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Post by Gaia on Feb 22, 2023 19:01:26 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
[VS DesertMan]
[Skill - Eternal Desert] [The heat of the sun never leaves the battlefield in DesertMan's presence] ° The stage is locked to Sand Panels for the duration of battle [Passive]
[Skill - Sand Shift] [DesertMan sinks into the ground upon before struck by an attack, reappearing elsewhere to confuse the enemy] ° Every turn, DesertMan will attempt to Omni-Dodge the first attack aimed at him from each target ° If the attack has multiple hits, this evasion is applied against all hits ° This skill is ineffective against attacks that Desertman is weak to [Passive]
[::Shortcut:Stage:Sand::]
Defense Phase
[Vanguard HP=2500/2500]
[N/A]
[Vanguard HP=2500/2500]
Support Phase
[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
[1/12 | 0/6 | 0/3] [::BattleChip:Elemental RageLv8:v21:&Plasma::]
[Preemptive Charges] -- Dark Meteors - 2/2 -- Burning Conviction - 1/1
{ 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] 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]
[::BattleChip:Air ShoesLv1:v21::]
Offense Phase 2 -> 7 AS || 2 DCE
[Crown] - Dark Meteors [DCE] - Dark Cannon imbue [2/12 | 0/6 | 0/3] - Cannon imbue AS: 1 - 3
[::BattleChip:Dark MeteorsLv7:v21:&Plasma:x6 Constant Charge:x2.5 Seeking:x3 DarkCannon Imbue:x5.5 Cannon Imbue:+2,105 Chip Imbue::]
Summary Phase
[Vanguard HP=2,500/2,500]
[Status] - -- Normal [Stage] - -- [::Shortcut:Stage:Sand::] [Cooldown] - --
[DesertMan HP=11,000/11,000]
[Armor: 450]
DesertMan cannot avoid attacks he is weak to. DarkMeteors slaughters him.
[Rewards] - 1 GMD | 1 RMD
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Post by Gaia on Feb 22, 2023 19:09:06 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
[VS CircusMan]
[Skill - Vault] [CircusMan leaps high into the sky to reposition himself whenever one of his attacks misses] ° CircusMan will Omni-Dodge one incoming attack from his enemy for every attack of his that they avoided this turn ° If the attack has multiple hits, this evasion is applied against all hits ° Attacks are avoided sequentially from first to last ° For the sake of this skill, any attack that doesn't deal damage to its intended target is considered to have been "avoided" ° If Circusman Omni-Dodges all attacks from an opponent during a turn, he cannot avoid any of their attacks the following turn [Passive]
Defense Phase
[Vanguard HP=2500/2500]
[N/A]
[Vanguard HP=2500/2500]
Support Phase
[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
[1/12 | 0/6 | 0/3] [::BattleChip:Elemental RageLv8:v21:&Plasma::]
[Preemptive Charges] -- Dark Meteors - 2/2 -- Burning Conviction - 1/1
{ 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] 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]
[::BattleChip:Air ShoesLv1:v21::]
Offense Phase 2 -> 7 AS || 2 DCE
[Crown] - Dark Meteors [DCE] - Dark Cannon imbue [2/12 | 0/6 | 0/3] - Cannon imbue AS: 1 - 3
[::BattleChip:Dark MeteorsLv7:v21:&Plasma:x6 Constant Charge:x2.5 Seeking:x3 DarkCannon Imbue:x5.5 Cannon Imbue:+2,105 Chip Imbue::]
Summary Phase
[Vanguard HP=2,500/2,500]
[Status] - -- Normal [Stage] - -- [::Shortcut:Stage:Sand::] [Cooldown] - --
[CircusMan HP=15,700/15,700]
DarkMeteors slaughters.
[Rewards] - 1 BMD | 1 RMD
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Post by Gaia on Feb 22, 2023 19:34:52 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
[VS BugRiser]
[Skill - Preemptive] [An ordinary navi is no match for Bug Riser; it cleaves them away before they find the courage to strike] ° Bug Riser has Initiative 25 ° Opponents with Initiative Omega trump this effect, but not their allies [Passive]
[Skill - Prevalence] [Bug Riser can endure even the most powerful of attacks and continue fighting.] ° Bug Riser cannot lose more than 2000 HP per turn ° Bug Riser will survive a fatal turn of damage with 1 HP ° Bug Riser's survival mechanic cannot be cut by any source [Passive]
[BugRiser HP=10,000/10,000]
[Attack - Bug Death Thunder] x3 [Surges of black electricity surge from Bug Riser's left hand, coming together to form a ball of lightning that chases down its target until it hits them] ° 400 Bug/Elec S-Damage ° Inflicts Paralyze ° Paralyze Ignores Immunity and disregards post-infliction immunity ° If Avoided, auto-strikes again the following turn at full damage. This effect repeats every turn until it hits
[Attack - Bug Rise Sword] x2 [The immense black sword on Bug Riser's right arm has been the bane of countless foes and strikes fear in the hearts of those that stand against it] ° 1000 Bug/Blade C-Damage ° Hits All
Defense Phase
[Vanguard HP=2500/2500]
[Vanguard triggers darksoul]
[Vanguard HP=1/2500]
Support Phase
[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
{ 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] 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]
[1/12 | 1/6 | 0/3] [::BattleChip:Full CustomLv1:v21::]
Offense Phase 2 -> 7 AS || 2 DCE
[Crown] - Dark Meteors [DCE] - Dark Cannon imbue
[::BattleChip:Dark MeteorsLv7:v21:&Plasma:x6 Constant Charge:x2.5 Seeking:x3 DarkCannon Imbue:+1,065 Chip Imbue::]
Summary Phase
[Vanguard HP=1/2,500]
[Status] - -- Normal [Stage] - -- [::Shortcut:Stage:Normal::] [Cooldown] - --
[BugRiser HP=10,000/10,000]
DarkMeteors hits.
[BugRiser HP=8,000/10,000]
[Attack - Bug Death Thunder] x4 [Surges of black electricity surge from Bug Riser's left hand, coming together to form a ball of lightning that chases down its target until it hits them] ° 400 Bug/Elec S-Damage ° Inflicts Paralyze ° Paralyze Ignores Immunity and disregards post-infliction immunity ° If Avoided, auto-strikes again the following turn at full damage. This effect repeats every turn until it hits
[Attack - Bug Rise Sword] x2 [The immense black sword on Bug Riser's right arm has been the bane of countless foes and strikes fear in the hearts of those that stand against it] ° 1000 Bug/Blade C-Damage ° Hits All
Defense Phase
[Vanguard HP=1/2500]
[Darksoul]
[Vanguard HP=1/2500]
Support Phase
[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
{ 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 [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 - [2/4 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
[::BattleChip:Dark MeteorsLv7:v21:&Plasma:x6 Constant Charge:x2.5 Seeking:x3 DarkCannon Imbue:+1,065 Chip Imbue::]
Summary Phase
[Vanguard HP=1/2,500]
[Status] - -- Normal [Stage] - -- [::Shortcut:Stage:Normal::] [Cooldown] - --
[BugRiser HP=8,000/10,000]
DarkMeteors hits.
[BugRiser HP=6,000/10,000]
[Attack - Bug Death Thunder] x4 [Surges of black electricity surge from Bug Riser's left hand, coming together to form a ball of lightning that chases down its target until it hits them] ° 500 Bug/Elec S-Damage ° Inflicts Paralyze ° Paralyze Ignores Immunity and disregards post-infliction immunity ° If Avoided, auto-strikes again the following turn at full damage. This effect repeats every turn until it hits
[Attack - Bug Rise Sword] x2 [The immense black sword on Bug Riser's right arm has been the bane of countless foes and strikes fear in the hearts of those that stand against it] ° 1100 Bug/Blade C-Damage ° Hits All
Defense Phase
[Vanguard HP=1/2500]
[Undershirt]
[Vanguard HP=1/2500]
Support Phase
[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
{ 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 [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 - [2/4 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
[::BattleChip:Dark MeteorsLv7:v21:&Plasma:x6 Constant Charge:x2.5 Seeking:x3 DarkCannon Imbue:+1,065 Chip Imbue::]
Summary Phase
[Vanguard HP=1/2,500]
[Status] - -- Normal [Stage] - -- [::Shortcut:Stage:Normal::] [Cooldown] - --
[BugRiser HP=6,000/10,000]
DarkMeteors hits.
[BugRiser HP=4,000/10,000]
[Attack - Bug Death Thunder] x5 [Surges of black electricity surge from Bug Riser's left hand, coming together to form a ball of lightning that chases down its target until it hits them] ° 600 Bug/Elec S-Damage ° Inflicts Paralyze ° Paralyze Ignores Immunity and disregards post-infliction immunity ° If Avoided, auto-strikes again the following turn at full damage. This effect repeats every turn until it hits
[Attack - Bug Rise Sword] x2 [The immense black sword on Bug Riser's right arm has been the bane of countless foes and strikes fear in the hearts of those that stand against it] ° 1200 Bug/Blade C-Damage ° Hits All
Defense Phase
[Vanguard HP=1/2500]
[Trained Eye] [A-Tier, Avoidance Augment] The incredible power of his eyes allows him to not only detect the flow of enemies' code to assail them, but to analyze and maneuver away from their assaults. - When used in succession, Vanguard's avoidance skills avoid one additional attack. This increases up to +5 total avoidances. - If a new instance-based avoidance skill is used, any remaining avoidances are converted into avoidances of that type. -- [Passive]
[Purging Pyre] [A-Tier, Aura] A coruscating veil of energy that protects Vanguard from all harm. - 250-Power Aura. Multiple uses can be expended to increase the health of the aura by 50% per merge. If three or more are merged together, the aura becomes uncuttable. -- [Active, 8/9]
[Natural Avoidance used]
[Deflect] [C-Tier, Shield] Vanguard uses intensified darklight energy as a shield, creating energy to cancel out another's. - Blocks 1 Attack. -- [Active, 10/13]
[All avoided, all if-avoided prevented]
[Vanguard HP=1/2500]
Support Phase
[2/12 | 2/6 | 0/3] [::BattleChip:Dark RecoveryLv1:v21::]
[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
{ 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 [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 - [2/4 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
1. [Zealot's Prominence] A reticle that that calls back the fires of a previous judgment. [0] Fire S-Damage [100%] ::S::+ Copies the damage and effects of the last standard dark chip used. ::°:: 1-Turn Required Charge, -1 Total Attack/Use. ::°:: 1 Use/Battle
[::BattleChip:Dark MeteorsLv7:v21:&Plasma:x6 Constant Charge:x2.5 Seeking:x3 DarkCannon Imbue:+1,065 Chip Imbue::]
Summary Phase
[Vanguard HP=1626/2,500]
[Status] - -- Normal [Stage] - -- [::Shortcut:Stage:Normal::] [Cooldown] - -- [Natural Barrier] - 0/5
[BugRiser HP=4,000/10,000]
DarkMeteors hits.
[BugRiser HP=2,000/10,000]
[Attack - Bug Death Thunder] x5 [Surges of black electricity surge from Bug Riser's left hand, coming together to form a ball of lightning that chases down its target until it hits them] ° 700 Bug/Elec S-Damage ° Inflicts Paralyze ° Paralyze Ignores Immunity and disregards post-infliction immunity ° If Avoided, auto-strikes again the following turn at full damage. This effect repeats every turn until it hits
[Attack - Bug Rise Sword] x3 [The immense black sword on Bug Riser's right arm has been the bane of countless foes and strikes fear in the hearts of those that stand against it] ° 1300 Bug/Blade C-Damage ° Hits All
Defense Phase
[Vanguard HP=1626/2500]
[Trained Eye] [A-Tier, Avoidance Augment] The incredible power of his eyes allows him to not only detect the flow of enemies' code to assail them, but to analyze and maneuver away from their assaults. - When used in succession, Vanguard's avoidance skills avoid one additional attack. This increases up to +5 total avoidances. - If a new instance-based avoidance skill is used, any remaining avoidances are converted into avoidances of that type. -- [Passive]
[Deflect] [C-Tier, Shield] Vanguard uses intensified darklight energy as a shield, creating energy to cancel out another's. - Blocks 1 Attack. -- [Active, 6/13]
[All avoided, all if-avoided prevented]
[Vanguard HP=1626/2500]
Support Phase
[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
{ 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 [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 - [2/4 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
[::BattleChip:Dark MeteorsLv7:v21:&Plasma:x6 Constant Charge:x2.5 Seeking:x3 DarkCannon Imbue:+1,065 Chip Imbue::]
Summary Phase
[Vanguard HP=1251/2,500]
[Status] - -- Normal [Stage] - -- [::Shortcut:Stage:Normal::] [Cooldown] - -- [Natural Barrier] - 1/5
[BugRiser HP=2,000/10,000]
DarkMeteors hits.
[BugRiser HP=1/10,000]
[Attack - Bug Death Thunder] x5 [Surges of black electricity surge from Bug Riser's left hand, coming together to form a ball of lightning that chases down its target until it hits them] ° 800 Bug/Elec S-Damage ° Inflicts Paralyze ° Paralyze Ignores Immunity and disregards post-infliction immunity ° If Avoided, auto-strikes again the following turn at full damage. This effect repeats every turn until it hits
[Attack - Bug Rise Sword] x4 [The immense black sword on Bug Riser's right arm has been the bane of countless foes and strikes fear in the hearts of those that stand against it] ° 1400 Bug/Blade C-Damage ° Hits All
Defense Phase
[Vanguard HP=1251/2500]
[Trained Eye] [A-Tier, Avoidance Augment] The incredible power of his eyes allows him to not only detect the flow of enemies' code to assail them, but to analyze and maneuver away from their assaults. - When used in succession, Vanguard's avoidance skills avoid one additional attack. This increases up to +5 total avoidances. - If a new instance-based avoidance skill is used, any remaining avoidances are converted into avoidances of that type. -- [Passive]
[Deflect] [C-Tier, Shield] Vanguard uses intensified darklight energy as a shield, creating energy to cancel out another's. - Blocks 1 Attack. -- [Active, 1/13]
[All avoided, all if-avoided prevented]
[Vanguard HP=1251/2500]
Support Phase
[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
{ 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 [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 - [2/4 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
[::BattleChip:Dark MeteorsLv7:v21:&Plasma:x6 Constant Charge:x2.5 Seeking:x3 DarkCannon Imbue:+1,065 Chip Imbue::]
Summary Phase
[Vanguard HP=876/2,500]
[Status] - -- Normal [Stage] - -- [::Shortcut:Stage:Normal::] [Cooldown] - -- [Natural Barrier] - 1/5
[DarkMeteors slaughters]
+1 RMD | +3 BugFrags
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