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Post by Gaia on Nov 8, 2023 15:07:48 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
Initiative - 0
1d100
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Post by Zane on Nov 8, 2023 15:46:17 GMT -8
1-100
[Bull HP=8,000/8,000]
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Post by Zane on Nov 8, 2023 15:50:43 GMT -8
Defense:
Unnecessary.
Set:
User's Attacks cannot be mitigated below 50% of the Attack's Base Damage.
Offense:
Charging - Anger Punch x 4: 1/1 Charging - Bull Tackle: 1/1 Charging - Fire Breath: 1/1 Charging - Anger Rush: 1/2 Charging - Fire Tank
[Bull HP=8,000/8,000]
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Post by Gaia on Nov 8, 2023 17:33:53 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
The shimmering flames gave way to a monstrously sized foe, a towering red figure with the design of a bull. Vanguard narrowed his gaze as he considered the large beast, and decided to engage in the only way that he began any encounter.
"Is there anyone there worth talking to?"
He asked, but, in acceptance of what had to be, he raised his cannon and fired.
Defense Phase
[Vanguard HP=3000/3000]
[Vanguard has 0 Armor]
[N/A]
[Vanguard HP=3000/3000]
Support Phase
[Crown of the Fallen Monarch] - Taken for 450 Damage.
{ 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] Charged Barrel [1/5 Charges] Darklight Sword [1/5 Charges] Auto-Reticle [1/5 Charges] Afterburn [1/1 Charges] Zealot's Judgment [1/1 Charges] Zealot's Prominence - [1/1 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [1/1 Charges] Zealot's Blade - [1/2 Charges] Power Revolver - [1/1 Charges] [x23] Dark Meteors - [1/2 Charges] x2 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]
[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]
Offense Phase 2 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.
[::Shortcut:Element:Blade::] Lv6 ::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
[Fallen Monarch] [Outbreak] [::BattleChip:Dark CannonLv7:v21:"Undodgeable":x2.5 Seeking:x3 Innate:x6 CC:"Shock"::]
1. [Hub Batch | 1/1 GIGA Charges]
2. [Meteors | 1/1 Charges | "Breaks Shields"]
Summary Phase
[Vanguard HP=2550/3000]
[Status] - -- N/A [Stage] - -- N/A [Cooldown] - --
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Post by Zane on Nov 8, 2023 18:33:31 GMT -8
"Mmrrgghh!!"
The flames would flare up as Vanguard fired, striking the bull head on before it started to rush at him, flailing with its arms time and again during the charge before rearing back and unleashing a swath of fiery breath across the battlefield.
Defense:
Fire Tank Effects: Must be charged for one turn before use. When used, gain an HP Buffer equal to HP x 10. Reduces by 10% per turn. While active next turn, can use Fire Nozzle, Taurus Arms, and Taurus Horns. ×4 Uses
x1 used. Tank suffers 33,548 damage.
Set:
User's Attacks cannot be mitigated below 50% of the Attack's Base Damage.
Offense:
Anger Punch x 4 C-Range Fire Element Base Damage: 10,000 + 50% = 15,000 Effects: Undodgable, Breaks Unbreakable Shields, Cannot be Naturally Avoided, Burn. Can manually charge multiple instances of this attack. 1 Turn Optional Charge
Bull Tackle C-Range Fire Element Base Damage: 12,000 Effects: Cuts Auras, Breaks Unbreakable Shields, Burn. Hits All. Auto-Attacks for 5 turns after use. 1 Turn Charge 5 Turn Cooldown
Fire Breath S-Range Fire Element Base Damage: 8,000 Effects: Cuts Auras, Breaks Unbreakable Shields, Cannot be Naturally Avoided, Burn. Hits All. Cannot interact with this attack with the same skill as the last attack. 1 Turn Charge
Charging - Anger Rush: 2/2 Charging - Fire Tank
[Bull HP=8,000/8,000] [Fire Tank HP=38,452/80,000]
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Post by Gaia on Nov 8, 2023 19:17:51 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
So, there was nothing but rage remaining, then? He sighed, carefully watching the passionate strikes to find their flaw. His own flare of energy allowed him to carefully move out of the way of the hands before they struck him, and then he simply side stepped away from the flaming breath, without any worry to be had regarding it.
What came next was his own calculated rebuttal, prepared the moment the brute was revealed to him. He raised his hand as a chip was formed in his gauntlet, and unleashed the fury within, a mauve maelstrom being unleashed from on high as the meteors intermingled with his own flames to seek to obliterate the ox outright.
As the meteors fell from the sky, he dashed forward with his blade drawn, each cleaving strike attempting to rend apart the ox while it contended with the constant fire from above.
Defense Phase
[Vanguard HP=3000/3000]
[Vanguard has 0 Armor]
[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. - After using an instance-based avoidance skill, that skill avoids +1 attack for the remainder of battle. This stacks up to 5 times, and stacks last indefinitely. - If a new instance-based avoidance skill is used, any remaining avoidances are converted into avoidances of that type. -- [Passive]
[Anger Punch] - [Discharge | 12/13] [Anger Punch] - [Discharge | 11/13] [1 Avoidance Remaining] [Anger Punch] - [Discharge | 11/13] [0 Avoidances Remaining] [Anger Punch] - [Discharge | 10/13] [2 Avoidances Remaining] [Bull Tackle] - [Death's Shadow] [Discharge | 10/13] [1 Avoidance Remaining] [Fire Breath] - [Reflection] [Discorporate | 12/13]
[Discharge] [C-Tier, Barrier] Vanguard releases a burst of darklight energy from his verniers, creating a barrier between him and attacks. - Absorbs 1 Attack. -- [Active, 10/13]
[Discorporate] [C-Tier, Dodge] Vanguard breaks down into the energy that makes up his body, reducing himself to little more than a walking pyre that allows him to move around freely. - Dodges 1 Attack. -- [Active, 12/13]
Death's Shadow Equip Type: Torso Description: A piece channeling the shadow of Deav, forever shadowing death itself. Effects: Every other turn, can use one avoid against an attack it otherwise could not avoid.
[::Shortcut:Element:Blade::] Lv6 ::o:: Reflection: Can counter using an avoided attack.
[Vanguard HP=2550/3000]
Support Phase
[Crown of the Fallen Monarch] - Taken for 450 Damage.
{ 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] Charged Barrel [2/5 Charges] Darklight Sword [2/5 Charges] Auto-Reticle [2/5 Charges] Afterburn [1/1 Charges] Zealot's Judgment [1/1 Charges] Zealot's Prominence - [1/1 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [1/1 Charges] Zealot's Blade - [2/2 Charges] Power Revolver - [1/1 Charges] [x31] Dark Meteors - [2/2 Charges] x2 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] Overfuelled Reticle - [1/1 FTC]
[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]
[11/12 | 6/6 | 1/3] [::BattleChip:Hub BatchLv1:v21::]
[+1 Skill Use to Battle Tempo]
[14/12 | 6/6 | 1/3]
[Battle Tempo] [B-Tier, AS+/Aimer] To scan the field of battle and make decisions as they are required, Vanguard feels the flow of battle in the air and pushes himself farther. - Vanguard adds "Cannot be Countered" to 1 attack and gains +1 attack slot this turn. May forego one of the effects to apply the other an additional time. -- [Active, 10/11 Uses]
Offense Phase 2 AS -> 6 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.
[::Shortcut:Element:Blade::] Lv6 ::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
[Fallen Monarch] [::BattleChip:Dark ThunderLv7:v21:"Cuts Auras"::]
[13/12 | 5/6 | 1/3] [DCE - Imbue DarkSword] 1. [::BattleChip:MeteorsLv1:v21:"Breaks Shields":+1,065 Imbue:"7 Hits at Full Damage":x6 CC:x2.5 Seeking::]
[DCE - Imbue Dark Lance] 2. [Zealot's Blade] [1/2 Charges] A darklight sword follows the flow of his eyes as he swings it, effortlessly finding the weaknesses of his foes. [240 -> 1,950] Fire C-Damage [60%] ::C:: Can be optionally charged for up to 2 turns. ::S:: Disrupts Multi-Instanced Avoids, Disrupts Multi-Instanced Grits, Cannot be Mitigated ::o:: Interrupts ::o:: -3 Total Attacks/Use ::o:: [6/7] Uses/Battle
3. [Afterburn] [1/1 Charges] A reticle resonates with the energy of a previous onslaught, burning less bright but more dangerously. [105 -> 120,590 * 3 Hits] Fire C-Damage [60%] ::B:: Avoided Separately ::S:: Gains the Total Damage of another attack used on the initial turn. ::S:: Recurring auto attack at 50% total damage for 2 turns. ::o:: 1-Turn Required Charge, 1-CD, -3 Total Attacks/Use, This Attack's Damage cannot be further augmented. ::o:: [1/2] Use/Battle
[Restrike] [Afterburn] [1/1 Charges] A reticle resonates with the energy of a previous onslaught, burning less bright but more dangerously. [105 -> 120,590 * 3 Hits] Fire C-Damage [60%] ::B:: Avoided Separately ::S:: Gains the Total Damage of another attack used on the initial turn. ::S:: Recurring auto attack at 50% total damage for 2 turns. ::o:: 1-Turn Required Charge, 1-CD, -3 Total Attacks/Use, This Attack's Damage cannot be further augmented. ::o:: [1/2] Use/Battle
4. [Zealot's Blade] A darklight sword follows the flow of his eyes as he swings it, effortlessly finding the weaknesses of his foes. [240] Fire C-Damage [60%] ::C:: Can be optionally charged for up to 2 turns. ::S:: Disrupts Multi-Instanced Avoids, Disrupts Multi-Instanced Grits, Cannot be Mitigated ::o:: Cannot be countered. ::o:: -3 Total Attacks/Use ::o:: [6/7] Uses/Battle
[DCE - Imbue Dark Shockwave] 5. [Power Gambit] [1/1 Charges] The fuel core inside of Vanguard builds up Darklight power and expels it into his systems. [240 -> 360] Fire S-Damage [60%] ::C:: Can be optionally charged for 1 turn. ::S:: If Hits: +1 Skill Use, +1 Attack Use ::S:: If Interrupted: +2 Skill Uses, +2 Attack Uses instead. ::o:: Cannot be countered. ::o:: If Hits, victim cannot use Activated Non-Avoidance Skills for 1 Turn ::o:: -4 Total Attacks/Use ::o:: [1/2] Use/Battle
6. [Dark Bomb] - [1/1 Charges]
Fire Breath S-Range Fire Element Base Damage: 8,000 Effects: Cuts Auras, Breaks Unbreakable Shields, Cannot be Naturally Avoided, Burn. Hits All. Cannot interact with this attack with the same skill as the last attack. 1 Turn Charge
Summary Phase
[Vanguard HP=2100/3000]
[Status] - -- N/A [Stage] - -- N/A [Cooldown] - -- [Afterburn | 0/1]
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Post by Zane on Nov 8, 2023 23:48:25 GMT -8
With each blow that came to it with the calculated blows, the nozzle would blow out flames that reached to its arms and horns, using them to swing and beat back the meteors and collected strikes alike with the immense heat that was brought forth from its tank. It would slam its fist together before it would strike, calling forth a surge of flaming pillars to practically mimic the meteors but from down below instead.
Defense:
Taurus Horns Effects: After being hit by a status effect, next turn can unavoidably inflict the status to the target that inflicted it to Bull. Each must be cleansed separately and twice per affliction. ×4 Uses
x1 used.
Fire Tank Effects: Must be charged for one turn before use. When used, gain an HP Buffer equal to HP x 10. Reduces by 10% per turn. While active next turn, can use Fire Nozzle, Taurus Arms, and Taurus Horns. ×3 Uses
x1 used.
Fire Nozzle Effects: Negate the damage of a fire attack. The damage of the attack can be used to reduce the damage of attacks of choice this turn after mitigation. ×4 Uses
x1 used. Afterburn reduced to 0 Damage. 361,770 reduction this turn.
Taurus Arms Effects: Can resist 3 Interrupts. ×4 Uses
x1 used.
Meteors, Dark Thunder, Afterburn, Power Gambit connects. If Hits, victim cannot use Activated Non-Avoidance Skills for 1 Turn, Paralyze and Interrupt prepared next turn.
Tank suffers 8,390 damage.
Set:
User's Attacks cannot be mitigated below 50% of the Attack's Base Damage.
Offense:
Anger Rush x 18 C-Range Fire Element Base Damage: 4,000 Damage: 98,062 Effects: Undodgable, Breaks Unbreakable Shields, Autos for every attack that hit Taurus Fire while charging, Burn. Gains Damage equal to Fire Tank x 2. 2 Turn Charge 5 Uses/Battle
Charging - Anger Rush: 1/2 Charging - Fire Tank Charging - Hyper Attack - Flaming Tank Charging - Hyper Attack - Frenzy Rush: 1/3
[Bull HP=8,000/8,000] [FireTank HP=22,062/80,000] [FireTank HP=72,000/80,000]
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Post by Gaia on Nov 9, 2023 14:44:18 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
He narrowed his gaze as he watched the brute at work, the flames that he unleashed only being consumed and adding to the beast's fervor. His eyes could see that that there was a limit to what it could consume, and even in its power, it wouldn't be able to handle Vanguard at his best.
With a surge of the flames from within, Vanguard moved towards the enemy, each calculated strike carefully planned to bring him close to the beast, and eventually to strike down on his weaknesses. The swinging blades erupted into a maelstrom of slashing flames and arcing blazes, the pyre of devastation left in his wake unyielding and unceasing as he sought to simply overwhelm the other with his own power.
Defense Phase
[Vanguard HP=2100/3000]
[Vanguard has 0 Armor]
[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. - After using an instance-based avoidance skill, that skill avoids +1 attack for the remainder of battle. This stacks up to 5 times, and stacks last indefinitely. - If a new instance-based avoidance skill is used, any remaining avoidances are converted into avoidances of that type. -- [Passive]
[Anger Rush] - [Discharge | 9/13] [Avoids 5 Instances] [Anger Rush] - [Discharge | 8/13] [Avoids 6 Instances] [Anger Rush] - [Discharge | 7/13] [Avoids 6 Instances] [Anger Rush] - [Natural Barrier]
[Discharge] [C-Tier, Barrier] Vanguard releases a burst of darklight energy from his verniers, creating a barrier between him and attacks. - Absorbs 1 Attack. -- [Active, 7/13]
[Vanguard HP=2100/3000]
Support Phase
{ 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 [3/5 Charges] Zealot's Ultimatum [3/5 Charges] Charged Barrel [3/5 Charges] Darklight Sword [3/5 Charges] Auto-Reticle [3/5 Charges] Afterburn [0/1 Charges] Zealot's Judgment [1/1 Charges] Zealot's Prominence - [1/1 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [1/1 Charges] [x4] Zealot's Blade - [1/2 Charges] Power Revolver - [1/1 Charges] [x39] Dark Meteors - [2/2 Charges] x2 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] Overfuelled Reticle - [1/1 FTC]
[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]
[Battle Fuel] [A-Tier, Attack Usage] The flow of battle is used as a resource in and of itself. The release of energy into the air allows him to absorb the darklight back into his body after. - Vanguard applies +1 Use to an S-Tier attack as desired each time he hits an opponent with a charged attack. This can activate up to 5 times per turn. -- [Passive]
[Gains +6 Attack Uses, +1 Skill Use - +1 Skill Use to Battle Tempo, +1 Attack Use to Power Gambit, +5 Attack Uses to Zealot's Blade]
[Noise: 25%]
Violence Machine ⇪ Equip Type: Mantle Effects: One buff effect with a duration of 2 turns or greater lasts for an additional turn. One buff effect with a duration of 1 turn is increased by 50%. Can equip this equipment into an empty bottom or feet slot. If so, applies to two buffs instead.
[Battle Tempo] [B-Tier, AS+/Aimer] To scan the field of battle and make decisions as they are required, Vanguard feels the flow of battle in the air and pushes himself farther. - Vanguard adds "Cannot be Countered" to 1 attack and gains +1 attack slot this turn. May forego one of the effects to apply the other an additional time. -- [Active, 7/11 Uses]
[4 Uses, +3 Attack Slots/Use]
[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. ⦗Uses per battle: 3/4⦘
[+3 Attack Slots, +150 Damage to all attacks, +1 Use to Discharge, +900 HP, 300 Unavoidable Damage]
[Vanguard benefits from Lava Panels this turn]
[12/12 | 5/6 | 1/3] [::BattleChip:Buster UpLv1:v21::]
Offense Phase 2 AS -> 18 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.
[::Shortcut:Element:Blade::] Lv6 ::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
[DCE] 1. [::BattleChip:Dark SwordLv7:v21:"Breaks Shields, Cannot be Countered":+150:x1.2::] x3
4. [Darklight Sword] [2/5 Charges] A mighty sword created from darklight energy that cleaves through multiple enemies. [240] Fire C-Damage [50%] ::C:: 2 Aiming effects chosen upon use. ::C:: Can be optionally charged for up to 5 turns. ::o:: Cannot be Intercepted, Ignores Armor
[Noise - 35%]
5. [Zealot's Fuel] [3/5 Charges] Stoking his inner flames for increased heat and pressure, Vanguard funnels his life essence through his core an additional time to strike with more force. [+200%] Fire S-Damage [100%] ::A:: Adds 100% of Vanguard's Base Damage to the next attack used. ::o:: Can be optionally charged for up to four turns. Each turn of charge increases the Base Damage multiplier by 50% upon use. Attack gains 1-CD per turn of charge. ::°:: 1-Turn Required Charge, 1-CD
[Noise - 50%]
[Ancestral Eye - Flows CC]
[11/12 | 4/6 | 1/3] [::BattleChip:Dark PlusLv1:v21::]
[10/12 | 4/6 | 1/3] [DCE - Imbue Dark Circle] [CC] [Seeking] [Gamma] [-1 AS - Imbue Custom Sword]
{[Zealot Math]}250 Base Damage +800 Fuel +465 Dark Plus +150 Surge +1,050 Circle +1,075 Custom Sword x8.5 CC Flow x2.5 Seeking x1.5 Gamma x1.5 Charge 6. [Zealot's Ultimatum] [3/5 Charges] A weapon raised against the greatest of oppositions, his trusty arm cannon fires blasts more channeled by his inner fuel than any others. [18,120 -> 0 * 17] Fire C-Damage [60%] ::A:: Can reduce Attack Damage to 0 to increase up to two attacks following this one by 100% of this Attack's final (total) damage. ::o:: Affected attacks cannot have their damage further augmented. ::C:: Can be optionally charged for up to three turns. ::°:: 2-Turn Required Charge
7. [Zealot's Conviction] [2/5 Charges] [War's Grip] A blazing decision, that all in his way must fall. [240 -> 308,280] Fire C-Damage [60%] ::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. This attack gains 1-CD per additional turn charged. ::°:: -1 Total Attacks/Use, 1-Turn Required Charge. ::°:: [1/2] Uses/Battle
[Zealot's Conviction] [2/5 Charges] [War's Grip] A blazing decision, that all in his way must fall. [240 -> 308,280] Fire C-Damage [60%] ::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. This attack gains 1-CD per additional turn charged. ::°:: -1 Total Attacks/Use, 1-Turn Required Charge. ::°:: [1/2] Uses/Battle
[Stores 2 instances of +308,040 Damage for the next 2 turns]
8. [Zealot's Judgment] A reticle that rends deep into flesh and being, allowing his strikes to burn through their final hopes. [0] Fire S-Damage [100%] ::S:: Upon use, adds "Cuts Darksoul" to his next attack. ::S:: Upon use, adds "Cuts Undershirt" to his next attack. ::°:: 1-Turn Required Charge, -2 Total Attack/Use. ::°:: 2 Use/Battle
[9/12 | 4/6 | 1/3] [Judgment, Lance] 9. [Overfuelled Reticle] [1/1 FTC] Overwhelming and overflowing energy applied all at once that offsets the flow of battle in his favor, Vanguard releases a surge of power that floods into all over attacks. [400 -> 308,440] Fire S-Damage [100%] ::★:: Temporary augments to this attack affect the rest of Vanguard's attacks used this turn. ::o:: Cuts Undershirt, Cuts Darksoul, Interrupts ::o:: Affected attacks cannot be further augmented. ::o:: If this attack's charge is interrupted or dropped, it still loses 1 Use ::o:: Single-Attack Damage Augments are only half as effective on this attack ::o:: -1 Total Attack/Use, 1-Full Turn Charges ::o:: 2 Use/Battle
10. [Zealot's Blade] x8 A darklight sword follows the flow of his eyes as he swings it, effortlessly finding the weaknesses of his foes. [240 -> 308,280] Fire C-Damage [60%] ::C:: Can be optionally charged for up to 2 turns. ::S:: Disrupts Multi-Instanced Avoids, Disrupts Multi-Instanced Grits, Cannot be Mitigated ::o:: Cuts Undershirt, Cuts Darksoul, Interrupts ::o:: -3 Total Attacks/Use ::o:: [3/7] Uses/Battle
Summary Phase
[Vanguard HP=2100/3000]
[Status] - -- N/A [Stage] - -- N/A [Cooldown] - -- [Afterburn | 0/1]
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Post by Zane on Nov 10, 2023 13:51:00 GMT -8
The flames would surge to meet the incoming attack, the tank and nozzle pushed to their upper limits to respond the fiery zeal sent its way. And the calculated blows had their own ways of coming back to haunt for their earlier failure, as Vanguard would find his abilities hindered and his constant influx of power hampered as well from the power that surged from the flames. And should it continue, the same thing that halted his constant influx being prepared to happen in abundance thanks to his efforts to halt its own work. It would reel back and begin to swing again in preparation for just that, intending for the next round to be their last if it had its way with it.
Defense:
Taurus Horns Effects: After being hit by a status effect, next turn can unavoidably inflict the status to the target that inflicted it to Bull. Each must be cleansed separately and twice per affliction. ×3 Uses
x1 used.
Fire Tank Effects: Must be charged for one turn before use. When used, gain an HP Buffer equal to HP x 10. Reduces by 10% per turn. While active next turn, can use Fire Nozzle, Taurus Arms, and Taurus Horns. ×2 Uses
x1 used.
Fire Nozzle Effects: Negate the damage of a fire attack. The damage of the attack can be used to reduce the damage of attacks of choice this turn after mitigation. ×3 Uses
x3 used. Conviction x 2 + Overfueled Reticle reduced to 0 Damage. 925,320 reduction this turn.
Hyper Attack - Flaming Tank Effects: Must be Charged before use. All negated damage from Fire Nozzle is added to all Fire Tanks before their health is doubled. Next turn, positive panel effects are doubled for Bull. 2 Turn CD
+1,287,090 x 3.
Interrupt x 8 prepared next turn.
Tank suffers 2,466,240 damage. Reduces by 10% and is then destroyed.
Set:
Vanguard unavoidably afflicted with victim cannot use Activated Non-Avoidance Skills for 1 Turn, Paralyze and Interrupt. Requires two cleanses each, six total.
User's Attacks cannot be mitigated below 50% of the Attack's Base Damage.
Offense:
Anger Punch x 4 C-Range Fire Element Base Damage: 10,000 Effects: Undodgable, Breaks Shields, Cannot be Naturally Avoided, Burn. Can manually charge multiple instances of this attack. 1 Turn Optional Charge
Charging - Fire Tank Charging - Hyper Attack - Frenzy Rush: 1/3
[Bull HP=8,000/8,000] [FireTank HP=2,446,362/2,718,180] [FireTank HP=2,460,762/2,734,180]
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Post by Gaia on Nov 11, 2023 11:00:11 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
As the fires from within the beast rose to meet his own fury, Vanguard had no recourse but to increase his own flames. The fires of his assault rose up from his very being to match the blaze of the bull, the incredible wall of flames keeping the bull just slow enough for Vanguard to move out of the way.
Then, his eyes had seen enough, and he had no desire to see what the bull had left. Fury rose up from him as his flames stoked and peaked, as Vanguard raised one hand which shifted into a mighty vulcan, and unleashed a spray of force, each bullet fueled with such intense power that a single shot would rip through the bull in its entirety.
Defense Phase
[Vanguard HP=2100/3000]
[Vanguard has 0 Armor]
[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. - After using an instance-based avoidance skill, that skill avoids +1 attack for the remainder of battle. This stacks up to 5 times, and stacks last indefinitely. - If a new instance-based avoidance skill is used, any remaining avoidances are converted into avoidances of that type. -- [Passive]
[Everburning Pyre] [S-Tier, Barrier] An all-consuming blaze erupts from the zealot's very being, the fires of his conviction fueling his every opportunity. - Creates a Barrier with HP equal to the highest total damage of a regular attack Vanguard has used in battle, thus far. This barrier cannot be further augmented. -- [Active, 4/5 Uses]
[361,770-HP Barrier Created]
[Vanguard HP=2550/3000] [Pyre HP=321,770/361,770]
Support Phase
[8/12 | 3/6 | 1/3] [::BattleChip:Full CustomLv2:v21::]
[Vanguard fully Coolsdown Zealot's Conviction]
[Vanguard gains +8 Attack Uses; +3 to Zealot's Blade, +3 to Zealot's Overflow, +2 to Power Gambit]
{ 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 [0/5 Charges] Zealot's Ultimatum [1/5 Charges] Charged Barrel [3/5 Charges] Darklight Sword [1/5 Charges] Auto-Reticle [3/5 Charges] Afterburn [1/1 Charges] Zealot's Judgment [1/1 Charges] Zealot's Prominence - [1/1 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [1/1 Charges] [x7] Zealot's Blade - [1/2 Charges] Power Revolver - [1/1 Charges] [x51] Dark Meteors - [2/2 Charges] x2 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] x2 Overfuelled Reticle - [1/1 FTC]
[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]
Violence Machine ⇪ Equip Type: Mantle Effects: One buff effect with a duration of 2 turns or greater lasts for an additional turn. One buff effect with a duration of 1 turn is increased by 50%. Can equip this equipment into an empty bottom or feet slot. If so, applies to two buffs instead.
[Zealot's Conviction] - +308,040 Damage to 2 Attacks for 3 turns.
[Battle Tempo] [B-Tier, AS+/Aimer] To scan the field of battle and make decisions as they are required, Vanguard feels the flow of battle in the air and pushes himself farther. - Vanguard adds "Cannot be Countered" to 1 attack and gains +1 attack slot this turn. May forego one of the effects to apply the other an additional time. -- [Active, 5/11 Uses]
[6/12 | 3/6 | 1/3] [3 Remaining] [::Chip:Bug FixLv0:v21::]
[1st Use is Free. -1 use to Diluted Essence. Cleanses 'Cannot use Non-Activated Avoidance Skills']
[Firewall ⇪ Nu] Activated Program Upon activation of this program, user can remove one negative status of choice. Does not take up a program slot. ⦗Uses per battle: 0⦘
[Cleanses Paralyze]
Offense Phase 2 AS -> 8 AS || 2 DCE
[::Shortcut:Element:Seeking::] Lv7 ::o:: One attack per turn deals 2.5x Base 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.
[::Shortcut:Element:Blade::] Lv6 ::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
[4/12 | 2/6 | 1/3] [Imbue DarkDrill, Cannon, DarkCannon] [CC, Conviction, Seeking, Seeking Alpha, War's Grip]
{Zealot Math}]Base Damage: 465 Seeking: x2.5 Base Conviction: +308,040 x2 Dark Drill Imbue: 1,065 Dark Cannon Imbue: 1,065 Cannon Imbue: 450 Seeking: x1.5 War's Grip: x1.5 CC: x6 Cannon: x6 Dark Cannon: x3 5. [::BattleChip:Super VulcanLv1:v21:"Cuts Auras, Undodgeable":"10 Hits of 15,061,686":&Dark:&Normal:&Metal:"Cannot be Mitigated"::]
[Restrike] [::BattleChip:Super VulcanLv1:v21:"Cuts Auras, Undodgeable":"10 Hits of 15,061,686":&Dark:&Normal:&Metal:"Cannot be Mitigated"::]
[Noise: 65%]
Summary Phase
[Vanguard HP=2100/3000]
[Status] - -- N/A [Stage] - -- N/A [Cooldown] - -- [Afterburn | 1/1] -- [Zealot's Fuel | 1/3]
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Post by Zane on Nov 11, 2023 20:16:35 GMT -8
His part was done as the shots would find their mark, tearing the bull asunder as what would be in his place was a being with scales. More accurately it could be said that they were a scale if nothing else. Now came meeting the challenge against the next one without any break between just as before.
Defense:
Defeated by first Super Vulcan.
Set:
Aqua Alpha + Delta active.
Offense:
Charging - Element Weight x 4: 1/1 Charging - Scale Swing: 1/1 Charging - Hyper Attack - Four Elements: 1/3 Charging - Fourth Weight Charging - The Weight of Choice Charging - Natural Avoid x 5
[Scales HP=5,000/5,000]
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Post by Gaia on Nov 12, 2023 16:32:19 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
As he decimated the first, he dove deeper into the ruins and found a being that was just an enlarged scale. He narrowed his gaze as he considered it, preparing his onslaught for what was to come.
"What are my options, then? What have I been forced to choose between?" he asks simply, as he answered his own question for the thing. The space was lit up by tiny motes of flame as the meteors rained down on all angles, and Vanguard held out his hand to make a blade to rip apart his adversary with the very strength of the blazing meteors surrounding him.
To finish his onslaught, Vanguard pulled his blade back and changed the energy within it, from his own fires to the strength of a chip, and continued his cleaving, not for one moment leaving the individual a moment's rest.
Defense Phase
[Vanguard HP=2100/3000]
[Vanguard has 0 Armor]
[N/A]
[Vanguard HP=2550/3000] [Pyre HP=321,770/361,770]
Support Phase
[Vanguard gains +1 Attack Uses; +1 to Zealot's Judgment]
{ 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 [0/5 Charges] Zealot's Ultimatum [2/5 Charges] Charged Barrel [4/5 Charges] Darklight Sword [2/5 Charges] Auto-Reticle [4/5 Charges] Afterburn [1/1 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] [x8] Zealot's Blade - [2/2 Charges] Power Revolver - [1/1 Charges] [x56] Dark Meteors - [2/2 Charges] x2 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] Overfuelled Reticle - [1/1 FTC]
[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]
[Zealot's Conviction] - +308,040 Damage to 2 Attacks for [2/3] turns.
[Battle Tempo] [B-Tier, AS+/Aimer] To scan the field of battle and make decisions as they are required, Vanguard feels the flow of battle in the air and pushes himself farther. - Vanguard adds "Cannot be Countered" to 1 attack and gains +1 attack slot this turn. May forego one of the effects to apply the other an additional time. -- [Active, 4/11 Uses]
Offense Phase 2 AS -> 5 AS || 2 DCE
[::Shortcut:Element:Seeking::] Lv7 ::o:: One attack per turn deals 2.5x Base 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.
[::Shortcut:Element:Blade::] Lv6 ::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
1. [Zealot's Judgment] A reticle that rends deep into flesh and being, allowing his strikes to burn through their final hopes. [0] Fire S-Damage [100%] ::S:: Upon use, adds "Cuts Darksoul" to his next attack. ::S:: Upon use, adds "Cuts Undershirt" to his next attack. ::°:: 1-Turn Required Charge, -2 Total Attack/Use. ::°:: [1/2] Use/Battle
[::Shortcut:Element:Laser::] [::Shortcut:Element:Break::] ::o:: Vanguard adds 'Cuts Uncuttable Auras' and 'Breaks Unbreakable Shields' to 1 attack.
[Crown] [DCE - DarkDrill Imbue] [Magnet Bolt Imbue] [CC] [Seeking] [Conviction] [War's Grip] [Containment] [::BattleChip:Dark MeteorsLv7:v21:"Cuts Uncuttable Auras, Breaks Unbreakable Shields":"Cannot be Mitigated":"4 Hits Avoided Separately":"Cuts Darksoul Cuts Undershirt":"Cannot be Naturally Avoided. If Hits Natural Avoidances are Locked for 1 Turn":"Blind":"2,784,341 Damage per Hit"::]
[Restrike] [::BattleChip:Dark MeteorsLv7:v21:"Cuts Uncuttable Auras, Breaks Unbreakable Shields":"Cannot be Mitigated":"4 Hits Avoided Separately":"Cuts Darksoul Cuts Undershirt":"Cannot be Naturally Avoided. If Hits Natural Avoidances are Locked for 1 Turn":"Blind":"2,784,341 Damage per Hit"::]
2. [Zealot's Blade] [2/2 Charges] A darklight sword follows the flow of his eyes as he swings it, effortlessly finding the weaknesses of his foes. [240 -> 600] Fire C-Damage [60%] ::C:: Can be optionally charged for up to 2 turns. ::S:: Disrupts Multi-Instanced Avoids, Disrupts Multi-Instanced Grits, Cannot be Mitigated ::o:: -3 Total Attacks/Use ::o:: 2 Uses/Battle
[::Shortcut:Element:Seeking::] ::o:: Vanguard adds "Fully Undodgeable" to 1 Attack
[DCE - Imbue Dark Circle] 3. [Afterburn] A reticle resonates with the energy of a previous onslaught, burning less bright but more dangerously. [105 -> 5,568,787 * 3 Hits] Fire C-Damage [60%] ::o:: Fully Undodgeable, Breaks Unbreakable Shields ::B:: Avoided Separately ::S:: Gains the Total Damage of another attack used on the initial turn. ::S:: Recurring auto attack at 50% total damage for 2 turns. ::o:: 1-Turn Required Charge, 1-CD, -3 Total Attacks/Use, This Attack's Damage cannot be further augmented. ::o:: [0/2] Use/Battle
4. [Zealot's Blade] A darklight sword follows the flow of his eyes as he swings it, effortlessly finding the weaknesses of his foes. [240] Fire C-Damage [60%] ::C:: Can be optionally charged for up to 2 turns. ::S:: Disrupts Multi-Instanced Avoids, Disrupts Multi-Instanced Grits, Cannot be Mitigated ::o:: -3 Total Attacks/Use ::o:: 1 Uses/Battle
[3/12 | 1/6 | 1/3] 5. [::BattleChip:Z SaberLv1:v21:"Cycles between Cuts/Breaks, Breaks/Undodge, Undodge/Cuts"::]
Summary Phase
[Vanguard HP=2100/3000]
[Status] - -- N/A [Stage] - -- N/A [Cooldown] - -- [Afterburn | 0/1] -- [Zealot's Fuel | 2/3]
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Post by Zane on Nov 12, 2023 17:50:38 GMT -8
"Isn't it obvious? Destruction or annihilation."
The scales would begin to change, shifting up and down as fire and water filled them. It would begin to swing as the sway of the attacks began to alter because of it, changing the tides of the decided judgment of its own volition. And then it would move past the blows, being caught only by one of the blades and the least efficent one at that by the end of it. With those resources denied, it was time to press that even further. The scales would lose their fire and water and begin to produce wood and elec elements, melding the two together as it fired the first shot as it homed in and struck decisively to Vanguard before it sent several others out, swaying back and forth now.
Defense:
Fourth Weight Effects: Must be charged for one turn before use. When used, can trade any of his two active elements with his two inactive elements. These element choices are locked between Fire, Aqua, Elec, and Wood. Currently active elements: Fire + Aqua.
Pendulum Shifter Effects: Can shift the effects on opponent attacks and respond to them accordingly. Passively, natural Avoids fully avoid attacks. x30 uses.
x2 used. Cannot be Naturally Avoided from Dark Meteors added to Z-Saber and second Zealot's Blade.
Natural Avoids Zealot's Judgment, Dark Meteors x 2, Zealot's Blade, Afterburn, and Z-Saber. Takes second Zealot's Blade for 168 Damage.
Set:
The Weight of Choice Effects: Must be charged for one turn before use. When used, the opponent must choose between one of two options. Neither can be cleansed for one turn. Option One: Lock defensive skills used/active this turn. If so, attacks used this turn are not locked. Option Two: Lock attacks used this turn. If so, no defensive skills used this turn are locked. ×4 Uses
Used once.
Elements shifted to Wood and Elec. Wood and Elec Alpha/Delta active.
Weight of Life Effects: Restores 100% of Scales' HP on use. This heal when used as an attack has the effects of 'Interrupt, -2 Uses to Attacks, Chips, and Programs'. x30 uses.
Heals 7,500 HP for the next two turns. Wood Delta activated. Elec Element chosen for the attack.
Offense:
Weight of Life S-Range Elec Element Base Damage: 7,500 Effects: Unavoidable, Interrupt, -2 Uses to Attacks, Chips, and Programs.
Element Weight x 4 S-Range Elec/Wood Element Base Damage: 6,000 Effects: Unomnidodgable, Breaks Unbreakable Shields, Autos for one turn after use. Multiple autos can exist at a time. Cuts Darksoul. 1 Turn Charge
Scale Swing C-Range Normal Element Effects: Delayed attack. Next turn, autos for however many uses Weight of Life has remaining. Damage is reduced to 0 if Lock One is chosen from Weight of Choice. Damage is tripled if Lock Two is chosen from Weight of Choice. 1 Turn Charge 2x Use/Battle
Charging - Element Weight x 6: 1/1 Charging - Hyper Attack - Four Elements: 2/3 Charging - Fourth Weight Charging - The Weight of Choice
[Scales HP=4,832/5,000]
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Post by Gaia on Nov 12, 2023 21:25:27 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
Vanguard grimaced as the tides of change flowed from the scale. He was forced to think quickly, adjusting the flow of the events as he could, taking the first of the strikes but then carefully utilizing his resources. What he was needing to do from here was risky, but not impossible, so long as he carefully kept his enemy in wraps.
He carefully slot in one chip to remove the hindrance to his folder, and then another to enable his movements again, the energy coursing over his body by thought rather than by movement. In an instant, the pyre from before ignited, and he weathered the rest of the storm unharmed. Then, staring down his adversary, he charged forward, creating a sphere of dark energy around him from which the blades would emerge, clashing the energy against the scales again and again without ceasing.
Defense Phase
[Vanguard HP=2100/3000]
[Vanguard has 0 Armor]
[Weight of Life] - Darksoul triggered.
[0/12 | 1/6 | 1/3] [::BattleChip:Bug FixLv1:v21::]
Cleanses -2 Chip Uses.
[1/12 | 1/6 | 1/3] [::BattleChip:Bug FixLv1:v21::]
Cleanses Paralyze.
[Element Weight] - 24,000 dealt to Pyre.
[Vanguard HP=2550/3000] [Pyre HP=297,770/361,770]
Support Phase
[Power Gambit] - +2 Uses to Overfueled Reticle, +2 uses to Battle Tempo
Vanguard locks attacks used this turn.
{ 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] Charged Barrel [1/5 Charges] Darklight Sword [1/5 Charges] Auto-Reticle [1/5 Charges] Afterburn [1/1 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] [x8] Zealot's Blade - [1/2 Charges] Power Revolver - [1/1 Charges] [x25] Dark Meteors - [1/2 Charges] x2 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] Overfueled Reticle - [1/1 FTC Charges]
[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]
[Zealot's Conviction] - +308,040 Damage to 2 Attacks for [3/3] turns.
[Battle Tempo] [B-Tier, AS+/Aimer] To scan the field of battle and make decisions as they are required, Vanguard feels the flow of battle in the air and pushes himself farther. - Vanguard adds "Cannot be Countered" to 1 attack and gains +1 attack slot this turn. May forego one of the effects to apply the other an additional time. -- [Active, 4/11 Uses]
[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. ⦗Uses per battle: 1⦘
[+6 Attack Slots, +300 Damage, +2 Skills to Battle Tempo, +1,800 HP, 600 Unavoidable Damage]
Offense Phase 2 AS -> 15 AS || 2 DCE
[::Shortcut:Element:Seeking::] Lv7 ::o:: One attack per turn deals 2.5x Base 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.
[::Shortcut:Element:Blade::] Lv6 ::o:: The first "Avoid Separately" C-Range Attack used in a turn gains +1 Hit
[Crown] [::BattleChip:Dark SwordLv7:v21:"Cannot be Naturally Avoided, Breaks Shields":+308,040:x1.2:^2.5:x6:+300::]
1. [::BattleChip:Dark SwordLv7:v21:"Cannot be Naturally Avoided, Breaks Shields":+308,040:x1.2:+300::]
x12 2. [::BattleChip:Dark SwordLv7:v21:"Cannot be Naturally Avoided, Breaks Shields":x1.2:+300::]
14. [Folder Back | 1/2 GIGA Charges]
15. [Recoursing Prominence | 1/1 Charges | 'Triggered Auto Once per Attack Avoided while charging]
Summary Phase
[Vanguard HP=1/3000]
[Status] - -- N/A [Stage] - -- N/A [Cooldown] - -- [Afterburn | 1/1] -- [Zealot's Fuel | 3/3]
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Post by Zane on Nov 13, 2023 19:10:43 GMT -8
The clash against the scales was constant as each choice would be met with consequences in turn to resist the desired outcome. While it could utilize the force of the meteors of before, it would instead utilize the very blade that was used to threaten it now instead. The scale energies again shifted to fire and aqua as it began to turn and swing its body with full force, threatening with each pass not the end of Vanguard directly but the end of the finite resources he had available to him now. Fire, water, elec, and wood would all gather together as it would hurl an inferno at Vanguard to engulf him in the collective energies that it possessed.
Defense:
Fourth Weight Effects: Must be charged for one turn before use. When used, can trade any of his two active elements with his two inactive elements. These element choices are locked between Fire, Aqua, Elec, and Wood. Currently active elements: Wood + Elec.
Consequence of Choice Effects: Can reduce the damage of an attack to 0. If the Defensive Lock is not selected from the Weight of Choice, this effect cannot be bypassed. x30 uses.
x14 used. 600 Unavoidable taken.
Set:
+250 Regen. Restored by Weight of Life via Wood Alpha.
The Weight of Choice Effects: Must be charged for one turn before use. When used, the opponent must choose between one of two options. Neither can be cleansed for one turn. Option One: Lock defensive skills used/active this turn. If so, attacks used this turn are not locked. Option Two: Lock attacks used this turn. If so, no defensive skills used this turn are locked. ×3 Uses
Used once.
Elements shifted to Fire and Aqua. Aqua Alpha/Delta active.
Sets Lava Panels. Auto Charge applied to Scale Swing.
Offense:
Scale Swing x 29 C-Range Normal Element Base Damage: 9,000 Damage: 27,000 Effects: Unomnidodgable, Breaks Unbreakable Shields, Grounds for 3 turns, Destroys Barriers, Interrupt, -2 Uses to Attacks, Chips, and Programs. Damage is tripled if Lock Two is chosen from Weight of Choice.
Consumes Lava Panels to use Four Elements.
Hyper Attack - Four Elements x 45 X-Range Fire/Aqua/Elec/Wood Element Base Damage: 4,000 Damage: 2,243,218 Effects: Requires two grits and avoids per attack. Cuts Survival Effects. Gain the damage and effects of one attack that Scales interacted with while charging. Restrikes for however many uses remain on Weight of Life and Pendulum Shifter. Gained Effects: Cannot be Naturally Avoided, Breaks Shields 3 Turn Charge
Auto - Element Weight x 4 S-Range Elec/Wood Element Base Damage: 6,000 Effects: Unomnidodgable, Breaks Unbreakable Shields, Autos for one turn after use. Multiple autos can exist at a time. Cuts Darksoul. 1 Turn Charge
Element Weight x 6 S-Range Fire/Aqua Element Base Damage: 6,000 Effects: Unomnidodgable, Breaks Unbreakable Shields, Autos for one turn after use. Multiple autos can exist at a time. Cuts Darksoul. 1 Turn Charge
Charging - Fourth Weight Charging - The Weight of Choice Charging - Natural Avoid x 5
[Scales HP=5,000/5,000]
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