Post by Maplewood Grove on Jul 20, 2019 16:42:51 GMT
Here is where you can see the list of all available fighters, and who they currently belong to. A shortlist of your fighters can be found in the Tabs below.
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[PTab=Cato, Lupus Magus]
[PTab=Pineedles, Earthen Storm]
[PTab=Sol, Gunner in Time]
[PTab=Angela, Breakout Knight]
[PTab=Leon, Lionhearted Lord]
[PTab=Reintaur, Cantering Prince]
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[PTab=Cycloptic, One-eyed Demise]
[PTab=Adder, Toxic Reckoning]
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[PTab=Juno, the Immortal]
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[PTab=Telle, Teatime Taskmaster]
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[PTab=Indigo, Honorable Paladin]
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[PTab=Cato, Lupus Magus]
- Current Commander - N/A.
- Full Name - Cato Cassius Puluso
- Origin - Raid on Phoenix Hill, Magic Test: Impromptu's Character
- Point Cost - 400 Points.
- Health - 300. Weak.
- Energy - 1800. Strong.
- Offense - 150. Above average.
- Defense - 50. Average.
- Special A - Wolf Pact. Cato spends 200 ENE to summon one of four wolves. Up to three wolves can be on the field at once, but he can only use each wolf once per battle. Each Wolf has 200 ENE instead of any HP, and cannot be harmed; however, when they exhaust their ENE, they vanish. Wolves can be attached to either Cato, or be granted to an Ally by using this Skill with a designated target. The available wolves are as follows:
- Friendly Wolf - Attacks directed towards protectee receive 1/3 damage reduction. Each time this activates, 50 ENE is used.
- Angry Wolf - Attacks foes that protectee targets with a biting attack using 1/3 of Cato's base offense. Each time this activates, 50 ENE is used.
- Old Wolf - Counters attacks directed against protectee with a biting attack using 1/3 of Cato's base offense. Each time this activates, 50 ENE is used.
- Black Wolf - Saves protectee from one attack. When this activates, 200 ENE is used.
- Special B - Palladio. Cato plays a striking tune on his lyre that stirs up his allies, restoring them 50 ENE at the cost of 100 ENE to himself.
- Ultimate - Happy Gram. Cato calls on his best friend, an incubus from another dimension, to carry him out of danger. For that turn, Cato cannot be defeated; but he will be removed from battle once the turn this move is used is complete.
[PTab=Pineedles, Earthen Storm]
- Current Commander - N/A
- Point Cost - 300 Points.
- Health - 750. Slightly below average.
- Energy - 1250. Slightly above average.
- Offense - 0. Pineedles cannot normally deal damage.
- Defense - 10. Very poor, Pineedles feels most of the hits headed their way.
- Special A - Scrap Synthesis. Pineedles can generate a Scrap Weapon. Scrap Weapons have an Offense rating of 25, and will shatter after 3 uses. It's better than nothing, however!
- Special B - Toxin Synthesis. Pineedles generates a powerful sucking force, pulling in small particles in the area, before releasing synthesized poisons with random effects. Affected units may be Paralyzed, Poisoned, Confused, or made Feverish.
- Ultimate - Nature's Bounty. Pineedles reaches out with several vines with blooming flowers. The gasses exhaled by these flowers heals all allies on the field for 1/3 of their maximum HP. 800 ENE.
[PTab=Sol, Gunner in Time]
- Current Commander - N/A
- Point Cost - 300 Points.
- Health - 750. Slightly below average.
- Energy - 1500. Above average.
- Offense - 15x3. Very weak, but multihit.
- Defense - 0. Abysmal, Sol takes full damage from all attacks headed his way.
- Special A - Piercing Barrage. Sol can attack his opponent as if their defense was 0, for 500 ENE.
- Special B - Time Dash. Sol can engage temporal instability, charging through attacks as if they weren't there, for 500 ENE.
- Ultimate - Temporal Flare. Sol stops time and unleashes all his energy at once, hitting 4 targets for 200 damage each. Defense applies. Minimum 1000 ENE.
[PTab=Angela, Breakout Knight]
- Current Commander - N/A
- Point Cost - 500 Points.
- Health - 1000. Average.
- Energy - 750. Slightly below average.
- Offense - 125. Above Average.
- Defense - 75. Above average.
- Special A - Counter Stance. Angela reduces damage taken by half and retaliates for a half-damage strike of her own. ENE Cost is equal to damage blocked plus damage dealt.
- Special B - Crushing Blow. Angela can reduce a single target's defense to zero for the turn, though the attack itself deals no damage. 250 ENE.
- Ultimate - Savage Crash. Angela picks a target and rushes them down with a trio of heavy Mace swings. The target is both Staggered and Stunned, unable to act or move for 1 turn.
[PTab=Leon, Lionhearted Lord]
- Current Commander - N/A.
- Point Cost - 500 Points.
- Health - 1250. Slightly above average.
- Energy - 750. Slightly below average.
- Offense - 90. Just below average.
- Defense - 30. Below average.
- Special A - Magma Flare. Leon ignites his Whip Projector, dealing damage past 20% of his target's Defense.
- Special B - Warcry - Leon unleashes a mighty roar, forcing one opponent to target him with their action.
- Ultimate - Cursed Soul - Leon activates a dark power and becomes encased in shining black armor. Offense and Defense swap scores. Leon must be in Critical Condition to use, but costs no ENE.
[PTab=Reintaur, Cantering Prince]
- Current Commander - N/A.
- Point Cost - 700 Points.
- Health - 1750. Well above average.
- Energy - 1000. Average.
- Offense - 110. Very slightly above average.
- Defense - 40. Just below average.
- Special A - Canterwinds. Reintaur runs a high-speed circle around one target, whipping up a dust storm to blind them. Target cannot make actions against other units that turn. 250 ENE.
- Special B - Heavy Bolt - Reintaur loads a custom bolt in to his crossbow and fires. Ignores 50% of target Defense. 300 ENE.
- Ultimate - Princeling's Cry - Reintaur calls his fellows and subordinates to action, trampling the enemy underfoot in a wild charge for quadruple damage. Costs 1000 ENE.
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[PTab=Cycloptic, One-eyed Demise]
- Current Commander - N/A.
- Point Cost - 750 Points.
- Health - 2000. Incredible.
- Energy - 0.
- Offense - 150. Above average.
- Defense - 30. Slightly below average.
- Special A - Cycle Charge. Cycloptic delays attacking, building energy in his rifle which boosts damage of his next attack by 10%. Stacks up to three times.
- Special B - Vampire's Knife. Cycloptic strikes one target with a specialized knife, drawing half of damage dealt as HP. Offense is 40% of normal.
- Ultimate - Deadeye. Focusing on one target, Cycloptic fires an attack that cannot miss. Damage is equal to health paid. Minimum of 200 HP required. Defense applies.
- Note - Cycloptic acts from hit points. All his actions will cost their respective ENE Prices in HP.
[PTab=Adder, Toxic Reckoning]
- Current Commander - N/A.
- Origin - Raid on Phoenix Hill, 2019: Tempest's Character.
- Point Cost - 600 Points.
- Health - 600. Below average.
- Energy - 1800. Strong.
- Offense - 100. Average.
- Defense - 35. Just below average.
- Special A - Widow. Adder applies one of many poisons to his needles. Choose between Poison, Confusion, and Slow: the next needles he uses will inflict that status on hit. (Adder's basic attacks use needles.) 150 ENE.
- Special B - Blowfish. Adder secretly plants his needles in the equipment of another ally. (Opponents won't know whom.) The next time an enemy attacks that ally, the needles will shoot out to damage the enemy if they were up close. 150 ENE.
- Ultimate - Necrotic Viper. Adder silently jabs an opponent's most critical pressure points with tainted needles. Deals no damage, but guarantees death in a set number of turns if the needles have all three of Widow's status effects applied. 0 ENE due to unique restraints.
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[PTab=Juno, the Immortal]
- Current Commander - N/A.
- Point Cost - 1000 Points.
- Health - 1500. Above average.
- Energy - 1000. Average.
- Offense - 100. Average.
- Defense - 80. Well above average.
- Special A - Lifeblood. Upon taking a life, drains 250 Energy from Juno and restores 250 HP.
- Special B - Warshell. Juno spends 250 ENE to reduce incoming damage by half.
- Ultimate - Sacrificial Stance. Juno reduces attacks against his team to zero for the turn, instead taking all the damage for himself. Usable only above 50% HP, and only once per battle.
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[PTab=Telle, Teatime Taskmaster]
- Current Commander - N/A.
- Full Name - Tellurium “Telle” Lune Atlantica
- Origin - Raid on Phoenix Hill III: Tempest's Character.
- Point Cost - 750 Points.
- Health - 1100. Just above average.
- Energy - 1750. Strong.
- Offense - 50. Below average.
- Defense - 25. Below average.
- Special A - Eroding Rains. Telle summons a crashing storm that hits all enemies in smothering rainfall. Lowers Defense ratings by 20%, and costs 250 ENE.
- Special B - Parched Earth. Telle liquifies the ground under an enemy, Immobilizing them in quicksand. Drains 10% ENE per turn and nullifies Energy recovery abilities & items. Costs 300 ENE.
- Ultimate - Tea Hour. Telle forces everyone to break for tea. This cleanses ALL characters of Poisoning and mental status effects, but also makes them skip their next turn. To use, at least 1 Ally and at least 1 Foe must be suffering from curable statuses. Costs 400. ENE
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[PTab=Indigo, Honorable Paladin]
- Current Commander - N/A.
- Origin - Raid on Phoenix Hill: Original Run, Impromptu's character.
- Point Cost -
- Health - 1000. Average.
- Energy - 850. Just below average.
- Offense - 75. Above average.
- Defense - 100. Strong.
- Special A - Silver Liner. Indigo braces his shield and rushes forward, briefly taking on the appearance of a winged silver galleon. Deflects any non-guaranteed attack aimed at an Ally of Indigo's choosing, and places Indigo in a protective stance afterwards, rendering said Ally under his watch & preventing all Statuses from reaching them. 425 ENE.
- Special B - Shell Ghost. Indigo calls on his armored ghost companion, Clucky, merging with it as a second suit of inpenetrable armor. In this form, damage taken reduces ENE instead of Health until Indigo's ENE is fully depleted. In this state, Indigo cannot be targeted by ENE-restoring actions, even item consumption. However; it costs nothing to activate, except his action for that turn.
- Ultimate - Paradise. Indigo plunges his trident into the ground, the terrain of another realm swallowing up himself and one other target. This permanently removes both himself and the target from the battle. To use, one of three conditions must be met:
- Condition A - Indigo expends his full 1,000 HP or 850 ENE to activate the ability. Cannot be used in this fashion until at least Turn 3.
- Condition B - Indigo has Charged Magic Circuits and 600 ENE to spend. Can be used at any time this way.
- Condition C - Either Indigo or his target are in Critical Condition.
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