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Post by Zane on Jul 17, 2021 17:35:01 GMT -8
The red waves managed to reach her too, causing her to pause for a moment of consideration. These waves of brutality were indeed troublesome, very much so in fact as she held back lashing out herself as she sought to cleanse herself of those particular burdens. As it sat things would indeed only continue to grow worse still, and attacking half-heartedly wouldn't accomplish anything against the likes of Var as well. So she would hold off and instead focus on defense for them for the time being. But she could begin to feel the subtle changes in the air around Var already as soon as Armiger made his move.
:Mistair:
Defense:
660 Damage taken. Immune to Freeze, but inflicted with Burn, Ground, and Berserk. Firewall used to cleanse Berserk.
Set:
Invigoration An enhancement to another, amplifying the target as necessary for the situation. A talent Mistair can spread across many, and one that she takes a fair deal of pride in. Effects: Varied based on three specifications chosen, each effect taking place over the next three turns for the duration of the battle. Version, Turns, Karma chosen.
Effects Granted this turn: Attack slots increase based on the current number of turns in battle.
Charging Surreal Aura - 2/2 Charging Regal Regulation - 2/2
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Conclusion: [Mistair HP 9,290/10,000]
Rather than use his hand once more, he instead would move his blade arm back in response to the show of force. And as he did, his other hand changed hues, taking on a white tone. It was something that they were unfamiliar with, at least on a surface level. But the words that came with it would perhaps enlighten them to the gravitas of their changing circumstances.
"The Red Rider halts, and the one who rides henceforth is the Rider of White."
He would bring forth his blade to mute out their strikes, be it Vanguard's shot, Genesis' blades, or Armiger's spare form. While the cold had left its mark, that was all that it needed to do for him to bring upon them what would come next in this fight. They could feel that the waves of brutality had halted, and what stood in its place was something entirely unlike the destructive might that would have been sent forth. No, what was upon them now would be a ruinous swarm all its own. The power didn't need to rise exponentially further yet to obtain almost ideal results for what was to come.
"Best brace yourselves. While he was spared the same scruntiny that we suffered, Vestil is no slouch in terms of ruin all his own."
:Var:
Defense:
The Great Rider Description: For he who rides with War, he rides with much more so. And in that stride, does the true visage of the King among Kings show its form. Effects: Can disable Murian Wave of Brutality. When such is done, can enable a different number of skills while disabling other skills as a result.
Murian Wave of Brutality and Strife's Zenith disabled. Ruinous Swarm enabled.
Ruinous Swarm Var's power rises based on how it's attacked. Any/all effects aside from activation requirements on any attack that hits Var are added to all attacks that Var uses for the remainder of the battle. All effects gained via this method are allowed to stack regardless of source, incompatibility, activation requirements, or cooldown/charge requirements.
Gains "If no other attack was used this turn, this attack deals ×5.5 Damage, Breaks Shields, Cuts Auras, Cannot be Naturally Avoided, Interrupt, Damage calculated from Base Armor, instead, Permafrost - Damage, Spread: Four Additional Targets and If successful, the enemy is weak to attacks from Genesis for one turn."
Clashing Views A strike against a strike, force against force. Effects: Can reduce the damage of an attack equal to the damage of a charged attack. For each turn of charge on the attack, can be applied to additional attacks. If 5 Charges is applied to the attack, bypasses effects that would prevent opposing attacks from being reduced in damage. Passive.
Encompassing Strike chosen. Suffers -200 Damage from all sources. Armor = 700. Regen = 5,000.
Clashes with Cannon. 490 Counter Damage taken.
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Set:
Desolation's Force The force of desolation, emanating forth from the king of war himself. Effects: Gains +1 attack slot for every 6 of an effect gained from type per version. Reduces damage taken by 10% for every 6 of an effect gained from type per version. Charged attacks are used an additional time when used. Can be withheld for any number of turns. If so, the additional uses are stored and unleashed all at once +1 additional instance per turn held.
Merciless Destruction Destruction given shape, war given form. Effects: Can apply charges multiple times to non-full turn charge attacks. Can charge separate instances of the same attack. Charges can be applied at any point in the turn.
Auto Charges: 16 14 Applied to Desolation Sweep. 2 Applied to Begotten Strife. Strife's Zenith: 1.5 x 11, 2.5 x 3. 5x 2. 6 x 3.
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Offense:
Charging: Red Demise - 5/5 Charging: Red Demise - 5/5 Charging: Begotten Strife - 5/5
[Var HP=50,000/50,000]
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Post by Gaia on Jul 17, 2021 19:02:17 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
Vanguard watched as Var took the hit, but then observed the strangeness of it - Var's arm, the one with the blades, switched colors, from the deep red that was in contrast with the rest of his pink body to now appear white.
The realization of his words hit Vanguard as the change in pressure and power came second, as he watched Var soak up the force of their blows and then simply wait. His name followed, and Vanguard's theory confirmed - the Reaver King was moreso than that, now. He was something all his own, and it made sense now why he was indisputably their leader.
"He can use the powers of his kin. Vestil is the White Rider. He soaks up the force of the offensive unleashed and comes back with the combined powers in tandem - whatever we throw at him, he will adapt to and imbue onto his own attacks.
"It seems to come at a cost, however - the ability that causes his power to grow with time is currently inactive, but not so much that it isn't progressing."
Vanguard relays the information, suddenly realizing the implications of which riders would come, next. Switching between the four made Var a much more complicated and far more powerful combatant than before, to say nothing of the incredible power he as the rider of war had collected. If the method to the effect was to take the beating, however, Vanguard would have to augment his force to the point that it was unsafe for Var to do so.
Holding up his hands, Vanguard reevaluated his plans, knowing each augment he made in the form of an attack to augment another attack would only empower his master further. Instead, he focused his energy and used his chips, unleashing reticles into the air between him and Var as the meteor storm was unleashed from his palm. Not nearly as strong as it would normally be at his apex, he sent the meteors through the reticles and forced them to shrink to minute size, and sent the barrage of meteors sailing towards Var, each one with incredible force packed behind it. It was both to see just how much Var could reduce and to see if this much force was enough, or if he would truly have to give it his all.
As another thought, put simply, if the goal was to overcome Var, then was the method to prove that he was stronger? Vanguard had force in abundance if he could only have the time to prepare it . . .
. . . he turned, glancing at Mistair as the meteor shower came down. How could he have been so foolish to have forgotten? "Do you remember the augments you used to assist me against Vamin? The one that augmented my element, and the other and my pace? If you've met the conditions for those again, I think that kind of output is necessary here. I need my fuel tank charged as much as I can get it as quickly as possible . . ."
Defense Phase
[Vanguard HP=1790/2500]
[Vanguard has 0 Armor]
[⇪ Blank Mind SP] Passive Mega Program User is immune to Berserk and the first dark chip glitch that would affect them each battle. Additionally, user is immune to the glitches from Darkchips.
[Vanguard HP=1,840/2500]
Support Phase
{ Pinpoint Offensive Advanced ::(+):: } Vanguard's power is in his eyes, a powerful gift that allows him to stare into a target's code and see the critical point within which it flows. This power is not easily raised against an enemy that he has not extensively studied, and has grown more powerful as Vanguard has learned to control it. - Up to 5 of Vanguard's Passive Attack Slots are converted into stacks of Constant Charge. - Constant Charge can be spent to apply a multiplier to one Attack's Damage per turn (proportionate to an Optional Charge Multiplier, corresponding to the Constant Charge spent) - Constant Charge resets at the end of every turn [- Constant Charge does not substitute Required Charge [- Interruption removes all stacks of Constant Charge for 1 Turn -- [Passive] { Adrenaline A-Tier, Passive Attack Slots ::(+):: +1 } His life blood burns brighter and flows faster with the roaring tempo of adrenaline. As his flames are drained and put in danger, they burn stronger to roar in power. - Vanguard gains +1 Attack Slot per 20% of his maximum health missing. - This skill does not gain any additional procs on any turn that Vanguard is forced to use a Survival effect. -- [Passive]
[Garnet Star of Power] - +1 AS A shining star forged of garnet, sparkles with an otherworldly power ° +1 Attack Slot when at or below 75% of your Max HP ° +1 More Attack Slot when at or below 25% of your Max HP
[Reaver Eye] ::o:: ?
[Folder Unison - Custom Sword Lv8] [Folder Unison] - [Advanced Form] The culminated power of his focus on his chips, Vanguard channels his arsenal directly through his being, merging body and soul with a chip. ° Sacrifice any Standard-Tier Attack Chip to merge with it, entering this form ° During Unison, user gains the Lv5 Effects of the Chip's first natural Element ° User's charged attacks may become that Chip at will, gaining its Name, Elements, Non-★ Effects, and User's Standard/Dark Chip Damage ° Lasts for 3 Turns
[::Chip:Custom SwordLv8:v21::] ::o:: +1 Use to Zealot's Judgement, +4 Uses to Zealot's Prominence
Mantle of The Ultimate Fighter A special award for those able to defeat The Ultimate Fighter. ° Once per battle, user may Unavoidably inflict Interrupt on all opponents ° Enemies can only be influenced by this effect once per battle ° This Crest has 2 Upgrade Slots (the same upgrade can be equipped multiple times) ::o:: ⇪ Chip Mastery: During Unison, Standard Chip costs are paid for ::o:: ⇪ Ultimate Power: +1 Normal Element Level
Offense Phase 7 AS, 5 CC || 2 DCE
::Element:Seeking:: Lv6 ::o:: The first damaging attack landed onto each foe in a turn deals x2.5 Damage.
::Element:Blade:: Lv5 ::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
All charges dropped. Strategy reevaluated?
[::BattleChip:Dark PlusLv1:v21::]
x2 - Imbues Dark Cannon, Cannon. [Diluted Essence] [B-Tier, Chip Imbue] His ability to expand his arsenal beyond normal margins has only grown more potent, allowing Vanguard to splice chips together with his normal weapons system flawlessly. - Vanguard expends uses from this skill to imbue their attacks with the effect of a Standard or Dark Chip of choice. Does not affect Mega or Giga Chips. -- When imbuing a chip, increase the attack's damage by the damage of the chip alongside adding the effect. -- Expend 1 Use to add a C-Tier or B-Tier effect from the chip to the attack. -- Expend 2 Uses to add an A-Tier or S-Tier effect from the chip to the attack. -- Cannot Copy ★ Tier Effects. -- Only 1 S-Tier effect can be imbued onto an attack at a time. The chip is still consumed, and all costs associated with using the chip must be paid. --- [Active, 12/9 Uses]
[Burning Reticle] [B-Tier, Aiming/Damage+] His ability to focus intense amounts of energy into a tiny point allows him to place reticles on his opponents that his blasts can funnel into for intensified damage. - Vanguard adds [15 * V] 210 Damage to all hits and "Reticle" to the selected attack. -- [Active, 12/9 Uses]
[Tactical Acumen] [S-Tier, Multiplier] His signature system of reticles, overlayed either over his own vision, the opponent's body, or his weapons as he strikes. This reticle empowers any other that follows it. - Vanguard doubles the temporary modifiers added to the selected attack. This can only be applied once per attack. -- [Active, 4/5 Max Uses/Battle]
1. [::BattleChip:Dark MeteorsLv7:v21:x10 Cannon Multiplier:x5 Dark Cannon Multiplier:x6 CC:x1.2 Lava Panels:+1,585 Chip Imbues:+230 Dark Plus:+840 Burning:"Reticle":"If this is the only attack used this turn, x5.5 Damage":"If this is the only attack used this turn, x3 Damage":"Breaks Shields":"If Hits: Reticle"::]
2. [Zealot's Ultimatum - Dropped and Recharged] - [1/2 Charges]
3. [Zealot's Fuel] - [1/5 Charges]
4. [Zealot's Conviction] - [2/5 Charges]
5. [Crippling Strike] - [1/1 Charges]
6. [Charged Barrel] - [2/3 Charges]
7. [Overwhelming Strike] - [1/1 Charges]
Summary Phase
[Vanguard HP=1,740/2,500]
[Status] - [Stage] - [Cooldown] - [Uses] - -
Armiger.EXE
With the sudden change in enemy tactics, Armiger realized that his flurry of effects was dangerous in nature, as each attempt to hold the enemy back would make their own attempts against them more dangerous. Instead, he just waited on Genesis, and prepared to do what may need to be done to defend against the next assault.
Defense Phase
[Armiger HP=1000/1000]
[Armiger and Genesis have a lot of armor]
0 Damage Taken. Armiger negates Carnage Unveiled.
[Anti Damage] Passive Program Negates the first attack that would otherwise hit the user and counters for 100 + (20 * Version) Damage.
[⇪ Mirror Armor SP] Passive Mega Program When struck by a full S-Range Attack, User counters for (30 * Version) Unavoidable damage.
[Chill Touch] [C-Tier, Counter] Armiger's armored form is incredibly dense and cold, causing frostbite to any who make contact with him. - Armiger counters after being struck by any C-Range attack for 80 Unavoidable Damage. -- [Passive]
[⇪ Counter Strike DX] Passive Mega Program User's counters do not have a limited number of procs per turn.
[Energy Force] Passive Hidden Program All Unavoidable Damage effects used by the holder increases by 1.3x.
[Armiger HP=1000/1000]
Support Phase
[Armiger HP=1000/1000]
Offense Phase 3 AS
1.
Summary Phase
0 Unavoidable Damage @ Var
[Armiger HP=1000/1000]
[Status] - - [Grounded] [Panels] - - [Cooldown] - - [Body Check] - 1/1 - [Subzero] - 1/2
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Post by Genesis on Jul 18, 2021 2:36:18 GMT -8
*The words had a meaning at the time, one that Vanguard confirmed soon after. If it was their abilities rather than all of their functionality then they shouldn't have to worry about their augmentations being not only imbued and used against them, but also neutralized through the likes of Deav's power. Or as some would say, this was Var's limit on the matter at hand. What a bothersome adversary this was going to turn out to be, elicting a rather depressing thought of its own for him now as a sort of wry smile came to his face.*
"If only more Navis could be as much of a pain to do battle with."
*Now what to do... in terms of being problematic, they crossed that threshold already. Meeting the required number of blows per go to force that defense of his to falter or to not clash with his blade was a hurdle. If one aimed to bypass that hurdle, they were instead to become that very hurdle they tried to cut corners with. Since they had already likely passed one horizon against Vestil's attack, it would be simpler still to aim to cross that threshold yet another time. It didn't cherry pick the best parts of their attacks, merely adapted them, fused them, and hurled back that jumbled mess. In that case, it meant throwing attacks that shared obvious drawbacks or gains that could only influence themselves, meaning his continued course was clear. He would create a number of swords once more, launching the barrage at Var rather pointlessly as a surge of energy fired off from himself at Var as well, nothing special and a source that would ordinarily be stored up to keep his own proverbial fuel tank topped off.*
"If he has to follow in the order they would ride in, discounting himself as the second, next would be Vamin the Black Rider and lastly Deav the Pale Rider. He likely trades out aspects of his War to take in aspects of their Pestilence, Famine, and Death. Far and away it makes him a truly versatile opponent, however..."
*However would that be all it took for him to be considered a decent pawn to their inner workings? It certainly made him more of a threat than many of the world's known opposing forces, as their various approaches could be muted out by his constant ongoing adjustments. But for them to offer him the luxury of choice rather than just use him as a fully effective tool meant that something was missing in his opinion. Did it relate to his ability to utilize the power of all the Riders?*
Defense:
N/A
Support Phase:
Attack Type and Tadashi Set: 6 Auto-Charges. Charges to Imperious Flash, Endbringer, Ivory Twilight, War Cluster, Rending Helix, and Crumbling Ethereal.
8 Attack Slots.
Offense Phase:
Imperious Edge x 7 C-Combat Metal Element Genesis creates a sword in both hands as he tosses the first two, creating two more and tossing them before he closes the distance. The four swords change trajectory and strike from four different angles, Genesis creating one final sword as he passes by the enemy with a final multitude of strikes. Damage: 76 x 10 Effects of Attack: Breaks Shields, Cuts Auras, Spread: Two Additional Targets.
Unfounded Edge S-Combat Plasma Element Genesis holds his ground, regaining strength from his destructive energy. Damage: 100%: 1,085 Effects of Attack: Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gain HP equal to the attack's damage. (Does not apply multipliers from other Charges)
Genesis: HP: 6,200/6,200
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Post by Zane on Jul 23, 2021 9:20:41 GMT -8
So he could apply the other horsemen to his already formidable arsenal? Then no doubt it was easy to surmise which rider he would swap to next. If their approach to Vestil was to strike with attacks that would be unsafe for him to take directly, then the counter to such an approach would no doubt be the Pale Rider next. His very specialty was dealing with such attempts made against him and repelling them in kind, making the destructive force of Var an easy partner to go with it. But if he had to trade another part of his own paradigm for that, then perhaps Vanguard's plan would bear fruit all the same. She agreed with Genesis that no doubt this had no reason to follow in sequence with one another as was foretold only if that was to serve as its own brand of limitation. So then she would go about it, adjust her enhancement to instead augment their elemental prowess instead as she started looking at things from not only the image drawn by the visage of war, but if the others were standing beside him.
"It'll be less than a moment for me to adjust your pacing. He has the advantage in terms of how we approach his rotation and once he unleashes Vamin the speed of our resources draining will increase dramatically. It's going to make contesting his War more difficult once it rears its head again and so to that end, I would say don't worry about what Deav will bring to the table."
They had the answer to Deav's approach as it were, but more than that Deav and Vamin alike were harsh on resources. If one considered what that were to imply, it was to lessen their resistance for what was to come after those riders came to the forefront of the battle. They were heralds of the Apocalypse, meaning that when all four had made their showing would the meaning behind that become completely realized. Be it Vanguard or Genesis, it would be ideal for one of them to conserve the full force of their offensive for later in the battle that had only just begun.
:Mistair:
Defense:
Nothing at this time.
Set:
Invigoration changes Karma choice to Element.
Effects Granted this turn: Genesis: Skills can reduce the mandatory CD on attacks.
Armiger: +150 Armor. User's Armor gains Grit twice per turn.
Vanguard: Aiming Skills apply to two additional consecutive attacks.
Charging Surreal Aura - 3/3 Charging Regal Regulation - 3/3
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Conclusion: [Mistair HP 9,290/10,000]
They were thinking sharp and fast to keep pace with his own strategy, which was good for them. Even now Vanguard had unleashed a formidable offensive, something that Vanguard had used to great success against Vamin no less. It had been a sharp contrast to when they had that sparing match all so long ago. But against him, not unlike Vanguard's clash with Forte that had followed, even without his ever growing well of might would such an attempt not come out so easily as he pivoted with his foot, his blade arm at the ready. The white energy began to flow in earnest, reaching its apex as his own Reaver's Eye began to emit an ominous red light. The bell had tolled for them, and his mastery of the forces under his command would not be held back against them even at such a pivotal juncture. As that surge began did he bring his sword arm forward against those who stood before him. The meteors would be swallowed whole along with the blades sent by Genesis and energy alike, the power blasting outward to continue its approach even after it had met their blows to come at them with the residual might that it had left over from exceeding them in tandem with their own force against him with the combined fury of the Red and White Riders, Var and Vestil alike.
:Var:
Defense:
Clashing Views A strike against a strike, force against force. Effects: Can reduce the damage of an attack equal to the damage of a charged attack. For each turn of charge on the attack, can be applied to additional attacks. If 5 Charges is applied to the attack, bypasses effects that would prevent opposing attacks from being reduced in damage. Passive.
Begotten Strife chosen. Reaver's Eye Surges. Once per battle, one attack is increased by 2x Damage.
Ruin's Apex Mastery of one's craft to create a deadly coffin for one's foes. Effects: When used, can partially apply the offensive effects of the Variant Skills that Var has access to at the time to Begotten Strife. Uses: 11
Used three times. Ruinous Swarm applies the three aimers to Begotten Strife.
Conflict's Chime The ring of battle as the bell tolls. Effects: Attacks for the turn cannot have non-avoidance skills activated before them. Uses: 6
Used once.
Begotten Strife C-Attack Blade/Metal Element The foundation of the craft. A move to decimate the victim before him. 4,050,000 Damage, Var can only influence this attack with his own innate skills. When used with Clashing Views, cannot begin charging this attack again for two turns. 5 turn Optional Charge. For each optional charge, another effect is added to this attack. 1: If hits, target loses all forms of immunity/invincibility to damage for three turns. Cannot be cleansed for two turns. 3: Can be applied to all enemy attacks with Clashing Views. 4: If this attack overpowers the enemy with Clashing Views, remaining damage is directed at them as an attack with aimers of choice per attack it overpowered. 5: Effects persist through the turn. Gains all damage multipliers from each stage of charge.
Clashes with All. 0 Damage Taken. Sent once at Vanguard with 695,595 Damage, Undodgable, Breaks Shields, Cuts Auras. Sent at Genesis 8 times.
Ruinous Swarm: Gains This Attack's Damage is halved, but hits twice, 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. Only one instance of the attack may be in effect at a time, Reticle, If this is the only attack used this turn, x5.5 Damage, If this is the only attack used this turn, x3 Damage, If Hits: Reticle, Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gain HP equal to the attack's damage. (Does not apply multipliers from other Charges)
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Set:
Desolation's Force The force of desolation, emanating forth from the king of war himself. Effects: Gains +1 attack slot for every 6 of an effect gained from type per version. Reduces damage taken by 10% for every 6 of an effect gained from type per version. Charged attacks are used an additional time when used. Can be withheld for any number of turns. If so, the additional uses are stored and unleashed all at once +1 additional instance per turn held.
Merciless Destruction Destruction given shape, war given form. Effects: Can apply charges multiple times to non-full turn charge attacks. Can charge separate instances of the same attack. Charges can be applied at any point in the turn.
Auto Charges: 16 14 Applied to Desolation Sweep. 2 Applied to Begotten Strife. Strife's Zenith: 1.5 x 11, 2.5 x 3. 5x 2. 6 x 3.
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Offense:
Charges dropped. New Charging is:
Charging: Red Demise - 5/5 Charging: Red Demise - 5/5 Charging: Red Demise - 5/5
[Var HP=50,000/50,000]
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Post by Zane on Jul 23, 2021 17:06:22 GMT -8
It looked like it had been time for Var to up his ante in fact, as his response in turn had forced down any methods short of merely being removed from the attack's radius all its own. Even though she wasn't one of the targets she could feel as much as she called up the defense on them, a more bolstered approach left to Genesis as the one on Vanguard shattered before the attack without too much resistance, but staving off the strife all the same. And more than just defensively were they stripped, as the chime of war had cut from them their own right of offense just the same. It only made sense that he could control their own way of battle just the same in such a manner, but didn't make their offensive any easier. They would have to alter their timing again, a teal light flashing over Vanguard twice as just as she promised, his pacing would be adjusted in a moment's notice. But now it was on Var's leisure which stance he took next against them, still maintaining control over the flow of their battle.
:Mistair:
Defense:
Countess Veil A defensive barrier employed by Mistair. While it lacks a lot of customization that others possess, it stands as a formidable defensive tool when push comes to shove. Effects: Can give up a number of attack slots up until 0 attack slots. Creates an uncuttable barrier with HP = to 2,000 x the number of attack slots used. When broken on Mistair, speeds up Invigoration by one turn. Uses: 5
Used twice for area of effect. -8 Attack Slot for 16,000 Uncuttable Barrier on Vanguard, Genesis, and Mistair. Broken on Vanguard.
Surreal Aura A namesake of its own, both defensively and as a whole. Effects: Creates an uncuttable aura with HP = to the HP of previous Countess Veils on an ally of choice. When used, +1 use to all other skills and enables Doomed Isolation to be used. Can be charged for up to five turns. For each turn of charging, a different effect takes place. 3 Turn Charge: Aura HP and effects increased by 4x, rounded up. Uses: 5
Used once. 768,000 HP Uncuttable Aura on Genesis. +4 uses to other skills and Doomed Isolation enabled.
Set:
Zest An enhancement to another, one to amplify one's pace. Effects: Can be used while Doomed Isolation can be used. Can choose a target. The target recovers 1,000 HP and is allowed a choice between one of two effects. Effect 1: +1 Immediate Charge to a target of choice. Effect 2: Can exchange the charge of a charging attack to another attack. If this complete's the attack's charge, the attack can be used this turn. Uses: 10
Used twice on Vanguard.
Conclusion: [Mistair HP 9,290/10,000]
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Post by Genesis on Jul 24, 2021 2:55:02 GMT -8
*It would only make sense that the one who enabled Vanguard to learn the ways of a tactician would likewise be adjusting his plan just as they would. Knowing what could be up his sleeves ran the same vein of thought against them as well. So what was normally Vanguard's tried and true tactic would instead meet resistance from their initial fire, and would proceed to do so again if they were still going off in the future. His own swords had caused a backlash of their own from the clash, something that Mistair was narrowly able to field due in part to the strength it had shaved off from going through their combined attacks. Not only would withstanding it unprepared would leave them in rough shape, but it also made a fair margin of their own offense invalid now as well, feeling his inability to send his flow of strength as he would have wanted to direct it. The Reaverking would have the right of way for the next move without an issue then, as at the very least they had managed to land the attacks they needed unless he had a way to adjust Vestil's workings with his ability with his following strike as he had displayed just moments prior now. He wouldn't raise any issue with that being the case, as in any event it would also be nothing new to him all the same. Almost all of his battles had taken place with the opponent having the high ground, the advantage from the beginning. This would be another serving of just that, for now biding his time as he was forced to now.*
Defense:
N/A
Support Phase:
Attack Type and Tadashi Set: 6 Auto-Charges. Charges to Imperious Flash, Endbringer, Ivory Twilight, War Cluster, Rending Helix, and Crumbling Ethereal.
Unison: Dark Drill. +50 Armor. 10% of your Base Damage is added as Bonus Armor. Twice per turn, Armor is doubled against One Incoming Attack.
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
9 Attack Slots.
Offense Phase:
Charging 9 Endbringers.
Genesis: HP: 6,200/6,200
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Post by Gaia on Jul 24, 2021 12:30:09 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
Vanguard watched in horror as the power crested, ruin surging towards him, and then the incredible veils of his ever-present partner rose to defend him once again. The energy emitted by Var as the bell tolled was simply incredible, seeming to staunch out all attempts to raise against him, even Vanguard's incredible arsenal frozen up. Without those options available to him, Vanguard would be hard pressed to produce damage sufficient for Var to worry about, meaning the next stage of the battle was decided by him.
As Mistair reached out and provided her energy to him, then, that meant that Vanguard was required to reconsider how exactly he would use it. Rush too far ahead, and he would have more energy available to him then he needed at the wrong time. He one again reevaluated his strategy, taking her energy and his own to stoke his flames, as more rounds within his cannon were filled with power.
In order to unleash a force necessary to scale against Var, his timing had to be precise, and a single error would prevent his force from scaling to the necessary apex. He knew what power was necessary. His power couldn't scale indefinitely like Var's, and so he had to carefully use his resources - which was dangerous, considering where they very well may be going next.
Defense Phase
[Vanguard HP=1790/2500]
[Vanguard has 0 Armor]
[⇪ Blank Mind SP] Passive Mega Program User is immune to Berserk and the first dark chip glitch that would affect them each battle. Additionally, user is immune to the glitches from Darkchips.
[Defense fielded by Mistair]
[Vanguard HP=1,790/2500]
Support Phase
{ Pinpoint Offensive Advanced ::(+):: } Vanguard's power is in his eyes, a powerful gift that allows him to stare into a target's code and see the critical point within which it flows. This power is not easily raised against an enemy that he has not extensively studied, and has grown more powerful as Vanguard has learned to control it. - Up to 5 of Vanguard's Passive Attack Slots are converted into stacks of Constant Charge. - Constant Charge can be spent to apply a multiplier to one Attack's Damage per turn (proportionate to an Optional Charge Multiplier, corresponding to the Constant Charge spent) - Constant Charge resets at the end of every turn [- Constant Charge does not substitute Required Charge [- Interruption removes all stacks of Constant Charge for 1 Turn -- [Passive] { Adrenaline A-Tier, Passive Attack Slots ::(+):: +1 } His life blood burns brighter and flows faster with the roaring tempo of adrenaline. As his flames are drained and put in danger, they burn stronger to roar in power. - Vanguard gains +1 Attack Slot per 20% of his maximum health missing. - This skill does not gain any additional procs on any turn that Vanguard is forced to use a Survival effect. -- [Passive]
[Garnet Star of Power] - +1 AS A shining star forged of garnet, sparkles with an otherworldly power ° +1 Attack Slot when at or below 75% of your Max HP ° +1 More Attack Slot when at or below 25% of your Max HP
[Reaver Eye] ::o:: ?
[Folder Unison - Custom Sword Lv8] [Folder Unison] - [Advanced Form] The culminated power of his focus on his chips, Vanguard channels his arsenal directly through his being, merging body and soul with a chip. ° Sacrifice any Standard-Tier Attack Chip to merge with it, entering this form ° During Unison, user gains the Lv5 Effects of the Chip's first natural Element ° User's charged attacks may become that Chip at will, gaining its Name, Elements, Non-★ Effects, and User's Standard/Dark Chip Damage ° Lasts for 3 Turns
[::Chip:Custom SwordLv8:v21::] ::o:: +1 Use to Zealot's Judgement, +4 Uses to Zealot's Prominence
Mantle of The Ultimate Fighter A special award for those able to defeat The Ultimate Fighter. ° Once per battle, user may Unavoidably inflict Interrupt on all opponents ° Enemies can only be influenced by this effect once per battle ° This Crest has 2 Upgrade Slots (the same upgrade can be equipped multiple times) ::o:: ⇪ Chip Mastery: During Unison, Standard Chip costs are paid for ::o:: ⇪ Ultimate Power: +1 Normal Element Level
Offense Phase 8 AS, 5 CC || 2 DCE
::Element:Seeking:: Lv6 ::o:: The first damaging attack landed onto each foe in a turn deals x2.5 Damage. Aiming skills apply to three consecutive attacks.
::Element:Blade:: Lv5 ::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
Zest ::o:: Vanguard assigns 2 immediate charges to Fuel.
[::BattleChip:Dark MeteorsLv7:v21:x10 Cannon Multiplier:x5 Dark Cannon Multiplier:x6 CC:x1.2 Lava Panels:+1,585 Chip Imbues:+230 Dark Plus:+840 Burning:"Reticle":"If this is the only attack used this turn, x5.5 Damage":"If this is the only attack used this turn, x3 Damage":"Breaks Shields":"If Hits: Reticle"::]
1. [Zealot's Ultimatum - Dropped and Charged (Again)] - [1/2 Charges]
2. [Zealot's Fuel] - [4/5 Charges]
3. [Zealot's Conviction] - [3/5 Charges]
4. [Charged Barrel - Dropped and Charge (Again)] - [1/3 Charges]
Summary Phase
[Vanguard HP=1,840/2,500]
[Status] - [Stage] - [Cooldown] - [Uses] - -
Armiger.EXE
The constant change of enemy tactics was dangerous to them, but Armiger could stay strong. Protected by the power of the countess, Armiger was unharmed, and thus unhelpful in this endeavor. Such incredible power to be contending with . . .
Defense Phase
[Armiger HP=1000/1000]
[Armiger and Genesis have a lot of armor]
[⇪ Mirror Armor SP] Passive Mega Program When struck by a full S-Range Attack, User counters for (30 * Version) Unavoidable damage.
[Chill Touch] [C-Tier, Counter] Armiger's armored form is incredibly dense and cold, causing frostbite to any who make contact with him. - Armiger counters after being struck by any C-Range attack for 80 Unavoidable Damage. -- [Passive]
[⇪ Counter Strike DX] Passive Mega Program User's counters do not have a limited number of procs per turn.
[Energy Force] Passive Hidden Program All Unavoidable Damage effects used by the holder increases by 1.3x.
[Armiger HP=1000/1000]
Support Phase
[Armiger HP=1000/1000]
Offense Phase 3 AS
1.
Summary Phase
0 Unavoidable Damage @ Var
[Armiger HP=1000/1000]
[Status] - - [Grounded] [Panels] - - [Cooldown] - - [Subzero] - 2/2
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Post by Zane on Jul 24, 2021 13:31:42 GMT -8
This time as the attack came for him did he raise his hand to once again mute out the continued assault from Vanguard, even going so far as to send the meteors soaring back at him in kind. And just as they surmised, the white tone had begun to fade as it took on a pale green tone next. The words that would accompany it was but a courtesy, as there were none here who would not know of what it meant to gaze upon such a thing.
"The White Rider arrived, and thus the one who rides henceforth is the Rider of Pale Green."
He would then hold up his hand as five sinister blades found themselves on the battlefield, the meaning behind them all too clear from their last encounter with such a thing. Vestil's power had stilled itself at least to make this not as harsh as it could have been, but now things had a different twist to them as brought his blade arm to bear in rapid succession, a total of eighteen scarlet waves being sent forth at them.
:Var:
Defense:
Battle's Respite A reprieve that follows combat. Effects: Negate a number of attacks equal to the number of immunities Var possesses (16). Counters with Reflection a number of times = to 1/3 this number if chosen. Uses: 11
x1 Used. All attacks negated. Dark Meteors reflected.
The Great Rider Description: For he who rides with War, he rides with much more so. And in that stride, does the true visage of the King among Kings show its form. Effects: Can disable Murian Wave of Brutality. When such is done, can enable a different number of skills while disabling other skills as a result.
Ruinous Swarm and Ruin's Apex disabled. Scythe of Conclusion and Death's Embrace enabled.
-
Set:
Scythe of Conclusion The sinister blade that reaps, often given to another. Effects: Creates a 5,000 HP Death Scythe. While on the field, 10% of the HP of all combatants is added to the damage of whoever's side the scythe is on. Can summon the scythe on the opponent's side of the field. Opponents can decline the scythe by expending two skill uses from all of their combatants, thereby forcing it to be summoned on Var's side of the field instead. Uses: 5
Used five times and summoned on allied front's side.
Death's Embrace When death takes one, does death continue to claim another. Effects: When a clone, object, or combatant falls in battle with Var on the field, Var's HP is restored to full, his actions doubled, and his skills gain +10 uses for the remainder of the battle for each time this occurs. Passive.
Desolation's Force The force of desolation, emanating forth from the king of war himself. Effects: Gains +1 attack slot for every 6 of an effect gained from type per version. Reduces damage taken by 10% for every 6 of an effect gained from type per version. Charged attacks are used an additional time when used. Can be withheld for any number of turns. If so, the additional uses are stored and unleashed all at once +1 additional instance per turn held.
Merciless Destruction Destruction given shape, war given form. Effects: Can apply charges multiple times to non-full turn charge attacks. Can charge separate instances of the same attack. Charges can be applied at any point in the turn.
Auto Charges: 16 16 Applied to Encompassing Strike. Strife's Zenith: 1.5 x 11, 2.5 x 3. 5x 2. 6 x 3.
-
Offense:
Red Demise C-Attack Blade/Metal Element The scarlet wave of war itself. 16,800 x 6 DMG, Avoid Separately. Every hit of this attack has a single separate omni-aimer. Cannot be Mitigated. If victim's HP is below 20% and are hit by this attack, Executes. 5 Turn Optional Charge
Red Demise C-Attack Blade/Metal Element The scarlet wave of war itself. 16,800 x 6 DMG, Avoid Separately. Every hit of this attack has a single separate omni-aimer. Cannot be Mitigated. If victim's HP is below 20% and are hit by this attack, Executes. 5 Turn Optional Charge
Red Demise C-Attack Blade/Metal Element The scarlet wave of war itself. 16,800 x 6 DMG, Avoid Separately. Every hit of this attack has a single separate omni-aimer. Cannot be Mitigated. If victim's HP is below 20% and are hit by this attack, Executes. 5 Turn Optional Charge
Cuts Uncuttable, Breaks Unbreakable, and Cuts Uncuttable cycled in that order between the six hits of each Red Demise.
[Var HP=50,000/50,000]
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Post by Genesis on Jul 25, 2021 10:51:01 GMT -8
*The waves were rather tame this time that would follow the scythes, moving to meet the waves with a black energy blade to beat them back himself as he sent one off into the spatial rift for later, expending some additional resources to deal with the scythes as well. On one hand it would make it easier for his offense to do what needed to be done, they also ran the easy risk of Var striking them down himself and gaining the same benefit out of it that Deav himself would have. The Rider of Death worked best by having cannon fodder in his area, making him an ideal opponent for many who decimated masses before them without regard much like he himself would do from time to time. They could control their own offense enough to not have to worry about destroying it themselves, something he would have to at least concern himself with given his large radius of attack on the standard. That all aside though...*
"From a tactical point of view, he should be changing to the next Rider soon. Then we'll begin to see the true depths of his current strategy."
*He held off his attack as well, aiming to let Vanguard's meteors handle it this time as well. While Var didn't have anything in reserves at the time from the well of strength in the air, even what he would muster up should fall short to the continued fall of the ongoing attack. Which meant that the pressure at least was going to continue and cause the other defense of Var to take place rather than his deflection. So if he was looking at it from Var's perspective and what he utilized from Deav, going to Vamin right away made sense to a degree, but not entirely as well. Because he didn't see where the merit lied just yet in terms of Var exchanging a portion of his offense to use the others outside of the ability he showed from Vestil. Did it align with his previous concerns on the matter or was there something else that lurked behind this?*
Defense:
Arrogant One Effects: Three separate effects that influences damage are increased by 50% for the turn. Passive.
Elemental Strength, Armor, and Phantom Refusal chosen. Spatial Delay one Red Demise, Grits the remaining two.
Armor = 2,430.
Permanence: Sealing Fate Custom ~ S Tier Description: The strength that Genesis possesses influences the way of battle. If might is not enough, then they fail in all regards. Effects: If an attack inflicts 0 Damage to Genesis, then its effects are negated, applying as many applications are required to negate the effects. If Genesis' attacks inflict 0 Damage, their effects are also negated against the enemy. Passive.
Permanence: Unbound Genesis Advanced Skill Description: For one who has lost the chains that held him, what is left in return is but the savage reality, just as he offers to those against him. Effects: Genesis' Damage Reduction effects apply before Armor. Only 50% of Genesis' Armor and Damage Mitigation can be bypassed. Opponent's armor is doubled against Genesis' attacks. Genesis cannot bypass this bonus armor. Passive.
0 Damage taken. 10 uses expended from Phantom Delusion for Scythes.
Support Phase:
Attack Type and Tadashi Set: 6 Auto-Charges. Charges to Imperious Flash, Endbringer, Ivory Twilight, War Cluster, Rending Helix, and Crumbling Ethereal.
10 Attack Slots.
Offense Phase:
Charging 10 Endbringers.
Genesis: HP: 6,200/6,200
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Post by Gaia on Jul 25, 2021 14:43:45 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
And so the energies shifted, but the power of war's red energy was still his to command, even with another's power giving him a boost. It wasn't a strength of his, to use the other's abilities, but, just as Genesis gathered, it must be with a purpose.
He noticed that the transition from Vestil to Deav gave him more of Deav's strength than of Vestil's, meaning the next transition would give him even greater power of Vamin's. Did that imply that transitioning back into his power would give him great strength, as well? Vanguard didn't know the answer to that question, but it seemed like the next best train of thought.
Moving himself forward, Vanguard gathered the flames of his body like a wall around him, and drove back the meteors that were sent back at him by Var. Meanwhile, the energy of the meteors kept falling, that shower unending as it was powerful. With Deav's power only, Vanguard had to exert more of his force, pushing the scythes back to Var. How Var would use their energy is uncertain to him, but he knew what had to be done now. The timing was right, the moment was now.
Vanguard raised his cannon, a familiar energy to Var rolling over it. Using the power of the previous Reaverkings, with his own familiarity with Var's power, Vanguard had mastered a portion of war himself, a powerful red wave flowing over the cannon in tandem with the powerful flames. Taking a chip from his coil and lining it into the chamber, the force of the attack to come was further charged with a wave of colors, as Vanguard used the speed afforded to him by Mistair to close the distance, risking proximity to his master.
The distance closed, that incredible energy gathered into the barrel and unleashed at point blank, the force of the red power of war and of the power of the Neo Variable chip causing the point-blank release of energy to replicate itself multiple times. With each release of energy, a new reticle formed at the front of his cannon, fires coalescing and taking form to renew their force at a later time.
This was a technique taught to him by the very adversary he was against. A force that he hoped would allow him to contend with his master. A conviction that against all hopes, against all odds, all before him must fall.
Defense Phase
[Vanguard HP=1890/2500]
[Vanguard has 0 Armor]
[⇪ Blank Mind SP] Passive Mega Program User is immune to Berserk and the first dark chip glitch that would affect them each battle. Additionally, user is immune to the glitches from Darkchips.
[Dark Meteors] - Avoided via Natural Barrier and 1 use of Discorporate.
Vanguard expends 10 uses from Speed Boost to put the scythes back on Var's side.
[Vanguard HP=1,890/2500]
Support Phase
{ Pinpoint Offensive Advanced ::(+):: } Vanguard's power is in his eyes, a powerful gift that allows him to stare into a target's code and see the critical point within which it flows. This power is not easily raised against an enemy that he has not extensively studied, and has grown more powerful as Vanguard has learned to control it. - Up to 5 of Vanguard's Passive Attack Slots are converted into stacks of Constant Charge. - Constant Charge can be spent to apply a multiplier to one Attack's Damage per turn (proportionate to an Optional Charge Multiplier, corresponding to the Constant Charge spent) - Constant Charge resets at the end of every turn [- Constant Charge does not substitute Required Charge [- Interruption removes all stacks of Constant Charge for 1 Turn -- [Passive] { Adrenaline A-Tier, Passive Attack Slots ::(+):: +1 } His life blood burns brighter and flows faster with the roaring tempo of adrenaline. As his flames are drained and put in danger, they burn stronger to roar in power. - Vanguard gains +1 Attack Slot per 20% of his maximum health missing. - This skill does not gain any additional procs on any turn that Vanguard is forced to use a Survival effect. -- [Passive]
[Garnet Star of Power] - +1 AS A shining star forged of garnet, sparkles with an otherworldly power ° +1 Attack Slot when at or below 75% of your Max HP ° +1 More Attack Slot when at or below 25% of your Max HP
[Reaver Eye] ::o:: ?
Offense Phase 9 AS, 5 CC || 2 DCE
::Element:Seeking:: Lv6 ::o:: The first damaging attack landed onto each foe in a turn deals x2.5 Damage. Aiming skills apply to three consecutive attacks.
[::BattleChip:Dark MeteorsLv7:v21:x10 Cannon Multiplier:x5 Dark Cannon Multiplier:x6 CC:x1.2 Lava Panels:+1,585 Chip Imbues:+230 Dark Plus:+840 Burning:"Reticle":"If this is the only attack used this turn, x5.5 Damage":"If this is the only attack used this turn, x3 Damage":"Breaks Shields":"If Hits: Reticle":@ Var::]
1. [Zealot's Ultimatum] - [2/2 Charges]
2. [Zealot's Fuel] - [5/5 Charges]
x2 - Imbues Dark Circle [Diluted Essence] [B-Tier, Chip Imbue] His ability to expand his arsenal beyond normal margins has only grown more potent, allowing Vanguard to splice chips together with his normal weapons system flawlessly. - Vanguard expends uses from this skill to imbue their attacks with the effect of a Standard or Dark Chip of choice. Does not affect Mega or Giga Chips. -- When imbuing a chip, increase the attack's damage by the damage of the chip alongside adding the effect. -- Expend 1 Use to add a C-Tier or B-Tier effect from the chip to the attack. -- Expend 2 Uses to add an A-Tier or S-Tier effect from the chip to the attack. -- Cannot Copy ★ Tier Effects. -- Only 1 S-Tier effect can be imbued onto an attack at a time. The chip is still consumed, and all costs associated with using the chip must be paid. --- [Active, 10/9 Uses]
[Tactical Acumen] [S-Tier, Multiplier] His signature system of reticles, overlayed either over his own vision, the opponent's body, or his weapons as he strikes. This reticle empowers any other that follows it. - Vanguard doubles the temporary modifiers added to the selected attack. This can only be applied once per attack. -- [Active, 3/5 Max Uses/Battle]
[::BattleChip:Neo Variable SwordLv1:v21::]
War's Grip used on Zealot's Conviction
3. [Zealot's Conviction] @ Var x3 A blazing decision, that all in his way must fall. [26,070 * 14] Fire C-Damage [60%] ::S::+ After use, applies one temporary effect affecting this attack to an attack next turn. x11 Damage, chosen. ::C:: Can be optionally charged for up to four turns, applying this effect for an additional turn per charge. This attack gains 1-CD per additional turn charged. Applied for 2 additional turns. ::°:: -1 Total Attacks/Use, 1-Turn Required Charge. ::°:: [1/2] Uses/Battle
4. [Charged Barrel] - [2/3 Charges]
Summary Phase
[Vanguard HP=1,840/2,500]
[Status] - [Stage] - [Cooldown] - [Uses] - -
Armiger.EXE
Genesis and Armiger prepared their efforts against Var, Armiger using the power of the enhancements granted by Mistair to strengthen his armor against the blows. As Armiger was struck, the energy was unleashed, but the individual bolts of energy were not incredibly powerful in comparison. Var would have to hit him more for him to release energy that Var had to properly contend with.
Defense Phase
[Armiger HP=1000/1000]
[Armiger and Genesis have a lot of armor]
[⇪ Mirror Armor SP] Passive Mega Program When struck by a full S-Range Attack, User counters for (30 * Version) Unavoidable damage.
[Chill Touch] [C-Tier, Counter] Armiger's armored form is incredibly dense and cold, causing frostbite to any who make contact with him. - Armiger counters after being struck by any C-Range attack for 80 Unavoidable Damage. -- [Passive]
[⇪ Counter Strike DX] Passive Mega Program User's counters do not have a limited number of procs per turn.
[Energy Force] Passive Hidden Program All Unavoidable Damage effects used by the holder increases by 1.3x.
Armiger counters for 208 Unavoidable Damage.
[Armiger HP=1000/1000]
Support Phase
[Armiger HP=1000/1000]
Offense Phase 3 AS
1.
Summary Phase
0 Unavoidable Damage @ Var
[Armiger HP=1000/1000]
[Status] - - [Grounded] [Panels] - - [Cooldown] - - [Subzero] - 2/2
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Post by Zane on Jul 25, 2021 17:58:45 GMT -8
Things were at least looking fine for the time being, though she would likewise have to exert strength to drive back the scythes. And the very air about them seemed to glitch for half a second, a barely minute sign in the heat of the battle taking place. But the area was still beginning to show signs of a crimson substance they had seen once before here and there, as if they were coming from the Engine of War himself.
:Mistair:
Defense:
-10 Uses for Scythe of Conclusion.
Set:
Charging Surreal Aura - 1/1
Conclusion: [Mistair HP 9,290/10,000]
And one could practically see the gleam in his eye as one that would be befitting a master looking upon their student's progress. That flash of strength was one he was all too familiar with, as he was the master of that craft. And as the unending assault came with the closed proximity between the two combatants did he move with his hand, bringing respite to the battle once again. Hand met cannon, and the offense was deafened once more before war itself. But he would need to proceed all the same, for they would have to serve as their own bastion of light this day. His eye looked to the scythes briefly before returning back to Vanguard, as they inched ever closer to the true start of this battle.
"You have put what you've learned to good use and move ever forward. And yet..."
The pale green tone had begun to fade as it took on a black tone next. Again were the following words merely a formality, as they already understood what this meant. The damage caused was wiped clean as they surmised, but they had reached the next King and as expected, more power was shown of that one than the last.
"The Pale Green Rider passes, and now the one who descends is the Rider of Black."
Vanguard and Mistair would recognize the uncanny flames that began to surge around them, inactive yet waiting to come to the surface as the strain in the air became palpable just by being in the same space as him. He would push off of Vanguard to gain distance and point his weapon directly at them, the red waves surging to life as the bell would toll yet again as he let loose the red strike. They would be able to see that it began to take on a different hue as well, as the red became blue and encompassed them.
:Var:
Defense:
Battle's Respite A reprieve that follows combat. Effects: Negate a number of attacks equal to the number of immunities Var possesses (16). Counters with Reflection a number of times = to 1/3 this number if chosen. Uses: 9/11
x1 Used. All attacks negated. Dark Meteors reflected. 8 Counter Damage taken then regenerated back up.
The Great Rider Description: For he who rides with War, he rides with much more so. And in that stride, does the true visage of the King among Kings show its form. Effects: Can disable Murian Wave of Brutality. When such is done, can enable a different number of skills while disabling other skills as a result.
Scythe of Conclusion, Death's Embrace, and Ceasefire disabled. Attrition, Famine's Plateau, and Feast or Famine enabled.
-
Set:
Var's Attacks gain +1,970 Damage from Scythes.
Famine's Plateau The ruthless field of lava that Vamin is known to specialize in, beyond the norm accomplished by others. Effects: Custom panels. Co-exists with other existing panels. These panels become active after Lava Panels have been activated once. While active, those in possession of the Reaver's Eye can activate it regardless of its current value. All others take 500 unavoidable damage and have -200 armor. If any opponents are immune to these effects, allied forces instead gain +1,000 Damage and +5,000 Health/Turn and all attacks are considered Aimed.
Feast or Famine A wealth of unending stamina so long as the terrain favors the one who bears famine. Effects: As long as Magnet, Lava, or Famine's Plateau are active, Var's HP, Damage, Armor, and Regeneration are boosted by 1.5x and Attack Slots are boosted by 1 based on how often they have been active throughout the battle. If the stage is changed, it counts as 1 turn having passed for the stage. (Turn 1 = 1.5. Turn 2 = 2. Turn 3 = 2.5.) Passive.
Attrition A clash that continues as long as the strife does, until resources are lost. Effects: Opponents' skills require an additional use to be used. Opponents' avoids avoid one less attack, can reduce their avoids to zero and below. Opponents' recovery and armor are reduced by 20%. Opponents' attack slots and auto charges are reduced by one. For every two turns that pass, these effects are advanced by a stage. (Skills require two additional uses, avoids avoid two less attacks, recovery and armor are reduced by 40%, attack slots and auto charges reduced by two). Pierces Immunity. Passive.
Current Attrition: Skills cost 2 uses to use, Avoids avoid one less attack, Recovery/Armor -20%, Attack Slots/Auto Charges -1.
Desolation's Force The force of desolation, emanating forth from the king of war himself. Effects: Gains +1 attack slot for every 6 of an effect gained from type per version. Reduces damage taken by 10% for every 6 of an effect gained from type per version. Charged attacks are used an additional time when used. Can be withheld for any number of turns. If so, the additional uses are stored and unleashed all at once +1 additional instance per turn held.
Merciless Destruction Destruction given shape, war given form. Effects: Can apply charges multiple times to non-full turn charge attacks. Can charge separate instances of the same attack. Charges can be applied at any point in the turn.
Conflict's Chime The ring of battle as the bell tolls. Effects: Attacks for the turn cannot have non-avoidance skills activated before them. Uses: 6
Used once.
Auto Charges: 16 16 Applied to Encompassing Strike. Strife's Zenith: 1.5 x 11, 2.5 x 3. 5x 2. 6 x 3.
-
Offense:
Encompassing Strike S-Attack Blade/Metal Element A blast of destructive force from the blade itself. 17,820 DMG, Breaks Unbreakable Shields, Cuts Uncuttable Auras, Hits All, Freeze, Soak, Berserk. If charged for 3 turns, can bypass the first effect that influences the damage of this attack. Can bypass an additional effect per turn charged beyond 3. Can apply an additional number of attack slots to this attack. This attack requires that many additional avoids to avoid this attack. 5 Turn Optional Charge.
12 Additional attacks applied. 13 Avoids required for the attack. Bypasses the first three effects that influence the damage of the attack.
[Var HP=50,000/50,000]
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Post by Gaia on Jul 29, 2021 7:51:22 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
And so the tide of battle changed again, Vamin's power rising. Mistair and Vanguard, and even Armiger, somewhat, were familiar with this power, but Var's use of it was already somewhat different. The amount of power put into that swing, and the sheer tenacity of those waves of crimson as they washed towards them was nearly impossible to deal with alongside the incredible draining properties of Vamin's power.
The force of the attacks left Vanguard with a decision, as Mistair could not avoid this attack for him, and the spread prevented Armiger and Genesis from stepping in to assist. Dealing with this attack would require him to expend resources to evade, or take the hit and risk losing his survival mechanisms.
That was a danger that was not worth risking. Not this early in the fight, which had only just begun. The seeming glitching in the air, and the somewhat stronger, foreign crimson energy hinted at what was to come next, a warning Vanguard could notice even if he didn't understand what it meant, and what came next would determine the outcome of the battle from here. This was not the best course of action, but it was the one he needed for now.
Holding up his hands, Vanguard created a field of energy around his body, the power of his flames flaring up and creating a tangible field of flames around him. A wall of flames not enough, Vanguard then used his tactical mastery, taught to him by his own master, and absorbed the flames back into his body. Absorbing the flames, he repurposed them, converting his body into pure energy to flit about. The additional energy from the flames produced allowed him to maintain this form longer, allowing him to maneuver around the waves of crimson with ease.
The chime of the bell rang once more, and Vanguard grimaced but was determined. He was already here, and to hold back his energy any longer would mean certain doom. The three reticles formed at the front of his cannon shone as the power coalesced, his thoughts set, his mind clear. "Your bell prevents us from using our innate abilities from augmenting our offensive, but my offensive augments itself. This Conviction will not falter . . . my Ultimatum will be the strongest!"
Vanguard charged at him again, closing the distance that his mentor created, needing the close range to do what must be done. Aiming the cannon at his master at point blank again, the first blast unleashed was little more than a pepper spray of fiery energy, the recoil creating another reticle, slightly smaller and tinted darker, around the front of his cannon, to overlay the three already present. Then, the gauge at the back of the cannon, a large canister from which Vanguard pumped his flames, unloaded the fuel that it had collected, rounds charged and prepared being broken down and turned into energy for the next round to fire. That incredible bullet lined up in his barrel, pointed at Var, unleashed -
- and immediately stopped, expanding into another series of three reticles that surrounded the barrel, rather than traveling to meet and strike Var. The incredible energy focused within those reticles was difficult to miss, and surely Var would know their strength, as Vanguard was set to unleash a strike quite unlike any other.
Defense Phase
[Vanguard HP=1890/2500]
[Vanguard has 0 Armor]
[⇪ Blank Mind SP] Passive Mega Program User is immune to Berserk and the first dark chip glitch that would affect them each battle. Additionally, user is immune to the glitches from Darkchips.
Vanguard expends 12 skill uses from Parry, gaining 12 Shields. Expends 6 skill uses from Discorporate, turning 12 Shields into Natural Dodges and gaining 3 more dodges. Avoids all attacks.
[Parry] [B+-Tier, Shield] Vanguard raises his hardened darklight fists, batting away attacks blow for blow. - Blocks 1 Attack. -- Vanguard Blocks 1 additional attack per consecutive use, to a max of three additional avoidances. Excess avoids from this skill are transferred to the next avoidance type, but are treated as Natural. -- [Active, 1/8]
[Discorporate] [B+-Tier, Dodge] Vanguard breaks down into the energy that makes up his body, reducing himself to little more than a walking pyre that allows him to move around freely. - Dodges 1 Attack. -- Vanguard Dodges 1 additional attack per consecutive use, to a max of three additional avoidances. Excess avoids from this skill are transferred to the next avoidance type, but are treated as Natural. -- [Active, 6/8]
[Vanguard HP=1,890/2500]
Support Phase
{ Pinpoint Offensive Advanced ::(+):: } Vanguard's power is in his eyes, a powerful gift that allows him to stare into a target's code and see the critical point within which it flows. This power is not easily raised against an enemy that he has not extensively studied, and has grown more powerful as Vanguard has learned to control it. - Up to 5 of Vanguard's Passive Attack Slots are converted into stacks of Constant Charge. - Constant Charge can be spent to apply a multiplier to one Attack's Damage per turn (proportionate to an Optional Charge Multiplier, corresponding to the Constant Charge spent) - Constant Charge resets at the end of every turn [- Constant Charge does not substitute Required Charge [- Interruption removes all stacks of Constant Charge for 1 Turn -- [Passive] { Adrenaline A-Tier, Passive Attack Slots ::(+):: +1 } His life blood burns brighter and flows faster with the roaring tempo of adrenaline. As his flames are drained and put in danger, they burn stronger to roar in power. - Vanguard gains +1 Attack Slot per 20% of his maximum health missing. - This skill does not gain any additional procs on any turn that Vanguard is forced to use a Survival effect. -- [Passive]
[Garnet Star of Power] - +1 AS A shining star forged of garnet, sparkles with an otherworldly power ° +1 Attack Slot when at or below 75% of your Max HP ° +1 More Attack Slot when at or below 25% of your Max HP
[Reaver Eye] ::o:: ?
Offense Phase 9 AS, 5 CC || 2 DCE
::Element:Seeking:: Lv6 ::o:: The first damaging attack landed onto each foe in a turn deals x2.5 Damage. Aiming skills apply to three consecutive attacks. ::o:: Power Up and Power Up Variants apply to the next damage attack, rather than the next attack.
1. [Charged Barrel] A burst of heat exuded from his barrel blazes forward, not to harm, but to increase future fire power. [25 * 10] Fire C-Damage [60%] ::C:: Breaks Shields, Cuts Auras ::C:: Can be optionally charged for up to three turns, granting 30% Damage to one attack following this one per total turn of charge.
2. [Zealot's Fuel] Stoking his inner flames for increased heat and pressure, Vanguard funnels his life essence through his core an additional time to strike with more force. [0] Fire S-Damage [100%] ::A:: Upon use, Lock 1 Attack and add 50% of its base damage to Vanguard's next attack. ::°:: Vanguard can Optionally charge this attack for up to 4 turns, locking an additional attack per turn charged upon use. Gains 1-CD per additional turn charged. ::°:: Attacks remain Locked while this attack is on Cooldown. ::°:: 1-Turn Required Charge, 1-CD
[Locks Aiming Gaze, Burning Conviction, Overwhelming Strike, Testing Blow, and Dirty Strike]
[::BattleChip:Neo Variable SwordLv1:v21::]
War's Grip used on Zealot's Ultimatum
[x3 Zealot's Conviction, Zealot's Fuel, Charged Barrel, CC] 3. [Zealot's Ultimatum] x3 @ Var A weapon raised against the greatest of oppositions, his trusty arm cannon fires blasts more channeled by his inner fuel than any others. [1,012,225 * 10] Fire C-Damage [90%] ::A:: Can reduce Attack Damage to 0 to increase up to two attacks following this one by 50% of this Attack's final (total) damage. Deals 0 Damage, 5,061,127 Damage added to two following attacks. ::°:: 2-Turn Required Charge
4. [Dark Meteors] - [1/2 Charges]
5. [Power Revolver] - [1/1 Charges]
6. [Zealot's Judgement] - [1/1 Charges]
Summary Phase
[Vanguard HP=1,840/2,500]
[Status] - [Stage] - [Cooldown] - [Uses] - -
Armiger.EXE
Armiger stayed with Genesis, as was his option, and provided what assistance he could to weather the storm, while Vanguard continued his own incredible display, finding ways with each passing moment to surpass his master's mastery of combat.
Defense Phase
[Armiger HP=1000/1000]
[Armiger and Genesis have a lot of armor]
[⇪ Mirror Armor SP] Passive Mega Program When struck by a full S-Range Attack, User counters for (30 * Version) Unavoidable damage.
[Chill Touch] [C-Tier, Counter] Armiger's armored form is incredibly dense and cold, causing frostbite to any who make contact with him. - Armiger counters after being struck by any C-Range attack for 80 Unavoidable Damage. -- [Passive]
[⇪ Counter Strike DX] Passive Mega Program User's counters do not have a limited number of procs per turn.
[Energy Force] Passive Hidden Program All Unavoidable Damage effects used by the holder increases by 1.3x.
Armiger counters for 235 Unavoidable Damage.
[Armiger HP=1000/1000]
Support Phase
[Armiger HP=1000/1000]
Offense Phase 3 AS
1.
Summary Phase
0 Unavoidable Damage @ Var
[Armiger HP=1000/1000]
[Status] - - [Panels] - - [Cooldown] - -
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Post by Genesis on Jul 29, 2021 9:47:43 GMT -8
"And there it is."
*Vamin's ability had quite the pull to it, reminding him of how several in the past weren't quite unlike it. They would drain your resources faster as you expended them, though he wasn't so heavily affected by it back then. The pressure behind the oncoming attack would make it difficult to avoid, but the power behind it was lacking in comparison to the first swing he had done as well as the swing he had done not too many moments ago. So he would hold out a hand and weather the storm, just in time for the delayed waves to come back and meet the same resistance. The particular signs that were now in the area weren't unlike the very same that... what was his name again? That large child's method of attack. His nuclear fury, he believed it was called? A mockery of that one's attacks would be fruitless against him, so it meant that the giant had been leeching off of something grander than himself if they saw fit to add it to Var's arsenal as well and they would only have the small portion for comparison. Then there was no need to reference it with anything outside of his own layers of experience, as Vanguard braced himself to continue his offensive. Genesis would make up for what was missing now then as he could feel the ebb and flow of war change yet again, moving his cloak as the space within it would enshroud him and cause him to vanish. It wasn't for very long as he appeared on the opposite end of Vanguard with Var between them and was closing the distance between them rapidly, black energy blade in hand as it began to gain a gleam not unlike the sun from the energy coursing from his gauntlet, swinging the blade with an adequate amount of strength nine times before he brought it down a final time, a larger eruption of energy springing up from it due to the energy contained within it being prepared for a bit longer. Now then... time to see how would Var work on dismantling them now that he had gotten this far?*
Defense:
Arrogant One Effects: Three separate effects that influences damage are increased by 50% for the turn. Passive.
Elemental Strength, Armor, and Charge chosen. Delayed Red Demise returns, Grits all attacks. Metal three times on Encompassing Strike and once on Red Demise.
Armor = 1,944.
0 Damage taken.
Support Phase:
Attack Type and Tadashi Set: 6 Auto-Charges. Charges to Imperious Flash, Revelation, Ivory Twilight, War Cluster, Rending Helix, and Crumbling Ethereal.
10 Attack Slots.
Offense Phase:
Endbringer x 9 C-Combat Solar Element A brutal blow against the target before him. Damage: 6,902 Effects of Attack: Optional 5 Turn Charge. Can manually charge multiple instances of this attack. Ignores Armor, Ignores Damage Mitigating effects, If hits, Disables victims Armor and Damage Mitigating effects for the rest of the turn
Endbringer C-Combat Solar Element A brutal blow against the target before him. Damage: 23,006 Effects of Attack: Optional 5 Turn Charge. Can manually charge multiple instances of this attack. Irradiate
Genesis: HP: 6,200/6,200
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Post by Zane on Jul 29, 2021 11:31:51 GMT -8
She was covering for herself against the all-encompassing strike just the same, as with the ringing of the bell it became more of a struggle to contend with. So she instead held her ground and braced for the attack as a pale black glow came over her as it launched her off of her feet and caused her to skid on her heels backward as she managed to regain her footing over time. She had cut it closer than she would have liked there, but ultimately she managed to still be standing, breathing out a sigh of relief and keeping that information to herself. What she needed them to do now was to focus on Var exclusively. She would take care of herself in the meantime while they did that, as that was what was keeping them in the fight altogether. They could defend each other when they possessed the chance to do just that, but that chance wasn't right now at least. Now would be weathering the next stage of the storm that was here.
:Mistair:
Defense:
Elemental Strength, Hard Body, and Endeavor bypassed. Onyx Cross used. 8,910 Damage taken.
Set:
Charging Surreal Aura - 2/2
Conclusion: [Mistair HP 380/10,000]
Vanguard's approach and the reticles meant that he was prepared to attack, of that anyone would possess no doubts. But Var was not simply anyone, as he was observing Vanguard's movements up until the most opportune of times. And it was in those motions that he could perceive that this was not an attack, but a preparation for one that was yet to come. The offense would be coming the following turn of their cycle rather than this one, instead turning as his hand moved to meet the strikes of Genesis instead. Vanguard seemed quite sure of himself... no, that wasn't right either. He wasn't sure of himself, he was merely doing the best he could with what options he held at his disposal. But that would demand a test all the same, the trial ahead of them an arduous one indeed.
"Your Ultimatum will be the strongest, you say? Then let us put that to the test."
This time the black would fade away, and began to return to what one would presume to be its original form. But instead the red began to deepen, not unlike dark blood itself. The Crimson had solidified and continued to deepen still until the red was hard to distinguish between black and red itself, something unlike the Kings they had faced before. No, what this was happened to be another power at his disposal. One that he was able to tame not simply because of his innate mastery over the engine of war, but because of the will that had been solidified through an innumerable amount of hardships. Through countless attempts that would all fall to ruin before they were tried at another approach. The countless deaths had formed the fortitude to make the beast heel without an issue on his front, and so he was allowed to use it at his leisure. They still possessed the core that Joker granted them with Unity, after all.
"What comes next is an interlude. The strength of a disaster not unlike The Meteor itself, though in lesser magnitude. Where one destroys the world entirely, this one leaves the world inert. It isn't too far removed to say that it destroys the current shape of the world as opposed to reduced it to dust. But you should be able to surpass the Crimson Dragon if your Conviction is as you say."
The scythes and flames around them began to fade away, as the environment itself was regulated and annihilated by the crimson force that was sent out. His blows did not rain down this time, as instead Var held his ground. The bell did not toll, but Genesis and Vanguard alike would be able to recognize the data here much easier than when they tried analyzing their various other foes so far. At the end of the day, it was stable and pure corruption of data, a paradox given life and a power refined to a sharp degree. And so would begin the prelude to what would come...
:Var:
Defense:
Battle's Respite A reprieve that follows combat. Effects: Negate a number of attacks equal to the number of immunities Var possesses (16). Counters with Reflection a number of times = to 1/3 this number if chosen. Uses: 8/11
x1 Used. All attacks negated. Nothing reflected.
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Set:
Famine's Plateau and Scythes of Conclusion removed from the field.
The Interlude Description: For that which sits between the Great Apocalypse. A disaster from beyond the world. Effects: Can activate at any Support Phase that Murian Wave of Brutality is disabled. While activated, disables The Great Rider and all other enabled skills from it while leaving the currently disabled skills inactive. Enables a number of skills equal to the number of disabled skills. Var cannot attack or reflect any attacks on the turn of activation.
11 Skills currently disabled. Enables Eminence, Force of the Stars, Satellite Analytics, Noise Generator, The Ace Program, The Joker Program, The Ultimate Server, Crimson Core, and Meteoric Absolution.
Crimson Core Effects: Bug-Element Attacks are negated against Var. Treats any Chip-based or Chip Modified attack as though it were Bug Element in addition to all other elements. Var is unaffected by Proximity Damage.
The Ultimate Server Description: A server and database beyond compare, the Crimson Satellite's systems are beyond comprehension, adapting and evolving with each absorbed source of energy. Effects: When an opponent's Skill, Program or Attack with uses reaches 0 uses, a copy of that skill, program or attack with full uses becomes available to the Var for the remainder of the battle.
Meteoric Absolution Description: The ability to raze worlds lies within its grasp. It is truly a being to be reckoned with; a rampaging monstrosity with a tempest of power to rend away those too weak to stand. Effects: Any opponent that has not been reduced to Undershirt or Darksoul immediately loses all but one survival effect (the user's choice). All forms of attacks against Var can only be defeated by an opponent within an Advanced Form using either a Hyper Attack, Giga Special, or attack that has been augmented by twice its base damage.
Eminence Description: A power above baser creatures, standing strong against those that test the fury held. Effects: By expending one use from this skill, Var treats an incoming attack as though it were charged for one fewer turn. By expending one use from this skill, Var can remove damage augments to non-Hyper/Special Attacks. By expending three uses from this skill, Var ends a target opponent's Advanced Form for one turn. Uses: 25
The Ace Program Effects: While active, The Joker Program cannot be active. After using Annihilation, this skill is exchanged for The Joker Program. Var gains Float Shoes. Aiming skills are twice as effective, and automatically double the damage of any attack they effect. Aimed Attacks gain +2 Hits per aiming skill effect applied. All hits of all aimed attacks must be avoided separately. Expending half of the remaining uses of any one avoidance skill/program will always be sufficient to fully avoid any attack affected in this way.
Annihilation: Can activate during the Support Phase. All Panel Effects are removed from the battle, and Panels cannot be interacted with for 5 turns. Any attack or effect that relies on panels fails. The next turn of attacks used by the opponents miss and the next turn of attacks against the affected opponents ignore all avoidance effects unless the opponent expends 3 skill uses from any skills. Opponents can use any panel immunity or status cleansing to deal with this effect.
The Joker Program Effects: While active, The Ace Program cannot be active. After using Obliteration, this skill is exchanged for The Ace Program. Var gains passive Status Reflect. Aiming skills are twice as effective, and automatically double the damage of any attack they effect. Aimed Attacks cannot have any temporary modifiers removed from them. Expending half of the remaining uses from any one defensive skill/program will always be sufficient to fully mitigate any attack affected in this way.
Obliteration: Can activate during the Support Phase. Any Non-Navi entity is immediately destroyed, and additional Non-Navi entities cannot be summoned for 5 turns. Any attack or effect that relies on summoned entities fail. Barriers/Auras are not affected, but are instead unavoidably destroyed at the end of each turn while active. Any mid-battle statistical increase that has occurred is reset unless the opponent expends three skill uses from any skill.
Noise Generator Effects: The affected attack Auto-Attacks at 50% Damage per turn for 2 turns, gaining 25% total damage per turn of auto-attacking. Multiple instances of this skill on a single attack cause the attack to auto-attack for 2 additional turns, gaining damage with each auto-attack. Uses: 12
Satellite Analytics Effects: The affected attack gains two Omni-Aimers of choice, as well as Destroys: Objects, Barriers, Auras. If used on the same attack twice, it also adds "Cannot be Naturally Avoided" and "Cannot be Intercepted." If Used on the same attack thrice, it also adds "Cannot be Countered" and "Ignores Armor." If used four times, it adds "This attack must be avoided with a skill separate from the attacks before and after it." Uses: 17
Force of the Stars Description: A primeval force that comes with the threat of rending all that we hold dear to pieces. Those that stand against it are encouraged to do so with fervor. Effects: Advanced Forms can be reactivated any number of times for the duration of the fight against Var, with a mandatory cooldown between uses equal to the form's total duration. DarkSouls do not retain their survival effect with each activation, and users may instead activate their DarkSoul as though it were a Hyper Mode. Hyper Attacks can be optionally charged for any number of turns, so long as their total charge time does not exceed 5. They gain damage per turn of optional charge, as appropriate. Hyper Attacks can be used regardless of optional or required charges.
Desolation's Force The force of desolation, emanating forth from the king of war himself. Effects: Gains +1 attack slot for every 6 of an effect gained from type per version. Reduces damage taken by 10% for every 6 of an effect gained from type per version. Charged attacks are used an additional time when used. Can be withheld for any number of turns. If so, the additional uses are stored and unleashed all at once +1 additional instance per turn held.
Merciless Destruction Destruction given shape, war given form. Effects: Can apply charges multiple times to non-full turn charge attacks. Can charge separate instances of the same attack. Charges can be applied at any point in the turn.
Begins in Ace Program, uses Annihilation.
Auto Charges: 16 16 Applied to Begotten Strife. Strife's Zenith: 1.5 x 11, 2.5 x 3. 5x 2. 6 x 3.
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Offense:
Cannot attack.
[Var HP=50,000/50,000]
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Post by Gaia on Jul 29, 2021 22:32:25 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
Vanguard felt the shift of energy, as what was to come became ever moreso present. Var's power shifted once again, his control over even another source of power proving above and beyond exemplary. The force that emitted from him was overwhelming, similar to the crimson energy that Vanguard had observed before and yet on an entirely different scale.
The incredible force rent away at his body, burning skin and tearing through his flames, mere proximity to that power seeming to cut through his undershirt. The realization that he would have lost that power one way or another was an unfortunate thing to learn second, but it was an inevitability of the matter all the same. What came next, however, was quite unlike anything Vanguard had to deal with before.
The very ground was ripped apart by the incredible energy Var emitted, giving way to a vacuum of nothingness, immaterial and void. Vanguard had boosters in his boots that kept him afloat, but it was the only thing he had left, the power of the Hub Batch chip from before giving him manueverability in the expanse. Not adept at interacting in such an environment, Vanguard looked towards his mentor, and wondered what it took to get here.
Did he have what it took to surpass whatever it took Var to get here? There was only one way to know, for sure. Analyzing the energy that the power of this Crimson Dragon emitted, Vanguard guided himself forward, thinking over his new options.
The power of the being seemed to allow them to rise up against it, as if daring them to challenge its power. Knowing that he was strongest in such a form, Vanguard merged with another chip, noticing that Var had yet to use his Ceasefire, and for the time being it was beneficial to make use of the effect. The power that Var emitted seemed best utilized if maintained, meaning that this would either force him to quell that power in order to capitalize on Vanguard's decision, or stay with his power and allow Vanguard his own way.
It gave the deceit of having a choice to Var, as both were choices Vanguard could capitalize on. The power in the air seemed to siphon the very energy Vanguard used to maintain his strength, pulling from it and analyzing it. Any abilities he used would be replicated if he did not use them carefully. It also coated the chips in his arsenal with corrupted energy, and as the beast seemed to feed on the power, he knew that using his arsenal against it would be folly.
There seemed to be more danger in the air, of how Var could use this unique energy to attack, or to prevent their own efforts against him, but Vanguard was unfortunately naturally limited in his own methods of attack. The use of dark chips hindered his personal arsenal from expanding to greater heights, preventing him from having a specialized attack. That form of attack seemed ideal here, but he would have to find a way to force Var to expend resources in another way.
Emitting a wave of quelling power all his own, Vanguard decided to take the tide of battle into his own hands. His plans were disrupted, unable to release the meteors as was first intended, but what came next would be as much in his own control as he could force it to be. His coils rotated, his flames ignited and burned his fuel, and his cannon aimed forward into the void towards Var as that incredible energy began forming at the barrel, focused behind the reticles that had formed along the edge of it. A larger, violet reticle appeared at the very base of the barrel, and then a final, pitch black reticle formed at the base, but Vanguard's assault wasn't coming from his cannon.
The weapon dissolved into flame, Vanguard holding the incredible energy gathered within it in his own body as he prepared what was to come, the very same reticles around its barrel appearing elsewhere, now. The location that held Vanguard's power, his specialty, his every lesson and even his every downfall - his eyes. Igniting in a flare behind his visor, the force of his gaze set the very air to cinders, that power gathered and unleashed as razor-fine points of energy, condensed into a single point behind his pupils, and then scattered across the space between him and his master as a collection of reticles. As that power flew, the barrage of reticles peppered into Var from all sides, each tiny mote of energy erupting into a massive conflagration of the power Vanguard had amassed.
The next wave of reticles seemed to use a similar technique, but much fewer individual motes, all the same each one traveling quickly and then detonating as soon as they had marked a spot on Var's body, Vanguard having turned his vision into a deadly weapon to gaze into the code of an enemy's body directly and use his very will to rend it a part.
It was all he had - he had to hope that it was enough, and prepare for the worst should it not be.
Defense Phase
[Vanguard HP=1890/2500]
[Vanguard has 0 Armor]
[⇪ Blank Mind SP] Passive Mega Program User is immune to Berserk and the first dark chip glitch that would affect them each battle. Additionally, user is immune to the glitches from Darkchips.
[Vanguard loses his Undershirt to Meteoric Absolution]
[Vanguard HP=1,890/2500]
Support Phase
{ Pinpoint Offensive Advanced ::(+):: } Vanguard's power is in his eyes, a powerful gift that allows him to stare into a target's code and see the critical point within which it flows. This power is not easily raised against an enemy that he has not extensively studied, and has grown more powerful as Vanguard has learned to control it. - Up to 5 of Vanguard's Passive Attack Slots are converted into stacks of Constant Charge. - Constant Charge can be spent to apply a multiplier to one Attack's Damage per turn (proportionate to an Optional Charge Multiplier, corresponding to the Constant Charge spent) - Constant Charge resets at the end of every turn [- Constant Charge does not substitute Required Charge [- Interruption removes all stacks of Constant Charge for 1 Turn -- [Passive] { Adrenaline A-Tier, Passive Attack Slots ::(+):: +1 } His life blood burns brighter and flows faster with the roaring tempo of adrenaline. As his flames are drained and put in danger, they burn stronger to roar in power. - Vanguard gains +1 Attack Slot per 20% of his maximum health missing. - This skill does not gain any additional procs on any turn that Vanguard is forced to use a Survival effect. -- [Passive]
[Garnet Star of Power] - +1 AS A shining star forged of garnet, sparkles with an otherworldly power ° +1 Attack Slot when at or below 75% of your Max HP ° +1 More Attack Slot when at or below 25% of your Max HP
[Reaver Eye] ::o:: ?
[::Chip:Dark ShockwaveLv7:v21::] [Folder Unison] - [Advanced Form] The culminated power of his focus on his chips, Vanguard channels his arsenal directly through his being, merging body and soul with a chip. ° Sacrifice any Standard-Tier Attack Chip to merge with it, entering this form ° During Unison, user gains the Lv5 Effects of the Chip's first natural Element ° User's charged attacks may become that Chip at will, gaining its Name, Elements, Non-★ Effects, and User's Standard/Dark Chip Damage ° Lasts for 3 Turns
Mantle of The Ultimate Fighter A special award for those able to defeat The Ultimate Fighter. ° Once per battle, user may Unavoidably inflict Interrupt on all opponents ° Enemies can only be influenced by this effect once per battle ° This Crest has 2 Upgrade Slots (the same upgrade can be equipped multiple times) ::o:: ⇪ Chip Mastery: During Unison, Standard Chip costs are paid for ::o:: ⇪ Ultimate Power: +1 Normal Element Level
[Unavoidable Interrupt]
[Vanguard has panel immunity from Hub Batch to ignore Annihilation]
Offense Phase 11 AS, 5 CC || 2 DCE
::Element:Seeking:: Lv6 ::o:: The first damaging attack landed onto each foe in a turn deals x2.5 Damage. Aiming skills apply to three consecutive attacks. ::o:: Power Up and Power Up Variants apply to the next damage attack, rather than the next attack.
::Element:Break:: Lv5 User's Attacks cannot be mitigated below 50% of the Attack's Base Damage. - User's Broken Panel abilities may be used in spite of Panel Locks and remain locked for their base duration. - Unstoppable has -4 CD.
[::BattleChip:Full CustomLv1:v21:"Fully Cooldown one attack: Zealot's Fuel"::]
[Tactical Acumen] [S-Tier, Multiplier] His signature system of reticles, overlayed either over his own vision, the opponent's body, or his weapons as he strikes. This reticle empowers any other that follows it. x1 - Vanguard doubles the temporary modifiers added to the selected attack. This can only be applied once per attack. -- [Active, 2/5 Max Uses/Battle]
[Burning Reticle] [B-Tier, Aiming/Damage+] x14 His ability to focus intense amounts of energy into a tiny point allows him to place reticles on his opponents that his blasts can funnel into for intensified damage. - Vanguard adds [15 * V] 210 Damage to all hits and "Reticle" to the selected attack. Applies to following 3 attacks, as well. -- [Active, 1/9 Uses]
[All attacks gain Ice element, this turn]
Santa Hat A warm holiday hat that keeps the spirit of Christmas alive all year round. ° Once per battle the user may add "Ice Element" to all attacks for one turn ° User's Ice Element Attacks gain +20 Damage per Battle Chip they've used/sacrificed up to that point in battle ° This Crest has 2 Upgrade Slots (the same upgrade can be equipped multiple times) ::o:: ⇪ Frozen Heart: User is immune to Freeze, strong to Ice, and deals +10% Ice Damage from all sources ::o:: ⇪ Snow Day: At any time, User may sacrifice any Mega Chip to augment the current Stage for 1 Turn, changing its element to Ice, all conditional positive effects to Ice, and all conditional negative effects to Non-Ice
[::BattleChip:Dark PlusLv1:v21::]
1. [Zealot's Judgment] A reticle that rends deep into flesh and being, allowing his strikes to burn through their final hopes. [0] Fire S-Damage [100%] ::S:: Upon use, adds "Cuts Darksoul" to his next attack. ::S:: Upon use, adds "Cuts Undershirt" to his next attack. ::°:: 1-Turn Required Charge, -4 Total Attack/Use. ::°:: 2 Uses/Battle
[Zealot's Ultimatum +5,061,127 (x3), Santa Hat +20 (x10), Burning Reticle +210 (x13), Dark Plus +465 (x1), Santa Hat x1.1, Charged Barrel x1.3, Zealot's Conviction x11 (x3), CC, Tactical Acumen] 2. [Burning Conviction] @ Var His eyes blazing powerfully, Vanguard releases a myriad of reticles into the air around him. Unaugmented Damage: 50 * 5 [1,189,124,046,633 * 5] Fire C-Damage [60%] ::B:: Reticle ::A:: Avoid Separately ::o:: Cuts Darksoul, Cuts Undershirt ::°:: 5-CD
3. [Aiming Gaze] Vanguard aims his sights at a new target, his eyes blazing, his piercing vision casting reticles into the air that strike true to his target. Unaugmented Damage: 140 * 2 [8,355,226 * 2] Fire S-Damage [70%] ::C:: Undodgeable [-10%] ::C:: Can be optionally charged for 1 turn to gain "Interrupt" [-10%] ::B:: Reticle [-10%] ::A:: Avoid Separately [-10%] ::°:: 2-CD
4. [Charged Barrel] x2 A burst of heat exuded from his barrel blazes forward, not to harm, but to increase future fire power. Unaugmented Damage: 25 * 10 [3,050 * 10] Fire C-Damage [60%] ::C:: Breaks Shields, Cuts Auras ::C:: Can be optionally charged for up to three turns, granting 30% Damage to one attack following this one per total turn of charge.
6. [Charged Barrel] x6 A burst of heat exuded from his barrel blazes forward, not to harm, but to increase future fire power. Unaugmented Damage: 25 * 10 [50 * 10] Fire C-Damage [60%] ::C:: Breaks Shields, Cuts Auras ::C:: Can be optionally charged for up to three turns, granting 30% Damage to one attack following this one per total turn of charge.
Summary Phase
[Vanguard HP=1,840/2,500]
[Status] - [Stage] - [Cooldown] - [Uses] - -
Armiger.EXE
With no offensive this turn, Armiger could only hold on for dear life as Var unleashed the incredible power of the Crimson Meteor. Such incalculable strength, and it was to be only a portion of Var's power to display such a feat? How would he compare against such a force, if it was just this much alone that terrified him? Var was to grow stronger, after this?
Armiger held fast, resolute to stand strong and do what needed to be done. If Var would continue to attack them, he could help in whatever way possible, but he worried that offensively, he was of little help to the group.
Defense Phase
[Armiger HP=1000/1000]
[Armiger and Genesis have a lot of armor]
[⇪ Mirror Armor SP] Passive Mega Program When struck by a full S-Range Attack, User counters for (30 * Version) Unavoidable damage.
[Chill Touch] [C-Tier, Counter] Armiger's armored form is incredibly dense and cold, causing frostbite to any who make contact with him. - Armiger counters after being struck by any C-Range attack for 80 Unavoidable Damage. -- [Passive]
[⇪ Counter Strike DX] Passive Mega Program User's counters do not have a limited number of procs per turn.
[Energy Force] Passive Hidden Program All Unavoidable Damage effects used by the holder increases by 1.3x.
[Armiger HP=1000/1000]
Support Phase
[Armiger HP=1000/1000]
Offense Phase 3 AS
1.
Summary Phase
0 Unavoidable Damage @ Var
[Armiger HP=1000/1000]
[Status] - - [Panels] - - [Cooldown] - -
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