Skills
V
- Post n°1
Skills
V
- Post n°2
Vriz
VRIZ
Upgrading with an Atk+ will increase his base attack by 15.
V
S
Heartbreaker
Upgrading with an Atk+ will increase his base attack by 15.
V
Cost: 3SP
-Go about your attack normally, rolling two Damage Dies instead of one.
-If both dies form a 'V', it's treated as two separate attacks.
S
Cost: 6SP
-Go about your attack normally, rolling three Damage Dies instead of one. The extra damage dealt is doubled.
-If the dies form an 'S', it's treated as three separate attacks.
Heartbreaker
Cost: (Atk / 20) SP
-Go about your turn normally.
-At the beginning of the target's turn, they receive damage equivalent to what you dealt previously(overall damage for a charged turn) / 2.
-This lasts for 5 of the target's turns. It can be stopped before if you miss an attack or your HP reaches 0.
V
- Post n°3
Ty
TY
Heals (Max HP / 5) HP at the beginning of his turns.
Overdose
Bloodthirster
Onslaught
Heals (Max HP / 5) HP at the beginning of his turns.
Overdose
Cost: Ability[Heals (Max HP / 5) HP at the beginning of his turns] stops until the end of the battle
(THIS SKILL CAN ONLY BE USED ONCE PER BATTLE)
-Raise Atk by 1.5 until the end of the battle.
Bloodthirster
Cost: 2SP
Overdose Cost: 4SP
-Go about your attack normally.
-Restore your HP by the amount rolled on the Damage Die + (Atk / 5).
Onslaught
Cost: 6SP, 15SP if you chain a previous Onslaught(you're only allowed to chain once)
Overdose Cost: 12SP, 25SP if you chain a previous Onslaught(you're only allowed to chain once)
-Go about your attack normally, inflicting additional damage equivalent to what you dealt previously.
V
- Post n°4
Mudkipmaster
MM
Upgrading with an SP+ will increase his Max SP by 10.
Master Shot
Soul Eater
Mystic Arrow
Bomb Arrow
Volley
Upgrading with an SP+ will increase his Max SP by 10.
Master Shot
Cost: 0SP
(THIS SKILL CAN ONLY BE USED ONCE PER BATTLE)
-All the damage you've done so far in the battle, with JUST the Damage Die, is added up and dealt at the target.
Soul Eater
Cost: (X)HP
-Reduce any amount of your HP.
-Go about your attack normally, inflicting additional damage equivalent to the amount of HP you reduced / 2.
Mystic Arrow
Cost: (X)SP
-Reduce any amount of your SP.
-Restore an ally's SP equivalent to the amount that you reduced from yours.
Bomb Arrow
Cost: 3SP
-Go about your attack normally.
-At the end of the target's turn, they receive damage equivalent to what you dealt previously(overall damage for a charged turn).
Volley
Cost: (Each individual target x 1) SP
-Select multiple targets.
-Go about your attack normally, damaging all selected targets.
V
- Post n°5
Araphen
ARAPHEN
TBA
Heal
Revive
Xin Aura
Ux Aura
TBA
Heal
Cost: 5SP
-Restore (Araphen's Max HP / 5) HP to an ally.
Revive
Cost: 10SP
-Revive a fallen ally, restoring their HP by 50.
Xin Aura
Cost: 15SP
-Raise an ally's Max HP(their HP must be full) by 1.5 for 5 of their turns.
-This skill can only be used again when those 5 turns are up.
Ux Aura
Cost: 15SP
-Raise an ally's Atk by 1.5 for 2 of their turns.
-This skill can only be used again when those 2 turns are up.
V
- Post n°6
Arcane Halo
ARCANE
Can charge twice, delivering three actions on the second charged turn.
Lady Luck
Evade
Super Charge
Overcharge
Can charge twice, delivering three actions on the second charged turn.
Lady Luck
Cost: 4SP
-Go about your battle step normally and roll a Six Sided Die.
--If the result is 6, the overall damage you've dealt is doubled.
--If the result is 2 or 4, the base attack damage is doubled.
--If the result is 1, 3, or 5, the extra damage is doubled.
Evade
Cost: 2SP & 2 actions in a charged turn
-The next attack on you misses.
Super Charge
Cost: 2SP
(THIS SKILL CANNOT BE USED ON A CHARGED TURN)
-Go about your attack normally.
-Your next turn becomes a charged turn.
Overcharge
Cost: 5SP
(THIS SKILL CANNOT BE USED ON A CHARGED TURN)
-Go about your turn as if you charged twice(three actions). This is counted as a second charged turn.
-You cannot do anything on your next two turns.
V
- Post n°7
Jhereshko
JAY
Survives(with 1HP) damage that would normally KO him, except when his HP is already at 1.
Negative Power
Dark Bane
Death Toll
Survives(with 1HP) damage that would normally KO him, except when his HP is already at 1.
Negative Power
Cost: 4SP
-Deal damage equivalent to the amount of HP you've lost.
Dark Bane
Cost: 3SP & (Max HP / 5) HP
-Go about your attack normally, dealing 1.5 times the damage.
Death Toll
Cost: 0SP
-Reduce your HP to 1.
-Go about your attack normally, inflicting additional damage equivalent to the amount of HP you reduced.
V
- Post n°8
Charging
Charging
You can skip your current turn to deliver two actions on your next turn. This counts as two separate turns in one go.
Either:
-Attack & Attack
-Attack & Skill
-Skill & Skill
The cost on certain skills change on a charged turn.
Vriz: V(2SP), S(5SP)
Ty: Bloodthirster(1SP | 3SP)
MM: Bomb Arrow(5SP)
Araphen: Heal(4SP), Revive(8SP)
Arcane: Lady Luck(3SP, 1SP on second charged turn)
Jay: Negative Power(2SP)
You can skip your current turn to deliver two actions on your next turn. This counts as two separate turns in one go.
Either:
-Attack & Attack
-Attack & Skill
-Skill & Skill
The cost on certain skills change on a charged turn.
Vriz: V(2SP), S(5SP)
Ty: Bloodthirster(1SP | 3SP)
MM: Bomb Arrow(5SP)
Araphen: Heal(4SP), Revive(8SP)
Arcane: Lady Luck(3SP, 1SP on second charged turn)
Jay: Negative Power(2SP)
V
- Post n°9
Re: Skills
SYNERGY SKILLS
Heart Devourer
Heart Devourer
Cost: ???
-Vriz deals damage equivalent to the overall damage his Heartbreaker inflicted on one target.
-Ty then goes about his attack normally, on the same target, inflicting additional damage equivalent to the amount Vriz dealt.
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