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Post by Gaia on Jan 19, 2023 15:37:52 GMT -8
Vanguard.EXE
1-100
Vanguard has Initiative Lv1
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Post by Zane on Jan 19, 2023 16:46:20 GMT -8
Initiative 6.
Support Phase:
Set Stage Omega
Ocean Panels Aqua ° Fire Navis lose 10% HP per turn and cannot restore HP * ° Non-Aqua Navis' Avoidances only apply to one attack per use * ° Non-Aqua Attacks can only be used once per turn regardless of any effect * Lasts for 3 Turns
Permanence Flare Stage Lock ~ S-Tier A flame that burns the field in place, locking it regardless of its attempts. Effects: Locks the current panels in place, causing them to be unable to change, for 1 Turn. Or can remove the lock on panels instead. 6x Uses, 6x Max/Battle.
x1 Used. Locks Ocean Panels for this turn.
Solar Prominence Panel Augment ~ A-Tier Unleashing more flames within himself, Zane amplifies the number of ways he can strike at his enemies. In doing so, boosting his damage potential several times over. Effects: This skill can instead be used for the next stage set by Zane to requires an additional usage of an "air shoes" type effect to become immune to its effects. 9x uses.
x7 Used. 8 Air Shoes required.
Air Shoes Omega used. 0/8 remaining.
Blazing Assassin
+ One Attack per turn strikes twice as many times when used at the same amount of damage as the previous use. - Opponent can disable all panel immunity. If so, this Hyper Mode ends immediately.
- 2 Turn Duration
Blazing Aftermath chosen.
Eternal Flare Multiplier Attack ~ S-Tier The final blaze of fire, burning through the great sun that represents the strength that the Knight possesses. Effects: One Attack strikes an additional time at no cost, regardless of Cooldown or Charge. 6x uses, 6x Max/Battle.
x6 used on Blazing Aftermath.
Terminating Blaze Aiming Skill ~ A-Tier A flame that dominates the enemy entirely. With this augmentation, that is the reality that the knight seeks to do to his opponent from here on out. Effects: Adds "requires an additional avoidance to prevent." Cannot be applied more than once to the attack. 9x uses.
x1 used on Blazing Aftermath.
Great Sword Omnicron Activated Program Upon activation of this program, one attack gains +230 Damage for one use. This program gains +1 Use at Versions 4, 7, 10, 13, 16, and 19. Uses per battle: 8
8 used on Blazing Aftermath for +1,840 Damage.
Surge Burst Activated Hidden Program On the turn activated, User gains +2 Attack Slots, +100 Damage on all attacks, and +1 Use to One Activated Skill of choice. The User also recovers 600 HP, and deals 200 Unavoidable Damage to every target on the field. 4x Use.
4 used. +400 Damage, +8 Attack Slots, +4 Skill Uses to Terminating Blaze, +2,400 HP, and 800 Unavoidable sent at Vanguard.
Full Custom used on Dynamite Spark.
Emerald Star and Cross used on Blazing Aftermath.
Attack Slots: 5
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Attack Phase:
Dynamite Spark S-Attack Fire Element A snap of the finger that unleashes a flurry of explosive shots around his opponents, sparking the heat within the air. 0 x 4: 70% DMG, Undodgable, Cuts Auras, can reduce the damage of this attack to 0 to add half of the hits of this attack to one attack this turn. 1 Turn Charge 1x Use/Battle
Hyper Attack ~ Blazing Recurrence C/S-Attack Fire Element The eternal surge of flame that brings forth the overwhelming strength that Zane possesses. 530: 120% DMG. Upon use, can choose two Omni-Aimers. Add them and the base damage of this attack to one attack this turn. 3 -> 2 Turn Cooldown
Blazing Aftermath x 16 C/S-Attack Fire Element Forging together a flurry of flame from repeated assaults, Zane unleashes an insurmountably powerful blaze of flames to engulf his enemies and turn them to ashes. 5,900 x 3 DMG. Cuts Uncuttable Auras. Unomnidodgable. Auto-Strikes for two turns after use at 50% Damage it had on the turn of use and retaining any effects/properties added to it. Cuts Darksoul. Cuts Undershirt. Cannot be Naturally Avoided. Requires an additional avoidance to prevent. 1 Turn CD 1x Use/Battle
Charging Scarlet Blaze.
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End Phase:
[Zane HP=3400/3400]
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Post by Gaia on Jan 19, 2023 18:57:49 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
Defense Phase
[Vanguard HP=2500/2500]
[Vanguard has 0 Armor]
[Blazing Recurrence] - Natural Avoid.
[Folder Pack] Passive Hidden Program - Giga Folder 1: Giga Chip Limit Increased by 1 - Mega Folder 2: Mega Chip Limit Increased by 2 - Custom+5: +5 Battle Chips usable per battle - Shuffle: Once per turn, may activate a chip that requires a skill use without spending the skill use - Takes up one normal Program Slot along with the Navi's Hidden Program Slot.
[Slotted Coils] [B-Tier, Chip Use+] The unique method Vanguard has of cataloging his chip library and making them easily accessible to him in combat makes his use of chips far more efficient than most. In a moment's notice, he can access his library without concern. - Vanguard gains +1 chip use with its extra effects paid for. -- [Active, 4/12 Uses]
x2 [::BattleChip:FanfareLv1:v21::]
x3 [::BattleChip:Rock CubeLv1:v21::]
x2 [::BattleChip:Hard BodyLv8:v21::]
x3 [::BattleChip:RecoveryLv8:v21::]
[Vanguard has 310 Armor]
[Deflect] [C-Tier, Shield] Vanguard uses intensified darklight energy as a shield, creating energy to cancel out another's. - Blocks 1 Attack. -- [Active, 2/13]
[Blazing Aftermath] - 3 intercepted by Rock Cube.
{Blazing Aftermath - 2 taken with Hard Body, using Recovery before final hit. Last 1 requires Dark Recovery. (Click to see math)}5,900 - 310 = 5,590; 5,590 x .15 = 838 x3 hits
2500 - 838 - 838 + 1125 - 838 - 838 + 1125 - 838 + 1125 - 838 = 847 HP [Blazing Aftermath] - 11 avoided.
[Vanguard HP=847/2500]
Support Phase
[Surge Burst] - Taken for 800 Damage.
[Crown of the Fallen Monarch] - Taken for 375 Damage. Darksoul, triggered.
[Folder Unison] - [Advanced Form] The culminated power of his focus on his chips, Vanguard channels his arsenal directly through his being, merging body and soul with a chip. ° Sacrifice any Standard-Tier Attack Chip to merge with it, entering this form ° During Unison, user gains the Lv5 Effects of the Chip's first natural Element ° User's charged attacks may become that Chip at will, gaining its Name, Elements, Non-★ Effects, and User's Standard/Dark Chip Damage ° Lasts for 3 Turns
[::BattleChip:Elemental RageLv8:v21:&Break::]
[::Shortcut:Element:Break::] Lv5 ::o:: User's Attacks cannot be mitigated below 50% of the Attack's Base Damage. ::o:: User's Broken Panel abilities may be used in spite of Panel Locks and remain locked for their base duration. ::o:: Unstoppable has -4 CD.
{ Mobius - Vanguard charges all chargeable attacks. ::(+):: Infinite Power, Finite Output. ° Preemptive Charges may be applied as desired ° All chargeable attacks are automatically charged once per turn ° One full-turn charged attack of choice is auto-charged once every Even Turn ° Charges are allowed to be held indefinitely when fully charged ° Triggered Auto Strikes have no interaction with this Giga Program } Zealot's Fuel [1/5 Charges] Zealot's Ultimatum [1/5 Charges] Tactical Destruction [1/2 Charges] Charged Barrel [1/5 Charges] Darklight Sword [1/5 Charges] Doomsight [1/5 Charges] Aiming Gaze [1/1 Charges] Variable Assault [1/2 Charges] Dynamo Aiming - [1/2 Charges] Disruptive Pulse - [1/2 Charges] Power Revolver - [1/2 Charges] Unyielding Judgment - [1/5 Charges] Zealot's Judgment - [1/1 Charges] Zealot's Prominence - [1/1 Charges] Zealot's Conviction - [1/5 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [1/1 Charges] Zealot's Blade - [1/2 Charges] Dark Meteors - [1/2 Charges] x2 Dark Bomb - [1/1 Charges] Boomerang - [1/1 Charges] x2 Rainy Day - [1/1 Charges] Tornado - [1/1 Charges] Volcano - [1/1 Charges] x2 Element Poison - [1/1 Charges] Seal Cannon - [1/1 Charges] Super Vulcan - [1/4 Charges] Meteors - [1/1 Charges] x2
[Tactical Mastery] [S-Tier, Chip Imbue] Vanguard's ability to expand his arsenal beyond normal margins has grown to mastery. The difference between his chips and his typical arsenal has faded entirely. -- The user's charged attacks may consume a Standard or Dark Attack Chip to gain its Damage, Elements, and 1 Non-★ Effect for that use per turn that it was charged. Has no effect on Mega or Giga Chips. -- Multiple Standard Chips may be imbued by this process, but the Attack will cost an additional Attack Slot for every chip imbued beyond the first ° The same chip cannot be imbued multiple times onto the same attack -- [Passive]
[Pinpoint Offensive] [Advanced] Vanguard's power is in his eyes, a powerful gift that allows him to stare into a target's code and see the critical point within which it flows. - Up to 5 of Vanguard's Passive Attack Slots are converted into stacks of Constant Charge. - Constant Charge can be spent to apply a multiplier to one Attack's Damage per turn (proportionate to an Optional Charge Multiplier, corresponding to the Constant Charge spent) - Constant Charge resets at the end of every turn [- Constant Charge does not substitute Required Charge] [- Interruption removes all stacks of Constant Charge for 1 Turn] -- [Passive]
[Checkmate] [A-Tier, Attack Slot+] As Vanguard's tactical expertise comes to fruition, his speed increases to further his goals. - Vanguard gains +1 Attack Slot per 2 completed charges he is holding at the start of his offensive phase. This stacks up to 4 times. -- [Passive]
Offense Phase 2 -> 7 AS || 2 DCE
[::Shortcut:Element:Seeking::] Lv7 ::o:: One attack per turn deals 2.5x Damage. ::o:: User's Aiming Skills apply to 1 Additional (consecutive) Attack. ::o:: Precision has -4 CD. ::o:: ⇪ Alpha: User's Power-Up Attacks and Power-Up Variants modify the next damaging attack used (rather than just the next attack) ::o:: ⇪ Gamma Every 5th augmented attack used in a turn deals 50% additional damage.
[Fallen Monarch] [::BattleChip:Dark SwordLv7:v21:"Breaks Shields, Undodgeable, Cannot be Countered"::]
1. [::BattleChip:Zeus HammerLv1:v21::]
[::Shortcut:Stage:Broken::]
[Air Shoes ⇪ Nu] Activated Program Upon activation of this program, user ignores positive and negative stage effects for 1 turn. Does not take up a program slot. ⦗Uses per battle: 1/2⦘
[::BattleChip:Stage RevertLv1:v21::]
[::BattleChip:Full CustomLv1:v21::]
2. [Burning Conviction] His eyes blazing powerfully, Vanguard releases a myriad of reticles into the air around him. [[35] 4,925 * 6] Fire C-Damage [50%] ::C:: Can be optionally charged for 1 turn to gain "Ignores Armor" ::A:: Avoid Separately ::o:: Undodgeable ::o:: Deals x2 Damage on Break Panels ::o:: Inflicts x2 Damage to enemies weak to Break Element ::o:: Ignores Armor ::o:: Cannot be Mitigated ::°:: 5-CD
3. [::BattleChip:Dark SwordLv7:v21:"Breaks Shields, Undodgeable, Cannot be Countered"::] x3
6. [Hub Batch] - [1/1 GIGA Charges]
7. [Air Burst] - [1/1 GIGA Charges]
Summary Phase
[Vanguard HP=1/2,500]
[Status] - -- Normal [Stage] - -- [::Shortcut:Stage:Broken::] [Cooldown] - -- Burning Conviction - 0/5 CD
Vanguard admits defeat.
Van: 20 Exp | 200z
Zane: 105 Exp | 1050z
[Zealot's Conviction] [150 + (15 * V)] Fire C-Damage ::S::+ After use, applies one temporary effect affecting this attack to an attack next turn. ::C:: Can be optionally charged for up to four turns, applying this effect for an additional turn per charge. ::°:: 1-Turn Required Charge.
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