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Post by Gaia on May 30, 2019 10:25:05 GMT -8
JunkMan.SIT
[JunkMan has Lv3 Initiative]
Defense Phase
[JunkMan HP=3300/3300]
[N/A]
[JunkMan HP=3300/3300]
Support Phase
[JunkMan HP=3300/3300]
[N/A]
[JunkMan HP=3300/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Reuse] - [1/1 Charges]
1. [Collect] - [1/1 Charges]
2. [Poltergeist] - [1/2 Charges]
3. [Recycled Frame] - [1/4 Charges]
4. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 80 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
Summary Phase
80 Damage @ Crescendo
[JunkMan HP=3300/3300]
[Status] - - [Stage] - - [Cooldown] - -
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Post by Kman on May 30, 2019 10:36:41 GMT -8
==================== Crescendo Turn One ====================
Defense Phase:
Auditory Armor gives Crescendo 80 Damage vs Shot attacks!
{>Click For Info}Name: Auditory Armor Rank: C Description: The sound surrounding Crescendo is dense- to the point where it's difficult to let anything get close without it simply falling apart, or leaving his Sound on those who try. Effects: +80 Armor vs Shot Attacks, and any Combat attacks that strike Crescendo grant him 8 Damage on Resonance. Passive
Bolt Missile - Taken for 0 Damage.
====================
HP: 1900/1900
Status: Fine
Base Damage: 220
====================
Attack:
8 AS (7 Base +1 First turn/even turns)
Name: Decibel Range: Shot Element: Sonic Description: A rush of sonic energy meant to keep Crescendo safe from reprisal. Effects: 90% | 200 Damage | Cannot Be Countered
Name: Reverb Range: Shot Element: Sonic Description: A low, steady pulse that echoes out from Crescendo, difficult to evade. Effects: 90% | 200 Damage | Cannot be Naturally Avoided Cooldown: 0 (Reduced from 1 by Normal Type)
Name: Decibel Range: Shot Element: Sonic Description: A rush of sonic energy meant to keep Crescendo safe from reprisal. Effects: 90% | 200 Damage | Cannot Be Countered
Name: Intensified Sound Range: Combat Element: Sonic Description: A close-range burst of sound from Crescendo that causes him to reap their own Sound for himsel.f Effects: 90% | 200 Damage | If Hits: +10 Damage for 1 Turn Cooldown: 1
Name: Decibel Range: Shot Element: Sonic Description: A rush of sonic energy meant to keep Crescendo safe from reprisal. Effects: 90% | 200 Damage | Cannot Be Countered
Charging: Sonar
Name: Decibel Range: Shot Element: Sonic Description: A rush of sonic energy meant to keep Crescendo safe from reprisal. Effects: 90% | 200 Damage | Cannot Be Countered
Name: Seeking Note Range: Combat Element: Sonic Description: Once Crescendo.exe has ahold of his opponent's location, nothing can come between him and his target. Effects: 90% | 200 Damage | Cannot be Intercepted Cooldown: 1
AutoCharges: Adagio Pulse Resonate
====================
HP: 1900 / 1900 Status: Fine Panels: Normal
Cooldowns: Reverb: 0 Intensified Sound: 1 Seeking Note: 1
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Post by Gaia on May 30, 2019 11:31:48 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=3300/3300]
[JunkMan has 55 Armor, is strong to Sonic, and takes 51.67% Damage] [Without Objects, JunkMan cannot avoid attacks!]
[Initiative ⇪ Sigma] Passive Program The user has a +3 Initiative. Grants 20% Damage Reduction against all attacks on the first Defensive Phase.
[Decibel] - Taken for [200] 45 Damage! [Intensified Sound] - Takenf or [200] 45 Damage! [Decibel] - Taken for [200] 45 Damage! [Decibel] - Taken for [200] 45 Damage!
[Onyx Cross: 1/Turn, Reduce 1 Incoming Attack's Damage by 50%] [Seeking Note] - Taken for [200] 20 Damage!
[JunkMan HP=3100/3300]
Support Phase
[JunkMan HP=3100/3300]
[N/A]
[JunkMan HP=3100/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Bolt Missile] - [1/3 Charges]
1. [Reuse] Stone | Combat Using his control over junk data, he forcefully rips parts from his opponent to make more for his collection. - 180 Damage [90%] - Regardless of Success, JunkMan gains +3 Uses to skills, as desired. - [3] 1-Turn Charge, 1-CD. [Auto Charge ⇪ Beta | Hyper Expansion]
2. [Collect] Stone | Combat JunkMan goes digging through the piles to gather more materials for his next creation. - 0 Damage -- Adds 100% of JunkMan's Base Damage to the Health of the next object he summons. --- 1-Turn Required Charge
2. [Reverberation] - [1/2 Charges]
3. [Recycled Frame] - [2/4 Charges]
4. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 60 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
Summary Phase
240 Damage @ Crescendo
[JunkMan HP=3100/3300]
[Status] - - [Stage] - - [Cooldown] - - [Reuse] - [0/1]
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Post by Kman on May 30, 2019 11:54:55 GMT -8
==================== Crescendo Turn Two ====================
Pre-Phase:
JunkMan took 5 attacks last turn. Crescendo gains +80 damage from Resonance!
{>Click For Info}Name: Resonance Rank: C Description: Crescendo.exe cannot interpret data in any other method than sound. In that, his entire world, to him, has been reduced to sound in order for him to effectively fight within it. Effects: [+]Upon hitting an opponent with an attack, Crescendo gains +16 Damage. While this skill will continue to gather damage beyond 160, Crescendo can only benefit from a maximum of 160 Damage. [+]Crescendo may remove 8 damage from this skill to add 1 aimer to an attack this turn. [-]Crescendo cannot add aimers to his attacks in any way except for this skill, and may never benefit from Omni-Aimers. [-]Crescendo cannot benefit from STAB Passive Effect
====================
Defense Phase:
Auditory Armor gives Crescendo 80 Damage vs Shot attacks!
{>Click For Info}Name: Auditory Armor Rank: C Description: The sound surrounding Crescendo is dense- to the point where it's difficult to let anything get close without it simply falling apart, or leaving his Sound on those who try. Effects: +80 Armor vs Shot Attacks, and any Combat attacks that strike Crescendo grant him 8 Damage on Resonance. Passive
Reuse - Dodged with Sonic Boom. AS Sacrificed for additional avoid to stop the RoS effect.
{>Click For Info}Name: Sonic Boom Rank: C Description: Crescendo.exe moves at a sudden, breakneck speed, or if he can See his opponent, simply raises a wall of sound against it. Effects: [+] Dodge 1 attack. [+] Can sacrifice an Attack Slot to Naturally Aura a second attack, or change this dodge to a Natural Aura. [-] Cannot be used if Crescendo has no bonus damage from Resonance. Uses: 5/6
Collect - No Interaction
Junk Press - Taken for 60 damage. 8 Damage gained from Auditory Armor.
====================
HP: 1840/1900
Status: Fine
Base Damage: 308
====================
Attack:
7 AS (7 Base +1 First turn/even turns -1 Sonic Boom)
Name: Resonate Range: Shot Element: Sonic Description: A simple, yet effective attack in which Crescendo.exe's body exudes sound, aimed at any in reach. Effects: 90% | 280 420 Damage | Can be Optionally Charged for 1 Turn Optional Charge: 1
Name: Decibel Range: Shot Element: Sonic Description: A rush of sonic energy meant to keep Crescendo safe from reprisal. Effects: 90% | 280 Damage | Cannot Be Countered
Name: Reverb Range: Shot Element: Sonic Description: A low, steady pulse that echoes out from Crescendo, difficult to evade. Effects: 90% | 280 Damage | Cannot be Naturally Avoided Cooldown: 0 (Reduced from 1 by Normal Type)
Name: Decibel Range: Shot Element: Sonic Description: A rush of sonic energy meant to keep Crescendo safe from reprisal. Effects: 90% | 280 Damage | Cannot Be Countered
Name: Adagio Range: Shot Element: Sonic Description: A slow, steady rhythm that impacts a navi's ability to function. Effects: 80% | 250 Damage | If Hits: Opponent has -2 Attack Slots for 1 turn. Charge: 1 (Reduced from 2 from Turquoise Star)
Name: Decibel Range: Shot Element: Sonic Description: A rush of sonic energy meant to keep Crescendo safe from reprisal. Effects: 90% | 200 Damage | Cannot Be Countered
Name: Sonar Range: Shot Element: Sonic Description: Used more to simply get his bearings, Crescendo.exe can use his built-in sonar to find his foes far more quickly. Effects: 90% | 280 Damage | Hits All Charge: 1
8 Damage removed to add Breaks Shields to Pulse (Base Damage 300)
Name: Pulse Range: Combat Element: Sonic Description: A low, droning sound emanates from Crescendo at all times, rattling an opponent without end. Effects: 140% | 420 630 Damage | Can be optionally charged for 1 turn for 1.5x damage. Optional Charge: 1 Cooldown: 1
AutoCharges: Harsh Noise Discordance Resonate
====================
HP: 1840 / 1900 Status: Fine Panels: Normal
Cooldowns: Intensified Sound: 0 Seeking Note: 0 Reverb: 0 Pulse: 1
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Post by Gaia on May 30, 2019 13:42:01 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=3100/3300]
[JunkMan has 55 Armor, is strong to Sonic, and takes 51.67% Damage] [Without Objects, JunkMan cannot avoid attacks!]
[Resonate] - Taken for [420] 135 Damage! [Decibel] - Taken for [280] 85 Damage! [Reverb] - Taken for [280] 85 Damage! [Decibel] - Taken for [280] 85 Damage! [Adagio] - Taken for [250] 70 Damage! [Decibel] - Taken for [280] 85 Damage! [Sonar] - Taken for [280] 85 Damage!
[JunkCube] [A-Tier, Object] The most basic of cubes, designed for durability and utilized for his personal defense. - JunkCubes are Intercepting Objects with [180 + (20 * V) + (10 * V)] 510-HP. -- [Active, 3/4 Uses]
[Junk Shield] [Advanced] JunkMan's defensive measures are near oppressive, his collection providing the ultimate wall between himself and his enemies. - JunkMan can utilize any object under his control as a Shield-Based Avoidance, regardless of its ability to intercept. -- Objects utilized in this way can block attacks during a turn up to their current Health without taking damage; thereafter, the object is no longer considered a shield, and must be able to intercept in order to properly be used to avoid attacks. Objects still block all subsequent hits of attacks that break them, unless they are Avoided Separately. -- Two objects can be raised against a single attack to be used as an Unbreakable Shield. Objects used in this way cannot be damaged, except by an attack that Breaks Shields. --- JunkMan can utilize this method of avoidance against attacks that Hit All, blocking the attack for himself by using each object (minimum of two) under his control as a shield. --- JunkMan cannot avoid attacks in any other way, and cannot be intercepted for except for by his objects. ---- [Passive]
[Endeavor: Shield ⇪ Alpha] Passive Program User chooses one avoid type on purchase. Avoidances of the chosen type may be used against attacks with aimers that would pierce them to provide 25% Damage Reduction against that attack instead. This can be applied multiple times per attack.
[Onyx Cross: 1/Turn, Reduce 1 Incoming Attack's Damage by 50%] [Pulse] - Raises JunkCubeA as a Shield! JunkCubeA is destroyed as a shield! Taken for 80 Damage!
[JunkMan HP=2390/3300]
Support Phase
[JunkMan HP=2390/3300]
[Impervious] [C-Tier, HP+] JunkMan's defensive capabilities are truly unrivaled, and his armor is capable of withstanding against even the most potent of offenses. - JunkMan gains [200 * V] 2,200 Impervious Health. -- Impervious Health is only damaged by Unavoidable Damage, and Unavoidable Damage always hits JunkMan's Impervious Health, first. --- JunkMan counts 50% of his Impervious Health as additional Max-Health for all intents and purposes. ---- [Passive]
[Self-Repairing] [S-Tier, Regen] [1/10] JunkMan's subsystems of junk collection also allows him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[Regen] - JunkMan restores 44 health!
[JunkMan HP=2434/3300]
Attack Phase 2 AS | 1 Auto-Charge
[Bolt Missile] - [2/3 Charges]
1. [Reverberation] - [2/2 Charges]
2. [Recycled Frame] - [3/4 Charges]
Summary Phase
0 Damage @ Crescendo
[JunkMan HP=2434/3300]
[Status] - - [Stage] - - [Cooldown] - - [Reuse] - [1/1]
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Post by Kman on May 30, 2019 14:26:35 GMT -8
==================== Crescendo Turn Three ====================
Pre-Phase:
JunkMan took 7 attacks last turn. Crescendo gains +112 damage from Resonance! Capped at 160 (192 Total)
{>Click For Info}Name: Resonance Rank: C Description: Crescendo.exe cannot interpret data in any other method than sound. In that, his entire world, to him, has been reduced to sound in order for him to effectively fight within it. Effects: [+]Upon hitting an opponent with an attack, Crescendo gains +16 Damage. While this skill will continue to gather damage beyond 160, Crescendo can only benefit from a maximum of 160 Damage. [+]Crescendo may remove 8 damage from this skill to add 1 aimer to an attack this turn. [-]Crescendo cannot add aimers to his attacks in any way except for this skill, and may never benefit from Omni-Aimers. [-]Crescendo cannot benefit from STAB Passive Effect
====================
Defense Phase:
Auditory Armor gives Crescendo 80 Damage vs Shot attacks!
{>Click For Info}Name: Auditory Armor Rank: C Description: The sound surrounding Crescendo is dense- to the point where it's difficult to let anything get close without it simply falling apart, or leaving his Sound on those who try. Effects: +80 Armor vs Shot Attacks, and any Combat attacks that strike Crescendo grant him 8 Damage on Resonance. Passive
N/A
====================
HP: 1840/1900
Status: Fine
Base Damage: 380
====================
Attack:
7 AS (7 Base +1 First turn/even turns)
32 Damage removed from Resonance to add 4 Aimers this turn.
Name: Seeking Note @ JunkCubeA Range: Combat Element: Sonic Description: Once Crescendo.exe has ahold of his opponent's location, nothing can come between him and his target. Effects: 90% | 345 Damage | Cannot be Intercepted | Breaks Shields Cooldown: 1
Name: Harmonic Spear @ JunkMan & JunkCubeA Range: Combat Element: Sonic Description: A pair of spears made of raw sonic energy, one pulsing at a low octave and and the other at a high, directed at two foes. Effects: 90% | 345 Damage | Can be aimed at 1 Additional Target | Breaks Shields
Name: Resonate @ JunkMan Range: Shot Element: Sonic Description: A simple, yet effective attack in which Crescendo.exe's body exudes sound, aimed at any in reach. Effects: 90% | 345 520 Damage | Can be Optionally Charged for 1 Turn Optional Charge: 1
Name: Reverb @ JunkMan Range: Shot Element: Sonic Description: A low, steady pulse that echoes out from Crescendo, difficult to evade. Effects: 90% | 345 Damage | Cannot be Naturally Avoided Cooldown: 0 (Reduced from 1 by Normal Type)
Name: Decibel @ JunkMan Range: Shot Element: Sonic Description: A rush of sonic energy meant to keep Crescendo safe from reprisal. Effects: 90% | 345 Damage | Cannot Be Countered
Name: Discordance @ JunkMan Range: Combat Element: Sonic Description: An echoing, painful pulse of sound that can affect his foes' motor skills. Effects: 60% | 115x2 Damage | Confuse | Avoid Separately | If Avoided: Crescendo gains +50 Damage for 1 turn | Breaks Shields Charge: 1 (reduced from 2 by Turquoise Star) Cooldown: 0 (Reduced from 1 by Normal Type)
Name: Harsh Noise @ All Range: Shot Element: Sonic Description: An ear-bleeding sound that shuts down things in a wide radius. Effects: 100% | 230 Damage | Destroys Objects, Clones and Auras, Cannot be Intercepted, Hits All, Breaks Shields Cooldown: 5 (Reduced from 6 By Normal Type)
AutoCharges: Frequency Alpha Sonar Resonate
====================
HP: 1840 / 1900 Status: Fine Panels: Normal
Cooldowns: Harsh Noise: 5 Discordance: 0 Seeking Note: 0 Reverb: 0 Pulse: 0
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Post by Gaia on May 30, 2019 15:59:35 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=2434/3300]
[JunkMan has 55 Armor, is strong to Sonic, and takes 51.67% Damage] [Without Objects, JunkMan cannot avoid attacks!]
[Seeking Note] - Taken by the JunkCube!
[Harmonic Spear] - Taken for [345] 105 Damage! JunkCube still kicking!
[Onyx Cross - 1/Turn, Reduce 1 Attack's Damage by 50%] [Resonate] - Taken for [520] 85 Damage! [Reverb] - Taken for [345] 105 Damage! [Decibel] - Taken for [345] 105 Damage! [Discordance] - Taken for [115] 45 Damage, total! [Harsh Noise] - Taken for [280] 65 Damage! JunkCube, destroyed!
[Junk Shield] [Advanced] JunkMan's defensive measures are near oppressive, his collection providing the ultimate wall between himself and his enemies. - JunkMan can utilize any object under his control as a Shield-Based Avoidance, regardless of its ability to intercept. -- Objects utilized in this way can block attacks during a turn up to their current Health without taking damage; thereafter, the object is no longer considered a shield, and must be able to intercept in order to properly be used to avoid attacks. Objects still block all subsequent hits of attacks that break them, unless they are Avoided Separately. -- Two objects can be raised against a single attack to be used as an Unbreakable Shield. Objects used in this way cannot be damaged, except by an attack that Breaks Shields. --- JunkMan can utilize this method of avoidance against attacks that Hit All, blocking the attack for himself by using each object (minimum of two) under his control as a shield. --- JunkMan cannot avoid attacks in any other way, and cannot be intercepted for except for by his objects. ---- [Passive]
[Endeavor: Shield ⇪ Alpha] Passive Program User chooses one avoid type on purchase. Avoidances of the chosen type may be used against attacks with aimers that would pierce them to provide 25% Damage Reduction against that attack instead. This can be applied multiple times per attack.
[JunkMan HP=1924/3300]
Support Phase
[JunkMan HP=1924/3300]
[Impervious] [C-Tier, HP+] JunkMan's defensive capabilities are truly unrivaled, and his armor is capable of withstanding against even the most potent of offenses. - JunkMan gains [200 * V] 2,200 Impervious Health. -- Impervious Health is only damaged by Unavoidable Damage, and Unavoidable Damage always hits JunkMan's Impervious Health, first. --- JunkMan counts 50% of his Impervious Health as additional Max-Health for all intents and purposes. ---- [Passive]
[Self-Repairing] [S-Tier, Regen] [1/10] JunkMan's subsystems of junk collection also allows him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[Regen] - JunkMan restores 44 health!
[JunkMan HP=1968/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Bolt Missile] - [3/3 Charges]
1. [Reverberation] Sonic | Shot JunkMan releases a powerful burst of magnetic force that rends apart opponents, the stored kinetic energy from increased attacks making him stronger. - 530 Damage [60%] -- Undodgeable, Cuts Auras --- 2 Hits, Avoided Separately ---- Gains 30% of the Damage JunkMan has reduced, up to this point [3,510] ----- 2-Turn Required Charge
2. [Reuse] - [1/1 Charges]
3. [Collect] - [1/1 Charges]
4. [Recycled Frame] - [4/4 Charges]
Summary Phase
1,060 Damage @ Crescendo
[JunkMan HP=1924/3300]
[Status] - - [Stage] - - [Cooldown] - -
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Post by Kman on May 31, 2019 11:50:48 GMT -8
==================== Crescendo Turn Four ====================
Pre-Phase:
JunkMan & Cube took 7 attacks last turn. Crescendo gains +112 damage from Resonance! Capped at 160 (272 Total)
{>Click For Info}Name: Resonance Rank: C Description: Crescendo.exe cannot interpret data in any other method than sound. In that, his entire world, to him, has been reduced to sound in order for him to effectively fight within it. Effects: [+]Upon hitting an opponent with an attack, Crescendo gains +16 Damage. While this skill will continue to gather damage beyond 160, Crescendo can only benefit from a maximum of 160 Damage. [+]Crescendo may remove 8 damage from this skill to add 1 aimer to an attack this turn. [-]Crescendo cannot add aimers to his attacks in any way except for this skill, and may never benefit from Omni-Aimers. [-]Crescendo cannot benefit from STAB Passive Effect ====================
Defense Phase:
Auditory Armor gives Crescendo 80 Damage vs Shot attacks!
{>Click For Info}Name: Auditory Armor Rank: C Description: The sound surrounding Crescendo is dense- to the point where it's difficult to let anything get close without it simply falling apart, or leaving his Sound on those who try. Effects: +80 Armor vs Shot Attacks, and any Combat attacks that strike Crescendo grant him 8 Damage on Resonance. Passive
Reverberation: 1 Skill use from 'Strike a Different Chord' used to activate Hard Body chip vs Reverberation! 530 - 140 = 390 * .7 (Strong vs Sonic) = 273 * 2 = 546 Damage Taken
====================
HP: 1,294/1900
Status: Fine
Base Damage: 380
====================
Attack:
8 AS (7 Base +1 First turn/even turns)
56 Damage removed from Resonance to add 7 Aimers this turn.
2785 or less damage to avoid regen
Name: Resonate @ JunkMan Range: Shot Element: Sonic Description: A simple, yet effective attack in which Crescendo.exe's body exudes sound, aimed at any in reach. Effects: 90% | 345 520 Damage | Can be Optionally Charged for 1 Turn | Breaks Shields Optional Charge: 1
Name: Decibel @ JunkMan Range: Shot Element: Sonic Description: A rush of sonic energy meant to keep Crescendo safe from reprisal. Effects: 90% | 345 Damage | Cannot Be Countered | Breaks Shields
Name: Reverb @ JunkMan Range: Shot Element: Sonic Description: A low, steady pulse that echoes out from Crescendo, difficult to evade. Effects: 90% | 345 Damage | Cannot be Naturally Avoided | Breaks Shields Cooldown: 0 (Reduced from 1 by Normal Type)
Name: Piercing Note @ JunkMan Range: Shot Element: Sonic Description: Even the most stalwart armor cannot protect from raw sound, and if too much, Crescendo.exe can use that against his foe, leaving a sampling of his resonance within the armor itself. Effects: 90% | 345 Damage | Ignores Armor | Breaks Shields Cooldown: 0 (Reduced from 1 by Normal Type)
Name: Sonar @ All Range: Shot Element: Sonic Description: Used more to simply get his bearings, Crescendo.exe can use his built-in sonar to find his foes far more quickly. Effects: 90% | 345 Damage | Hits All | Breaks Shields Charge: 1
Name: Intensified Sound @ JunkMan Range: Combat Element: Sonic Description: A close-range burst of sound from Crescendo that causes him to reap their own Sound for himsel.f Effects: 90% | 345 Damage | If Hits: +10 Damage for 1 Turn | Breaks Shields Cooldown: 1
Name: Frequency Alpha @ JunkMan Range: Combat Element: Sonic Description: Crescendo.exe can find the frequency of an object and invert his own body's frequency to it, causing it to crumble like dust, no matter how strong. Effects: 90% | 345 Damage | Destroys Objects | Breaks Shields Charge: 1
Charging Resonate
AutoCharges: Adagio Discordance Frequency Alpha
====================
HP: 1,294 / 1900 Status: Fine Panels: Normal
Cooldowns: Harsh Noise: 4 Intensified Sound: 1 Piercing Note: 0 Seeking Note: 0 Reverb: 0
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Post by Gaia on Sept 18, 2019 14:00:42 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=1924/3300]
[JunkMan has 55 Armor, is strong to Sonic, and takes 51.67% Damage] [Without Objects, JunkMan cannot avoid attacks!]
[Onyx Cross - 1/Turn, Reduce 1 Attack's Damage by 50%] [Resonate] - Taken for [520] 85 Damage! [Decibel] - Taken for [345] 105 Damage! [Reverb] - Taken for [345] 105 Damage! [Piercing Note] - Taken for [345] 125 Damage, total! [Sonar] - Taken for [345] 105 Damage! [Intensified Sound] - Taken for [345] 105 Damage! [Frequency Alpha] - Taken for [345] 105 Damage!
[Junk Shield] [Advanced] JunkMan's defensive measures are near oppressive, his collection providing the ultimate wall between himself and his enemies. - JunkMan can utilize any object under his control as a Shield-Based Avoidance, regardless of its ability to intercept. -- Objects utilized in this way can block attacks during a turn up to their current Health without taking damage; thereafter, the object is no longer considered a shield, and must be able to intercept in order to properly be used to avoid attacks. Objects still block all subsequent hits of attacks that break them, unless they are Avoided Separately. -- Two objects can be raised against a single attack to be used as an Unbreakable Shield. Objects used in this way cannot be damaged, except by an attack that Breaks Shields. --- JunkMan can utilize this method of avoidance against attacks that Hit All, blocking the attack for himself by using each object (minimum of two) under his control as a shield. --- JunkMan cannot avoid attacks in any other way, and cannot be intercepted for except for by his objects. ---- [Passive]
[Endeavor: Shield ⇪ Alpha] Passive Program User chooses one avoid type on purchase. Avoidances of the chosen type may be used against attacks with aimers that would pierce them to provide 25% Damage Reduction against that attack instead. This can be applied multiple times per attack.
[JunkMan HP=1189/3300]
Support Phase
[JunkMan HP=1189/3300]
[Impervious] [C-Tier, HP+] JunkMan's defensive capabilities are truly unrivaled, and his armor is capable of withstanding against even the most potent of offenses. - JunkMan gains [200 * V] 2,200 Impervious Health. -- Impervious Health is only damaged by Unavoidable Damage, and Unavoidable Damage always hits JunkMan's Impervious Health, first. --- JunkMan counts 50% of his Impervious Health as additional Max-Health for all intents and purposes. ---- [Passive]
[Self-Repairing] [S-Tier, Regen] [2/10] JunkMan's subsystems of junk collection also allows him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[Regen] - JunkMan restores 66 health!
[JunkMan HP=1255/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Junk Barrage] - [1/3 Charges]
1. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - [80] 320 Damage [40%] -- Undodgeable, Cuts Auras -- Hits all Objects --- Can be Optionally Charged for 3 Turns
2. [Reuse] Stone | Combat Using his control over junk data, he forcefully rips parts from his opponent to make more for his collection. - 180 Damage [90%] - Regardless of Success, JunkMan gains +3 Uses to skills, as desired. - Hits all Objects - [3] 1-Turn Charge, 1-CD. [Auto Charge ⇪ Beta | Hyper Expansion]
3. [Collect] Stone | Combat JunkMan goes digging through the piles to gather more materials for his next creation. - 0 Damage -- Adds 100% of JunkMan's Base Damage to the Health of the next object he summons. --- 1-Turn Required Charge
4. [Recycled Frame] Stone | Shot JunkMan pieces together a prized structure within the piles of trash. - 80 Damage [40%] -- Deals no Damage. Spawns a [CompactCube] with health equal to this Attack's Damage. --- Can be Optionally Charged for 3 Turns. Damage increases by an addtional 20% per target beyond the first. ---- 1-Turn Charge, 3 Uses
[[Two stacks of Collect, active! CompactCube with 720-HP, spawned!]]
[Efficiency] [A-Tier, Object Support] JunkMan is adept at putting together his lovely creations, and can easily build more from available resources. - JunkMan can spawn up to 2 Additional Objects of each type. -- [Passive]
[AssaultCube] [A-Tier, Object] A cube designed with a more blunt face, magnetized to JunkMan's field, specifically to orbit around and strike down on his foes from afar. - AssaultCubes are Non-Intercepting Objects with [((270 + (30 * V)) - 20%) + (10 * V)] 590-HP. -- AssaultCubes have 1 Attack Slot at 50% Damage, and attack once each turn, if able. --- Additional Skill Uses can be expended to merge AssaultCubes, adding +20% Max-Health and an additional +10% Damage. Per three AssaultCubes merged, they gain an additional attack slot. -- Only 1 AssaultCube can be active at a time. ---- [Active, 1/4 Uses]
JunkMan spawns three AssaultCubes! AssaultCubeA merges with CompactCube A! 965-HP object that can merge with other objects, attack once/turn at 50% damage and can merge with assault cubes to gain +20% health and +10% Damage! CompactCubeA absorbs AssaultCube B+C, gaining +40% max-health, +20% Damage.
[AssaultCube] [A-Tier, Object] A cube designed with a more blunt face, magnetized to JunkMan's field, specifically to orbit around and strike down on his foes from afar. - AssaultCubes are Non-Intercepting Objects with [((270 + (30 * V)) - 20%) + (10 * V)] 590-HP. -- AssaultCubes have 1 Attack Slot at 50% Damage, and attack once each turn, if able. --- Additional Skill Uses can be expended to merge AssaultCubes, adding +20% Max-Health and an additional +10% Damage. Per three AssaultCubes merged, they gain an additional attack slot. -- Only 1 AssaultCube can be active at a time. ---- [Active, 0/4 Uses]
JunkMan spawns one AssaultCube! CompactCubeA absorbs AssaultCube, gaining +10% Damage and +20% health! Three cubes merged, +1 AS!
[[CompactCubeA now has 1,545 HP, 2 AS, and attacks with 80% of JunkMan's damage]]
CompactCubeA
1. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 65 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
2. [Bolt Missile] Stone | Shot His hand shifts into a makeshift buster, and fires from it magnetized iron bolts. - 65 Damage [40%] -- Undodgeable, Cuts Auras --- Can be Optionally Charged for 3 Turns
Summary Phase
635 Damage @ Crescendo
[JunkMan HP=1255/3300]
[Status] - - [Stage] - - [Cooldown] - - [Reuse] - [0/1]
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Post by Kman on Oct 25, 2019 7:33:49 GMT -8
#s://images~smash~gg/images/character/633/image-3c57e7c24ec12a160c9fb1bbaba51f7e~png ==================== Crescendo Turn Five ====================
Pre-Phase:
JunkMan & Cube took 7 attacks last turn. Crescendo gains +112 damage from Resonance! Capped at 160 (328 Total)
{>Click For Info}Name: Resonance Rank: C Description: Crescendo.exe cannot interpret data in any other method than sound. In that, his entire world, to him, has been reduced to sound in order for him to effectively fight within it. Effects: [+]Upon hitting an opponent with an attack, Crescendo gains +16 Damage. While this skill will continue to gather damage beyond 160, Crescendo can only benefit from a maximum of 160 Damage. [+]Crescendo may remove 8 damage from this skill to add 1 aimer to an attack this turn. [-]Crescendo cannot add aimers to his attacks in any way except for this skill, and may never benefit from Omni-Aimers. [-]Crescendo cannot benefit from STAB Passive Effect ====================
Defense Phase:
Auditory Armor gives Crescendo 80 Damage vs Shot attacks!
{>Click For Info}Name: Auditory Armor Rank: C Description: The sound surrounding Crescendo is dense- to the point where it's difficult to let anything get close without it simply falling apart, or leaving his Sound on those who try. Effects: +80 Armor vs Shot Attacks, and any Combat attacks that strike Crescendo grant him 8 Damage on Resonance. Passive
Crescendo uses Vibranium to Block Bolt Missile!
{>Click For Info}Name: Vibranium Rank: C Description: Forming a shield of pure sound, Crescendo.exe deflects an attack, or if he can See his opponent, simply raises a wall of sound against it. Effects: [+]Block 1 Attack. [+] Can sacrifice an Attack Slot to Naturally Aura a second attack, or change this block to a Natural Aura. [-] Cannot be used if Crescendo has no bonus damage from Resonance. Uses: 5/6
AS Sacrificed to Naturally Aura Reuse Natural Avoid used to Negate the RoS effect of Reuse! | 5-Turn CD
Collect - No Interaction
Recycled Frame - No Interaction
Bolt Missile - Taken for 0
Bolt Missile - Taken for 0
====================
HP: 1,294/1900
Status: Fine
Base Damage: 380
====================
Attack:
6 AS (7 Base +1 First turn/even turns -1 Vibranium)
48 Damage removed from Resonance to add 6 Aimers this turn.
2785 or less damage to avoid regen
Name: Frequency Alpha @ CompactCubeA Range: Combat Element: Sonic Description: Crescendo.exe can find the frequency of an object and invert his own body's frequency to it, causing it to crumble like dust, no matter how strong. Effects: 90% | 355 Damage | Destroys Objects | Breaks Shields Charge: 1
Name: Adagio @ JunkMan Range: Shot Element: Sonic Description: A slow, steady rhythm that impacts a navi's ability to function. Effects: 80% | 315 Damage | If Hits: Opponent has -2 Attack Slots for 1 turn | Breaks Shields Charge: 1 (Reduced from 2 from Turquoise Star)
Name: Discordance @ JunkMan Range: Combat Element: Sonic Description: An echoing, painful pulse of sound that can affect his foes' motor skills. Effects: 60% | 120x2 Damage | Confuse | Avoid Separately | If Avoided: Crescendo gains +50 Damage Charge: 1 (reduced from 2 by Turqoise Star) Cooldown: 0 (Reduced from 1 by Normal Type)
Name: Reverb @ JunkMan Range: Shot Element: Sonic Description: A low, steady pulse that echoes out from Crescendo, difficult to evade. Effects: 90% | 355 Damage | Cannot be Naturally Avoided | Breaks Shields Cooldown: 0 (Reduced from 1 by Normal Type)
Name: Piercing Note @ JunkMan Range: Shot Element: Sonic Description: Even the most stalwart armor cannot protect from raw sound, and if too much, Crescendo.exe can use that against his foe, leaving a sampling of his resonance within the armor itself. Effects: 90% | 355 Damage | Ignores Armor | Breaks Shields Cooldown: 0 (Reduced from 1 by Normal Type)
Name: Resonate Range: Shot Element: Sonic Description: A simple, yet effective attack in which Crescendo.exe's body exudes sound, aimed at any in reach. Effects: 90% | 530 Damage | Can be Optionally Charged for 1 Turn | Breaks Shields Optional Charge: 1
AutoCharges: Sonar Reverb Pulse
====================
HP: 1,294 / 1900 Status: Fine Panels: Normal
Cooldowns: Harsh Noise: 3 Intensified Sound: 0 Piercing Note: 0 Reverb: 0 Natural Aura: 5
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Post by Gaia on Oct 25, 2019 12:13:40 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=1255/3300]
[JunkMan has 55 Armor, is strong to Sonic, and takes 51.67% Damage] [Without Objects, JunkMan cannot avoid attacks!]
[Frequency Alpha] - JunkMan intercepts for his Cube! Taken for [355] 110 Damage!
[JunkCube] [A-Tier, Object] The most basic of cubes, designed for durability and utilized for his personal defense. - JunkCubes are Intercepting Objects with [180 + (20 * V) + (10 * V)] 510-HP. -- [Active, 1/4 Uses]
[Adagio] - JunkMan raises his two JunkCubes as an Unbreakable shield! JunkCubeA-B reduced to 195 Health as a shield!
[Discordance] - Junkman raises his JunkCubeA as a shield! Health from shield negates If-Avoided effect; raises additional shield JunkCubeB to avoid the second If-Avoided effect. JunkCubeA destroyed as a shield!
[Reverb] - Taken for [355] 110 Damage! [Piercing Note] - Taken for [355] 130 Damage, total!
[Onyx Cross: Once/Turn, Take 50% Damage from one incoming attack] [Resonate] - JunkMan raises JunkCubeB as a shield, using Endeavor. [530] 45 Damage! JunkCubeB broken as a shield!
[Junk Shield] [Advanced] JunkMan's defensive measures are near oppressive, his collection providing the ultimate wall between himself and his enemies. - JunkMan can utilize any object under his control as a Shield-Based Avoidance, regardless of its ability to intercept. -- Objects utilized in this way can block attacks during a turn up to their current Health without taking damage; thereafter, the object is no longer considered a shield, and must be able to intercept in order to properly be used to avoid attacks. Objects still block all subsequent hits of attacks that break them, unless they are Avoided Separately. -- Two objects can be raised against a single attack to be used as an Unbreakable Shield. Objects used in this way cannot be damaged, except by an attack that Breaks Shields. --- JunkMan can utilize this method of avoidance against attacks that Hit All, blocking the attack for himself by using each object (minimum of two) under his control as a shield. --- JunkMan cannot avoid attacks in any other way, and cannot be intercepted for except for by his objects. ---- [Passive]
[Endeavor: Shield ⇪ Alpha] Passive Program User chooses one avoid type on purchase. Avoidances of the chosen type may be used against attacks with aimers that would pierce them to provide 25% Damage Reduction against that attack instead. This can be applied multiple times per attack.
[JunkMan HP=860/3300] [JunkCubeA HP=510/510] [JunkCubeB HP=510/510] [JunkCubeC HP=510/510]
Support Phase
[JunkMan HP=860/3300]
[Impervious] [C-Tier, HP+] JunkMan's defensive capabilities are truly unrivaled, and his armor is capable of withstanding against even the most potent of offenses. - JunkMan gains [200 * V] 2,200 Impervious Health. -- Impervious Health is only damaged by Unavoidable Damage, and Unavoidable Damage always hits JunkMan's Impervious Health, first. --- JunkMan counts 50% of his Impervious Health as additional Max-Health for all intents and purposes. ---- [Passive]
[Self-Repairing] [S-Tier, Regen] [2/10] JunkMan's subsystems of junk collection also allows him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[Regen] - JunkMan restores 66 health!
[JunkMan HP=926/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Junk Barrage] - [2/3 Charges]
1. [Collect] - [1/1 Charges]
2. [Reverberation] [1/2 Charges]
3. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 80 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
4. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 80 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
CompactCubeA
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 65 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
2. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 65 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
Summary Phase
290 Damage @ Crescendo
[JunkMan HP=926/3300]
[Status] - - [Stage] - - [Cooldown] - - [Reuse] - [1/1]
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Post by Kman on Oct 25, 2019 14:52:19 GMT -8
#s://images~smash~gg/images/character/633/image-3c57e7c24ec12a160c9fb1bbaba51f7e~png ==================== Crescendo Turn Six ====================
Pre-Phase:
JunkMan & Cube took 4 attacks last turn. Crescendo gains +64 damage from Resonance! Capped at 160 (344 Total)
{>Click For Info}Name: Resonance Rank: C Description: Crescendo.exe cannot interpret data in any other method than sound. In that, his entire world, to him, has been reduced to sound in order for him to effectively fight within it. Effects: [+]Upon hitting an opponent with an attack, Crescendo gains +16 Damage. While this skill will continue to gather damage beyond 160, Crescendo can only benefit from a maximum of 160 Damage. [+]Crescendo may remove 8 damage from this skill to add 1 aimer to an attack this turn. [-]Crescendo cannot add aimers to his attacks in any way except for this skill, and may never benefit from Omni-Aimers. [-]Crescendo cannot benefit from STAB Passive Effect ====================
Defense Phase:
All Taken For 290
====================
HP: 1,294/1900 Damage: 290 HP: 1004/1900
Status: Fine
Strike a Different Chord used 1x to Drop the "+1 attack slot" effect from Elec to gain "Charged Attacks deal +25% total damage" from Plasma
{>Click for Details} Name: Strike a Different Chord Rank: B Description: Crescendo, a master of sounds, can alter his own body's frequencies to emulate another Sound. Effects: Crescendo's Elec element loses its "+1 attack slot" effect and instead gains "Charged attacks deal +25% total damage" from Plasma for 1 turn. Uses: 2/4
Base Damage: 380
====================
Attack:
7 AS (7 Base +1 First turn/even turns -1 Strike a Different Chord)
40 Damage removed from Resonance to add 5 Aimers this turn.
Name: Sonar @ All Range: Shot Element: Sonic Description: Used more to simply get his bearings, Crescendo.exe can use his built-in sonar to find his foes far more quickly. Effects: 90% | 345 435 Damage | Hits All | Breaks Shields Charge: 1
Name: Harmonic Spear @ JunkMan & JunkCubeA Range: Combat Element: Sonic Description: A pair of spears made of raw sonic energy, one pulsing at a low octave and and the other at a high, directed at two foes. Effects: 90% | 345 Damage | Can be aimed at 1 Additional Target | Breaks Shields
Name: Harmonic Spear @ JunkMan & JunkCubeB Range: Combat Element: Sonic Description: A pair of spears made of raw sonic energy, one pulsing at a low octave and and the other at a high, directed at two foes. Effects: 90% | 345 Damage | Can be aimed at 1 Additional Target | Breaks Shields
Name: Harmonic Spear @ JunkMan & JunkCubeC Range: Combat Element: Sonic Description: A pair of spears made of raw sonic energy, one pulsing at a low octave and and the other at a high, directed at two foes. Effects: 90% | 345 Damage | Can be aimed at 1 Additional Target | Breaks Shields
Name: Reverb @ JunkMan Range: Shot Element: Sonic Description: A low, steady pulse that echoes out from Crescendo, difficult to evade. Effects: 90% | 345 Damage | Cannot be Naturally Avoided | Breaks Shields Cooldown: 0 (Reduced from 1 by Normal Type)
Charge on Pulse dropped.
Charging: Frequency Alpha
Charging: Discordance
AutoCharges: Resonate Adagio Pulse
====================
HP: 1,004 / 1900 Status: Fine Panels: Normal
Cooldowns: Harsh Noise: 2 Natural Aura: 4 Reverb: 0
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Post by Gaia on Oct 25, 2019 20:44:58 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=926/3300]
[JunkMan has 55 Armor, is strong to Sonic, and takes 51.67% Damage] [Without Objects, JunkMan cannot avoid attacks!]
[Sonar] - JunkMan raises all shields as a barrier, creating an unbreakable shield against the Hits All effect! JunkCubeC and CompactCubeA take 435 damage as shields!
[Harmonic Spear] - JunkMan raises his JunkCubeC and CompactCubeA as an unbreakable shield! JunkCubeC breaks as a shield!
CompactCubeA absorbs JunkCubeC, gaining the ability to intercept for allies! 1,800-HP object, formed! CompactcubeA intercepts for JunkCubeA!
[Harmonic Spear] - Taken for [345] 105 Damage! CompactCubeA intercepts for JunkCubeB! [Harmonic Spear] - Taken for [345] 105 Damage! CompactCubeA intercepts for JunkCubeC! [Reverb] - Taken for [345] 105 Damage!
[Junk Shield] [Advanced] JunkMan's defensive measures are near oppressive, his collection providing the ultimate wall between himself and his enemies. - JunkMan can utilize any object under his control as a Shield-Based Avoidance, regardless of its ability to intercept. -- Objects utilized in this way can block attacks during a turn up to their current Health without taking damage; thereafter, the object is no longer considered a shield, and must be able to intercept in order to properly be used to avoid attacks. Objects still block all subsequent hits of attacks that break them, unless they are Avoided Separately. -- Two objects can be raised against a single attack to be used as an Unbreakable Shield. Objects used in this way cannot be damaged, except by an attack that Breaks Shields. --- JunkMan can utilize this method of avoidance against attacks that Hit All, blocking the attack for himself by using each object (minimum of two) under his control as a shield. --- JunkMan cannot avoid attacks in any other way, and cannot be intercepted for except for by his objects. ---- [Passive]
[Endeavor: Shield ⇪ Alpha] Passive Program User chooses one avoid type on purchase. Avoidances of the chosen type may be used against attacks with aimers that would pierce them to provide 25% Damage Reduction against that attack instead. This can be applied multiple times per attack.
[JunkMan HP=611/3300] [JunkCubeA HP=75/510] [JunkCubeB HP=75/510] [CompactCubeA HP=330/1800]
Support Phase
[JunkMan HP=611/3300]
[Impervious] [C-Tier, HP+] JunkMan's defensive capabilities are truly unrivaled, and his armor is capable of withstanding against even the most potent of offenses. - JunkMan gains [200 * V] 2,200 Impervious Health. -- Impervious Health is only damaged by Unavoidable Damage, and Unavoidable Damage always hits JunkMan's Impervious Health, first. --- JunkMan counts 50% of his Impervious Health as additional Max-Health for all intents and purposes. ---- [Passive]
[Self-Repairing] [S-Tier, Regen] [2/10] JunkMan's subsystems of junk collection also allows him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[Regen] - JunkMan restores 66 health!
[JunkMan HP=677/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Junk Barrage] - [3/3 Charges]
1. [Collect] Stone | Combat JunkMan goes digging through the piles to gather more materials for his next creation. - 0 Damage -- Adds 100% of JunkMan's Base Damage to the Health of the next object he summons. --- 1-Turn Required Charge
2. [Reuse] [1/1 Charges]
3. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 80 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
4. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 80 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
CompactCubeA
1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 65 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
2. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground. - 65 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns
Summary Phase
290 Damage @ Crescendo
[JunkMan HP=677/3300]
[Status] - - [Stage] - - [Cooldown] - -
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Post by Kman on Oct 28, 2019 10:36:52 GMT -8
#s://images~smash~gg/images/character/633/image-3c57e7c24ec12a160c9fb1bbaba51f7e~png ==================== Crescendo Turn Seven ====================
Pre-Phase:
JunkMan & Cube took 4 attacks last turn. Crescendo gains +64 damage from Resonance! Capped at 160
8 C-range attacks taken between last turn and this turn. Via Auditory Armor, Crescendo gains 8 damage on Resonance for each C-range attack taken. (432 Total)
{>Click For Info}Name: Resonance Rank: C Description: Crescendo.exe cannot interpret data in any other method than sound. In that, his entire world, to him, has been reduced to sound in order for him to effectively fight within it. Effects: [+]Upon hitting an opponent with an attack, Crescendo gains +16 Damage. While this skill will continue to gather damage beyond 160, Crescendo can only benefit from a maximum of 160 Damage. [+]Crescendo may remove 8 damage from this skill to add 1 aimer to an attack this turn. [-]Crescendo cannot add aimers to his attacks in any way except for this skill, and may never benefit from Omni-Aimers. [-]Crescendo cannot benefit from STAB Passive Effect ====================
Defense Phase:
All Taken For 290
====================
HP: 1,004/1900 Damage: 290 HP: 714/1900
Status: Fine
Base Damage: 380
====================
Attack:
7 AS (7 Base +1 First turn/even turns)
56 Damage removed from Resonance to add 7 Aimers this turn.
Name: Harmonic Spear @ JunkMan & JunkCubeB Range: Combat Element: Sonic Description: A pair of spears made of raw sonic energy, one pulsing at a low octave and and the other at a high, directed at two foes. Effects: 90% | 345 Damage | Can be aimed at 1 Additional Target | Breaks Shields
Name: Harmonic Spear @ JunkMan & JunkCubeA Range: Combat Element: Sonic Description: A pair of spears made of raw sonic energy, one pulsing at a low octave and and the other at a high, directed at two foes. Effects: 90% | 345 Damage | Can be aimed at 1 Additional Target | Breaks Shields
Name: Frequency Alpha @ CompactCubeA Range: Combat Element: Sonic Description: Crescendo.exe can find the frequency of an object and invert his own body's frequency to it, causing it to crumble like dust, no matter how strong. Effects: 90% | 345 Damage | Destroys Objects | Breaks Shields Charge: 1
Name: Discordance @ JunkMan Range: Combat Element: Sonic Description: An echoing, painful pulse of sound that can affect his foes' motor skills. Effects: 60% | 115x2 Damage | Confuse | Avoid Separately | If Avoided: Crescendo gains +50 Damage | Breaks Shields Charge: 1 (reduced from 2 by Turqoise Star) Cooldown: 0 (Reduced from 1 by Normal Type)
Name: Adagio @ JunkMan Range: Shot Element: Sonic Description: A slow, steady rhythm that impacts a navi's ability to function. Effects: 80% | 305 Damage | If Hits: Opponent has -2 Attack Slots for 1 turn | Breaks Shields Charge: 1 (Reduced from 2 from Turquoise Star)
Name: Resonate @ JunkMan Range: Shot Element: Sonic Description: A simple, yet effective attack in which Crescendo.exe's body exudes sound, aimed at any in reach. Effects: 90% | 520 Damage | Can be Optionally Charged for 1 Turn | Breaks Shields Optional Charge: 1
Name: Pulse @ JunkMan Range: Combat Element: Sonic Description: A low, droning sound emanates from Crescendo at all times, rattling an opponent without end. Effects: 140% | 800 Damage | Can be optionally charged for 1 turn for 1.5x damage | Breaks Shields Optional Charge: 1 Cooldown: 1
====================
HP: 714 / 1900 Status: Fine Panels: Normal
Cooldowns: Harsh Noise: 1 Natural Aura: 3 Pulse: 1 Discordance: 0
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Post by Gaia on Oct 28, 2019 17:36:43 GMT -8
JunkMan.SIT
Defense Phase
[JunkMan HP=677/3300]
[JunkMan has 55 Armor, is strong to Sonic, and takes 51.67% Damage] [Without Objects, JunkMan cannot avoid attacks!]
[Harmonic Spear] - Taken for [345] 105 Damage! JunkCubeB dies! [Harmonic Spear] - Taken for [345] 105 Damage! JunkCubeA dies! [Frequency Alpha] - JunkMan intercepts! Taken for [345] 105 Damage!
[JunkCube] [A-Tier, Object] The most basic of cubes, designed for durability and utilized for his personal defense. - JunkCubes are Intercepting Objects with [180 + (20 * V) + (10 * V)] 510-HP. -- [Active, 0/4 Uses]
[Discordance] - JunkMan raises JunkCubeD and CompactCubeA as an Unbreakable Shield! Health negates If-Avoided effect! [Adagio] - JunkMan raises JunkCubeD and CompactcubeA as an Unbreakble Shield! JunkCubeD is broken as a shield! [Resonate] - JunkCubeD intercepts! JunkCubeD is destroyed!
[Onyx Cross - JunkMan takes 50% Damage from 1 Incoming Attack per turn] [Pulse] - Taken for 135 Damage!
[Junk Shield] [Advanced] JunkMan's defensive measures are near oppressive, his collection providing the ultimate wall between himself and his enemies. - JunkMan can utilize any object under his control as a Shield-Based Avoidance, regardless of its ability to intercept. -- Objects utilized in this way can block attacks during a turn up to their current Health without taking damage; thereafter, the object is no longer considered a shield, and must be able to intercept in order to properly be used to avoid attacks. Objects still block all subsequent hits of attacks that break them, unless they are Avoided Separately. -- Two objects can be raised against a single attack to be used as an Unbreakable Shield. Objects used in this way cannot be damaged, except by an attack that Breaks Shields. --- JunkMan can utilize this method of avoidance against attacks that Hit All, blocking the attack for himself by using each object (minimum of two) under his control as a shield. --- JunkMan cannot avoid attacks in any other way, and cannot be intercepted for except for by his objects. ---- [Passive]
[JunkMan HP=227/3300] [CompactCubeA HP=330/1800]
Support Phase
[JunkMan HP=227/3300]
[Impervious] [C-Tier, HP+] JunkMan's defensive capabilities are truly unrivaled, and his armor is capable of withstanding against even the most potent of offenses. - JunkMan gains [200 * V] 2,200 Impervious Health. -- Impervious Health is only damaged by Unavoidable Damage, and Unavoidable Damage always hits JunkMan's Impervious Health, first. --- JunkMan counts 50% of his Impervious Health as additional Max-Health for all intents and purposes. ---- [Passive]
[Self-Repairing] [S-Tier, Regen] [2/10] JunkMan's subsystems of junk collection also allows him to quickly and efficiently reallocate data into his being. - JunkMan gains 1% of his Maximum Health as regen each time he suffers 20% or more of his Maximum Health as Damage in a turn. -- This stacks up to 10% of his Maximum Health as additional regen. -- At any time, JunkMan can choose to instead allow his objects to gain this regen at 50% efficiency.
[Regen] - JunkMan restores 66 health!
[JunkMan HP=293/3300]
Attack Phase 4 AS | 1 Auto-Charge
[Recycled Assault] - [1/4 Charges]
1. ::TimeBombCode:: Time Bomb ⇪⇪⇪ ° Summons a Time Bomb with 4 HP ° Timebomb is an Object, Normal Element, cannot attack, and cannot intercept ° Timebomb loses 1 HP if an enemy sacrifices 1 Attack Slot and cannot lose HP otherwise ° After 1 Turn, Timebomb explodes, dealing (Standard Chip Damage * 1) Unavoidable Damage to all enemies
2. ::TimeBombCode:: Time Bomb ⇪⇪⇪ ° Summons a Time Bomb with 4 HP ° Timebomb is an Object, Normal Element, cannot attack, and cannot intercept ° Timebomb loses 1 HP if an enemy sacrifices 1 Attack Slot and cannot lose HP otherwise ° After 1 Turn, Timebomb explodes, dealing (Standard Chip Damage * 1) Unavoidable Damage to all enemies
Metal Panels Metal Element ° Metal Element navis get +30 Armor and +30 Damage ° Metal Element navis may have one shield each turn become Unbreakable ° The stage cannot be changed to Broken Panels ° Lasts 3 turns
3. [Reuse] Stone | Combat Using his control over junk data, he forcefully rips parts from his opponent to make more for his collection. - 180 Damage [90%] - Regardless of Success, JunkMan gains +3 Uses to skills, as desired. - [3] 1-Turn Charge, 1-CD. [Auto Charge ⇪ Beta | Hyper Expansion]
4. Element Flare v3 ° Metal, S-Range 300 Damage. ° Deals x2.0 Damage on Metal Panels ° Deals x2.0 Damage to enemies weak to Metal ° Navis of this Element are immune to this chipCompactCubeA 1. [Junk Press] Stone | Combat JunkMan flatens his claws into metallic presses, and smashes his foe against the ground.- 65 Damage [30%] -- Undodgeable, Breaks Shields --- Gains +10% Damage per Allied Object attacking the same target. ---- Can be Optionally Charged for 3 Turns2. [Junk Barrage] Stone | Shot JunkMan magnetically lifts and throws his cubes at his foes.- 280 Damage [30%] -- Undodgeable, Breaks Shields --- This Attack can gain +5% Damage per Object on the field, up to half of JunkMan's Base Damage, but also gains 1-CD upon use. ---- Can be Optionally Charged for 3 Turns
Summary Phase
1,725 Damage @ Crescendo [JunkMan HP=293/3300] [Status] - - [Stage] - - Metal [Cooldown] - - [Reuse] - [0/1] - [Junk Barrage] - [0/1]
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