Post by Gaia on Jun 12, 2021 7:36:08 GMT -8
X-Hunters
[Violen HP=40000/40000]
[N/A]
[Attack - Spiked Mace] @ Vanguard
[The giant spiked flail from Violen tears apart everything in its wake.]
° Damage Dealt: 2,325 * 1 Hit
° Break Element || C-Range
° Damage Cannot be Reduced
° 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] @ Vanguard
[Leaping into the air, Violen sprays down a number of bullets.]
° Damage Dealt: 310 * 1 Hit
° Break Element || S-Range
° Damage Cannot be Reduced
° Hits All, Avoid Separately
° Gains an additional hit at full damage for every attack Violen has taken since his last turn.
[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]
[Violen HP=40000/40000]
[Spiked HP=500/500]
[Spiked HP=500/500]
[Agile HP=30000/30000]
[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]
[N/A]
[Attack - Blade Beam]
[Agile leaps upward, creating a wave of energy launched at his foe.]
° Damage Dealt: 2,600
° 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 - Bladeflurry]
[Agile darts forward, rapidly slashing at his target.]
° Damage Dealt: 155 * 5 Hits
° Blade Element || C-Range
° Avoid Separately | Ignores Armor || Aimed || Hit Targets have their damage reduced by 5% (stacks)
° Regardless of Success: Gains +2 Hits for the rest of battle
[Serges HP=30000/30000]
[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]
[N/A]
[Attack - Sphere Storm]
[Serges jumps and spins, a number of spheres shooting out of his hat at his foes.]
° Damage Dealt: 310
° 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: 620
° 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 2,900 Damage. This damage Cuts Dark Soul.
Vanguard
[Vanguard has Crimson Flame equipped instead of Garnet Star]
Defensive Phase
[Vanguard HP=4500/4500]
Vanguard has 0 Armor
[Spiked Mace] - Taken for 2,325 Damage!
[Finger Bullets] - Taken for 310 Damage!
[Blade Beam] - Avoided with [Natural Barrier]! RoS Effect negated with [Darklight Jaunt]!
[Bladeflurry] - Avoided with [Darklight Jaunt]! RoS Effect negated with [Darklight Jaunt]'s second avoidance!
[Sphere Storm] - Taken for 310 Damage!
[Landmine] - Taken for 620 Damage!
[Darklight Jaunt] [B-Tier, Dodge]
Using his reflexes, Vanguard disappears into a mote of fire that clouds his person from others, but enhances his own speed and vision, allowing him to deftly avoid attacks.
- Vanguard Dodges 1 Attack, on use.
-- For each successive use of this skill in a turn, Vanguard dodges an additional attack, for a total of three dodges per use.
--- [Active, 7/9 Uses]
[Vanguard HP=935/4500]
Support Phase
[Vanguard HP=935/4500]
[Pinpoint Offense] [Advanced Skill, Damage+]
Vanguard's natural tactical expertise is showcased in his ability to carefully finetune his allocated energy into pinpoint accurate shots and strikes against his opponent's natural data flow, causing severe damage.
- Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slots.
-- Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slots.
--- Attack Slots gained from Active Effects are entirely unaffected, and operate as normal.
---- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. He may possess a total of 5 Stacks at a time.
----- Vanguard can allocate his Constant Charge between his Natural Attack Slots as he sees fit.
------ Attacks with Required Charge used in the Natural Attack Slot must also have been charged in the Natural Attack Slot.
------- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed.
-------- [Passive]
[Crimson Flame of the Shadow Knight]
A powerful pendant that drastically increases the user's defensive powers....
° User has +2000 Max HP
° Glitch: User cannot recover HP by any means.
° After using [0/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Slotted Coils] [S-Tier, Custom]
Vanguard has become accustomed to his massive chip library as an extension of his own combat systems.
- Vanguard's DarkChip Expansion also applies to Standard Chips.
-- [Passive]
[DarkChip Expansion]
::BugFixCode::
::°:: Defense Chip || Costs 1 Skill Use to activate
::°:: Removes 1 Negative Status from the user
::°:: This Chip cannot be upgraded
[Darklight Burst] [B-Tier, Attack Slot+]
Vanguard's natural systems have learned to take into account the strain on his reserves from using an expanded arsenal, and have adapted to benefit from it regardless.
- This skill grants Vanguard 1 Attack Slot each time a use is expended from it to activate a Chip.
-- [Active, 8/9 Uses]
[Adrenaline] [A-Tier, Passive Attack Slots]
Vanguard fights to the purpose of efficiency and care against most opponents, and shows his true colors against those that push him to his limits - he need not fight at full capacity against every foe, but, for those that deserve it, they see his true power.
- Vanguard gains +1 Attack Slot per 20% of his maximum health missing, to a maximum of +4 Attack Slots while at or below 20% of his max health.
-- [Passive]
Offensive Phase
3 NAS | 5 AS | 5 Constant Charge | 12/12 C Uses | 2 DCE
3 NAS | 5 AS | 5 Constant Charge | 12/12 C Uses | 2 DCE
[Burning Reticle] [B-Tier, Damage+]
The reticles on his opponents burn hot, searing away at his opposition in response to his own strikes, eating away at his opposition.
- Vanguard adds [30 + (30 * V)] 660 Damage to 1 Attack on Use.
-- [Active, 8/9 Uses]
1.

° Destroys all enemy Barriers and Auras on the field
3. ::DarkCircleCode:: [1/2]
⇪⇪⇪⇪⇪⇪ [1,465] Seeking/Dark S-Damage [5/5 CC, Seeking, Tactical, Burning, Piercing]
[
° Breaks Unbreakable Shields, Fully Undodgeable
° Deals up to 7 hits at full damage
° x2 @ Each
° Hits can divided among multiple targets with no more than 2 hits per target
° Glitch: User takes damage equal to 2% of their Max HP per hit of this attack
Summary Phase
78,840 Damage @ All
[Vanguard HP=935/4500]
[Status] - Fine
[Stage] - Null
[CoolDown] -
-
X-Hunters
[Violen HP=40000/40000]
[Spiked HP=500/500]
[Spiked HP=500/500]
[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]
[Dark Circle] - Can't Omni-Block! First hit taken for [
[Retribution - Rampant Destruction] - [1/2]
[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] @ Spiked1 - Destroyed!
[The giant spiked flail from Violen tears apart everything in its wake.]
° Damage Dealt: 2,325 * 3 Hits
° Break Element || C-Range
° Damage Cannot be Reduced
° 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 - Spiked Mace] @ Spiked2 - Destroyed!
[The giant spiked flail from Violen tears apart everything in its wake.]
° Damage Dealt: 2,375 * 3 Hits
° Break Element || C-Range
° Damage Cannot be Reduced
° 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 - Spiked Mace] @ Vanguard
[The giant spiked flail from Violen tears apart everything in its wake.]
° Damage Dealt: 2,425 * 3 Hits
° Break Element || C-Range
° Damage Cannot be Reduced
° 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 - Spiked Mace] @ Vanguard
[The giant spiked flail from Violen tears apart everything in its wake.]
° Damage Dealt: 2,425 * 3 Hits
° Break Element || C-Range
° Damage Cannot be Reduced
° 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] @ Vanguard
[Leaping into the air, Violen sprays down a number of bullets.]
° Damage Dealt: 310 * 2 Hits
° Break Element || S-Range
° Damage Cannot be Reduced
° Hits All, Avoid Separately
° Gains an additional hit at full damage for every attack Violen has taken since his last turn.
[Skill - Spiked Destruction] - [2 Stacks, 3 Objects]
[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]
[Violen HP=22790/40000]
[Spiked HP=500/500]
[Spiked HP=500/500]
[Spiked HP=500/500]
[Agile HP=30000/30000]
[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]
[Dark Circle] - First hit taken for [
[Agile HP=12690/30000]
[Retribution - Flurry] - [1/2]
[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 - Blade Beam]
[Agile leaps upward, creating a wave of energy launched at his foe.]
° Damage Dealt: 2,600
° 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 - Bladeflurry]
[Agile darts forward, rapidly slashing at his target.]
° Damage Dealt: 155 * 10 Hits
° Blade Element || C-Range
° Avoid Separately | Ignores Armor || Aimed || Hit Targets have their damage reduced by 5% (stacks)
° Regardless of Success: Gains +2 Hits for the rest of battle
[Attack - Bladeflurry]
[Agile darts forward, rapidly slashing at his target.]
° Damage Dealt: 155 * 10 Hits
° Blade Element || C-Range
° Avoid Separately | Ignores Armor || Aimed || Hit Targets have their damage reduced by 5% (stacks)
° Regardless of Success: Gains +2 Hits for the rest of battle
[Serges HP=30000/30000]
[Dark Circle] - First hit taken for 17,310 Damage, second hit dedds him!
[Serges HP=0/30000]
Vanguard
Defensive Phase
[Vanguard HP=935/4500]
Vanguard has 0 Armor
[Spiked Mace] - Avoided with [Darklight Jaunt], 2 uses!
[Spiked Mace] - Avoided with [Darklight Jaunt], all three avoidances used!
[Blade Beam] - Taken!
[Bladeflurry] - Taken!
[Bladeflurry] - Taken!
[Darklight Jaunt] [A-Tier, B-Scale, Dodge]
Vanguard breaks down into a form of darklight plasma for enhanced speed to dodge attacks, and maintains this form against constant assault.
- Vanguard Dodges 1 Attack per use.
-- Vanguard avoids an Additional Attack per use of this skill after the first in a turn, to a maximum of 3 Attacks avoided per use.
--- [Active, 4/9 Uses]
[Tactical Reprieve] - [Advanced Form]
Less of a survival method as much as it is a defense mechanism, Vanguard alights in his darksoul when he is pushed to try in combat.
° Automatically activates upon reaching 0 HP. Revives Vanguard with 1 HP
° Vanguard is invincible except against Aimed Attacks
° Vanguard has +1 Attack Slot for the duration
° Lasts for [1/2] Turns.
[Vanguard HP=1/4500]
Support Phase
[Vanguard HP=1/4500]
[Pinpoint Offense] [Advanced Skill, Damage+]
Vanguard's natural tactical expertise is showcased in his ability to carefully finetune his allocated energy into pinpoint accurate shots and strikes against his opponent's natural data flow, causing severe damage.
- Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slots.
-- Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slots.
--- Attack Slots gained from Active Effects are entirely unaffected, and operate as normal.
---- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. He may possess a total of 5 Stacks at a time.
----- Vanguard can allocate his Constant Charge between his Natural Attack Slots as he sees fit.
------ Attacks with Required Charge used in the Natural Attack Slot must also have been charged in the Natural Attack Slot.
------- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed.
-------- [Passive]
[Crimson Flame of the Shadow Knight]
A powerful pendant that drastically increases the user's defensive powers....
° User has +2000 Max HP
° Glitch: User cannot recover HP by any means.
° After using [1/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Seeking] - +250 Damage to 1 Attack/Turn.
[Tactical Acumen] [S-Tier, Aiming]
Vanguard's reticles shrink to a size to be almost imperceptible to anyone's eyes but his, and he uses them to strike for massive power disruption.
- Temporary Damage additions to the selected attack are doubled for one turn. This can only be applied once to a single attack.
-- [Active, 3/5 Uses Max/Battle]
[Slotted Coils] [S-Tier, Custom]
Vanguard has become accustomed to his massive chip library as an extension of his own combat systems.
- Vanguard's DarkChip Expansion also applies to Standard Chips.
-- [Passive]
[DarkChip Expansion]

No Damage || Does not Cost an Attack Slot to use
° Removes Vanguard's -AS and -Damage
° User must sacrifice 1 Skill Use to activate this Chip
° This Chip cannot be Upgraded
Offensive Phase
3 NAS | 5 Constant Charge | 12/12 C Uses | 3 DCE
3 NAS | 5 Constant Charge | 12/12 C Uses | 3 DCE
[Burning Reticle] [B-Tier, Damage+]
The reticles on his opponents burn hot, searing away at his opposition in response to his own strikes, eating away at his opposition.
- Vanguard adds [30 + (30 * V)] 660 Damage to 1 Attack on Use.
-- [Active, 6/8 Uses]
1.

[
° Breaks Unbreakable Shields, Undodgeable
° Deals up to 7 hits at full damage
° x2 @ Each
° Hits can divided among multiple targets with no more than 2 hits per target
° Glitch: User takes damage equal to 2% of their Max HP per hit of this attack
Summary Phase
34,620 Damage @ All
[Vanguard HP=1/4500]
[Status] - Fine
[Stage] - Null
[CoolDown] -
-
X-Hunters
[Violen HP=22790/40000]
[Spiked HP=550/550]
[Spiked HP=550/550]
[Spiked HP=550/550]
[Dark Circle] - Taken for two hits of 17,260 Damage! Dedded!
[Violen HP=0/40000]
[Agile HP=1/30000]
[Dark Circle] - Taken for one hit of 17,260 Damage! Can't die this turn, though; immune to the second hit.
[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]
[Agile HP=1/30000]
[Retribution - Flurry] - [2/2]
[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 - Blade Beam]
[Agile leaps upward, creating a wave of energy launched at his foe.]
° Damage Dealt: 2,600
° 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 - Bladeflurry]
[Agile darts forward, rapidly slashing at his target.]
° Damage Dealt: 155 * 26 Hits
° Blade Element || C-Range
° Avoid Separately | Ignores Armor || Aimed || Hit Targets have their damage reduced by 5% (stacks)
° Regardless of Success: Gains +2 Hits for the rest of battle
[Attack - Bladeflurry]
[Agile darts forward, rapidly slashing at his target.]
° Damage Dealt: 155 * 26 Hits
° Blade Element || C-Range
° Avoid Separately | Ignores Armor || Aimed || Hit Targets have their damage reduced by 5% (stacks)
° Regardless of Success: Gains +2 Hits for the rest of battle
[Attack - Bladeflurry]
[Agile darts forward, rapidly slashing at his target.]
° Damage Dealt: 155 * 26 Hits
° Blade Element || C-Range
° Avoid Separately | Ignores Armor || Aimed || Hit Targets have their damage reduced by 5% (stacks)
° Regardless of Success: Gains +2 Hits for the rest of battle
Vanguard
Defensive Phase
[Vanguard HP=1/4500]
[Vanguard has 0 Armor]
[Vanguard takes all attacks, drops Darksoul, hits Undershirt]
[Vanguard HP=1/4500]
Support Phase
[Vanguard HP=1/4500]
[Pinpoint Offense] [Advanced Skill, Damage+]
Vanguard's natural tactical expertise is showcased in his ability to carefully finetune his allocated energy into pinpoint accurate shots and strikes against his opponent's natural data flow, causing severe damage.
- Vanguard naturally possesses 1 Attack Slot, referred to as his Natural Attack Slots.
-- Vanguard's Passive Attack Slots, such as those gained from Version Up, Programs or Skills, are instead converted into stacks of Constant Charge for his Natural Attack Slots.
--- Attack Slots gained from Active Effects are entirely unaffected, and operate as normal.
---- Constant Charge applies a constant multiplier to an Attack's Damage, based on the Optional Charge Multiplier, without requiring actual turns of Charge. He may possess a total of 5 Stacks at a time.
----- Vanguard can allocate his Constant Charge between his Natural Attack Slots as he sees fit.
------ Attacks with Required Charge used in the Natural Attack Slot must also have been charged in the Natural Attack Slot.
------- Any Attack Slot reducing effect afflicting Vanguard instead removes a single stack of Constant Charge per Attack Slot it would have removed.
-------- [Passive]
[Crimson Flame of the Shadow Knight]
A powerful pendant that drastically increases the user's defensive powers....
° User has +2000 Max HP
° Glitch: User cannot recover HP by any means.
° After using [2/5] Dark Chips in battle, the Glitch is removed for the rest of that battle
[Tactical Acumen] [S-Tier, Aiming]
Vanguard's reticles shrink to a size to be almost imperceptible to anyone's eyes but his, and he uses them to strike for massive power disruption.
- Temporary Damage additions to the selected attack are doubled for one turn. This can only be applied once to a single attack.
-- [Active, 3/5 Uses Max/Battle]
[DarkChip Expansion]

No Damage || Does not Cost an Attack Slot to use
° Removes Vanguard's -Damage
° User must sacrifice 1 Skill Use to activate this Chip
° This Chip cannot be Upgraded
Offensive Phase
3 NAS | 5 Constant Charge | 10/10 C Uses | 3 DCE
3 NAS | 5 Constant Charge | 10/10 C Uses | 3 DCE
[Burning Reticle] [B-Tier, Damage+]
The reticles on his opponents burn hot, searing away at his opposition in response to his own strikes, eating away at his opposition.
- Vanguard adds [30 + (30 * V)] 660 Damage to 1 Attack on Use.
-- [Active, 6/8 Uses]
1.

560 Shadow/Dark S-Damage
° Unavoidable
° This damage will affect the Victim's Max HP for the rest of battle as well
° Cannot be augmented in any way/shape/form
° Glitch: User's Max and Current HP are reduced by 50% of this Chip's Damage
Summary Phase
560 Damage @ Agile
[Vanguard HP=1/4500]
[Status] - Fine
[Stage] - Null
[CoolDown] -
-
X-Hunters
[Agile HP=1/30000]
[Dark Kunai] - Taken for 560 Damage! Agile, Deleted!
Rewards: 500 Exp || 8000 Zenny || 5 BugFrag || 1 BlueMD || 3 GreenMD