Post by Xypher on Dec 20, 2014 15:30:32 GMT -8
Merrill V21
V21 Approved (Remnant || 09/14/21)
Merrill Heckentash
-Operator: Diamond Luna Heckentash - MIA
Temporary Operator: Xy
Achievement Level: 84
Achievements:
King Gold + 6 BF + 7 L
Gate Bronze + 2 BF + 2 L
Magnet gold + 7 BFs + 15L
Pharaoh Gold +7 BFs + 20 L
Yamoto Gold + 4 BFs + 16 L
Number Gold + 6 BF and + 8 L
Mega Bronze + 1 BF and + 2 L
Knight Gold + 6 BF and 7 L
Stone Gold + 6 BF and 7 L
BugFrag: 27 (Quest Frags: 2)
Zenny: 27,332
Saint’s Item Voucher
Mystery Datas Held
2 Green Mystery Data
1 Blue Mystery Data
1 Yellow Mystery Data
1 Chaos Mystery Data
1 Holy Mystery Data
Vital Information
Version 21
- Experience: 11660/9400
- To Next Version: NA
Attack Type
° +10 damage per version.
° Aiming skills add an omni-aimer in addition to other effects.
° +1 auto charge per turn, +1 more every new type bonus acquired by version.
° Version 4: +1 Unavoidable Attack
° Version 7: +1 Use to Offense skills
° Version 13: +20% Base Damage.
° Version 19: Unavoidable attack may be customized with a single, unscaling, non-custom effect up to A-tier.
Neutral Karma
Navis start with a Hyper Attack at Version 1
V6: Dark Soul
V12: Hyper Mode
V18: Soul Unison
Statistical Information
HP: 4800/4800
° 1000 (Base) + 2000 (Version) + 1000 (Accessory) + 700 (Unequipped Crest) + 100 (Crest)
Base Damage: 1575
° 100 (Base) +300 (Devine Fire) + 210 (Type) + 200 (Verson) + 100 (Accessory) + 70 (Unequipped Crest) + 20 (Navi Mark) + 10 (Crest) x 1.2 (Type) * 1.3 (Devine Fre)
Attack Slots: 5
° 2 (Base) + 3 (Version)
Auto Charges: 6
° 0 (Base) + 5 (Type) + 1 (Program)
Armor: 0 | 0% Mitigation
Regeneration: 469
° 5% (240 | Element) x 1.25 (Acc) x 1.25 (Acc) x 1.25 (Element)
Natural Avoidance: Shield (5 Turn CD)
Elements: Solar Lv5 | Wood Lv6 | Dark Lv4 | Light Lv1 || Bug Lv1 || || Pure Light Lv 1 || Ultimate Dark Lv 1 || Devine Fire Lv 5
° 3 (Base) +2 (Version) + 6 (Skill) + 5 (Crests)+ + 3 (Program) + 5 (story)
Solar Lv5
- User gains access to B-Tier Burn. When added to attacks, it becomes 0-CD
- Special Properties: Irradiate || Heat of Day || Growing Prominence || Power Core
- Each turn, the user may release up to 3 attacks as they complete charging.
- When overhealing, the user releases an unaimed attack with If Hits: Irradiate, and deals damage equal to the overheal.
- When overhealing, the user releases an unaimed attack with If Hits: Irradiate, and deals damage equal to the overheal.
- Whenever the user's total damage in a turn against a target is reduced to 0, they gain +20% damage to all attacks. This bonus damage decreases by 10% each turn, and stacks up to 5 times.
- User's Irradiate Effect can be stacked with multiple inflictions (duration unchanged).
- At four afflictions, Irradiate prevents the afflicted from restoring Max-HP for its duration.
Wood Lv6
- Regen 5% of HP per turn.
- When you fall under 25% of your Max HP, you regain 20% of it (Once per Battle).
- Self-Healing Effects are +25% more potent.
- ⇪ Gamma: Once per battle, When you fall under 25% of your Max HP, you and all allies restore HP equal to 20% of your Max HP and all gain +20% Total Damage, Armor, and Regeneration for the rest of battle.
Dark Lv4
- Sacrifice HP equal to 10% of Max upon using an attack for it to deal +50% Damage.
- One Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
Light Lv1
- User can restore beyond their Max HP up to 110%
- While at or above Max-HP, user gains +1 Attack Slot
Bug Lv1
- Special Property - Unpredictable
Pure Light LV 1
- Special Property - Resurgence
Ultimate Dark Lv 1
- Special Property - Dark Armory - Dark Kunai
Divine Fire (story crest)-
A power possessed by only one being at a time, this preeminent and absolute power over fire makes the wielder a master of the never-extinguishing flame. They bear a white-hot heat within their being that allows them to incinerate masses and burn worlds in an instant.
Lv 5: +300 Base Damage. +30% Base Damage Calculation. The user may apply multiple charges to a single attack per turn. If the user has the Solar Element, double all Solar benefits for the user. (Heat of day triggers at 25% for Strengths, Overheal triggers doubled (In regards to abilities, 2 separate uses ( Growing Prominence and Power Core)
Special Properties
Irradiate
- For 3 turns, afflicted Navi takes 100 Damage per turn and deals -100 Damage with all attacks. Afflicted Navi's Max HP is also affected by Damage taken from any Status for the duration of Irradiate but is returned once Irradiate has ended. Once ended, a target cannot be afflicted by Irradiate for 2 turns.
Burn
- For 2 turns, afflicted Navi takes 2% of their Max HP as Damage per Attack used. Additionally, their Attacks deal -10% Damage and they cannot use Undershirt while burnt. Once ended, a Navi cannot be Burned for 2 turns.
Heat of Day
- Solar is treated as Fire Element for all interactions. User takes 0.5x Damage from their Strengths, but x1.5 Damage from their Weaknesses
Growing Prominence - 2 Turn Cooldown
- A single attack strikes this turn with all of the augments that have been applied to it throughout each use in the fight, thus far. This does not count any augments applied by this effect, but can otherwise include multiple instances of the same augment. Costs all attack slots in the turn.
** This adds Damage Increases, Hit Increases, Target Increases, Avoidance Increases, Auto-Strike effects, Chip Imbues, and any other effects added to the selected attack. The attack cannot have more than two aimers, regardless of all applications.
** Can be used on unaimed attacks granted by this element to release them with the total damage they have dealt throughout the battle, alongside any other augments.
Power Core - 2 Turn Cooldown
- User deals +50% additional damage with all attacks against any one target this turn.
Variance - Special Property
- User may add a single element of choice to any bug element attack, on use
Glitch - Special Property
- Choose a Non-Hidden Status Effect. If the Glitching Attack hits, you and the hit opponent are affected by that Status. User's Immunities are ignored.
Unpredictable - Special Property
- Multi-Instanced offensive and defensive abilities can be used to affect non-consecutive attacks, this turn.
Cooldown: 2 Turns. Cannot be Augmented
Triumph - Special Property
- Passive Effect: User can heal to an excess of (5 * P.Light Level)% of their Max HP. While above Max HP, User takes -(5 * P.Light Level)% Damage and deals +(5 * P.Light Level)% Damage.
Prudent Haven - Special Property
Passive Effect: Pure Light is treated as Light for all interactions. The user and their allies always benefit from Post Infliction immunity, even if removing a status during the turn it was inflicted.
Resurgence - Special Property
When Activated: User restores an allied entity with HP to 100% of their Max HP
Cooldown: 1 Turn. Cannot be Augmented.
Dark Armory - Special Property
Passive Effect: User selects a single DarkChip to gain as an Attack that can be used once per turn without consuming Attack Slots, without expending Chip uses, or without suffering the glitch. Still treated as a Dark Chip for all interactions.
Strengths: Laser, Wind, Fire, Sonic, Light, Wood(2), Break, Dark
Weaknesses: Negated Via Zircon Star
Immunities: Irradiate || Burn
Navigator Skillset
-Defensive Skills: 3
The Edge of Existence
Defense Skill || A Tier
Being tied to the forces of Life and Death, Merrill can phase his body in and out of existence, transcending the field of existence. To enemies, it would feel as if he has died, if only for a moment, he exists both in the afterlife, or doesn’t exist at all…
° Merrill’s Avoidance Skills may be applied to 3 Additional Attacks
° Merrill gains +1 Attack Slot for 1 Turn when fully avoiding a Non-CBC Attack
Passive
Life Energetic Defense
Defense Skill || C+ Tier
Merrill blocks one attack, by withdrawing and expanding energy from around him.
° Blocks One Attack
° If Merrill is at or above max HP, he can block an additional attack.
13 Uses (2 Base + 1 at v3/v5/v7/v9/v11/v13/v15/v17/19/21/MM)
Life Affinity - Absolute Existence
Defense Skill || S Tier
Merrill‘s body refuses to give up, even if his mental state has changed. Part of his being, connected so much to the others tied to his spirit has altered his body in such a way that it cannot quit, accepting his existence.
° Merrill gains Power Block and Grit for the next attack
4 Uses || 4 Uses Max (0 Base + 1 at v6/11/16/21/MM - 1 for extra effect)
-Speed Skills: 1
Transcendence Dash
Speed Skill || C+ Tier
Pushing his body to the limit, Merrill pushes all of his energy into his feet and wings, dashing so fast out of the way of an incoming attack, it seems instantaneous. His speed is increased to such a level that he may be able to dodge a second attack, even though it limits his next attack Phase.
° Dodges One Attack
° If Merrill is at or above max HP, he can dodge an additional attack.
13 Uses (2 Base + 1 at v3/5/7/9/11/13/15/17/19/21/MM)
-Supporting Skills: 4
Blood Aura
Support Skill || C+ Tier
Drawing upon the powers of Life and Death, Merrill creates an aura around him in an instant to negate an attack.
° Auras One Attack
° If Merrill is at or above max HP, he can Aura an additional attack.
13 Uses (2 Base + 1 at v3/5/7/9/11/13/15/17/19/21/MM)
The True Generator
Support Skill || Non-Tier
° When healing beyond Max HP, the excess HP is stored in a Sub Tank
° The Sub Tank can hold up to 2100 HP
-- Stored HP can be fully spent to restore that much HP to any target
-- Stored HP can be fully spent to fuel an Attack's Damage instead (5 HP : +1 DMG)
-- Sub Tank has 1 Non-Adjustable Turn CD between being spent
° Surplus HP after the Subtank is full defaults into One Attack of choice for its next use as added Damage (5 HP : +1 DMG)
Elementalist
Support Skill || Non-Tier
As one who studies and attempts to utilize all elements, Merrill has gained some understanding of the laws of Each element.
° +6 Element Levels
Passive
Life Affinity - Alteration of Existence
Support Skill || B Tier
Combining powers of the three of them within the shared soulspace, Merrill can tap into the powers granted from chips, adapting an attack to better suit his ever evolving combat style
° When Activated, Merrill instantly gains +1 Chip Use
° That Chip’s additional costs are fully paid
9 Uses (2 Base + 1 at v4/7/10/13/16/19/MM)
-Offensive Skills: 3
Life Affinity - Essence of Existence
Offense Skill || Advanced Type
° When an attack finishes charging, Merrill can choose to store it indefinitely instead.
° If Merrill is interrupted while storing charged attacks, they are all released immediately.
° Merrill cannot otherwise release the stored attacks
° Merrill cannot create Multi-Instance Charging Attacks
Life Affinity - Connected Existence
Even though she is tied to Merrill, Life has always believed he will do the right thing. After being burned by Rosso, She has retreated further into her “SoulSpace". Because of this, Merrill’s abilities have changed, but evolved, due to his high solar affinity.
° Unaimed Solar Attacks triggered by Channel retain their original properties and effects
° The retained Effects are not treated as Augments for the affected Attacks
Passive
Death Affinity - Erasure of Existence
Offensive Skill || C Tier
Merrill draws upon Death’s abilities to remove life energy from existence , imbuing it to power up his next strike.
° Adds 1 Omni Aimer and Hits All to Merrill’s next attack
16 Uses (3 Base + 1 at v3/5/7/9/11/13/15/17/19/21/MM + 1 (Type) || +1 Omni Aimer (Type))
Navigator Attack Set
5 (Base) + 20 (Version)
Solar Charge - Basic Attack
Solar/Bug Element, C-Range
Merrill draws in light, heat, solar, and Life energy from all around him. He uses this stored power to strike with both his swords, Life and Death. Upon release, the power of this attack explodes forward and outward with Merrill’s strike, sending a beam of destructive energy following the pathways of his strike.
1415 Damage (90%)
° Choose two aimers on use
° Merrill can assign one of his elements to this attack on use
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
Feast and Famine
Dark/Bug Element, S-Range
A pair of daggers that are in Merrill’s arsenal dart forward at his command, attempting to cut the foe, disrupt and distract and wound them.
1260 Damage (80%)
° Cuts Auras, Breaks Shields
° If hits, Merrill can reduce the Cooldown on another attack by 1
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Tranquility and Harmony
Solar/Bug Element, S-Range
Merrill summons forth a pair of long thin yellow Rapiers, emits a blast of Charged Solar as it targets the enemy from the end of the pointed blades.
1015 Damage (70%)
° Cuts Auras, Undodgeable
° If hits, Merrill can reduce the cooldown of another attack by 1
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Chaos
Sola/Bugr Element, C-Range
The black and red Lance – Chaos, joins the new weapons of Merrill’s arsenal. Merrill grabs the large lance, and makes a quick flurry of strikes at the opponent’s body. The weapon leaves a trail of intense flames in its wake of the blade’s path.
1260 Damage (80%)
° Breaks Shields, Cuts Auras, Burns
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
0 Turn CD
Prayer
Wood/Bug Element, S-Range
Merrill reaches up and grabs the Icy Blue Flail named Prayer, out of the air, and slams it down with such force, it sends a shockwave of earth and Ice at the opponent.
1415 Damage (90%)
° Cuts Auras, Undodgeable
° If used after an Unaimed Attack, One Aimer is upgraded to Omni
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn CD
Hope
Solar/Bug Element, C-Range
Merrill materializes Hope, his massive 2-hand Claymore, to cleave through his opponent! The blade glows with the power of the sun as it slices down, a shockwave blasting outward at the impact!
1260 Damage (80%)
° Cuts Auras, Breaks Shields
° If Avoided: Irradiates, Burns
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge || 1 Turn CD
Absolution: Coexistence
Light/Bug Element, S-Range
Life. Death. One cannot exist without the other. So they must both exist side by side.
290 Damage
° Unavoidable, Hits All, Interrupt
1 Turn CD
Death’s Spell
Light/Bug Element, C-Range
Merrill calls upon the power of Death to encase his hands and feet to absorb energy from the opponent upon contact. He proceeds to attack the enemy with a flurry of Punches and Kicks.
1260 Damage (80%)
° Undodgeable, Breaks shields
° Destroys Auras
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Radiant Flare Burst
Light/Bug Element, S-Range
Merrill raises his hands, and charges hot light between them. He throws his hands forward and down, blasting the light in an arc, the light so bright that whenever it touches something, it blinds.
1260 Damage (80%)
° Breaks Shields, Cuts Auras, Interrupt
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn CD
Death's Affinity - Essence Steal
Light/bug Element, C-Range
Merrill strikes Death's scythe at his opponent, wounding them and stealing their Life energy upon striking their skin.
1260 Damage (80%)
° Cuts Auras, Breaks Shields
° Merrill recovers HP equal to half the damage this attack inflicts, if hits.
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Life and Death: Transference
Light/bug Element, C-Range
Merrill slams the Death's scythe into the ground, sending energy towards an ally or enemy.
1260 Damage (80%)
° Cuts Auras, Breaks Shields
° This attack can be aimed at an ally instead to heal them for half of the damage that it would otherwise inflict, if hits.
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Corrupt
Dark/Bug Element, S-Range
Merrill opens his hand, using Dark energy to form around the opponent. He squeezes his hand shut, that energy engulfing the enemy, interrupting their focus.
1260 Damage (80%)
° Undodgeable, Breaks Shields, Interrupt
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn CD
Abysmal Descent
Light/bug Element, S-Range
Merrill takes advantage of the Life forces around his target, Throwing Death’s sword toward the target. Death’s power bursts forth into the nearby energy, weakening the target and interrupting their focus.
1260 damage (80%)
° Undodgeable, Cuts Auras, Darken
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Sun’s Fury
Solar/bug Element, C-Range
Merrill uses the stored solar power that he has been accruing throughout the battle to boost his next ability!
No Damage
° Upon use, adds "Hits All" to Merrill’s Next Attack
° Upon use, adds "Cuts Undershirts" to Merrill’s Next Attack
° Upon use, adds "Cuts Darksoul" to Merrill’s Next Attack
1 Turn Charge || 2 Use per Battle (-6 Total Attacks)
Merrill's Affinity - Adaptable Existence
Solar/bug Element, C-Range
1260 Damage (80%)
° Undodgable, Breaks shields
::Effect:ChipImbue::
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge || 2 Use per Battle (-2 Total attacks)
Strike Burst
Light/bug Element, C-Range
Merrill collects and amplifies energy that he has absorbed from avoiding enemy attacks. The energy is released through through his 2 hand, Hope. As he slams it at his opponent, the energy explodes attacking all enemies in the Vicinity
0 Damage (80% Converted)
° Undodgeable, Breaks Shields, Hits All
° Gains 40% of Merrill's Base Damage (625) whenever he avoids an attack
° Resets upon use (5% per 10% Converted)
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
2 Turn Charge || 1 Turn CD
Rain of Blades
Solar/bug Element, S-Range
0 Damage (90% Converted)
° Undodgeable, Cuts Auras
° Gains 27% of Merrill's Base Damage (422) whenever Merrill charges another attack
° Resets upon use (3% per 10% Converted)
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Merrill's Affinity - Coexistence - Soul
X Element, S-Range
Merrill can empathize with anything that lives and dies. If it has life, energy, power, will, Merrill's body innately can interact with it, even if the Souls do not understand. Everything is connected. Everything exists.
0 Damage (70% Converted)
° Undodgeable, Cuts Auras, Hits All (Including Allies)
° Allies struck gain 50% of this Attack's Total Damage to One Attack this turn
° This Attack gains 10.5% of Merrill's Base Damage (164) for every Overheal Attack that Merrill has used up to this point in battle. Resets upon use. (1.5% per 10% Converted)
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
2 Turn Charge || 1 Turn CD
Damnation
Light/Dark/bug Element, S-Range
Merrill's Dark soul, Death, unleashes his full power that it has been gathering throughout the battle, as Merrill takes damage, which weakens Merrill’s hold over Death’s soulspace. Combining the negative emotion of Merrill’s heart, and all of the energy Death has generated blasts forward. Merrill can pinpoint this strike, or cause it to explode outward from his body instead. This energy eats away at everything it touches until there is nothing left.
0 Damage (50% converted)
° Undodgeable, Cuts Auras, Hits All, Cuts Undershirt and Darksoul
° This Attack gains 25% of Merrill's Base Damage (390) for every instance of Healing that Merrill has made up to this point in battle. Resets upon use. (5% per 10% Converted)
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
1 Use || 2 Turn Charge || 3 Turn CD (-2 Total Attacks)
Dark Armory
Dark Kunai
260 Damage
Unavoidable
This damage will affect the Victim's Max HP for the rest of battle as well
This attack cannot be augmented in any way
Useable 1x/turn at No Attack Slot Cost
Navigator Hyper Repertoire
Life Affinity - Evolution of Existence -- Hyper Mode
Growth. Change. Evolution. Merrill’s experiences, combined with sharing his soulspace, give his body the ability to evolve in battle!
° +4 skill uses applied to any skill of choice
Lasts 1 Turn
Death -- Dark Soul
When Merrill’s HP hits 0, He revives as DeathIncarnate, hungry and violent, willing to claim all souls he can. A mind of his own, Death will try and claim Merrill’s soul and power for his own.
° When Merrill hits 0 HP, Revives him at 1 HP
° Merrill immune to Non-Aimed Attacks and is granted +1 AS for the duration
Lasts 2 Turns
Chaos/Soul Unison
Chaos/Soul Unison is the state your navi enters when imbuing their body with the power of a Battle Chip, vastly increasing their power and giving them nigh-limitless access to the merged chip for the duration. The specific properties of the Unison are:
° Sacrifice any Standard-Tier Attack Chip to merge with it, entering this form
° During Unison, user gains the Lv5 Effects of the Chip's first natural Element
° User's charged attacks may become that Chip at will, gaining its Name, Elements, Non-★ Effects, and User's Standard/Dark Chip Damage
° Lasts for 3 Turns
Hyper Attacks
Blessing -- Hyper Attack
Light/Bug Element, S-Range
315 Damage x 4 hits (80% of Base)
° Cuts Auras, Undodgeable, Avoid Separately
° If hits, Merrill gains +2 Skill uses, applied as desired.
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
2 Turn Charge || 3 Turn CD
Story Equipment
Head:
Top:
Torso:
Bottom:
Hands:
Feet:
Mantle: Apollo’s Prominence
Weapon: Satellite Wings
Core: Beast Out - Pandemic
Navigator Equipment
Merrill's Navi Mark
° +20 Damage
Crests
3 (Base) + 1 (Hidden Program) + 1 (Giga Expansion)
i.imgur.com/rWdTGKb.png
Malfunction's Mark
A charm composed of BugFrags; grants mastery over anomaly.
° Passive: +1 Use to All Skills
° Passive: +1 Element Level
° Passive: Grants Bug Lv1 alongside any existing Hidden Elements
Sigma Badge
A prominent badge with incredible weight, this mighty proof of strength dignifies one that has overcome their perceived limits.
° +2 Elemental Levels.
° Elemental Levels granted by this effect can be placed into Elements regardless of Overcap, including placing Levels into Basic Elements greater than 7 or into Hidden Elements greater than 5. Must still select unique benefits for each overcapped level.
° Pure Light lv 1 Chosen
° Pure Dark lv 1 Chosen
Champion's Proof
The ultimate proof that the holder has helped to defeat a Titan in battle.
° +1 Program Slot
° +1 Accessory Slot
° One of the two added slots is allowed a second instance of a currently existing program/accessory (Accessory)
Cupid's Bow
The power of affection imbued into the form of an arm-mounted bow.
° At will, User may imbue any of their Charged Attacks to Roll Arrow upon use
° The Attack's Name becomes "Roll Arrow" and it gains the User's Base Standard Chip Damage as well as the following effect:
-- "If Hits, victim loses 1 Chip Use for the rest of battle"
° This Crest has 2 Upgrade Slots
° +1 Element Level
° +1 Element Level
Astral Star
A shining star of untold force power. Empowers it's holder with a burst of innate force.
° Once per battle, User may enter either a Hyper Mode or Dark Soul at will for one turn
Magnificent Seal of Fortune
The seal of the Gates of Fortune. Brings luck to those who display it proudly!
° When rolling a Mystery Data of any kind save Giga, instead roll three and accept any one outcome from those three
° HP+100
° DMG+10
° Does not take up a Crest slot when equipped
° Cannot be equipped with any other Seal of Fortune crest
Unequipped Crests
Emotional Enlightenment
The depths of one's emotion can decide one's Fate. No one escapes the thorns of Life unscathed. This crest is granted to those who defied the Rosen Warrior.
° +1 Element Level
° +5% Regen
Monitor's Icon
A crest granted to those who have helped to begin a new era.
° Base Damage OR Max HP: +10%
Santa Hat
A warm holiday hat that keeps the spirit of Christmas alive all year round.
° Once per battle the user may add "Ice Element" to all attacks for one turn
° User's Ice Element Attacks gain +20 Damage per Battle Chip they've used/sacrificed up to that point in battle
° This Crest has 2 Upgrade Slots
Unequipped (+100 HP/+10 Dmg || Spinal Star: +200 HP/+20 Dmg)
Fortune Badge
A special award from the Electopian First International Bank. Grants additional funds to the holder.
° Raises Zenny earned from battles by 10%
Unequipped (+100 HP/+10 Dmg || Spinal Star: +200 HP/+20 Dmg)
Mantle of The Ultimate Fighter
A special award for those able to defeat The Ultimate Fighter.
° Once per battle, user may Unavoidably inflict Interrupt on all opponents
° Ignores all forms of immunity
° Enemies can only be affected by this effect once per battle, period
Unequipped (+100 HP/+10 Dmg || Spinal Star: +200 HP/+20 Dmg)
Bronze Cross Signet
A bronze cross designed to enhance overall capability.
° +5 Dmg, 50 Hp
Unequipped (+100 HP/+10 Dmg || Spinal Star: +200 HP/+20 Dmg)
MMM Fest Medallion (Crest)
Proof that you enjoyed the MMM Fest of 2023!
- At any time, User may sacrifice 1 Mega Chip to summon 5 Balloons
- Balloons are 1 HP Objects that:
-- Are Normal Element, Can Intercept, and Cannot Attack
-- When struck by a Multi-Target Attack, only 1 Balloon is destroyed
Accessories
2 (Base) +1 (Crest) + 2 (Hidden Program)
Spinel Star of Honor
A shining star forged of spinel, sparkles with an otherworldly power
° For every crest unequipped, user gains +200 Max Hp and +20 Base Damage
° This effect caps at 5 Unequipped Crests (+1000/100)
Topaz Cross of Life
A shining cross of topaz, emanates a powerful force.
° Recovery Effects on self are applied at 125%
Topaz Cross of Life
A shining cross of topaz, emanates a powerful force.
° Recovery Effects on self are applied at 125%
Tanzanite Star of Advancement
A shining star forged of Tanzanite, sparkles with an otherworldly power
° One individual program (Break Charge) is allowed to equip three upgrades at once. Program chosen takes up 2 program slots.
° This star does not affect Nu upgrades or Mega Program upgrades.
Zircon Star of Elements
A shining star forged of Zircon, sparkles with an otherworldly power
° User can have up to two elements on all attacks, gaining positive effects of both
°User's elemental weaknesses are negated
(2 Turn CD)
Unequipped Accessories
Emerald Star of Virtue
A shining star forged of emerald, sparkles with an otherworldly power
° One Attack strikes an additional time at no cost, regardless of Cooldown or Charge (2 Turn CD)
Diamond Star of Purity
A shining star forged of diamond, sparkles with an otherworldly power
° User takes -15% Damage from attacks
Garnet Star of Power
A shining star forged of garnet, sparkles with an otherworldly power
° +1 Attack Slot when at or below 75% of your Max HP
° +1 More Attack Slot when at or below 25% of your Max HP
Alexandrite Cross of Regeneration
A shining cross of alexandrite, emanates a powerful force
° User regenerate 300 HP per turn.
Bixbite Star of Resistance
A shining star of bixbite, sparkles with an otherworldly power
° Once per battle, after a Navi has recovered from a status damage/reduction, he/she becomes immune to that status for the remainder of the battle.
Citrine Cross of Balance
A shining cross of citrine, emanates a powerful force
° +600 Max HP
Navigator Programs
- Program Slots: 8/9
- Mega Programs: 2/2
° 5 (Base) + 1 (Champion's Proof) + 2 (Exp Memory) + 1 (Trinket Mastery)
-Defensive Type: 0 (1)
Undershirt ⇪ Nu
Survives Fatal turn of attacks with 1 Hp
⦗Uses per battle: 1⦘
Does not require a program slot
-Offensive Type: 5 (3)
Break Charge ⇪ Alpha ⇪ Theta
Passive Program
User's charged attacks gain 'Ignores Armor' automatically
Adds "Cannot be Naturally Avoided" to charged attacks
Adds "Cannot be Countered" to charged attacks
Auto Charge ⇪ Beta
Passive Program
User automatically charges one attack per turn
User Can Reduce Required Charge on 1 of their Attacks by 1 turn as well. (Minimum of 1 Turn Required Charge)
Great Sword ⇪ Omega
Effects are replaced with: If the user shares an element with the panels, they gain +100 Damage (final total) to all attacks of that element this turn
⦗Uses per battle: 2⦘
-Supportive Type: 4 (2)
Elemental Expansion ⇪ SP
User has +3 Element Levels.
Channel ⇪ SP
Mega Program. Effects changed to: "Passive. All attacks that shares an element with the user gain 'Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gain HP equal to the attack's damage.' (Does not apply multipliers from other Charges)".
-Restorative Type: 0 (2)
Firewall ⇪ Nu
Activated Program
Upon activation of this program, user can remove one negative status of choice
⦗Uses per battle: 2⦘
Does not require a program slot
Air Shoes ⇪ Nu
Activated Program
Upon activation of this program, user ignores positive and negative stage effects for 1 turn.
⦗Uses per battle: 2⦘
Does not require a program slot.
|Hidden Program (1)
Trinket Mastery
Passive Hidden Program
+1 Crest Slot, +1 Accessory Slot, and +1 Program Slot. +1 more to the slot of choice. Effects must be stated in stats. (Accessory Slot Chosen)
Giga Program (1/1)
Final Weapon
A brilliant last stand.
° Once per battle, after all other Undershirt-like and Survival Effects have triggered, an otherwise fatal turn of damage leaves the User at 1 HP
° This cannot be pierced/negated by any effect
° The User is cleansed of all status effects, have all of their cooldowns refreshed and all of their attacks are fully charged
° For one turn, they gain +5 Attack Slots and deal x2 Damage. All attacks charged and cooled down can be used an additional time this turn, ignoring normal use restrictions.
° Giga Expansion 1: Medal Master: +1 Crest Slot
Unequiped Programs
Power Up ⇪ Chi x1
Passive Program
+60 Damage
Regenerator ⇪ Gamma x2
User restores 10% of their Max HP Each turn they do not attack
Regenerator ⇪ Omega
Uer regenerates 5% of their HP/turn
Navigator Chip Data
Viruses
===CANDEVIL===
Lumena
V1
Health: 700
EXP 264/300
Next 36
Element(s): Light
==Attack(s)===
Base Damage: 30
Signature Attack
Light Breath
S-attack
--- element
*Candevil shoots a stream of pure energy from its mouth!*
---
30 damage, cuts auras.
===Skill(s)===
Trait
Candle
Activated Trait
*Candevil creates a large candle that burns brightly. Restoring hope and health to allies.*
---
Creates a (90+20*Version) "Candle" object that can be used for intercept. While active "Candle" heals all allies for (20+Version*10) each turn. Only one "Candle" may be active at a time per Candevil.
1 use
Defense
Wax
Activated Defense skill
*Candevil lobs a thick layer of wax on an object.*
---
1 object on the battlefield gets "The next time this object would be destroyed, it endures with 1HP instead.". This counts as an Undershirt type effect.
1 use
|Chip Folder|
[::Chip:WhirlPool Lv1:v21:#1::]
[::Chip:ZSaber Lv1:v21:#1::]
[::Chip:Shockwave Lv1:v21:#2::]
[::Chip:ElementalRage Lv1:v21:#1::]
[::Chip:Wind Lv1:v21:#1::]
[::Chip:AirShot Lv1:v21:#1::]
[::Chip:AirSword Lv1:v21:#1::]
[::Chip:MiniBomb Lv1:v21:#1::]
[::Chip:DrillArm Lv1:v21:#1::]
[::Chip:Boomerang Lv1:v21:#1::]
[::Chip:BugFix Lv1:v21:#9::]
[::Chip:AirShoes Lv1:v21:#9::]
Dark Chips:
[::Chip:Dark CircleLv1:v21:#1::]
[::Chip:Dark DrillLv1:v21:#1::]
[::Chip:Dark LanceLv1:v21:#1::]
[::Chip:Dark MeteorsLv1:v21:#1::]
[::Chip:Dark ShockwaveLv1:v21:#1::]
[::Chip:Dark ThunderLv1:v21:#1::]
[::Chip:Dark KunaiLv1:v21:#1::]
Stage Chips
[::Chip:Metal Panels Lv1:v21:#1::]
[::Chip:Lava Panels Lv1:v21:#1::]
[::Chip:Dark Stage Lv1:v21:#1::]
[::Chip:Holy Panels Lv1:v21:#1::]
Special Emulations
Battle Records (start 10/31/19)
Merrill VS Flame Hyenard +75/+750
Merrill and Grade: Deadlift + 30/300, + 3RMD
Merrill + Warrior CTC + 30 exp / 300 Zenny + 3 RMD
Merrill and Nymphra (CTC) + 30 exp / 300 Zenny + 3 RMD
Merrill and Feint (CTC) + 30 exp / 300 Zenny + 3 RMD
Merrrill + Embera CTC + 30 exp / 300 Zenny + 3 RMD
Merrill Vs Grade + EXP / 490 Z, Achievements "Stone Gold" and "Knight Gold"
Story Rewards:
Pride’s Downfall + 70 exp/7000z/+1 Virus Horde allowance
Vs. Nebula Gray + 400 Exp/8,000 Zenny/ 1 CMD/1 Element Overcap (Wood Lv 6)
Oblivion - Pandemic + 375 exp, +7000Z, + 7 Bug Frag, + 1 HMD, + Malfunctions mark, + Story Equipment - Core - Beast Out - Pandemic
Dark Refuge - Story reward + Story Mantle - Apollon's Prominence
Story Mode: Point of No Return - ° +10,000z
° +2,000 Exp
° +5 Bugfrags
° +1 HMD/CMD (User's Choice) - HMD Chosen
° Sigma Badge
° Story Weapon - Satellite Wings
° +1 Giga Mystery Data - Final Weapon Chosen
Other Rewards
MMM Fest 2023
° +5000z
° 1 Green Mystery Data
° 1 Blue Mystery Data
° 1 Yellow Mystery Data
V21 Approved (Remnant || 09/14/21)
Merrill Heckentash
-Operator: Diamond Luna Heckentash - MIA
Temporary Operator: Xy
Achievement Level: 84
Achievements:
King Gold + 6 BF + 7 L
Gate Bronze + 2 BF + 2 L
Magnet gold + 7 BFs + 15L
Pharaoh Gold +7 BFs + 20 L
Yamoto Gold + 4 BFs + 16 L
Number Gold + 6 BF and + 8 L
Mega Bronze + 1 BF and + 2 L
Knight Gold + 6 BF and 7 L
Stone Gold + 6 BF and 7 L
BugFrag: 27 (Quest Frags: 2)
Zenny: 27,332
Saint’s Item Voucher
Mystery Datas Held
2 Green Mystery Data
1 Blue Mystery Data
1 Yellow Mystery Data
1 Chaos Mystery Data
1 Holy Mystery Data
Vital Information
Version 21
- Experience: 11660/9400
- To Next Version: NA
Attack Type
° +10 damage per version.
° Aiming skills add an omni-aimer in addition to other effects.
° +1 auto charge per turn, +1 more every new type bonus acquired by version.
° Version 4: +1 Unavoidable Attack
° Version 7: +1 Use to Offense skills
° Version 13: +20% Base Damage.
° Version 19: Unavoidable attack may be customized with a single, unscaling, non-custom effect up to A-tier.
Neutral Karma
Navis start with a Hyper Attack at Version 1
V6: Dark Soul
V12: Hyper Mode
V18: Soul Unison
Statistical Information
HP: 4800/4800
° 1000 (Base) + 2000 (Version) + 1000 (Accessory) + 700 (Unequipped Crest) + 100 (Crest)
Base Damage: 1575
° 100 (Base) +300 (Devine Fire) + 210 (Type) + 200 (Verson) + 100 (Accessory) + 70 (Unequipped Crest) + 20 (Navi Mark) + 10 (Crest) x 1.2 (Type) * 1.3 (Devine Fre)
Attack Slots: 5
° 2 (Base) + 3 (Version)
Auto Charges: 6
° 0 (Base) + 5 (Type) + 1 (Program)
Armor: 0 | 0% Mitigation
Regeneration: 469
° 5% (240 | Element) x 1.25 (Acc) x 1.25 (Acc) x 1.25 (Element)
Natural Avoidance: Shield (5 Turn CD)
Elements: Solar Lv5 | Wood Lv6 | Dark Lv4 | Light Lv1 || Bug Lv1 || || Pure Light Lv 1 || Ultimate Dark Lv 1 || Devine Fire Lv 5
° 3 (Base) +2 (Version) + 6 (Skill) + 5 (Crests)+ + 3 (Program) + 5 (story)
Solar Lv5
- User gains access to B-Tier Burn. When added to attacks, it becomes 0-CD
- Special Properties: Irradiate || Heat of Day || Growing Prominence || Power Core
- Each turn, the user may release up to 3 attacks as they complete charging.
- When overhealing, the user releases an unaimed attack with If Hits: Irradiate, and deals damage equal to the overheal.
- When overhealing, the user releases an unaimed attack with If Hits: Irradiate, and deals damage equal to the overheal.
- Whenever the user's total damage in a turn against a target is reduced to 0, they gain +20% damage to all attacks. This bonus damage decreases by 10% each turn, and stacks up to 5 times.
- User's Irradiate Effect can be stacked with multiple inflictions (duration unchanged).
- At four afflictions, Irradiate prevents the afflicted from restoring Max-HP for its duration.
Wood Lv6
- Regen 5% of HP per turn.
- When you fall under 25% of your Max HP, you regain 20% of it (Once per Battle).
- Self-Healing Effects are +25% more potent.
- ⇪ Gamma: Once per battle, When you fall under 25% of your Max HP, you and all allies restore HP equal to 20% of your Max HP and all gain +20% Total Damage, Armor, and Regeneration for the rest of battle.
Dark Lv4
- Sacrifice HP equal to 10% of Max upon using an attack for it to deal +50% Damage.
- One Status Infliction gains "Cannot be removed on turn of infliction" (0 Turn CD)
Light Lv1
- User can restore beyond their Max HP up to 110%
- While at or above Max-HP, user gains +1 Attack Slot
Bug Lv1
- Special Property - Unpredictable
Pure Light LV 1
- Special Property - Resurgence
Ultimate Dark Lv 1
- Special Property - Dark Armory - Dark Kunai
Divine Fire (story crest)-
A power possessed by only one being at a time, this preeminent and absolute power over fire makes the wielder a master of the never-extinguishing flame. They bear a white-hot heat within their being that allows them to incinerate masses and burn worlds in an instant.
Lv 5: +300 Base Damage. +30% Base Damage Calculation. The user may apply multiple charges to a single attack per turn. If the user has the Solar Element, double all Solar benefits for the user. (Heat of day triggers at 25% for Strengths, Overheal triggers doubled (In regards to abilities, 2 separate uses ( Growing Prominence and Power Core)
Special Properties
Irradiate
- For 3 turns, afflicted Navi takes 100 Damage per turn and deals -100 Damage with all attacks. Afflicted Navi's Max HP is also affected by Damage taken from any Status for the duration of Irradiate but is returned once Irradiate has ended. Once ended, a target cannot be afflicted by Irradiate for 2 turns.
Burn
- For 2 turns, afflicted Navi takes 2% of their Max HP as Damage per Attack used. Additionally, their Attacks deal -10% Damage and they cannot use Undershirt while burnt. Once ended, a Navi cannot be Burned for 2 turns.
Heat of Day
- Solar is treated as Fire Element for all interactions. User takes 0.5x Damage from their Strengths, but x1.5 Damage from their Weaknesses
Growing Prominence - 2 Turn Cooldown
- A single attack strikes this turn with all of the augments that have been applied to it throughout each use in the fight, thus far. This does not count any augments applied by this effect, but can otherwise include multiple instances of the same augment. Costs all attack slots in the turn.
** This adds Damage Increases, Hit Increases, Target Increases, Avoidance Increases, Auto-Strike effects, Chip Imbues, and any other effects added to the selected attack. The attack cannot have more than two aimers, regardless of all applications.
** Can be used on unaimed attacks granted by this element to release them with the total damage they have dealt throughout the battle, alongside any other augments.
Power Core - 2 Turn Cooldown
- User deals +50% additional damage with all attacks against any one target this turn.
Variance - Special Property
- User may add a single element of choice to any bug element attack, on use
Glitch - Special Property
- Choose a Non-Hidden Status Effect. If the Glitching Attack hits, you and the hit opponent are affected by that Status. User's Immunities are ignored.
Unpredictable - Special Property
- Multi-Instanced offensive and defensive abilities can be used to affect non-consecutive attacks, this turn.
Cooldown: 2 Turns. Cannot be Augmented
Triumph - Special Property
- Passive Effect: User can heal to an excess of (5 * P.Light Level)% of their Max HP. While above Max HP, User takes -(5 * P.Light Level)% Damage and deals +(5 * P.Light Level)% Damage.
Prudent Haven - Special Property
Passive Effect: Pure Light is treated as Light for all interactions. The user and their allies always benefit from Post Infliction immunity, even if removing a status during the turn it was inflicted.
Resurgence - Special Property
When Activated: User restores an allied entity with HP to 100% of their Max HP
Cooldown: 1 Turn. Cannot be Augmented.
Dark Armory - Special Property
Passive Effect: User selects a single DarkChip to gain as an Attack that can be used once per turn without consuming Attack Slots, without expending Chip uses, or without suffering the glitch. Still treated as a Dark Chip for all interactions.
Strengths: Laser, Wind, Fire, Sonic, Light, Wood(2), Break, Dark
Weaknesses: Negated Via Zircon Star
Immunities: Irradiate || Burn
Navigator Skillset
-Defensive Skills: 3
The Edge of Existence
Defense Skill || A Tier
Being tied to the forces of Life and Death, Merrill can phase his body in and out of existence, transcending the field of existence. To enemies, it would feel as if he has died, if only for a moment, he exists both in the afterlife, or doesn’t exist at all…
° Merrill’s Avoidance Skills may be applied to 3 Additional Attacks
° Merrill gains +1 Attack Slot for 1 Turn when fully avoiding a Non-CBC Attack
Passive
Life Energetic Defense
Defense Skill || C+ Tier
Merrill blocks one attack, by withdrawing and expanding energy from around him.
° Blocks One Attack
° If Merrill is at or above max HP, he can block an additional attack.
13 Uses (2 Base + 1 at v3/v5/v7/v9/v11/v13/v15/v17/19/21/MM)
Life Affinity - Absolute Existence
Defense Skill || S Tier
Merrill‘s body refuses to give up, even if his mental state has changed. Part of his being, connected so much to the others tied to his spirit has altered his body in such a way that it cannot quit, accepting his existence.
° Merrill gains Power Block and Grit for the next attack
4 Uses || 4 Uses Max (0 Base + 1 at v6/11/16/21/MM - 1 for extra effect)
-Speed Skills: 1
Transcendence Dash
Speed Skill || C+ Tier
Pushing his body to the limit, Merrill pushes all of his energy into his feet and wings, dashing so fast out of the way of an incoming attack, it seems instantaneous. His speed is increased to such a level that he may be able to dodge a second attack, even though it limits his next attack Phase.
° Dodges One Attack
° If Merrill is at or above max HP, he can dodge an additional attack.
13 Uses (2 Base + 1 at v3/5/7/9/11/13/15/17/19/21/MM)
-Supporting Skills: 4
Blood Aura
Support Skill || C+ Tier
Drawing upon the powers of Life and Death, Merrill creates an aura around him in an instant to negate an attack.
° Auras One Attack
° If Merrill is at or above max HP, he can Aura an additional attack.
13 Uses (2 Base + 1 at v3/5/7/9/11/13/15/17/19/21/MM)
The True Generator
Support Skill || Non-Tier
° When healing beyond Max HP, the excess HP is stored in a Sub Tank
° The Sub Tank can hold up to 2100 HP
-- Stored HP can be fully spent to restore that much HP to any target
-- Stored HP can be fully spent to fuel an Attack's Damage instead (5 HP : +1 DMG)
-- Sub Tank has 1 Non-Adjustable Turn CD between being spent
° Surplus HP after the Subtank is full defaults into One Attack of choice for its next use as added Damage (5 HP : +1 DMG)
Elementalist
Support Skill || Non-Tier
As one who studies and attempts to utilize all elements, Merrill has gained some understanding of the laws of Each element.
° +6 Element Levels
Passive
Life Affinity - Alteration of Existence
Support Skill || B Tier
Combining powers of the three of them within the shared soulspace, Merrill can tap into the powers granted from chips, adapting an attack to better suit his ever evolving combat style
° When Activated, Merrill instantly gains +1 Chip Use
° That Chip’s additional costs are fully paid
9 Uses (2 Base + 1 at v4/7/10/13/16/19/MM)
-Offensive Skills: 3
Life Affinity - Essence of Existence
Offense Skill || Advanced Type
° When an attack finishes charging, Merrill can choose to store it indefinitely instead.
° If Merrill is interrupted while storing charged attacks, they are all released immediately.
° Merrill cannot otherwise release the stored attacks
° Merrill cannot create Multi-Instance Charging Attacks
Life Affinity - Connected Existence
Even though she is tied to Merrill, Life has always believed he will do the right thing. After being burned by Rosso, She has retreated further into her “SoulSpace". Because of this, Merrill’s abilities have changed, but evolved, due to his high solar affinity.
° Unaimed Solar Attacks triggered by Channel retain their original properties and effects
° The retained Effects are not treated as Augments for the affected Attacks
Passive
Death Affinity - Erasure of Existence
Offensive Skill || C Tier
Merrill draws upon Death’s abilities to remove life energy from existence , imbuing it to power up his next strike.
° Adds 1 Omni Aimer and Hits All to Merrill’s next attack
16 Uses (3 Base + 1 at v3/5/7/9/11/13/15/17/19/21/MM + 1 (Type) || +1 Omni Aimer (Type))
Navigator Attack Set
5 (Base) + 20 (Version)
Solar Charge - Basic Attack
Solar/Bug Element, C-Range
Merrill draws in light, heat, solar, and Life energy from all around him. He uses this stored power to strike with both his swords, Life and Death. Upon release, the power of this attack explodes forward and outward with Merrill’s strike, sending a beam of destructive energy following the pathways of his strike.
1415 Damage (90%)
° Choose two aimers on use
° Merrill can assign one of his elements to this attack on use
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
Feast and Famine
Dark/Bug Element, S-Range
A pair of daggers that are in Merrill’s arsenal dart forward at his command, attempting to cut the foe, disrupt and distract and wound them.
1260 Damage (80%)
° Cuts Auras, Breaks Shields
° If hits, Merrill can reduce the Cooldown on another attack by 1
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Tranquility and Harmony
Solar/Bug Element, S-Range
Merrill summons forth a pair of long thin yellow Rapiers, emits a blast of Charged Solar as it targets the enemy from the end of the pointed blades.
1015 Damage (70%)
° Cuts Auras, Undodgeable
° If hits, Merrill can reduce the cooldown of another attack by 1
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Chaos
Sola/Bugr Element, C-Range
The black and red Lance – Chaos, joins the new weapons of Merrill’s arsenal. Merrill grabs the large lance, and makes a quick flurry of strikes at the opponent’s body. The weapon leaves a trail of intense flames in its wake of the blade’s path.
1260 Damage (80%)
° Breaks Shields, Cuts Auras, Burns
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
0 Turn CD
Prayer
Wood/Bug Element, S-Range
Merrill reaches up and grabs the Icy Blue Flail named Prayer, out of the air, and slams it down with such force, it sends a shockwave of earth and Ice at the opponent.
1415 Damage (90%)
° Cuts Auras, Undodgeable
° If used after an Unaimed Attack, One Aimer is upgraded to Omni
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn CD
Hope
Solar/Bug Element, C-Range
Merrill materializes Hope, his massive 2-hand Claymore, to cleave through his opponent! The blade glows with the power of the sun as it slices down, a shockwave blasting outward at the impact!
1260 Damage (80%)
° Cuts Auras, Breaks Shields
° If Avoided: Irradiates, Burns
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge || 1 Turn CD
Absolution: Coexistence
Light/Bug Element, S-Range
Life. Death. One cannot exist without the other. So they must both exist side by side.
290 Damage
° Unavoidable, Hits All, Interrupt
1 Turn CD
Death’s Spell
Light/Bug Element, C-Range
Merrill calls upon the power of Death to encase his hands and feet to absorb energy from the opponent upon contact. He proceeds to attack the enemy with a flurry of Punches and Kicks.
1260 Damage (80%)
° Undodgeable, Breaks shields
° Destroys Auras
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Radiant Flare Burst
Light/Bug Element, S-Range
Merrill raises his hands, and charges hot light between them. He throws his hands forward and down, blasting the light in an arc, the light so bright that whenever it touches something, it blinds.
1260 Damage (80%)
° Breaks Shields, Cuts Auras, Interrupt
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn CD
Death's Affinity - Essence Steal
Light/bug Element, C-Range
Merrill strikes Death's scythe at his opponent, wounding them and stealing their Life energy upon striking their skin.
1260 Damage (80%)
° Cuts Auras, Breaks Shields
° Merrill recovers HP equal to half the damage this attack inflicts, if hits.
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Life and Death: Transference
Light/bug Element, C-Range
Merrill slams the Death's scythe into the ground, sending energy towards an ally or enemy.
1260 Damage (80%)
° Cuts Auras, Breaks Shields
° This attack can be aimed at an ally instead to heal them for half of the damage that it would otherwise inflict, if hits.
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Corrupt
Dark/Bug Element, S-Range
Merrill opens his hand, using Dark energy to form around the opponent. He squeezes his hand shut, that energy engulfing the enemy, interrupting their focus.
1260 Damage (80%)
° Undodgeable, Breaks Shields, Interrupt
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn CD
Abysmal Descent
Light/bug Element, S-Range
Merrill takes advantage of the Life forces around his target, Throwing Death’s sword toward the target. Death’s power bursts forth into the nearby energy, weakening the target and interrupting their focus.
1260 damage (80%)
° Undodgeable, Cuts Auras, Darken
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Sun’s Fury
Solar/bug Element, C-Range
Merrill uses the stored solar power that he has been accruing throughout the battle to boost his next ability!
No Damage
° Upon use, adds "Hits All" to Merrill’s Next Attack
° Upon use, adds "Cuts Undershirts" to Merrill’s Next Attack
° Upon use, adds "Cuts Darksoul" to Merrill’s Next Attack
1 Turn Charge || 2 Use per Battle (-6 Total Attacks)
Merrill's Affinity - Adaptable Existence
Solar/bug Element, C-Range
1260 Damage (80%)
° Undodgable, Breaks shields
::Effect:ChipImbue::
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge || 2 Use per Battle (-2 Total attacks)
Strike Burst
Light/bug Element, C-Range
Merrill collects and amplifies energy that he has absorbed from avoiding enemy attacks. The energy is released through through his 2 hand, Hope. As he slams it at his opponent, the energy explodes attacking all enemies in the Vicinity
0 Damage (80% Converted)
° Undodgeable, Breaks Shields, Hits All
° Gains 40% of Merrill's Base Damage (625) whenever he avoids an attack
° Resets upon use (5% per 10% Converted)
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
2 Turn Charge || 1 Turn CD
Rain of Blades
Solar/bug Element, S-Range
0 Damage (90% Converted)
° Undodgeable, Cuts Auras
° Gains 27% of Merrill's Base Damage (422) whenever Merrill charges another attack
° Resets upon use (3% per 10% Converted)
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
1 Turn Charge
Merrill's Affinity - Coexistence - Soul
X Element, S-Range
Merrill can empathize with anything that lives and dies. If it has life, energy, power, will, Merrill's body innately can interact with it, even if the Souls do not understand. Everything is connected. Everything exists.
0 Damage (70% Converted)
° Undodgeable, Cuts Auras, Hits All (Including Allies)
° Allies struck gain 50% of this Attack's Total Damage to One Attack this turn
° This Attack gains 10.5% of Merrill's Base Damage (164) for every Overheal Attack that Merrill has used up to this point in battle. Resets upon use. (1.5% per 10% Converted)
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
2 Turn Charge || 1 Turn CD
Damnation
Light/Dark/bug Element, S-Range
Merrill's Dark soul, Death, unleashes his full power that it has been gathering throughout the battle, as Merrill takes damage, which weakens Merrill’s hold over Death’s soulspace. Combining the negative emotion of Merrill’s heart, and all of the energy Death has generated blasts forward. Merrill can pinpoint this strike, or cause it to explode outward from his body instead. This energy eats away at everything it touches until there is nothing left.
0 Damage (50% converted)
° Undodgeable, Cuts Auras, Hits All, Cuts Undershirt and Darksoul
° This Attack gains 25% of Merrill's Base Damage (390) for every instance of Healing that Merrill has made up to this point in battle. Resets upon use. (5% per 10% Converted)
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage.
1 Use || 2 Turn Charge || 3 Turn CD (-2 Total Attacks)
Dark Armory
Dark Kunai
260 Damage
Unavoidable
This damage will affect the Victim's Max HP for the rest of battle as well
This attack cannot be augmented in any way
Useable 1x/turn at No Attack Slot Cost
Navigator Hyper Repertoire
Life Affinity - Evolution of Existence -- Hyper Mode
Growth. Change. Evolution. Merrill’s experiences, combined with sharing his soulspace, give his body the ability to evolve in battle!
° +4 skill uses applied to any skill of choice
Lasts 1 Turn
Death -- Dark Soul
When Merrill’s HP hits 0, He revives as DeathIncarnate, hungry and violent, willing to claim all souls he can. A mind of his own, Death will try and claim Merrill’s soul and power for his own.
° When Merrill hits 0 HP, Revives him at 1 HP
° Merrill immune to Non-Aimed Attacks and is granted +1 AS for the duration
Lasts 2 Turns
Chaos/Soul Unison
Chaos/Soul Unison is the state your navi enters when imbuing their body with the power of a Battle Chip, vastly increasing their power and giving them nigh-limitless access to the merged chip for the duration. The specific properties of the Unison are:
° Sacrifice any Standard-Tier Attack Chip to merge with it, entering this form
° During Unison, user gains the Lv5 Effects of the Chip's first natural Element
° User's charged attacks may become that Chip at will, gaining its Name, Elements, Non-★ Effects, and User's Standard/Dark Chip Damage
° Lasts for 3 Turns
Hyper Attacks
Blessing -- Hyper Attack
Light/Bug Element, S-Range
315 Damage x 4 hits (80% of Base)
° Cuts Auras, Undodgeable, Avoid Separately
° If hits, Merrill gains +2 Skill uses, applied as desired.
° Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gains HP equal to the attack's damage
2 Turn Charge || 3 Turn CD
Story Equipment
Head:
Top:
Torso:
Bottom:
Hands:
Feet:
Mantle: Apollo’s Prominence
Weapon: Satellite Wings
Core: Beast Out - Pandemic
Story Equipment: Core - Beast Out - Pandemic
Beast Out - Pandemic [Advanced Form]
A form granted after encountering the newly-forged swarming Cybeast: Pandemic. This power grants its bearer the power of replication, and mastery over anomaly.
- Gain access to the Constant Growth, Binary Fission, and Glitched Adaptation skills.
- Gain access to the Unending Plague and Swarm attacks.
- Gain access to the Regenerator Omega and Life Force SP programs.
- Cannot be fused with other advanced forms.
- Lasts 4 turns.
[Constant Growth]
The core of the Pandemic program, a malfunctioning replicator that forces the hivemind to grow without ceasing.
- User gains 10% of their maximum health as regen, and may regenerate beyond maximum health with no limit. Regeneration is triggered at the start of each defensive and supportive phase. All self-restorative abilities are 45% more potent.
[Binary Fission]
The Pandemic Program compensates for excess code by splitting itself, creating an exact replica.
- Upon activation of this advanced form, instantly spawn 1 Copy of the user.
- Once per turn, can sacrifice 100% of the user's Max HP to spawn 1 Copy of the user.
- Copies are in all instances another copy of the user, tracking resources and abilities separately, but do not gain access to this skill.
- Copies can always intercept for one another and the user, regardless of any effect, and maintain after the advanced form ends.
[Glitched Adaptation]
A powerful will to thrive enables the Pandemic Program to empower its wielder even in spite of its errors.
- For each status effect the user is suffering from, increase their regen by 2% of their max-health. User never takes unavoidable damage from status effects.
- Status effects inflict an additional 10 Damage per Version per turn. In order to benefit from status immunity of any kind, a target must be immune to all statuses inflicted by a single effect.
[Unending Plague]
A constant dredge upon a Navi's code, the slightest touch from the Pandemic Program can bestow a plague that eats through them until they are nothing.
-- 0 Bug C-Damage
-- Regardless of Success: Deals 950 Unavoidable Damage per turn. Indefinite duration. Only one stack of this effect can exist on a target at a time.
-- If Hits: Glitch.
[Swarm]
The hive mind surges upward and bears down upon its opposition as a singular unit.
-- X * 1 Hit per Status Infliction the user suffers from Bug C-Damage
-- Damage equals 100% of User's Regen per clone using this attack on the same target in the same turn. Avoided separately. Deals full damage per hit.
- Only counts the highest number of status inflictions on self or any clone for number of hits.
-- Required avoidances increases by 1 per Clone.
-- Optional 1 Turn Charge to gain Hits All.
-- 2 Turn Charge. On the final turn of Beast Out: Pandemic, can be used once regardless of charge time.
Beast Out - Pandemic [Advanced Form]
A form granted after encountering the newly-forged swarming Cybeast: Pandemic. This power grants its bearer the power of replication, and mastery over anomaly.
- Gain access to the Constant Growth, Binary Fission, and Glitched Adaptation skills.
- Gain access to the Unending Plague and Swarm attacks.
- Gain access to the Regenerator Omega and Life Force SP programs.
- Cannot be fused with other advanced forms.
- Lasts 4 turns.
[Constant Growth]
The core of the Pandemic program, a malfunctioning replicator that forces the hivemind to grow without ceasing.
- User gains 10% of their maximum health as regen, and may regenerate beyond maximum health with no limit. Regeneration is triggered at the start of each defensive and supportive phase. All self-restorative abilities are 45% more potent.
[Binary Fission]
The Pandemic Program compensates for excess code by splitting itself, creating an exact replica.
- Upon activation of this advanced form, instantly spawn 1 Copy of the user.
- Once per turn, can sacrifice 100% of the user's Max HP to spawn 1 Copy of the user.
- Copies are in all instances another copy of the user, tracking resources and abilities separately, but do not gain access to this skill.
- Copies can always intercept for one another and the user, regardless of any effect, and maintain after the advanced form ends.
[Glitched Adaptation]
A powerful will to thrive enables the Pandemic Program to empower its wielder even in spite of its errors.
- For each status effect the user is suffering from, increase their regen by 2% of their max-health. User never takes unavoidable damage from status effects.
- Status effects inflict an additional 10 Damage per Version per turn. In order to benefit from status immunity of any kind, a target must be immune to all statuses inflicted by a single effect.
[Unending Plague]
A constant dredge upon a Navi's code, the slightest touch from the Pandemic Program can bestow a plague that eats through them until they are nothing.
-- 0 Bug C-Damage
-- Regardless of Success: Deals 950 Unavoidable Damage per turn. Indefinite duration. Only one stack of this effect can exist on a target at a time.
-- If Hits: Glitch.
[Swarm]
The hive mind surges upward and bears down upon its opposition as a singular unit.
-- X * 1 Hit per Status Infliction the user suffers from Bug C-Damage
-- Damage equals 100% of User's Regen per clone using this attack on the same target in the same turn. Avoided separately. Deals full damage per hit.
- Only counts the highest number of status inflictions on self or any clone for number of hits.
-- Required avoidances increases by 1 per Clone.
-- Optional 1 Turn Charge to gain Hits All.
-- 2 Turn Charge. On the final turn of Beast Out: Pandemic, can be used once regardless of charge time.
Name: Satellite Wings
Equip Type: Weapon
Description: Four, prominent wings that follow their wielder like satellites. Fashioned out of high-speed signal waves, they maneuver rapidly and are capable of firing strands of energy at wild angles.
Effects: User has four satellite wings. Wings can be dispatched at the start of the user's offensive phase and recalled at the end of the defensive phase. Satellite Wings can be targeted and destroyed, but only by attacks with Destroys Effects or at least one Omni-aimer. One satellite wing is automatically restored each turn. A single turn of combat can be sacrificed to restore all broken wings. At any time, user can sacrifice a full offensive turn of actions to generate one additional satellite wing for the remainder of battle; this can give the user up to eight satellite wings at once.
Grants the following attacks, with augmented effects dependent on the number of active satellite wings. Satellite Wings can each either attack once or charge one attack per turn with only the following attacks.
[Format Laser]
Blasts of energy that completely nullify specialized defenses.
250% Laser/Break S-Range Damage
° Can be charged separately and used individually by each satellite wing.
° This attack can take charges from other of the user's attacks on use to increase its damage.
° Destroys Aura, Barrier, and Objects and strikes the target behind it.
° Prevents a struck target from benefitting from panel effects that turn.
° Can be optionally charged for up to 5 turns.
[Wing Assault]
Rapid maneuverability that is difficult to track and evade.
1,000 Break/Light C-Range Damage
° Multiple instances of this attack can be charged at once. Damage gained from Charge is maintained across the turn.
° Gains 1 hit at full damage per active Satellite Wing.
° Hits can be aimed separately at individual targets. Each hit is avoided separately.
° Cannot be Mitigated below 25 Damage per hit from this attack. This damage cap is affected by this attack's multipliers.
° Can be optionally charged for up to 5 turns.
[Wing Formation]
Rapid laser movement in unpredictable, even impossible, arrays.
500 Break/Laser/Light S-Range Damage
° Gains 1 hit at full damage, avoided separately, per active Satellite Wing.
° Can be used any number of times on the turn used. Maintains damage augments throughout the turn used.
° Each hit can be aimed at up to four individual targets.
° Interrupts. Opponents are always elementally weak to this attack.
° Cannot be Mitigated below 50 Damage per hit from this attack. This damage cap is affected by this attack's multipliers.
° Can be optionally charged for up to 5 turns.
° 2-CD is added to this attack per use in the turn, beyond the 5 CD cap.
Equip Type: Weapon
Description: Four, prominent wings that follow their wielder like satellites. Fashioned out of high-speed signal waves, they maneuver rapidly and are capable of firing strands of energy at wild angles.
Effects: User has four satellite wings. Wings can be dispatched at the start of the user's offensive phase and recalled at the end of the defensive phase. Satellite Wings can be targeted and destroyed, but only by attacks with Destroys Effects or at least one Omni-aimer. One satellite wing is automatically restored each turn. A single turn of combat can be sacrificed to restore all broken wings. At any time, user can sacrifice a full offensive turn of actions to generate one additional satellite wing for the remainder of battle; this can give the user up to eight satellite wings at once.
Grants the following attacks, with augmented effects dependent on the number of active satellite wings. Satellite Wings can each either attack once or charge one attack per turn with only the following attacks.
[Format Laser]
Blasts of energy that completely nullify specialized defenses.
250% Laser/Break S-Range Damage
° Can be charged separately and used individually by each satellite wing.
° This attack can take charges from other of the user's attacks on use to increase its damage.
° Destroys Aura, Barrier, and Objects and strikes the target behind it.
° Prevents a struck target from benefitting from panel effects that turn.
° Can be optionally charged for up to 5 turns.
[Wing Assault]
Rapid maneuverability that is difficult to track and evade.
1,000 Break/Light C-Range Damage
° Multiple instances of this attack can be charged at once. Damage gained from Charge is maintained across the turn.
° Gains 1 hit at full damage per active Satellite Wing.
° Hits can be aimed separately at individual targets. Each hit is avoided separately.
° Cannot be Mitigated below 25 Damage per hit from this attack. This damage cap is affected by this attack's multipliers.
° Can be optionally charged for up to 5 turns.
[Wing Formation]
Rapid laser movement in unpredictable, even impossible, arrays.
500 Break/Laser/Light S-Range Damage
° Gains 1 hit at full damage, avoided separately, per active Satellite Wing.
° Can be used any number of times on the turn used. Maintains damage augments throughout the turn used.
° Each hit can be aimed at up to four individual targets.
° Interrupts. Opponents are always elementally weak to this attack.
° Cannot be Mitigated below 50 Damage per hit from this attack. This damage cap is affected by this attack's multipliers.
° Can be optionally charged for up to 5 turns.
° 2-CD is added to this attack per use in the turn, beyond the 5 CD cap.
Story Mantle - Apollon's Prominence
The power of the Murian god of Fire, a powerful prominence that blazes about their person. Those protected by it will know both power and safety within its core.
-- Enables the skills Apollon's Shell and Fiery Dominion. Grants the attack Apollon's Flare. Grants 5 Levels of the Divine Fire Element.
[Apollon's Shell]
An incredible prominence surrounds the user, a ring of flames that arcs around their body and protects them from all harm. Even when destroyed, the user's inner flame will soon reignite it.
-- Triune Barrier with HP equal to 50% of the user's max-health. Immune to Destroys Effects. Only takes the base, unaugmented damage from any attack that strikes it. Benefits from any effects that restores the user's HP, as well.
-- If destroyed, respawns at the start of the user's next defensive phase.
--- [Passive]
[Fiery Dominion]
Yours is the power of flame. No one else may hold that power over you, and no one may hold secrets over its power that you cannot learn. No one can dare use your dominion against you, and you revel in the restorative properties of your own realm.
-- You are immune to the effects of any Fire or Solar element Attack, and have unpierceable immunity to Burn and Irradiate.
-- You may redirect any Fire or Solar Element Attack used on the same turn for free any amount of times another could use it, regardless of charge or cooldown, or you may heal from it instead. Only Giga Chips, Hyper Attacks, or Core/Weapon/Mantle Equipment-Granted attacks charged for 3 or more turns, or with 1 or more turns of full charge, can bypass these defenses.
- Divine Fire -
A power possessed by only one being at a time, this preeminent and absolute power over fire makes the wielder a master of the never-extinguishing flame. They bear a white-hot heat within their being that allows them to incinerate masses and burn worlds in an instant.
Strengths: Laser, Wind, Dark, Wood, Aqua
Weaknesses: Stone, Shadow, Sand, Bug, Divine
Lv 5: +300 Base Damage. +30% Base Damage Calculation. The user may apply multiple charges to a single attack per turn. If the user has the Solar Element, double all benefits for the user.
Damnation's Pyre
° Passive Special Property
° Burn ignores Post-Infliction and Non-Perfect Immunity, and can be stacked indefinitely. Attacks with charge inflict 1 Stack of Burn per turn of charge. Burn executes victims it reduces to 0-HP.
Searing White
° Active Special Property (3-CD)
° The selected attack deals additional damage equal to 10% of the target's max hp per turn of charge applied, regardless of success.
Burning Ash
° Active Special Property (2-CD)
° This special property can be charged like an attack for up to 5 turns. When used, unavoidably inflicts 1 stack of Burn on all enemies per turn of charge applied.
[Apollon's Flare]
The ultimate attack of Apollon Flame, the user raises their hand and charges incredible power into their palm, creating a sun to eradicate all opposition.
-- 250% of User's Base Damage. 1 Full-Turn Required Charge.
-- Charges from other attacks can be dropped upon use to apply to this attack, gaining the benefits of all charge multipliers dropped.
-- Cannot be Mitigated (Including by Gigas), Destroys: All, Cuts Survival Effects (Including Gigas), Hits All. Stacks of Burn inflicted by this attack are inflicted Unavoidably.
-- 3-CD between uses.
The power of the Murian god of Fire, a powerful prominence that blazes about their person. Those protected by it will know both power and safety within its core.
-- Enables the skills Apollon's Shell and Fiery Dominion. Grants the attack Apollon's Flare. Grants 5 Levels of the Divine Fire Element.
[Apollon's Shell]
An incredible prominence surrounds the user, a ring of flames that arcs around their body and protects them from all harm. Even when destroyed, the user's inner flame will soon reignite it.
-- Triune Barrier with HP equal to 50% of the user's max-health. Immune to Destroys Effects. Only takes the base, unaugmented damage from any attack that strikes it. Benefits from any effects that restores the user's HP, as well.
-- If destroyed, respawns at the start of the user's next defensive phase.
--- [Passive]
[Fiery Dominion]
Yours is the power of flame. No one else may hold that power over you, and no one may hold secrets over its power that you cannot learn. No one can dare use your dominion against you, and you revel in the restorative properties of your own realm.
-- You are immune to the effects of any Fire or Solar element Attack, and have unpierceable immunity to Burn and Irradiate.
-- You may redirect any Fire or Solar Element Attack used on the same turn for free any amount of times another could use it, regardless of charge or cooldown, or you may heal from it instead. Only Giga Chips, Hyper Attacks, or Core/Weapon/Mantle Equipment-Granted attacks charged for 3 or more turns, or with 1 or more turns of full charge, can bypass these defenses.
- Divine Fire -
A power possessed by only one being at a time, this preeminent and absolute power over fire makes the wielder a master of the never-extinguishing flame. They bear a white-hot heat within their being that allows them to incinerate masses and burn worlds in an instant.
Strengths: Laser, Wind, Dark, Wood, Aqua
Weaknesses: Stone, Shadow, Sand, Bug, Divine
Lv 5: +300 Base Damage. +30% Base Damage Calculation. The user may apply multiple charges to a single attack per turn. If the user has the Solar Element, double all benefits for the user.
Damnation's Pyre
° Passive Special Property
° Burn ignores Post-Infliction and Non-Perfect Immunity, and can be stacked indefinitely. Attacks with charge inflict 1 Stack of Burn per turn of charge. Burn executes victims it reduces to 0-HP.
Searing White
° Active Special Property (3-CD)
° The selected attack deals additional damage equal to 10% of the target's max hp per turn of charge applied, regardless of success.
Burning Ash
° Active Special Property (2-CD)
° This special property can be charged like an attack for up to 5 turns. When used, unavoidably inflicts 1 stack of Burn on all enemies per turn of charge applied.
[Apollon's Flare]
The ultimate attack of Apollon Flame, the user raises their hand and charges incredible power into their palm, creating a sun to eradicate all opposition.
-- 250% of User's Base Damage. 1 Full-Turn Required Charge.
-- Charges from other attacks can be dropped upon use to apply to this attack, gaining the benefits of all charge multipliers dropped.
-- Cannot be Mitigated (Including by Gigas), Destroys: All, Cuts Survival Effects (Including Gigas), Hits All. Stacks of Burn inflicted by this attack are inflicted Unavoidably.
-- 3-CD between uses.
Navigator Equipment
Merrill's Navi Mark
° +20 Damage
Crests
3 (Base) + 1 (Hidden Program) + 1 (Giga Expansion)
i.imgur.com/rWdTGKb.png
Malfunction's Mark
A charm composed of BugFrags; grants mastery over anomaly.
° Passive: +1 Use to All Skills
° Passive: +1 Element Level
° Passive: Grants Bug Lv1 alongside any existing Hidden Elements
Sigma Badge
A prominent badge with incredible weight, this mighty proof of strength dignifies one that has overcome their perceived limits.
° +2 Elemental Levels.
° Elemental Levels granted by this effect can be placed into Elements regardless of Overcap, including placing Levels into Basic Elements greater than 7 or into Hidden Elements greater than 5. Must still select unique benefits for each overcapped level.
° Pure Light lv 1 Chosen
° Pure Dark lv 1 Chosen
Champion's Proof
The ultimate proof that the holder has helped to defeat a Titan in battle.
° +1 Program Slot
° +1 Accessory Slot
° One of the two added slots is allowed a second instance of a currently existing program/accessory (Accessory)
Cupid's Bow
The power of affection imbued into the form of an arm-mounted bow.
° At will, User may imbue any of their Charged Attacks to Roll Arrow upon use
° The Attack's Name becomes "Roll Arrow" and it gains the User's Base Standard Chip Damage as well as the following effect:
-- "If Hits, victim loses 1 Chip Use for the rest of battle"
° This Crest has 2 Upgrade Slots
° +1 Element Level
° +1 Element Level
Astral Star
A shining star of untold force power. Empowers it's holder with a burst of innate force.
° Once per battle, User may enter either a Hyper Mode or Dark Soul at will for one turn
Magnificent Seal of Fortune
The seal of the Gates of Fortune. Brings luck to those who display it proudly!
° When rolling a Mystery Data of any kind save Giga, instead roll three and accept any one outcome from those three
° HP+100
° DMG+10
° Does not take up a Crest slot when equipped
° Cannot be equipped with any other Seal of Fortune crest
Unequipped Crests
Emotional Enlightenment
The depths of one's emotion can decide one's Fate. No one escapes the thorns of Life unscathed. This crest is granted to those who defied the Rosen Warrior.
° +1 Element Level
° +5% Regen
Monitor's Icon
A crest granted to those who have helped to begin a new era.
° Base Damage OR Max HP: +10%
Santa Hat
A warm holiday hat that keeps the spirit of Christmas alive all year round.
° User's Ice Element Attacks gain +20 Damage per Battle Chip they've used/sacrificed up to that point in battle
° This Crest has 2 Upgrade Slots
Unequipped (+100 HP/+10 Dmg || Spinal Star: +200 HP/+20 Dmg)
Fortune Badge
A special award from the Electopian First International Bank. Grants additional funds to the holder.
Unequipped (+100 HP/+10 Dmg || Spinal Star: +200 HP/+20 Dmg)
Mantle of The Ultimate Fighter
A special award for those able to defeat The Ultimate Fighter.
° Ignores all forms of immunity
° Enemies can only be affected by this effect once per battle, period
Unequipped (+100 HP/+10 Dmg || Spinal Star: +200 HP/+20 Dmg)
Bronze Cross Signet
A bronze cross designed to enhance overall capability.
Unequipped (+100 HP/+10 Dmg || Spinal Star: +200 HP/+20 Dmg)
MMM Fest Medallion (Crest)
Proof that you enjoyed the MMM Fest of 2023!
- At any time, User may sacrifice 1 Mega Chip to summon 5 Balloons
- Balloons are 1 HP Objects that:
-- Are Normal Element, Can Intercept, and Cannot Attack
-- When struck by a Multi-Target Attack, only 1 Balloon is destroyed
Accessories
2 (Base) +1 (Crest) + 2 (Hidden Program)
Spinel Star of Honor
A shining star forged of spinel, sparkles with an otherworldly power
° For every crest unequipped, user gains +200 Max Hp and +20 Base Damage
° This effect caps at 5 Unequipped Crests (+1000/100)
Topaz Cross of Life
A shining cross of topaz, emanates a powerful force.
° Recovery Effects on self are applied at 125%
Topaz Cross of Life
A shining cross of topaz, emanates a powerful force.
° Recovery Effects on self are applied at 125%
Tanzanite Star of Advancement
A shining star forged of Tanzanite, sparkles with an otherworldly power
° One individual program (Break Charge) is allowed to equip three upgrades at once. Program chosen takes up 2 program slots.
° This star does not affect Nu upgrades or Mega Program upgrades.
Zircon Star of Elements
A shining star forged of Zircon, sparkles with an otherworldly power
° User can have up to two elements on all attacks, gaining positive effects of both
°User's elemental weaknesses are negated
(2 Turn CD)
Unequipped Accessories
Emerald Star of Virtue
A shining star forged of emerald, sparkles with an otherworldly power
° One Attack strikes an additional time at no cost, regardless of Cooldown or Charge (2 Turn CD)
Diamond Star of Purity
A shining star forged of diamond, sparkles with an otherworldly power
° User takes -15% Damage from attacks
Garnet Star of Power
A shining star forged of garnet, sparkles with an otherworldly power
° +1 Attack Slot when at or below 75% of your Max HP
° +1 More Attack Slot when at or below 25% of your Max HP
Alexandrite Cross of Regeneration
A shining cross of alexandrite, emanates a powerful force
° User regenerate 300 HP per turn.
Bixbite Star of Resistance
A shining star of bixbite, sparkles with an otherworldly power
° Once per battle, after a Navi has recovered from a status damage/reduction, he/she becomes immune to that status for the remainder of the battle.
Citrine Cross of Balance
A shining cross of citrine, emanates a powerful force
° +600 Max HP
Navigator Programs
- Program Slots: 8/9
- Mega Programs: 2/2
° 5 (Base) + 1 (Champion's Proof) + 2 (Exp Memory) + 1 (Trinket Mastery)
-Defensive Type: 0 (1)
Undershirt ⇪ Nu
Survives Fatal turn of attacks with 1 Hp
⦗Uses per battle: 1⦘
Does not require a program slot
-Offensive Type: 5 (3)
Break Charge ⇪ Alpha ⇪ Theta
Passive Program
User's charged attacks gain 'Ignores Armor' automatically
Adds "Cannot be Naturally Avoided" to charged attacks
Adds "Cannot be Countered" to charged attacks
Auto Charge ⇪ Beta
Passive Program
User automatically charges one attack per turn
User Can Reduce Required Charge on 1 of their Attacks by 1 turn as well. (Minimum of 1 Turn Required Charge)
Great Sword ⇪ Omega
Effects are replaced with: If the user shares an element with the panels, they gain +100 Damage (final total) to all attacks of that element this turn
⦗Uses per battle: 2⦘
-Supportive Type: 4 (2)
Elemental Expansion ⇪ SP
User has +3 Element Levels.
Channel ⇪ SP
Mega Program. Effects changed to: "Passive. All attacks that shares an element with the user gain 'Optional 1 Turn Charge: Instead of gaining damage from the charge or using the attack, the user gain HP equal to the attack's damage.' (Does not apply multipliers from other Charges)".
-Restorative Type: 0 (2)
Firewall ⇪ Nu
Activated Program
Upon activation of this program, user can remove one negative status of choice
⦗Uses per battle: 2⦘
Does not require a program slot
Air Shoes ⇪ Nu
Activated Program
Upon activation of this program, user ignores positive and negative stage effects for 1 turn.
⦗Uses per battle: 2⦘
Does not require a program slot.
|Hidden Program (1)
Trinket Mastery
Passive Hidden Program
+1 Crest Slot, +1 Accessory Slot, and +1 Program Slot. +1 more to the slot of choice. Effects must be stated in stats. (Accessory Slot Chosen)
Giga Program (1/1)
Final Weapon
A brilliant last stand.
° Once per battle, after all other Undershirt-like and Survival Effects have triggered, an otherwise fatal turn of damage leaves the User at 1 HP
° This cannot be pierced/negated by any effect
° The User is cleansed of all status effects, have all of their cooldowns refreshed and all of their attacks are fully charged
° For one turn, they gain +5 Attack Slots and deal x2 Damage. All attacks charged and cooled down can be used an additional time this turn, ignoring normal use restrictions.
° Giga Expansion 1: Medal Master: +1 Crest Slot
Unequiped Programs
Power Up ⇪ Chi x1
Passive Program
+60 Damage
Regenerator ⇪ Gamma x2
User restores 10% of their Max HP Each turn they do not attack
Regenerator ⇪ Omega
Uer regenerates 5% of their HP/turn
Navigator Chip Data
Viruses
===CANDEVIL===
Lumena
V1
Health: 700
EXP 264/300
Next 36
Element(s): Light
==Attack(s)===
Base Damage: 30
Signature Attack
Light Breath
S-attack
--- element
*Candevil shoots a stream of pure energy from its mouth!*
---
30 damage, cuts auras.
===Skill(s)===
Trait
Candle
Activated Trait
*Candevil creates a large candle that burns brightly. Restoring hope and health to allies.*
---
Creates a (90+20*Version) "Candle" object that can be used for intercept. While active "Candle" heals all allies for (20+Version*10) each turn. Only one "Candle" may be active at a time per Candevil.
1 use
Defense
Wax
Activated Defense skill
*Candevil lobs a thick layer of wax on an object.*
---
1 object on the battlefield gets "The next time this object would be destroyed, it endures with 1HP instead.". This counts as an Undershirt type effect.
1 use
|Chip Folder|
[::Chip:WhirlPool Lv1:v21:#1::]
[::Chip:ZSaber Lv1:v21:#1::]
[::Chip:Shockwave Lv1:v21:#2::]
[::Chip:ElementalRage Lv1:v21:#1::]
[::Chip:Wind Lv1:v21:#1::]
[::Chip:AirShot Lv1:v21:#1::]
[::Chip:AirSword Lv1:v21:#1::]
[::Chip:MiniBomb Lv1:v21:#1::]
[::Chip:DrillArm Lv1:v21:#1::]
[::Chip:Boomerang Lv1:v21:#1::]
[::Chip:BugFix Lv1:v21:#9::]
[::Chip:AirShoes Lv1:v21:#9::]
Dark Chips:
[::Chip:Dark CircleLv1:v21:#1::]
[::Chip:Dark DrillLv1:v21:#1::]
[::Chip:Dark LanceLv1:v21:#1::]
[::Chip:Dark MeteorsLv1:v21:#1::]
[::Chip:Dark ShockwaveLv1:v21:#1::]
[::Chip:Dark ThunderLv1:v21:#1::]
[::Chip:Dark KunaiLv1:v21:#1::]
Stage Chips
[::Chip:Metal Panels Lv1:v21:#1::]
[::Chip:Lava Panels Lv1:v21:#1::]
[::Chip:Dark Stage Lv1:v21:#1::]
[::Chip:Holy Panels Lv1:v21:#1::]
Special Emulations
Battle Records (start 10/31/19)
Merrill VS Flame Hyenard +75/+750
Merrill and Grade: Deadlift + 30/300, + 3RMD
Merrill + Warrior CTC + 30 exp / 300 Zenny + 3 RMD
Merrill and Nymphra (CTC) + 30 exp / 300 Zenny + 3 RMD
Merrill and Feint (CTC) + 30 exp / 300 Zenny + 3 RMD
Merrrill + Embera CTC + 30 exp / 300 Zenny + 3 RMD
Merrill Vs Grade + EXP / 490 Z, Achievements "Stone Gold" and "Knight Gold"
Story Rewards:
Pride’s Downfall + 70 exp/7000z/+1 Virus Horde allowance
Vs. Nebula Gray + 400 Exp/8,000 Zenny/ 1 CMD/1 Element Overcap (Wood Lv 6)
Oblivion - Pandemic + 375 exp, +7000Z, + 7 Bug Frag, + 1 HMD, + Malfunctions mark, + Story Equipment - Core - Beast Out - Pandemic
Dark Refuge - Story reward + Story Mantle - Apollon's Prominence
Story Mode: Point of No Return - ° +10,000z
° +2,000 Exp
° +5 Bugfrags
° +1 HMD/CMD (User's Choice) - HMD Chosen
° Sigma Badge
° Story Weapon - Satellite Wings
° +1 Giga Mystery Data - Final Weapon Chosen
Other Rewards
MMM Fest 2023
° +5000z
° 1 Green Mystery Data
° 1 Blue Mystery Data
° 1 Yellow Mystery Data