Post by Gaia on Jul 6, 2020 10:51:15 GMT -8
Welcome, everyone! It has been a wild ride, and this has been a long time coming, but I am thrilled to bring to you the updates for the MegaMan Melee 7.5!
SKILL ADJUSTMENTS
Skills are being impacted by the increasing normalcy of Null-Avoiders, as well as the increased number of people using defensive locks as drawbacks. Locking Defensive options is a dangerous game, as it makes it easier to just outright lose, and so, some new effects are being introduced to both reward those choices and make surviving with them active easier. Other skills are being introduced that mesh well with some new decisions being made for this update, and others that had already been allowed are just getting new guidelines. Click each header to reveal the details on each.
{
Introduction: Defensive Locks
}
- Certain Defensive Abilites get stronger per Defensive Lock that exists in your kit
- These skills don't need to be the cause of the locks, the locks just need to exist somewhere in the stat page
Null-Dodge: User cannot dodge attacks
Null-Shield: User cannot shield attacks
Null-Absorb: User cannot barrier/aura attacks
Null-Heal: User cannot restore HP
Null-Mitigation: User cannot mitigate damage
Null-Survival: User cannot be influenced by Survivals or Revivals of any kind
* This counts as 2 Locks for the purposes of skills. You have to lock all, not just one.
Mitigation Cap: 1% Damage Taken × 0.1 for each Defensive Lock in stats
(1 Defensive Lock = Cap Lowered to 0.1%)
(2 Defensive Locks = Cap Lowered to 0.01%)
(etc)
Innate Natural Avoidance
- If you've locked all of your Avoidances, this can be a 5 CD Status Heal instead
Introduction: Defensive Locks
- Certain Defensive Abilites get stronger per Defensive Lock that exists in your kit
- These skills don't need to be the cause of the locks, the locks just need to exist somewhere in the stat page
Null-Dodge: User cannot dodge attacks
Null-Shield: User cannot shield attacks
Null-Absorb: User cannot barrier/aura attacks
Null-Heal: User cannot restore HP
Null-Mitigation: User cannot mitigate damage
Null-Survival: User cannot be influenced by Survivals or Revivals of any kind
* This counts as 2 Locks for the purposes of skills. You have to lock all, not just one.
Mitigation Cap: 1% Damage Taken × 0.1 for each Defensive Lock in stats
(1 Defensive Lock = Cap Lowered to 0.1%)
(2 Defensive Locks = Cap Lowered to 0.01%)
(etc)
Innate Natural Avoidance
- If you've locked all of your Avoidances, this can be a 5 CD Status Heal instead
{
New Active Skills
}
Percentile Mitigation -- Active, S Tier
- Mitigate 50% Damage from 1 Avoidable Attack
-1 Skill Tier per Defensive Lock in stats (except Null-Mitigation)
+1 Base Use per tier "below" C that this would bring the skill
Grit -- Active, S Tier
- Negates the Piercing and Triggering Effects of 1 Avoidable Attack
-1 Skill Tier per Defensive Lock in stats (except Null-Mitigation)
+1 Base Use per tier "below" C that this would bring the skill
** Piercing/Triggering Effects will be defined in the Attack Effects section
Power Block -- Active, S Tier
- Ignore all Temporary Damage Augments from 1 Avoidable Attack
-1 Skill Tier per Defensive Lock in stats (except Null-Mitigation)
+1 Base Use per tier "below" C that this would bring the skill
Full Avoidance -- Active, S Tier
- Fully Avoid 1 Attack, applying for all required instances of the avoidance
Avoidance Type is specified upon creation (it's not a Triad Avoid)
+1 Avoidance Type per 2 Defensive Locks in stats (4 Locks = Triad Avoid)
Cannot be augmented by outside sources period (including Shadow Element and the like)
New Active Skills
Percentile Mitigation -- Active, S Tier
- Mitigate 50% Damage from 1 Avoidable Attack
-1 Skill Tier per Defensive Lock in stats (except Null-Mitigation)
+1 Base Use per tier "below" C that this would bring the skill
Grit -- Active, S Tier
- Negates the Piercing and Triggering Effects of 1 Avoidable Attack
-1 Skill Tier per Defensive Lock in stats (except Null-Mitigation)
+1 Base Use per tier "below" C that this would bring the skill
** Piercing/Triggering Effects will be defined in the Attack Effects section
Power Block -- Active, S Tier
- Ignore all Temporary Damage Augments from 1 Avoidable Attack
-1 Skill Tier per Defensive Lock in stats (except Null-Mitigation)
+1 Base Use per tier "below" C that this would bring the skill
Full Avoidance -- Active, S Tier
- Fully Avoid 1 Attack, applying for all required instances of the avoidance
Avoidance Type is specified upon creation (it's not a Triad Avoid)
+1 Avoidance Type per 2 Defensive Locks in stats (4 Locks = Triad Avoid)
Cannot be augmented by outside sources period (including Shadow Element and the like)
{
New Passive Skills
}
Percentile Mitigation -- Passive, S Tier
- Mitigate 5% Damage from Attacks
+5% Mitigation per Defensive Lock in stats (except Null-Mitigation)
Grit -- Passive, S Tier
- Advanced Skill only
As per Grit, but with stipulations as per Advanced Skill.
Super Armor -- Passive, S Tier
- Prevents first instance of Interruption per turn
+1 Instance per Defensive Lock in stats
Avoidance Augmentation -- Passive, A Tier
- Add an effect to all avoidances that would normally require its Tier to be raised
- Proccing Effects only last for the turn, but do not have a capped number of procs per turn and do not proc against attacks marked "Cannot be Countered"
- The same "proccing" effect cannot be stacked during creation
Status Immunity -- Passive, S Tier
- Immune to 1 Specified Status Reduction/Effect
+1 Immunity per Defensive Lock on your Navi
- The ability to change them mid-battle requires additional cost/drawback
- Status Reduction Immunities are still separate from Status Effect Immunities.
New Passive Skills
Percentile Mitigation -- Passive, S Tier
- Mitigate 5% Damage from Attacks
+5% Mitigation per Defensive Lock in stats (except Null-Mitigation)
Grit -- Passive, S Tier
- Advanced Skill only
As per Grit, but with stipulations as per Advanced Skill.
Super Armor -- Passive, S Tier
- Prevents first instance of Interruption per turn
+1 Instance per Defensive Lock in stats
Avoidance Augmentation -- Passive, A Tier
- Add an effect to all avoidances that would normally require its Tier to be raised
- Proccing Effects only last for the turn, but do not have a capped number of procs per turn and do not proc against attacks marked "Cannot be Countered"
- The same "proccing" effect cannot be stacked during creation
Status Immunity -- Passive, S Tier
- Immune to 1 Specified Status Reduction/Effect
+1 Immunity per Defensive Lock on your Navi
- The ability to change them mid-battle requires additional cost/drawback
- Status Reduction Immunities are still separate from Status Effect Immunities.
{
Advanced Skills
}
- You can have more than one of these now
- However, they aren't all "Rule Breakers", these are just "Skills with Drawbacks"
- Rule Break skills must exhibit clear intention to fix what they break, otherwise they will not be approved. This option exists to provide you with an alternate path to what is standard, not to cater to your power fantasy where others would not be allowed to.
- In many cases, the drawback will feel as though it outweighs the perk; this is very intentional.
Advanced Skills
- You can have more than one of these now
- However, they aren't all "Rule Breakers", these are just "Skills with Drawbacks"
- Rule Break skills must exhibit clear intention to fix what they break, otherwise they will not be approved. This option exists to provide you with an alternate path to what is standard, not to cater to your power fantasy where others would not be allowed to.
- In many cases, the drawback will feel as though it outweighs the perk; this is very intentional.
{
Other Skills
}
Passive Armor / Damage -- B Tier Variant Added
- Now starts at +30 Armor / Damage
- Gains 30 more at Versions 4/7/10/etc
- This helps prevent Lower Versions from being outclassed by "Custom Skills" without influencing the higher versions, particularly at V1
- While the current C Tier Variant isn't being removed, it is effectively obsolete
Activated Armor / Damage -- C Tier
- Variant A: Gain (half of a Passive's Amount) of Damage/Armor for 1 Turn
- Variant B: Gain (twice a Passive's Amount) of Damage/Armor for 1 Attack
- This is a buff so that you aren't penalized for taking something basic over something customized. Very strong buff.
Chip Imbue -- Passive, S Tier
- Active Variant: Can choose between Standard and DC always. Damage is kept.
- More Variants allowed, including Passive, and are generally in the Advanced Tier of abilities
Chip Usage -- Active, C Tier
- User has +1 Total Chip Use
- Increase to B Tier to also pay for additional costs
- Increase to A Tier for Mega Chip Uses
- Increase to S Tier for Mega Chip Dupes to be used
- Advanced Tier for Giga Chip usages
- Passive Variants scale at B Tier (+1 Chip Use at V4/7/10/etc)
Attack Usage -- Active, S Tier
- User has +1 Use to One S Tier Attack
- Passive Variants scale at A Tier (+1 S Tier Use at V6/11/etc)
- Advanced Tier for "+1 Use to All S Tier Attacks"
Union -- Active, S Tier
- User shares 1~3 properties with an ally (depending on strength)
- Variants exist and are mostly case by case; Armiger, Aeron, etc
- The main caveat is that you can only interact with 1 Union at a time (as giver or receiver)
Resource -- Non-Tier
- Treated as Advanced
Full Synchro -- Active, S Tier
- Effect can no longer stack with itself or recurring instances of an affected value (such as Restrikes)
Other Skills
Passive Armor / Damage -- B Tier Variant Added
- Now starts at +30 Armor / Damage
- Gains 30 more at Versions 4/7/10/etc
- This helps prevent Lower Versions from being outclassed by "Custom Skills" without influencing the higher versions, particularly at V1
- While the current C Tier Variant isn't being removed, it is effectively obsolete
Activated Armor / Damage -- C Tier
- Variant A: Gain (half of a Passive's Amount) of Damage/Armor for 1 Turn
- Variant B: Gain (twice a Passive's Amount) of Damage/Armor for 1 Attack
- This is a buff so that you aren't penalized for taking something basic over something customized. Very strong buff.
Chip Imbue -- Passive, S Tier
- Active Variant: Can choose between Standard and DC always. Damage is kept.
- More Variants allowed, including Passive, and are generally in the Advanced Tier of abilities
Chip Usage -- Active, C Tier
- User has +1 Total Chip Use
- Increase to B Tier to also pay for additional costs
- Increase to A Tier for Mega Chip Uses
- Increase to S Tier for Mega Chip Dupes to be used
- Advanced Tier for Giga Chip usages
- Passive Variants scale at B Tier (+1 Chip Use at V4/7/10/etc)
Attack Usage -- Active, S Tier
- User has +1 Use to One S Tier Attack
- Passive Variants scale at A Tier (+1 S Tier Use at V6/11/etc)
- Advanced Tier for "+1 Use to All S Tier Attacks"
Union -- Active, S Tier
- User shares 1~3 properties with an ally (depending on strength)
- Variants exist and are mostly case by case; Armiger, Aeron, etc
- The main caveat is that you can only interact with 1 Union at a time (as giver or receiver)
Resource -- Non-Tier
- Treated as Advanced
Full Synchro -- Active, S Tier
- Effect can no longer stack with itself or recurring instances of an affected value (such as Restrikes)
BASIC ATTACK AND ATTACK EFFECTS
Most of these are already in the guide, but the system has been updated to allow for a lot easier use of the tooltips, and make it easier when creating attacks overall. Other effects needed clarification, which are also provided.
** MOUSE OVER EFFECT ICONS TO SEE THEIR RULES / GUIDELINES
** Click each header to reveal the details on each
** Click each header to reveal the details on each
{
BASIC ATTACK-ONLY EFFECTS
}
Basic Attack Classification
- No Innate Cooldown, No Innate Required Charge, No Innate Use Limit
- ((This is buff to Laser, unchanged for the rest))
::Effect:SetAimer:: x | x
::Effect:UserElem:: x
::Effect:MultiCharge::
BASIC ATTACK-ONLY EFFECTS
Basic Attack Classification
- No Innate Cooldown, No Innate Required Charge, No Innate Use Limit
- ((This is buff to Laser, unchanged for the rest))
::Effect:SetAimer:: x | x
::Effect:UserElem:: x
::Effect:MultiCharge::
{
C TIER EFFECTS
}
::Effect:Aimer:: x
::Effect:Spread:: #
::Effect:SetRange:: x
::Effect:DualRange::
::Effect:OptCharge:: # Turns
::Effect:AltChargeB:: B Tier
C TIER EFFECTS
::Effect:Aimer:: x
::Effect:Spread:: #
::Effect:SetRange:: x
::Effect:DualRange::
::Effect:OptCharge:: # Turns
::Effect:AltChargeB:: B Tier
{
B TIER EFFECTS
}
** NOTE: B Tier Costs are back to "1 B Tier Effect = 1 CD" instead of the confusing way we have it right now (First one costs CD, every 2 after costs +1 CD).
::Effect:OmniAimer:: x
::Effect:CBNA::
::Effect:SetElem::
::Effect:IA::
::Effect:CBC::
::Effect:Int::
::Effect:CBI::
::Effect:Split:: #
::Effect:BuffMinor:: x
::Effect:RedMinor:: x
** B Tier Status Effects
::Effect:Blind::
::Effect:Berserk::
::Effect:Burn::
::Effect:Soak::
::Effect:Shock::
::Effect:Confuse::
::Effect:Freeze::
::Effect:Poison::
** Various C-Tier Standard Chip Effects would be B-Tier on Regular Attacks
B TIER EFFECTS
** NOTE: B Tier Costs are back to "1 B Tier Effect = 1 CD" instead of the confusing way we have it right now (First one costs CD, every 2 after costs +1 CD).
::Effect:OmniAimer:: x
::Effect:CBNA::
::Effect:SetElem::
::Effect:IA::
::Effect:CBC::
::Effect:Int::
::Effect:CBI::
::Effect:Split:: #
::Effect:BuffMinor:: x
::Effect:RedMinor:: x
** B Tier Status Effects
::Effect:Blind::
::Effect:Berserk::
::Effect:Burn::
::Effect:Soak::
::Effect:Shock::
::Effect:Confuse::
::Effect:Freeze::
::Effect:Poison::
** Various C-Tier Standard Chip Effects would be B-Tier on Regular Attacks
{
A TIER EFFECTS
}
::Effect:AvoidSep::
::Effect:ReqAddAvoid:: + #
::Effect:Destroys:: x
::Effect:HA::
::Effect:BuffMajor:: x
::Effect:RedMajor:: x
::Effect:PowerUp:: #
::Effect:AugDmg:: # per x
** A Tier Status Effects
::Effect:Bubble::
::Effect:Paralyze::
::Effect:Darken::
::Effect:Glitch::
::Effect:Irradiate::
::Effect:Permafrost::
** Various B-Tier Standard Chip Effects would be A-Tier on Regular Attacks
A TIER EFFECTS
::Effect:AvoidSep::
::Effect:ReqAddAvoid:: + #
::Effect:Destroys:: x
::Effect:HA::
::Effect:BuffMajor:: x
::Effect:RedMajor:: x
::Effect:PowerUp:: #
::Effect:AugDmg:: # per x
** A Tier Status Effects
::Effect:Bubble::
::Effect:Paralyze::
::Effect:Darken::
::Effect:Glitch::
::Effect:Irradiate::
::Effect:Permafrost::
** Various B-Tier Standard Chip Effects would be A-Tier on Regular Attacks
{
S TIER EFFECTS
}
::Effect:CBM::
::Effect:CutsUS::
::Effect:CutsDS::
::Effect:DstV::
::Effect:ChipImbue::
::Effect:UncondAuto::
::Effect:RecurAuto:: # Turns
::Effect:TriggerAuto:: x
::Effect:Lock:: x
::Effect:Inverse:: x
** Various A-Tier Standard Chip Effects would be S-Tier on Regular Attacks
** Any Non-Damage Interaction with an Attack, Skill, Ability, or Item
** Any Avoidance-Hindering Effect (IE: Disrupts Multi-Avoids)
** Any heavy Stat influence (IE: Lock, Invert, etc)
S TIER EFFECTS
::Effect:CBM::
::Effect:CutsUS::
::Effect:CutsDS::
::Effect:DstV::
::Effect:ChipImbue::
::Effect:UncondAuto::
::Effect:RecurAuto:: # Turns
::Effect:TriggerAuto:: x
::Effect:Lock:: x
::Effect:Inverse:: x
** Various A-Tier Standard Chip Effects would be S-Tier on Regular Attacks
** Any Non-Damage Interaction with an Attack, Skill, Ability, or Item
** Any Avoidance-Hindering Effect (IE: Disrupts Multi-Avoids)
** Any heavy Stat influence (IE: Lock, Invert, etc)
{
SPECIAL EFFECTS
}
::Effect:UA::
::Effect:IFHIT:: x
::Effect:IFAVD:: x
::Effect:ROS:: x
::Effect:IFX:: x
::Effect:OnUse:: x
::Effect:CustomC:: C Tier
::Effect:CustomB:: B Tier
::Effect:CustomA:: A Tier
::Effect:CustomS:: S Tier
::Effect:CustomSS:: S+ Tier
::Effect:Execute:: x
** Some Non-Tier Battle Chip Effects would go here
** Stacking Effects with Enemy-Controlled Stipulation as well
Non-Tier Effects
Some Attacks do not conform to regular Attack standards, and thus are approved on a more case-by-case basis. Think of these as the Attack equivalent of an "Advanced Skill". As such, refer to the Advanced Skill guidelines when judging the legality of these.
LOOSE GUIDELINES ON HOW WE RATE A CUSTOM EFFECT'S TIER:
- B Tier if we're fine with it being kinda spammable, but not much
- A Tier if we're fine with it being pile-able, but not much
- S Tier if we know it needs to be used smartly to be fair
- S Tier with Charge if its solution is far too uncommon
- S Tier with Skill Cost if it needs serious compensation/backlash
- S Tier with Ability Lock if it absolutely turns the tide when used properly
We try to keep things still viable, just not so strong that they invalidate other options and not so niche that they'll never realistically be used. Additional caveat/drawback may be added at approver's discretion beyond what it shown here.
SPECIAL EFFECTS
::Effect:UA::
::Effect:IFHIT:: x
::Effect:IFAVD:: x
::Effect:ROS:: x
::Effect:IFX:: x
::Effect:OnUse:: x
::Effect:CustomC:: C Tier
::Effect:CustomB:: B Tier
::Effect:CustomA:: A Tier
::Effect:CustomS:: S Tier
::Effect:CustomSS:: S+ Tier
::Effect:Execute:: x
** Some Non-Tier Battle Chip Effects would go here
** Stacking Effects with Enemy-Controlled Stipulation as well
Non-Tier Effects
Some Attacks do not conform to regular Attack standards, and thus are approved on a more case-by-case basis. Think of these as the Attack equivalent of an "Advanced Skill". As such, refer to the Advanced Skill guidelines when judging the legality of these.
-
LOOSE GUIDELINES ON HOW WE RATE A CUSTOM EFFECT'S TIER:
- B Tier if we're fine with it being kinda spammable, but not much
- A Tier if we're fine with it being pile-able, but not much
- S Tier if we know it needs to be used smartly to be fair
- S Tier with Charge if its solution is far too uncommon
- S Tier with Skill Cost if it needs serious compensation/backlash
- S Tier with Ability Lock if it absolutely turns the tide when used properly
We try to keep things still viable, just not so strong that they invalidate other options and not so niche that they'll never realistically be used. Additional caveat/drawback may be added at approver's discretion beyond what it shown here.
ELEMENT ADJUSTMENTS
Click an Element to view its effects. Click the "x" at the bottom to close the tab.
New Effects are in Green (or blue for Wood/Toxic/Seeking)
- Most elements were made to be a bit more streamlined. This allows for all elements to look roughly the same in terms of raw benefit, and all effects also gain a unique Lv 5 buff.
- Overall, this should be a buff for almost every element
- Special Properties for Status Effects now also give you immunity to that status. Special Properties also now naturally reduce in Cooldown for those that take the Element to its full progression.
[PTabbedContent=Elements]
[PTab=::Element:Normal::]
::Element:Normal::
Characters with no specialized field belong to this element, as do generic attacks. Proficiency in this element represents flexibility; a jack of all trades, but master of none.
{Special Property: Neutrality ::(+)::}
Passive Effect: Remove 1 Weakness from each element
Strengths: -
Weaknesses: -
Lv1: +100 HP. +10 Damage.
Lv2: +200 HP. +20 Damage.
Lv3: +300 HP. +30 Damage.
Lv4: +400 HP. +40 Damage.
Lv5: +500 HP. +50 Damage. +1 Program Slot.
[/PTab]
[PTab=::Element:Fire::]
::Element:Fire::
An obsession with fire, an embodiment of fire, or even just a relation to fire would define any character prioritizing this element. Fire attacks can usually be defined similarly.
{Special Property: Burn ::(+):: ★}
Status Effect: For 2 turns, afflicted Navi takes 2% of their Max HP as Damage per Attack used. Additionally, their Attacks deal -10% Damage and they cannot use Undershirt while burnt. Once ended, a Navi cannot be Burned for 2 turns.
Passive Effect: User is immune to Burn.
Requires Fire Lv2 or Higher.
Passive Effect: User is immune to Burn.
Requires Fire Lv2 or Higher.
Strengths: Laser, Wind, Dark, Wood, Fire
Weaknesses: Stone, Shadow, Sand, Aqua, Bug
Lv1: +20 Damage.
Lv2: +40 Damage.
Lv3: +60 Damage.
Lv4: +80 Damage.
Lv5: +100 Damage.
- +10% Base Damage Calculation.
[/PTab]
[PTab=::Element:Aqua::]
::Element:Aqua::
Water takes multiple forms when used as one's ally. Those composed of it, those that manipulate it, and those that have an acquaintance with water will often be those that represent aqua as their dominant element.
{Special Property: Soak ::(+)::}
Status Effect: For 2 turns, the afflicted Navi's attacks deal 1/2 Damage (final total) and they gain a weakness to the Elec Element. Once ended, a Navi cannot be Soaked for 2 turns.
Passive Effect: User is immune to Soak.
Requires Aqua Lv2 or Higher.
Passive Effect: User is immune to Soak.
Requires Aqua Lv2 or Higher.
{Special Property: Bubble ::(+)::}
Status Effect: Next turn, the afflicted Navi cannot attack unless hit by another attack before then. Once ended, a Navi cannot be Bubbled for 2 turns.
Passive Effect: User is immune to Bubble.
Requires Aqua Lv5.
Passive Effect: User is immune to Bubble.
Requires Aqua Lv5.
Strengths: Fire, Break, Blade, Aqua, Shadow
Weaknesses: Light, Ice, Seeking, Elec, Bug
Lv1: +1 Natural Avoidance (5 Turn CD).
Lv2: +2 Natural Avoidances (Separate 5 Turn CDs).
Lv3: +2 Natural Avoidances (Separate 4 Turn CDs).
Lv4: +2 Natural Avoidances (Separate 3 Turn CDs).
- Panels start as Ocean (Lasts 3 Turns).
Lv5: +2 Natural Avoidances (Separate 3 Turn CDs).
- Panels start as Ocean (Lasts 3 Turns).
- First Innate Natural Avoidance in a turn can be applied against an additional attack
[/PTab]
[PTab=::Element:Elec::]
::Element:Elec::
Electrical entities, ecstatic personalities, and even just lightning-fast characters fall under this category of element. Electric attacks are often quicker than others and capable of leaving an enemy vulnerable for follow-up attacks.
{Special Property: Shock ::(+):: ★}
Status Effect: For 2 Turns, the afflicted Navi's charged are unavoidably interrupted during their Supportive Phase. Once ended, a Navi cannot be Shocked for 2 turns.
Passive Effect: User is immune to Shock.
Requires Elec Lv2 or Higher.
Passive Effect: User is immune to Shock.
Requires Elec Lv2 or Higher.
{Special Property: Paralyze ::(+)::}
Status Effect: Afflicted Navi cannot avoid the next attack aimed at them. If no further attacks hit them on the turn that they are paralyzed, they have -1 attack slot for that turn. Does not stack. Once ended, a Navi cannot be Paralyzed for 2 turns.
Passive Effect: User is immune to Paralyze.
Requires Elec Lv5.
Passive Effect: User is immune to Paralyze.
Requires Elec Lv5.
Strengths: Metal, Dark, Ice, Aqua, Elec
Weaknesses: Shadow, Sand, Stone, Wood, Bug
Lv1: +1 Attack Slot for 1 turn (2 Turn CD).
Lv2: +1 Attack Slot on Even Turns.
Lv3: +1 Attack Slot.
Lv4: +1 Attack Slot. +1 More on Even Turns.
Lv5: +2 Attack Slots.
- Paralyze ignores Post-Infliction Immunity.
[/PTab]
[PTab=::Element:Wood::]
::Element:Wood::
The representation of any kind of growth. While nature-imbued properties also define this trait, any character or ability that starts weak, like a seed, but can eventually grow into something much more powerful belongs to this element.
Strengths: Shadow, Sonic, Light, Elec, Wood
Weaknesses: Metal, Ice, Blade, Fire, Bug
Lv1: +40 Regen.
Lv2: +80 Regen.
Lv3: +120 Regen.
Lv4: +160 Regen.
Lv5: +200 Regen (OR) Regen 5% of HP per turn.
- When you fall under 25% of your Max HP, you regain 20% of it (Once per Battle).
- Self-Healing Effects are +25% more potent.
[/PTab]
[PTab=::Element:Stone::]
::Element:Stone::
Infallible towers with unbending knees. Stone characters are the hardest to be felled by any assault. Stone attacks have a variety of applications, ranging from raw strength to summoning objects and entities for assistance.
{Special Property: Stone Skin ::(+):: ★ }
Passive Effect: User takes 10% less damage.
Strengths: Wind, Elec, Toxic, Blade, Stone
Weaknesses: Metal, Sand, Wood, Break, Bug
Lv1: +200 HP.
Lv2: +400 HP.
Lv3: +600 HP.
Lv4: +800 HP.
Lv5: +1,000 HP. User takes 50% Damage from One Attack (0 Turn CD)
[/PTab]
[PTab=::Element:Laser::]
::Element:Laser::
Characters capable of fighting multiple opponents at once with wide-spreading attacks and usually high-tech gear belong here. Laser attacks often involve a piercing beam traveling in various arcs and directions, but can also include things like short, projectile-like beams and beam sabers or other laser-imbued weaponry.
{Special Property: Piercing ::(+)::}
When Activated: Adds 'Cuts Uncuttable Auras' to One Attack for one use.
Cooldown: 5 Turns
Cooldown: 5 Turns
Strengths: Plasma, Metal, Stone, Dark, Laser
Weaknesses: Break, Toxic, Elec, Sand, Bug
Lv1: User's Attacks automatically have "1 Turn Optional Charge" on creation.
Lv2: User's Attacks automatically have "2 Turn Optional Charge" on creation.
Lv3: User's Attacks automatically have "3 Turn Optional Charge" on creation.
- Piercing has -2 CD.
Lv4: User's Attacks automatically have "4 Turn Optional Charge" on creation.
Lv5: User's Attacks automatically have "5 Turn Optional Charge" on creation.
User's B-Tier attack effects don't add CD unless 2 are added, and only increase when 2 effects are added thereafter, rather than 1.
- Piercing has -4 CD.
[/PTab]
[PTab=::Element:Wind::]
::Element:Wind::
Characters that can fly, move swiftly, command the weather, or (to a certain degree) telekinetically interact with objects belong here. Wind attacks often provide little power but great utility, and Navis belonging to this element follow the same paradigm.
{Special Property: Multi Element ::(+):: ★}
Passive Effect: Wind Element Attacks acquire the Panel Element in addition to their own. Attacks with multiple elements deal +10% Total Damage.
Strengths: Plasma, Elec, Seeking, Sand, Wind
Weaknesses: Laser, Blade, Sonic, Metal, Bug
Lv1: +1 Special Property CDR.
Lv2: +2 Special Property CDR (applied as desired).
Lv3: +3 Special Property CDR (applied as desired).
Lv4: +4 Special Property CDR (applied as desired).
Lv5: +5 Special Property CDR (applied as desired).
- Ignore Negative Panel Effects.
[/PTab]
[PTab=::Element:Break::]
::Element:Break::
The pinnacle of raw power. Break element characters are unstoppable forces that can power through presumably any type of defense, and break element attacks are no different.
{Special Property: Unstoppable ::(+)::}
When Activated: Adds 'Breaks Unbreakable Shields' to One Attack for one use.
Cooldown: 5 Turns
Cooldown: 5 Turns
Strengths: Wood, Blade, Metal, Toxic, Break
Weaknesses: Seeking, Sonic, Wind, Shadow, Bug
Lv1: User's Attacks cannot be mitigated below 10% of the Attack's Base Damage.
Lv2: User's Attacks cannot be mitigated below 20% of the Attack's Base Damage.
Lv3: User's Attacks cannot be mitigated below 30% of the Attack's Base Damage.
- Unstoppable has -2 CD.
Lv4: User's Attacks cannot be mitigated below 40% of the Attack's Base Damage.
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.
[/PTab]
[PTab=::Element:Toxic::]
::Element:Toxic::
Toxic element characters can be anything from a mad chemist to a contagion-spreading host. Toxic attacks often focus on slowly wearing down their enemy so that they suffer the agony rather than ending it quickly for them.
{Special Property: Poison ::(+):: ★}
Status Effect: For 3 turns, the afflicted Navi takes 5% of their Max-Health as unavoidable damage and has -1 Attack Slot. Once ended, a Navi cannot be Poisoned for 2 turns.
Passive Effect: User is immune to Poison.
Requires Toxic Lv2 or Higher.
Passive Effect: User is immune to Poison.
Requires Toxic Lv2 or Higher.
Strengths: Stone, Wood, Aqua, Wind, Toxic
Weaknesses: Light, Ice, Laser, Plasma, Bug
Lv1: Enemies take 40 Unavoidable.
Lv2: Enemies take 80 Unavoidable Damage per turn.
Lv3: Enemies take 120 Unavoidable Damage per turn.
Lv4: Enemies take 160 Unavoidable Damage per turn.
Lv5: Enemies take 200 Unavoidable Damage per turn.
- This Unavoidable Damage will also reduce enemies' Max HP.
[/PTab]
[PTab=::Element:Metal::]
::Element:Metal::
A representation of impeccable durability and raw might. Metal characters can take a hit and shrug it off easier than others, while metal attacks hit harder and are generally more difficult to shrug off than most other attacks.
Strengths: Sonic, Stone, Blade, Seeking, Metal
Weaknesses: Aqua, Laser, Elec, Ice, Bug
Lv1: +10 Armor. 5% of your Base Damage is added as Bonus Armor.
Lv2: +20 Armor. 5% of your Base Damage is added as Bonus Armor.
Lv3: +30 Armor. 5% of your Base Damage is added as Bonus Armor.
Lv4: +40 Armor. 5% of your Base Damage is added as Bonus Armor.
Lv5: +50 Armor. 10% of your Base Damage is added as Bonus Armor.
- Once per turn, Armor is doubled against One Incoming Attack.
[/PTab]
[PTab=::Element:Sonic::]
::Element:Sonic::
Specialty with or unique affiliation to sound are a definitive trait of sonic characters. Sonic attacks are often difficult to predict, difficult to evade, difficult to track, and many times produce an echo-like effect that continues to keep enemies off balance and disoriented.
{Special Property: Confuse ::(+)::}
Status Effect: For 2 turns, the afflicted Navi must use all attack slots available to them and every even attack used hits themselves instead of any other targets. Once ended, a Navi cannot be Confused for 4 turns.
Passive Effect: User is immune to Confuse.
Requires Sonic Lv2 or Higher.
Passive Effect: User is immune to Confuse.
Requires Sonic Lv2 or Higher.
Strengths: Aqua, Stone, Shadow, Plasma, Sonic
Weaknesses: Toxic, Wood, Dark, Metal, Bug
Lv1: Every 7th Attack from the User gains "Interrupt" for that use.
Lv2: Every 6th Attack from the User gains "Interrupt" for that use.
Lv3: Every 5th Attack from the User gains "Interrupt" for that use.
Lv4:Every 4th Attack from the User gains "Interrupt" for that use.
Lv5: Every 3rd Attack from the User gains "Interrupt" for that use.
Unconditional Auto Attacks cost Cooldown instead of Total Attacks / Use Limitations.
[/PTab]
[PTab=::Element:Ice::]
::Element:Ice::
Ice characters can withstand cold temperatures, some are even composed of it or can control it. Ice attacks focus mostly on completely debilitating enemies or causing them to lose balance and break their practiced patterns.
{Special Property: Freeze ::(+)::}
Status Effect: For 1 turn, if the Freezing attack is C-Ranged, the afflicted Navi cannot use Shields. If the Freezing attack is S-Ranged, the afflicted Navi cannot use Dodges. If the attack is dual-ranged, the user must choose which avoid the afflicted Navi cannot use. Once ended, a Navi cannot be Frozen for 2 turns.
Passive Effect: User is immune to Freeze.
Requires Ice Lv2 or Higher.
Passive Effect: User is immune to Freeze.
Requires Ice Lv2 or Higher.
Strengths: Light, Sand, Aqua, Toxic, Ice
Weaknesses: Seeking, Break, Fire, Sonic, Bug
Lv1: +20 Armor.
Lv2: +40 Armor.
Lv3: +60 Armor.
Lv4: +80 Armor.
Lv5: +100 Armor.
- User's Armor disregards "Piercing" Effects for one full attack (0 Turn CD).
[/PTab]
[PTab=::Element:Sand::]
::Element:Sand::
Shape-shifting characters, those with a close affinity to a beach or desert, or even those with mirage-producing abilities may belong to this element. Sand attacks can vary in style, but it's not uncommon for them to slow down an enemy, debilitate them, or in some way provide a defensive advantage for the user.
{Special Property: Slow ::(+)::}
When Activated: One Target is unavoidably inflicted with -1 Attack Slot for 1 Turn.
Cooldown: 5 Turns
Cooldown: 5 Turns
Strengths: Break, Seeking, Fire, Metal, Sand
Weaknesses: Dark, Wind, Plasma, Aqua, Bug
Lv1: Basic Attacks gain "If Hits, victim has -10 Damage and Armor for 1 Turn".
Lv2: Basic Attacks gain "If Hits, victim has -20 Damage and Armor for 1 Turn".
Lv3: Basic Attacks gain "If Hits, victim has -30 Damage and Armor for 1 Turn".
- Slow has -2 CD.
Lv4: Basic Attacks gain "If Hits, victim has -40 Damage and Armor for 1 Turn".
Lv5: Basic Attacks gain "If Hits, victim has -50 Damage and Armor for 1 Turn".
- By Optionally Charging an Attack for an extra turn, its 'If Hit' effects will pierce immunity.
- Slow has -4 CD.
[/PTab]
[PTab=::Element:Seeking::]
::Element:Seeking::
Cunning tacticians that can think several moves ahead of their opponent and lock them down with a checkmate. Seeking element characters often show great intelligence in multiple fields that regular characters pale in comparison to, and seeking element attacks often have a method of tracking, locking on to, homing in on, or varying based on their target.
{Special Property: Precision ::(+)::}
When Activated: Adds 'Unomnidodgeable' to One Attack for one use.
Cooldown: 5 Turns
Cooldown: 5 Turns
Strengths: Toxic, Break, Sand, Light, Seeking
Weaknesses: Dark, Wood, Blade, Wind, Bug
Lv1: The first damaging attack landed onto each foe in a turn deals x1.25 Damage.
Lv2: The first damaging attack landed onto each foe in a turn deals x1.5 Damage.
Lv3: The first damaging attack landed onto each foe in a turn deals x1.75 Damage.
- Precision has -2 CD.
Lv4: The first damaging attack landed onto each foe in a turn deals x2.0 Damage.
Lv5: The first damaging attack landed onto each foe in a turn deals x2.5 Damage.
- User's Aiming Skills apply to 1 Additional (consecutive) Attack.
- Precision has -4 CD.
[/PTab]
[PTab=::Element:Light::]
::Element:Light::
Having affiliation or manipulation over light does not necessarily mean one belongs to that karma state. Any Navi that desires to subdue evil and assist those in need can make use of the transcending power of light. Those of this element promote harmony and reproach discord.
Strengths: Break, Laser, Fire, Sonic, Light
Weaknesses: Plasma, Dark, Shadow, Toxic, Bug
Lv1: User can restore beyond their Max-Health up to 110%.
- While at or above Max-HP, user gains +1 Attack Slot.
Lv2: User can restore beyond their Max-Health up to 110%.
- While at or above Max-HP, user gains +1 Attack Slot that gains damage equal to 50% of Light Element's excess HP.
- Remove one Negative Status from yourself or an ally (2 Turn CD).
Lv3: User can restore beyond their Max-Health up to 110%.
- While at or above Max-HP, user gains +1 Attack Slot that gains damage equal to 50% of Light Element's excess HP.
- Remove one Negative Status from yourself or an ally (1 Turn CD).
Lv4: User can restore beyond their Max-Health up to 125%.
- While at or above Max-HP, user gains +1 Attack Slot that gains damage equal to 50% of Light Element's excess HP.
- Remove one Negative Status from yourself or an ally (0 Turn CD).
Lv5: User can restore beyond their Max-Health up to 125%.
- While at or above Max-HP, user gains +2 Attack Slots that both gain damage equal to 50% of Light Element's excess HP.
- Remove one Negative Status and grant Post-Infliction Immunity on yourself and any allies (0 Turn CD).
[/PTab]
[PTab=::Element:Dark::]
::Element:Dark::
Not to be confused as a karma state or a type of affinity -- characters that belong to this element represent those capable of harnessing its power without being consumed by it. They seek to cause division from unity; they promote solitude and rebuke solidarity.
{Special Property: Darken ::(+)::}
Status Effect: If hits, Victim is ejected from HyperMode. If the victim is not in HyperMode, this status prevents them from entering it for 1 Turn instead.
Passive Effect: User is immune to Darken.
Requires Dark Lv2 or Higher.
Passive Effect: User is immune to Darken.
Requires Dark Lv2 or Higher.
Strengths: Sand, Ice, Plasma, Shadow, Dark
Weaknesses: Sonic, Elec, Light, Laser, Bug
Lv1: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +20% Damage.
Lv2: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +30% Damage.
- One Status Infliction gains "Cannot be removed on turn of infliction" (2 Turn CD)
Lv3: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +40% Damage.
- One Status Infliction gains "Cannot be removed on turn of infliction" (1 Turn CD)
Lv4: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +50% Damage.
- One Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
Lv5: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +50% Damage.
- If the attack lands, the sacrificed HP is restored in the user's next Defensive Phase
- One Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
(Bonus Damage Effect may only occur Once per Attack)
(This can deal fatal damage to the user)
[/PTab]
[PTab=::Element:Plasma::]
::Element:Plasma::
Characters that can create, store, absorb, and unleash energy define this element. Energy-based attacks, equipment, and objects are also usually directly related to the plasma element.
Strengths: Sonic, Fire, Ice, Laser, Plasma
Weaknesses: Wind, Toxic, Aqua, Stone, Bug
Lv1: Charged Attacks deal x1.1 Total Damage.
Lv2: Charged Attacks deal x1.2 Total Damage.
Lv3: Charged Attacks deal x1.3 Total Damage.
Lv4: Charged Attacks deal x1.4 Total Damage.
Lv5: Charged Attacks deal x1.5 Total Damage.
- +3 Preemptive Charges.
[/PTab]
[PTab=::Element:Blade::]
::Element:Blade::
Those that specialized in combat with a blade - be it at range or up close and personal - belong to this element. Their technique is precise and their form is keen, so they're able to spot the flaws in their enemy's moves and punish them accordingly.
{Special Property: Reflection ::(+):: ★}
When Activated: One Avoidance this turn may counter using the triggering attack instead (including all effects, aimers, damage, etc). Cannot be an unavoidable source of damage. Cannot be a Non-Normal Attack (Hyper, Chip, etc).
Cooldown: 5 Turns
Cooldown: 5 Turns
Strengths: Light, Wind, Laser, Wood, Blade
Weaknesses: Break, Plasma, Fire, Seeking, Bug
Lv1: +1 S-Tier Attack Use.
Lv2: +2 S-Tier Attack Uses (applied as desired).
Lv3: +3 S-Tier Attack Uses (applied as desired).
- Reflection has -2 CD.
Lv4: +4 S-Tier Attack Uses (applied as desired).
Lv5: +5 S-Tier Attack Uses (applied as desired).
- The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
- Reflection has -4 CD.
[/PTab]
[PTab=::Element:Shadow::]
::Element:Shadow::
An element for the cunning and deceptive. Masters of stealth can hide in plain sight and are able to exploit blind spots more effectively than others. Even when the going gets rough, they have plenty of tools at their disposal to escape a sticky situation unseen.
{Special Property: Initiative ::(+)::}
Passive Effect: User has +1 Initiative Lv, increasing their chance to go first in battle
Strengths: Dark, Seeking, Elec, Ice, Shadow
Weaknesses: Stone, Fire, Light, Blade, Bug
Lv1: Change the effects of any avoidance to a Dodge for one use (1 Turn CD).
Lv2: Change the effects of any avoidance to a Dodge for one use (0 Turn CD).
Lv3: Change the effects of any avoidance to a Dodge for one use (0 Turn CD).
+1 Use to One Avoid Skill .
Lv4: Change the effects of any avoidance to a Dodge for one use (0 Turn CD)
+2 Uses to One Avoid Skill (or +1 use to Two Avoid Skills).
Lv5: At any time, User may change the effects of any avoidance to a Dodge.
+2 Uses to One Avoid Skill (or +1 use to Two Avoid Skills).
[/PTab]
[PTab=(x) Reset] [/PTab]
[/PTabbedContent]
{
}
Hidden Elements were incredibly powerful benefits that looked like walls of texts to anyone that used them, and weren't very easily balanced among one another. The changes here were made to help Hiddens look more uniform, but still be the rewards that they should feel like, while applying a little more force on players to truly earn their power. Those will Hidden Elements already do not need to worry about earning their Hidden Elements in full, and can already use them at their full power. As per usual, only the Bug element is available for general view, but the rest are at least present for you to see their descriptions and wonder at.
Hidden Elements are different from normal elements in that Elemental Benefits can be selected out of order, and a capstone effect is granted upon reaching 5 Elemental levels. The Hidden Elements, as they exist in the Net currently, are presented below. Hidden elements can never be taken, and must be earned. Any effect that would grant a user access to a Hidden Element only grants access to it one level at a time, and all levels of the element must be earned for it to be taken in full.
[PTabbedContent=Hidden Elements]
[PTab= Bug]
Bug
Bug-Elemental characters are defined by incredible malfunctions within their own code, structural weaknesses and deformities so severe that they prevent the Navi in question from functioning normally. While simply having a virus infection is one thing, being defined by those structural weaknesses, and learning to master them, is what elevates one to not only having a deformity - but to being a Bug, themselves.
Strengths: None
Weaknesses: All
Lv1 - Lv4: Choose 1 of the following Effects at each level:
Lv5: User becomes immune to any Non-Hidden Status Effect (not reduction) not inflicted via Glitch
- Glitch separates into a B Tier and A Tier variants, each selecting from the appropriate status effects.
- All status effects can stack up to two additional times to increase their effects. Post infliction immunity does not start until all instances of a status have been removed.
- +1 Bug Effect. This can be any effect the user has already selected, except for special properties, and any effect that cannot normally be affected by full synchro effects.
[/PTab]
[PTab= Lunar]
Lunar
Lunar-Element characters are defined by being stoic of code and foundation, a primal force of light and the cold embrace of night. Being unflinching, unchanging and unfaltering are definitely traits of those that follow this path, but, truly embracing this power and finding comfort in it is what elevates one to not only control the cold - but to being a Lunar source, themselves.
[/PTab]
[PTab= Solar]
Solar
Solar-Element characters are defined by a fierceness of being and ideal, a primal force of energy and the blistering carress of the sun. Being concise, ever growing and ever expanding ones potential are definitely traits of Navis that follow this path, but truly embracing this power of heat and finding comfort in it are is what elevates a Navi to not simply controlling fire - but to being a Solar source, themselves.
[/PTab]
[PTab= Pure Light]
Pure Light
Pure Light-Element characters are truly defined by their attunement to the Light Karmic Scale. Truly the scions of peace and righteousness, these beings reproach fear and the power of darkness within their cascading radiance, and are truly willing to sacrifice themselves for the greater good. While upholding these beliefs and following the path of Light Karma may allow an individual to start this path, truly embracing these ideals and aligning oneself with the monoliths of power that support them is what elevates a Navi to not simply controlling light - but to being Pure Light, themselves.
[/PTab]
[PTab= Ult. Dark]
Ultimate Dark
Ultimate Dark-Element characters are truly defined by their attunement to the Dark Karmic Scale. Truly the scions of destruction and malevolence, these beings are beyond redemption. They allow their powerful emotions to control them, and utterly annihilate those that stand in between them and their path of ultimate power, willing to sacrifice everything to this end. While upholding these beliefs and following the path of Dark Karma may allow an individual to start this path, truly embracing these ideals and aligning oneself with the monoliths of power that support them is what elevates a Navi to not only controlling darkness - but being the Ultimate Dark, themselves.
[/PTab]
[PTab= Temporal]
Temporal
The experimental reality elements cannot be defined by a sense of purpose or being, or even a certain attunement to a certain other element like the other elements of their tier. These reality-mongering tools are like their baser cousins, but bestow a power so grand that the Net can only maintain but so many of them at once. First wielded by Eon, the Temporal element allows its wielder to manipulate time, throttling the network to increase their own apparent speed and decrease the ability of other Navis to respond. The additional power allows them to process calculations and functions at an increased rate, increasing their speed and leaving other navis in their wake.
[/PTab]
[PTab= Spatial]
Spatial
The experimental reality elements cannot be defined by a sense of purpose or being, or even a certain attunement to a certain other element like the other elements of their tier. These reality-mongering tools are like their baser cousins, but bestow a power so grand that the Net can only maintain but so many of them at once. First wielded by Eon, the Spatial Element allows its wielder to manipulate fundamental forces, warping gravity around them and amplifying the force of their own blows. The additional power affords them the ability to process calculations more accurately in a shorter time span, increasing their overall power and destroying groups of other navis with ease.
[/PTab]
[PTab=(x) Reset] [/PTab]
[/PTabbedContent]
HIDDEN ELEMENT ADJUSTMENTS
}
Hidden Elements were incredibly powerful benefits that looked like walls of texts to anyone that used them, and weren't very easily balanced among one another. The changes here were made to help Hiddens look more uniform, but still be the rewards that they should feel like, while applying a little more force on players to truly earn their power. Those will Hidden Elements already do not need to worry about earning their Hidden Elements in full, and can already use them at their full power. As per usual, only the Bug element is available for general view, but the rest are at least present for you to see their descriptions and wonder at.
Hidden Elements are different from normal elements in that Elemental Benefits can be selected out of order, and a capstone effect is granted upon reaching 5 Elemental levels. The Hidden Elements, as they exist in the Net currently, are presented below. Hidden elements can never be taken, and must be earned. Any effect that would grant a user access to a Hidden Element only grants access to it one level at a time, and all levels of the element must be earned for it to be taken in full.
[PTabbedContent=Hidden Elements]
[PTab= Bug]
Bug
Bug-Elemental characters are defined by incredible malfunctions within their own code, structural weaknesses and deformities so severe that they prevent the Navi in question from functioning normally. While simply having a virus infection is one thing, being defined by those structural weaknesses, and learning to master them, is what elevates one to not only having a deformity - but to being a Bug, themselves.
{Special Property: Glitch ::(+)::}
Status Effect: Choose a Non-Hidden Status Effect. If the Glitching Attack hits, you and the hit opponent are affected by that Status. User's Immunities are ignored.
A Tier. Requires Bug Lv1 or Higher.
A Tier. Requires Bug Lv1 or Higher.
{Special Property: Variance ::(+)::}
Passive Effect: User may add a single element of choice to any Bug-Element attack, on use.
Strengths: None
Weaknesses: All
Lv1 - Lv4: Choose 1 of the following Effects at each level:
- Statuses inflicted by you deal +(10 × Bug Lv) Damage per turn
- Enemies and yourself take (25 × Bug Lv) Unavoidable Damage per turn (User's portion is considered Degeneration)
- Gain the Effects from one Lv (Bug Lv -2) Standard Element
- Glitch cannot be cleansed on the first turn of infliction.
- Choose 1 additional status effect when using Glitch.{- Special Property: Unpredictable ::(+)::}When Activated: Multi-Instanced offensive and defensive abilities can be used to affect non-consecutive attacks, this turn.
Cooldown: 2 Turns. Cannot be Augmented.{ - Special Property: Virulence ::(+)::}When Activated: A single target suffers unavoidable damage equal to the total damage they would take if all their currently active statuses persisted their total duration. Costs all attack slots in a turn.
Cooldown: 1 Turn. Cannot be Augmented.
Cannot choose the same effect twice
Lv5: User becomes immune to any Non-Hidden Status Effect (not reduction) not inflicted via Glitch
- Glitch separates into a B Tier and A Tier variants, each selecting from the appropriate status effects.
- All status effects can stack up to two additional times to increase their effects. Post infliction immunity does not start until all instances of a status have been removed.
- +1 Bug Effect. This can be any effect the user has already selected, except for special properties, and any effect that cannot normally be affected by full synchro effects.
[/PTab]
[PTab= Lunar]
Lunar
Lunar-Element characters are defined by being stoic of code and foundation, a primal force of light and the cold embrace of night. Being unflinching, unchanging and unfaltering are definitely traits of those that follow this path, but, truly embracing this power and finding comfort in it is what elevates one to not only control the cold - but to being a Lunar source, themselves.
?
[/PTab]
[PTab= Solar]
Solar
Solar-Element characters are defined by a fierceness of being and ideal, a primal force of energy and the blistering carress of the sun. Being concise, ever growing and ever expanding ones potential are definitely traits of Navis that follow this path, but truly embracing this power of heat and finding comfort in it are is what elevates a Navi to not simply controlling fire - but to being a Solar source, themselves.
?
[/PTab]
[PTab= Pure Light]
Pure Light
Pure Light-Element characters are truly defined by their attunement to the Light Karmic Scale. Truly the scions of peace and righteousness, these beings reproach fear and the power of darkness within their cascading radiance, and are truly willing to sacrifice themselves for the greater good. While upholding these beliefs and following the path of Light Karma may allow an individual to start this path, truly embracing these ideals and aligning oneself with the monoliths of power that support them is what elevates a Navi to not simply controlling light - but to being Pure Light, themselves.
?
[/PTab]
[PTab= Ult. Dark]
Ultimate Dark
Ultimate Dark-Element characters are truly defined by their attunement to the Dark Karmic Scale. Truly the scions of destruction and malevolence, these beings are beyond redemption. They allow their powerful emotions to control them, and utterly annihilate those that stand in between them and their path of ultimate power, willing to sacrifice everything to this end. While upholding these beliefs and following the path of Dark Karma may allow an individual to start this path, truly embracing these ideals and aligning oneself with the monoliths of power that support them is what elevates a Navi to not only controlling darkness - but being the Ultimate Dark, themselves.
?
[/PTab]
[PTab= Temporal]
Temporal
The experimental reality elements cannot be defined by a sense of purpose or being, or even a certain attunement to a certain other element like the other elements of their tier. These reality-mongering tools are like their baser cousins, but bestow a power so grand that the Net can only maintain but so many of them at once. First wielded by Eon, the Temporal element allows its wielder to manipulate time, throttling the network to increase their own apparent speed and decrease the ability of other Navis to respond. The additional power allows them to process calculations and functions at an increased rate, increasing their speed and leaving other navis in their wake.
?
[/PTab]
[PTab= Spatial]
Spatial
The experimental reality elements cannot be defined by a sense of purpose or being, or even a certain attunement to a certain other element like the other elements of their tier. These reality-mongering tools are like their baser cousins, but bestow a power so grand that the Net can only maintain but so many of them at once. First wielded by Eon, the Spatial Element allows its wielder to manipulate fundamental forces, warping gravity around them and amplifying the force of their own blows. The additional power affords them the ability to process calculations more accurately in a shorter time span, increasing their overall power and destroying groups of other navis with ease.
?
[/PTab]
[PTab=(x) Reset] [/PTab]
[/PTabbedContent]
{
}
These effects are introduced to those that do not find their calling in one of the hidden elements, and prefer the power of their own unique element. The power afforded by these overcaps should be on par with some of the effects others get out of hiddens, and ultimately increase your power beyond what was previously possible.
Hidden Elements aren't the only way to exceed your limits. For those with other affinities, Elemental Over-Cap presents possibilities not thought attainable in the past.
[PTabbedContent=Over-Cap Elements]
[PTab=::Element:Normal::]
::Element:Normal::
Characters with no specialized field belong to this element, as do generic attacks. Proficiency in this element represents flexibility; a jack of all trades, but master of none.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha +10% to one Core Stat of choice (Base Dmg/HP/Armor/Regen)
⇪ Beta Once per turn, can ignore an Element-specific or Range-specific condition
⇪ Gamma +1 Slot of choice (Program, Accessory, Crest, Giga Chip)
⇪ Delta +1 Use to One Skill, One S-Tier Attack, and +1 Total Chip Use
[/PTab]
[PTab=::Element:Fire::]
::Element:Fire::
An obsession with fire, an embodiment of fire, or even just a relation to fire would define any character prioritizing this element. Fire attacks can usually be defined similarly.
Fire Overcap is represented by the Solar Hidden Element.
[/PTab]
[PTab=::Element:Aqua::]
::Element:Aqua::
Water takes multiple forms when used as one's ally. Those composed of it, those that manipulate it, and those that have an acquaintance with water will often be those that represent aqua as their dominant element.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Gain a third Natural Avoidance of choice
⇪ Beta User's innate Natural Avoidance can be used once per turn (per target) for free against attacks made by Soaked Targets.
⇪ Gamma The user's attacks with Bubble will not interrupt an ongoing Bubble Status effect on their target.
⇪ Delta User may charge their Natural Avoidances for 1 Turn to have it ignore any attack it would fail against (including "Unavoidable", still susceptible to "Disrupt", incompatible with Recon Full Turn).
[/PTab]
[PTab=::Element:Elec::]
::Element:Elec::
Electrical entities, ecstatic personalities, and even just lightning-fast characters fall under this category of element. Electric attacks are often quicker than others and capable of leaving an enemy vulnerable for follow-up attacks.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Attacks automatically paralyze targets below 15% of their max health, ignoring Post-Infliction Immunity.
⇪ Beta Shocked Targets take 3% of their Max HP as damage when struck by any attack. Victims afflicted by Shock are considered weak to Elec. (Interaction vs Sand = Nullify each other)
⇪ Gamma First attack of each turn gains +5% Damage per attack that successfully struck any of its intended targets last turn.
⇪ Delta The first uncharged, single-target, regular Elec-Element attack per battle aimed against each target is unavoidable, and cannot be augmented.
[/PTab]
[PTab=::Element:Wood::]
::Element:Wood::
The representation of any kind of growth. While nature-imbued properties also define this trait, any character or ability that starts weak, like a seed, but can eventually grow into something much more powerful belongs to this element.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User's single-instance healing effects restore 25% additional HP per turn for each of the next two turns, upon use. User's healing effects are 50% more potent on targets below 50% of their max health.
⇪ Beta User becomes immune to all Regeneration Locks, Reductions, and Inversions.
⇪ Gamma Once per battle, When you fall under 25% of your Max HP, you and all allies restore HP equal to 20% of your Max HP and all gain +20% Total Damage, Armor, and Regeneration for the rest of battle.
⇪ Delta User may expend a use of a Heal Skill to aim a 1-Hit Attack at the opponent that deals damage equal to the amount it would heal. Aimers and Range set upon use, Element chosen from among user's Elements. Can receive any number of Attack Augments. Does not cost an Attack Slot.
[/PTab]
[PTab=::Element:Stone::]
::Element:Stone::
Infallible towers with unbending knees. Stone characters are the hardest to be felled by any assault. Stone attacks have a variety of applications, ranging from raw strength to summoning objects and entities for assistance.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha You cannot lose more than 30% of your Max HP from a single attack. (Trumped by Piercing Effects; Inapplicable while over Max HP)
⇪ Beta Your instanced Non-Avoidance Defensive abilities last for 1 Additional Attack
⇪ Gamma The user may destroy a Non-Object Entity with Health that they control to summon an Intercepting Object with health equal to the entity's health. (0-CD)
⇪ Delta The user becomes immune to all Max-Health Locks, Reductions, and Inversions.
[/PTab]
[PTab=::Element:Laser::]
::Element:Laser::
Characters capable of fighting multiple opponents at once with wide-spreading attacks and usually high-tech gear belong here. Laser attacks often involve a piercing beam traveling in various arcs and directions, but can also include things like short, projectile-like beams and beam sabers or other laser-imbued weaponry.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User's charged attacks automatically gain Cuts Uncuttable Auras.
⇪ Beta "Can be aimed at 1 additional target" effects do not cost Cooldown for the user.
⇪ Gamma When Manually Charging an attack, user may release a single Basic Attack at 25% damage in the same attack slot.
⇪ Delta User's "If Hits" effects proc per target successfully hit by an attack. (No effect on objects summoned or controlled by the user or their allies)
[/PTab]
[PTab=::Element:Wind::]
::Element:Wind::
Characters that can fly, move swiftly, command the weather, or (to a certain degree) telekinetically interact with objects belong here. Wind attacks often provide little power but great utility, and Navis belonging to this element follow the same paradigm.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User ignores any effects or actions that would influence them from objects, clones, or player-owned viruses on the first turn that they are spawned.
⇪ Beta User's A-Tier "Destroys" effects require CD instead of Charge
⇪ Gamma Any activation of a Special Property by the opponent next turn allows the user to freely activate one of their own Special Properties per ability used. (1-CD between uses, activated preemptively)
⇪ Delta Any Unavoidable Damage or Status Reduction/Effect that would influence the user this turn is instead redirected back at its source (5 CD, activated preemptively)
[/PTab]
[PTab=::Element:Break::]
::Element:Break::
The pinnacle of raw power. Break element characters are unstoppable forces that can power through presumably any type of defense, and break element attacks are no different.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User may add a "Destroys" effects of choice to one attack per turn.
⇪ Beta Once per turn, User may add 25% of all of their mitigated damage in a turn to one attack.
⇪ Gamma User's charged attacks automatically gain Breaks Unbreakable Shields.
⇪ Delta User becomes immune to all Damage Locks, Reductions, and Inversions.
[/PTab]
[PTab=::Element:Toxic::]
::Element:Toxic::
Toxic element characters can be anything from a mad chemist to a contagion-spreading host. Toxic attacks often focus on slowly wearing down their enemy so that they suffer the agony rather than ending it quickly for them.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Poison can be customized with a single status reduction up to A-Tier. Victims afflicted by Poison are considered weak to Toxic. (Interaction vs Sand = Nullify each other)
⇪ Beta Poison's effect lasts indefinitely, but can still be status cleansed.
⇪ Gamma For each target below 50% of their Max HP, User has +1 Attack Slot this turn that deals +50% Damage
⇪ Delta If the user is fighting multiple entities (that neither they nor their allies summoned), their Proximity Damage can be focused onto a single target instead, dealing +50% Damage to that target for each additional target on the field.
[/PTab]
[PTab=::Element:Metal::]
::Element:Metal::
A representation of impeccable durability and raw might. Metal characters can take a hit and shrug it off easier than others, while metal attacks hit harder and are generally more difficult to shrug off than most other attacks.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Negate the damage of one Breaks Unbreak Attack. (0 CD)
⇪ Beta User gains Armor equal to +2.5% of their Base Damage at the start of the turn for every attack with Breaks Shield aimed at them this turn. This bonus lasts for 1 turn.
⇪ Gamma User becomes immune to all Armor Locks, Reductions, and Inversions.
⇪ Delta 50% of the user's Armor provided by Metal Element applies to all damage sources.
[/PTab]
[PTab=::Element:Sonic::]
::Element:Sonic::
Specialty with or unique affiliation to sound are a definitive trait of sonic characters. Sonic attacks are often difficult to predict, difficult to evade, difficult to track, and many times produce an echo-like effect that continues to keep enemies off balance and disoriented.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User may create a single attack as an Optional Auto-Attack with 0-Turn Non-Reducible Minimum Cooldown. (Is not giving "+1 Total Attack")
⇪ Beta User may raise 1 Attack's Aimers to Omni per turn
⇪ Gamma User's charged attacks automatically gain "Confuse" and user's Confused status cannot be cleansed on turn of infliction.
⇪ Delta User's Multi-Targeting effects deal +10% Damage per target they are aimed at.
[/PTab]
[PTab=::Element:Ice::]
::Element:Ice::
Ice characters can withstand cold temperatures, some are even composed of it or can control it. Ice attacks focus mostly on completely debilitating enemies or causing them to lose balance and break their practiced patterns.
Ice Overcap is represented by the Lunar Hidden Element.
[/PTab]
[PTab=::Element:Sand::]
::Element:Sand::
Shape-shifting characters, those with a close affinity to a beach or desert, or even those with mirage-producing abilities may belong to this element. Sand attacks can vary in style, but it's not uncommon for them to slow down an enemy, debilitate them, or in some way provide a defensive advantage for the user.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User is treated as Elementally Strong against any Single-Target attack, regardless of elemental strengths/weaknesses.
⇪ Beta User gains a bonus to a statistic that any opponent has a reduction in, equal to the status reduction. (Stacks cumulatively for multiple opponents)
⇪ Gamma "Regardless of Success" requires cooldown instead of charge to be added to attacks.
⇪ Delta Any Status Reduction effect that the user inflicts will also lock that stat, preventing it from being raised for its duration. (Removes any already active buffs to that stat)
[/PTab]
[PTab=::Element:Seeking::]
::Element:Seeking::
Cunning tacticians that can think several moves ahead of their opponent and lock them down with a checkmate. Seeking element characters often show great intelligence in multiple fields that regular characters pale in comparison to, and seeking element attacks often have a method of tracking, locking on to, homing in on, or varying based on their target.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User's Power-Up Attacks and Power-Up Variants modify the next damaging attack used (rather than just the next attack)
⇪ Beta User's Charged Attacks automatically gain Fully Undodgeable, on use. (Replaces one existing Aimer)
⇪ Gamma Every 5th augmented attack used in a turn deals 50% additional damage.
⇪ Delta If no other attacks were used this turn, Augmentations that apply to multiple attacks can apply to a single attack multiple times instead (Regular Attacks Only)
[/PTab]
[PTab=::Element:Light::]
::Element:Light::
Having affiliation or manipulation over light does not necessarily mean one belongs to that karma state. Any Navi that desires to subdue evil and assist those in need can make use of the transcending power of light. Those of this element promote harmony and reproach discord.
Light Overcap is represented by the Pure Light Hidden Element.
[/PTab]
[PTab=::Element:Dark::]
::Element:Dark::
Not to be confused as a karma state or a type of affinity -- characters that belong to this element represent those capable of harnessing its power without being consumed by it. They seek to cause division from unity; they promote solitude and rebuke solidarity.
Dark Overcap is represented by the Ultimate Dark Hidden Element.
[/PTab]
[PTab=::Element:Plasma::]
::Element:Plasma::
Characters that can create, store, absorb, and unleash energy define this element. Energy-based attacks, equipment, and objects are also usually directly related to the plasma element.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Whenever user is struck by a charged attack that is not endured by a survival effect, they may apply its charge multiplier to a single attack this turn. (Stackable)
⇪ Beta User gains +5% total damage added to their charged attacks per charge they are holding. ((Excluding the charges spent using this attack))
⇪ Gamma User Negates the first instance of Charge Interruption per turn that would otherwise affect them
⇪ Delta Preemptive Charges may be applied as desired
[/PTab]
[PTab=::Element:Blade::]
::Element:Blade::
Those that specialized in combat with a blade - be it at range or up close and personal - belong to this element. Their technique is precise and their form is keen, so they're able to spot the flaws in their enemy's moves and punish them accordingly.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha C-Range Attacks Executes targets below 10% of their Max HP when used after a Limited-Use Regular Attack.
⇪ Beta User's C-Range Attacks with Optional Charge deal damage as though they were charged one additional turn if used after a Non-Regular Attack. (Hypers/Chips/etc)
⇪ Gamma User may charge an attack with Avoid Separately beyond its maximum charge (up to 5 turns of total charge) to gain +1 hit per additional turn charged.
⇪ Delta +1 Use to All Limited-Use Regular Attacks
[/PTab]
[PTab=::Element:Shadow::]
::Element:Shadow::
An element for the cunning and deceptive. Masters of stealth can hide in plain sight and are able to exploit blind spots more effectively than others. Even when the going gets rough, they have plenty of tools at their disposal to escape a sticky situation unseen.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha A single avoidance skill avoids an additional attack, on use (0 Turn CD).
⇪ Beta A single avoidance applies against all required avoidances of an attack (2-Turn CD).
⇪ Gamma The user's Initiative increases to +3. User's first turn benefits persist for an additional turn.
⇪ Delta +1 Use to all Avoidance Skills.
[/PTab]
[PTab=(x) Reset] [/PTab]
[/PTabbedContent]
ELEMENT OVER-CAP INTRODUCTION
}
These effects are introduced to those that do not find their calling in one of the hidden elements, and prefer the power of their own unique element. The power afforded by these overcaps should be on par with some of the effects others get out of hiddens, and ultimately increase your power beyond what was previously possible.
Hidden Elements aren't the only way to exceed your limits. For those with other affinities, Elemental Over-Cap presents possibilities not thought attainable in the past.
[PTabbedContent=Over-Cap Elements]
[PTab=::Element:Normal::]
::Element:Normal::
Characters with no specialized field belong to this element, as do generic attacks. Proficiency in this element represents flexibility; a jack of all trades, but master of none.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha +10% to one Core Stat of choice (Base Dmg/HP/Armor/Regen)
⇪ Beta Once per turn, can ignore an Element-specific or Range-specific condition
⇪ Gamma +1 Slot of choice (Program, Accessory, Crest, Giga Chip)
⇪ Delta +1 Use to One Skill, One S-Tier Attack, and +1 Total Chip Use
[/PTab]
[PTab=::Element:Fire::]
::Element:Fire::
An obsession with fire, an embodiment of fire, or even just a relation to fire would define any character prioritizing this element. Fire attacks can usually be defined similarly.
Fire Overcap is represented by the Solar Hidden Element.
[/PTab]
[PTab=::Element:Aqua::]
::Element:Aqua::
Water takes multiple forms when used as one's ally. Those composed of it, those that manipulate it, and those that have an acquaintance with water will often be those that represent aqua as their dominant element.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Gain a third Natural Avoidance of choice
⇪ Beta User's innate Natural Avoidance can be used once per turn (per target) for free against attacks made by Soaked Targets.
⇪ Gamma The user's attacks with Bubble will not interrupt an ongoing Bubble Status effect on their target.
⇪ Delta User may charge their Natural Avoidances for 1 Turn to have it ignore any attack it would fail against (including "Unavoidable", still susceptible to "Disrupt", incompatible with Recon Full Turn).
[/PTab]
[PTab=::Element:Elec::]
::Element:Elec::
Electrical entities, ecstatic personalities, and even just lightning-fast characters fall under this category of element. Electric attacks are often quicker than others and capable of leaving an enemy vulnerable for follow-up attacks.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Attacks automatically paralyze targets below 15% of their max health, ignoring Post-Infliction Immunity.
⇪ Beta Shocked Targets take 3% of their Max HP as damage when struck by any attack. Victims afflicted by Shock are considered weak to Elec. (Interaction vs Sand = Nullify each other)
⇪ Gamma First attack of each turn gains +5% Damage per attack that successfully struck any of its intended targets last turn.
⇪ Delta The first uncharged, single-target, regular Elec-Element attack per battle aimed against each target is unavoidable, and cannot be augmented.
[/PTab]
[PTab=::Element:Wood::]
::Element:Wood::
The representation of any kind of growth. While nature-imbued properties also define this trait, any character or ability that starts weak, like a seed, but can eventually grow into something much more powerful belongs to this element.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User's single-instance healing effects restore 25% additional HP per turn for each of the next two turns, upon use. User's healing effects are 50% more potent on targets below 50% of their max health.
⇪ Beta User becomes immune to all Regeneration Locks, Reductions, and Inversions.
⇪ Gamma Once per battle, When you fall under 25% of your Max HP, you and all allies restore HP equal to 20% of your Max HP and all gain +20% Total Damage, Armor, and Regeneration for the rest of battle.
⇪ Delta User may expend a use of a Heal Skill to aim a 1-Hit Attack at the opponent that deals damage equal to the amount it would heal. Aimers and Range set upon use, Element chosen from among user's Elements. Can receive any number of Attack Augments. Does not cost an Attack Slot.
[/PTab]
[PTab=::Element:Stone::]
::Element:Stone::
Infallible towers with unbending knees. Stone characters are the hardest to be felled by any assault. Stone attacks have a variety of applications, ranging from raw strength to summoning objects and entities for assistance.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha You cannot lose more than 30% of your Max HP from a single attack. (Trumped by Piercing Effects; Inapplicable while over Max HP)
⇪ Beta Your instanced Non-Avoidance Defensive abilities last for 1 Additional Attack
⇪ Gamma The user may destroy a Non-Object Entity with Health that they control to summon an Intercepting Object with health equal to the entity's health. (0-CD)
⇪ Delta The user becomes immune to all Max-Health Locks, Reductions, and Inversions.
[/PTab]
[PTab=::Element:Laser::]
::Element:Laser::
Characters capable of fighting multiple opponents at once with wide-spreading attacks and usually high-tech gear belong here. Laser attacks often involve a piercing beam traveling in various arcs and directions, but can also include things like short, projectile-like beams and beam sabers or other laser-imbued weaponry.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User's charged attacks automatically gain Cuts Uncuttable Auras.
⇪ Beta "Can be aimed at 1 additional target" effects do not cost Cooldown for the user.
⇪ Gamma When Manually Charging an attack, user may release a single Basic Attack at 25% damage in the same attack slot.
⇪ Delta User's "If Hits" effects proc per target successfully hit by an attack. (No effect on objects summoned or controlled by the user or their allies)
[/PTab]
[PTab=::Element:Wind::]
::Element:Wind::
Characters that can fly, move swiftly, command the weather, or (to a certain degree) telekinetically interact with objects belong here. Wind attacks often provide little power but great utility, and Navis belonging to this element follow the same paradigm.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User ignores any effects or actions that would influence them from objects, clones, or player-owned viruses on the first turn that they are spawned.
⇪ Beta User's A-Tier "Destroys" effects require CD instead of Charge
⇪ Gamma Any activation of a Special Property by the opponent next turn allows the user to freely activate one of their own Special Properties per ability used. (1-CD between uses, activated preemptively)
⇪ Delta Any Unavoidable Damage or Status Reduction/Effect that would influence the user this turn is instead redirected back at its source (5 CD, activated preemptively)
[/PTab]
[PTab=::Element:Break::]
::Element:Break::
The pinnacle of raw power. Break element characters are unstoppable forces that can power through presumably any type of defense, and break element attacks are no different.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User may add a "Destroys" effects of choice to one attack per turn.
⇪ Beta Once per turn, User may add 25% of all of their mitigated damage in a turn to one attack.
⇪ Gamma User's charged attacks automatically gain Breaks Unbreakable Shields.
⇪ Delta User becomes immune to all Damage Locks, Reductions, and Inversions.
[/PTab]
[PTab=::Element:Toxic::]
::Element:Toxic::
Toxic element characters can be anything from a mad chemist to a contagion-spreading host. Toxic attacks often focus on slowly wearing down their enemy so that they suffer the agony rather than ending it quickly for them.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Poison can be customized with a single status reduction up to A-Tier. Victims afflicted by Poison are considered weak to Toxic. (Interaction vs Sand = Nullify each other)
⇪ Beta Poison's effect lasts indefinitely, but can still be status cleansed.
⇪ Gamma For each target below 50% of their Max HP, User has +1 Attack Slot this turn that deals +50% Damage
⇪ Delta If the user is fighting multiple entities (that neither they nor their allies summoned), their Proximity Damage can be focused onto a single target instead, dealing +50% Damage to that target for each additional target on the field.
[/PTab]
[PTab=::Element:Metal::]
::Element:Metal::
A representation of impeccable durability and raw might. Metal characters can take a hit and shrug it off easier than others, while metal attacks hit harder and are generally more difficult to shrug off than most other attacks.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Negate the damage of one Breaks Unbreak Attack. (0 CD)
⇪ Beta User gains Armor equal to +2.5% of their Base Damage at the start of the turn for every attack with Breaks Shield aimed at them this turn. This bonus lasts for 1 turn.
⇪ Gamma User becomes immune to all Armor Locks, Reductions, and Inversions.
⇪ Delta 50% of the user's Armor provided by Metal Element applies to all damage sources.
[/PTab]
[PTab=::Element:Sonic::]
::Element:Sonic::
Specialty with or unique affiliation to sound are a definitive trait of sonic characters. Sonic attacks are often difficult to predict, difficult to evade, difficult to track, and many times produce an echo-like effect that continues to keep enemies off balance and disoriented.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User may create a single attack as an Optional Auto-Attack with 0-Turn Non-Reducible Minimum Cooldown. (Is not giving "+1 Total Attack")
⇪ Beta User may raise 1 Attack's Aimers to Omni per turn
⇪ Gamma User's charged attacks automatically gain "Confuse" and user's Confused status cannot be cleansed on turn of infliction.
⇪ Delta User's Multi-Targeting effects deal +10% Damage per target they are aimed at.
[/PTab]
[PTab=::Element:Ice::]
::Element:Ice::
Ice characters can withstand cold temperatures, some are even composed of it or can control it. Ice attacks focus mostly on completely debilitating enemies or causing them to lose balance and break their practiced patterns.
Ice Overcap is represented by the Lunar Hidden Element.
[/PTab]
[PTab=::Element:Sand::]
::Element:Sand::
Shape-shifting characters, those with a close affinity to a beach or desert, or even those with mirage-producing abilities may belong to this element. Sand attacks can vary in style, but it's not uncommon for them to slow down an enemy, debilitate them, or in some way provide a defensive advantage for the user.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User is treated as Elementally Strong against any Single-Target attack, regardless of elemental strengths/weaknesses.
⇪ Beta User gains a bonus to a statistic that any opponent has a reduction in, equal to the status reduction. (Stacks cumulatively for multiple opponents)
⇪ Gamma "Regardless of Success" requires cooldown instead of charge to be added to attacks.
⇪ Delta Any Status Reduction effect that the user inflicts will also lock that stat, preventing it from being raised for its duration. (Removes any already active buffs to that stat)
[/PTab]
[PTab=::Element:Seeking::]
::Element:Seeking::
Cunning tacticians that can think several moves ahead of their opponent and lock them down with a checkmate. Seeking element characters often show great intelligence in multiple fields that regular characters pale in comparison to, and seeking element attacks often have a method of tracking, locking on to, homing in on, or varying based on their target.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha User's Power-Up Attacks and Power-Up Variants modify the next damaging attack used (rather than just the next attack)
⇪ Beta User's Charged Attacks automatically gain Fully Undodgeable, on use. (Replaces one existing Aimer)
⇪ Gamma Every 5th augmented attack used in a turn deals 50% additional damage.
⇪ Delta If no other attacks were used this turn, Augmentations that apply to multiple attacks can apply to a single attack multiple times instead (Regular Attacks Only)
[/PTab]
[PTab=::Element:Light::]
::Element:Light::
Having affiliation or manipulation over light does not necessarily mean one belongs to that karma state. Any Navi that desires to subdue evil and assist those in need can make use of the transcending power of light. Those of this element promote harmony and reproach discord.
Light Overcap is represented by the Pure Light Hidden Element.
[/PTab]
[PTab=::Element:Dark::]
::Element:Dark::
Not to be confused as a karma state or a type of affinity -- characters that belong to this element represent those capable of harnessing its power without being consumed by it. They seek to cause division from unity; they promote solitude and rebuke solidarity.
Dark Overcap is represented by the Ultimate Dark Hidden Element.
[/PTab]
[PTab=::Element:Plasma::]
::Element:Plasma::
Characters that can create, store, absorb, and unleash energy define this element. Energy-based attacks, equipment, and objects are also usually directly related to the plasma element.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha Whenever user is struck by a charged attack that is not endured by a survival effect, they may apply its charge multiplier to a single attack this turn. (Stackable)
⇪ Beta User gains +5% total damage added to their charged attacks per charge they are holding. ((Excluding the charges spent using this attack))
⇪ Gamma User Negates the first instance of Charge Interruption per turn that would otherwise affect them
⇪ Delta Preemptive Charges may be applied as desired
[/PTab]
[PTab=::Element:Blade::]
::Element:Blade::
Those that specialized in combat with a blade - be it at range or up close and personal - belong to this element. Their technique is precise and their form is keen, so they're able to spot the flaws in their enemy's moves and punish them accordingly.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha C-Range Attacks Executes targets below 10% of their Max HP when used after a Limited-Use Regular Attack.
⇪ Beta User's C-Range Attacks with Optional Charge deal damage as though they were charged one additional turn if used after a Non-Regular Attack. (Hypers/Chips/etc)
⇪ Gamma User may charge an attack with Avoid Separately beyond its maximum charge (up to 5 turns of total charge) to gain +1 hit per additional turn charged.
⇪ Delta +1 Use to All Limited-Use Regular Attacks
[/PTab]
[PTab=::Element:Shadow::]
::Element:Shadow::
An element for the cunning and deceptive. Masters of stealth can hide in plain sight and are able to exploit blind spots more effectively than others. Even when the going gets rough, they have plenty of tools at their disposal to escape a sticky situation unseen.
At levels 6 and 7, Navis may select one of the following benefits:
⇪ Alpha A single avoidance skill avoids an additional attack, on use (0 Turn CD).
⇪ Beta A single avoidance applies against all required avoidances of an attack (2-Turn CD).
⇪ Gamma The user's Initiative increases to +3. User's first turn benefits persist for an additional turn.
⇪ Delta +1 Use to all Avoidance Skills.
[/PTab]
[PTab=(x) Reset] [/PTab]
[/PTabbedContent]
{
CREST ADJUSTMENTS
}
Hidden Element Acquisition
- Survive (or significantly contribute to) an In-Story Fight against an enemy that owns that Hidden Element
- No Crest Necessary for your first Hidden Element
- Crest Required to own multiple Hiddens at once
- New Hidden Elements have a hard cap of Lv1 that can be raised
To raise an Element Cap
- Survive (or significantly contribute to) an In-Story Encounter against a Boss-or-Higher Tier foe (not retroactive)
- Overcaps do not require Crests or anything, but you still only get 1 Element Level Cap raised at a time
- Raising a cap does not give you an Element Level, you still have to provide one to reach your new cap
- Normal Elements may be overcapped as high as Lv7
- Hidden Elements may be overcapped as high as Lv5
These edits allow for all users to overcap their strength by participating in story battles, incentivizing interaction in-game, and also requires users to seek after it to increase their budding Hidden Element or Elemental Overcaps. The following Crests have been created that allow users to wield multiple Hidden Elements at once.
Malfunction's Mark
A charm composed of BugFrags; grants mastery over anomaly.
° Passive: +1 Use to All Skills
° Passive: +1 Element Level
° Passive: Grants Bug Lv1 alongside any existing Hidden Elements
Blue Moon Sigil
A mark bestowed on the user that enables them to harness the power of the moon.
° Passive: +10% Max HP
° Passive: +1 Element Level
° Passive: Grants Lunar Lv1 alongside any existing Hidden Elements
Red Sun Sigil
A mark bestowed on the user that enables them to harness the power of the sun.
° Passive: +10% Base Damage
° Passive: +1 Element Level
° Passive: Grants Solar Lv1 alongside any existing Hidden Elements
Mark of Duo
The possessor has been tasked with the mission of upholding justice by Duo himself.
° Passive: +1 Turn to All Hyper Modes
° Passive: +1 Element Level
° Passive: Grants Pure Light Lv1 alongside any existing Hidden Elements
Crest of Nebula
The one who holds this crest is given a chaotic mind by Nebula Gray, and must further the effects of darkness.
° Passive: Add one additional effect to Dark Soul
° Passive: +1 Element Level
° Passive: Grants Ultimate Dark Lv1 alongside any existing Hidden Elements
Seal of the Generational
The seal of Eon's power; grants manipulation over time and space.
° Passive: +1 Attack Slot
° Passive: Gain 1 CDR on 3 separate attacks.
° Passive: +1 Element Level
° Passive: Grants Temporal or Spatial Lv1 alongside any existing Hidden Elements
CREST ADJUSTMENTS
Hidden Element Acquisition
- Survive (or significantly contribute to) an In-Story Fight against an enemy that owns that Hidden Element
- No Crest Necessary for your first Hidden Element
- Crest Required to own multiple Hiddens at once
- New Hidden Elements have a hard cap of Lv1 that can be raised
To raise an Element Cap
- Survive (or significantly contribute to) an In-Story Encounter against a Boss-or-Higher Tier foe (not retroactive)
- Overcaps do not require Crests or anything, but you still only get 1 Element Level Cap raised at a time
- Raising a cap does not give you an Element Level, you still have to provide one to reach your new cap
- Normal Elements may be overcapped as high as Lv7
- Hidden Elements may be overcapped as high as Lv5
These edits allow for all users to overcap their strength by participating in story battles, incentivizing interaction in-game, and also requires users to seek after it to increase their budding Hidden Element or Elemental Overcaps. The following Crests have been created that allow users to wield multiple Hidden Elements at once.
Malfunction's Mark
A charm composed of BugFrags; grants mastery over anomaly.
° Passive: +1 Use to All Skills
° Passive: +1 Element Level
° Passive: Grants Bug Lv1 alongside any existing Hidden Elements
Blue Moon Sigil
A mark bestowed on the user that enables them to harness the power of the moon.
° Passive: +10% Max HP
° Passive: +1 Element Level
° Passive: Grants Lunar Lv1 alongside any existing Hidden Elements
Red Sun Sigil
A mark bestowed on the user that enables them to harness the power of the sun.
° Passive: +10% Base Damage
° Passive: +1 Element Level
° Passive: Grants Solar Lv1 alongside any existing Hidden Elements
Mark of Duo
The possessor has been tasked with the mission of upholding justice by Duo himself.
° Passive: +1 Turn to All Hyper Modes
° Passive: +1 Element Level
° Passive: Grants Pure Light Lv1 alongside any existing Hidden Elements
Crest of Nebula
The one who holds this crest is given a chaotic mind by Nebula Gray, and must further the effects of darkness.
° Passive: Add one additional effect to Dark Soul
° Passive: +1 Element Level
° Passive: Grants Ultimate Dark Lv1 alongside any existing Hidden Elements
Seal of the Generational
The seal of Eon's power; grants manipulation over time and space.
° Passive: +1 Attack Slot
° Passive: Gain 1 CDR on 3 separate attacks.
° Passive: +1 Element Level
° Passive: Grants Temporal or Spatial Lv1 alongside any existing Hidden Elements
KARMA ADJUSTMENTS
- All Karmas gain Chaos/Soul Unisons, a new system allowing players to merge with their battle cards.
- Undershirt Stacking is nerfed, but also slightly more enabled
Survival Effects
- Undershirt can be activated multiple times per battle
- After your first Undershirt-effect that triggers in battle, all subsequent Undershirt-effects will only protect you from a Single Fatal Attack (rather than the full turn) regardless of wording
- Giga Programs and Revivals are not affected by this rule
Karmic Alignments
{Dark}
A navi of Dark Alignment is a force of evil and power. Some have pure malevolent intent, but others are simply willing to do evil acts in order to bring about what they believe is good. Many are driven by powerful emotions like anger and hatred. Whatever form they come in, they tend to cause more harm to their opposition where a lighter-aligned navi would show restraint, and their sometimes-unnecessary-ferocity is frowned upon by most people, causing them to be viewed by most as a force of evil rather than a force of good, regardless of what their intentions might be.
Dark Navis start with a Darksoul at Version 1
At Versions 6, 12, and 18, they may choose one of the following bonuses:
Gain a Hyper Attack
Darksoul gains +1 Turn
Darksoul gains +1 Effect (Up to A-Tier HM Effect; Does not reduce duration)
Special Property: Dark Chip Expansion
Gain a Chaos/Soul Unison
A navi of Dark Alignment is a force of evil and power. Some have pure malevolent intent, but others are simply willing to do evil acts in order to bring about what they believe is good. Many are driven by powerful emotions like anger and hatred. Whatever form they come in, they tend to cause more harm to their opposition where a lighter-aligned navi would show restraint, and their sometimes-unnecessary-ferocity is frowned upon by most people, causing them to be viewed by most as a force of evil rather than a force of good, regardless of what their intentions might be.
Dark Navis start with a Darksoul at Version 1
At Versions 6, 12, and 18, they may choose one of the following bonuses:
Gain a Hyper Attack
Darksoul gains +1 Turn
Darksoul gains +1 Effect (Up to A-Tier HM Effect; Does not reduce duration)
Special Property: Dark Chip Expansion
Gain a Chaos/Soul Unison
{Hyper Attack Guidelines ::(+)::}
Hyper Attacks are powerful abilities that transcend the limitations of your Regular Attacks. The specific properties of Hyper Attacks are:
° Deals 150% of the User's Base Damage
° C-Tier and B-Tier Attack Effects retain their regular costs
° A-Tier Attack Effects cost Cooldown instead of Charge
° S-Tier Attack Effects cost Charge instead of Total Attacks or limit per battle
° Hyper Attacks will always have a minimum Cooldown of 1 Turn
** Minimum Hyper Cooldown is non-reducible
** You may own multiple Hyper Attacks, but their Cooldown is shared
** Hyper Attacks can be used multiple times in a single battle
Hyper Attacks are powerful abilities that transcend the limitations of your Regular Attacks. The specific properties of Hyper Attacks are:
° Deals 150% of the User's Base Damage
° C-Tier and B-Tier Attack Effects retain their regular costs
° A-Tier Attack Effects cost Cooldown instead of Charge
° S-Tier Attack Effects cost Charge instead of Total Attacks or limit per battle
° Hyper Attacks will always have a minimum Cooldown of 1 Turn
** Minimum Hyper Cooldown is non-reducible
** You may own multiple Hyper Attacks, but their Cooldown is shared
** Hyper Attacks can be used multiple times in a single battle
{Chaos/Soul Unison Guidelines ::(+)::}
Advanced Form
Chaos/Soul Unison is the state your navi enters when imbuing their body with the power of a Battle Chip, vastly increasing their power and giving them nigh-limitless access to the merged chip for the duration. The specific properties of the Unison are:
° 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
** The Unison's Element Effects would stack with your own Element effects, if you already have that Element.
** When used as a Charged Attack, Glitches from a merged Dark Chip don't occur.
** You may only occupy 1 Advanced Form at a time
** You may only own 1 Chaos/Soul Unison, but the merged chip is non-specific in stats
Advanced Form
Chaos/Soul Unison is the state your navi enters when imbuing their body with the power of a Battle Chip, vastly increasing their power and giving them nigh-limitless access to the merged chip for the duration. The specific properties of the Unison are:
° 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
** The Unison's Element Effects would stack with your own Element effects, if you already have that Element.
** When used as a Charged Attack, Glitches from a merged Dark Chip don't occur.
** You may only occupy 1 Advanced Form at a time
** You may only own 1 Chaos/Soul Unison, but the merged chip is non-specific in stats
{Dark Soul Guidelines ::(+)::}
Advanced Form
Dark Soul is the state your navi enters when the power of darkness manifests itself over their body during their time of desperation, preventing them from deletion and sending them into a berserk-like frenzy until it wears off. The specific properties of Dark Soul are:
° Automatically activates when the user would reach 0 HP
° Navi instantly revives with 1 HP the first time they are brought to 0 HP
° Navi is invincible except against Aimed Attacks
° Navi has +1 Attack Slot for the duration
° Lasts for 2 Turns
** You can only own 1 Dark Soul
** You are not vulnerable to Aimed Attacks during the turn that Darksoul is entered, but "Cuts Darksoul" can prevent you from entering Darksoul
** Self-Inflicted Damage is still absorbed by Dark Soul, as is Unavoidable Damage
** Aimed Attacks: Any attack modified by an "Aiming Skill" is considered "Aimed". These are the only attacks that can damage a Navi that is in Dark Soul, as well as those marked "Cuts Darksoul". Special Properties and Programs and Items that give aiming effects are not Aiming Skills, and thus can not cause an attack to become "Aimed".
** Instant Revival: Any Statuses, Cooldowns, Remaining Skill Uses, and Charges on your Navi are still retained after reviving. If an Aimed or Dark Soul piercing attack is targeting you during the turn of your revival, after you've revived, it will still be able to kill you.
** You may only occupy 1 Advanced Form at a time
Advanced Form
Dark Soul is the state your navi enters when the power of darkness manifests itself over their body during their time of desperation, preventing them from deletion and sending them into a berserk-like frenzy until it wears off. The specific properties of Dark Soul are:
° Automatically activates when the user would reach 0 HP
° Navi instantly revives with 1 HP the first time they are brought to 0 HP
° Navi is invincible except against Aimed Attacks
° Navi has +1 Attack Slot for the duration
° Lasts for 2 Turns
** You can only own 1 Dark Soul
** You are not vulnerable to Aimed Attacks during the turn that Darksoul is entered, but "Cuts Darksoul" can prevent you from entering Darksoul
** Self-Inflicted Damage is still absorbed by Dark Soul, as is Unavoidable Damage
** Aimed Attacks: Any attack modified by an "Aiming Skill" is considered "Aimed". These are the only attacks that can damage a Navi that is in Dark Soul, as well as those marked "Cuts Darksoul". Special Properties and Programs and Items that give aiming effects are not Aiming Skills, and thus can not cause an attack to become "Aimed".
** Instant Revival: Any Statuses, Cooldowns, Remaining Skill Uses, and Charges on your Navi are still retained after reviving. If an Aimed or Dark Soul piercing attack is targeting you during the turn of your revival, after you've revived, it will still be able to kill you.
** You may only occupy 1 Advanced Form at a time
{Dark Chip Expansion Guidelines ::(+)::}
Once per turn, activate a Dark Chip without spending a Standard Chip Use or suffering the Glitch. (The Dark Chip is still consumed. This Special Property can be taken at multiple levels to be accessible multiple times per turn.)
Once per turn, activate a Dark Chip without spending a Standard Chip Use or suffering the Glitch. (The Dark Chip is still consumed. This Special Property can be taken at multiple levels to be accessible multiple times per turn.)
{Neutral}
A navi of Neutral Alignment is a source of balance and impartiality. They neither sway fully to the light nor to the dark ends of the spectrum. Some tend to fluctuate back and forth, while others appear to almost belong to one side of the spectrum but are just shy of reaching it. Others are just anomalies that don't really fit anywhere on the spectrum at all. Most Navis fall under this category.
Neutral Navis start with a Hyper Attack at Version 1
At Versions 6, 12, and 18, they may choose one of the following bonuses:
Gain a Hyper Attack
Gain a Darksoul
Gain a Hyper Mode
Special Property: Hyper Attack Expansion
Gain a Chaos/Soul Unison
A navi of Neutral Alignment is a source of balance and impartiality. They neither sway fully to the light nor to the dark ends of the spectrum. Some tend to fluctuate back and forth, while others appear to almost belong to one side of the spectrum but are just shy of reaching it. Others are just anomalies that don't really fit anywhere on the spectrum at all. Most Navis fall under this category.
Neutral Navis start with a Hyper Attack at Version 1
At Versions 6, 12, and 18, they may choose one of the following bonuses:
Gain a Hyper Attack
Gain a Darksoul
Gain a Hyper Mode
Special Property: Hyper Attack Expansion
Gain a Chaos/Soul Unison
{Hyper Mode Guidelines ::(+)::}
Advanced Form
Hyper Modes are powerful Advanced Forms which temporarily augment your Navi's power and appearance. They last for a set amount of time and lose time as you add effects. The specific properties of Hyper Modes are:
° Activated during any desired Supportive Phase
° Deactivated during the Supportive Phase at the end of the duration
° By default, lasts 5 Turns but has no effects
° Duration is reduced to add effects
** Hyper Mode Effects are divided into Tiers, which determine their cost
** You may own multiple Hyper Modes
** Each Hyper Mode may only be entered once per battle
** You may only occupy 1 Advanced Form at a time
Advanced Form
Hyper Modes are powerful Advanced Forms which temporarily augment your Navi's power and appearance. They last for a set amount of time and lose time as you add effects. The specific properties of Hyper Modes are:
° Activated during any desired Supportive Phase
° Deactivated during the Supportive Phase at the end of the duration
° By default, lasts 5 Turns but has no effects
° Duration is reduced to add effects
** Hyper Mode Effects are divided into Tiers, which determine their cost
** You may own multiple Hyper Modes
** Each Hyper Mode may only be entered once per battle
** You may only occupy 1 Advanced Form at a time
{C-TIER HM EFFECTS (+)}
C-Tier effects either increase a Statistical Value by a flat amount (meaning it does not scale with the user's version) or they provide some form of single-instance buff to the user. Because their effects are minimal, they are allowed to stack and only deduct one turn from your Hyper Mode's duration.
Some examples are:
° +50 Damage during Hyper Mode
° +50 Armor during Hyper Mode
° +1 Use to One Skill
° +1 Omni Aimer added to One Attack for one use per turn
° 1 Avoidance Skill is raised to Omni for one use per turn
° etc
C-Tier effects either increase a Statistical Value by a flat amount (meaning it does not scale with the user's version) or they provide some form of single-instance buff to the user. Because their effects are minimal, they are allowed to stack and only deduct one turn from your Hyper Mode's duration.
Some examples are:
° +50 Damage during Hyper Mode
° +50 Armor during Hyper Mode
° +1 Use to One Skill
° +1 Omni Aimer added to One Attack for one use per turn
° 1 Avoidance Skill is raised to Omni for one use per turn
° etc
{B-TIER HM EFFECTS (+)}
B-Tier Effects still only cost 1 Turn from your Hyper Mode's duration, but they scale with an outside source (usually your Navi's Version). B-Tier effects cannot be stacked with themselves or similar effects.
Some examples are:
° +(10 * V) Damage during Hyper Mode (Minimum: +50)
° +(10 * V) Armor during Hyper Mode (Minimum: +50)
° Gain Regen equal to 5% of Max HP during Hyper Mode
° One Attack per turn gains damage equal to 10% of the target's Max HP for one use
° etc
B-Tier Effects still only cost 1 Turn from your Hyper Mode's duration, but they scale with an outside source (usually your Navi's Version). B-Tier effects cannot be stacked with themselves or similar effects.
Some examples are:
° +(10 * V) Damage during Hyper Mode (Minimum: +50)
° +(10 * V) Armor during Hyper Mode (Minimum: +50)
° Gain Regen equal to 5% of Max HP during Hyper Mode
° One Attack per turn gains damage equal to 10% of the target's Max HP for one use
° etc
{A-TIER HM EFFECTS (+)}
A-Tier Effects can provide a buff to all-instances of an ability. Effects that last for the entirety of the Hyper Mode (except those mentioned above) are classified as A-Tier as well. Because of the large impact that these effects bring, they deduct 2 Turns from your Hyper Mode's duration and cannot stack with themselves or similar effects.
Some examples are:
° +1 Use to All Skills
° +1 Omni Aimer added to All Attacks
° 1 Type of avoidance is raised to Omni
° Changes panels to (insert panel type) for the duration of the Hyper Mode
° etc
A-Tier Effects can provide a buff to all-instances of an ability. Effects that last for the entirety of the Hyper Mode (except those mentioned above) are classified as A-Tier as well. Because of the large impact that these effects bring, they deduct 2 Turns from your Hyper Mode's duration and cannot stack with themselves or similar effects.
Some examples are:
° +1 Use to All Skills
° +1 Omni Aimer added to All Attacks
° 1 Type of avoidance is raised to Omni
° Changes panels to (insert panel type) for the duration of the Hyper Mode
° etc
{S-TIER HM EFFECTS (+)}
S-Tier Effects give a surge of power than certain navis are flat out unable to contend with. Because of this, the Hyper Mode in question cannot have any other effects alongside the S-Tier effect. The duration of the Hyper Mode is reduced by 3 Turns and it must have a drawback that provides the enemy with a reasonable means of forcing the user out of the Hyper Mode prematurely.
Some examples are:
° Complete Immunity to attacks of the User's Elements, but user is forced out of the Hyper Mode when struck by any other element.
User deals x1.5 Damage during this Hyper Mode, but all enemies may opt to forego a turn of attacking to force the user out of the Hyper Mode
° Any Attacks that the user began charging in this Hyper Mode will require 1 less turn of charging (to a minimum of 1) before release, but user is forced out of the Hyper Mode when struck by an enemy's charged attack
° etc
S-Tier Effects give a surge of power than certain navis are flat out unable to contend with. Because of this, the Hyper Mode in question cannot have any other effects alongside the S-Tier effect. The duration of the Hyper Mode is reduced by 3 Turns and it must have a drawback that provides the enemy with a reasonable means of forcing the user out of the Hyper Mode prematurely.
Some examples are:
° Complete Immunity to attacks of the User's Elements, but user is forced out of the Hyper Mode when struck by any other element.
User deals x1.5 Damage during this Hyper Mode, but all enemies may opt to forego a turn of attacking to force the user out of the Hyper Mode
° Any Attacks that the user began charging in this Hyper Mode will require 1 less turn of charging (to a minimum of 1) before release, but user is forced out of the Hyper Mode when struck by an enemy's charged attack
° etc
{WHAT HMS CANNOT DO (+)}
° Hyper Modes cannot "choose" an effect from another existing Hyper Mode to be added to itself
° Hyper Modes cannot augment other Hyper Modes
° You cannot create a "Passive" Hyper Mode
° Hyper Modes cannot revive the user or have any Undershirt-esque effects
° Hyper Modes cannot be activated in any combat phase other than the Supportive Phase
° Hyper Modes cannot give their user access to new skills or attacks (however, navis may create attacks or skills within their regular allotted limitations that are unusable outside of Hyper Mode)
° Hyper Mode Effects cannot have "Double Scaling" (For Instance: "User restores (V*10)% of their Max HP upon entering the Hyper Mode". This effect scales off of both Version and Max HP, and is thus illegal)
° Outside of S-Tier Hyper Modes, adding Drawbacks to a Hyper Mode will not make any of its effects more powerful
° Hyper Modes cannot "choose" an effect from another existing Hyper Mode to be added to itself
° Hyper Modes cannot augment other Hyper Modes
° You cannot create a "Passive" Hyper Mode
° Hyper Modes cannot revive the user or have any Undershirt-esque effects
° Hyper Modes cannot be activated in any combat phase other than the Supportive Phase
° Hyper Modes cannot give their user access to new skills or attacks (however, navis may create attacks or skills within their regular allotted limitations that are unusable outside of Hyper Mode)
° Hyper Mode Effects cannot have "Double Scaling" (For Instance: "User restores (V*10)% of their Max HP upon entering the Hyper Mode". This effect scales off of both Version and Max HP, and is thus illegal)
° Outside of S-Tier Hyper Modes, adding Drawbacks to a Hyper Mode will not make any of its effects more powerful
{Dark Soul Guidelines (+)}
Dark Soul is the state your navi enters when the power of darkness manifests itself over their body during their time of desperation, preventing them from deletion and sending them into a berserk-like frenzy until it wears off. The specific properties of Dark Soul are:
° Automatically activates when the user would reach 0 HP
° Navi endures a fatal turn of attacks with 1 HP
° Navi is invincible except against Aimed Attacks
° Navi has +1 Attack Slot for the duration
° Lasts for 2 Turns
** You can only own 1 Dark Soul
** You are not vulnerable to Aimed Attacks during the turn that Darksoul is entered, but "Cuts Darksoul" can prevent you from entering Darksoul
** Self-Inflicted Damage is still absorbed by Dark Soul, as is Unavoidable Damage
** Aimed Attacks: Any attack modified by an "Aiming Skill" is considered "Aimed". These are the only attacks that can damage a Navi that is in Dark Soul, as well as those marked "Cuts Darksoul". Special Properties and Programs and Items that give aiming effects are not Aiming Skills, and thus can not cause an attack to become "Aimed".
** Instant Revival: Any Statuses, Cooldowns, Remaining Skill Uses, and Charges on your Navi are still retained after reviving.
** If your Navi has a HyperMode and a Darksoul, they cannot occupy both simultaneously
Dark Soul is the state your navi enters when the power of darkness manifests itself over their body during their time of desperation, preventing them from deletion and sending them into a berserk-like frenzy until it wears off. The specific properties of Dark Soul are:
° Automatically activates when the user would reach 0 HP
° Navi endures a fatal turn of attacks with 1 HP
° Navi is invincible except against Aimed Attacks
° Navi has +1 Attack Slot for the duration
° Lasts for 2 Turns
** You can only own 1 Dark Soul
** You are not vulnerable to Aimed Attacks during the turn that Darksoul is entered, but "Cuts Darksoul" can prevent you from entering Darksoul
** Self-Inflicted Damage is still absorbed by Dark Soul, as is Unavoidable Damage
** Aimed Attacks: Any attack modified by an "Aiming Skill" is considered "Aimed". These are the only attacks that can damage a Navi that is in Dark Soul, as well as those marked "Cuts Darksoul". Special Properties and Programs and Items that give aiming effects are not Aiming Skills, and thus can not cause an attack to become "Aimed".
** Instant Revival: Any Statuses, Cooldowns, Remaining Skill Uses, and Charges on your Navi are still retained after reviving.
** If your Navi has a HyperMode and a Darksoul, they cannot occupy both simultaneously
{Hyper Attack Guidelines ::(+)::}
Hyper Attacks are powerful abilities that transcend the limitations of your Regular Attacks. The specific properties of Hyper Attacks are:
° Deals 150% of the User's Base Damage
° C-Tier and B-Tier Attack Effects retain their regular costs
° A-Tier Attack Effects cost Cooldown instead of Charge
° S-Tier Attack Effects cost Charge instead of Total Attacks or limit per battle
° Hyper Attacks will always have a minimum Cooldown of 1 Turn
** Minimum Hyper Cooldown is non-reducible
** You may own multiple Hyper Attacks, but their Cooldown is shared
** Hyper Attacks can be used multiple times in a single battle
Hyper Attacks are powerful abilities that transcend the limitations of your Regular Attacks. The specific properties of Hyper Attacks are:
° Deals 150% of the User's Base Damage
° C-Tier and B-Tier Attack Effects retain their regular costs
° A-Tier Attack Effects cost Cooldown instead of Charge
° S-Tier Attack Effects cost Charge instead of Total Attacks or limit per battle
° Hyper Attacks will always have a minimum Cooldown of 1 Turn
** Minimum Hyper Cooldown is non-reducible
** You may own multiple Hyper Attacks, but their Cooldown is shared
** Hyper Attacks can be used multiple times in a single battle
{Chaos/Soul Unison Guidelines ::(+)::}
Advanced Form
Chaos/Soul Unison is the state your navi enters when imbuing their body with the power of a Battle Chip, vastly increasing their power and giving them nigh-limitless access to the merged chip for the duration. The specific properties of the Unison are:
° 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
** The Unison's Element Effects would stack with your own Element effects, if you already have that Element.
** When used as a Charged Attack, Glitches from a merged Dark Chip don't occur.
** You may only occupy 1 Advanced Form at a time
** You may only own 1 Chaos/Soul Unison, but the merged chip is non-specific in stats
Advanced Form
Chaos/Soul Unison is the state your navi enters when imbuing their body with the power of a Battle Chip, vastly increasing their power and giving them nigh-limitless access to the merged chip for the duration. The specific properties of the Unison are:
° 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
** The Unison's Element Effects would stack with your own Element effects, if you already have that Element.
** When used as a Charged Attack, Glitches from a merged Dark Chip don't occur.
** You may only occupy 1 Advanced Form at a time
** You may only own 1 Chaos/Soul Unison, but the merged chip is non-specific in stats
{Light}
A navi of Light Alignment is the pinnacle of righteousness and good. They are the defenders and protectors of their peers. Most Light Navis pursue peace at all costs and believe in working for the benefit of the greater good. They are selfless and helpful; eager to help others whenever a need may arise.
Light Navis start with a Hyper Mode at Version 1
At Versions 6, 12, and 18, they may choose one of the following bonuses:
Gain a Hyper Attack
Gain a Hyper Mode
All Hyper Modes gain +1 Turn
Special Property: Hyper Fusion
Gain a Chaos/Soul Unison
A navi of Light Alignment is the pinnacle of righteousness and good. They are the defenders and protectors of their peers. Most Light Navis pursue peace at all costs and believe in working for the benefit of the greater good. They are selfless and helpful; eager to help others whenever a need may arise.
Light Navis start with a Hyper Mode at Version 1
At Versions 6, 12, and 18, they may choose one of the following bonuses:
Gain a Hyper Attack
Gain a Hyper Mode
All Hyper Modes gain +1 Turn
Special Property: Hyper Fusion
Gain a Chaos/Soul Unison
{Chaos/Soul Unison Guidelines ::(+)::}
Advanced Form
Chaos/Soul Unison is the state your navi enters when imbuing their body with the power of a Battle Chip, vastly increasing their power and giving them nigh-limitless access to the merged chip for the duration. The specific properties of the Unison are:
° 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
** The Unison's Element Effects would stack with your own Element effects, if you already have that Element.
** When used as a Charged Attack, Glitches from a merged Dark Chip don't occur.
** You may only occupy 1 Advanced Form at a time
** You may only own 1 Chaos/Soul Unison, but the merged chip is non-specific in stats
Advanced Form
Chaos/Soul Unison is the state your navi enters when imbuing their body with the power of a Battle Chip, vastly increasing their power and giving them nigh-limitless access to the merged chip for the duration. The specific properties of the Unison are:
° 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
** The Unison's Element Effects would stack with your own Element effects, if you already have that Element.
** When used as a Charged Attack, Glitches from a merged Dark Chip don't occur.
** You may only occupy 1 Advanced Form at a time
** You may only own 1 Chaos/Soul Unison, but the merged chip is non-specific in stats
{Hyper Attack Guidelines ::(+)::}
Hyper Attacks are powerful abilities that transcend the limitations of your Regular Attacks. The specific properties of Hyper Attacks are:
° Deals 150% of the User's Base Damage
° C-Tier and B-Tier Attack Effects retain their regular costs
° A-Tier Attack Effects cost Cooldown instead of Charge
° S-Tier Attack Effects cost Charge instead of Total Attacks or limit per battle
° Hyper Attacks will always have a minimum Cooldown of 1 Turn
** Minimum Hyper Cooldown is non-reducible
** You may own multiple Hyper Attacks, but their Cooldown is shared
** Hyper Attacks can be used multiple times in a single battle
Hyper Attacks are powerful abilities that transcend the limitations of your Regular Attacks. The specific properties of Hyper Attacks are:
° Deals 150% of the User's Base Damage
° C-Tier and B-Tier Attack Effects retain their regular costs
° A-Tier Attack Effects cost Cooldown instead of Charge
° S-Tier Attack Effects cost Charge instead of Total Attacks or limit per battle
° Hyper Attacks will always have a minimum Cooldown of 1 Turn
** Minimum Hyper Cooldown is non-reducible
** You may own multiple Hyper Attacks, but their Cooldown is shared
** Hyper Attacks can be used multiple times in a single battle
{Hyper Mode Guidelines ::(+)::}
Advanced Form
Hyper Modes are powerful Advanced Forms which temporarily augment your Navi's power and appearance. They last for a set amount of time and lose time as you add effects. The specific properties of Hyper Modes are:
° Activated during any desired Supportive Phase
° Deactivated during the Supportive Phase at the end of the duration
° By default, lasts 5 Turns but has no effects
° Duration is reduced to add effects
** Hyper Mode Effects are divided into Tiers, which determine their cost
** You may own multiple Hyper Modes
** Each Hyper Mode may only be entered once per battle
** You may only occupy 1 Advanced Form at a time
Advanced Form
Hyper Modes are powerful Advanced Forms which temporarily augment your Navi's power and appearance. They last for a set amount of time and lose time as you add effects. The specific properties of Hyper Modes are:
° Activated during any desired Supportive Phase
° Deactivated during the Supportive Phase at the end of the duration
° By default, lasts 5 Turns but has no effects
° Duration is reduced to add effects
** Hyper Mode Effects are divided into Tiers, which determine their cost
** You may own multiple Hyper Modes
** Each Hyper Mode may only be entered once per battle
** You may only occupy 1 Advanced Form at a time
{C-TIER HM EFFECTS (+)}
C-Tier effects either increase a Statistical Value by a flat amount (meaning it does not scale with the user's version) or they provide some form of single-instance buff to the user. Because their effects are minimal, they are allowed to stack and only deduct one turn from your Hyper Mode's duration.
Some examples are:
° +50 Damage during Hyper Mode
° +50 Armor during Hyper Mode
° +1 Use to One Skill
° +1 Omni Aimer added to One Attack for one use per turn
° 1 Avoidance Skill is raised to Omni for one use per turn
° etc
C-Tier effects either increase a Statistical Value by a flat amount (meaning it does not scale with the user's version) or they provide some form of single-instance buff to the user. Because their effects are minimal, they are allowed to stack and only deduct one turn from your Hyper Mode's duration.
Some examples are:
° +50 Damage during Hyper Mode
° +50 Armor during Hyper Mode
° +1 Use to One Skill
° +1 Omni Aimer added to One Attack for one use per turn
° 1 Avoidance Skill is raised to Omni for one use per turn
° etc
{B-TIER HM EFFECTS (+)}
B-Tier Effects still only cost 1 Turn from your Hyper Mode's duration, but they scale with an outside source (usually your Navi's Version). B-Tier effects cannot be stacked with themselves or similar effects.
Some examples are:
° +(10 * V) Damage during Hyper Mode (Minimum: +50)
° +(10 * V) Armor during Hyper Mode (Minimum: +50)
° Gain Regen equal to 5% of Max HP during Hyper Mode
° One Attack per turn gains damage equal to 10% of the target's Max HP for one use
° etc
B-Tier Effects still only cost 1 Turn from your Hyper Mode's duration, but they scale with an outside source (usually your Navi's Version). B-Tier effects cannot be stacked with themselves or similar effects.
Some examples are:
° +(10 * V) Damage during Hyper Mode (Minimum: +50)
° +(10 * V) Armor during Hyper Mode (Minimum: +50)
° Gain Regen equal to 5% of Max HP during Hyper Mode
° One Attack per turn gains damage equal to 10% of the target's Max HP for one use
° etc
{A-TIER HM EFFECTS (+)}
A-Tier Effects can provide a buff to all-instances of an ability. Effects that last for the entirety of the Hyper Mode (except those mentioned above) are classified as A-Tier as well. Because of the large impact that these effects bring, they deduct 2 Turns from your Hyper Mode's duration and cannot stack with themselves or similar effects.
Some examples are:
° +1 Use to All Skills
° +1 Omni Aimer added to All Attacks
° 1 Type of avoidance is raised to Omni
° Changes panels to (insert panel type) for the duration of the Hyper Mode
° etc
A-Tier Effects can provide a buff to all-instances of an ability. Effects that last for the entirety of the Hyper Mode (except those mentioned above) are classified as A-Tier as well. Because of the large impact that these effects bring, they deduct 2 Turns from your Hyper Mode's duration and cannot stack with themselves or similar effects.
Some examples are:
° +1 Use to All Skills
° +1 Omni Aimer added to All Attacks
° 1 Type of avoidance is raised to Omni
° Changes panels to (insert panel type) for the duration of the Hyper Mode
° etc
{S-TIER HM EFFECTS (+)}
S-Tier Effects give a surge of power than certain navis are flat out unable to contend with. Because of this, the Hyper Mode in question cannot have any other effects alongside the S-Tier effect. The duration of the Hyper Mode is reduced by 3 Turns and it must have a drawback that provides the enemy with a reasonable means of forcing the user out of the Hyper Mode prematurely.
Some examples are:
° Complete Immunity to attacks of the User's Elements, but user is forced out of the Hyper Mode when struck by any other element.
User deals x1.5 Damage during this Hyper Mode, but all enemies may opt to forego a turn of attacking to force the user out of the Hyper Mode
° Any Attacks that the user began charging in this Hyper Mode will require 1 less turn of charging (to a minimum of 1) before release, but user is forced out of the Hyper Mode when struck by an enemy's charged attack
° etc
S-Tier Effects give a surge of power than certain navis are flat out unable to contend with. Because of this, the Hyper Mode in question cannot have any other effects alongside the S-Tier effect. The duration of the Hyper Mode is reduced by 3 Turns and it must have a drawback that provides the enemy with a reasonable means of forcing the user out of the Hyper Mode prematurely.
Some examples are:
° Complete Immunity to attacks of the User's Elements, but user is forced out of the Hyper Mode when struck by any other element.
User deals x1.5 Damage during this Hyper Mode, but all enemies may opt to forego a turn of attacking to force the user out of the Hyper Mode
° Any Attacks that the user began charging in this Hyper Mode will require 1 less turn of charging (to a minimum of 1) before release, but user is forced out of the Hyper Mode when struck by an enemy's charged attack
° etc
{WHAT HMS CANNOT DO (+)}
° Hyper Modes cannot "choose" an effect from another existing Hyper Mode to be added to itself
° Hyper Modes cannot augment other Hyper Modes
° You cannot create a "Passive" Hyper Mode
° Hyper Modes cannot revive the user or have any Undershirt-esque effects
° Hyper Modes cannot be activated in any combat phase other than the Supportive Phase
° Hyper Modes cannot give their user access to new skills or attacks (however, navis may create attacks or skills within their regular allotted limitations that are unusable outside of Hyper Mode)
° Hyper Mode Effects cannot have "Double Scaling" (For Instance: "User restores (V*10)% of their Max HP upon entering the Hyper Mode". This effect scales off of both Version and Max HP, and is thus illegal)
° Outside of S-Tier Hyper Modes, adding Drawbacks to a Hyper Mode will not make any of its effects more powerful
° Hyper Modes cannot "choose" an effect from another existing Hyper Mode to be added to itself
° Hyper Modes cannot augment other Hyper Modes
° You cannot create a "Passive" Hyper Mode
° Hyper Modes cannot revive the user or have any Undershirt-esque effects
° Hyper Modes cannot be activated in any combat phase other than the Supportive Phase
° Hyper Modes cannot give their user access to new skills or attacks (however, navis may create attacks or skills within their regular allotted limitations that are unusable outside of Hyper Mode)
° Hyper Mode Effects cannot have "Double Scaling" (For Instance: "User restores (V*10)% of their Max HP upon entering the Hyper Mode". This effect scales off of both Version and Max HP, and is thus illegal)
° Outside of S-Tier Hyper Modes, adding Drawbacks to a Hyper Mode will not make any of its effects more powerful
{Hyper Fusion Guidelines ::(+)::}
User may enter/occupy multiple Hyper Modes simultaneously, -1 turn to each Hyper Mode for each Hyper Mode fused beyond 1. (eg: Need 2 to fuse, so -1 to each)
User may enter/occupy multiple Hyper Modes simultaneously, -1 turn to each Hyper Mode for each Hyper Mode fused beyond 1. (eg: Need 2 to fuse, so -1 to each)
BUGFRAG TRADER ADJUSTMENTS
Tuning up some of the Hidden Programs in the BugFrag Trader to make them more appealing among other options, also buffing Power Block so that it isn't invalidated by the allowed Skill equivalent.
{
Bugfrag Trader Changes
}
Some of these changes are made to increase the power of programs that were otherwise lackluster. Most are being made to provide clarity or make effects easier to work with.
Cross / Star Tokens
- When accessing HMD, can spend token to switch results to corresponding Cross/Star
- This is to make these better compatible with the auto-rolling MD.
Use Limited Programs
BUFFED: All have 0 Uses Base, but gain 1 Use at Version 6/11/16/21
- Affected Programs: Surge Burst, Status Reflect, Refraction Matrix, Endure (using new Survival Effect rulings)
Energy Force
NEW: All Unavoidable Damage effects used by the holder are applied at 1.3x
- Old Effect removed
Power Strike
REWORDED: One Attack deals x1.5 Damage and its other Damage Buffs are 50% more effective (convert them to percentages before applying this effect). Does not apply to successive strikes of the attack (Restrikes/Auto-Strikes).
- This is the same effect, just worded with better clarity.
BerSerk Rage
BUFFED: Positive Effect raised to 30%, tradeoff remains 20%
Power Block
BUFFED: Will also remove native Piercing/Triggering effects on the attack. Cooldown reduced to 0 Turn to mirror Power Strike.
- It should be emphasized that Power Block removes all temporary effects from the attack, not just damage additions, so this buff should make it plenty viable.
Guardian Form
BUFFED: Positive Effect raised to 30%, tradeoff remains 20%
Status Reflect
BUFFED: Now also works on Interrupt
Float Shoes
BUFFED: Now also makes you immune to Grounding Effects (those that would remove Panel Immunity)
Collector's Eye
REWORDED: When rolling Mystery Data, roll 2 instead of 1 and choose from the results
- This just makes it play nicier with the Auto-MD Roller. Compatible with the Gates of Fortune Crests on the additional roll as well.
Utility Increase
BUFFED: Now bypasses the hardcap of S-Tier Skills
Trinket Mastery
NEW: +1 Crest/Accessory/Program Slot, +1 more of choice
- This is to ensure that Trinket Mastery isn't objectively worse than just choosing Type Master with Resource Type
Saito Batch
BUFFED: Null Mitigation Removed. Neutral Karma requirement removed.
NEW: Soul Partition
- Hyper Attacks have independent usage limitations and Chaos/Soul Unison lasts +1 Turn. Also grants the effects of Set Stage ⇪ Omega and Great Sword. Only equippable by a Navi with Neutral Karma. Takes up one normal Program Slot along with the Navi's Hidden Program Slot.
- Intended to be the new "Neutral Karma Set" since Hub Batch didn't really mirror any of Neutral Karma's perks and reworking it to do so would have been unfair to its current users.
Buster Pack
NEW:
- Attack/Charge/Speed Max: Manually Charged Basic Attacks may be released on the turn that their charge completes (once per turn each)
- Power Up: Choose among +1 Auto Charge, +2 Preemptive Charges, or +3 Total Attacks (chosen in stats)
- Takes up one normal Program Slot along with the Navi's Hidden Program Slot.
- Old effects completely replaced
Body Pack
NEW:
- Undershirt: Survive a fatal turn of attacks with 1 HP (1 Use/Battle)
- Super Armor: Choose 3 Immunities
- Air Shoes: Immune to Positive and Negative Panel Effects
- Strength Up: Choose among +10% Max HP, +10% Restored HP, or +20% Summon HP (chosen in stats)
- Takes up one normal Program Slot along with the Navi's Hidden Program Slot.
- Old effects completely replaced
Folder Pack
BUFFED:
- Giga Folder 1: Giga Chip Limit Increased by 1
- Mega Folder 2: Mega Chip Limit Increased by 2
- Custom+5: +5 Battle Chips usable per battle
- Shuffle: Once per turn, may activate a chip that requires a skill use without spending the skill use
- Takes up one normal Program Slot along with the Navi's Hidden Program Slot.
- Overwriting old effects with these updated ones
Bugfrag Trader Changes
Some of these changes are made to increase the power of programs that were otherwise lackluster. Most are being made to provide clarity or make effects easier to work with.
Cross / Star Tokens
- When accessing HMD, can spend token to switch results to corresponding Cross/Star
- This is to make these better compatible with the auto-rolling MD.
Use Limited Programs
BUFFED: All have 0 Uses Base, but gain 1 Use at Version 6/11/16/21
- Affected Programs: Surge Burst, Status Reflect, Refraction Matrix, Endure (using new Survival Effect rulings)
Energy Force
NEW: All Unavoidable Damage effects used by the holder are applied at 1.3x
- Old Effect removed
Power Strike
REWORDED: One Attack deals x1.5 Damage and its other Damage Buffs are 50% more effective (convert them to percentages before applying this effect). Does not apply to successive strikes of the attack (Restrikes/Auto-Strikes).
- This is the same effect, just worded with better clarity.
BerSerk Rage
BUFFED: Positive Effect raised to 30%, tradeoff remains 20%
Power Block
BUFFED: Will also remove native Piercing/Triggering effects on the attack. Cooldown reduced to 0 Turn to mirror Power Strike.
- It should be emphasized that Power Block removes all temporary effects from the attack, not just damage additions, so this buff should make it plenty viable.
Guardian Form
BUFFED: Positive Effect raised to 30%, tradeoff remains 20%
Status Reflect
BUFFED: Now also works on Interrupt
Float Shoes
BUFFED: Now also makes you immune to Grounding Effects (those that would remove Panel Immunity)
Collector's Eye
REWORDED: When rolling Mystery Data, roll 2 instead of 1 and choose from the results
- This just makes it play nicier with the Auto-MD Roller. Compatible with the Gates of Fortune Crests on the additional roll as well.
Utility Increase
BUFFED: Now bypasses the hardcap of S-Tier Skills
Trinket Mastery
NEW: +1 Crest/Accessory/Program Slot, +1 more of choice
- This is to ensure that Trinket Mastery isn't objectively worse than just choosing Type Master with Resource Type
Saito Batch
BUFFED: Null Mitigation Removed. Neutral Karma requirement removed.
NEW: Soul Partition
- Hyper Attacks have independent usage limitations and Chaos/Soul Unison lasts +1 Turn. Also grants the effects of Set Stage ⇪ Omega and Great Sword. Only equippable by a Navi with Neutral Karma. Takes up one normal Program Slot along with the Navi's Hidden Program Slot.
- Intended to be the new "Neutral Karma Set" since Hub Batch didn't really mirror any of Neutral Karma's perks and reworking it to do so would have been unfair to its current users.
Buster Pack
NEW:
- Attack/Charge/Speed Max: Manually Charged Basic Attacks may be released on the turn that their charge completes (once per turn each)
- Power Up: Choose among +1 Auto Charge, +2 Preemptive Charges, or +3 Total Attacks (chosen in stats)
- Takes up one normal Program Slot along with the Navi's Hidden Program Slot.
- Old effects completely replaced
Body Pack
NEW:
- Undershirt: Survive a fatal turn of attacks with 1 HP (1 Use/Battle)
- Super Armor: Choose 3 Immunities
- Air Shoes: Immune to Positive and Negative Panel Effects
- Strength Up: Choose among +10% Max HP, +10% Restored HP, or +20% Summon HP (chosen in stats)
- Takes up one normal Program Slot along with the Navi's Hidden Program Slot.
- Old effects completely replaced
Folder Pack
BUFFED:
- Giga Folder 1: Giga Chip Limit Increased by 1
- Mega Folder 2: Mega Chip Limit Increased by 2
- Custom+5: +5 Battle Chips usable per battle
- Shuffle: Once per turn, may activate a chip that requires a skill use without spending the skill use
- Takes up one normal Program Slot along with the Navi's Hidden Program Slot.
- Overwriting old effects with these updated ones
In light of the Specialty Shop retiring, the Undershop is appearing now in its place.
Undershop rules: You can only own a total of 7 Advanced Dark Chips and they can only be used by navis of Dark Karma.
For those of you that made it this far: You may claim a single HMD/CMD for a character of your choice.
Undershop rules: You can only own a total of 7 Advanced Dark Chips and they can only be used by navis of Dark Karma.
{
ADC UNDERSHOP
}
Trade a combination of Dark Accessories and Giga Chips, as well as 10,000z, to receive an Advanced Dark Chip using the exchange combinations below. Alternatively, exchange any 3 ADCs for a CMD.
All Advanced Dark Chips count as Giga Chips and require a Non-Reducible 1-Turn Manual Charge (Non-Preemptive, Auto, Instant, Custom, etc). If Interrupted, the chip is destroyed for the battle and you still lose 1 Giga Chip Use.
You get Dark Hole by merging Folder Back with a CMD.
You can merge an HMD with an ADC to revert it back to its original Giga Chip as well.
All exchanges here still cost 10,000z.
+ Folder Back = Dark Hole
+ Dark Tower = Air Burst
+ Element Dark = Air Burst
+ Noise Storm = Bug Death Thunder
+ Bug Bomb = Bug Death Thunder
+ Muramasa = Bug Riser Sword
+ Anubis = Bug Riser Sword
+ Black Sun = Delta Ray Edge
+ Blood Moon = Delta Ray Edge
+ Dark Light =- Holy Dream
+ Dark Laser = Holy Dream
+ Dark Invis = Hub Batch
+ Dark Dispersion = Hub Batch
+ Dark Sound = Signal Red
+ Voodoo Doll = Signal Red
+ Black Wing = Dark Hole
+ Blizzard Ball = Folder Back
ADC UNDERSHOP
Trade a combination of Dark Accessories and Giga Chips, as well as 10,000z, to receive an Advanced Dark Chip using the exchange combinations below. Alternatively, exchange any 3 ADCs for a CMD.
All Advanced Dark Chips count as Giga Chips and require a Non-Reducible 1-Turn Manual Charge (Non-Preemptive, Auto, Instant, Custom, etc). If Interrupted, the chip is destroyed for the battle and you still lose 1 Giga Chip Use.
{
[DarkTower]-[S-Attack]-[Dark]
CREPUSCULAR CALAMITY.
2,000 damage, Unomnidodgable, Breaks Unbreakable Shields, Can't be countered, ignores damage reduction effects.
Glitch: -200 HP per turn. Regeneration cannot exceed 200.
Air Burst + Ring + Ring = Dark Tower
}[DarkTower]-[S-Attack]-[Dark]
CREPUSCULAR CALAMITY.
2,000 damage, Unomnidodgable, Breaks Unbreakable Shields, Can't be countered, ignores damage reduction effects.
Glitch: -200 HP per turn. Regeneration cannot exceed 200.
{
[Element Dark]-[S-Attack]-[Ultimate Dark]
ABYSSAL SURGE.
750 damage, Breaks Unbreakable Shields, Ignores Armor, Can't be countered, Darken, Blind. If Dark or Poison Panels are active, gets +500 damage for each turn they've been active.
Glitch: Positive Stage effects are reversed on self. All panel immunity is lost and cannot be gained. While the stage is Normal: -100 HP/turn, -1 Attack slot, -100 Damage, -50 Armor.
Air Burst + Crown + Crown = Element Dark
}[Element Dark]-[S-Attack]-[Ultimate Dark]
ABYSSAL SURGE.
750 damage, Breaks Unbreakable Shields, Ignores Armor, Can't be countered, Darken, Blind. If Dark or Poison Panels are active, gets +500 damage for each turn they've been active.
Glitch: Positive Stage effects are reversed on self. All panel immunity is lost and cannot be gained. While the stage is Normal: -100 HP/turn, -1 Attack slot, -100 Damage, -50 Armor.
{
[Noise Storm]-[S-Attack]-[Dark/Sonic/Wind]
STATIC BLAST.
100 damage, 5 hits, Cuts Uncuttable Auras, Multi-Element, Confuses. Avoid each set of 5 hits separately. For each status on user upon use, this gets +1 hit, +25 damage per hit, and may target an additional opponent. At 10 hits it gains Hits all. At 15 hits, it becomes Unomnidodgable and gains the effects of all statuses on user.
Glitch: All statuses on you have their duration refreshed and cannot be healed, reduced, or reversed.
Bug Death Thunder + Scepter + Flame = Noise Storm
}[Noise Storm]-[S-Attack]-[Dark/Sonic/Wind]
STATIC BLAST.
100 damage, 5 hits, Cuts Uncuttable Auras, Multi-Element, Confuses. Avoid each set of 5 hits separately. For each status on user upon use, this gets +1 hit, +25 damage per hit, and may target an additional opponent. At 10 hits it gains Hits all. At 15 hits, it becomes Unomnidodgable and gains the effects of all statuses on user.
Glitch: All statuses on you have their duration refreshed and cannot be healed, reduced, or reversed.
{
[Bug Bomb]-[Object Defense]
RELEASE DISEASE.
Creates a 6 HP object that only takes one damage from attacks that hit it and is immune to both multi-target attacks and Destroys Objects. If the object is still active at your next Attack Phase next turn, its HP is reduced to 0 and it auto-attacks with BugBomb (attack).
Glitch: All statuses this object's attack would inflict are inflicted on you at the beginning of the turn after it auto-attacks.
[BugBomb]-[S-Attack]-[Bug/Dark]
1,000 damage, Unomnidodgable, Cuts Uncuttable Auras, Can't be countered, Can't be naturally avoided, Hits all. Gains effects based on your opponent's actions last turn:
- Dodged: Blind
- Blocked: Bind (As Blind, but Shields)
- Barriered/Auraed: Blink (As Blind, but Auras/Barriers)
- 6+ Avoids used: Paralyze. Shocks after Paralyze ends.
- Took 0 Damage: Sunder (As Soak, but halves Armor and % reductions)
- C-Attack used: Burn
- S-Attack used: Confuse
- Unavoidable damage dealt: Blunt (As Bubble, but stops Counters)
- 6+ Attack slots used: Bubble
- Attack Damage potential total > 50% of your Max HP: Soak
- Gained HP: Poison, Plague (As Bubble, but stops HP gain)
- Object summoned: Destroys Objects
- Clone summoned: Destroys Clones
Bug Death Thunder + Scepter + Dagger = Bug Bomb
}[Bug Bomb]-[Object Defense]
RELEASE DISEASE.
Creates a 6 HP object that only takes one damage from attacks that hit it and is immune to both multi-target attacks and Destroys Objects. If the object is still active at your next Attack Phase next turn, its HP is reduced to 0 and it auto-attacks with BugBomb (attack).
Glitch: All statuses this object's attack would inflict are inflicted on you at the beginning of the turn after it auto-attacks.
[BugBomb]-[S-Attack]-[Bug/Dark]
1,000 damage, Unomnidodgable, Cuts Uncuttable Auras, Can't be countered, Can't be naturally avoided, Hits all. Gains effects based on your opponent's actions last turn:
- Dodged: Blind
- Blocked: Bind (As Blind, but Shields)
- Barriered/Auraed: Blink (As Blind, but Auras/Barriers)
- 6+ Avoids used: Paralyze. Shocks after Paralyze ends.
- Took 0 Damage: Sunder (As Soak, but halves Armor and % reductions)
- C-Attack used: Burn
- S-Attack used: Confuse
- Unavoidable damage dealt: Blunt (As Bubble, but stops Counters)
- 6+ Attack slots used: Bubble
- Attack Damage potential total > 50% of your Max HP: Soak
- Gained HP: Poison, Plague (As Bubble, but stops HP gain)
- Object summoned: Destroys Objects
- Clone summoned: Destroys Clones
{
[Muramasa]-[C-Attack]-[Dark/Blade]
DESPAIR'S HOPE.
Does not require ADC charge. Deals damage equal to your Max HP minus your Current HP (0 min, to a max of 9999). Can't be countered, Can't be naturally avoided.
Glitch: If your current HP is less than your Max HP, your current HP becomes your Max HP. Your HP cannot exceed your Max HP. (e.g, 1000/2000 would become 1000/1000)
Bug Riser Sword + Flame + Flame = Muramasa
}[Muramasa]-[C-Attack]-[Dark/Blade]
DESPAIR'S HOPE.
Does not require ADC charge. Deals damage equal to your Max HP minus your Current HP (0 min, to a max of 9999). Can't be countered, Can't be naturally avoided.
Glitch: If your current HP is less than your Max HP, your current HP becomes your Max HP. Your HP cannot exceed your Max HP. (e.g, 1000/2000 would become 1000/1000)
{
[Poison Anubis]-[Object Defense]
ANUBIS POLLUTES.
Summons a 2,000 HP object and is immune to both multi-target attacks and Destroys Objects and deals 400 Unavoidable Toxic element damage to all opponents each turn.
Glitch: -50% damage
Bug Riser Sword + Flame + Crown = Anubis
}[Poison Anubis]-[Object Defense]
ANUBIS POLLUTES.
Summons a 2,000 HP object and is immune to both multi-target attacks and Destroys Objects and deals 400 Unavoidable Toxic element damage to all opponents each turn.
Glitch: -50% damage
{
[Black Sun]-[C-Attack]-[Ultimate Dark/Solar]
DARKEST FLARE.
1,500 damage, Unomnidodgable, Can't be countered, Blind, Cuts DS, Burn. User becomes Angry (x1.2 Damage, -1 Aimer from all attacks, 2 turns). Auto-attacks next turn for 1/2 damage.
Glitch: Takes 20% damage from all attacks used.
Delta Ray Edge + Ring + Flame = Black Sun
}[Black Sun]-[C-Attack]-[Ultimate Dark/Solar]
DARKEST FLARE.
1,500 damage, Unomnidodgable, Can't be countered, Blind, Cuts DS, Burn. User becomes Angry (x1.2 Damage, -1 Aimer from all attacks, 2 turns). Auto-attacks next turn for 1/2 damage.
Glitch: Takes 20% damage from all attacks used.
{
[Blood Moon]-[S-Attack]-[Ultimate Dark/Lunar]
DEEPEST CHILL.
1,500 damage, Breaks Unbreakable Shields, Can't be countered, Darken, Berserk, Freeze. User becomes Berserk and pierces immunity, but inverts its effects for its duration. Auto-attacks next turn for 1/2 damage.
Glitch: Takes 120% damage from all attacks.
Delta Ray Edge + Ring + Dagger = Blood Moon
}[Blood Moon]-[S-Attack]-[Ultimate Dark/Lunar]
DEEPEST CHILL.
1,500 damage, Breaks Unbreakable Shields, Can't be countered, Darken, Berserk, Freeze. User becomes Berserk and pierces immunity, but inverts its effects for its duration. Auto-attacks next turn for 1/2 damage.
Glitch: Takes 120% damage from all attacks.
{
[DarkLight]-[S-Attack]-[Dark/Light]
LIGHT SCOURS.
2,000 damage, Undodgable, Cuts Uncuttable Auras, Can't be countered, Cuts DS, Blind.
Glitch: Locks standard DarkChips and DS lasts for 1 less turn.
Holy Dream + Ring + Crown = Dark Light
}[DarkLight]-[S-Attack]-[Dark/Light]
LIGHT SCOURS.
2,000 damage, Undodgable, Cuts Uncuttable Auras, Can't be countered, Cuts DS, Blind.
Glitch: Locks standard DarkChips and DS lasts for 1 less turn.
{
[DarkLaser]-[S-Attack]-[Dark/Laser]
RELENTLESS POWER.
1,000 damage, 2 hits, Can't be countered, Avoid separately, Cuts Undershirt, All hits of this attack require two avoids to successfully avoid.
Glitch: All activated programs are locked and their effects from this turn are lost, -1 use to all avoid skills.
Holy Dream + Scepter + Crown = Dark Laser
}[DarkLaser]-[S-Attack]-[Dark/Laser]
RELENTLESS POWER.
1,000 damage, 2 hits, Can't be countered, Avoid separately, Cuts Undershirt, All hits of this attack require two avoids to successfully avoid.
Glitch: All activated programs are locked and their effects from this turn are lost, -1 use to all avoid skills.
{
[DarkInvis]-[DarkSoul Offense]
UNLEASH DARKNESS.
May only be used after Defense. The user automatically enters DarkSoul and is Berserk.
Glitch: -25% damage, Blind, DS lasts for 1 less turn.
Hub Batch + Dagger + Dagger = Dark Invis
}[DarkInvis]-[DarkSoul Offense]
UNLEASH DARKNESS.
May only be used after Defense. The user automatically enters DarkSoul and is Berserk.
Glitch: -25% damage, Blind, DS lasts for 1 less turn.
{
[DarkDispersion]-[DarkSoul Speed]
BECOME NOTHINGNESS.
May be charged for 1 attack slot/turn for any duration. Can't begin battle charged. While charging, if a non-Aqua attack hits the user, they use DarkDispersion:
They enter DarkSoul for their Defense Phase and also can't be damaged by up to 5 Aimed or Cuts DS attacks until the end of the turn. The duration of this chip cannot be extended.
Glitch: After effects end, the user cannot avoid attacks that the Sand Element is weak to and considers attacks of those elements aimed by aiming skills.
Hub Batch + Dagger + Crown = Dark Dispersion
}[DarkDispersion]-[DarkSoul Speed]
BECOME NOTHINGNESS.
May be charged for 1 attack slot/turn for any duration. Can't begin battle charged. While charging, if a non-Aqua attack hits the user, they use DarkDispersion:
They enter DarkSoul for their Defense Phase and also can't be damaged by up to 5 Aimed or Cuts DS attacks until the end of the turn. The duration of this chip cannot be extended.
Glitch: After effects end, the user cannot avoid attacks that the Sand Element is weak to and considers attacks of those elements aimed by aiming skills.
{
[DarkSound]-[Virus Speed]
DISARMING DISCORD.
May only be used after Defense. Summons a DarkTrumpy Virus (1,000 HP, Sonic element, 1 Attack slot, can't intercept, has "DarkSounding") and is immune to both multi-target attacks and Destroys Viruses and any effects applied by user (includes stages).
Glitch: Confuse, Blind
[DarkSounding]-[S-Attack]-[Dark/Sonic]
- Required 1 turn Charge. 0 Damage, Unavoidable, Paralyze, ignores status immunity and post affliction immunity.
Signal Red + Scepter + Scepter = Dark Sound
}[DarkSound]-[Virus Speed]
DISARMING DISCORD.
May only be used after Defense. Summons a DarkTrumpy Virus (1,000 HP, Sonic element, 1 Attack slot, can't intercept, has "DarkSounding") and is immune to both multi-target attacks and Destroys Viruses and any effects applied by user (includes stages).
Glitch: Confuse, Blind
[DarkSounding]-[S-Attack]-[Dark/Sonic]
- Required 1 turn Charge. 0 Damage, Unavoidable, Paralyze, ignores status immunity and post affliction immunity.
{
[Voodoo Doll]-[Object Defense]
DEMONIC DOLL.
May only be used after Defense. Creates a 100 HP object. When hit by an attack, it is destroyed and counters for unavoidable damage equal to the destroying attack's damage (to a max of 3,000), hits all.
Glitch: Whenever you hit with an attack, you take 25% of the damage that attack dealt.
Signal Red + Dagger + Flame = Voodoo Doll
}[Voodoo Doll]-[Object Defense]
DEMONIC DOLL.
May only be used after Defense. Creates a 100 HP object. When hit by an attack, it is destroyed and counters for unavoidable damage equal to the destroying attack's damage (to a max of 3,000), hits all.
Glitch: Whenever you hit with an attack, you take 25% of the damage that attack dealt.
{
[BlackWing]-[S-Attack]-[Dark/Shadow]
WINGS DESCEND.
25 damage, 30 hits, Cuts Uncuttable Auras, Avoid Separately, Ignores Armor, Can't be countered, Blind. All damage added to this attack is applied at 5% (rounded down), but is added to each hit regardless of the effect unless the damage addition already applies to every hit.
Glitch: All hits of all attacks require two avoids to successfully avoid.
Dark Hole + Ring + Scepter = Black Wing
}[BlackWing]-[S-Attack]-[Dark/Shadow]
WINGS DESCEND.
25 damage, 30 hits, Cuts Uncuttable Auras, Avoid Separately, Ignores Armor, Can't be countered, Blind. All damage added to this attack is applied at 5% (rounded down), but is added to each hit regardless of the effect unless the damage addition already applies to every hit.
Glitch: All hits of all attacks require two avoids to successfully avoid.
{
[BlizzardBall]-[C/S-Attack]-[Dark/Ice]
CONSUMING AVALANCHE.
1,000 damage, Breaks Unbreakable Shields, Hits All, Can't be countered, Gets +500 damage per object on the field and destroys ALL objects on use.
Glitch: -50 HP per turn per object destroyed this way
Folder Back + Colonel's Army + Poltergeist = Blizzard Ball
}[BlizzardBall]-[C/S-Attack]-[Dark/Ice]
CONSUMING AVALANCHE.
1,000 damage, Breaks Unbreakable Shields, Hits All, Can't be countered, Gets +500 damage per object on the field and destroys ALL objects on use.
Glitch: -50 HP per turn per object destroyed this way
You get Dark Hole by merging Folder Back with a CMD.
You can merge an HMD with an ADC to revert it back to its original Giga Chip as well.
All exchanges here still cost 10,000z.
+ Folder Back = Dark Hole
+ Dark Tower = Air Burst
+ Element Dark = Air Burst
+ Noise Storm = Bug Death Thunder
+ Bug Bomb = Bug Death Thunder
+ Muramasa = Bug Riser Sword
+ Anubis = Bug Riser Sword
+ Black Sun = Delta Ray Edge
+ Blood Moon = Delta Ray Edge
+ Dark Light =- Holy Dream
+ Dark Laser = Holy Dream
+ Dark Invis = Hub Batch
+ Dark Dispersion = Hub Batch
+ Dark Sound = Signal Red
+ Voodoo Doll = Signal Red
+ Black Wing = Dark Hole
+ Blizzard Ball = Folder Back
For those of you that made it this far: You may claim a single HMD/CMD for a character of your choice.