Post by Gaia on Jan 2, 2021 21:30:48 GMT -8
The best part of any Holiday season is the family gatherings, and this year the MMM Family is gathering in a unique and odd way! Remnant Data of some of the MMM's most notorious bosses, frequently bullied and assaulted
When determining which bosses you must fight against, you determine how many bosses you want to fight (2 or 3) and then you simply roll the appropriate number of 12-sided dice to randomly choose how they get teamed up. The boss team cannot be challenged by multiple navis from the same member - team up with up to two other friends to challenge them!
For the duration of this event, all bosses gain the following skill:
[Family Mix-Up]
[This boss has been paired up in a weird team for the Holidays! In the spirit of the season, it has adapted to work alongside its new partners, and rises to the occasion.]
::o:: The boss team moves before any enemy without Initiative, unless they possess a skill that interacts with Initiative in a different way.
::o:: The boss team is immune to the negative effects of any effect created by its allies.
::o:: While below 50% Health, all attacks used by the Boss Team are considered Aimed.
::o:: While at 1 HP, all attacks used by the Boss Team have Cuts Darksoul and Cuts Undershirt.
::o:: The boss team takes 50% Damage from all Multi-Target Attacks.
::o:: The boss team becomes immune to any effect that would defeat it after one of its members is defeated, for the remainder of the turn.
::o:: The boss team has an Undershirt that allows them to survive a fatal turn of Damage with 1 HP. This can be bypassed like any other.
::o:: The boss team has a Guarding Effect. They cannot lose more than 1/2 of their Max HP in a single turn. If triggered, they gain 50% Damage Mitigation for the rest of battle, and gain the benefits as though an ally had been defeated.
::o:: The boss team is immune to Percentile HP Damage and Execution effects.
{Difficulty Scales ::(+):: }
The Boss Teams should be a challenge to Navis of all stripes, but Navis can choose to raise or lower the difficulty upon challenge in order to make it a reasonable fight no matter the strength or number of the Navis gathered against them.
Difficulty levels have different Base Rewards. The first completion of each difficulty level grants +1 Version. This event cannot advance a Navi past v10, and cannot grant them more than three versions.
Super Easy - Rewards: 1 Red Mystery Data for Completion.
::o:: Bug Riser is removed from the random pool.
::o:: Boss HP, Damage, Armor, and Regen is cut in half.
::o:: Bosses lose any Undershirt Effects, and takes normal damage from Multi-Target attacks.
::o:: Bosses do not gain increased attacks or other benefits from allies being defeated.
::o:: Bosses do not advance their attack pattern when at 1 HP.
::o:: Boss attacks never cut survival effects of any kind.
::o:: Can only be challenged by Navis with a cumulative version of 10 or lower. Navis above v6 are prohibited.
Easy - Rewards: 1 Red Mystery Data per defeated Boss.
::o:: Bug Riser is removed from the random pool.
::o:: Boss HP, Damage, Armor, and Regen is cut by 25%.
::o:: Bosses do not advance their attack pattern when at 1 HP.
::o:: Can only be challenged by Navis with a cumulative version of 20 or lower. Navis above v10 are prohibited.
Normal - Rewards: 2 Red Mystery Data per defeated Boss.
::o:: No special rules changes for this mode.
Hard - Rewards: 3 Red Mystery Data per defeated Boss. No rewards if Navi Team is defeated.
::o:: Boss HP, Damage, Armor, and Regen is increased by 25%. This applies to any object or defense the boss creates.
::o:: Bosses gain an additional Undershirt that activates when they are reduced to 25% of their maximum health. When triggered, they gain any benefit for 'per defeated ally' effects.
::o:: Bosses always treat their attacks as Aimed and can end any S-Tier Hyper Mode by sacrificing a turn's worth of actions. This is always done by the boss that deals the least damage in the turn.
::o:: When only one boss remains, it is restored to 50% of its maximum health, maintaining all benefits triggered from lost health/triggered Undershirts and recovering any lost Undershirts. It can trigger these benefits again.
::o:: Cannot be challenged by a group of Navis with cumulative version greater than 21. All teammates must survive the encounter.
Very Hard - Rewards: +1 Upgrade allowed on Santa Hat.
::o:: Can only be challenged by a team possessing at least 12 (total) Red Mystery Data.
::o:: Always spawns three bosses.
::o:: Bosses are immune to Multi-Target effects.
::o:: Boss HP, Damage, Armor, and Regen is increased by 50%. This applies to any object or defense the boss creates, as well.
::o:: Bosses gain an additional Undershirt that activates when they are reduced to 75% and 25% of their maximum health. When triggered, they gain any benefit for 'per defeated ally' effects.
::o:: Bosses always treat their attacks as aimed. They can end any S-Tier Hyper Mode by sacrificing a turn's worth of actions. This is always done by the boss that deals the least damage in the turn.
::o:: When only one boss remains, it is restored to 100% of its maximum health, maintaining all benefits triggered from lost health/triggered Undershirts and recovering any lost Undershirts. It can trigger these benefits again. All attacks made by this boss Execute any victim they would otherwise defeat.
::o:: If the challenging team is defeated, they lose all Red Mystery Data they possess.
::o:: Can only be challenged by Navis with a cumulative version of 30 or less. No more than 1 Navi can be v20 or higher. All teammates must survive the encounter. Must be challenged by a team of three.
The Boss Teams should be a challenge to Navis of all stripes, but Navis can choose to raise or lower the difficulty upon challenge in order to make it a reasonable fight no matter the strength or number of the Navis gathered against them.
Difficulty levels have different Base Rewards. The first completion of each difficulty level grants +1 Version. This event cannot advance a Navi past v10, and cannot grant them more than three versions.
Super Easy - Rewards: 1 Red Mystery Data for Completion.
::o:: Bug Riser is removed from the random pool.
::o:: Boss HP, Damage, Armor, and Regen is cut in half.
::o:: Bosses lose any Undershirt Effects, and takes normal damage from Multi-Target attacks.
::o:: Bosses do not gain increased attacks or other benefits from allies being defeated.
::o:: Bosses do not advance their attack pattern when at 1 HP.
::o:: Boss attacks never cut survival effects of any kind.
::o:: Can only be challenged by Navis with a cumulative version of 10 or lower. Navis above v6 are prohibited.
Easy - Rewards: 1 Red Mystery Data per defeated Boss.
::o:: Bug Riser is removed from the random pool.
::o:: Boss HP, Damage, Armor, and Regen is cut by 25%.
::o:: Bosses do not advance their attack pattern when at 1 HP.
::o:: Can only be challenged by Navis with a cumulative version of 20 or lower. Navis above v10 are prohibited.
Normal - Rewards: 2 Red Mystery Data per defeated Boss.
::o:: No special rules changes for this mode.
Hard - Rewards: 3 Red Mystery Data per defeated Boss. No rewards if Navi Team is defeated.
::o:: Boss HP, Damage, Armor, and Regen is increased by 25%. This applies to any object or defense the boss creates.
::o:: Bosses gain an additional Undershirt that activates when they are reduced to 25% of their maximum health. When triggered, they gain any benefit for 'per defeated ally' effects.
::o:: Bosses always treat their attacks as Aimed and can end any S-Tier Hyper Mode by sacrificing a turn's worth of actions. This is always done by the boss that deals the least damage in the turn.
::o:: When only one boss remains, it is restored to 50% of its maximum health, maintaining all benefits triggered from lost health/triggered Undershirts and recovering any lost Undershirts. It can trigger these benefits again.
::o:: Cannot be challenged by a group of Navis with cumulative version greater than 21. All teammates must survive the encounter.
Very Hard - Rewards: +1 Upgrade allowed on Santa Hat.
::o:: Can only be challenged by a team possessing at least 12 (total) Red Mystery Data.
::o:: Always spawns three bosses.
::o:: Bosses are immune to Multi-Target effects.
::o:: Boss HP, Damage, Armor, and Regen is increased by 50%. This applies to any object or defense the boss creates, as well.
::o:: Bosses gain an additional Undershirt that activates when they are reduced to 75% and 25% of their maximum health. When triggered, they gain any benefit for 'per defeated ally' effects.
::o:: Bosses always treat their attacks as aimed. They can end any S-Tier Hyper Mode by sacrificing a turn's worth of actions. This is always done by the boss that deals the least damage in the turn.
::o:: When only one boss remains, it is restored to 100% of its maximum health, maintaining all benefits triggered from lost health/triggered Undershirts and recovering any lost Undershirts. It can trigger these benefits again. All attacks made by this boss Execute any victim they would otherwise defeat.
::o:: If the challenging team is defeated, they lose all Red Mystery Data they possess.
::o:: Can only be challenged by Navis with a cumulative version of 30 or less. No more than 1 Navi can be v20 or higher. All teammates must survive the encounter. Must be challenged by a team of three.
{Handicaps ::(+):: }
By accepting certain handicaps, you can further increase the rewards you receive. Different handicaps are worth different rewards.
+1 Red Mystery Data:
::o:: Forfeit Initiative - If your team would move before the Boss Team, you can choose to move after them, instead. This benefits the entire team.
::o:: Null Avoiders - Claimed by any Navi that does not avoid any attacks aimed at them.
::o:: No Special Attacks - Claimed by any Navi that only uses Standard Attacks.
::o:: Sturdy - All defensive effects the bosses use are doubled. This includes object/defense HP.
::o:: Powerful - All damage of single hit attacks, and hits on multi-hit attacks, are doubled.
::o:: Fast - Bosses attack twice as often.
::o:: Unstoppable - The Bosses ignore all damage mitigation effects. Can only be selected by a team with passive damage mitigations.
::o:: Max Health - All allies complete the challenge at full health.
::o:: Uncuttable Undershirt - All boss Undershirts become Uncuttable.
::o:: Slayer - Each time a challenger uses a Survival Effect, the boss team benefits as though one of their team members was defeated. Can only be selected by a team with survival effects.
+2 Red Mystery Data:
::o:: 2 or Fewer Program Slots Used - Any Navi that possesses two or fewer filled Program Slots.
::o:: No Crests - Any Navi that completes the challenge without Crests.
::o:: No Accessories - Any Navi that completes the challenge without Accessories.
::o:: Power Block - The Bosses only take an attack's unaugmented Damage.
::o:: Never Damaged - Any Navi that completes the challenge without being damaged.
::o:: Never Hit - Any Navi that completes the challenge without being hit.
x2 Red Mystery Data: Only One of these can be claimed per clear.
::o:: Null Survival - The allied team did not trigger any survival effects.
::o:: Little One Onboard - The Navi with the highest Version on the team is at least double the version of the Navi with the lowest version.
By accepting certain handicaps, you can further increase the rewards you receive. Different handicaps are worth different rewards.
+1 Red Mystery Data:
::o:: Forfeit Initiative - If your team would move before the Boss Team, you can choose to move after them, instead. This benefits the entire team.
::o:: Null Avoiders - Claimed by any Navi that does not avoid any attacks aimed at them.
::o:: No Special Attacks - Claimed by any Navi that only uses Standard Attacks.
::o:: Sturdy - All defensive effects the bosses use are doubled. This includes object/defense HP.
::o:: Powerful - All damage of single hit attacks, and hits on multi-hit attacks, are doubled.
::o:: Fast - Bosses attack twice as often.
::o:: Unstoppable - The Bosses ignore all damage mitigation effects. Can only be selected by a team with passive damage mitigations.
::o:: Max Health - All allies complete the challenge at full health.
::o:: Uncuttable Undershirt - All boss Undershirts become Uncuttable.
::o:: Slayer - Each time a challenger uses a Survival Effect, the boss team benefits as though one of their team members was defeated. Can only be selected by a team with survival effects.
+2 Red Mystery Data:
::o:: 2 or Fewer Program Slots Used - Any Navi that possesses two or fewer filled Program Slots.
::o:: No Crests - Any Navi that completes the challenge without Crests.
::o:: No Accessories - Any Navi that completes the challenge without Accessories.
::o:: Power Block - The Bosses only take an attack's unaugmented Damage.
::o:: Never Damaged - Any Navi that completes the challenge without being damaged.
::o:: Never Hit - Any Navi that completes the challenge without being hit.
x2 Red Mystery Data: Only One of these can be claimed per clear.
::o:: Null Survival - The allied team did not trigger any survival effects.
::o:: Little One Onboard - The Navi with the highest Version on the team is at least double the version of the Navi with the lowest version.
This event otherwise follows all the rules of the Boss Arena, but can be challenged multiple times in the same month by the same member/navi. To create a threat, go to the 'Event Battles' section in the Event Hall and create a post with [Family Battle] in the title!
Boss List:
{
Name: DesertMan
(Click to Reveal/Hide Stats)}
HP: 2,500 + (500 * Cumulative Opponents' Version)
Armor: 100 + (15 * Attacker's Version)
Regeneration: 0
Type: NPC
Element: Sand
Strengths: Break, Seeking, Fire, Metal, Sand
Weaknesses: Dark, Wind, Plasma, Aqua, Bug
[Skill - Sand Shift]
[DesertMan sinks into the ground upon before struck by an attack, reappearing elsewhere to confuse the enemy]
° Every turn, DesertMan will attempt to Omni-Dodge the first attack aimed at him from each target
° If the attack has multiple required avoidances/hits, this evasion is applied against all required avoidances/hits
° This skill is ineffective against attacks that Desertman is weak to
::o:: Every odd turn, all opponents unavoidably lose 1 Attack Slot for 1 turn.
[Passive]
[Skill - Eternal Desert]
[The heat of the sun never leaves the battlefield in DesertMan's presence]
° The stage is locked to Sand Panels for the duration of battle.
° Stage Effect: Non-Sand Navis can't add Damage or omni-aimers to their attacks
° Stage Effect: Aqua navis take 100 Sand Element damage/turn
[Passive]
[Skill - Sand Hand]
[DesertMan's two massive hands disrupt opponents as he battles them, turning into Lion Heads to keep the opponent preoccupied]
° DesertMan summons two Sand Hands at the start of battle with HP equal to 20% of his max
° Sand Hands are automatically resummoned every odd turn, if destroyed.
::o:: Per ally defeated, DesertMan summons an additional Sand Hand.
° Each Sand Hand uses Lion Head once per turn
[Passive]
[Attack - Lion Hand]
[DesertMan's hands transform into lions and pounce at his enemies]
° Damage Dealt: 75 + (25 * Target's Version)
° Sand Element || S-Range
° DesertMan cannot use this attack
::o:: If Hits: -50 Damage and Armor for 1 Turn.
[Attack - Antlion]
[Beneath an opponent's feet, a vortex of sand appears, pinning them down temporarily if they do not step out in time]
° Damage Dealt: 150 + (25 * Target's Version)
° Sand Element || S-Range
° Hits Twice at full damage; Each Hit must be Avoided Separately.
° If either hit connects, victim's attack slots are reduced to 1 for 1 turn.
[Attack - Heavy Sand]
[Large blocks of sand materialize over Desertman's opponents and fall down from above, attempting to bury them where they stand.]
° Damage Dealt: 250 + (15 * Cumulative Opponents' Version)
° Sand Element || S-Range
° Hits All
° If Hits, victims' damage and armor is reduced by (5 * Victim's Version) for one turn.
Base:
::o:: Lion Hand (Used once per active Lion Head, aimed at targets in order of highest remaining HP)
::o:: Antlion (Aimed once at all targets. Aimed an additional time at any target that did not take damage in the previous turn).
::o:: Heavy Sand (Used once.)
Per Defeated Ally:
::o:: +2 Antlions aimed at all targets, +1 Heavy Sand.
At 1 HP:
::o:: At 1 HP: +3 Antlions aimed at all targets, +2 Heavy Sands
1. DESERTMAN
Name: DesertMan
(Click to Reveal/Hide Stats)}
HP: 2,500 + (500 * Cumulative Opponents' Version)
Armor: 100 + (15 * Attacker's Version)
Regeneration: 0
Type: NPC
Element: Sand
Strengths: Break, Seeking, Fire, Metal, Sand
Weaknesses: Dark, Wind, Plasma, Aqua, Bug
[Skill - Sand Shift]
[DesertMan sinks into the ground upon before struck by an attack, reappearing elsewhere to confuse the enemy]
° Every turn, DesertMan will attempt to Omni-Dodge the first attack aimed at him from each target
° If the attack has multiple required avoidances/hits, this evasion is applied against all required avoidances/hits
° This skill is ineffective against attacks that Desertman is weak to
::o:: Every odd turn, all opponents unavoidably lose 1 Attack Slot for 1 turn.
[Passive]
[Skill - Eternal Desert]
[The heat of the sun never leaves the battlefield in DesertMan's presence]
° The stage is locked to Sand Panels for the duration of battle.
° Stage Effect: Non-Sand Navis can't add Damage or omni-aimers to their attacks
° Stage Effect: Aqua navis take 100 Sand Element damage/turn
[Passive]
[Skill - Sand Hand]
[DesertMan's two massive hands disrupt opponents as he battles them, turning into Lion Heads to keep the opponent preoccupied]
° DesertMan summons two Sand Hands at the start of battle with HP equal to 20% of his max
° Sand Hands are automatically resummoned every odd turn, if destroyed.
::o:: Per ally defeated, DesertMan summons an additional Sand Hand.
° Each Sand Hand uses Lion Head once per turn
[Passive]
[Attack - Lion Hand]
[DesertMan's hands transform into lions and pounce at his enemies]
° Damage Dealt: 75 + (25 * Target's Version)
° Sand Element || S-Range
° DesertMan cannot use this attack
::o:: If Hits: -50 Damage and Armor for 1 Turn.
[Attack - Antlion]
[Beneath an opponent's feet, a vortex of sand appears, pinning them down temporarily if they do not step out in time]
° Damage Dealt: 150 + (25 * Target's Version)
° Sand Element || S-Range
° Hits Twice at full damage; Each Hit must be Avoided Separately.
° If either hit connects, victim's attack slots are reduced to 1 for 1 turn.
[Attack - Heavy Sand]
[Large blocks of sand materialize over Desertman's opponents and fall down from above, attempting to bury them where they stand.]
° Damage Dealt: 250 + (15 * Cumulative Opponents' Version)
° Sand Element || S-Range
° Hits All
° If Hits, victims' damage and armor is reduced by (5 * Victim's Version) for one turn.
Attack Pattern
Base:
::o:: Lion Hand (Used once per active Lion Head, aimed at targets in order of highest remaining HP)
::o:: Antlion (Aimed once at all targets. Aimed an additional time at any target that did not take damage in the previous turn).
::o:: Heavy Sand (Used once.)
Per Defeated Ally:
::o:: +2 Antlions aimed at all targets, +1 Heavy Sand.
At 1 HP:
::o:: At 1 HP: +3 Antlions aimed at all targets, +2 Heavy Sands
{
Name: CircusMan
(Click to Reveal/Hide Stats)}
HP: 1000 + (700 * Cumulative Opponents' Version)
Armor: 0
Regeneration: 0
Type: NPC
Element: Normal
Strengths: None
Weaknesses: None
[Skill - Vault]
[CircusMan leaps high into the sky to reposition himself whenever one of his attacks misses]
° CircusMan will Omni-Dodge one incoming attack from his enemy for every attack of his that did not deal damage to any one of its intended targets.
° If the attack has multiple hits, this evasion is applied against all hits
° Attacks are avoided sequentially from first to last
° If Circusman Omni-Dodges all attacks from an opponent during a turn, he only attempts avoiding attacks that would defeat him during the next.
[Passive]
[Skill - Indomitable]
[Circusman is not phased by his opponent's attempt to debilitate him]
° Circusman is immune to any negative effects that would hinder his ability to avoid, his damage, his attack slots, or the effects on his attacks
[Passive]
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 200 + (50 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect). This auto strike is at the end of each other Tiger Ring.
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 100 + (30 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
::o:: 2 Hits at Full Damage, Avoided Separately. Gains an additional hit per ally defeated.
° If Avoided, target has -1 Attack Slot for 1 Turn
[Attack - Chaos Carousel]
[CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain]
° Damage Dealt: 100 Damage * (4 + Cumulative Opponents' Version) Hits
° Normal Element || S-Range
° Damage Cannot be Reduced by any means
° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that they avoided this turn.
::o:: Auras and Barriers are affected as though this attack were Avoided Separately.
Base:
::o:: Tiger Ring (Aimed once at each target)
::o:: Happy Clap (Aimed once at each target, plus an additional time against all targets that did not avoid any attacks last turn).
::o:: Chaos Carousel (Aimed once at each target every third turn).
Per Ally Defeated:
::o:: +2 Tiger Rings aimed at each target, +1 Happy Clap aimed at each target. Chaos Carousel is used one turn sooner, to a maximum of once/turn.
At 1 HP:
::o:: +4 Tiger Rings aimed at each target, +2 Happy Claps aimed at each target. Chaos Carousel is used one additional time every turn.
2. CIRCUSMAN
Name: CircusMan
(Click to Reveal/Hide Stats)}
HP: 1000 + (700 * Cumulative Opponents' Version)
Armor: 0
Regeneration: 0
Type: NPC
Element: Normal
Strengths: None
Weaknesses: None
[Skill - Vault]
[CircusMan leaps high into the sky to reposition himself whenever one of his attacks misses]
° CircusMan will Omni-Dodge one incoming attack from his enemy for every attack of his that did not deal damage to any one of its intended targets.
° If the attack has multiple hits, this evasion is applied against all hits
° Attacks are avoided sequentially from first to last
° If Circusman Omni-Dodges all attacks from an opponent during a turn, he only attempts avoiding attacks that would defeat him during the next.
[Passive]
[Skill - Indomitable]
[Circusman is not phased by his opponent's attempt to debilitate him]
° Circusman is immune to any negative effects that would hinder his ability to avoid, his damage, his attack slots, or the effects on his attacks
[Passive]
[Attack - Tiger Ring]
[CircusMan cracks his whip and summons a tiger to attack you]
° Damage Dealt: 200 + (50 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
° If Avoided, strikes again next turn at full damage and effects (the auto strike retains this effect). This auto strike is at the end of each other Tiger Ring.
[Attack - Happy Clap]
[Two big hands appear at the left and right side of the opponents, attempting to clap them]
° Damage Dealt: 100 + (30 * Target's Version)
° Normal Element || S-Range
° Ignores Armor
::o:: 2 Hits at Full Damage, Avoided Separately. Gains an additional hit per ally defeated.
° If Avoided, target has -1 Attack Slot for 1 Turn
[Attack - Chaos Carousel]
[CircusMan turns into a tent and tries to drop on his enemies. Opponents caught inside are beaten relentlessly behind the closed curtain]
° Damage Dealt: 100 Damage * (4 + Cumulative Opponents' Version) Hits
° Normal Element || S-Range
° Damage Cannot be Reduced by any means
° Target must spend two avoidances to evade this attack, plus one for each of CircusMan's other attacks that they avoided this turn.
::o:: Auras and Barriers are affected as though this attack were Avoided Separately.
Attack Pattern
Base:
::o:: Tiger Ring (Aimed once at each target)
::o:: Happy Clap (Aimed once at each target, plus an additional time against all targets that did not avoid any attacks last turn).
::o:: Chaos Carousel (Aimed once at each target every third turn).
Per Ally Defeated:
::o:: +2 Tiger Rings aimed at each target, +1 Happy Clap aimed at each target. Chaos Carousel is used one turn sooner, to a maximum of once/turn.
At 1 HP:
::o:: +4 Tiger Rings aimed at each target, +2 Happy Claps aimed at each target. Chaos Carousel is used one additional time every turn.
{
Name: BugRiser
(Click to Reveal/Hide Stats)}
HP: 10,000
Armor: 0
Regeneration: 0
Type: NPC
Element: Bug
Strengths: None
Weaknesses: None
[Skill - Preeminence]
[Bug Riser has no visible weakness and does not flinch when struck]
° Bug Riser's Elemental Strengths and Weaknesses are set to "None"
° Bug Riser has no Natural Avoidance
[Passive]
[Skill - Predominance]
[Bug Riser stands tall over its opponent in pity over their futile attempts to harm it]
° Bug Riser's Max HP is set to 10,000
° Bug Riser has unpiercable immunity to all Status Ailments
° Bug Riser has immunity to Stage Effects
° Bug Riser has no means of avoidance or damage mitigation
° Bug Riser cannot be affected by Status Buffs
[Passive]
[Skill - Preemptive]
[An ordinary navi is no match for Bug Riser; it cleaves them away before they find the courage to strike]
° Bug Riser and his team move before all enemies, except those with Initiative Omega.
[Passive]
[Skill - Prevalence]
[Bug Riser can endure even the most powerful of attacks and continue fighting.]
° Bug Riser cannot lose more than 2000 HP per turn.
° Bug Riser's survival mechanic cannot be cut by any source.
[Passive]
[Skill - Premonition]
[Even the strongest of fortifications are subdued by Bug Riser's might.]
::o:: Bug Riser's total damage with each attack is increased by 100 each time:
-- He takes 2,000 Damage in a single turn
-- He fails to deal damage to an intended target with an attack
-- His or an ally's Survival Effect is triggered.
-- An ally is defeated
[Passive]
[Attack - Bug Death Thunder]
[Surges of black electricity surge from Bug Riser's left hand, coming together to form a ball of lightning that chases down its target until it hits them]
° 400 Bug/Elec S-Damage
° Inflicts Paralyze
° Paralyze Ignores Immunity and disregards post-infliction immunity
° If Avoided, auto-strikes again the following turn at full damage. This effect repeats every turn until it hits
[Attack - Bug Rise Sword]
[The immense black sword on Bug Riser's right arm has been the bane of countless foes and strikes fear in the hearts of those the stand against it]
° 1000 Bug/Blade C-Damage
° Hits All, Damage cannot be Mitigated
Base:
::o:: Bug Death Thunder (Aimed twice at all targets, aimed an additional time at highest HP target)
::o:: Bug Rise Sword (Used Once)
Per 2,000 HP Lost/Ally Defeated
::o:: +2 Bug Death Thunders at all targets, +1 Bug Rise Sword
At 1 HP:
::o:: +4 Bug Death Thunders at all targets, +1 Bug Rise Sword per enemy.
3. BUGRISER
Name: BugRiser
(Click to Reveal/Hide Stats)}
HP: 10,000
Armor: 0
Regeneration: 0
Type: NPC
Element: Bug
Strengths: None
Weaknesses: None
[Skill - Preeminence]
[Bug Riser has no visible weakness and does not flinch when struck]
° Bug Riser's Elemental Strengths and Weaknesses are set to "None"
° Bug Riser has no Natural Avoidance
[Passive]
[Skill - Predominance]
[Bug Riser stands tall over its opponent in pity over their futile attempts to harm it]
° Bug Riser's Max HP is set to 10,000
° Bug Riser has unpiercable immunity to all Status Ailments
° Bug Riser has immunity to Stage Effects
° Bug Riser has no means of avoidance or damage mitigation
° Bug Riser cannot be affected by Status Buffs
[Passive]
[Skill - Preemptive]
[An ordinary navi is no match for Bug Riser; it cleaves them away before they find the courage to strike]
° Bug Riser and his team move before all enemies, except those with Initiative Omega.
[Passive]
[Skill - Prevalence]
[Bug Riser can endure even the most powerful of attacks and continue fighting.]
° Bug Riser cannot lose more than 2000 HP per turn.
° Bug Riser's survival mechanic cannot be cut by any source.
[Passive]
[Skill - Premonition]
[Even the strongest of fortifications are subdued by Bug Riser's might.]
::o:: Bug Riser's total damage with each attack is increased by 100 each time:
-- He takes 2,000 Damage in a single turn
-- He fails to deal damage to an intended target with an attack
-- His or an ally's Survival Effect is triggered.
-- An ally is defeated
[Passive]
[Attack - Bug Death Thunder]
[Surges of black electricity surge from Bug Riser's left hand, coming together to form a ball of lightning that chases down its target until it hits them]
° 400 Bug/Elec S-Damage
° Inflicts Paralyze
° Paralyze Ignores Immunity and disregards post-infliction immunity
° If Avoided, auto-strikes again the following turn at full damage. This effect repeats every turn until it hits
[Attack - Bug Rise Sword]
[The immense black sword on Bug Riser's right arm has been the bane of countless foes and strikes fear in the hearts of those the stand against it]
° 1000 Bug/Blade C-Damage
° Hits All, Damage cannot be Mitigated
Attack Pattern
Base:
::o:: Bug Death Thunder (Aimed twice at all targets, aimed an additional time at highest HP target)
::o:: Bug Rise Sword (Used Once)
Per 2,000 HP Lost/Ally Defeated
::o:: +2 Bug Death Thunders at all targets, +1 Bug Rise Sword
At 1 HP:
::o:: +4 Bug Death Thunders at all targets, +1 Bug Rise Sword per enemy.
{
(Click to Reveal/Hide Stats)}
HP: 30,000
Armor: 500. Doubled against the highest damaging attack from each target per turn.
Regeneration: 0
Type: Mini Boss
Element: Metal
Strengths: Sonic, Stone, Blade, Seeking, Metal
Weaknesses: Aqua, Laser, Elec, Ice, Bug
[Skill - Vengeful Counter]
[Massimo strikes back when attacked, with brutal efficiency.]
° When struck by an attack, Massimo counters for 500 Unavoidable Damage
° If the attack ignores Massimo's Damage Reduction, he instead counters for 1,500 Unavoidable Damage
° If struck by a counter, Massimo will still retaliate, but at half damage
° This counter can trigger any number of times per turn, and strikes at 50% Damage against attacks that Cannot be Countered. Counter damage inflicted by this skill cannot be healed until the following turn.
[Passive]
[Hyper Mode - Glint Armor]
[Massimo's armor turns golden and his strength is immensely increased for a short time]
° Massimo's Armor, Counter Damage, and Attack Damage are doubled
° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode
[Activates when an ally dies -- Lasts 3 Turns]
[Attack - Massive Lance]
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 900 + (100 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Mitigated below 50%.
° If Avoided: The skill used to avoid this attack is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
Attack Pattern
Base
::o:: Massive Lance (aimed once at each target. Aimed an additional time at target with highest HP AND/OR Armor.)
If Massimo Did not Counter this Turn:
::o:: Massive Lance (aimed once at each target. Aimed an additional time at target with highest HP AND/OR Armor.)
Per Ally Defeated:
::o:: Massive Lance (aimed once at each target. Aimed an additional time at target with highest HP AND/OR Armor.)
At 1 HP:
::o:: Massive Lance (aimed once at each target per remaining enemy.)
4. MASSIMO
(Click to Reveal/Hide Stats)}
HP: 30,000
Armor: 500. Doubled against the highest damaging attack from each target per turn.
Regeneration: 0
Type: Mini Boss
Element: Metal
Strengths: Sonic, Stone, Blade, Seeking, Metal
Weaknesses: Aqua, Laser, Elec, Ice, Bug
[Skill - Vengeful Counter]
[Massimo strikes back when attacked, with brutal efficiency.]
° When struck by an attack, Massimo counters for 500 Unavoidable Damage
° If the attack ignores Massimo's Damage Reduction, he instead counters for 1,500 Unavoidable Damage
° If struck by a counter, Massimo will still retaliate, but at half damage
° This counter can trigger any number of times per turn, and strikes at 50% Damage against attacks that Cannot be Countered. Counter damage inflicted by this skill cannot be healed until the following turn.
[Passive]
[Hyper Mode - Glint Armor]
[Massimo's armor turns golden and his strength is immensely increased for a short time]
° Massimo's Armor, Counter Damage, and Attack Damage are doubled
° Massimo is immune to Negative Statuses and removes any that are present upon entering this Hyper Mode
[Activates when an ally dies -- Lasts 3 Turns]
[Attack - Massive Lance]
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: 900 + (100 * Target's Version)
° Blade Element || C-Range
° Damage Cannot be Mitigated below 50%.
° If Avoided: The skill used to avoid this attack is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
Attack Pattern
Base
::o:: Massive Lance (aimed once at each target. Aimed an additional time at target with highest HP AND/OR Armor.)
If Massimo Did not Counter this Turn:
::o:: Massive Lance (aimed once at each target. Aimed an additional time at target with highest HP AND/OR Armor.)
Per Ally Defeated:
::o:: Massive Lance (aimed once at each target. Aimed an additional time at target with highest HP AND/OR Armor.)
At 1 HP:
::o:: Massive Lance (aimed once at each target per remaining enemy.)
{
(Click to Reveal/Hide Stats)}
HP: 20,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Light
Strengths: Break, Laser, Fire, Sonic, Light
Weaknesses: Plasma, Dark, Shadow, Toxic, Bug
[Skill - Angelic Aide]
[Cinnamon constantly keeps her allies topped off with health.]
° Cinnamon and her allies restore 30% of their Max HP every turn.
::o:: Every odd turn, Cinnamon restores herself and all allies of all Status Effects.
::o:: Every five turns, Cinnamon revives an ally with 20% of their maximum health.
::o:: Cinnamon can heal in excess of her Max HP.
[Passive]
[Hyper Mode - Iron Maiden]
[Cinnamon's Armor turns black and her defensive abilities are enhanced temporarily.]
° Cinnamon and all allies take 50% Damage in this Hyper Mode
° When Cinnamon or an ally restores HP beyond their max, 20% of the excess is added to all of their attacks that turn
[Activates when an ally dies -- Lasts 3 Turns]
[Attack - Angel Hand]
[Cinnamon slaps her opponent with her gloves]
° Damage Dealt: 300 + (30 * Target's Version) + (25% Cinnamon's Excess HP)
° Light Element || C-Range
° If Hits, Victim deals -20% Damage for Two Turns. Stacks with multiple inflictions.
Pattern Versus All Opponents
Base:
::o:: Angel Hand (aimed once at each target. Aimed an additional time at each target per attack used that was not aimed at Cinnamon.)
While Above Max HP:
::o:: Angel Hand (aimed twice at each target)
Per Defeated Ally:
::o:: +1 Angel Hand (aimed once at each target)
At 1 HP:
::o:: +1 Angel Hand (aimed once at each target)
5. CINNAMON
(Click to Reveal/Hide Stats)}
HP: 20,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Light
Strengths: Break, Laser, Fire, Sonic, Light
Weaknesses: Plasma, Dark, Shadow, Toxic, Bug
[Skill - Angelic Aide]
[Cinnamon constantly keeps her allies topped off with health.]
° Cinnamon and her allies restore 30% of their Max HP every turn.
::o:: Every odd turn, Cinnamon restores herself and all allies of all Status Effects.
::o:: Every five turns, Cinnamon revives an ally with 20% of their maximum health.
::o:: Cinnamon can heal in excess of her Max HP.
[Passive]
[Hyper Mode - Iron Maiden]
[Cinnamon's Armor turns black and her defensive abilities are enhanced temporarily.]
° Cinnamon and all allies take 50% Damage in this Hyper Mode
° When Cinnamon or an ally restores HP beyond their max, 20% of the excess is added to all of their attacks that turn
[Activates when an ally dies -- Lasts 3 Turns]
[Attack - Angel Hand]
[Cinnamon slaps her opponent with her gloves]
° Damage Dealt: 300 + (30 * Target's Version) + (25% Cinnamon's Excess HP)
° Light Element || C-Range
° If Hits, Victim deals -20% Damage for Two Turns. Stacks with multiple inflictions.
Pattern Versus All Opponents
Base:
::o:: Angel Hand (aimed once at each target. Aimed an additional time at each target per attack used that was not aimed at Cinnamon.)
While Above Max HP:
::o:: Angel Hand (aimed twice at each target)
Per Defeated Ally:
::o:: +1 Angel Hand (aimed once at each target)
At 1 HP:
::o:: +1 Angel Hand (aimed once at each target)
{
(Click to Reveal/Hide Stats)}
HP: 10,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Shadow
Strengths: Dark, Seeking, Elec, Ice, Shadow
Weaknesses: Stone, Fire, Light, Blade, Bug
[Skill - Hyper Drive]
[Marino moves tremendously fast; enemies have a hard time keeping up with her.]
° Marino Dodges the first attack aimed at her every turn. She avoids one additional attack per turn with 'Hits All.'
::o:: These Dodges fully avoid all required avoidances of a given attack made against Marino.
° Every Turn, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle
° When an ally is defeated, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle
[Passive]
[Hyper Mode - Quick Silver]
[Marino's armor becomes black and yellow; her speed and power are greatly increased for a limited time.]
° Marino's Dodges are raised to Omni during this Hyper Mode
° Marino's Aimers are raised to Omni during this Hyper Mode
::o:: Marino's Attacks gain an additional hit, avoided separately, for the duration of this Hyper Mode.
° Marino is immune to Damage and Attack Slot Reduction during this Hyper Mode
[Activates when an ally dies -- Lasts 3 Turns]
[Attack - Beam Knife]
[Marino slices quickly at her opponent with a saber-esque knife]
° Damage Dealt: 150 + (50 * Target's Version)
° Blade Element || C-Range
° Undodgeable || Cuts Auras
::o:: If Hits: Reduces target's armor by 25%. Stacks with multiple inflictions.
° Damage cannot be reduced below 50%
[Attack - Marino Stamp]
[Marino leaps at her opponent to deliver an aerial kick]
° Damage Dealt: 150 + (50 * Target's Version)
° Normal Element || C-Range
° Breaks Shields || Cuts Auras
° Damage cannot be reduced below 50%
[Attack - Mirage Dive]
[Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings]
° Damage Dealt: 150 + (50 * Target's Version)
° Shadow Element || C-Range
° Undodgeable || Breaks Shields || Hits All
° Damage cannot be reduced below 50%
Attack Pattern
Uses Attacks as Listed, in order, against the opponent with the least HP and/or Armor. Order repeats as attack slots are gained.
At 1 HP:
::o:: Double Marino's Attack Slots.
6. MARINO
(Click to Reveal/Hide Stats)}
HP: 10,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Shadow
Strengths: Dark, Seeking, Elec, Ice, Shadow
Weaknesses: Stone, Fire, Light, Blade, Bug
[Skill - Hyper Drive]
[Marino moves tremendously fast; enemies have a hard time keeping up with her.]
° Marino Dodges the first attack aimed at her every turn. She avoids one additional attack per turn with 'Hits All.'
::o:: These Dodges fully avoid all required avoidances of a given attack made against Marino.
° Every Turn, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle
° When an ally is defeated, Marino gains +1 Attack Slot and +1 Dodge for the rest of battle
[Passive]
[Hyper Mode - Quick Silver]
[Marino's armor becomes black and yellow; her speed and power are greatly increased for a limited time.]
° Marino's Dodges are raised to Omni during this Hyper Mode
° Marino's Aimers are raised to Omni during this Hyper Mode
::o:: Marino's Attacks gain an additional hit, avoided separately, for the duration of this Hyper Mode.
° Marino is immune to Damage and Attack Slot Reduction during this Hyper Mode
[Activates when an ally dies -- Lasts 3 Turns]
[Attack - Beam Knife]
[Marino slices quickly at her opponent with a saber-esque knife]
° Damage Dealt: 150 + (50 * Target's Version)
° Blade Element || C-Range
° Undodgeable || Cuts Auras
::o:: If Hits: Reduces target's armor by 25%. Stacks with multiple inflictions.
° Damage cannot be reduced below 50%
[Attack - Marino Stamp]
[Marino leaps at her opponent to deliver an aerial kick]
° Damage Dealt: 150 + (50 * Target's Version)
° Normal Element || C-Range
° Breaks Shields || Cuts Auras
° Damage cannot be reduced below 50%
[Attack - Mirage Dive]
[Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings]
° Damage Dealt: 150 + (50 * Target's Version)
° Shadow Element || C-Range
° Undodgeable || Breaks Shields || Hits All
° Damage cannot be reduced below 50%
Attack Pattern
Uses Attacks as Listed, in order, against the opponent with the least HP and/or Armor. Order repeats as attack slots are gained.
At 1 HP:
::o:: Double Marino's Attack Slots.
{
(Click to Reveal/Hide Stats)}
HP: 40,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Break
Strengths: Wood, Blade, Metal, Toxic, Break
Weaknesses: Seeking, Sonic, Wind, Shadow, Bug
[Skill - Spiked Destruction]
[Violen delights in any and all destruction]
° Summons 2 Objects that Can't Intercept with 500 HP at the end of each of Violen's turns. These objects are immune to multi-targeting attacks, including the Destroys Objects effect.
° Whenever Violen destroys an object or clone, he gains +50 Damage, +50 Armor, and +100 Regen for the remainder of battle.
° For each Object active, Violen uses an Unbreakable Shield against any incoming attack (at him or his allies, unless the attack has Cannot Be Intercepted) starting from the highest damage attacks and going down.
° For each Object active on his team, all enemies have -1 Attack Slot.
::o:: Each time an ally dies, Violen spawns 1 additional Object and his objects gain an additional 500 HP.
[Passive]
[Attack - Spiked Mace]
[The giant spiked flail from Violen tears apart everything in its wake.]
° Damage Dealt: 750 + (75 * Target's Version) * 1+(Number of Objects Active from Spiked Destruction) Hits
° Break Element || C-Range
° Damage Cannot be Reduced Below 50%
° Breaks Unbreakable Shields || Destroys Clones and Objects || Cannot be Intercepted || Avoid Separately || Aimed
° For each Object that Violen destroys each turn, this autoattacks with full damage and effects on the following turn.
° Retains all hits from Spiked Destruction until the end of the turn.
[Attack - Finger Bullets]
[Leaping into the air, Violen sprays down a number of bullets.]
° Damage Dealt: 100 + (10 * Target's Version)
° Break Element || S-Range
° Damage Cannot be Reduced Below 50%
° Hits All, Avoid Separately
° Gains an additional hit at full damage for every attack Violen has taken since his last turn.
Pattern Versus All Opponents
Base:
::o:: Spiked Mace (Aimed at opposing Clones/Objects, allied Clones/Objects, and then the highest HP Navi)
::o:: Finger Bullets (Used Once)
Per Ally Defeated:
::o:: Per Ally Defeated: Aime Spiked Mace at the highest HP Enemy 2 additional times; use Finger Bullets one Additional Time
While at 1 HP:
::o:: While at 1 HP: +3 Spiked Mace, +2 Finger Bullets
7. Violen
(Click to Reveal/Hide Stats)}
HP: 40,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Break
Strengths: Wood, Blade, Metal, Toxic, Break
Weaknesses: Seeking, Sonic, Wind, Shadow, Bug
[Skill - Spiked Destruction]
[Violen delights in any and all destruction]
° Summons 2 Objects that Can't Intercept with 500 HP at the end of each of Violen's turns. These objects are immune to multi-targeting attacks, including the Destroys Objects effect.
° Whenever Violen destroys an object or clone, he gains +50 Damage, +50 Armor, and +100 Regen for the remainder of battle.
° For each Object active, Violen uses an Unbreakable Shield against any incoming attack (at him or his allies, unless the attack has Cannot Be Intercepted) starting from the highest damage attacks and going down.
° For each Object active on his team, all enemies have -1 Attack Slot.
::o:: Each time an ally dies, Violen spawns 1 additional Object and his objects gain an additional 500 HP.
[Passive]
[Attack - Spiked Mace]
[The giant spiked flail from Violen tears apart everything in its wake.]
° Damage Dealt: 750 + (75 * Target's Version) * 1+(Number of Objects Active from Spiked Destruction) Hits
° Break Element || C-Range
° Damage Cannot be Reduced Below 50%
° Breaks Unbreakable Shields || Destroys Clones and Objects || Cannot be Intercepted || Avoid Separately || Aimed
° For each Object that Violen destroys each turn, this autoattacks with full damage and effects on the following turn.
° Retains all hits from Spiked Destruction until the end of the turn.
[Attack - Finger Bullets]
[Leaping into the air, Violen sprays down a number of bullets.]
° Damage Dealt: 100 + (10 * Target's Version)
° Break Element || S-Range
° Damage Cannot be Reduced Below 50%
° Hits All, Avoid Separately
° Gains an additional hit at full damage for every attack Violen has taken since his last turn.
Pattern Versus All Opponents
Base:
::o:: Spiked Mace (Aimed at opposing Clones/Objects, allied Clones/Objects, and then the highest HP Navi)
::o:: Finger Bullets (Used Once)
Per Ally Defeated:
::o:: Per Ally Defeated: Aime Spiked Mace at the highest HP Enemy 2 additional times; use Finger Bullets one Additional Time
While at 1 HP:
::o:: While at 1 HP: +3 Spiked Mace, +2 Finger Bullets
{
(Click to Reveal/Hide Stats)}
HP: 30,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Blade
Strengths: Light, Wind, Laser, Wood, Blade
Weaknesses: Break, Plasma, Fire, Seeking, Bug
[Skill - Impossible Agility]
[Agile moves at speeds that seem not only unlikely, but flat-out impossible.]
° Agile always attacks first, no matter what Initiative programs a navi may have.
::o:: If an ally is reduced to 1-HP, or is defeated, Agile immediately takes his turn.
° Agile cannot have his attack slots reduced with unpierceable immunity.
° Agile cannot be Shocked, Paralyzed, or Frozen with unpierceable immunity.
° For every 5 hits Bladeflurry has, Agile Omnidodges 1 incoming attack starting with the highest damage.
[Passive]
[Attack - Bladeflurry]
[Agile darts forward, rapidly slashing at his target.]
° Damage Dealt: 50 + (5 * Target's Version) * 5 Hits
° Blade Element || C-Range
° Avoid Separately | Ignores 5 Armor per Hit || Aimed || Hit Targets have their damage reduced by 5% (stacks)
° Regardless of Success: Gains +2 Hits for the rest of battle
::o:: Number of total hits are doubled each time an ally is defeated.
[Attack - Blade Beam]
[Agile leaps upward, creating a wave of energy launched at his foe.]
° Damage Dealt: 500 + (100 * Target's Version)
° Blade Element || S-Range
° Triggers whenever Agile Omnidodges an Attack at the attacker.
° Regardless of Success: Bladeflurry's number of hits are increased by 1 for the rest of battle.
Attack Pattern
Base
° Bladebeam (aimed once at each target)
° Bladeflurry (aimed at the lowest HP Navi)
Per Defeated Ally:
° +1 Bladeflurry (aimed at the lowest HP Navi)
At 1 HP:
::o:: +1 Bladeflurry (aimed at each target).
8. Agile
(Click to Reveal/Hide Stats)}
HP: 30,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Blade
Strengths: Light, Wind, Laser, Wood, Blade
Weaknesses: Break, Plasma, Fire, Seeking, Bug
[Skill - Impossible Agility]
[Agile moves at speeds that seem not only unlikely, but flat-out impossible.]
° Agile always attacks first, no matter what Initiative programs a navi may have.
::o:: If an ally is reduced to 1-HP, or is defeated, Agile immediately takes his turn.
° Agile cannot have his attack slots reduced with unpierceable immunity.
° Agile cannot be Shocked, Paralyzed, or Frozen with unpierceable immunity.
° For every 5 hits Bladeflurry has, Agile Omnidodges 1 incoming attack starting with the highest damage.
[Passive]
[Attack - Bladeflurry]
[Agile darts forward, rapidly slashing at his target.]
° Damage Dealt: 50 + (5 * Target's Version) * 5 Hits
° Blade Element || C-Range
° Avoid Separately | Ignores 5 Armor per Hit || Aimed || Hit Targets have their damage reduced by 5% (stacks)
° Regardless of Success: Gains +2 Hits for the rest of battle
::o:: Number of total hits are doubled each time an ally is defeated.
[Attack - Blade Beam]
[Agile leaps upward, creating a wave of energy launched at his foe.]
° Damage Dealt: 500 + (100 * Target's Version)
° Blade Element || S-Range
° Triggers whenever Agile Omnidodges an Attack at the attacker.
° Regardless of Success: Bladeflurry's number of hits are increased by 1 for the rest of battle.
Attack Pattern
Base
° Bladebeam (aimed once at each target)
° Bladeflurry (aimed at the lowest HP Navi)
Per Defeated Ally:
° +1 Bladeflurry (aimed at the lowest HP Navi)
At 1 HP:
::o:: +1 Bladeflurry (aimed at each target).
{
(Click to Reveal/Hide Stats)}
HP: 30,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Plasma
Strengths: Sonic, Fire, Ice, Laser, Plasma
Weaknesses: Wind, Toxic, Aqua, Stone, Bug
[Skill - Barrier Mastery]
[No one knows Barriers better than Serges.]
° At the beginning of Serges' turn, he creates a 1000 HP Uncuttable Barrier around himself, and all allies, if they do not currently have one, or restores any barriers under 1000 to full HP.
° Damage dealt to a Barrier created by Serges Reflects back 50% of the incoming damage to the attacker as Unavoidable Damage.
° Serges' personal barrier is immune to damage from uncharged attacks.
° At any point in which any barrier made by this skill is destroyed by a Northwind Effect, all barriers made by Serges become immune to Northwind effects for the remainder of the battle.
::o:: When an ally is defeated, Barrier HP is increased by 500 and Reflect Damage is increased by 25%.
[Passive]
[Attack - Sphere Storm]
[Serges jumps and spins, a number of spheres shooting out of his hat at his foes.]
° Damage Dealt: 100 + (10 * Target's Version) + (Total Damage dealt to his personal Barrier)
° Plasma Element || S-Range
° Cuts Uncuttable Auras
° Damage cannot be Reduced
[Attack - Landmine]
[Serges has placed landmines throughout the arena, waiting for an opponent to trip up.]
° Damage Dealt: 200 + (20 * Target's Version)
° Fire/Break Element || S-Range
° Damage cannot be Reduced || Interrupts
° If Avoided, sets a Trap on the field for 1 Turn. Enemies who Naturally Avoid while field is Trapped take unavoidable damage equal to 1000 + (100 * Target's Version). This damage Cuts Dark Soul.
Base:
° Sphere Storm (aimed at all targets)
° Landmine (aimed at all targets)
Per Ally Defeated:
° +1 Sphere Storm (aimed at all targets)
At 1 HP:
° +2 Sphere Storms. (aimed at all targets)
9. Serges
(Click to Reveal/Hide Stats)}
HP: 30,000
Armor: 0
Regeneration: 0
Type: Mini Boss
Element: Plasma
Strengths: Sonic, Fire, Ice, Laser, Plasma
Weaknesses: Wind, Toxic, Aqua, Stone, Bug
[Skill - Barrier Mastery]
[No one knows Barriers better than Serges.]
° At the beginning of Serges' turn, he creates a 1000 HP Uncuttable Barrier around himself, and all allies, if they do not currently have one, or restores any barriers under 1000 to full HP.
° Damage dealt to a Barrier created by Serges Reflects back 50% of the incoming damage to the attacker as Unavoidable Damage.
° Serges' personal barrier is immune to damage from uncharged attacks.
° At any point in which any barrier made by this skill is destroyed by a Northwind Effect, all barriers made by Serges become immune to Northwind effects for the remainder of the battle.
::o:: When an ally is defeated, Barrier HP is increased by 500 and Reflect Damage is increased by 25%.
[Passive]
[Attack - Sphere Storm]
[Serges jumps and spins, a number of spheres shooting out of his hat at his foes.]
° Damage Dealt: 100 + (10 * Target's Version) + (Total Damage dealt to his personal Barrier)
° Plasma Element || S-Range
° Cuts Uncuttable Auras
° Damage cannot be Reduced
[Attack - Landmine]
[Serges has placed landmines throughout the arena, waiting for an opponent to trip up.]
° Damage Dealt: 200 + (20 * Target's Version)
° Fire/Break Element || S-Range
° Damage cannot be Reduced || Interrupts
° If Avoided, sets a Trap on the field for 1 Turn. Enemies who Naturally Avoid while field is Trapped take unavoidable damage equal to 1000 + (100 * Target's Version). This damage Cuts Dark Soul.
Base:
° Sphere Storm (aimed at all targets)
° Landmine (aimed at all targets)
Per Ally Defeated:
° +1 Sphere Storm (aimed at all targets)
At 1 HP:
° +2 Sphere Storms. (aimed at all targets)
{
(Click to Reveal/Hide Stats)}
HP: 700 * (Cumulative Opponent's Version) + (50% at v6, v11, and v16)
Armor: 0
Regeneration: 0
Type: Boss
Element: Adaptive
Strengths: Adaptive
Weaknesses: None
[Skill - Transformation Specialist]
[Rockman has access to a countless selection of forms that enable him to adapt to any situation.]
° Rockman is always treated as "Strong" to all enemy damage
° Enemies are always treated as "Weak" to Rockman's attacks
° Rockman always benefits from any Element related effect
° Rockman takes 30% Damage from Navi sources that he is Strong to
° Rockman takes 130% Damage from Chip sources that he is Strong to
[Attack - Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
[180 + (Target's Version * 20) + (25% at v5, v9, v13, and v17)] Damage
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Attack - Battle Chip Specialist]
[Rockman has mastered the utilization of supplementary weaponry.]
° Adaptive Element || Dual Range
° Inherits the combined damage and effects of all Battle Chips that hit Rockman up to this point in battle
Attack Pattern
Base:
° Rock Buster (aimed twice at Highest HP Target)
If a Battle Chip has been used this battle:
::o:: Battle Chip Specialist (Prioritizes Highest HP targets)
If a Battle Chip has not been used this battle:
::o:: Rock Buster (aimed twice at Lowest HP Target)
If a Battle Chip has been used this turn:
::o:: Battle Chip Specialist (Prioritizes Lowest HP targets)
Per Ally Defeated:
° Rock Buster (aimed twice at Highest HP Target)
At 1 HP:
° Rock Buster (aimed once at each target per remaining target)
::o:: Battle Chip Specialist x3 (Gains Hits All)
10. RockMan
(Click to Reveal/Hide Stats)}
HP: 700 * (Cumulative Opponent's Version) + (50% at v6, v11, and v16)
Armor: 0
Regeneration: 0
Type: Boss
Element: Adaptive
Strengths: Adaptive
Weaknesses: None
[Skill - Transformation Specialist]
[Rockman has access to a countless selection of forms that enable him to adapt to any situation.]
° Rockman is always treated as "Strong" to all enemy damage
° Enemies are always treated as "Weak" to Rockman's attacks
° Rockman always benefits from any Element related effect
° Rockman takes 30% Damage from Navi sources that he is Strong to
° Rockman takes 130% Damage from Chip sources that he is Strong to
[Attack - Rock Buster]
[The signature weapon that has brought about the demise of countless foe.]
[180 + (Target's Version * 20) + (25% at v5, v9, v13, and v17)] Damage
° Adaptive Element || S-Range
° If Hits, Victim takes +10% Damage from Weaknesses for the rest of battle
° This effect stacks with multiple infliction and pierces all non-Boss-Tier Immunities
° Against a v7+ Target: Cannot be Status Healed
° Against a v10+ Target: Requires 2 Instances of any avoidance to avoid
° Against a v13+ Target: Requires 3 Instances of any avoidance to avoid
[Attack - Battle Chip Specialist]
[Rockman has mastered the utilization of supplementary weaponry.]
° Adaptive Element || Dual Range
° Inherits the combined damage and effects of all Battle Chips that hit Rockman up to this point in battle
Attack Pattern
Base:
° Rock Buster (aimed twice at Highest HP Target)
If a Battle Chip has been used this battle:
::o:: Battle Chip Specialist (Prioritizes Highest HP targets)
If a Battle Chip has not been used this battle:
::o:: Rock Buster (aimed twice at Lowest HP Target)
If a Battle Chip has been used this turn:
::o:: Battle Chip Specialist (Prioritizes Lowest HP targets)
Per Ally Defeated:
° Rock Buster (aimed twice at Highest HP Target)
At 1 HP:
° Rock Buster (aimed once at each target per remaining target)
::o:: Battle Chip Specialist x3 (Gains Hits All)
{
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HP: 700 * (Cumulative Opponent's Version) + (50% at v6, v11, and v16)
Armor: 0
Regeneration: 0
Type: Boss
Element: Blade
Strengths: Light, Wind, Laser, Wood, Blade
Weaknesses: Break, Plasma, Fire, Seeking, Bug
[Skill - Proto Shield]
[An impeccable shield to deflect any attack.]
° Blues will attempt to omni-block all incoming attacks
° Charged Attacks with "Breaks Shields" may bypass Proto Shield, but will only deal 50% Damage
° When Blues is at 1 HP, only attacks that have been charged for at least 2 Turns can bypass Proto Shield, regardless of Aimers or Effects.
::o:: The number of required charges per turn increases by 1 with each defeated Ally.
[Attack - Sonic Sword]
[Blues creates a sonic boom by swinging his sword, trapping enemies as they try to escape it.]
[180 + (Target's Version * 20) + (25% at v5, v9, v13, and v17)] Damage
° Blade Element || S-Range
° If Avoided, that avoidance type is bypassed with the next use of this attack this turn
° Against a v7+ Target: The previous effect applies to the next two uses of this attack instead
[Attack - Delta Ray Edge]
[Blues circles his opponent with blinding speed and captures them in a triangle of cuts.]
[180 + (Target's Version * 20) + (25% at v5, v9, v13, and v17)] Damage
° Blade Element || C-Range
° Bypasses any source of avoidance that was previously used this turn
Attack Pattern
Base:
° Sonic Sword (aimed twice at Highest HP Target)
::o:: Delta Ray Edge (aimed at highest HP Target)
Per Ally Defeated:
° Sonic Sword (aimed twice at Lowest HP Target)
Below 50% HP:
::o:: Delta Ray Edge (aimed at Lowest HP Target)
At 1 HP:
::o:: Double the number of Sonic Swords aimed at each target.
::o:: Delta Ray Edge (Gains Hits All)
11. Blues
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HP: 700 * (Cumulative Opponent's Version) + (50% at v6, v11, and v16)
Armor: 0
Regeneration: 0
Type: Boss
Element: Blade
Strengths: Light, Wind, Laser, Wood, Blade
Weaknesses: Break, Plasma, Fire, Seeking, Bug
[Skill - Proto Shield]
[An impeccable shield to deflect any attack.]
° Blues will attempt to omni-block all incoming attacks
° Charged Attacks with "Breaks Shields" may bypass Proto Shield, but will only deal 50% Damage
° When Blues is at 1 HP, only attacks that have been charged for at least 2 Turns can bypass Proto Shield, regardless of Aimers or Effects.
::o:: The number of required charges per turn increases by 1 with each defeated Ally.
[Attack - Sonic Sword]
[Blues creates a sonic boom by swinging his sword, trapping enemies as they try to escape it.]
[180 + (Target's Version * 20) + (25% at v5, v9, v13, and v17)] Damage
° Blade Element || S-Range
° If Avoided, that avoidance type is bypassed with the next use of this attack this turn
° Against a v7+ Target: The previous effect applies to the next two uses of this attack instead
[Attack - Delta Ray Edge]
[Blues circles his opponent with blinding speed and captures them in a triangle of cuts.]
[180 + (Target's Version * 20) + (25% at v5, v9, v13, and v17)] Damage
° Blade Element || C-Range
° Bypasses any source of avoidance that was previously used this turn
Attack Pattern
Base:
° Sonic Sword (aimed twice at Highest HP Target)
::o:: Delta Ray Edge (aimed at highest HP Target)
Per Ally Defeated:
° Sonic Sword (aimed twice at Lowest HP Target)
Below 50% HP:
::o:: Delta Ray Edge (aimed at Lowest HP Target)
At 1 HP:
::o:: Double the number of Sonic Swords aimed at each target.
::o:: Delta Ray Edge (Gains Hits All)
{
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HP: 700 * (Cumulative Opponent's Version) + (50% at v6, v11, and v16)
Armor: 0
Regeneration: 0
Type: Boss
Element: Dark
Strengths: Sand, Ice, Plasma, Shadow, Dark
Weaknesses: Sonic, Elec, Light, Laser, Bug
[Skill - Float Shoes]
[Forte floats above the battlefield, uncaring of the terrain.]
::o:: Forte is immune to all positive and negative panel effects.
[Skill - Black Barrier]
[An impenetrable protection surrounds Forte.]
° Forte starts the battle with a 100 HP Uncuttable Aura
° Forte takes 50% Damage from attacks that cut the aura
° When destroyed, Forte is vulnerable to 1 Attack before the Aura reforms
° The Aura Reforms with HP equal to the damage of the attack that broke it
° Against a v7+ Target: This Aura is immune to "Destroys Auras" and Northwind effects
::o:: Per ally defeated, Forte takes 15% less Damage from attacks that Cut the Aura, and the aura respawns with 25% more HP.
[Air Burst]
[Forte floods the enemies' space with bursts of green energy.]
[180 + (Target's Version * 20) + (25% at v5, v9, v13, and v17)] Damage
° Dark Element || S-Range
° Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn
[Darkness Overload]
[Forte releases a massive burst of darkness leaving no trace of what it envelops.]
[(180 + (Target's Version * 20) + (25% at v5, v9, v13, and v17)) * 2] Damage
° Dark Element || S-Range
° Hits All
° If the target was hit by any use of Air Burst this turn, this attack is Unavoidable
Attack Pattern
Base:
° Air Burst (aimed once at each target. Aimed against at Highest HP Target.)
Always the Last Attack in the turn:
::o:: Darkness Overload (aimed at highest HP Target)
Per Ally Defeated:
° Air Burst (aimed once at each target.)
At or Below 50% HP:
::o:: Air Burst (aimed once at lowest and highest HP Targets)
At 1 HP:
::o:: Air Burst (aimed once at each target per remaining target.
12. Forte
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HP: 700 * (Cumulative Opponent's Version) + (50% at v6, v11, and v16)
Armor: 0
Regeneration: 0
Type: Boss
Element: Dark
Strengths: Sand, Ice, Plasma, Shadow, Dark
Weaknesses: Sonic, Elec, Light, Laser, Bug
[Skill - Float Shoes]
[Forte floats above the battlefield, uncaring of the terrain.]
::o:: Forte is immune to all positive and negative panel effects.
[Skill - Black Barrier]
[An impenetrable protection surrounds Forte.]
° Forte starts the battle with a 100 HP Uncuttable Aura
° Forte takes 50% Damage from attacks that cut the aura
° When destroyed, Forte is vulnerable to 1 Attack before the Aura reforms
° The Aura Reforms with HP equal to the damage of the attack that broke it
° Against a v7+ Target: This Aura is immune to "Destroys Auras" and Northwind effects
::o:: Per ally defeated, Forte takes 15% less Damage from attacks that Cut the Aura, and the aura respawns with 25% more HP.
[Air Burst]
[Forte floods the enemies' space with bursts of green energy.]
[180 + (Target's Version * 20) + (25% at v5, v9, v13, and v17)] Damage
° Dark Element || S-Range
° Each use of this attack requires an additional instance of any avoidance to avoid it than the previous use this turn
[Darkness Overload]
[Forte releases a massive burst of darkness leaving no trace of what it envelops.]
[(180 + (Target's Version * 20) + (25% at v5, v9, v13, and v17)) * 2] Damage
° Dark Element || S-Range
° Hits All
° If the target was hit by any use of Air Burst this turn, this attack is Unavoidable
Attack Pattern
Base:
° Air Burst (aimed once at each target. Aimed against at Highest HP Target.)
Always the Last Attack in the turn:
::o:: Darkness Overload (aimed at highest HP Target)
Per Ally Defeated:
° Air Burst (aimed once at each target.)
At or Below 50% HP:
::o:: Air Burst (aimed once at lowest and highest HP Targets)
At 1 HP:
::o:: Air Burst (aimed once at each target per remaining target.