Post by Zeta on Jul 1, 2016 20:35:45 GMT -8
Spytz Vs Desert Man
DesertMan Turn 1
Pre-Phase:
DesertMan
HP: 500
Armor: 20
Regeneration: 0
Type: NPC
Element: Sand
Strengths: Break, Seeking, Fire, Metal, Sand
Weaknesses: Dark, Wind, Plasma, Aqua, Bug
[Skill - Eternal Desert]
[The heat of the sun never leaves the battlefield in DesertMan's presence]
° The stage is locked to Sand Panels for the duration of battle
° Stage Effect: Non-Sand Navis can't add Damage or omni-aimers to their attacks
° Stage Effect: Aqua navis take 100 Sand Element damage/turn
[Passive]
[Skill - Sand Hand]
[DesertMan's two massive hands disrupt opponents as he battles them, turning into Lion Heads to keep the opponent preoccupied]
° DesertMan summons two Sand Hands at the start of battle with HP equal to 20% of his max
° Sand Hands are resummoned on every odd turn if they are destroyed
° Each Sand Hand uses Lion Head once per turn
[Passive]
Offensive Phase:
Sand Hands
[Attack - Lion Hand]
[DesertMan's hands transform into lions and pounce at his enemies]
° Damage Dealt: 55
° Sand Element || S-Range
° DesertMan cannot use this attack
° Each active Sand Hand uses this attack once per turn, aimed at the target with the highest remaining HP
[Attack - Lion Hand]
[DesertMan's hands transform into lions and pounce at his enemies]
° Damage Dealt: 55
° Sand Element || S-Range
° DesertMan cannot use this attack
° Each active Sand Hand uses this attack once per turn, aimed at the target with the highest remaining HP
[Attack - Antlion]
° Damage Dealt: 55
° Sand Element || S-Range
° Hits Twice at full damage; Each Hit must be Avoided Separately
° If either hit connects, victim's attack slots are reduced by 1 for one turn
[Attack - Heavy Sand]
[Large blocks of sand materialize over Desertman's opponents and fall down from above, attempting to bury them where they stand.]
° Damage Dealt: 110
° Sand Element || S-Range
° Hits All
° If Hits, victims' damage is reduced by (10 * Victim's Version) for one turn
° Note: Against multiple opponents, the damage reduction is calculated separately for each
Status:
Total DMG: 275 DMG
HP: 500/500
Status: N/A
Field: Sand
Cooldown:
Spytz's Turn 1
Defensive Phase:
Name: Transcendence
Type: Support Skill
Class: Active
Description: Creates a protective layer with light energy!
Effects: <120 HP Aura
Uses: 1
All Attacks Stopped by Transcendence!
Set-Up Phase:
Lvl 3: Enemies take 100 Unavoidable damage per turn.
Offense Phase:
Meso's Attacks: 2 Attack Slots
Name: Lucem Sequimur
Element: Light
Range: S-Range
Description: A weak light-beam shot from the hands!
Damage:
Effects: Cuts Aura
Cooldown: Auto-Strikes in the Beginning of Every Turn
Name: Seraphus
Element: Light
Range: C-Range
Description: A light sphere that explodes opponent inside out!
Damage:
Effects: Undodgeable, Breaks Shield
Name: Anharmonic
Element: Sonic
Range: S-Range
Description: Sound wave blast that deviates from the usual motion!
Damage:
Effects: Breaks Shield, Cuts Aura
Status:
Total DMG: 325 DMG
HP: 1,300/1,300
Aura: <120
Status: N/A
Field: Sand
Cooldown:
DesertMan Turn 2
Defensive Phase:
[Skill - Sand Shift]
[DesertMan sinks into the ground upon before struck by an attack, reappearing elsewhere to confuse the enemy]
° Every turn, DesertMan will attempt to Omni-Dodge the first attack aimed at him from each target
° If the attack has multiple hits, this evasion is applied against all hits
° This skill is ineffective against attacks that Desertman is weak to
[Passive
DesertMan dodges Lucem Sequimur, the rest makes contact for 280 DMG!
Offensive Phase:
Sand Hands
[Attack - Lion Hand]
[DesertMan's hands transform into lions and pounce at his enemies]
° Damage Dealt: 55
° Sand Element || S-Range
° DesertMan cannot use this attack
° Each active Sand Hand uses this attack once per turn, aimed at the target with the highest remaining HP
[Attack - Lion Hand]
[DesertMan's hands transform into lions and pounce at his enemies]
° Damage Dealt: 55
° Sand Element || S-Range
° DesertMan cannot use this attack
° Each active Sand Hand uses this attack once per turn, aimed at the target with the highest remaining HP
[Attack - Antlion]
° Damage Dealt: 55
° Sand Element || S-Range
° Hits Twice at full damage; Each Hit must be Avoided Separately
° If either hit connects, victim's attack slots are reduced by 1 for one turn
[Attack - Heavy Sand]
[Large blocks of sand materialize over Desertman's opponents and fall down from above, attempting to bury them where they stand.]
° Damage Dealt: 110
° Sand Element || S-Range
° Hits All
° If Hits, victims' damage is reduced by (10 * Victim's Version) for one turn
° Note: Against multiple opponents, the damage reduction is calculated separately for each
Status:
Total DMG: 275 DMG
HP: 220/500
Status: N/A
Field: Sand
Cooldown:
Spytz's Turn 2
Defensive Phase:
All Attacks Stopped by Transcendence!
Set-Up Phase:
Lvl 3: Enemies take 100 Unavoidable damage per turn.
Offense Phase:
Meso's Attacks: 2 Attack Slots
Name: Lucem Sequimur
Element: Light
Range: S-Range
Description: A weak light-beam shot from the hands!
Damage:
Effects: Cuts Aura
Cooldown: Auto-Strikes in the Beginning of Every Turn
Name: Seraphus
Element: Light
Range: C-Range
Description: A light sphere that explodes opponent inside out!
Damage:
Effects: Undodgeable, Breaks Shield
Name: Anharmonic
Element: Sonic
Range: S-Range
Description: Sound wave blast that deviates from the usual motion!
Damage:
Effects: Breaks Shield, Cuts Aura
Status:
Total DMG: 325 DMG
HP: 1,300/1,300
Aura: <120
Status: N/A
Field: Sand
Cooldown:
DesertMan Turn 3
Defensive Phase:
[Skill - Sand Shift]
[DesertMan sinks into the ground upon before struck by an attack, reappearing elsewhere to confuse the enemy]
° Every turn, DesertMan will attempt to Omni-Dodge the first attack aimed at him from each target
° If the attack has multiple hits, this evasion is applied against all hits
° This skill is ineffective against attacks that Desertman is weak to
[Passive
DesertMan dodges Lucem Sequimur, the rest makes contact for 280 DMG!
DesertMan Deleted
Rewards:
° Solo Rewards: 80 Exp || 2000 Zenny || 1 GreenMD