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    Skills

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    Skills Empty Skills

    Post by V Sun Dec 30, 2012 9:48 pm

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    Skills Empty Vriz

    Post by V Sun Dec 30, 2012 10:08 pm

    VRIZ
    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.
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    Skills Empty Ty

    Post by V Sun Dec 30, 2012 10:13 pm

    TY
    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.
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    Skills Empty Mudkipmaster

    Post by V Sun Dec 30, 2012 10:20 pm

    MM
    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.
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    Skills Empty Araphen

    Post by V Sun Dec 30, 2012 10:22 pm

    ARAPHEN
    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.
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    Skills Empty Arcane Halo

    Post by V Sun Dec 30, 2012 10:32 pm

    ARCANE
    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.
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    Skills Empty Jhereshko

    Post by V Wed Feb 05, 2014 8:01 pm

    JAY
    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.
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    Skills Empty Charging

    Post by V Tue Apr 29, 2014 4:13 pm

    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)
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    Skills Empty Re: Skills

    Post by V Sun Oct 19, 2014 5:11 pm

    SYNERGY SKILLS

    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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    Skills Empty Re: Skills

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