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Post by xoDeathy on Jan 11, 2021 17:51:53 GMT -8
Difficulty: Normal
Target Rewards - 2 Red MD per Boss (3) - Little One Onboard: ×2 Red MD - +1 Version to Armiger - Total Expected Red MD: 12
Boss Rolls
1-121-121-12
Bosses - Forte - Desertman - Rockman ** Rosary has initiative
Starring: Rosary V15 Merrill V18 Armiger V6
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Post by xoDeathy on Jan 22, 2021 15:49:00 GMT -8
#s://avvesione~files~wordpress~com/2016/04/big_order-01-daisy-pink_hair-pink_star_pupils-eyes-bright-looking_back-smile~jpg Rosary cannot use Armor and her Elemental Strengths/Weaknesses are Negated!
[Rosary unequips Auto Charge Beta, and Speed Addition Zeta]
[Rosary equips Break Charge SP (Cuts US) for this fight]
Skill Info:
-<Raw Power Seeker>- C-Tier "Oh what I wouldn't do for more ways to crush someone's innards with my fists!!" -Rosary is constantly searching for new power. Each time Rosary charges an attack, she gains +30 Damage for the rest of battle, to a max of +300 Damage- -Passive- [Rosary pre-emptively charges Playtime's Over, Oblit Straight, and Eradicating Dismay!] +90 Damage!
Rosary's HP: 950/950 Field: Sand Nat. CD:// 5/5 Status(es):
|Unleash Phase| 6 Attack Slots +300/300 Damage, +20% 1st Turn Init Kappa, +50% Charged Damage
Auto Charge:| Eradicating Dismay (2)
Auto Charge:| Disappear (1)
Auto Charge:| Obliteration Straight (2)
1:| Charging Hub Batch (1)
2:| Charging Playtime's Over (2)
3:| Charging Give Up Hope (1)
4:| Charging Pierce the Heart (1)
5:| Charging Pierce the Heart (1)
6:| Charging Pierce the Heart (1)
Damage from Charging Cap reached
Oblit Stacks: 0 |Summary Phase| Rosary's Damage cannot be reduced below 10%
Rosary's HP: 950/950 Field: Sand B-Chip Folder: 5/5 [3 Mega, 1 Giga] Status(es): Cooldowns:
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Post by xoDeathy on Jan 24, 2021 16:57:46 GMT -8
[Forte HP=68,250/68,250] [Desertman HP=22,000/22,000] Armor: 100 + (15 x Attacker's Version)
[Rockman HP=68,250/68,250] ===== Forte
[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] (Rosary 840, Merrill 1080, Armiger x2 375) [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] (Armiger 750) [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
=====
Desertman
[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] (Merrill 525, Armiger 225) [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] (Rosary 525, Merrill 600, Armiger 300) [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] (Hits All, 835) [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.
=====
Rockman
[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] (Rosary x2 840, Armiger x2 375) [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
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Post by Gaia on Jan 25, 2021 4:23:44 GMT -8
Armiger.EXE
Defense Phase
[Armiger HP=4800/4800]
[Armiger has 90 Armor, and is weak to RockMan]
[All Attacks] - Taken for a total of 3,205 Damage. Armiger's fine!
Defense Type: ::o:: Armiger is immune to Armor Reduction.
[Solar Flare] [C-Tier, Counter] The ice coating Armiger's radiant form burns with power, and violently reacts to any strike made against it. - Armiger counters for [40 + (10 * V)] 100 Damage each time he is struck by an S-Range Attack. -- This can proc up to 4 times per turn per opponent. --- [Passive]
[Solar Flare] - Armiger counters Forte for 300 Unavoidable Damage! Armiger counters Desertman for 200 Unavoidable Damage! Armiger counters RockMan for 300 Unavoidable Damage!
[Reflection] - Armiger counters using Heavy Sand!
[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: 865 ° Sand Element || S-Range ° Hits All ° If Hits, victims' damage and armor is reduced by (5 * Victim's Version) for one turn.
[Armiger HP=1,595/4800]
Support Phase
[Armiger HP=1,595/4800]
[Defensive Navi Equipment] [Advanced] Unique to the Navis under Project Darklight is the trait that the "Navi" is actually the equipment the humanoid form appears to carry. His battlefield specialization the Armiger, he is the ultimate defense at a Navi's disposal. - Armiger begins the battle Unbonded. By sacrificing a full offensive phase, Armiger binds himself to an ally. Armiger's turn will always proceed his Wielder's. -- While Bound: -- Armiger cannot be targetted separately from his Wielder except by "Ignores Armor" Attacks. Only his armor applies against such attacks. Armiger cannot avoid attacks unless his wielder does. -- Armiger and Wielder inherit each other's Damage Mitigation and Immunity effects. If his wielder triggers a survival effect, Armiger automatically enters Darksoul, granting its benefits to both. -- When Binding, Armiger's Version-Based HP Bonuses are converted to Armor at a 10:1 Ratio and his other HP Bonuses are converted at a 20:1 Ratio (Max HP is adjusted; Current HP remains unaffected) -- Armiger and Wielder cannot interact with other Union Abilities while Bonded --- [Advanced]
[Armiger's Max HP drops to 1,000. Armiger gains 345 Armor. Armiger binds with Merrill, granting Merrill immunity to Armor Reductions and Mitigation Inversions and +425 Armor.]
Offense Phase 1 AS
1. [N/A]
Summary Phase
[Armiger HP=1000/1000]
[Status] - - [Buster] - 2 Stacks, +20% [Panels] - - [N/A] [Cooldown] - - [N/A]
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Post by Xypher on Jan 25, 2021 19:33:59 GMT -8
Turn 1
Highlights!
Bonded by Armiger! + 425 Armor, Immunity to armor mitigation/inversions!
Merrill has 38.5% Damage reduction!
{SKILLS TO NOTE - Defense Phase}The Edge of Existence Being tied to the forces of Life and Death, Merrill can phase his body in and out of existence, transcending the field of existence. To enemies, it would feel as if he has died, if only for a moment, he exists both in the afterlife, or doesn’t exist at all... Merrill’s Avoidance Skills may be applied to 2 Additional Attacks Merrill gains +1 Attack Slot for 1 Turn when fully avoiding a Non-CBC Attack Passive
Life Affinity - Prowess (A tier - Passive) The ebb and flow of Life is all around us, and Merrill’s ties to Life allow him to utilize it, strengthening his other abilities. Merrill’s ignores the first instance of Charge Interruption per turn Passive
Defense Phase!
Air Burst = Naturally Shielded
Lion's hand, Antilion [Both Hits] and Heavy Sand:
Energetic Defense Activated Defense || C+ Tier Merrill blocks one attack, by withdrawing and expanding energy from around him. ° Blocks One Attack ° If Merrill is at or above max HP, he can block an additional attack. 10 Uses [2 Base + 1 at v3/v5/v7/v9/v11/v13/v15/v17) [9/10]
Merrill intercepts Air Burst, Antilon [Both Hits] for Rosary!
All 4 hits blocked with:
Energetic Defense Activated Defense || C+ Tier Merrill blocks one attack, by withdrawing and expanding energy from around him. ° Blocks One Attack ° If Merrill is at or above max HP, he can block an additional attack. 10 Uses [2 Base + 1 at v3/v5/v7/v9/v11/v13/v15/v17) [8/10]
Total Damage Taken: 0, + 6 AS!
Support Phase!
Merrill Regenerates 820 HP!
M HP: 4620/4200 [Armor 425, DR 38.5%] [Armor/DR alteration immunity] Subtank: 400/1800 SB: [3] DN: [3]
Attack Phase!
{SKILLS/ELEMENTAL NOTICES - OFFENSIVE}Merrill has:
Break Charge ⇪ Alpha ⇪ Theta Passive Program User's charged attacks gain 'Ignores Armor' automatically (regardless of user's limit on the effect) Adds "Cannot be Naturally Avoided" to charged attacks Adds "Cannot be Countered" to charged attacks
Auto Charge ⇪ Beta
Channel ⇪ SP Mega Program. Effects changed to: "Passive. All attacks that shares an element with the user gain 'Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gain HP equal to the attack's damage.' (Does not apply multipliers from other Charges)".
Light Lv 1 Lv1: User can restore beyond their Max-Health up to 110%. - While at or above Max-HP, user gains +1 Attack Slot
Solar Lv4 - - Each turn, the user may release up to (Solar Lv -2) attacks as they complete charging. [3]
Solar Lv5 – Overheal - When overhealing, the user releases an unaimed attack with If Hits: Irradiate, and deals damage equal to the overheal. - Still Single Instance, but the overheal attacks deal 2x Damage instead.
Life Affinity - Solar Even though she is tied to Merrill, Life has always believed he will do the right thing. After being burned by Rosso, She has retreated further into her “SoulSpace”. Because of this, Merrill’s abilities have changed, but evolved, due to his high solar affinity. Unaimed Solar Attacks triggered by Channel retain their original properties and effects The retained Effects are not treated as Augments for the affected Attacks Passive
Death’s Affinity - Always Alive: Death’s “Soul Space” is ever-present, and Death’s desires and emotions are always there,. It festers, always providing energy. ° Merrill has +3 Auto Charges Passive
In Total:
Merrill has 12 AS [5 Base + 1 From Light, +6 from Skill] Merrill has 4 Autocharges [3 Base +1 from Autocharge Beta]
From Support Regeneration:
Solar Burst Overheal - [Base Regeneration] @ Desert Man 820 Dark Damage, If Hits, Iratdiates
AutoCharges Death's Affinity Autocharges Hope Autocharges Corrupt AutoCharges Prayer Charges Holy Aura Charges Energy Sigil Charges Chaos Charges Traquility and Harmony Charges Feast and Famine Charges 7 Instances of Solar Burst!
Total Damage: 820 @ Desertman, Unavoidable Irradiate at Rockman! [Status Effect: For 3 turns, afflicted Navi takes 100 Damage per turn and deals -100 Damage with all attacks. Afflicted Navi's Max HP is also affected by Damage taken from any Status for the duration of Irradiate but is returned once Irradiate has ended. Once ended, a target cannot be afflicted by Irradiate for 2 turns.
M HP: 4620/4200 [Armor 425, DR 38.5%] [Armor/DR alteration immunity] Subtank: 400/1800 SB: [3] DN: [3] RoB: [16]
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Post by xoDeathy on Jan 27, 2021 20:55:41 GMT -8
#s://avvesione~files~wordpress~com/2016/04/big_order-01-daisy-pink_hair-pink_star_pupils-eyes-bright-looking_back-smile~jpg Rosary cannot use Armor and her Elemental Strengths/Weaknesses are Negated!
Heavy Sand, Rock Buster 1, and Rock Buster 2 avoided by [+750 Damage to Eradicating Dismay]
-<Holy Rush>- B-Tier "The Holy Data within me lets me keep charging forward!!" -Upon activation, Rosary dodges one attack. Rosary gains +150 Damage to one attack for one use- -7 Uses-2 left
Skill Info:
[+1 use to Oblit by Love]
::HubBatchCode:: Special Emulation Skill: ::°:: User is immune to Negative Panel Effects for the rest of battle ::°:: User's Basic Attacks deal +20% Damage for the rest of battle ::°:: User gains +3 Total Chip Uses and +1 Use to One Skill ::°:: For this turn only, gain an Undershirt that procs before all other Survival Effects ::°:: This Chip can only be used during the Supportive Phase ::°:: This Chip requires a 1 Turn Non-Preemptive Charge before activation. If the charge is interrupted, this chip is disabled for the rest of battle and its user suffers -1 Giga Chip Use
/Perfected Rosary\ Rosary takes the Holy Data by the reigns and surges it throughout her body, causing immense pressure to expel from her. The Holy Data rapidly replicates itself 10 fold faster, making Holy Data flow from her hands and feet like fire. -Rosary's Dodges are raised to Omni for the duration- -+150 Damage- -2 turns-
[Summons 4 Barriers]
-<Holy Detriment>- A-Tier "I know, I can't wait for you to barge into my bubble either <3" -Upon activation, Rosary summons a 325 HP Powerful Barrier. While this Barrier exists, Rosary gains +150 Damage- -4 Uses-0 left
[1x on Playtime, doubling Damage gain] -<Obliteration by Death!>- B-Tier "Bigger punch, bigger death!" -Upon use, doubles 1 Attack Effect on 1 Attack for one use- -Passive- -4 Uses, 4 Uses Max-3 left (+1 @ V6,11,16,21, +1 Attack Type)
[x1 on Power Shot 1 and x1 on Power Shot 3]
-<Obliteration By Love!>- B-Tier "Holy heart!! Lock-on!!" -Upon use, 1 Attack gains 2 Omni-Aimers for 1 use- -Additionally, affected attack gains +240 Damage for one use- -8 Uses-6 left
-<Obliteration By Dismay!>- S-Tier "Holy heart!! Eradicate!!" -Upon use, 1 Attack strikes an additional time, regardless of Charge or CD- -4 Uses, 4 Uses Max-1 left Rosary's HP: 950/950 Holy Detriment 1-4: 325
Field: Sand Nat. CD:// 5/5 Status(es): Immune to Negative Stage (Hub Batch)
|Unleash Phase| 6 Attack Slots +300/300 Damage, +50% Charged Damage, +20% Basic Attack Damage (Hub Batch), +750 to Erad Dismay 1 Use, +600 Holy Detriment, +150 PerfectedAuto Charge:| Charging Obliteration Up (1) Auto Charge:| Disappear (2) Auto Charge:| Obliteration Straight (3) 1:| <Playtime's Over!> S-Range, Break Rosary's strength builds into a massive aura of power. Once fully charged, the energy is transferred into her next attacks, creating increased lethality. No Damage When this attack is released, Rosary's next 2 attacks gain +2290 Damage. 1-Turn Required Charge
2:| <Give Up Hope!> @ Desert boi C-Range, Break Rosary digitizes a long, thin spike of Holy Data to pierce an enemy. 7845 Damage Breaks Shields, Undodgeable -If avoided, Rosary gains +1 Attack Slot for 2 turns. 1-Turn Required Charge 2 CD 3:| <Eradicating Dismay!> S-Range, Break Rosary charges her fist with Holy Data before leaping and slamming the ground, causing an intense shockwave to pulverize all enemies. 14305 Damage Breaks Shields, Undodgeable, Hits All 1-Turn Required Charge 1-Turn Optional Charge 70% Damage 4:| <Pierce the Heart <3!> @ Forte C-Range, Break Rosary pummels her fist straight through the enemy's core. 7335 Damage Cuts Uncuttable Auras, Fully Undodgeable -Multiple instances may be Manually Charged at once- 1-Turn Optional Charge 70% Damage 5:| <Pierce the Heart <3!> @ Forte C-Range, Break Rosary pummels her fist straight through the enemy's core. 6490 Damage Cuts Uncuttable Auras, Fully Undodgeable -Multiple instances may be Manually Charged at once- 1-Turn Optional Charge 70% Damage 6:| <Pierce the Heart <3!> @ Forte C-Range, Break Rosary pummels her fist straight through the enemy's core. 7335 Damage Cuts Uncuttable Auras, Fully Undodgeable -Multiple instances may be Manually Charged at once- 1-Turn Optional Charge 70% Damage
Re Strike:| <Pierce the Heart <3!> @ Forte x3 C-Range, Break Rosary pummels her fist straight through the enemy's core. 7335 Damage Cuts Uncuttable Auras, Fully Undodgeable -Multiple instances may be Manually Charged at once- 1-Turn Optional Charge 70% Damage Oblit Stacks: 0 |Summary Phase| Rosary's Damage cannot be reduced below 10%
Rosary's HP: 950/950 Field: Sand B-Chip Folder: 7/5 [3 Mega, 0 Giga] Status(es): Cooldowns: Give Up Hope (0/2)
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Post by xoDeathy on Jan 28, 2021 11:42:55 GMT -8
300 Counter to Forte, 200 to Desert, 300 to Rock
Heavy Sand gets eaten by Black Barrier, Desertman Dodges it, and Rockman takes (865 x0.3) 260 Damage
Solar Overheal hits Desertman for (820 -370 x1.3) 585 Damage, Irradiated
Rockman becomes Irradiated!
Desertman takes Playtime for 0 Damage
Desertman takes Give Up Hope for (7845 -325 x0.7) 5,265 Damage
Eradicating Dismay deals 7150 to Forte, 4890 to Desert, 4,290 to Rockman
Pierce cuts Black Barrier and destroys it, dealing 3665 to Forte
Pierce 2 deals 6490 to Forte
Pierce 3 cuts Black Barrier and destroys it, dealing 3665 to Forte
Pierce 4 deals 7335 to Forte
Pierce 5 cuts Black Barrier and destroys it, dealing 3665 to Forte
Pierce 6 deals 7335 to Forte, triggers Guarding
===
Standby phase of Turn 2 begins, takes status damage
[Forte HP=34,025/68,250]
Black Barrier: 7335 Strength -Guarding 50%
[Desertman HP=10,960/22,000]
Armor: 100 + (15 x Attacker's Version) -Irradiated (1/3)
[Rockman HP=63,300/68,250]
-Irradiated (1/3)
===== Forte [Skill - Float Shoes] [Forte floats above the battlefield, uncaring of the terrain.] : :: 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 : :: Per ally defeated, Forte takes 15% less Damage from attacks that Cut the Aura, and the aura respawns with 25% more HP. [Air Burst] (Rosary x2 840, Merrill x3 1080) [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] (Merrill 2160) [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
===== Desertman -100 Damage
[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 : :: 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. : :: Per ally defeated, DesertMan summons an additional Sand Hand. ° Each Sand Hand uses Lion Head once per turn [Passive] [Attack - Lion Hand] (None this turn) [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 : :: If Hits: -50 Damage and Armor for 1 Turn. [Attack - Antlion] (Rosary x2 425 this turn (525), Merrill 500 this turn (600)) [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] (Hits All, 735 this turn (835)) [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. ===== Rockman -100 Damage
[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] (Rosary x2 665 this turn (840), Merrill x2 880 this turn (1080)) [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
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Post by Gaia on Feb 15, 2021 11:47:11 GMT -8
Armiger.EXE
Defense Phase
[Armiger HP=1000/1000]
[Armiger and Merrill have 425 Armor, and are weak to RockMan]
[All Attacks] - Responded to by Merrill.
[Armiger HP=1,000/1000]
Support Phase
[Armiger HP=1000/1000]
Offense Phase 1 AS
1. [Energy Roil] @ RockMan Armiger releases a bolt of icy energy from his being to assail his foes. [40] Blade X-Damage [40%] ::C:: Two aiming effects chosen upon use - Breaks Shields, Cuts Auras ::C:: Multiple instances can be charged at once. ::C:: Can be optionally charged for up to 5 turns.
Summary Phase
[Armiger HP=1000/1000]
[Status] - - [Buster] - 2 Stacks, +20% [Panels] - - [N/A] [Cooldown] - - [N/A]
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Post by Xypher on Feb 27, 2021 20:27:27 GMT -8
Turn 1
Highlights!
Bonded by Armiger! + 425 Armor, Immunity to armor mitigation/inversions!
Merrill has 38.5% Damage reduction!
{SKILLS TO NOTE - Defense Phase}The Edge of Existence Being tied to the forces of Life and Death, Merrill can phase his body in and out of existence, transcending the field of existence. To enemies, it would feel as if he has died, if only for a moment, he exists both in the afterlife, or doesn’t exist at all... Merrill’s Avoidance Skills may be applied to 2 Additional Attacks Merrill gains +1 Attack Slot for 1 Turn when fully avoiding a Non-CBC Attack Passive
Life Affinity - Prowess (A tier - Passive) The ebb and flow of Life is all around us, and Merrill’s ties to Life allow him to utilize it, strengthening his other abilities. Merrill’s ignores the first instance of Charge Interruption per turn Passive
Defense Phase!
intercepts both Air Bursts for Rosary! Merrill intercepts both Antilion's,
Blood Aura: Drawing upon the powers of Life and Death, Merrill creates an aura around him in an instant to negate an attack. ° Auras One Attack ° If Merrill is at or above max HP, he can Aura an additional attack. 10 Uses [2 Base + 1 at v3/5/7/9/11/13/15/17] used 2x (8/10)
Blocks Air Burst 1/2/3/part of 4
to Block Air Burst 4, Darkness Overload, Antilion 1 and 2, hits 1 of 2 for Anitilion 3
Transcendence dash Activated Mobility || Type: Dodge Pushing his body to the limit, Merrill pushes all of his energy into his feet and wings, dashing so fast out of the way of an incoming attack, it seems instantaneous. His speed is increased to such a level that he may be able to dodge a second attack, even though it limits his next attack Phase. ° Dodges One Attack ° If Merrill is at or above max HP, he can dodge an additional attack. 10 Uses [2 Base + 1 at v3/5/7/9/11/13/15/17] used 2x [8/10]
Blocking the final antilion hit, Heavy Sand, intercepting 1 rock buster for roary, ad the rock buster aimed at him:
Energetic Defense Activated Defense || C+ Tier Merrill blocks one attack, by withdrawing and expanding energy from around him. ° Blocks One Attack ° If Merrill is at or above max HP, he can block an additional attack. 10 Uses [2 Base + 1 at v3/v5/v7/v9/v11/v13/v15/v17) [7/10]
Total Damage taken: 0
M HP: 4620/4200 [Armor 425, DR 38.5%] [Armor/DR alteration immunity] Subtank: 400/1800 SB: [3] DN: [3] RoB: [16]
Support Phase
Merrill gained 10 Attack slots.
Merrill recovers 1240 HP! [820, + 10% of his max from attack landing]
M HP: 4620/4200 [Armor 425, DR 38.5%] [Armor/DR alteration immunity] Subtank: 1640/1800 SB: [6] DN: [6] RoB: [16]
Attack Phase
Merrill has 15 Attack slots! Merrill has 4 Auto Charges!
Solar Burst Overheal - [Base Regeneration+ return from Dark V5] @ Rockman 1240 Dark Damage, If Hits, Iratdiates
Autocharges Death's Affinity, and releases [Solar effect]
Death's Affinity - Essence Steal (Channeled) Light C-attack Merrill strikes Death's scythe at his opponent, wounding them and stealing their Life energy upon striking their skin. 80% [530] damage, Cuts Auras, Breaks Shields, Merrill recovers HP equal to half the damage this attack inflicts, if hits. Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.' (Does not apply multipliers from other Charges) 1 Turn Charge
Merrill Heals for 1035 HP!
Solar Burst Overheal - Dark V5 Activated, Cupids Bow activated! @ Rockman
1035 1335 1972 3945 damage, Cuts Auras, Breaks shields, Irradiates Merrill recovers HP equal to half the damage this attack inflicts, and enemy has -1 chip use, if hits!
Autocharges Hope - releases from Solar effect @ Rockman Hope Solar C attack Merrill materializes Hope, his massive 2-hand Claymore, to cleave through his opponent! The blade glows with the power of the sun as it slices down, a shockwave blasting outward at the impact! 530 Dmg [80%] Cuts Auras, Breaks Shields, If avoided, Irradiates, Burns Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.' (Does not apply multipliers from other Charges) 1 Turn Charge || 1 Turn CD
Merrill Heals for 1035 HP!
Solar Burst Overheal - Dark V5 Activated, Cupids Bow activated! @ Desertman
1035 1335 1972 3945 damage, Cuts Auras, Breaks shields, Irradiates If avoided, Irradiates, Burns, enemy has -1 chip use, if hits!
Tranquility and Harmony Solar S Range Merrill summons forth a pair of long thin yellow Rapiers, emits a blast of Charged Solar as it targets the enemy from the end of the pointed blades. 70% [460] Damage, Cuts Auras, Undodgeable If avoided, inflicts Blind to target Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.' (Does not apply multipliers from other Charges) 2 Turn CD
Merrill Heals for 899 HP!
Solar Burst Overheal - Dark V5 Activated, Cupids Bow activated! @ Desertman
899 1178 1767 3535 damage, Cuts Auras, Breaks shields, Irradiates If avoided, The next attack that lands upon the opponent, causes Merrill to heal for 10% of the damage dealt. enemy has -1 chip use, if hits!
Feast and Famine (Channeled) Dark S Attack A pair of daggers that are in Merrill’s arsenal dart forward at Merrill’s Death command, attempting to cut the foe, disrupt and distract and wound them. 60% [395] Damage, Cuts Auras, Breaks Shields If avoided, The next attack that lands upon the opponent, causes Merrill to heal for 10% of the damage dealt. Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.' (Does not apply multipliers from other Charges) 1 Turn CD
Merrill Heals for 771 HP!
Solar Burst Overheal - Dark V5 Activated, Cupids Bow activated! @ Desertman
771 1051 1576 3153 damage, Cuts Auras, Breaks shields, Irradiates If avoided, The next attack that lands upon the opponent, causes Merrill to heal for 10% of the damage dealt. enemy has -1 chip use, if hits!
Chaos Solar C-Attack The black and red Lance – Chaos, joins the new weapons of Merrill’s arsenal. Merrill grabs the large lance, and makes a quick flurry of strikes at the opponent’s body. The weapon leaves a trail of intense flames in its wake of the blade’s path. 530 [80%] Damage, Breaks Shields, Cuts Auras, Burns Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.' (Does not apply multipliers from other Charges) 1 Turn CD
Merrill Heals for 1035 HP!
Solar Burst Overheal - Dark V5 Activated, Cupids Bow activated! @ Desertman
1035 1335 1972 3945 damage, Cuts Auras, Breaks shields, Irradiates If avoided, Irradiates, Burns, enemy has -1 chip use, if hits!
Auto Charges Deaths Affinity
M HP: 4620/4200 [Armor 425, DR 38.5%] [Armor/DR alteration immunity] Subtank: 1800/1800 SB: [6] DN: [6] [2515 Hp] RoB: [19]
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