits Massimo counters for 400 Damage to Regis
Marino KO'ed!
Marino HP: 0 / 9900 Massimo HP: 1 / 30,000 Cinnamon HP: 0 / 20, 000
OFFENSE
[Attack - Massive Lance] @ Each Separately [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1800 + (200 * Target's Version) ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Attack - Massive Lance] @ Each Separately [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1800 + (200 * Target's Version) ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Attack - Massive Lance] @ Each Separately [Massimo cleaves his opponent with a massive axe] ° Damage Dealt: 1800 + (200 * Target's Version) ° Blade Element || C-Range ° Damage Cannot be Reduced ° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
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Post by Warrior on Nov 20, 2018 20:40:53 GMT -8
T U R N 3
((Click the portrait next to any action to reveal more information about that action))
Defensive
{ ° Intercepts first Massive Lance for Rime with Natural Avoidance (5 CD) } -Natural Avoid: Barrier
{ ° Intercepts second Massive Lance for Rime with Alpha Barrier Destroyed } Alpha Barrier Passive program User starts the battle with a 10-HP Natural Barrier.
{ ° Intercepts third Massive Lance for Rime with Anti Damage and counters for 200 Damage } Anti Damage Passive Program Negates the first attack that would otherwise hit the user and counters for 100 + (20 * Version) Damage.
{ ° Avoids first Massive Lance with 2 Uses of Mirage (1 Use Left) } Mirage - B-Tier Shine moves quickly enough that a shadowy after image is left behind which attracts the focus of multiple attacks. ° Shine activates her innate natural avoidance once for free and heals for 50% of the damage of the avoided attack, to a max of 20 + (V * 20) 3 Uses (2 Base + 1 at V4) -Natural Avoid: Barrier
{ ° Avoids second Massive Lance with Mirage (0 Uses Left) || Mirage Locked for the rest of the turn } Mirage - B-Tier Shine moves quickly enough that a shadowy after image is left behind which attracts the focus of multiple attacks. ° Shine activates her innate natural avoidance once for free and heals for 50% of the damage of the avoided attack, to a max of 20 + (V * 20) 3 Uses (2 Base + 1 at V4) -Natural Avoid: Barrier
{ ° Avoids third Massive Lance with Brisk Bandit (0 Uses Left) || Brisk Bandit Locked for the rest of the turn } Brisk Bandit - B-Tier As Shine evades an attack, her hand becomes intangible and she reaches into it, literally stealing a part of the data that it is composed of to empower her own attacks. ° Shine activates her innate natural avoidance once for free and steals one effect from the avoided attack to add to one of her own for one use (excluding Avoid Separately) 3 Uses (2 Base + 1 at V4) -Natural Avoid: Barrier
Supportive
° N/A
Offensive Shine: 3 AS
{ 1 ° Hide Charged (3) } Hide - Shadow Element || X-Range Shine retreats to the shadows causing her enemies to lose track of her so that she can attack them by surprise. 0 Damage (0%) ° Breaks Shields, Cuts Auras ° Range is chosen upon use ° Inflicts Berserk and Blind ° Can be optionally charged for up to 5 Turns ° If Shine uses a Battle Chip or Special Emulation at any time during this attack's charge, the charge is dropped and its multiplier is applied to the chip's damage instead 2 Turn Cooldown
2 ° Pass. Dropped Charge on Into Darkness
3 ° Pass
End Turn
[Shine HP=1400/1400]
-Status: Normal -Stage: Normal -Cooldowns: Nat Avoid (0/5) -Charges: Hide (3)
-Use Limits: Dark Resident (0), Mirage (0), Brisk Bandit (0), Alpha Barrier (0), Anti Damage (0)
-Outgoing Damage: 200 Counter Damage @ Massimo
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Post by Regis on Nov 20, 2018 20:47:44 GMT -8
[Defense Phase]
[Regis takes all attacks. Undershirt activated.]
[Offense Phase]
[Pass]
~~~~~~~~~~~~~
HP - 1/1,000
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Post by Rime on Nov 21, 2018 14:30:39 GMT -8
Defense Step
Hunter's AdaptationPassive Advanced Skill Prey are unpredictable, and sometimes one must modify the plan. Rime is able to alter the function of attacks, using stored energy to form a protective lay of ice around his body, aiding him in fending off blows. Rime is able to use an attack that is currently being charged to trigger this skill rather then be used to attack. When activated, heals HP to Rime equal to 50% of his Base Damage. He also temporarily gains Armor equal to 10% of his Base Damage. This Armor goes away once Rime takes damage equal to the amount he healed by from this skill. If an attack was used that had a higher Charge level than 1 to activate this, both effects are increased by 5% per charge level past the first. Only one instance of this can be active at any one time. Rime is unable to gain Auto Charges or Preemptive Charges by any means other than Type.Charge for Reaping Claw consumed to heal 176 HP and gain 48 armor Hit by 400 Damage counter Set up Step
Omni-Unit Effect; Regen 100 HP Offensive Step
Pass on all attacks Status
Rime:220/1150 HP Cooling DownGrasp of Ice 1/1 Frost Nova 1/1 Charging[/font]
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Post by Warrior on Nov 21, 2018 14:33:13 GMT -8
DEFENSE
Massimo takes Anti Damage for 200 Damage Massimo KO'ed!
Marino HP: 0 / 9900 Massimo HP: 0 / 30,000 Cinnamon HP: 0 / 20, 000
REWARDS
500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD
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