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Post by Shast on Jan 18, 2020 20:20:58 GMT -8
Out of Character Ay so I want to try and play with Jax. Someone fight me. Expect a day or two wait between posts. No init. v16
1-100
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Post by Gaia on Jan 24, 2020 15:41:53 GMT -8
Out of Character
Joker steps up to the plate! He's got +3 Initiative, but, I will roll for the chance to get a 100 for those rewards~
1-100
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Post by Gaia on Jan 24, 2020 16:29:56 GMT -8
#s://cdn~discordapp~com/attachments/501084648533917716/645317831897907200/Jokers~png
Joker.DB
Preemptive Phase
[Cloud of Crimson] [Advanced Skill] The red armor that coats his form, and the mist of crimson energy wisping away from it, is fueled by the bugged data generator within his Joker program. The hyper-specialized bugged data was first condensed into Noise and then crystallized into Crimson, creating an iron wall that eats away lesser forces thrown into its whirlwind, and has bore even the wrath of a Titan. - At the start of battle, Dread Joker raises an Aura with [(110 + (10 * V)) x 5] 1,350 Power. --- Joker cannot Dodge/Block in any way/shape/form --- Joker cannot have multiple HP Auras/Barriers active at once --- This Aura withstands against attacks that would break it, resting at 0-Power when destroyed. This aura also absorbs attacks that would cut it, up to an amount of damage each turn equal to its total HP. --- Once reduced to 0-Power, Joker can forego an instance of healing in order to supply the effect to his aura, restoring its power instead. Joker may restore health to his aura in this way up to once per opposing Navi. --- Unavoidable Damage pierces the Aura as normal. ---- [Passive]
[Preemptive Charges] - Joker has 4, 2 applied as desired -- [Crimson Channel] - [1/3 Charges] -- [Dread Satellite Laser] - [3/5 Charges]
Defense Phase
[Joker HP=2500/2500]
[N/A]
[Joker HP=2500/2500]
Support Phase
[Gigantean Strength] [S-Tier, Damage Augment] The power within his systems to create stores of nuclear energy enhances Joker's offensive capabilities far above the norm, granting him incredible efficiency in his destruction-bringing prowess. - Dread Joker converts any percentile damage increases into additional Base Damage Calculation. Dread Joker does not benefit from any effect that allows him to pierce opponent's mitigations, except for Unavoidable. Dread Joker's attacks can be mitigated below 1%. -- [Passive]
Offense Phase6 AS | 10 Auto-Charges
[Crimson Channel] - [2/3 Charges] [Dread Satellite Laser] - [4/5 Charges] [Noise Channel] - [1/2 Charges] [Satellite Laser] - [1/4 Charges] [Crushing Pressure] - [1/1 Charges] [Destroyer Missiles] - [1/5 Charges] [Conditioning Cancellation] - [1/5 Charges] [Force Emulation] - [1/5 Charges] [Density Burst] - [1/5 Charges] [Gigant Stomp] - [1/5 Charges]
1. [Gigant Swing] Coating his fist in solidified crimson, Dread Joker swings his large limb like a maul to smash into his opponent. [1,715] Laser C-Damage [235%] ::°:: Optional 1 Turn Charge: Instead of using the attack, the user gains HP equal to the attack's damage. ::°:: 1-CD
2. [Hammer the Gap] x4 Dread Joker constantly pummels his foes with intense data, chipping within their very being and degrading their form. [1,240] Plasma C-Damage [170%] ::C:: Breaks Shields, Cuts Auras ::C:: Can be Optionally Charged for 5 Turns ::B:: If Hits, Victim has -10 Armor for two turns
6. [Gigaton Building] Smashing his fist into the ground, Dread Joker causes a massive structure to suddenly appear in the space around an enemy, crushing them beyond hope. [230] Laser S-Damage ::°:: Unavoidable ::°:: Hits All ::°:: Cannot be Augmented ::°:: 1-Turn Unadjustable CD
Summary Phase
6,675 Damage @ Jax 230 Unavoidable Damage @ Jax
[Joker HP=2,500/2,500] [Status] - Fine [Cooldown] - [Gigaton Building] - [0/1] - [Gigant Swing] - [0/1] [Stage] - Null Panels
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Post by Shast on Jan 30, 2020 11:50:17 GMT -8
Jax
{(I'm throwing the relevant skills in this spoiler, for legibility.)}-Horizon's Epicenter- Passive Speed/Stage skill *Where worlds collide.* --- Up to 3 unique stages may be active at the same time. If setting a stage when 3 are active, setter may choose which stage to replace. Locking or unlocking a stage affects only that stage.
-Aegis- Passive Defense skill *Subterfuge and tricks. The weapons of the meek hold no sway in this dojo.* --- Jax's armor and damage reduction effects can't be ignored/nullified, but is only 20% effective against each source of unavoidable damage.
-Earth Mastery- Passive Support skill *Jaxs' programming was built to endure the elements. It's amplified further by the integration of the creation program. Allowing him not only the ability to endure, but thrive in all environments.* --- +1 to the number of times per turn Jax may change the stage with the "Panel Master" giga program. Stages set by Jax are locked for 1 turn. When a stage is set, Jax heals 285hp.(heal skill/3) (Up to 4 times per round)
-Fury of the Tectonic Terror- Passive Offense skill *His strength is without limit, bound only by his own tempered demeanor.* --- Increases Jax's damage by 10% of [Paramount Aura]'s current health; plus 10% more for each merged [Paramount Aura].
Panel Master The lands bend to your whims You may change the stage to any basic stage once per turn (Ignoring Panel Locks). You are immune to all negative stage effects and always benefit from positive stage effects. You may also create a custom stage (3 turn duration, no element or type restrictions on effects. effects are always symmetrical.)
-Paramount Aura- Activated Support skill *Jax cuts loose a deep bellow and a burst of vibrant energy explodes off his frame then settles into a restless aura that churns with elemental energy.* --- Creates an aura with health equal to 25%[1900] of Jax's maximum health. This aura doesn't absorb or otherwise avoid attacks. It instead adds half of its health to Jax's armor. While active, 1 attack each turn that hits Jax may lose all beneficial temporary damage-related effects.
This aura can be merged with any existing auras at any time at a rate of 50%, retaining/stacking effects. While [Immovable Force] is active auras on Jax merge at 100% strength instead.
[This aura may be destroyed via damage from attacks with [hits all], or [Destroys: Auras] effects that hit Jax. It may otherwise not be targeted.] [Jax may not utilize any revival or undershirt-type effects(10%)] [Jax may not avoid attacks(15%)] [x4 uses]
DEFENSE Jax has 475 armor, with 5% passive reduction. Jax is immune to armor reductions via defense type.
Jax creates an aura with [Paramount aura]. 1900hp, +950 armor, -1 use, 3 left.
Jax is hit by Gigant Swing for 275 damage. Jax is hit by Hammer the Gap for 0 damage. x4 Jax is hit by Gigaton builder for 0 damage.
SUPPORT Jax regenerates 5%(380) from Regenerator program.
Jax sets the stage to Sand via his Panel Master(PM) giga program. 1/2 Jax sets the stage to Poison via PM. 2/2 Jax is immune to negative stage effects via PM.
Both stages are locked via his Earth mastery skill for 1 turn.
OFFENSE 10% Paramount Aura (190) 5 AS base
Charges Terrain sweep 1/1
Cataclysm Hyper attack S-attack Stone element *He calls and it comes. By his will it recedes or rises. It descends to consume. It reshapes and reforms to pin, subdue, and suppress. The net obeys his silent demands without question or hesitation, and now it lashes out to wash clean the field of battle.* ---
280 470 damage, breaks shields, cuts auras, hits up to 3 additional targets, destroys objects, destroys auras/barriers. [2 turn cooldown]
-Rock Shot- x3 S-attack Stone element *A stomp of the foot sends a boulder catapulting from the ground at a foe. ---
280 470 damage, breaks shields, cuts auras.
SUMMARY Jax-: 7590/7590 Aura: 1900 Status: Fine Stage: Sand, poison(both locked 1) 1/3
CD's: Cataclysm 0/2
Charge: Sweep 1/1
Uses left(for self): PA 3
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Post by Gaia on Feb 8, 2020 17:40:14 GMT -8
#s://cdn~discordapp~com/attachments/501084648533917716/645317831897907200/Jokers~png
Joker.DB
Defense Phase
[Joker HP=2500/2500]
[Dread Joker has 0 Armor]
[Cataclysm] - Absorbed by the Aura!
[Insurmountable] [A-Tier, Aura Augment] Dread Joker's aura is his most powerful defense, holding the feat of withstanding against Aeon's assault. Any force that would tear it down simply pushes Joker to further expand his limits. - Dread Joker's Cloud of Crimson sustains against up to three full attacks that would cause it to break, absorbing and nullifying the attacks. - This is reset each time Joker restores health to the aura. -- [Passive]
[Amplify] [S-Tier, Multiplier] Dread Joker wields the reality bending might of the generational to flood power into his aura, reaching into the unknown to increase its strength. - Dread Joker multiplies his Aura's HP by x2. -- [Active, 2/4 Uses MAX/Battle]
[Rock Shot] - Absorbed by the aura!
[Joker HP=2500/2500] [Aura HP=2700/2700]
Support Phase
[Poison Stage] - Taken for 100 Damage!
Offense Phase5 AS | 10 Auto-Charges
[Crimson Channel] - [3/3 Charges] [Dread Satellite Laser] - [5/5 Charges] [Noise Channel] - [2/2 Charges] [Satellite Laser] - [2/4 Charges] [Bug Channel] - [1/1 Charges] [Destroyer Missiles] - [2/5 Charges] [Conditioning Cancellation] - [2/5 Charges] [Noism Ax] - [1/2 Charges] [Density Burst] - [2/5 Charges] [Gigant Stomp] - [1/5 Charges]
1. [Crushing Pressure] The massive pockets of Dread Joker's crimson have become far more dense sense absorbing the generational's power, allowing him to create mass amounts of energy that smash lesser beings into dust. [35] Spatial S-Damage [5%] ::A:: Hits All ::B:: Gravity: Inflicts 88% of the target's current health as additional damage. This attack cannot be intercepted. ::°:: 1-CD, 1-Turn Required Charge ::°:: -1-CD via Spatial Element, usable once/turn.
2. [Force Emulation] The crimson data within his systems sync with the electrical data collected within the satellite, which Dread Joker uses to create an intense force within his palm. [655] Spatial S-Damage [90%] ::C:: Breaks Shields, Undodgeable ::C:: Can be Optionally Charged for 5 Turns ::B:: Cannot be Countered ::B:: If Hits: Opponent has -10 Armor for 2 turns. ::B:: Blinds ::B:: Gravity: Inflicts 20% of target's current health as additional damage. This attack cannot be intercepted. ::B:: If this attack strikes an Aura/Barrier and destroys it, Joker's Aura gains 120 Health. ::°:: 2-CD ::°:: -1 Gravity CD, -1 CD via Seal of the Generational, Usable Once/Turn
[Joker passes all other attacks]
Summary Phase
690 Damage @ Jax
[Joker HP=2,400/2,500] [Status] - Fine [Cooldown] - [Gigaton Building] - [1/1] - [Gigant Swing] - [1/1] [Stage] - Poison/Sand Panels
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Post by Shast on Feb 10, 2020 9:23:54 GMT -8
Jax
{(I'm throwing the relevant skills in this spoiler, for legibility.)}-Horizon's Epicenter- Passive Speed/Stage skill *Where worlds collide.* --- Up to 3 unique stages may be active at the same time. If setting a stage when 3 are active, setter may choose which stage to replace. Locking or unlocking a stage affects only that stage.
-Aegis- Passive Defense skill *Subterfuge and tricks. The weapons of the meek hold no sway in this dojo.* --- Jax's armor and damage reduction effects can't be ignored/nullified, but is only 20% effective against each source of unavoidable damage.
-Earth Mastery- Passive Support skill *Jaxs' programming was built to endure the elements. It's amplified further by the integration of the creation program. Allowing him not only the ability to endure, but thrive in all environments.* --- +1 to the number of times per turn Jax may change the stage with the "Panel Master" giga program. Stages set by Jax are locked for 1 turn. When a stage is set, Jax heals 285hp.(heal skill/3) (Up to 4 times per round)
-Fury of the Tectonic Terror- Passive Offense skill *His strength is without limit, bound only by his own tempered demeanor.* --- Increases Jax's damage by 10% of [Paramount Aura]'s current health; plus 10% more for each merged [Paramount Aura].
Panel Master The lands bend to your whims You may change the stage to any basic stage once per turn (Ignoring Panel Locks). You are immune to all negative stage effects and always benefit from positive stage effects. You may also create a custom stage (3 turn duration, no element or type restrictions on effects. effects are always symmetrical.)
-Paramount Aura- Activated Support skill *Jax cuts loose a deep bellow and a burst of vibrant energy explodes off his frame then settles into a restless aura that churns with elemental energy.* --- Creates an aura with health equal to 25%[1900] of Jax's maximum health. This aura doesn't absorb or otherwise avoid attacks. It instead adds half of its health to Jax's armor. While active, 1 attack each turn that hits Jax may lose all beneficial temporary damage-related effects.
This aura can be merged with any existing auras at any time at a rate of 50%, retaining/stacking effects. While [Immovable Force] is active auras on Jax merge at 100% strength instead.
[This aura may be destroyed via damage from attacks with [hits all], or [Destroys: Auras] effects that hit Jax. It may otherwise not be targeted.] [Jax may not utilize any revival or undershirt-type effects(10%)] [Jax may not avoid attacks(15%)] [x4 uses]
-Boon- Activated Defense skill *While most of the outer net is untamed and savage, for those of strength it can nurture and provide too.* --- Removes up to 1 status damage/reduction. Jax may convert one of his Type gained immunities to another status/reduction/effect for the duration of the current battle. [x5 uses]
-Immovable Force- Activated Hypermode *Jax becomes visibly, and audibly, enraged. Belting an earth splitting roar while dramatically increasing his strength.* --- +Upon activation, creates 1 [Paramount Aura]. +2 skill uses divided as desired. +Each newly created or currently active [Paramount Aura]'s gain "Endures the next time this aura would be destroyed. Once triggered this effect is removed."
[Lasts 1 turns] [x1 use]
Program: Skill Addition Zeta Activated Program +1 2 use to One Activated Skill when activated. [2/2]
DEFENSE Jax has some armor, with 5% passive reduction. Jax is immune to armor reductions via defense type.
Jax creates an aura with [Paramount aura].
Jax uses [Boon] to cure 0 status damages, and changes his Poison immunity to Gravity immunity.
Jax is hit by Crushing pressure for 0 damage. Jax is hit by force emulation for 0 damage.
SUPPORT Jax regenerates 5%(380) from Regenerator program.
Jax sets the stage to Fire via PM. 1/2 Jax sets the stage to Sand via PM, replacing Sand. 2/2 Jax is immune to negative stage effects, and always receives their benefits via PM.
Both stages are locked via his Earth mastery skill for 1 turn.
Jax activates [Immovable Force] -1, 0 left. Creates 1 paramount aura, +2 uses to [Paramount Aura](5). (HM, check the spoiler!)
Jax uses Skill addition zeta. -1, 1 left. +2 uses to [Paramount aura](7)
Jax activates [Paramount Aura] 7 times. -7, 0 left. They fuse at 100% strength. 17,100, 15,390dmg
OFFENSE 90% Paramount Aura (15,390)
5 AS base
-Crushing Sweep- x4 C-attack Metal element *A large horizontal swipe!* ---
280 15,670 damage, undodgeable, cuts auras.
Terran Sweep C-attack Stone element *Jax reinforces his blade with the elemental powers coursing through the area and cuts a large decimating swath ahead of him.* ---
155 15,545 damage, undodgeable, cuts auras, ignores armor, can't be intercepted, hits up to 1 additional target, gains one effect of the current stage as an 'if hits' effect if able with a 1 turn duration. [1 required charge] [2 turn cooldown] If hits -100hp for 1 turn
SUMMARY Jax-: 7590/7590 Aura: 17,100 Status: Fine Stage: poison 2/3, Sand fire(both locked 1) 1/3
CD's: Cataclysm 1/2 sweep 0/2
Charge:
Uses left(for self): PA 0 HM 0 boon 4 zeta 1
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Post by Gaia on Feb 16, 2020 9:15:38 GMT -8
#s://cdn~discordapp~com/attachments/501084648533917716/645317831897907200/Jokers~png
Joker.DB
Defense Phase
[Joker HP=2400/2500]
[Dread Joker has 0 Armor]
[Attacks] - For Cuts Aura Damage, the Aura absorbs all instances in the turn before shattering!
[Joker HP=2400/2500]
Support Phase
[Poison/Fire Stage] - Taken for 200 Damage!
[Finalize] [Advanced Form, Hyper Format] The height of Dread Joker's power, arisen from his connection to the Satellite he declares as his purpose. In perfect harmony, his body undergoes his signature transformation, but with a far greater effect on his systems than ever before. - Dread Joker's charged attacks take twice as many avoidances to properly avoid. Has no effect on Avoid Separately. -- Opponents can sacrifice an entire offensive turn of actions to force Joker out of this Hyper Mode. --- 4-Turn Duration
Offense Phase5 AS | 10 Auto-Charges
[Crimson Channel] - [3/3 Charges] [Dread Satellite Laser] - [5/5 Charges] [Noise Channel] - [2/2 Charges] [Satellite Laser] - [2/4 Charges] [Bug Channel] - [1/1 Charges] [Destroyer Missiles] - [3/5 Charges] [Conditioning Cancellation] - [3/5 Charges] [Noism Ax] - [2/2 Charges] [Density Burst] - [3/5 Charges] [Gigant Stomp] - [2/5 Charges]
[The Joker Program] [S-Tier, Offensive Augment] Dread Joker's consummate power cannot be overcome simply by fortune of being able to evade his blast. The nuclear power within his assault burns away at all adversaries that cannot stand against his force. - Dread Joker can only apply 1 Power-Up Attack effect to a single attack per turn of charge he applied to the affected attack. -- Opponents must fully avoid all attacks powering up another attack in order to also avoid the modified attack. -- This has no effect on attacks that are avoided separately, and only applies to attacks that apply damage modifications. [Passive]
1. [Crimson Channel] Dread Joker uses his innate control of corrupted data to simply generate large amounts of it in his grip, sheer proximity damaging nearby enemies. [0] Laser C-Damage [100%] ::A:: Joker grants his next three attacks this turn 100% of his Base Damage. ::°:: This attack requires 2 Avoidances to properly avoid. ::°:: 3-Turn Charge
2. [Noise Channel] His life essence just before it crystalizes, Joker can use this static energy to empower his strikes. [0] Laser C-Damage [100%] ::A:: Joker grants his next two attacks this turn 100% of his Base Damage. ::°:: Must avoid Crimson Channel to be able to avoid this attack. This attack requries 2 Avoidances to properly avoid. ::°:: 2-Turn Charge
3. [Bug Channel] The simplest form of Joker's life essence, quickly generated and quickly utilized. [0] Laser C-Damage [100%] ::A:: Joker grants his next attack this turn 100% of his Base Damage. ::°:: Must avoid Noise Channel and Crimson Channel to be able to avoid this attack. This attack requires 2 Avoidances to properly avoid. ::°:: 1-Turn Charge
4. [Satellite Laser] Dread Joker charges the energy of his signature attack into his hands, but doesn't access his satellite for the additional, destructive force of the attack. Thrusting forward with both fists, he punches his foe with the force, rather than firing it like a beam. [1,350] Laser C-Damage [185%] ::C:: Breaks Shields, Undodgeable ::C:: Can be Optionally Charged for 4 Turns ::A:: Upon use, damage can be reduced to 0 to add 50% of this attack's Damage to another attack following it. ::°:: Must avoid Crimson Channel, Noise Channel and Bug Channel to be able to Avoid this attack. This attack requires 2 Avoidances to fully avoid. ::°:: 1-Turn Charge
[Satellite Irradiator] [A-Tier, Aimer] Joker's systems combine destructive power of condensed bugged data with irradiated energy from his data generator in order to create large-scale explosions of nuclear proportions. - Dread Joker adds "This attack requires an additional avoidance to fully avoid" and two Omni-Aimers of choice to one attack, on use. This can only be applied once per attack. -- [Active, 5/6 Uses]
[Radiation Burn] [S-Tier, Multiplier] Dread Joker's power multiplies beyond bounds with each successful access of the Satellite Server, his acquisition of the crimson within his systems allowing his power to flow without ceasing. - Dread Joker fires an attack an additional time, ignoring use limitations, charge and cooldown. -- This skill does not apply to Non-Standard attacks. -- [Active, 0/4 Uses MAX/Battle]
5. [Dread Satellite Laser] x4 Kneeling back, Dread Joker charges up a massive amount of crimson energy, and releases a powerful laser of pure corrupted power. [1,240] Spatial S-Damage [170%] ::°:: Breaks Unbreakable Shields, Cuts Uncuttable Auras ::C:: Can be Optionally Charged for up to 3 turns ::A:: Destroys: Auras/Barriers ::S:: Cuts Undershirts/Darksouls ::°:: Must avoid Satellite Laser, Bug Channel, Noise Channel and Crimson Channel to Avoid this attack. This attack requires 4 Avoidances to fully Avoid. ::°:: 2-Turn Charge, -2 Total Attacks/Use ::°:: 1 Use/Battle
Summary Phase
4,960 Damage @ Jax
[Joker HP=2,200/2,500] [Status] - Fine [Cooldown] - [Stage] - Poison/Sand Panels
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Post by Shast on Feb 17, 2020 13:56:38 GMT -8
Jax
{(I'm throwing the relevant skills in this spoiler, for legibility.)}-Horizon's Epicenter- Passive Speed/Stage skill *Where worlds collide.* --- Up to 3 unique stages may be active at the same time. If setting a stage when 3 are active, setter may choose which stage to replace. Locking or unlocking a stage affects only that stage.
-Aegis- Passive Defense skill *Subterfuge and tricks. The weapons of the meek hold no sway in this dojo.* --- Jax's armor and damage reduction effects can't be ignored/nullified, but is only 20% effective against each source of unavoidable damage.
-Earth Mastery- Passive Support skill *Jaxs' programming was built to endure the elements. It's amplified further by the integration of the creation program. Allowing him not only the ability to endure, but thrive in all environments.* --- +1 to the number of times per turn Jax may change the stage with the "Panel Master" giga program. Stages set by Jax are locked for 1 turn. When a stage is set, Jax heals 285hp.(heal skill/3) (Up to 4 times per round)
-Fury of the Tectonic Terror- Passive Offense skill *His strength is without limit, bound only by his own tempered demeanor.* --- Increases Jax's damage by 10% of [Paramount Aura]'s current health; plus 10% more for each merged [Paramount Aura].
Panel Master The lands bend to your whims You may change the stage to any basic stage once per turn (Ignoring Panel Locks). You are immune to all negative stage effects and always benefit from positive stage effects. You may also create a custom stage (3 turn duration, no element or type restrictions on effects. effects are always symmetrical.)
-Paramount Aura- Activated Support skill *Jax cuts loose a deep bellow and a burst of vibrant energy explodes off his frame then settles into a restless aura that churns with elemental energy.* --- Creates an aura with health equal to 25%[1900] of Jax's maximum health. This aura doesn't absorb or otherwise avoid attacks. It instead adds half of its health to Jax's armor. While active, 1 attack each turn that hits Jax may lose all beneficial temporary damage-related effects.
This aura can be merged with any existing auras at any time at a rate of 50%, retaining/stacking effects. While [Immovable Force] is active auras on Jax merge at 100% strength instead.
[This aura may be destroyed via damage from attacks with [hits all], or [Destroys: Auras] effects that hit Jax. It may otherwise not be targeted.] [Jax may not utilize any revival or undershirt-type effects(10%)] [Jax may not avoid attacks(15%)] [x4 uses]
-Boon- Activated Defense skill *While most of the outer net is untamed and savage, for those of strength it can nurture and provide too.* --- Removes up to 1 status damage/reduction. Jax may convert one of his Type gained immunities to another status/reduction/effect for the duration of the current battle. [x5 uses]
-Immovable Force- Activated Hypermode *Jax becomes visibly, and audibly, enraged. Belting an earth splitting roar while dramatically increasing his strength.* --- +Upon activation, creates 1 [Paramount Aura]. +2 skill uses divided as desired. +Each newly created or currently active [Paramount Aura]'s gain "Endures the next time this aura would be destroyed. Once triggered this effect is removed."
[Lasts 1 turns] [x1 use]
Program: Skill Addition Zeta Activated Program +1 2 use to One Activated Skill when activated. [2/2]
DEFENSE Jax has some armor, with 5% passive reduction. Jax is immune to armor reductions via defense type.
Jax is hit by all attacks, totally 0 damage. [Paramount Aura] endures the 4 destroys effects with its Hypermode Endures effect 4/9!
SUPPORT Jax regenerates 5%(380) from Regenerator program.
Jax sets the stage to fire via PM, replacing fire. 1/1 Jax sets the stage to Sand via PM, replacing Sand. 2/2 Jax is immune to negative stage effects, and always receives their benefits via PM.
Both stages are locked via his Earth mastery skill for 1 turn.
OFFENSE 90% Paramount Aura (15,390)
5 AS base
-Colossus Grave- S-attack Stone element *Large sinkholes form and envelope foes. Within the sphere dozens of stalagmites erupt and impale foes with such force their earthen prisons shatter from the force.* ---
220 15,610, undodgeable, cuts auras, ignores %-based reductions, hits up to 3 additional targets. Gains up to 1 effect per currently active stage from an active stage as "if hits" effects with 1 turn duration. [2 turn cooldown] Adopting "-100hp for 1 turn" from poison, "non-fire navis take 100 damage for 1 turn" from fire, and "non-sand navis cant add damage to attacks" from sand.
-Crushing Sweep- x4 C-attack Metal element *A large horizontal swipe!* ---
280 15,670 damage, undodgeable, cuts auras.
SUMMARY Jax-: 7590/7590 Aura: 17,100 Status: Fine Stage: poison 3/3, Sand fire(both locked 1) 1/3
CD's: Cataclysm 2/2 sweep 1/2
Charge:
Uses left(for self): PA 0 HM 0 boon 4 zeta 1
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Post by Gaia on Feb 18, 2020 16:11:39 GMT -8
#s://cdn~discordapp~com/attachments/501084648533917716/645317831897907200/Jokers~png
Joker.DB
I could survive for plentiful turns after this, but, without Air Shoes, I am functionally incapable in the long run. GG to Jax.
Lost Against Equal Version: +20 Exp, +200z
Jax: +90 Exp, +900z.
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