Post by notegg on Nov 16, 2015 7:41:47 GMT -8
|Navi & RP Information|
-Navi Name: Io
--Appearance:
--Personality:
--Background:
-Version / Experience:
--Version: 1
--Experience: 500
-Funds:
--Zenny: 0
--Bugfrags: 0
|Statistical Information|
-Type: Support
{5% Regeneration}
{+2 Program Slots)
{+1 Healing Support Skill Use}
{Healing Enhancement}
Passive Effect: You may expend two Healing Support Skill Uses instead of one to make that use heal all allies
{Barrier/Aura Enhancement}
Barriers / Auras with Health can be made Uncuttable upon formation, but will only last 2 Turns
-Karma: 50
-Elements: Light->Sand Lv. 3
{-1 Required Cooldown to Damage Reduction Effects}
{-1 Required Cooldown to Attack Slot Reduction Effects.}
{Slow}
When Activated: One Target is unavoidably inflicted with -1 Attack Slot for 1 Turn.
Cooldown: This Effect has a 5 Turn Cooldown between activations.
--Net Strengths: Attacks with Aimers
--Net Weaknesses: Aimerless Attacks
-HP: 1000
-Armor: 0
-Regeneration: 0 | 5% (+X%)
-Natural Avoid: Barrier // 5 Turn CD
-Base Damage: 100
-Attack Slots: 2
|Skills|
{Sacred/Sacrifice}-{Custom}-{Passive Toggle}
Sacred: Io regenerates 2.5% HP per opponent per attack slot they are below max per turn.
All healing effects increase a resource called Mana by an equal amount. Io's mana generation is not affected by heal blocking effects.
Io's defense phase takes place at the end of the turn. Healing effects apply to Io after damage but before death, in any case.
Healing above max is converted into additional mana.
Sacrifice: Io loses 5% HP per turn.
Lost health is converted into damage.
While active, Io's skills cost HP instead of mana.
Io's defense phase remains as normal. Damage effects apply before healing effects in all cases. Healing above max is converted into damage.
Io is strong against attacks with aimers, and weak to attacks without aimers.
{Heal/Hurt}-{Custom}-{250 Resource, Active}
Heal: Io heals 125 HP per opponent per attack slot they are below max. Io also gains an attack slot.
Hurt: Io adds 125 damage to a single attack, once per turn. That attack gains Vampire, and is considered 'aimed' for damage calculation. Vampire may heal beyond maximum.
(Vampire: 10% of damage dealt heals the user.)
The Heal and Hurt part of this skill are Disjointed (they are considered separate skills for all effects except skill counting.)
{Armor/Blade}-{Custom}-{100 Resource, Active}
Armor: Io gains 50 armor against all attacks this turn, for each attack slot the opponent is below max. Damage mitigated is converted to mana.
Blade: Io gains 50 damage for all attacks this turn. Damage dealt this turn is converted to mana.
Armor and Blade are Disjointed.
{Memento Mori/Carpe Diem}-{Custom}-{200 Resource, Active Toggle}
Memento Mori: +600 Max HP, -50 Damage. Healing effects are applied at 110%.
Shield an attack upon activation. Attacks this turn gain Vampirism.
Carpe Diem: +60 Damage, -500 Max HP. HP reduced this way is instead stored as Mana. Dodge an attack upon activation. Attacks this turn gain cuts auras.
Memento Mori and Carpe Diem are disjointed. Effects may be deactivated by using them again.
|Attacks|
-Max Cooldown: 0/10
Attack Name
Attack Range, Attack Element
Attack Description
Attack Damage
Attack Effects
Attack Cooldown
|Hyper Repretoire|
{Endless}-{Hyper Mode}-{1000 Resource}
Sacred/Sacrifice is de-activated.
HP Regeneration increased to 5%/opponent/AS below max/turn.
HP regeneration increases damage by an equal amount.
Regeneration above max is converted into both damage and mana.
Io does not take a penalty when making modifications to her stats.
Mana generation is doubled.
All attacks gain vampire and grant an additional attack slot this turn.
Lasts One Turn