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Post by Zane on Apr 18, 2024 22:11:49 GMT -8
Lyra:
[Stage Amp] Benefit: So long as this effect is charged, Lyra Note summons any two amps during her supportive phase each turn.
[Idol’s Persistence] Benefit: Lyra Note restores 50% of her max health each turn. Lyra Note’s regeneration can be triggered at will up to five times per turn at any point in the turn. Per unsuccessful attack augmented by Light element, can trigger her regeneration an additional time. Lyra Note can restore beyond max health without limit.
[Stage Presence] Lyra Note and her allies restore 30% more health and take 30% less damage from all sources while Lyra Note is above 50% of her max-hp. While below 50% of her max health, they restore 30% more health, and add 30% of all their restored HP to damage with all attacks.
[Anti-Hypnosis Equalizer] Benefit: Lyra Note is immune to stage and status effects. Lyra Note and her allies are immune to berserk, confuse, and blind. Lyra Note can nullify up to 4 passive effects affecting her and her allies. This effect can be charged to reselect these effects.
[Disruption Pulse] Benefit: Lyra Note counters for 200 Unavoidable Damage whenever one of her Amps is destroyed. This damage can be focused on a single target to improve by 20% per focus instead.
[Amplifier Acoustics] Benefit: For one attack each turn, can consider each active Amp as a target for the attack. Rather than damage the amp, per active amp, progress any effect on the attack by one stage.
SFMM:
[Noise Mastery] Benefit: User’s Noise Gauge can hold any amount of Noise, and begins with 100% Noise. Noise increments by +20% each turn. Noise increments by +10% each time any elemental, stage, or battle chip effect is activated. Per 50% Noise accrued: Increase user’s Armor, Percentile Mitigation, Regen, Damage, and Attack Slots by 10%. Increase auto-charges by +1. Can consume 100% Noise to: Double the effects of up to two attributes for 1 use; instantly charge/cooldown any 2 effects; or gain +1 use to all skills.
[Adaptability] Benefit: Double the effects of the user’s non-hidden elemental benefits. User positively benefits from any effect dependent on element, and ignores all of the negative effects dependent on element. Treated as “Strong” to all enemy attacks/effects; enemies are considered “weak” to all of Megaman Warrock’s attacks/effects.
[Buster MAX] Benefit: User’s basic attack charges cannot be interrupted, and fully charge one every other turn. Can apply charges to basic attacks as desired and can charge any number of basics at once. Can hold charges of basic attacks indefinitely. Basic attacks can be released the turn they finish charging.
[Predation] Benefit: User’s fully charged basic attacks can become any non-giga battle chip or battle chip modified attack used by the enemy the previous turn. Hyper attacks can become giga chips used this way.
[Wave Recovery] Benefit: Restore 30% max health each turn. Restore an additional 5% per unsuccessful attack that matches any of the user’s elements.
[Harp HP=20,000/20,000]
[SFMM HP=10,000/10,000]
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Post by Gaia on Apr 19, 2024 13:26:19 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
There was a certain feel in the air that accompanied legends; a pure aura that they radiated, or maybe just an auspicious sense that followed them, that let you know you were before greatness. Maybe it was a way of moving about, or the confident way they carried themselves, that gave them away. Maybe it was an overwhelming instinct of self-survival that let someone know that they were facing up against an apex among apexes; perhaps, it was simply that some symbols, names, and ideals echoed across infinity.
As the legends stood before them, Vanguard felt a hurt in his chest. This individual seemed to be one such name; a name that could echo across infinity. The world would lurch at the idea of a paragon of goodwill being lost and corrupted in such a way. If they could do this - if they could destroy even this one - what chance did the rest of them have?
It was a finality that Vanguard continued to come across; the knowledge that something was missing, some grand scheme that had to overarch their goals, as to destroy them all was already a bygone conclusion. Their adversaries could do that. So, what then? He wanted to believe hat they had a goal beyond just toying with them, or raising themselves to even greater heights, but for what purpose?
He couldn't know yet, although he could guess. For now, as he looked on, he simply considered what must be done here. He raised his weapon in sorrow, as the scarlet wave of war radiated from him. He considered how Var was taken from him, and wanted to ensure that, even without his master at his side, the will that he carried with him would fight on.
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] Zealot's Conviction - [1/5 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [1/1 Charges] Zealot's Blade - [1/2 Charges] Power Revolver - [1/1 Charges] [x27] 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]
[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]
[Famine's Step] - Benefits every Odd turn. [::Shortcut:Stage:Lava::]
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] [Precision] @ Warrock [::BattleChip:Dark CannonLv7:v21:"Breaks Shields, Fully Undodgeable":x2.5 Seeking:x3 Innate:x6 CC:"Burn"::]
1. [Hub Batch | 1/1 GIGA Charges]
2. [Fire Tank | 1/1 Charges]
Summary Phase
[Vanguard HP=2550/3000]
[Status] - -- N/A [Stage] - -- [::Shortcut:Stage:Lava::] [Cooldown] - -- [Precision | 0/1]
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Post by Genesis on Apr 20, 2024 0:42:25 GMT -8
*There it was. His cloak burst into shards of data and the marked changes of Testimony had begun. Luckily there was no need for words, as affirmative action was all that was required of them now. Legends were due their respective amount of reverence, that much was true. When faced with them, disregarding their feats would simply lead to an early defeat. Challenging and toppling those legends was a separate matter to paying them their due homage, and if this one laid claim to the same features as the other, he would see for himself how close that truly was.*
"Let us see if he lives up to the image."
*Was the parasitic relationship that these creatures used able to match up with the strength held by that pair in the past? If so, that was fine by him. He leveled his gun and fired, four shots followed by a fifth that surpassed the others by margins. The first step in both eliminating the parasite that stood before them and to move past the guard dog when it was finished.*
Defense Phase:
Metal x 2 Activated.
Support Phase:
Death's Embrace When death takes one, does death continue to claim another. Effects: When a clone, object, or combatant falls in battle with Genesis on the field, Genesis' HP is restored to full, his actions doubled, and his skills gain +10 uses for the remainder of the battle for each time this occurs. Passive.
Beginning of the Awakening: Testimony
Genesis' cloak bursts into shards of data before forming around his armor, the onyx black dawning a white outline of energy all around it, purple eyes becoming a dull scarlet and marking the second state, Testimony.
- +1 Use to All Programs. - +1 Use to All Skills. - +1 Use to One S-Tier Attack.
- 1 Turn Duration
+1 use to Polarity Edge.
Attack Type and Tadashi Set: 6 Auto-Charges. Charges to Hounding Crescent, Chained Genesis, Unfounded Edge, Form Destruction, Imperious Flash, and Crumbling Ethereal.
6 Attack Slots.
Damage Buffs: 2.5x x 2 1.45x 1.3x per focus.
Offense Phase:
Ivory Twilight x 4 S-Combat Plasma Element A white and silver magnum, much larger than Genesis himself would commonly use. When invoked, it fires a shot with the sole intent of annihilation. A memento of old times and channels his might extremely well when used. Damage: 580 Effects of Attack: Damage scales from armor instead of Base Damage. 1 Turn Optional Charge 7x/Turn
Augmented - Ivory Twilight @ Both S-Combat Plasma Element A white and silver magnum, much larger than Genesis himself would commonly use. When invoked, it fires a shot with the sole intent of annihilation. A memento of old times and channels his might extremely well when used. Base: 3,630 Damage: 32,898 Effects of Attack: Damage scales from armor instead of Base Damage. Hits two additional targets. 1 Turn Optional Charge 7x/Turn
Charging Hub Batch: 1/1
Genesis: HP: 5,400/5,400 Total Damage: 36,218 Testimony: 1/1
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Post by Zane on Apr 22, 2024 3:03:52 GMT -8
To meet their resistance were several amps, a field of soundwaves rejecting their attacks as the harp-like guitar was strummed, sending loose a series of sonic-based attacks as they reverberated off the amps here and there to further magnify their intensity. Backing them up was a series of bombs that were set loose, each erupting with a specific intention as the legend had already planned his next move with his partner. What that would be was anyone's guess, but what could be said was that it would be more devastating than what occurred here as things stood.
Invigoration Effects Granted this turn: +5 uses to all skills.
Dark: Darksoul cannot be cut by 5 attacks per turn and lasts an additional 5 turns. Light: Hyper Modes lasts an additional 5 turns and can be reactivated two times.
Seeking: Aiming Skills apply to two additional consecutive attacks. Metal: +100 Armor. Armor is doubled against One Incoming Attack twice per turn.
Defense:
[Heart Amp] Benefit: Summons a Heart Amp with 2,000 HP. Heart Amps are Non-Intercepting Objects that are immune to Destroys: Objects. Lyra Note and the Heart Amps cannot be damaged by the same attack. While active, Lyra note gains +1 use each turn per Heart Amp to each auto-attack, and auto-attacks gain the benefit of user’s Sonic element effects per active amp. Uses: 6
x1 used.
[Shock Amp] Benefit: Summons a Shock Amp with 2,000 HP. Shock Amps are Non-Intercepting Objects that are immune to Destroys: Objects and multi-target attacks. Shock Amps have 1 attack slot each turn. They charge whenever able, and so long as their attack slot is charged, Shock Amps can use any attack with Hits All used by any combatant the previous turn. That attack is automatically augmented by Sonic element’s effects. Uses: 6
x1 used.
[Wave Amp] Benefit: Summons a Wave Amp with 2,000 HP. Wave Amps are Non-Intercepting Objects that are immune to Destroys: All and single-target attacks. Per active wave amp, all unavoidable damage dealt to Lyra Note’s opponents is increased by 10%. While active, status effects do not tick down, and the stage cannot be reset to Normal. Uses: 6
x1 used.
[Heart Song] Benefit: 10,000-HP Triune Barrier summoned around the user and all allies. Resists a number of attacks equal to remaining uses before breaking. Uses: 13
x1 Used. Resists 12 attacks.
Warrock: 10/12 Remaining Lyra: 11/12 Remaining
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Set:
Lyra:
[Heart Transducer] Benefit: Applies the user’s Sonic elemental benefit to three attacks, or to one attack 3 times. Effects become regardless of success, ignores immunities, and cannot be mitigated below base damage. Uses: 6
Used twice for Machine Gun Strings.
[Heart Amplifier] Benefit: When adding hits all to an attack that already has hits all, that attack restrikes an additional time per additional instance.
SFMM:
Noise: 160%
[Noise Change] Benefit: While above 150% Noise, user gains two additional Lv7 Elements of choice and unlocks skills and attacks dependent on the elements chosen. Can change current choices during the supportive phase.
Wood + Shadow Lv7 gained.
[Multi Noise] Benefit: User can select an additional Element for Noise Change that matches the current panel type. Can expend uses from this skill to set a panel type of the user’s choice and lock it for 2 turns, or to unlock the current panels. Uses: 10
Set and locks Break Panels for 2 turns.
[Wood Noise] Benefit: Can use fully charged basic attacks during the defensive phase to restore Hp equal to the damage the attack would’ve dealt, and gain armor towards 5 attacks equal to 50% of the restored HP. Only active while the user is Wood element.
6 Preemptives applied to Beast Bomb.
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Attack:
Lyra:
[Heart Note] x 4 1,000 Sonic S-Damage Requires +1 Grit, If Avoided: Confuses, Cannot be Naturally Avoided, Cannot be Countered, Confuse requires 3 cleanses to remove. Auto-Attack - 4/Turn
[Shock Note] x 4 1,000 Sonic S-Damage Requires +1 Avoidance, Confuses, Paralyze, Ignores Armor, Bypasses Post-Infliction Immunity, Cannot be Omni-Avoided Auto-Attack - 4/Turn
[Wave Note] x 4 1,000 Sonic S-Damage Interrupts, Confuses, Status Effects cannot be cleansed for 1 turn, If Hits: inflicts 10% of the target’s max health as unavoidable damage per turn for 3 turns. Auto-Attack - 4/Turn
Amplifier + Light
[Machine Gun String] 81,000 Sonic S-Damage Hits All, Requires 1 Additional Grit, Requires 4 Additional Avoidance, Regardless of Success: Interrupts, Paralyzes, Blinds, Cannot be Naturally Avoided, Cannot be Intercepted. Paralyze ignores post-infliction immunity. Per target hit, +1 attack slot the following turn. This attack slot can be used to fire an auto-attack as a regular attack and is automatically augmented by sonic and light element effects. Cannot be mitigated below base damage.
5 Restrikes.
Charging - Stage Amp Charging - Speaker Boost Charging - Blast Note: 1/1 Charging - Pulse Song Charging - Shock Amp
SFMM:
[Beast Bomb] x 6 8,531 Normal S Damage If Hits any target, reverts panels to Null, ignoring Panel Locks. Disrupts Multi-Instanced Effects. 5 Turn Optional Charge.
[Beast Bomb] 34,125 Normal S Damage If Hits any target, reverts panels to Null, ignoring Panel Locks. Disrupts Multi-Instanced Effects. 5 Turn Optional Charge.
[Harp HP=98,000/20,000]
[SFMM HP=10,000/10,000]
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Post by Genesis on Apr 27, 2024 23:37:35 GMT -8
*He grimaced, but why that was could be anyone's guess. His eyes flashed instead as the notes came his way, they and the bombs making landfall as he held his position. What could be heard instead were his words as the dust settled, closing his eyes briefly.*
"...I suppose not."
*When they opened again, he aimed once more. This time what was set loose was a barrage of shots from the gun instead. Normally it would mean the parasitic foes before them would simply invoke a mirror image, but that was beyond them now. If they aimed to do that, they would simply be dismantled and undone instead. This was just the beginning, as he intended for them to make it through his barrage just fine and retaliate with equal fervor. He was simply confident that he could withstand such a thing and was taking this role for himself instead of his ally pulling the trigger. The gauntlet was thrown, now was the demand to meet that ebb and flow that was about to begin.*
Defense Phase:
Metal x 3 activated.
Wind Chip x 4 used.
Takes auto attacks. Power Block used on Machine Gun String. Death's Embrace triggered 4 times.
Flux: The Passage of Genesis Dodge ~ C+ Tier Description: Accessing some of his former abilities, Genesis' eyes flash as he removes any attack coming his way. Effects: Dodges one attack. If Genesis is strong against the next attack, he can dodge it as well. x58 Uses
x6 used for Beast Bombs.
Support Phase:
Hub Batch Support Skill || Does not cost a Skill Use to activate ° User is immune to Negative Panel Effects for the rest of battle ° User's Basic Attacks deal +20% Damage for the rest of battle ° User gains +3 Total Chip Uses and +1 Use to One Skill ° For this turn only, gain an Undershirt that procs before all other Survival Effects ° This Chip must be used during the Supportive Phase ° 1 Giga Charge Required (+)
+1 use to Phantom Refusal. +3 Chip uses.
Prematurely ends Testimony. Reactivates Testimony.
Beginning of the Awakening: Testimony
Genesis' cloak bursts into shards of data before forming around his armor, the onyx black dawning a white outline of energy all around it, purple eyes becoming a dull scarlet and marking the second state, Testimony.
- +1 Use to All Programs. - +1 Use to All Skills. - +1 Use to One S-Tier Attack.
- 1 Turn Duration
+1 use to Polarity Edge.
Permanence: Phantom Shroud Aura ~ A Tier Description: Remnants of the lost, the crimson aura surging forth as he denies all that it touches. Effects: Creates a 360 HP Aura. If this skill is used again while active, instead of forming a new aura, 50% of the new aura is added to the old one. If at least three auras are stacked, becomes an uncuttable aura. x54 Uses
x12 Used. 2,320 Uncuttable Aura created.
Evanescence: The Unfettered Zeal Custom ~ A Tier Description: A surge released from the power he possesses, restraining that which would strike against him. Effects: When used, can optionally gain armor = to the HP of an aura for attacks this turn. If this armor is applied to an attack, that attack ignores the aura used for this effect. Inapplicable to Auras augmented by an Advanced Skill. x55 Uses
x5 Used. +17,400 Armor.
Evanescence: The Fleeting Desire Aimer ~ B Tier Description: Genesis takes off the limits on his attacks, unleashing far more devastating assaults at a much faster speed. Devastating the area around him entirely. Effects: Can add +1 Hit to an attack and reduces the Cooldown of the attack by 1 Turn if it has one. If the attack does not have a Cooldown or cannot have Hits added to it, the other effect is applied to it an additional time. x57 Uses
x29 Used. -87 CD to Ivory Twilight.
Attack Type and Tadashi Set: 6 Auto-Charges. Charges to Hounding Crescent, Chained Genesis, Unfounded Edge, Form Destruction, Imperious Flash, and Crumbling Ethereal.
96 Attack Slots.
Damage Buffs: 2.5x x 2 1.45x 1.3x per focus.
Offense Phase:
Ivory Twilight x 93 S-Combat Plasma Element A white and silver magnum, much larger than Genesis himself would commonly use. When invoked, it fires a shot with the sole intent of annihilation. A memento of old times and channels his might extremely well when used. Base: 16,331 Effects of Attack: Unomnidodgable, Damage scales from armor instead of Base Damage. 1 Turn Optional Charge 7x/Turn
Augmented - Ivory Twilight @ Both S-Combat Plasma Element A white and silver magnum, much larger than Genesis himself would commonly use. When invoked, it fires a shot with the sole intent of annihilation. A memento of old times and channels his might extremely well when used. Base: 255,168 Damage: 3,006,198 Effects of Attack: Unomnidodgable, Damage scales from armor instead of Base Damage. Hits two additional targets. 1 Turn Optional Charge 7x/Turn
Charging Fast Gauge.
Genesis: HP: 5,400/5,400 Total Damage: 4,524,981 Testimony: 1/1
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Post by Gaia on Apr 28, 2024 16:30:41 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
Whatever had happened, Vanguard determined that Genesis was simply unimpressed with the legends before them. As the cacophony of sounds disrupted all of their efforts to get through, Genesis responded in kind, unleashing that familiar energy as an unyielding torrent of attacks followed suit. With Genesis laying down the line and throwing down the gauntlet, that left Vanguard in the back, preparing for the fallout that would inevitably follow.
The scarlet wave of war surrounded Vanguard as he prepared himself, mixing in what he had that remained of that power into his own systems. Dashing towards the legends, he focused his efforts on the bomber himself, certain that if anything were to truly threaten him, that the singer would step in. As he released a series of careful sword strikes, he paused mid-swing, swiftly loading in a band of chips into his coils, and then set ablaze with the fires of his conviction, the signature purple flames now mixed in with the red hues of the power that he was trying to make his own.
The waves of energy coming off of him were amplified many times over as the fuel in his core was quickly depleted and then instantly restored, many times over. He pooled together the energy into the palm of his hand, unleashed it as a single swipe, one strike turning into numerous spikes of red and purple flames that tried to pierce through the legends in full. As one was unleashed, more followed, and the spikes left behind reticles in the air that absorbed the intense heat and multiplied it, igniting in an intense afterburn.
Defense Phase
[Vanguard HP=2550/3000]
[Vanguard has 0 Armor]
Auto-Attacks and Bombs handled by Genesis.
[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]
[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, 10/13]
[Machine Gun Strings] - Avoided. [Machine Gun Strings Restrikes] - Handled by Mistair.
[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] Zealot's Conviction - [2/5 Charges] Power Gambit - [1/1 Charges] Zealot's Overflow - [1/1 Charges] Zealot's Blade - [2/2 Charges] Power Revolver - [1/1 Charges] [37x] 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]
[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]
[11/12 | 6/6 | 2/3] [::BattleChip:Hub BatchLv1:v21::]
[14/15 | 6/6 | 2/3] +1 Use to Battle Tempo.
[Violence Machine] - 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, 6/11 Uses]
Offense Phase 2 -> 20 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] @ Warrock [::BattleChip:Dark SwordLv7:v21:"Undodgeable, Cannot be Countered":x1.2::]
1. [Recoursing Prominence | 1/1 Charges] - Auto-Strikes once per attack that an opponent avoided while it was charging.
[12/15 | 4/6 | 2/3] [::BattleChip:Full CustomLv1:v21::] [::BattleChip:NeoVariable SwordLv1:v21::]
[CC, War's Grip, Seeking, Dark Circle Imbue] 2. [Zealot's Conviction] [2/5 Charges] [x4 @ RockMan, x3 @ Lyra] A blazing decision, that all in his way must fall. [600 -> 12,485] Fire/Dark/Seeking 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. ::o:: Deals up to 7 this at full damage. Hits can be divided among multiple targets. ::°:: -1 Total Attacks/Use, 1-Turn Required Charge. ::°:: 2 Uses/Battle
[Zealot's Conviction] [2/5 Charges] [x4 @ RockMan, x3 @ Lyra] A blazing decision, that all in his way must fall. [600 -> 12,485] Fire/Dark/Seeking 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. ::o:: Deals up to 7 this at full damage. Hits can be divided among multiple targets. ::°:: -1 Total Attacks/Use, 1-Turn Required Charge. ::°:: 2 Uses/Battle
[Zealot's Conviction] [2/5 Charges] [x4 @ RockMan, x3 @ Lyra] A blazing decision, that all in his way must fall. [600 -> 12,485] Fire/Dark/Seeking 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. ::o:: Deals up to 7 this at full damage. Hits can be divided among multiple targets. ::°:: -1 Total Attacks/Use, 1-Turn Required Charge. ::°:: 2 Uses/Battle
[3 instances of x6 Damage added to one attack for 3 turns]
3. [Afterburn] @ RockMan A reticle resonates with the energy of a previous onslaught, burning less bright but more dangerously. [105 -> 43,800 * 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:: 2 Use/Battle
[Noise: 15%]
4. [::BattleChip:Dark SwordLv7:v21:"Breaks Shields, Cannot be Countered":x1.2::] x5
8 - 20 [Element Weight | 1/1 Charges] x12
Summary Phase
[Vanguard HP=2100/3000]
[Status] - -- N/A [Stage] - -- [::Shortcut:Stage:Broken::] [Cooldown] - -- [Precision | 1/1] -- [Afterburn | 0/1]
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Post by Zane on Apr 28, 2024 19:58:23 GMT -8
The singer's persistence was certainly something else, as in spite of the onslaught unleashed from Genesis and soon after it the sword was met by one formed by the bomber himself to parry the strike. The other efforts were met by the constant storm of sound that seemed nigh impenetratable at this rate. The spikes and reticles hanging in the air as the legend crossed his arms. He stretched them out and then began to turn, a veritable storm let loose that sought to swallow everything in its path. One that would continue unabated as well in lieu of the earlier selection that was locked in place still.
Defense:
[Heart Amp] Benefit: Summons a Heart Amp with 2,000 HP. Heart Amps are Non-Intercepting Objects that are immune to Destroys: Objects. Lyra Note and the Heart Amps cannot be damaged by the same attack. While active, Lyra note gains +1 use each turn per Heart Amp to each auto-attack, and auto-attacks gain the benefit of user’s Sonic element effects per active amp. Uses: 5
x1 used.
[Shock Amp] Benefit: Summons a Shock Amp with 2,000 HP. Shock Amps are Non-Intercepting Objects that are immune to Destroys: Objects and multi-target attacks. Shock Amps have 1 attack slot each turn. They charge whenever able, and so long as their attack slot is charged, Shock Amps can use any attack with Hits All used by any combatant the previous turn. That attack is automatically augmented by Sonic element’s effects. Uses: 5
x1 used.
[Wave Amp] Benefit: Summons a Wave Amp with 2,000 HP. Wave Amps are Non-Intercepting Objects that are immune to Destroys: All and single-target attacks. Per active wave amp, all unavoidable damage dealt to Lyra Note’s opponents is increased by 10%. While active, status effects do not tick down, and the stage cannot be reset to Normal. Uses: 5
x1 used.
[Amplifier Song] Benefit: Doubles the amount of HP restored, the number of attacks resisted or avoided by an avoidance, the damage of an attack, or the effect of any activated elemental benefit. Uses: 7
x1 used on Heart Song 5 separate times.
[Heart Song] Benefit: 10,000-HP Triune Barrier summoned around the user and all allies. Resists a number of attacks equal to remaining uses before breaking. Uses: 12
x5 Used. Resists 22, 20, 18, 16, and 14 attacks.
Ivory Twilights and Afterburn at Warrock.
Lyra: 7/12 + 10,000 HP x 5 + 90 Resists Remaining
Dark Swords inflict 0 Damage to Warrock.
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Set:
Lyra:
2 Heart Amps created via Stage Amp.
[Power Song] Benefit: Lyra Note and all allies gain +2 attack slots. User and Allies gain damage to all attacks equal to 30% of their restored health this turn. Allies can choose to gain +1 charge to an attack of choice or gain +2 uses to other skills as desired. Uses: 6
x1 used.
[Heart Transducer] Benefit: Applies the user’s Sonic elemental benefit to three attacks, or to one attack 3 times. Effects become regardless of success, ignores immunities, and cannot be mitigated below base damage. Uses: 4
Used twice for Machine Gun Strings.
[Heart Amplifier] Benefit: When adding hits all to an attack that already has hits all, that attack restrikes an additional time per additional instance.
SFMM:
[Wolf Noise] Benefit: On use, gain +2 Attack Slots per attack avoided this turn. Fully charge 1 attack per 20 attack slots gained. Only active while the user is shadow element. Uses: 6, once per turn
+200 Attack Slots. Fully Charge 10 attacks.
[Multi Noise] Benefit: User can select an additional Element for Noise Change that matches the current panel type. Can expend uses from this skill to set a panel type of the user’s choice and lock it for 2 turns, or to unlock the current panels. Uses: 11
x1 used.
[Beast Force] Benefit: In battle, when Star Break, Tribe King, Indie Proof, or Finalize is activated, increase Max HP and Base Damage by 50% per.
Noise: 410%
[Star Break] Benefit: User can lock Multi-Noise to activate while above 200% Noise. Can only activate if no combatant has triggered a survival effect, if Warrock has exactly 1 skill with 0 uses, or if Warrock has taken damage from a non-standard attack. Restores Max HP, Skills restore +5 Uses. Gain benefits based on user’s Noise Form elements. Can still change elements each supportive phase.
[Star Break - Admin’s Shadow] Benefit: Activated preemptively, if the user is defeated in battle, they are revived with 2x max-hp. Locks Star Break for the remainder of battle, unlocks Multi-Noise. Uses: 1. Resists executes and survival-locking effects.
[Wave Recovery] Benefit: Restore 30% max health each turn. Restore an additional 5% per unsuccessful attack that matches any of the user’s elements.
1,170% Health restored. +52,650 damage from Power Song. Element adjusted to Wood/Wind.
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Attack:
SFMM:
[Star Break - Hyper Attack - Elemental Cyclone] x 376 236,723 x 3 Wood/Wind S-Damage Breaks Unbreakable Shields, Fully Undodgeable, Hits All, Destroys: Auras/Barriers. Gains +1 hit, avoided separately, per turn the current panels have been active. All attacks this turn can become Elemental Cyclone. Adopts elements and effects of up to three panels active this battle. Can expend a fully charged Star Break attack to add one of its effects to this attack. Atomic Blazer expended. Can expend a use from Beast Surge when used. If so, gains “Restrikes so long as the current panels remain active” and “Ignores Summons and HP-Defenses.” and “Regardless of Success, Disables all Survival Effects” 3 Turn Required Charge.
Use expended from Beast Surge.
Lyra:
[Heart Note] x 4 1,000 Sonic S-Damage Requires +1 Grit, If Avoided: Confuses, Cannot be Naturally Avoided, Cannot be Countered, Confuse requires 3 cleanses to remove. Auto-Attack - 4/Turn
[Shock Note] x 4 1,000 Sonic S-Damage Requires +1 Avoidance, Confuses, Paralyze, Ignores Armor, Bypasses Post-Infliction Immunity, Cannot be Omni-Avoided Auto-Attack - 4/Turn
[Wave Note] x 4 1,000 Sonic S-Damage Interrupts, Confuses, Status Effects cannot be cleansed for 1 turn, If Hits: inflicts 10% of the target’s max health as unavoidable damage per turn for 3 turns. Auto-Attack - 4/Turn
Amplifier + Light
[Machine Gun String] 81,000 Sonic S-Damage Hits All, Requires 4 Additional Grit, Requires 1 Additional Avoidance, Regardless of Success: Interrupts, Paralyzes, Blinds, Cannot be Naturally Avoided, Cannot be Intercepted. Paralyze ignores post-infliction immunity. Per target hit, +1 attack slot the following turn. This attack slot can be used to fire an auto-attack as a regular attack and is automatically augmented by sonic and light element effects. Cannot be mitigated below base damage.
5 Restrikes.
Charging - Stage Amp Charging - Speaker Boost Charging - Blast Note: 1/1 Charging - Pulse Song Charging - Shock Amp
[Harp HP=176,000/20,000]
[SFMM HP=15,000/15,000]
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Post by Gaia on Apr 30, 2024 15:36:27 GMT -8
#s://cdn~discordapp~com/attachments/182286591325110283/414432031947227148/Van~png
Vanguard.EXE
As the whirlwind of leaves picked up, Vanguard could stare through and see a line of escape through most of them, but he simply didn't have the fuel necessary to get through them all. Vanguard narrowed his eyes, and considered that there were a few things that could be easily said about dealing with legends.
One could never fight them without risking losing it all.
[Vanguard spawns 3 Rock Cubes, 1 Wind Box. Vanguard, defeated.]
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Post by Genesis on May 1, 2024 2:02:40 GMT -8
*There it was, the gauntlet being met. He had weighed the options as them opting to not take it and simply going at it with their offensive alone, but that would take time to pin down Vanguard. Instead, they would rally their parasitic nature in an attempt to utilize the storm from earlier to lay them low. Well, to be more precise, this was a tad bit different than the earlier storm. They had ended the battle before it had come to this, but likely through the use of multiple abilities that had been obtained along the way was the wind-up circumvented in comparison.*
"This is what storm warnings are for. Once the signals are blaring, it means getting caught will sweep you away. And for storm chasers to start their hunt."
*Usually they would get one, but instead they would have to be swept up unawares. Still... it wasn't the first time he was at the storm and not at its eye. He was swept up in it along with Vanguard, being hurled about as the soundwaves launched within as he sent a chain from his elbow to wind around the Darklight Ace's body, so as he wasn't tossed out into the beyond and to save Mistair the time and effort as he was now in a position to look down upon the foes below.*
"Still, a step shy of Warrior in peak condition. Less numerous than Scarface, but possessing more outright force, if only due to her songs."
*This was the Dragon, then. He would skip out on adding any firepower for the time being as he instead aimed down and fired, the shots powerful enough on their own. But from each round came a shift in the air, as a hail of blades rained from above to decimate the storm. Bringing it low would bring them both back down to the ground, keeping the chain attached to Vanguard for the time being so he wouldn't get swept up by it again. It was still in the area, so it would be winding through yet again soon. Picking Vanguard up now would simply be submitting him to that fate again, and while it wasn't above him to do so, he suspected the Zealot would feel differently on the matter of finding himself in a situation not unlike Var's own before meeting them. Like Master like Student. Be that as it may, picking him after the storm probably didn't change how hazardous the fight would be in the next rotation either, so he simply had to stick to their guns on the matter.*
"No need to eliminate them early, Mistair. We can let the legends die on their feet. Just make sure Vanguard survives the battle. It is too early for him to log out permanently."
*Short of the gunshots, nothing he had done was more powerful than Vanguard's sword from earlier. That was to say that most likely unless the shots made it to their target, the storm of blades would be just as harmless to the legend here as the storm of leaves had been to him. His goal was wiping out the other parasite first. It would be easier to kill her and then move on to enacting the expiration date on the legend next. There weren't very many 'Living Legends' as it so happened, even if some would count several of those among their capable combatants today as the very same, himself included. Of course, how long they would remain as such was likewise questionable given their recent streak, keeping his eyes level with his adversity still as the hail from above was still continuing on his end as well.*
"...Now then. Your move, Bomber. How will you begin 'Storming' now? Fire? Lightning? Ice? Or will it be darkness? Perhaps this is when you show us something relatively new? If it is nuclear fury, however, I will know why that one was so confident when he saw me and disregarded his own gathered intelligence about me."
*The fights beforehand were precursors to this. Another thrown away obstacle on their part, but one that should be respectable just the same. Those beasts from before were those four elements, and if his thoughts were aligned the next touch would be something similar but different if it kept up in this vein. Those four elements and darkness, the leaf whirlwind that Warrior surmounted before. Those would normally be what came next no doubt. Those things, while useful, would be little more than a stopgap. Moreover, if he was lying then they would potentially be a death sentence as well. That left skipping them entirely and going to something else. And if the correlation of legends was accurate, it meant it would be a power that someone else had first. The adaptability would simply siphon it and allow them to utilize it as well. And that was where his confidence truly sprung forth from. It was no exaggeration to say that the ability was well and truly great, as doing such and combining completely unrelated abilities could produce devastating effects. They had even seen that from personal experience. But anyone who knew him well, truly well, also recognized what the Onyx Overlord's greatest strength was as well. Nero was the exception to the rule, not the standard.*
*He had never lost to the same ability, gimmick, or opponent twice. And all who knew him knew exactly why they began to avoid him after their first or second encounter. Because that had always been true on the battlefield. And it was why he was able to give respect where it was due to the few who had done otherwise. Because they were willing to challenge that fact directly. And that was how his first rivalry was made to this day.*
Defense Phase:
+13,912 Armor from Metal Lv6.
Paladin's Spirit Beta Activated Program. User takes 56.25% Damage for 4 Turns Uses per battle: 4/4
x2 used.
Permanence: Phantom Shroud Aura ~ A Tier Description: Remnants of the lost, the crimson aura surging forth as he denies all that it touches. Effects: Creates a 360 HP Aura. If this skill is used again while active, instead of forming a new aura, 50% of the new aura is added to the old one. If at least three auras are stacked, becomes an uncuttable aura. x42/54 Uses
x12 Used. 4,480 Uncuttable Aura created.
Evanescence: The Unfettered Zeal Custom ~ A Tier Description: A surge released from the power he possesses, restraining that which would strike against him. Effects: When used, can optionally gain armor = to the HP of an aura for attacks this turn. If this armor is applied to an attack, that attack ignores the aura used for this effect. Inapplicable to Auras augmented by an Advanced Skill. x50/55 Uses
x1 Used. +6,720 Armor. 21,377 total armor.
Metal x 3 activated. Power Block used on Machine Gun String.
Wind Chip x 2 used.
0 damage taken. Death's Embrace triggered 7 times.
Support Phase:
Prematurely ends Testimony. Reactivates Testimony.
Beginning of the Awakening: Testimony
Genesis' cloak bursts into shards of data before forming around his armor, the onyx black dawning a white outline of energy all around it, purple eyes becoming a dull scarlet and marking the second state, Testimony.
- +1 Use to All Programs. - +1 Use to All Skills. - +1 Use to One S-Tier Attack.
- 1 Turn Duration
+1 use to Polarity Edge.
Evanescence: The Fleeting Desire Aimer ~ B Tier Description: Genesis takes off the limits on his attacks, unleashing far more devastating assaults at a much faster speed. Devastating the area around him entirely. Effects: Can add +1 Hit to an attack and reduces the Cooldown of the attack by 1 Turn if it has one. If the attack does not have a Cooldown or cannot have Hits added to it, the other effect is applied to it an additional time. x99/128 Uses
x30 Used. -90 CD to Ivory Twilight.
Attack Type and Tadashi Set: 6 Auto-Charges. Charges to Hounding Crescent, Chained Genesis, Unfounded Edge, Form Destruction, Imperious Flash, and Crumbling Ethereal.
1,536,000 Attack Slots.
Damage Buffs: 2.5x x 2 1.45x 1.3x per focus.
Offense Phase:
Ivory Twilight x 96 @ Harp S-Combat Plasma Element A white and silver magnum, much larger than Genesis himself would commonly use. When invoked, it fires a shot with the sole intent of annihilation. A memento of old times and channels his might extremely well when used. Base: 19,203 Effects of Attack: Unomnidodgable, Damage scales from armor instead of Base Damage. 1 Turn Optional Charge 7x/Turn
Augmented - Ivory Twilight @ Both S-Combat Plasma Element A white and silver magnum, much larger than Genesis himself would commonly use. When invoked, it fires a shot with the sole intent of annihilation. A memento of old times and channels his might extremely well when used. Base: 334,020 Effects of Attack: Unomnidodgable, Damage scales from armor instead of Base Damage. Hits two additional targets. 1 Turn Optional Charge 7x/Turn
Salted Earth x 1,535,903 @ SFMM, Harp, and Wave Amp 1. Switches to Wave Amp 2 when 1 is destroyed. C-Combat Blade Element Genesis manipulates the terrain, turning it into a landscape of his design and one designed to harm his enemies. Damage: 590 Effects of Attack: Undodgable, Cuts Auras, Hits Two Additional Targets.
Genesis: HP: 5,400/5,400 Total Damage: 909,360,278 Testimony: 1/1
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Post by Zane on May 2, 2024 12:45:14 GMT -8
Genesis' assumptions were right on the mark, as his attacks devastated the surroundings and tore through the storm that began to reform. The idol was still standing, and the bomber himself still unharmed. Thus far, it had been a battle between
"He's going to be rather cross with you after this."
The familiar crimson began to swarm about the blue bomber, as he was engulfed in a full sphere of it. When it was released, his visage had changed. Two black discs floating behind him, blazing with might as his image was akin to something that Genesis alluded to no less. Not unlike the Dread Joker, the Red Joker before them retained the visor and while not as towering, possessed a similarly overwhelming presence, if not more so than before. Reeling back his arm, the radiation gathered as a giant beam was fired, the discs firing their own rays from above as the explosion engulfed the area, the first prelude to the oncoming salvo that it was intended to be among the swirling storm that was blown away by the devastation just the same as everything else.
Vanguard revived after this offensive turn.
Defense:
[Heart Amp] Benefit: Summons a Heart Amp with 2,000 HP. Heart Amps are Non-Intercepting Objects that are immune to Destroys: Objects. Lyra Note and the Heart Amps cannot be damaged by the same attack. While active, Lyra note gains +1 use each turn per Heart Amp to each auto-attack, and auto-attacks gain the benefit of user’s Sonic element effects per active amp. Uses: 4
x1 used.
[Shock Amp] Benefit: Summons a Shock Amp with 2,000 HP. Shock Amps are Non-Intercepting Objects that are immune to Destroys: Objects and multi-target attacks. Shock Amps have 1 attack slot each turn. They charge whenever able, and so long as their attack slot is charged, Shock Amps can use any attack with Hits All used by any combatant the previous turn. That attack is automatically augmented by Sonic element’s effects. Uses: 4
x1 used.
[Wave Amp] Benefit: Summons a Wave Amp with 2,000 HP. Wave Amps are Non-Intercepting Objects that are immune to Destroys: All and single-target attacks. Per active wave amp, all unavoidable damage dealt to Lyra Note’s opponents is increased by 10%. While active, status effects do not tick down, and the stage cannot be reset to Normal. Uses: 4
x1 used.
SFMM barriers destroyed. 0 Damage taken. Wave Amps 1 and 2 destroyed.
[Idol’s Passion] Benefit: The user and all allies have an uncuttable undershirt that can only be bypassed by giga special. When activated, cleanses all negative effects and restores the affected to 50% of their max health.
Triggered for Lyra Note.
-
Set:
Lyra:
2 Heart Amps created via Stage Amp.
[Power Song] Benefit: Lyra Note and all allies gain +2 attack slots. User and Allies gain damage to all attacks equal to 30% of their restored health this turn. Allies can choose to gain +1 charge to an attack of choice or gain +2 uses to other skills as desired. Uses: 5
x5 used.
[Heart Transducer] Benefit: Applies the user’s Sonic elemental benefit to three attacks, or to one attack 3 times. Effects become regardless of success, ignores immunities, and cannot be mitigated below base damage. Uses: 2
Used twice for Pulse Song.
[Heart Amplifier] Benefit: When adding hits all to an attack that already has hits all, that attack restrikes an additional time per additional instance.
SFMM:
[Beast Force] Benefit: In battle, when Star Break, Tribe King, Indie Proof, or Finalize is activated, increase Max HP and Base Damage by 50% per.
Noise: 630%
[Finalize] Benefit: User can lock Indie Proof, Star Break, Tribe King, and Multi-Noise for the remainder of battle to activate while they possess 900% or more noise. Per skill set locked before this one, reduce the noise requirement by 100%. Retain all Hyper Attacks and Giga Specials, restore Max HP, regain base skill uses. Restores enemies to base values.
Locks Indie Proof, Star Break, and Tribe King.
[Finalize - Ultimate Force Advanced] Benefit: Up to 5 times per turn, can use a Hyper Attack ignoring charge and/or cooldown. Elemental effects can be applied twice regardless of use restrictions. Fully charge one Hyper Attack each turn. Fully Charge Giga Special every 3rd turn. Giga Special progresses one effect by its base value per hyper attack used before it that turn.
[Finalize - The Joker and Ace Program] Benefit: Upon Finalizing, choose Joker or Ace Program. All elemental benefits are twice as potent. Attacks augmented by elemental effects are treated as aimed and deal double damage. Joker Program: Double Base Damage. Full, Unpiercable Status Immunity. Enemy mitigations are half as effective. User’s mitigations cannot be bypassed. Enables Obliteration, Devastation Engine, Crimson Maelstrom, Brutal Destroyer, Fission, Nuclear Power, Solar Element, Break Lv7. Trades Beast Surge for Red Gaia Eraser.
[Finalize - Devastation Engine] Benefit: Charge permanently affects base damage as well. Charged attacks require an additional grit per aimer the attack possesses.
[Finalize - Brutal Destroyer] Benefit: Attacks fully destroy all clones, objects, HP barriers, and HP auras, regardless of HP, Endures, or Special Effects, and inflict 200 Unavoidable Damage to targets behind them.
[Finalize - Obliteration] Passive: Summoning abilities cannot be used by the enemy. Any attack or effect relying on summoning abilities fails. Can be cleansed each turn. On Use: Opponents cannot activate non-avoidance skills next turn. All mid-battle augmentations are reset to 0 unless each opponent expends 3 skill uses from any skills. Switches to Ace Program. Can use panel immunity or status cleanses to prevent. Requires 2 instances of panel immunity or status cleanses per charge applied. – Minimum 1-CD between uses. Can be charged. Increase skill use requirement by 1 turn per charge applied.
[Wave Recovery] Benefit: Restore 30% max health each turn. Restore an additional 5% per unsuccessful attack that matches any of the user’s elements.
4,334% Health restored. +1,755,270 damage from Power Song + Lowered Health. Element adjusted to Break/Solar. -
Attack:
SFMM:
[Star Break - Hyper Attack - Elemental Cyclone] x 376 236,723 x 3 Wood/Wind S-Damage Breaks Unbreakable Shields, Fully Undodgeable, Hits All, Destroys: Auras/Barriers. Gains +1 hit, avoided separately, per turn the current panels have been active. All attacks this turn can become Elemental Cyclone. Adopts elements and effects of up to three panels active this battle. Can expend a fully charged Star Break attack to add one of its effects to this attack. Atomic Blazer expended. Can expend a use from Beast Surge when used. If so, gains “Restrikes so long as the current panels remain active” and “Ignores Summons and HP-Defenses.” and “Regardless of Success, Disables all Survival Effects” 3 Turn Required Charge.
[Finalize - Giga Special - Red Gaia Eraser] 7,841,988 * 10 Solar X Damage Elemental Effects can be expended on this attack once per turn without counting against use restrictions or limitations. Chooses elements from the user’s upon use. Aimed. Avoided/Gritted Separately. If Hits: Executes, ignores all immunity. Destroys: All. Bypasses all Survival Effects. Hits All. Restrikes an additional 376 times per time used thus far. 0-CD
Charging - Nuclear Power x 6 Charging - Red Gaia Eraser Charging - Obliteration
[Harp HP=88,001/20,000]
[SFMM HP=22,500/22,500]
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