Post by Warrior on May 30, 2021 19:16:50 GMT -8
{
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Violen
Agile
Serges
Command Mission Team Battle Rules
° Can be challenge by multiple opponents, rewards are unaffected
° Unless any member of your team has Initiative, the Boss Team attacks first
° When fought as a group, any member of the group may operate the Team
° Summoned entities are still treated as targets. NPCs use the owner's version for calculating damage directed at them
° Rewards: 500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD
Pattern Versus All Opponents
Violen
Base
° Spiked Mace (Aimed first at opponent's clones/objects, then his own, and then finally the highest HP Navi.)
° Finger Bullets (aimed at all targets)
When one ally has been defeated:
° Spiked Mace (Aimed first at opponent's clones/objects, then his own, and then finally the highest HP Navi.)
When both allies have been defeated:
° Finger Bullets (aimed at all targets)
Agile
Base
° Bladebeam (aimed once at each target)
° Bladeflurry (aimed at the lowest HP Navi)
When one ally has been defeated:
° Bladeflurry (aimed at the lowest HP Navi)
When both allies have been defeated
° Bladeflurry (aimed at the lowest HP Navi)
Serges
Base:
° Sphere Storm (aimed at all targets)
° Landmine (aimed at all targets)
When one ally has been defeated:
° Sphere Storm (aimed at all targets)
When both allies have been defeated:
° Sphere Storm (aimed at all targets)
X-HUNTERS
(Click to Reveal/Hide Stats)
(Click to Reveal/Hide Stats)
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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 - Unity]
[When one member of the team falls, the rest are invigorated and fight harder]
° When an ally is defeated, Violen becomes invincible until the end of the enemy's current offensive phase
° Violen takes 50% Damage from multi-targeting attacks
[Passive]
[Skill - Spiked Destruction]
[Violen delights in any and all destruction]
° Summons 2 Objects that Can't Intercept of 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, all enemies have -1 Attack Slot.
[Passive]
[Retribution - Rampant Destruction]
[Violen's red armor glows from within as his systems prepare for absolute destruction]
° Violen summons an Additional Object with Spiked Destruction, and all of his Objects gain 500 HP.
[Activates when an ally dies -- Stacks Twice]
[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.

(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 - Unity]
[When one member of the team falls, the rest are invigorated and fight harder]
° When an ally is defeated, Violen becomes invincible until the end of the enemy's current offensive phase
° Violen takes 50% Damage from multi-targeting attacks
[Passive]
[Skill - Spiked Destruction]
[Violen delights in any and all destruction]
° Summons 2 Objects that Can't Intercept of 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, all enemies have -1 Attack Slot.
[Passive]
[Retribution - Rampant Destruction]
[Violen's red armor glows from within as his systems prepare for absolute destruction]
° Violen summons an Additional Object with Spiked Destruction, and all of his Objects gain 500 HP.
[Activates when an ally dies -- Stacks Twice]
[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.
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 - Unity]
[When one member of the team falls, the rest are invigorated and fight harder]
° When an ally is defeated, Agile becomes invincible until the end of the enemy's current offensive phase
° Agile takes 50% Damage from multi-targeting attacks
[Passive]
[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.
° 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]
[Retribution - Flurry]
[Agile's purple armor glows from within as his systems prepare to attack faster than thought possible.]
° All multi-hit attacks have their number of hits doubled. This is retroactive.
[Activates when an ally dies -- Stacks Twice]
[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
[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.

(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 - Unity]
[When one member of the team falls, the rest are invigorated and fight harder]
° When an ally is defeated, Agile becomes invincible until the end of the enemy's current offensive phase
° Agile takes 50% Damage from multi-targeting attacks
[Passive]
[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.
° 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]
[Retribution - Flurry]
[Agile's purple armor glows from within as his systems prepare to attack faster than thought possible.]
° All multi-hit attacks have their number of hits doubled. This is retroactive.
[Activates when an ally dies -- Stacks Twice]
[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
[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.
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 - Unity]
[When one member of the team falls, the rest are invigorated and fight harder]
° When an ally is defeated, Serges becomes invincible until the end of the enemy's current offensive phase
° Serges takes 50% Damage from multi-targeting attacks
[Passive]
[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, Agile and Violen 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.
[Passive]
[Retribution - Endless Barrier]
[Serge's blue armor glows from within as his systems enhance his defensive prowess further.]
° Serges' Barriers created from Barrier Mastery have their HP increased by 500.
° Increases the Reflect Damage by 50% on Serges' Barriers created from Barrier Mastery.
[Activates when an ally dies -- Stacks Twice]
[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.

(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 - Unity]
[When one member of the team falls, the rest are invigorated and fight harder]
° When an ally is defeated, Serges becomes invincible until the end of the enemy's current offensive phase
° Serges takes 50% Damage from multi-targeting attacks
[Passive]
[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, Agile and Violen 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.
[Passive]
[Retribution - Endless Barrier]
[Serge's blue armor glows from within as his systems enhance his defensive prowess further.]
° Serges' Barriers created from Barrier Mastery have their HP increased by 500.
° Increases the Reflect Damage by 50% on Serges' Barriers created from Barrier Mastery.
[Activates when an ally dies -- Stacks Twice]
[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.
Attack Pattern
Command Mission Team Battle Rules
° Can be challenge by multiple opponents, rewards are unaffected
° Unless any member of your team has Initiative, the Boss Team attacks first
° When fought as a group, any member of the group may operate the Team
° Summoned entities are still treated as targets. NPCs use the owner's version for calculating damage directed at them
° Rewards: 500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD
Pattern Versus All Opponents
Violen
Base
° Spiked Mace (Aimed first at opponent's clones/objects, then his own, and then finally the highest HP Navi.)
° Finger Bullets (aimed at all targets)
When one ally has been defeated:
° Spiked Mace (Aimed first at opponent's clones/objects, then his own, and then finally the highest HP Navi.)
When both allies have been defeated:
° Finger Bullets (aimed at all targets)
Agile
Base
° Bladebeam (aimed once at each target)
° Bladeflurry (aimed at the lowest HP Navi)
When one ally has been defeated:
° Bladeflurry (aimed at the lowest HP Navi)
When both allies have been defeated
° Bladeflurry (aimed at the lowest HP Navi)
Serges
Base:
° Sphere Storm (aimed at all targets)
° Landmine (aimed at all targets)
When one ally has been defeated:
° Sphere Storm (aimed at all targets)
When both allies have been defeated:
° Sphere Storm (aimed at all targets)