Post by Gaia on Jan 22, 2023 18:45:16 GMT -8
CMT
Vanguard, Joker, StrifeMan, and Hollow approach the CMT, one at a time.
Defense Phase
[Massimo HP=30000/30000]
[Armor: 500]
[N/A]
[Cinnamon HP=20000/20000]
[N/A]
[Marino HP=10000/10000]
[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
° 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]
[Dodges: 1]
[N/A]
Support Phase
[Skill - Angelic Aide]
[Cinnamon constantly keeps her allies topped off with health.]
° Cinnamon and her allies restore 30% of their Max HP every turn
[Passive]
[Massimo] - +9,000 HP
[Cinnamon] - +6,000 HP
[Marino] - +3,000 HP
Offensive Phase
[Massimo]
v21 Damage - 3,000
v20 Damage - 2,900
v5 Damage - 1,400
v1 Damage - 1,000
[Attack - Massive Lance] Once @ Each Target
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: #
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Cinnamon]
v21 Damage - 800
v20 Damage - 770
v5 Damage - 320
v1 Damage - 200
[Attack - Angel Hand] Once @ Each Target
[Cinnamon slaps her opponent with her gloves]
° Damage Dealt: #
° Light Element || C-Range
° If Hits, Victim deals -20% Damage for Two Turns. Stacks with multiple inflictions.
[Marino]
[Attack Slots: 3]
v21 Damage - 1,200
[Attack - Beam Knife] Once @ Each Target
[Marino slices quickly at her opponent with a saber-esque knife]
° Damage Dealt: #
° Blade Element || C-Range
° Undodgeable || Cuts Auras
° Damage cannot be reduced below 50%
[Attack - Marino Stamp] Once @ Each Target
[Marino leaps at her opponent to deliver an aerial kick]
° Damage Dealt: #
° Normal Element || C-Range
° Breaks Shields || Cuts Auras
° Damage cannot be reduced below 50%
[Attack - Mirage Dive] Once @ All Targets
[Marino summons illusions to strike alongside her as she jumps up and dives at each opponent, stomping onto them with her landings]
° Damage Dealt: #
° Shadow Element || C-Range
° Undodgeable || Breaks Shields || Hits All
° Damage cannot be reduced below 50%
Defense Phase
[Vanguard HP=2500/2500]
Vanguard takes all attacks. Darksoul triggered.
[Joker HP=3935/3935]
[Energy Reserves] [S-Tier, Skill Use+]
Joker uses raw power stored within his nuclear engine to generate more resources.
- +1 skill use to another skill of choice.
-- [Active, 0/4 uses MAX]
[Skill Addition ⇪ Zeta]
Activated Program
+1 use to One Activated Skill when activated. Has +1 Use.
⦗Uses per battle: 0/2⦘
[Amplify] [S-Tier, Multiplier]
Joker uses raw power stored within his nuclear engine to force more power into his potent defenses.
- Doubles the Power/HP of a currently active Aura/Barrier. Does not stack on multiple uses.
- Alternatively, revives an Aura/Barrier at its highest HP.
-- [Active, 3/4 Uses MAX]
[Cloud of Crimson] [A-Tier, Aura]
Insurmountable power made manifest, the powerful crimson energy that rolls off of Joker's body creates an impenetrable iron wall of intense noise. All lesser efforts are burned away by its maelstrom.
- Spawns an aura with 255-Power.
- Additional instances can be merged into the current one to increase its hp by 50% of its base value. If three or more are merged together, the Aura becomes uncuttable.
-- [Active, 0/7 Uses]
[3,570-Power Uncuttable Aura absorbs all attacks]
[StrifeMan HP=9,900/9,900]
[Calamitous Fortitude] [C+-Tier, Shield]
The misfortune of effort with no fruit. The avatar of calamity withstands harm seemingly without worry.
- StrifeMan Blocks 1 attack.
-- If StrifeMan is at or above max-health, he may block an additional attack.
-- [Active, 10/12 Uses]
[Fickle Fate] [C+-Tier, Dodge]
StrifeMan tugs at the strings of fate, causing an attack to slip, to just barely miss, or to seemingly phase right through him.
- StrifeMan Dodges 1 attack.
-- If StrifeMan is at or above max-health, he may dodge an additional attack.
-- [Active, 11/12 Uses]
[Shadow of Misfortune] [A-Tier, Barrier]
A veil that distorts fate, causing attacks to fail.
- StrifeMan raises a barrier with 755-HP. When destroyed, user restores health equal to 10% of their max-hp.
-- [Active, 7/8 Uses]
[StrifeMan avoids all attacks]
[Hollow HP=3,500/3,500]
[Cloying Void] [A-Tier, Avoidance Augment]
The void that makes up Hollow's form is strong and unyielding, reducing attempts to harm the void within and then sustaining to prevent further attempts against his perpetual emptiness.
::o:: Hollow's avoidances avoid four additional attacks per use.
-- [Passive]
[Void Wall] [C-Tier, Triune Avoidance]
The void takes the form of an incredible wall that halts all attempts made against it, no force strong enough to surpass it.
::o:: Hollow triune avoids one attack.
-- [Active, 12/13 Uses]
[Hollow avoids all attacks]
Support Phase
Vanguard:
[Crown of the Fallen Monarch] - Taken for 375 Damage.
[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:&Plasma::]
[::Shortcut:Element:Plasma::] Lv5
::o:: Charged Attacks deal x1.5 Total Damage.
::o:: +3 Preemptive Charges.
{
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
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
}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]
Joker:
[Power Transfer] [A-Tier, Damage Augment]
Pulling from the ravaging effects of either the crimson or the space in the air surrounding him, Joker amplifies his assault.
- Dread Joker adds an aura's power or 50% of a barrier's health to up to 4 attacks per turn.
-- [Passive]
[Crimson Dread] [Advanced Form, Hyper Format]
Flooding his body with crimson energy, and power from the generational within, Joker surpasses his limits and overcharges his systems.
::o:: Joker's attacks with a limited number of uses each turn can be used an additional time each turn.
::o:: 3-Turn Duration
[Preemptive Charges] - [Red Gaia Eraser | 5/5]
[Auto Charges] -
- [Oppressive Collapse | 1/1]
- [Missile Barrage | 1/1]
- [Dread Satellite Laser | 1/1]
- [Spatial Crusher | 1/1]
- [Proliferation | 1/1]
[StrifeMan HP=11,910/9900]
[Scourge of Fate] Dark-Soul
Calamity's avatar given form, StrifeMan's power manifests as an aura of grasping talons and shrieking wails; the pain of those from before, and an omen of the agony to come.
° Automatically activates when the user would reach 0 HP
° Navi endures a fatal turn of attacks with 1 HP
° Navi is invincible except against Aimed Attacks
° Navi has +1 Attack Slot for the duration
° StrifeMan can have multiple Shattered Soul clones active at once.
° Can use one skill per turn outside of use restrictions.
° Can use one support skill per turn to affect all allies without expending an additional skill use.
° Lasts for 5 Turns
[Shadow of Calamity] Dark-Soul
Calamity's avatar given form, StrifeMan's power manifests as an ominous cloud of dark intent and shifting visions, obscuring opportunity.
° Automatically activates when the user would reach 0 HP
° Navi endures a fatal turn of attacks with 1 HP
° Navi is invincible except against Aimed Attacks
° Navi has +1 Attack Slot for the duration
° Attack slots over base always benefit from Light element's bonus damage
° StrifeMan's light elemental benefit improves to overheal up to 150% HP.
° Nullifies the first stage change used by an opponent for the duration of this dark soul.
° Lasts for 5 Turns
[Fate Restored] [S-Tier, Skill Use+]
To control fate allows StrifeMan to pull power from seasons that have already passed others by.
- Adds +1 Use to another skill of choice.
-- [Active, 3/4 Uses]
[Shattered Soul] [S-Tier, Clone]
The avatar of calamity holds many forms. Fracturing its persona, he extends his reach.
- StrifeMan creates a Unique, Non-Intercepting Clone. Clone has 40% of StrifeMan's max health, and 1 Attack Slot at half damage. Inherits StrifeMan's Light elemental benefits.
-- [Active, 0/4 Uses MAX/Battle]
[StrifeMan spawns 5 Clones]
[Ruinous Restoration] [S-Tier, Recovery]
Dark runes cause terrible agony. Rather than open wounds or even heal them, it makes it as though the wounds had never happened.
- Target restores health equal to StrifeMan's regen. This can overheal a target without limit until the end of their support phase. Does not interact with other overheal effects.
-- [Active, 3/4 Uses]
[StrifeMan restores all allies +3,090 HP]
[StrifeMan HP=14,850/9,900]
[ShatteredSoul HP=5940/3960] x5
[Empty Reservoir] [Advanced Form, Soul Unison]
An empty reservoir with infinite capacity for change. The void can be melded as Hollow wishes it.
° 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 RageLv1:v21:&Dark::]
Offensive Phase
Vanguard:
[::Shortcut:Element:Seeking::] Precision
[::Shortcut:Element:Laser::] Piercing
[Crown]
[Sacrifice 1 AS, 2 DCE : Melds Dark Cannon/Dark Wide]
1. [::BattleChip:Dark MeteorsLv7:v21:"If no other attack was used this turn, x3 Damage":"Hits All":x3 DarkCannon Imbue:x6 CC:x2.5 Seeking:x1.5 Plasma:+2,130 Chip Imbue:"Hits 4 times at half damage":"Cuts Uncuttable Auras, Breaks Unbreakable Shields"::]
Joker:
1. [Red Gaia Eraser] [Giga Special] @ Marino
Absolute destructive force; nuclear energy compressed into a tiny bead that expands and eradicates anything it touches.
[144,900] Solar S-Damage [200%]
::*:: If Hits: Executes regardless of HP
::C:: Can be optionally charged for up to 2 turns. Per turn charged, select one omni-aimer to add to this attack.
::o:: Cuts Uncuttable Auras, Fully Undodgeable
::C:: Can be optionally charged for up to 3 turns.
::C:: Cannot be Countered, Destroys: Auras, Barriers, Objects, Clones
::o:: 0-Turn CD
2. 1. [Red Gaia Eraser] [Giga Special]
Absolute destructive force; nuclear energy compressed into a tiny bead that expands and eradicates anything it touches.
[1,820] Solar S-Damage [200%]
::*:: If Hits: Executes regardless of HP
::C:: Can be optionally charged for up to 2 turns. Per turn charged, select one omni-aimer to add to this attack.
::C:: Can be optionally charged for up to 3 turns.
::C:: Cannot be Countered, Destroys: Auras, Barriers, Objects, Clones
::o:: 0-Turn CD
2. [Red Gaia Eraser] [Giga Special]
Absolute destructive force; nuclear energy compressed into a tiny bead that expands and eradicates anything it touches.
[1,820] Solar S-Damage [200%]
::*:: If Hits: Executes regardless of HP
::C:: Can be optionally charged for up to 2 turns. Per turn charged, select one omni-aimer to add to this attack.
::C:: Can be optionally charged for up to 3 turns.
::C:: Cannot be Countered, Destroys: Auras, Barriers, Objects, Clones
::o:: 0-Turn CD
3. 1. [Red Gaia Eraser] [Giga Special]
Absolute destructive force; nuclear energy compressed into a tiny bead that expands and eradicates anything it touches.
[1,820] Solar S-Damage [200%]
::*:: If Hits: Executes regardless of HP
::C:: Can be optionally charged for up to 2 turns. Per turn charged, select one omni-aimer to add to this attack.
::C:: Can be optionally charged for up to 3 turns.
::C:: Cannot be Countered, Destroys: Auras, Barriers, Objects, Clones
::o:: 0-Turn CD
2. [Red Gaia Eraser] [Giga Special]
Absolute destructive force; nuclear energy compressed into a tiny bead that expands and eradicates anything it touches.
[1,820] Solar S-Damage [200%]
::*:: If Hits: Executes regardless of HP
::C:: Can be optionally charged for up to 2 turns. Per turn charged, select one omni-aimer to add to this attack.
::C:: Can be optionally charged for up to 3 turns.
::C:: Cannot be Countered, Destroys: Auras, Barriers, Objects, Clones
::o:: 0-Turn CD
[::Shortcut:Element:Dark::] Lv5 Elemental Mastery
::o:: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +100% Damage.
::o:: If the attack lands, twice the sacrificed HP is restored in the user's next Defensive Phase
::o:: Two Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
[::Shortcut:Element:Dark::] Lv5 Elemental Mastery
::o:: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +100% Damage.
::o:: If the attack lands, twice the sacrificed HP is restored in the user's next Defensive Phase
::o:: Two Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
[::Shortcut:Element:Wood::] Lv5
::o:: +5 S-Tier Attack Uses (applied as desired).
::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
::o:: Reflection has -4 CD.
[Set <Stage> ⇪ Omega]
Activated Program [2/2 Uses]
User may change all panels on the field for 3 Turns. Stage is chosen upon use.
Set Grass.
Normal element ignores Grass element's fire requirement for 1 instance.
[Power Strike]
Activated Hidden Program
One Attack deals x1.5 Damage and its other Damage Buffs are 50% more effective (convert them to percentages before applying this effect). Does not apply to successive strikes of the attack (Restrikes/Auto-Strikes).
⦗0 CD⦘
[Signature Art - Empty Thunder]
Hollow channels his inner emptiness into a massive storm of lightning to fall from the skies.
[2,025 * 7] [::Shortcut:Range:X::] [::Shortcut:Element:Elec::] Damage [50%]
::A:: Avoid Separately
::C:: Dual Range
::o:: Fully Undodgeable, Breaks Shields
::°:: Can be optionally charged for up to 5 turns.
::o:: Hits All, Interrupts
::°:: Useable 1/Turn
[Supreme Art - Resurgence]
Magic provides the means for limitless power.
[X] [::Shortcut:Range:S::] [::Shortcut:Element:Normal::] [0%]
::S:: Repeats the last standard attack used, retaining all damage and effects. This attack cannot be further augmented.
::o:: Can be optionally charged for up to 5 turns.
::o:: 1-Turn Required Charge, -1 Total Attack/Use, 5 Uses (+2/Blade)
[Signature Art - Empty Thunder]
Hollow channels his inner emptiness into a massive storm of lightning to fall from the skies.
[2,025 * 7] [::Shortcut:Range:X::] [::Shortcut:Element:Elec::] Damage [50%]
::A:: Avoid Separately
::C:: Dual Range
::o:: Fully Undodgeable, Breaks Shields
::°:: Can be optionally charged for up to 5 turns.
::o:: Hits All, Interrupts
::°:: Useable 1/Turn
1. [Maleficus] x4 @ Marino x5 @ Cinnamon
StrifeMan's touch is like a wasting curse; his gaze like a searing agony.
[2,900] [::ShortCut:Element:Set::] [::ShortCut:Range:Set::] [80%]
::C:: ::Effect:SetAimer:: X | X
::C:: ::Effect:SetRange:: X
::C:: ::Effect:UserElem:: X
Clones:
1. [Maleficus] x10 @ Cinnamon
StrifeMan's touch is like a wasting curse; his gaze like a searing agony.
[1,200] [::ShortCut:Element:Set::] [::ShortCut:Range:Set::] [80%]
::C:: ::Effect:SetAimer:: X | X
::C:: ::Effect:SetRange:: X
::C:: ::Effect:UserElem:: X
Defense Phase
[Massimo HP=30000/30000]
[Armor: 500]
Everyone except StrifeMan reduces Massimo to 1 HP.
[Cinnamon HP=20000/20000]
[N/A]
Everyone reduces Cinnamon to 1 HP.
[Marino HP=10000/10000]
Everyone deletes Marino.
[N/A]
Support Phase
[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]
[Hyper Mode - Iron Maiden]
[Cinnamon's Armor turns black and her defensive abilities are enhanced temporarily.]
° Cinnamon takes 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]
[Skill - Angelic Aide]
[Cinnamon constantly keeps her allies topped off with health.]
° Cinnamon and her allies restore 30% of their Max HP every turn
[Passive]
[Massimo] - +9,000 HP
[Cinnamon] - +6,000 HP
Offensive Phase
[Massimo]
v21 Damage - 6,000
[Attack - Massive Lance] Twice @ Each Target
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: #
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
[Cinnamon]
v21 Damage - 800
[Attack - Angel Hand] Twice @ Each Target
[Cinnamon slaps her opponent with her gloves]
° Damage Dealt: #
° Light Element || C-Range
° If Hits, Victim deals -20% Damage for Two Turns. Stacks with multiple inflictions.
Defense Phase
[Vanguard HP=1/2500]
Darksoul do as darksoul does.
[Joker HP=3935/3935]
[Perfected Reality] [A-Tier, Barrier]
Joker maintains his dominance by looking through infinity and solidifying the reality that he most prefers.
- Spawns a Super Barrier with 755 HP. Endures against 2 full attacks before breaking.
-- [Active, 6/7 Uses]
[3,570-Power Uncuttable Aura absorbs Cinnamon's attacks]
[StrifeMan HP=9,900/9,900]
[Shadow of Misfortune] [A-Tier, Barrier]
A veil that distorts fate, causing attacks to fail.
- StrifeMan raises a barrier with 755-HP. When destroyed, user restores health equal to 10% of their max-hp.
-- [Active, 0/8 Uses]
[StrifeMan and his clones avoid all attacks]
[Hollow HP=3,500/3,500]
[Cloying Void] [A-Tier, Avoidance Augment]
The void that makes up Hollow's form is strong and unyielding, reducing attempts to harm the void within and then sustaining to prevent further attempts against his perpetual emptiness.
::o:: Hollow's avoidances avoid four additional attacks per use.
-- [Passive]
[Void Wall] [C-Tier, Triune Avoidance]
The void takes the form of an incredible wall that halts all attempts made against it, no force strong enough to surpass it.
::o:: Hollow triune avoids one attack.
-- [Active, 11/13 Uses]
[Hollow avoids all attacks]
Support Phase
Vanguard:
[Crown of the Fallen Monarch] - Taken for 375 Damage.
[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:&Plasma::]
[::Shortcut:Element:Plasma::] Lv5
::o:: Charged Attacks deal x1.5 Total Damage.
::o:: +3 Preemptive Charges.
{
Zealot's Fuel [2/5 Charges]
Zealot's Ultimatum [2/5 Charges]
Tactical Destruction [2/2 Charges]
Charged Barrel [2/5 Charges]
Darklight Sword [2/5 Charges]
Doomsight [2/5 Charges]
Aiming Gaze [1/1 Charges]
Variable Assault [2/2 Charges]
Dynamo Aiming - [2/2 Charges]
Disruptive Pulse - [2/2 Charges]
Power Revolver - [2/2 Charges]
Unyielding Judgment - [2/5 Charges]
Zealot's Judgment - [1/1 Charges]
Zealot's Prominence - [1/1 Charges]
Zealot's Conviction - [2/5 Charges]
Power Gambit - [1/1 Charges]
Zealot's Overflow - [1/1 Charges]
Zealot's Blade - [2/2 Charges]
Dark Meteors - [2/2 Charges]
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 - [3/4 Charges]
Meteors - [1/1 Charges] x2
Overfueled Reticle - [1/1 FTC]
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
}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 [2/5 Charges]
Zealot's Ultimatum [2/5 Charges]
Tactical Destruction [2/2 Charges]
Charged Barrel [2/5 Charges]
Darklight Sword [2/5 Charges]
Doomsight [2/5 Charges]
Aiming Gaze [1/1 Charges]
Variable Assault [2/2 Charges]
Dynamo Aiming - [2/2 Charges]
Disruptive Pulse - [2/2 Charges]
Power Revolver - [2/2 Charges]
Unyielding Judgment - [2/5 Charges]
Zealot's Judgment - [1/1 Charges]
Zealot's Prominence - [1/1 Charges]
Zealot's Conviction - [2/5 Charges]
Power Gambit - [1/1 Charges]
Zealot's Overflow - [1/1 Charges]
Zealot's Blade - [2/2 Charges]
Dark Meteors - [2/2 Charges]
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 - [3/4 Charges]
Meteors - [1/1 Charges] x2
Overfueled Reticle - [1/1 FTC]
[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]
Joker:
[Power Transfer] [A-Tier, Damage Augment]
Pulling from the ravaging effects of either the crimson or the space in the air surrounding him, Joker amplifies his assault.
- Dread Joker adds an aura's power or 50% of a barrier's health to up to 4 attacks per turn.
-- [Passive]
[Crimson Dread] [Advanced Form, Hyper Format]
Flooding his body with crimson energy, and power from the generational within, Joker surpasses his limits and overcharges his systems.
::o:: Joker's attacks with a limited number of uses each turn can be used an additional time each turn.
::o:: 3-Turn Duration
[StrifeMan HP=11,910/9900]
[Scourge of Fate] Dark-Soul
Calamity's avatar given form, StrifeMan's power manifests as an aura of grasping talons and shrieking wails; the pain of those from before, and an omen of the agony to come.
° Automatically activates when the user would reach 0 HP
° Navi endures a fatal turn of attacks with 1 HP
° Navi is invincible except against Aimed Attacks
° Navi has +1 Attack Slot for the duration
° StrifeMan can have multiple Shattered Soul clones active at once.
° Can use one skill per turn outside of use restrictions.
° Can use one support skill per turn to affect all allies without expending an additional skill use.
° Lasts for 5 Turns
[Shadow of Calamity] Dark-Soul
Calamity's avatar given form, StrifeMan's power manifests as an ominous cloud of dark intent and shifting visions, obscuring opportunity.
° Automatically activates when the user would reach 0 HP
° Navi endures a fatal turn of attacks with 1 HP
° Navi is invincible except against Aimed Attacks
° Navi has +1 Attack Slot for the duration
° Attack slots over base always benefit from Light element's bonus damage
° StrifeMan's light elemental benefit improves to overheal up to 150% HP.
° Nullifies the first stage change used by an opponent for the duration of this dark soul.
° Lasts for 5 Turns
[Shattered Soul] [S-Tier, Clone]
The avatar of calamity holds many forms. Fracturing its persona, he extends his reach.
- StrifeMan creates a Unique, Non-Intercepting Clone. Clone has 40% of StrifeMan's max health, and 1 Attack Slot at half damage. Inherits StrifeMan's Light elemental benefits.
-- [Active, 0/4 Uses MAX/Battle]
[StrifeMan spawns 1 Clone]
[StrifeMan HP=14,850/9,900]
[ShatteredSoul HP=5940/3960] x6
[Empty Reservoir] [Advanced Form, Soul Unison]
An empty reservoir with infinite capacity for change. The void can be melded as Hollow wishes it.
° 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 RageLv1:v21:&Dark::]
Offensive Phase
Vanguard:
[::Shortcut:Element:Seeking::] Precision
[::Shortcut:Element:Laser::] Piercing
[::BattleChip:Dark MeteorsLv7:v21:"If no other attack was used this turn, x3 Damage":"Hits All":x6 CC:x3 DarkCannon Imbue:x2.5 Seeking:x1.5 Plasma:+2,130 Chip Imbue:"Hits 4 times at half damage":"Cuts Uncuttable Auras, Breaks Unbreakable Shields"::]
Joker:
1. [Red Gaia Eraser] [Giga Special] @ Massimo
Absolute destructive force; nuclear energy compressed into a tiny bead that expands and eradicates anything it touches.
[1,820] Solar S-Damage [200%]
::*:: If Hits: Executes regardless of HP
::C:: Can be optionally charged for up to 2 turns. Per turn charged, select one omni-aimer to add to this attack.
::C:: Can be optionally charged for up to 3 turns.
::C:: Cannot be Countered, Destroys: Auras, Barriers, Objects, Clones
::o:: 0-Turn CD
[::Shortcut:Element:Dark::] Lv5 Elemental Mastery
::o:: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +100% Damage.
::o:: If the attack lands, twice the sacrificed HP is restored in the user's next Defensive Phase
::o:: Two Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
[::Shortcut:Element:Dark::] Lv5 Elemental Mastery
::o:: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +100% Damage.
::o:: If the attack lands, twice the sacrificed HP is restored in the user's next Defensive Phase
::o:: Two Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
[::Shortcut:Element:Wood::] Lv5
::o:: +5 S-Tier Attack Uses (applied as desired).
::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
::o:: Reflection has -4 CD.
[Set <Stage> ⇪ Omega]
Activated Program [2/2 Uses]
User may change all panels on the field for 3 Turns. Stage is chosen upon use.
Set Grass.
Normal element ignores Grass element's fire requirement for 1 instance.
[Power Strike]
Activated Hidden Program
One Attack deals x1.5 Damage and its other Damage Buffs are 50% more effective (convert them to percentages before applying this effect). Does not apply to successive strikes of the attack (Restrikes/Auto-Strikes).
⦗0 CD⦘
[Signature Art - Empty Thunder]
Hollow channels his inner emptiness into a massive storm of lightning to fall from the skies.
[2,025 * 7] [::Shortcut:Range:X::] [::Shortcut:Element:Elec::] Damage [50%]
::A:: Avoid Separately
::C:: Dual Range
::o:: Fully Undodgeable, Breaks Shields
::°:: Can be optionally charged for up to 5 turns.
::o:: Hits All, Interrupts
::°:: Useable 1/Turn
[Supreme Art - Resurgence]
Magic provides the means for limitless power.
[X] [::Shortcut:Range:S::] [::Shortcut:Element:Normal::] [0%]
::S:: Repeats the last standard attack used, retaining all damage and effects. This attack cannot be further augmented.
::o:: Can be optionally charged for up to 5 turns.
::o:: 1-Turn Required Charge, -1 Total Attack/Use, 5 Uses (+2/Blade)
[Signature Art - Empty Thunder]
Hollow channels his inner emptiness into a massive storm of lightning to fall from the skies.
[2,025 * 7] [::Shortcut:Range:X::] [::Shortcut:Element:Elec::] Damage [50%]
::A:: Avoid Separately
::C:: Dual Range
::o:: Fully Undodgeable, Breaks Shields
::°:: Can be optionally charged for up to 5 turns.
::o:: Hits All, Interrupts
::°:: Useable 1/Turn
1. [5 AS -> Omen]
2. [Cataclysm] - [3/3 Charges]
Clones:
1. [Maleficus] x10 @ Cinnamon
StrifeMan's touch is like a wasting curse; his gaze like a searing agony.
[1,200] [::ShortCut:Element:Set::] [::ShortCut:Range:Set::] [80%]
::C:: ::Effect:SetAimer:: X | X
::C:: ::Effect:SetRange:: X
::C:: ::Effect:UserElem:: X
Defense Phase
[Massimo HP=30000/30000]
[Armor: 500]
Everyone except StrifeMan reduces Massimo to 1 HP.
[Cinnamon HP=20000/20000]
Everyone deletes Cinnamon.
Support Phase
[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]
Offensive Phase
[Massimo]
v21 Damage - 6,000
[Attack - Massive Lance] 3x @ Each Target
[Massimo cleaves his opponent with a massive axe]
° Damage Dealt: #
° Blade Element || C-Range
° Damage Cannot be Reduced
° If Avoided: The skill used to avoid this skill is locked until the end of the turn. (Spending a second avoidance on this attack will negate this effect).
Defense Phase
[Vanguard HP=1/2500]
Vanguard triggers undershirt.
[Joker HP=3935/3935]
[Perfected Reality] [A-Tier, Barrier]
Joker maintains his dominance by looking through infinity and solidifying the reality that he most prefers.
- Spawns a Super Barrier with 755 HP. Endures against 2 full attacks before breaking.
-- [Active, 4/7 Uses]
[StrifeMan HP=9,900/9,900]
StrifeMan eats the attacks. His clones all die.
[Hollow HP=3,500/3,500]
[Cloying Void] [A-Tier, Avoidance Augment]
The void that makes up Hollow's form is strong and unyielding, reducing attempts to harm the void within and then sustaining to prevent further attempts against his perpetual emptiness.
::o:: Hollow's avoidances avoid four additional attacks per use.
-- [Passive]
[Void Wall] [C-Tier, Triune Avoidance]
The void takes the form of an incredible wall that halts all attempts made against it, no force strong enough to surpass it.
::o:: Hollow triune avoids one attack.
-- [Active, 10/13 Uses]
[Hollow avoids all attacks]
Support Phase
Vanguard:
[Crown of the Fallen Monarch] - Taken for 375 Damage.
[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:&Plasma::]
[::Shortcut:Element:Plasma::] Lv5
::o:: Charged Attacks deal x1.5 Total Damage.
::o:: +3 Preemptive Charges.
{
Zealot's Fuel [3/5 Charges]
Zealot's Ultimatum [3/5 Charges]
Tactical Destruction [2/2 Charges]
Charged Barrel [3/5 Charges]
Darklight Sword [3/5 Charges]
Doomsight [3/5 Charges]
Aiming Gaze [1/1 Charges]
Variable Assault [2/2 Charges]
Dynamo Aiming - [2/2 Charges]
Disruptive Pulse - [2/2 Charges]
Power Revolver - [2/2 Charges]
Unyielding Judgment - [3/5 Charges]
Zealot's Judgment - [1/1 Charges]
Zealot's Prominence - [1/1 Charges]
Zealot's Conviction - [3/5 Charges]
Power Gambit - [1/1 Charges]
Zealot's Overflow - [1/1 Charges]
Zealot's Blade - [2/2 Charges]
Dark Meteors - [2/2 Charges]
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 - [4/4 Charges]
Meteors - [1/1 Charges] x2
Overfueled Reticle - [1/1 FTC]
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
}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 [3/5 Charges]
Zealot's Ultimatum [3/5 Charges]
Tactical Destruction [2/2 Charges]
Charged Barrel [3/5 Charges]
Darklight Sword [3/5 Charges]
Doomsight [3/5 Charges]
Aiming Gaze [1/1 Charges]
Variable Assault [2/2 Charges]
Dynamo Aiming - [2/2 Charges]
Disruptive Pulse - [2/2 Charges]
Power Revolver - [2/2 Charges]
Unyielding Judgment - [3/5 Charges]
Zealot's Judgment - [1/1 Charges]
Zealot's Prominence - [1/1 Charges]
Zealot's Conviction - [3/5 Charges]
Power Gambit - [1/1 Charges]
Zealot's Overflow - [1/1 Charges]
Zealot's Blade - [2/2 Charges]
Dark Meteors - [2/2 Charges]
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 - [4/4 Charges]
Meteors - [1/1 Charges] x2
Overfueled Reticle - [1/1 FTC]
[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]
Joker:
[Power Transfer] [A-Tier, Damage Augment]
Pulling from the ravaging effects of either the crimson or the space in the air surrounding him, Joker amplifies his assault.
- Dread Joker adds an aura's power or 50% of a barrier's health to up to 4 attacks per turn.
-- [Passive]
[Crimson Dread] [Advanced Form, Hyper Format]
Flooding his body with crimson energy, and power from the generational within, Joker surpasses his limits and overcharges his systems.
::o:: Joker's attacks with a limited number of uses each turn can be used an additional time each turn.
::o:: 3-Turn Duration
[StrifeMan HP=11,910/9900]
[Scourge of Fate] Dark-Soul
Calamity's avatar given form, StrifeMan's power manifests as an aura of grasping talons and shrieking wails; the pain of those from before, and an omen of the agony to come.
° Automatically activates when the user would reach 0 HP
° Navi endures a fatal turn of attacks with 1 HP
° Navi is invincible except against Aimed Attacks
° Navi has +1 Attack Slot for the duration
° StrifeMan can have multiple Shattered Soul clones active at once.
° Can use one skill per turn outside of use restrictions.
° Can use one support skill per turn to affect all allies without expending an additional skill use.
° Lasts for 5 Turns
[Shadow of Calamity] Dark-Soul
Calamity's avatar given form, StrifeMan's power manifests as an ominous cloud of dark intent and shifting visions, obscuring opportunity.
° Automatically activates when the user would reach 0 HP
° Navi endures a fatal turn of attacks with 1 HP
° Navi is invincible except against Aimed Attacks
° Navi has +1 Attack Slot for the duration
° Attack slots over base always benefit from Light element's bonus damage
° StrifeMan's light elemental benefit improves to overheal up to 150% HP.
° Nullifies the first stage change used by an opponent for the duration of this dark soul.
° Lasts for 5 Turns
[Shattered Soul] [S-Tier, Clone]
The avatar of calamity holds many forms. Fracturing its persona, he extends his reach.
- StrifeMan creates a Unique, Non-Intercepting Clone. Clone has 40% of StrifeMan's max health, and 1 Attack Slot at half damage. Inherits StrifeMan's Light elemental benefits.
-- [Active, 0/4 Uses MAX/Battle]
[StrifeMan spawns 1 Clone]
[Fate Restored] [S-Tier, Skill Use+]
To control fate allows StrifeMan to pull power from seasons that have already passed others by.
- Adds +1 Use to another skill of choice.
-- [Active, 2/4 Uses]
[StrifeMan HP=14,850/9,900]
[ShatteredSoul HP=5940/3960] x7
[Empty Reservoir] [Advanced Form, Soul Unison]
An empty reservoir with infinite capacity for change. The void can be melded as Hollow wishes it.
° 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 RageLv1:v21:&Dark::]
Offensive Phase
Vanguard:
[::Shortcut:Element:Seeking::] Precision
[::Shortcut:Element:Laser::] Piercing
[::BattleChip:Dark MeteorsLv7:v21:"If no other attack was used this turn, x3 Damage":"Hits All":x6 CC:x3 DarkCannon Imbue:x2.5 Seeking:x1.5 Plasma:+2,130 Chip Imbue:"Hits 4 times at half damage":"Cuts Uncuttable Auras, Breaks Unbreakable Shields"::]
Joker:
1. [Red Gaia Eraser] [Giga Special] @ Massimo
Absolute destructive force; nuclear energy compressed into a tiny bead that expands and eradicates anything it touches.
[1,820] Solar S-Damage [200%]
::*:: If Hits: Executes regardless of HP
::C:: Can be optionally charged for up to 2 turns. Per turn charged, select one omni-aimer to add to this attack.
::C:: Can be optionally charged for up to 3 turns.
::C:: Cannot be Countered, Destroys: Auras, Barriers, Objects, Clones
::o:: 0-Turn CD
[::Shortcut:Element:Dark::] Lv5 Elemental Mastery
::o:: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +100% Damage.
::o:: If the attack lands, twice the sacrificed HP is restored in the user's next Defensive Phase
::o:: Two Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
[::Shortcut:Element:Dark::] Lv5 Elemental Mastery
::o:: User can sacrifice HP equal to 10% of their Max upon using an attack for it to deal +100% Damage.
::o:: If the attack lands, twice the sacrificed HP is restored in the user's next Defensive Phase
::o:: Two Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
[::Shortcut:Element:Wood::] Lv5
::o:: +5 S-Tier Attack Uses (applied as desired).
::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
::o:: Reflection has -4 CD.
[Set <Stage> ⇪ Omega]
Activated Program [2/2 Uses]
User may change all panels on the field for 3 Turns. Stage is chosen upon use.
Set Grass.
Normal element ignores Grass element's fire requirement for 1 instance.
[Power Strike]
Activated Hidden Program
One Attack deals x1.5 Damage and its other Damage Buffs are 50% more effective (convert them to percentages before applying this effect). Does not apply to successive strikes of the attack (Restrikes/Auto-Strikes).
⦗0 CD⦘
[Signature Art - Empty Thunder]
Hollow channels his inner emptiness into a massive storm of lightning to fall from the skies.
[2,025 * 7] [::Shortcut:Range:X::] [::Shortcut:Element:Elec::] Damage [50%]
::A:: Avoid Separately
::C:: Dual Range
::o:: Fully Undodgeable, Breaks Shields
::°:: Can be optionally charged for up to 5 turns.
::o:: Hits All, Interrupts
::°:: Useable 1/Turn
[Supreme Art - Resurgence]
Magic provides the means for limitless power.
[X] [::Shortcut:Range:S::] [::Shortcut:Element:Normal::] [0%]
::S:: Repeats the last standard attack used, retaining all damage and effects. This attack cannot be further augmented.
::o:: Can be optionally charged for up to 5 turns.
::o:: 1-Turn Required Charge, -1 Total Attack/Use, 5 Uses (+2/Blade)
[Signature Art - Empty Thunder]
Hollow channels his inner emptiness into a massive storm of lightning to fall from the skies.
[2,025 * 7] [::Shortcut:Range:X::] [::Shortcut:Element:Elec::] Damage [50%]
::A:: Avoid Separately
::C:: Dual Range
::o:: Fully Undodgeable, Breaks Shields
::°:: Can be optionally charged for up to 5 turns.
::o:: Hits All, Interrupts
::°:: Useable 1/Turn
1. [Cataclsym]
Unspeakable strength that tears into any adversary.
[19,650] [::ShortCut:Element:Break::] [::ShortCut:Range:S::] [70%]
::A:: ::Effect:AugDmg:: +84% of Base Damage per Attack Slot passed this turn.
::A:: ::Effect:ReqAddAvoid:: 1
::A:: ::Effect:HA::
::B:: ::Effect:AltChargeA:: Can be charged for up to 2 turns. For each charge applied, requires 1 additional avoidance to prevent.
::o:: 3-Turn Required Charge, 1-CD. +1-CD per turn of alternate charge applied.
2. [Ruination]
A fate so cruel, it just had to be repeated.
[X]
::S:: ::Effect:CustomS:: Repeats the last used regular attack, retaining damage/effects.
::o:: 1-Turn Required Charge 5 Uses/Battle
[Rewards] - +1,000 Exp | +16,000z | +3 GMD | +1 BMD | 1 RMD
Then, for sake of quickness - Vanguard has Northwind, all the other guys can charge attacks and pressure avoidances, to we can also kill the XHNTrs without worry.
[Rewards] - +1,000 Exp | +16,000z | +3 GMD | +1 BMD | 1 RMD