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~~ ~~ ~~ ~~ ~~ The Cosmo Waves is a collective designation used for two different sets of Wave Roads meant for establishing international connections to different cities and nations in the planet. Linking those destinations and these Wave Roads together are specific access points in each location that emanate high densities of EM Waves. Both Roads have sections in their paths that temporarily enhance an EM Being's frequency to accelerate them forward, allowing for fast navigation.
The first of the Wave Roads is the Sky Wave, and the second is the Astro Wave, which takes its travelers out to space and gives them a marvelous view of the Earth below. The only Hertz that inhabit this area are ones that fashion themselves after astronauts, and a few of them like to refer to their home as "The Wave Road of the stars that only the chosen may tread", as WAXA keeps security barriers in place to prevent legal access by anyone that doesn't have the required authentication.
Under the direction of GSP, Cherish Pele and Mehk Susahu were sent to investigate the accumulation of Noise and the potential presence of an OOPArt that was detected recently.
~~ ~~ ~~ ~~ ~~
" ... "
" It's fine to breathe, Cherish. This is just like being in any other Wave Space. "
" Right... "
Exploring the Wave World was something relatively new to her, much less stepping into space. She'd never really had a fear of heights, but did feel a sinking feeling in her stomach when she'd look down to the Earth below the semi-transparent Wave Road that she stood on.
" ... I just expected this to feel different. The gravity seems about the same. "
" Just think of us as 'sticking' to the Wave Road while in our Wave Form. The science behind it might be a bit beyond you. "
" Pft. I'd still like to know how it works. "
She wasn't sure if David had called her dumb just then or if it was really something too complex to be bothered by. Either way, she'd look around for the anomalies as she slowly became accustomed to the new area -- showing clearly more concern than usual to stay away from the edges of the Wave Road just for good measure.
Dynamo King didn't have many reasons to come up here, either, so he was only slightly more used to the views and conditions than Cherish was. Stooping down next to her, he looked about the Earth's atmosphere at the highly complex wave patterns and launch pads, wondering where the Noise Wave was.
Cherish's spectre, the one that seemed attached to her Wave Form, David, stood next to her and the two seemed to be engaged in banter. Dynamo King still wasn't sure what to think of the relationship he observed between them, but at least Cherish seemed more reserved at the moment. Space seemed to humble even her sensibilities.
Dynamo, originally being an FMian, had no such compunctions. He was as boisterous as ever in their little mental-handshake.
"If you must know," he began, as he cast his own vision around, "The EM Roads are charged with energy that our Wave Forms naturally adapt to. In short, you're magnetically bound to the Wave Road. If you wanted you, you could turn yourself upside down on the wave road and walk on the opposite side," he explained, giving Cherish a careful glance, hoping she wouldn't try it.
It wouldn't take long for their joint question to be answered, though. The Astro Wave had no shortages of Noise on its own, but, without any additional prompting, the Noise in the area collapsed inward a few paces ahead of them, responding to their presence. A Noise Cluster fractured the Wave World and caved inward, showing them an entrance to a Deep Noise Wave, just as they had seen before, floating as a massive tear in the fabric of their two melded worlds just above the Wave Road.
As soon as the door opened, a Noism appeared; little Hertz-like wave beings that were purely made of Noise. They weren't particularly dangerous or even that powerful, but they loved Noise. For it to be here usually meant that there was a ton of Noise, and there were probably more Noisms nearby.
"That is some crazy noise," Dynamo King Muttered, shaking his head as he turned towards the Noise Wave. Already, the Wave World around them was distorting, parts of the Wave Roads branching off and disconnecting, some of them completely fading away or breaking apart around the Noise.
The thought of being upside down wasn't enough to turn her stomach or anything, until she started to consider that in the boundless vastness of space, what would right-side-up even be considered? Perhaps she'd been living her entire life upside-down and just never known it.
As the Noise Wave opened, one could say that the Wave World's stomach was the one turning as the distortions would immediately spawn about it. The Noism was a peculiar creature, but it seemed harmless at the moment, so she wouldn't bother it for now.
" Looks like a good enough place to start, no? "
The thought hadn't crossed her mind until now, but if an OOPArt was on the other side and a Remnant was there as well, would they be able to utilize it, she wondered? She didn't know much about the artifacts to begin with, and perhaps she was starting to regret not asking questions earlier during the briefing, but regardless, as was typical of her straight-forward approach, when a door opened in front of her she was naturally inclined to step through it. She'd let Dynamo King go first this time, however -- she still hadn't quite gotten over the notion that she was standing and breathing in space right now, so she was a bit more careful than her usual self while she continued to acclimate.
He'd only ever heard of the effects of the Dealer's Noise Generator; he had never seen it up close. To see it literally just create such a dense pocket of Noise out of nowhere was both mystifying and terrifying, in a single instant. The amount of waves it noised in such a small span of time; the amount of control and precision necessary to do it at just the right intervals . . . Heartless and King were truly geniuses of whatever field they chose to study. The good the two could have done . . .
Dynamo King pushed his thoughts to the back of his mind and trudged forward, agreeing at the very least that they had to start somewhere. As he approached the Noise Wave, and as Cherish joined him, they would both get the distinct feeling that something was watching them. A dark, foreboding presence that seemed to flit in and out of their peripheral vision, just out of eyesight. The second they turned towards it, it was gone.
The world flashed by as they disappeared inside, surrounded by the featureless black of the Noise Wave. Ever expanding and always confusing, Dynamo King found it easiest to move through the Noise Wave in whichever way it would let them move, and to not think too much about it while they did. While they last one they entered was completely frozen over, this one seemed deadly calm, not so much as a single screech of static being unleashed. Even the Noise in the air seemed still, barely moving at all. The only indication that something was amiss was the Noise Wave's size . . .
. . . and a sudden gust of wind that announced they weren't alone.
Wind blew from the center and whipped around them, slicing at their bodies and tearing at them with incredible strength as they were suddenly dragged, unable to hold themselves down for the sudden pull. As they were dragged, they were thankfully pulled over chasms in the Noise Wave's structure by the winds themselves, for a brief moment floating over nothingness before they returned to some semblance of land beneath them, until their adversary was visible.
Finally dropped off, an expansive array of Noise on all sides made a clearing for their battle. Slicing winds and shadows heralded their foe, standing with one foot crossed over the other in a combative stance, green armor making his form lithe and a mighty shuriken surging with incredible winds in his hand, the source of the storm that brought them here. The compact green armor had spikes jutting out of the back to act as balancers for extreme acrobatics and feats of maneuverability even in intense storms like the one it created, and traditional wraps around its legs and arms gave it the appearance of a legendary warrior of old . . .
The figure in question wasted no time, no resource, and no remorse. As soon as it had them within its sights, both of them would feel the slicing winds whirl from its blade as its speed and alacrity immediately brought it into Cherish's comfort zone. It was faster than anything she had encountered up to this point, simply blinking from where it stood to be directly in front of her. It wielded a simple blade in its hand that it used to slash at Cherish. As it appeared in front of her, its graces caused the ground beneath her to burst into growth, grass forming.
In the same second it was there, it was gone, and a string of grass suddenly connected her and Dynamo King together, as he was targeted, next. With both of them on the grass, now, the Wood Ninja seemed unconcerned, as it appeared between the two of them and slashed its blade once, immediately releasing a gale of wind that would catch them both up in its fury. No more need to teleport to get to them, it remained where it stood and delivered two more careful slashes with the mighty blade getting larger with each swing. When it dismissed its blade to revert to another one, it continued to unleash strikes at blinding speeds that caused the winds to kick up and tear into both of them, settling down in front of them, bouncing carefully between both feet to keep itself in constant motion.
BOSS ENCOUNTER
Name: Wood Ninja Type: Boss Wave Being
Objective - Victory: Defeat Wood Ninja within 10 Turns. Objective - Battle Card: Survive Wood Ninja's Signature Attack. Objective - Noise Card: End your turn outside of Melee range with the Wood Ninja 3 or more turns in a row. Objective - SECRET: Prevent damage from 10 or more instances of Shuriken Storm in a turn. Objective - SECRET: Avoid each hit of each Demon Flurry.
Defeat Condition: All Wave Beings are defeated OR battle duration exceeds 10 Turns.
[Passive Ability - Winded Meadows] Benefit: All Panels other than Grass Panels have their duration set to 1 turn. Enemies take an additional Full Damage Level of effects from Wind and Fire attacks per turn Grass Panels have been set.
Health: 400% Defense: 0% Actions: 10 Status: Normal Proximity: Dynamo - Ranged | Cherish - Ranged Panel: Wood
Auto Lock-On Impeccable accuracy and astounding speed eliminates any target . . . ° All single-target attacks gain [Lock On] without paying for its cost. ° Lock On effects do not require actions to prepare in advance. Lock On does not have any Natural Cooldown for the user. ° User's Lock On attacks require an additional instance of avoidance, and ignore Phase.
[Charges] -- Mega Boost (1/1) -- Sword Fighter X (1/1) -- Gale Dance (1/1) -- Shuriken Storm 1/1 x4
Mega Boost Ability Card Benefit: While attacking using an attack with [Lock On], the user gains Super Armor when using the attack, and the attack can gain one [Basic Breaker] of choice for that use. This benefit lasts for 3 turns.
[Passive Ability - Assailant] - After Warping, or using a Lock-On effect, the user's next attack gains an [Intermediate Breaker] of choice.
[Attack Lock] Passive Ability Wave Effects: The user's Attacks with Lock-On gain [Spread] and an Intermediate Defense Breaker of choice when used to Lock-On to a target.
[Active Ability - Slicing Winds] Benefit: One attack gains Tier 3 Wind to push or pull any target and inflicts Modest Bleed. When the bleed damage from this effect triggers each turn, rather than decreasing, it increases by the total duration of active Wood panels. Drawback: [5-Turn Mandatory CD] [Multi-Use: 6/7]
1. Sword Fighter @ Cherish || [Melee (Close)] Description: The user starts an attack chain, chaining together up to 5 hits. Damage: 110% (Great + 95%) Attack Effects: Destroy, Tier 3 Wind, Modest Bleed, ignores phase, Spread, requires 1 additional avoidance. [Lock On] [Avoid Separately] [Weaken]
[Trigger Ability - Shadow Grove] Benefit: When Wood Ninja warps into melee-range with a target, it forcefully changes the panel type of the target to match its own rather than adopting the target's panel type. Drawback: [5-Turn Mandatory CD] [Multi-Use: 6/7]
[Set Cherish's panels to Grass]
2. Sword Fighter @ Dynamo || [Melee (Close)] Description: The user starts an attack chain, chaining together up to 5 hits. Damage: 110% (Great + 95%) Attack Effects: Blow, Tier 3 Wind, Modest Bleed, ignores phase, Spread, requires 1 additional avoidance. [Lock On] [Avoid Separately] [Weaken]
[Trigger Ability - Shadow Grove] Benefit: When Wood Ninja warps into melee-range with a target, it forcefully changes the panel type of the target to match its own rather than adopting the target's panel type. Drawback: [5-Turn Mandatory CD] [Multi-Use: 5/7]
[Set Dynamo's panels to Grass]
3. Sword Fighter @ Cherish + Dynamo || [Melee (Close)] Description: The user starts an attack chain, chaining together up to 5 hits. Damage: 110% (Great + 95%) Attack Effects: Homing, Tier 3 Wind, Modest Bleed, ignores phase, Spread, requires 2 additional avoidance. [Lock On] [Avoid Separately] [Weaken]
4. Sword Fighter @ Cherish + Dynamo || [Melee (Close)] Description: The user starts an attack chain, chaining together up to 5 hits. Damage: 110% (Great + 95%) Attack Effects: Destroy, Tier 3 Wind, Modest Bleed, ignores phase, Spread, requires 2 additional avoidance. [Lock On] [Avoid Separately] [Weaken]
5. Sword Fighter @ Cherish + Dynamo || [Melee (Close)] Description: The user starts an attack chain, chaining together up to 5 hits. Damage: 110% (Great + 95%) Attack Effects: Blow, Tier 3 Wind, Modest Bleed, ignores phase, Spread, requires 2 additional avoidance. [Lock On] [Avoid Separately] [Weaken]
6. Name: Shuriken Storm @ Cherish + Dynamo x4 Baseline: Melee / Blade Trait || Range : Wood/Wind || [Melee] Description: The Wind Shuriken used either as a lethal throwing star or as a deft slicing knife, carrying with it the winds. Damage: 40% * 1 Hit -> 50% * 1 Hit Attack Effects: Ignores phase, Spread, requires 2 additional avoidance. [Blow] [Seek] [Multi-Use: (2/5)]. Can choose to apply 1-turn charges to this attack. Can use uncharged versions while it is charging. Can charge multiple instances at once. If charged, can expend stacks of multi-use to increase the total number of hits with avoided separately, released as a single action. Increase damage by a high amount per hit per turn Wood Ninja has been on the current panels.
The OOPArt was the remnant -- not at all what Cherish was expecting.
As it made its aggressive introduction, she defaulted to her usual procedure and braced for the impact, handling about as well as was expected of her by this point. She was more cautious with this one than with Diamond Ice, so while she took a potshot at the ghost during her deflections of its attacks, she didn't show too much counter aggression for the time being.
Remnant appeared beside her, as he always did, and began assessing the enemy on Cherish's behalf. It looked like she was going to go for a straight-forward strategy here as she charged a Galaxy Advance, but he'd follow her up on that instead of trying a different angle this time. It'd be useful to gauge the opposing remnant's reactions before switching to something else -- sometimes practical was still tactical, after all.
Health: 590/590% + No Statuses Armor: 46% Flat + 3 Damage Levels Panels: Normal Proximity: (Melee: DK) | (Range: WN) - Conflicting Noise: Cherish loses 30% HP whenever she generates Noise - Wood: Cherish takes -2 Full Damage Levels on any turn her Panels were not changed - Ice: Cherish's first responsive effect used each turn affects (2) additional attacks - Ice: Cherish's Defense can be doubled in response to one attack per turn - Light: DK's allies take -2 Damage Levels from all attacks
{↳ Jericho: Cherish gains 2 Card Uses → +1 Use to Barrier Lv1 and Black Hole Lv4 (+)}
Trigger: An attack aimed at Cherish bypasses Static Shield's ability to block or counter it - When triggered, Cherish gains two instances of Battle Card Use - Battle Card Use: Activate a Standard Card whether or not it is in the Custom, or re-use a previously used Standard Card Multi-Use: 6/7 |Mandatory CD: 3 Turns
{↳ Jericho: Cherish gains 2 Card Uses → +2 Uses to Black Hole Lv4 (+)}
Trigger: An attack aimed at Cherish bypasses Static Shield's ability to block or counter it - When triggered, Cherish gains two instances of Battle Card Use - Battle Card Use: Activate a Standard Card whether or not it is in the Custom, or re-use a previously used Standard Card Multi-Use: 5/7 |Mandatory CD: 3 Turns
Active: 110% Reflector - May be used to block any incoming attack (except those with Break, Destroy, and Bypass) until HP is depleted - Any Damage taken is reflected back to the attacker as True Damage with Auto Hit Multi-Use: 4/5 |Mandatory CD: 3 Turns
↳ Attack fully Absorbed by Reflector (Reflector Destroyed) ↳ 110% Damage Reflected (True Damage + Auto Hit)
Active: Summons Remnant, a Unique Mobile Summon with 120%-Health - Remnant has 1 Innate Attack Action, 1 Innate Movement Action, May Intercept, and May take actions from Cherish - Custom: Remnant can use Cherish's Battle Cards, sharing the selection available to her in the current Custom - Custom: Remnant's Attacks scale to Cherish's Stats - Custom: Remnant gains the benefits of Cherish's Munition Element, tracking Limitations and CD's independently - Custom: Remnant gains access to Cherish's Synergy Ability, tracking Uses and CD independently Multi-Use: 0/1; Cannot gain Multi-Use Mid-Battle |Mandatory CD: 5 Turns
Health: 590/590% + No Statuses Actions: 6 (6 Left) + 1 Charge Panels: Grass (1/5) Proximity: (Melee: DK, WN, Remnant) | (Range: -- ) - Conflicting Noise: Cherish loses 30% HP whenever she generates Noise - Jericho: Cherish has +3 Uses to Black Hole Lv4 - Munitions: 1 Attack/turn gains damage as though it applied 5 Held Charges - Munitions: 1 Attack/turn requires +1 interaction to defend against - Munitions: Cherish's Basic Attack automatically gains (3) Charges each turn - Munitions: Cherish's Basic Attack's Charge cannot be interrupted - Munitions: Effects that augment attacks can augment +1 iterative attack - Break: Cherish's Damage cannot be decreased by more than 3 Full Damage Levels (Powerful) - Support: Augments to the Cherish's stats with a duration also apply to allies for the same duration - Wood: Cherish's Wood Attacks gain Overcome + Powerful (1) on any turn her Panels were not changed - Ice: Statuses matching Cherish's Proficiencies cannot be cleansed on the turn of infliction
Health: 120/120% + No Statuses Actions: 1 + 1 Movement Action Panels: Normal Proximity: (Melee: DK, Cherish) | (Range: WN) - Innate: Remnant can use Cherish's Battle Cards - Innate: Remnant gains access to Synergy - Munitions: 1 Attack/turn gains damage as though it applied 5 Held Charges - Munitions: 1 Attack/turn requires +1 interaction from to defend against - Munitions: Effects that augment attacks can augment +1 iterative attack
From Defensive Phase: 110% Reflected Damage (True Damage + Auto Hit) @ Wood Ninja
Auto Charge: Basic Attack ×3 (3/5)
Auto Charge: Dejection (1/1)
Full Turn Charge: Black Hole ×3 → Darkness Hole GA (1/1)
Full Turn Charge: Black Hole ×3 → Darkness Hole GA (1/1)
Dynamo King was just as surprised as Cherish was, to say the least. Fighting against a remnant of such a powerful enemy - he had never even considered this a possibility. Mega Man shouldn't be able to create Remnants, he thought - the AMian nature of Omega-Xis made it impossible. Was this an unforeseen byproduct of interacting with an OOPArt, then, or was there something more?
This raised more questions than it answered, but they were here, now, and so it was up to them to put it down. He could only hope that this Wood Ninja clone wasn't nearly as skilled, talented, adaptable, or dangerous as the true Mega Man. The cuts from the blade had slicing winds attached to them that tore deep and cut through even his thick hide, but the shuriken itself didn't feel all that sharp. The light from within shone outward and flowed over him, causing all of the scrapes and scratches in his armor to disappear over time, and even stimying the flow of energy that the wind tried to pull from him.
Cherish seemed content to watch and wait to see what would happen. Dynamo King himself wanted results in a different way, and sense the Wood Ninja was more than content to be up and personal with them, he decided to return the favor. He first unleashed a blast of light that would hopefully dull the Ninja's senses, and then slammed down his weight to unleash a devastating shockwave right onto the Ninja. All that he had left was brute force, and that was more than enough, as he raised his oversized hand and swung it three times in slow but brutal successions.
Health: 550% Defense: -4 Full Damage Level, -2 Levels, -25% Damage Actions: 8 Status: Normal Panel: Normal Special ° Light Lv4: The user and all allies take -2 Damage Levels from all attacks.
[Sword Fighter 2] - Taken for 45% Damage. [Sword Fighter 3 - 5] - Taken for 135% Damage. [Shuriken Storm] - No Damage.
[Light Regen] - Dynamo Restores 40% Health.
[Active Ability - Blessing] - The selected Support Baseline effect applies to all allies on use. 3-turn CD between uses.
[Active Ability - Overflowing Prominence] Benefit: Restores 35% HP per turn for 2 turns. Each turn this effect triggers, apply a Tier 3 Recovery. Drawback: [3-Turn Mandatory CD] [Multi-Use: 5/6]
[Null] - When Cleansing Bleed, Dynamo King will become Immune to Bleed. Dynamo benefits from Grass Panels. Restores 10% health.
Health: 455% Actions: 8 | 6 Charges Status: Normal Panel: Grass Special ° [Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 2 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect.
{Atk 5 - Furious Stomp @ WN : 60% + 60% | Break, Pierce, Requires 2 Avoidances}3. Attack Name: Furious Stomp Baseline: [Multi-Baseline] Martial || Emanation Trait || Range: Break || [Close Quarters] Description: A surge of energy displaced from the stomping of his foot, Dynamo King unleashes a seismic wave from the point of impact. Damage: 60% [Astounding + 20%] Martial Attack, 60% [Astounding + 20%] Emanation. A single target can be affected by both hits. Effects: [2-Action Charge] [4-Turn Mandatory CD] [Pierce] [Break] [Hits All] [Lock-On]
A cunning and deft intellect seemed to be behind the remnant this time. As Cherish approached and raised her barrier and her shield, it raised its blade as a stream of winds funnelled around it. It took one step into the shadows and vanished entirely, slipping between swings from the brute as well as away from the energy she released with ease.
When next it appeared, the wind around it had picked up in tempo, and the leaves from the trees in the space swirled around it dangerously. It raised its sword again, seemingly not at a loss for power, and swung, the piercing winds just as strong as before, each strike creating a small tornado of force. Then, it turned a leering eye towards Dynamo and vanished, appearing in front of him to unsheathe a smaller blade that it aimed directly for his sternum.
The next time its speed moved it, it was between the two of them again, wielding its shuriken in its hand. Rather than swing it, it threw the blade, and it spun around it with incredible speeds. A hurricane erupted from the blade, trying to consume them in its entirety, and while the blade spun, it unleashes smaller wind-shurikens on all sides, trying to tear them apart.
Health: 400% Defense: 0% Actions: 10 Status: Normal Proximity: Dynamo - Melee | Cherish - Melee Panel: Wood
[Passive Ability - Shadow Sight] - A full avoidance effect can be used to evade Parries and Reflected attacks.
[Active Ability - Shadow Stride] Benefit: Avoid 7 attacks, ignoring all effects except for Precision and Auto-Hit. Drawback: [6-Turn Mandatory CD] [Multi-Use: 10/12]
[Passive Ability - Shadow Movement] Benefit: Warps evade attacks in any order. Per Multi-Use of Shadow Stride expended, increment total Wood Panel effect by 1 extra turn.
[Passive Ability - Deft Maneuevers] Benefit: When parrying attacks, apply Wood Ninja's own damage mitigation effects to the attack first, and improve Wood Ninja's attack damage by 3 full damage levels. Wood Ninja automatically parries every 3rd attack it avoids.
[Passive Ability - Shadow Surge] Benefit: For every avoided attack, gain +1 Action or -1 CD applied as desired. For every 3 avoided attacks, gain +1 Multi-Use or apply +1 Held Charge as desired.
Avoids all attacks and the Reflector. Parries Furious Stomp and Devastator #3. Wood Panel Duration: 4 Turns. +5 CD applied to Shadow Strike, +1 Action, +2 Multi-use applied to Shuriken Storm.
Anti-Damage [XM] <600LP> Whenever the user successfully parries an attack, they immediately warp in front of their opponent to deliver a counter attack dealing 40% Damage with Auto-Hit. This is a triggered ability that does not take up an action to activate.
Health: 400% Defense: 0% Actions: 11 Status: Normal Proximity: Dynamo - Melee | Cherish - Melee Panel: Grass (4 Turns)
Auto Lock-On Impeccable accuracy and astounding speed eliminates any target . . . ° All single-target attacks gain [Lock On] without paying for its cost. ° Lock On effects do not require actions to prepare in advance. Lock On does not have any Natural Cooldown for the user. ° User's Lock On attacks require an additional instance of avoidance, and ignore Phase.
[Trigger Ability - Opportunity] Benefit: Whenever an opponent uses a Full Turn Charge, the Wood Ninja applies 1 Full Turn Charge as desired. Drawback: [7-Turn Mandatory CD] [Multi-Use: 1/3]
[Full Turn Charge applied to Dark Sword and to Galaxy Advance - Giant Axe]
[Active Ability - Card Specialist] Benefit: Refresh the use of a single Non-Giga Class Battle Card. Effects on that card ignore their Natural Cooldown. Drawback: [5-Turn Mandatory CD] [Multi-Use: 6/7]
[Passive Ability - Assailant] - After Warping, or using a Lock-On effect, the user's next attack gains an [Intermediate Breaker] of choice.
[Attack Lock] Passive Ability Wave Effects: The user's Attacks with Lock-On gain [Spread] and an Intermediate Defense Breaker of choice when used to Lock-On to a target.
[Active Ability - Slicing Winds] Benefit: One attack gains Tier 3 Wind to push or pull any target and inflicts Modest Bleed. When the bleed damage from this effect triggers each turn, rather than decreasing, it increases by the total duration of active Wood panels. Drawback: [5-Turn Mandatory CD] [Multi-Use: 5/7]
[Passive Ability - Aim Charge] Benefit: Charged attacks gain +1 basic breaker per avoidance a target used while they were charging. At 3 and 5 charges, they require +1 avoidances. This effect bypasses breaker limitations.
[Active Ability - Countermeasure] Benefit: Increase 1 attack's damage by an Immense amount per turn the panels have been Grass. If exceeds 6 or more turns, adds "Execute: Targets with 100% or less Health." If exceeds 10 or more turns, applies to all attacks. Drawback: [7-Turn Mandatory CD] [Multi-Use: 4/5]
1. Sword Fighter @ Cherish + Dynamo x5 || [Melee (Close)] Description: The user starts an attack chain, chaining together up to 5 hits. Damage: 190% (Great + 95% + 80%) Attack Effects: Blow, Break, Tier 3 Wind, Modest Bleed, ignores phase, Spread, requires 1 additional avoidance. [Lock On] [Avoid Separately] [Weaken]
6. Name: Shadow Strike @ Dynamo Trait || Range: Wood/Shadow || [Melee] Description: A cunning and terrible blade that removes one's strength. Damage: 50% Attack Effects: [5-Turn Mandatory CD] [1-Action Charge] [Cannot be Multi-Target] [True Damage] [Blow, Break]. Disables healing and all defenses for 3 turns. Cannot be intercepted by Objects or Summons. If intercepted, Interceptor responds to the attack as though it had [Auto-Hit]. If hits, Cooldown becomes Restricted.
7. Name: Gale Dance @ Cherish + Dynamo Trait || Range: Wood/Wind || [Melee] Description: A powerful stream of wind that surrounds the Wood Ninja, assailing its foes without remorse. Damage: 40% * 1 Hit -> 200% * 7 Hits Attack Effects: [1-Turn Held Charge] [1-Turn Mandatory CD] [Hits All] [Bypass]. Gains +1 Hit, avoided separately, per attack the user avoided from each target while the attack was charging. All hits performed as a single action. Gain +20% damage per hit gained this way. Can be optionally charged any number of turns. Can consume wood panels to apply 5 charges to this attack.
8. Name: Shuriken Storm @ Cherish + Dynamo x4 Baseline: Melee / Blade | Ranged / Basic Munitions Trait || Range : Wood/Wind || [Melee / Range] Description: The Wind Shuriken used either as a lethal throwing star or as a deft slicing knife, carrying with it the winds. Damage: 40% -> 120% Attack Effects: [Blow] [Break] [Multi-Use: 5]. Can choose to apply 1-turn charges to this attack. Can use uncharged versions while it is charging. Can charge multiple instances at once. If charged, can expend stacks of multi-use to increase the total number of hits with avoided separately, released as a single action. Increase damage by a high amount per hit per turn Wood Ninja has been on the current panels.
It was agile, to say the least, even able to react to her fastest reprisals. Cherish wasn't the best geared to deal with that, but she could at least handle a lot of its attacks while David and Mehk tried to figure something out. Winding the storm, she was pulled about by the typhoons and hurricanes, but seemed no worse for wear by the end of it.
Not wanting to deal with its incredible speed, she'd only shoot when it was in point-blank range of her to maximize her chances of hitting. Adding to that, she'd merge her Battle Cards to summon a black hole, giving the Ninja a new problem to deal with while Remnant did the same. The shrubbery in the area didn't seem to be doing them any favors, so they'd work toward removing that as well while they braced once more for its deadly assault.
Health: 590/590% + No Statuses Armor: 46% Flat + 3 Damage Levels Panels: Normal Proximity: (Melee: DK) | (Range: WN) - Conflicting Noise: Cherish loses 30% HP whenever she generates Noise - Wood: Cherish takes -2 Full Damage Levels on any turn her Panels were not changed - Ice: Cherish's first responsive effect used each turn affects (2) additional attacks - Ice: Cherish's Defense can be doubled in response to one attack per turn - Light: DK's allies take -2 Damage Levels from all attacks
Health: 120/120% + No Statuses Armor: 0% Flat + 0 Damage Levels Panels: Normal Proximity: (Melee: DK, Cherish) | (Range: WN) - Innate: Remnant can use Cherish's Battle Cards - Light: DK's allies take -2 Damage Levels from all attacks
{↳ Jericho: Cherish gains 2 Card Uses → +2 Uses to Area Eater (+)}
Trigger: An attack aimed at Cherish bypasses Static Shield's ability to block or counter it - When triggered, Cherish gains two instances of Battle Card Use - Battle Card Use: Activate a Standard Card whether or not it is in the Custom, or re-use a previously used Standard Card Multi-Use: 4/7 |Mandatory CD: 3 Turns
{↳ Countermeasure: -46% Damage from the parried attack (+)}
Passive: When using an Attack to Parry... - Cherish may apply an additional Damage Bonus of each type to it (Damage Level / Flat) - Cherish's Flat Mitigations (not Damage Levels) apply to the incoming Attack's Damage before her own parrying Attack's Damage does
↳ Critical Strike: One Attack this turn gains Cherish's Base Damage (115%) and Precision outside of its Natural CD (3 CD) ↳ Munitions: Effects that augment attacks can augment one additional, iterative attack
Ranged - Wood - Basic Artillery Cherish's mountain-rending shots are more than enough to shatter any supplementary weaponry her enemy has Base Damage: Incredible (30%) | +45% Effects: If Hits, Cherish may choose 1 Battle Card in the opponent's Custom and destroy it for the rest of battle. 1 Held Charge
↳ Dominating Power: Cherish's Damage cannot be decreased by more than 3 Full Damage Levels (Powerful) ↳ Wood: If Cherish's panel type has not changed, her Wood Element Attacks gain Overcome and Powerful (1) ↳ Cherish is pulled by Wind(3) and afflicted with Bleed(4 + 7%)
{↳ Jericho: Cherish gains 2 Card Uses → +2 Uses to Area Eater (+)}
Trigger: An attack aimed at Cherish bypasses Static Shield's ability to block or counter it - When triggered, Cherish gains two instances of Battle Card Use - Battle Card Use: Activate a Standard Card whether or not it is in the Custom, or re-use a previously used Standard Card Multi-Use: 3/7 |Mandatory CD: 3 Turns
{↳ Countermeasure: -46% Damage from the parried attack (+)}
Passive: When using an Attack to Parry... - Cherish may apply an additional Damage Bonus of each type to it (Damage Level / Flat) - Cherish's Flat Mitigations (not Damage Levels) apply to the incoming Attack's Damage before her own parrying Attack's Damage does
↳ Critical Strike: One Attack this turn gains Cherish's Base Damage (115%) and Precision outside of its Natural CD (3 CD)
Ranged - Wood - Basic Artillery Cherish constantly fires at her opponent to keep them off-balance Base Damage: Astounding (40%) | +45% Effects: Interrupts and resets all charges that the target performs for 1 Turn. 1 Turn CD
↳ Dominating Power: Cherish's Damage cannot be decreased by more than 3 Full Damage Levels (Powerful) ↳ Wood: If Cherish's panel type has not changed, her Wood Element Attacks gain Overcome and Powerful (1) ↳ Cherish is pulled by Wind(3) and afflicted with Bleed(4 + 7%)
{↳ Jericho: Cherish gains 2 Card Uses → Slot In Elemental Grenade and Barrier (+)}
Trigger: An attack aimed at Cherish bypasses Static Shield's ability to block or counter it - When triggered, Cherish gains two instances of Battle Card Use - Battle Card Use: Activate a Standard Card whether or not it is in the Custom, or re-use a previously used Standard Card Multi-Use: 2/7 |Mandatory CD: 3 Turns
{↳ Countermeasure: -46% Damage from the parried attack (+)}
Passive: When using an Attack to Parry... - Cherish may apply an additional Damage Bonus of each type to it (Damage Level / Flat) - Cherish's Flat Mitigations (not Damage Levels) apply to the incoming Attack's Damage before her own parrying Attack's Damage does
↳ Munitions: One attack gains benefits as though it had 5 Held Charges (+5 FDLS, +5 TDLs) ↳ Munitions: Effects that augment attacks can augment one additional, iterative attack
Ranged - Wood - Basic Artillery Even a haphazard discharge of Cherish's weapon leaves the ground razed in its wake Base Damage: Outstanding (50%) | +45% Effects: Break. Blow. Inflicts Confuse. Cannot be Cleansed on turn of Infliction. Multi-Use +1 Cherish loses Moderate (×5) Health upon use of this Attack
↳ Dominating Power: Cherish's Damage cannot be decreased by more than 3 Full Damage Levels (Powerful) ↳ Wood: If Cherish's panel type has not changed, her Wood Element Attacks gain Overcome and Powerful (1) ↳ Cherish loses 25% HP ↳ Cherish is pulled by Wind(3) and afflicted with Bleed(4 + 7%)
{↳ Countermeasure: -46% Damage from the parried attack (+)}
Passive: When using an Attack to Parry... - Cherish may apply an additional Damage Bonus of each type to it (Damage Level / Flat) - Cherish's Flat Mitigations (not Damage Levels) apply to the incoming Attack's Damage before her own parrying Attack's Damage does
↳ Munitions: One attack gains benefits as though it had 5 Held Charges (+5 FDLS, +5 TDLs)
Ranged - Wood - Basic Artillery Even a haphazard discharge of Cherish's weapon leaves the ground razed in its wake Base Damage: Outstanding (50%) | +45% Effects: Break. Blow. Inflicts Confuse. Cannot be Cleansed on turn of Infliction. Multi-Use +1 Cherish loses Moderate (×5) Health upon use of this Attack
↳ Dominating Power: Cherish's Damage cannot be decreased by more than 3 Full Damage Levels (Powerful) ↳ Wood: If Cherish's panel type has not changed, her Wood Element Attacks gain Overcome and Powerful (1) ↳ Cherish loses 25% HP ↳ Cherish is pulled by Wind(3) and afflicted with Bleed(4 + 7%)
{↳ Indomitable: Cherish gains +4 FDLs of Mitigation (+)}
Active: Cherish mitigates the damage of All Incoming Attacks this turn by 4 Full Damage Levels Multi-Use: 7/8 |Mandatory CD: 1 Turn
↳ Support: Augments to the Cherish's stats with a duration can also apply to any number of allies for the same duration
Overflowing Prominence: Cherish restores 35% HP and gain a Tier 3 Status Removal for 2 Turns ↳ Support: Cherish increases all healing effects by 5 Damage Levels ↳ Total Recovery Value: 35% → Empty → Empty → Empty → 40% → Empty ↳ Cleanse removes the first Bleed ↳ Remaining Bleeds (36%) removed by being out-healed
Grass Panels: Cherish restores 3% (×500% Max HP) (×4 Turns) Health
Health: 540/590% + Wind(12) + Barrier(7%) Actions: 6 (2 Left) + 1 Charge Panels: Grass (4/9) Proximity: (Melee: DK, WN, Remnant) | (Range: -- ) - Conflicting Noise: Cherish loses 30% HP whenever she generates Noise - Jericho: Cherish has 1 Use of Elemental Grenade - Munitions: Cherish's Basic Attack automatically gains (3) Charges each turn - Munitions: Cherish's Basic Attack's Charge cannot be interrupted - Munitions: Effects that augment attacks can augment +1 iterative attack - Break: Cherish's Damage cannot be decreased by more than 3 Full Damage Levels (Powerful) - Support: Augments to the Cherish's stats with a duration also apply to allies for the same duration - Wood: Cherish's Wood Attacks gain Overcome + Powerful (1) on any turn her Panels were not changed - Ice: Statuses matching Cherish's Proficiencies cannot be cleansed on the turn of infliction
Health: 120/120% + No Statuses Actions: 1 + 1 Movement Action Panels: Normal Proximity: (Melee: DK, Cherish) | (Range: WN) - Innate: Remnant can use Cherish's Battle Cards - Innate: Remnant gains access to Synergy - Munitions: 1 Attack/turn gains damage as though it applied 5 Held Charges - Munitions: 1 Attack/turn requires +1 interaction from to defend against - Munitions: Effects that augment attacks can augment +1 iterative attack
{Darkness Hole GA: 120% True Damage + Bane + Auto Hit + Set Cracked Panels @ Wood Ninja (+)}
|| [Arena-Quarters] Damage: Immense + (Pitiful * V) True Damage [True Damage] [Bane]. Increase by an Immense amount per 100% of max health the target possesses. Attack Effects: On the turn used, negates all sources of [True Damage] from the enemy. [Auto Hit] [Hits All].
↳ Break: Cherish can expend her Basic Attack's Charge to so that an attack forcibly changes its target's panel type to Cracked
{Darkness Hole GA: 120% True Damage + Bane + Auto Hit @ Wood Ninja (+)}
|| [Arena-Quarters] Damage: Immense + (Pitiful * V) True Damage [True Damage] [Bane]. Increase by an Immense amount per 100% of max health the target possesses. Attack Effects: On the turn used, negates all sources of [True Damage] from the enemy. [Auto Hit] [Hits All].
Trait chosen upon use. || [Ranged] || Single-Use Attack Effects: Gains a single [Basic Breaker] of choice on use. Regardless of hit or avoid, changes target's panel type to a panel matching this attack's trait. [Spread].
↳ Base Standard Card Damage: Moderate + (Pathetic * V) → 25% Damage ↳ Munitions: One attack gains benefits as though it had 5 Held Charges (+5 FDLS, +5 TDLs) ↳ Munitions: 1 Attack/turn requires +1 interaction from to defend against
He knew their adversary was going to be fast, but for it to be this alacritous, he was concerned for his own ability to strike the thing. For its speed, it wasn't that strong without the wind and leaves to support it, so he at least knew that their best efforts were going to be placed into removing the shrubbery for the time being.
His own brute strength let him weather most of the storm, with an influx of light from within coating his form to keep him steady. Light allowed him to move quicker than normal by even his standards, quickly maneuvering around the hurricane's most dangerous placements. Once all was done, he slammed down in front of the Ninja, took the brunt of its force against him, and wound up a massive hammer to go alongside the black holes that Cherish and Remnant had ripped into the Wave World.
The hammer that swung would hopefully put the nail in the coffin for the forest that he had created around them, but, to ensure that their efforts weren't wasted, Dynamo King also unleashed a single ray of light to try and pin down the Ninja, as well.
Health: 550% Defense: -4 Full Damage Level, -2 Levels, -25% Damage Actions: 8 Status: Normal Panel: Normal Special ° Light Lv4: The user and all allies take -2 Damage Levels from all attacks.
Power Bond Passive Access Card Effects: The user's stored charges are only dropped if they are struck by an attack that has been charged with more actions/turns than their greatest stored charge.
[Parries] - Taken for 0 Damage. [Sword Fighter] - Takes 1st hit for 125% Damage. [Sword Fighter 2 - 5] - Light Jump x2 avoids. [Shadow Strike] - Photic Blink evades twice. [Gale Dance] - Light Jump x1, Photic Blink x3 [Shuriken Storm] - Taken for 100% Damage.
[Light Regen] - Dynamo Restores 40% Health. [Overflowing Prominence] - Dynamo restores 40% Health. [Wood Panels] - Dynamo restores Low -> High * 5 (500%) Max Health * 4 Turns
[Active Ability - Photic Blink] Benefit: Immediately avoid 1 attack, or gain 1 extra action to move this turn. Drawback: [1-Turn Mandatory CD] [Multi-Use: 4/9]
[Active Ability - Vigilance] Benefit: Immediately gain an additional instance of Multi-Use for another attack or ability. The use can be used immediately. Drawback: [5-Turn Mandatory CD] [Multi-Use: 3/4]
[Active Ability - Light Jump] Benefit: Immediately avoid 4 attacks, or gain 4 extra actions to move this turn. Drawback: [4-Turn Mandatory CD] [Multi-Use: 1/3]
Health: 550% Actions: 8 | 6 Charges Status: Normal Panels: Grass Special ° [Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 2 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect.
Atk 1 - Buki X @ WN : 105% Spread {Seek} {Destroy} | 105% Spread {Break} {Seek}. Sets Hole Panels, changes all other panel types to Cracked.
Buki X || [Melee (Reach)] || Single-Use Description: The user summons a comically large hammer that smashes through defenses and creates a shockwave from the point of impact. Damage: [Multi-Baseline] Each target can only be struck by one mode from this attack, but target must still respond to all modes that they are valid targets for. Hammer hits a single target, Shockwave is targeted at all targets within melee range of the user on use. Attack Effects: Gains a single [Basic Breaker] of choice on use. Hammer has [Destroy] [ Ground]. Shockwave has [Break] and requires 2 avoidances to evade. Sets Hole Panels. Changes all targets' panel type to Cracked.
The tandem efforts to remove the shrubbery helped them, or at least, so it would seem. The hammer is what finally did it, as the forest came tumbling down on all sides around them, destroying the structure of the Noise Wave so that all that was left was devastation and open air. The ground was perilous and unforgiving beneath them, but rather than deal with it, the Wood Ninja allowed the wind to funnel underneath it. Still swirling a typhoon of leaves around it, it lifted into the air, rising above the two warriors below.
The shadows seemed to play tricks on them, as the masterful and lethal wind shuriken spun in its hands. In a blurring mirage of speed and skill, the Wood Ninja duplicated into two other shadows, three of the ninjas now spiraling above them on their little hurricanes of wind and leaves. From all sides, they began throwing down the shurikens, a relentless and remorseless storm of lethal precision, force, and speed. Each shuriken that struck down unleashed a typhoon of force on all sides, trying to tear them apart.
[Passive Ability - Shadow Sight] Benefit: A full avoidance effect can be used to evade Parries and Reflected attacks.
[Active Ability - Shadow Stride] Benefit: Avoid 7 attacks, ignoring all effects except for Precision and Auto-Hit. Drawback: [6-Turn Mandatory CD] [Multi-Use: 5/12]
[Passive Ability - Shadow Double] Benefit: Effects with both Auto-Hit and True Damage lose True Damage and have their damage cut in half.
[Darkness Hole GA] - Taken for 60% Damage. Grass Panels resist being changed. [Darkness Hole GA] - Taken for 60% Damage. [Elemental Grenade] - Avoided. Wood Ω resists the Panels being changed. [Buki X] - Avoided. All panels replaced with Hole panels. Targets that cannot use Hole panels set on Cracked panels.
[Wanderer] - When the user changes panel types, benefit from previous panel effects for 1 turn.
[Passive Ability - Shadow Movement] Benefit: Warps evade attacks in any order. Per Multi-Use of Shadow Stride expended, increment total Wood Panel effect by 1 extra turn.
[Passive Ability - Deft Maneuevers] Benefit: When parrying attacks, apply Wood Ninja's own damage mitigation effects to the attack first, and improve Wood Ninja's attack damage by 3 full damage levels. Wood Ninja automatically parries every 3rd attack it avoids.
[Passive Ability - Shadow Surge] Benefit: For every avoided attack, gain +1 Action or -1 CD applied as desired. For every 3 avoided attacks, gain +1 Multi-Use or apply +1 Held Charge as desired.
Avoids all attacks and Parries. Parries Devastation and Buki X. Wood Panel Duration: 10 Turns. +6 Actions, +2 Held Charges applied to Shuriken Storm.
Anti-Damage [XM] <600LP> Whenever the user successfully parries an attack, they immediately warp in front of their opponent to deliver a counter attack dealing 40% Damage with Auto-Hit. This is a triggered ability that does not take up an action to activate.
40% Parry | Ignores Phase, Spread @ Feint + Dynamo 40% Parry | Ignores Phase, Spread @ Feint + Dynamo
Auto Lock-On Impeccable accuracy and astounding speed eliminates any target . . . ° All single-target attacks gain [Lock On] without paying for its cost. ° Lock On effects do not require actions to prepare in advance. Lock On does not have any Natural Cooldown for the user. ° User's Lock On attacks require an additional instance of avoidance, and ignore Phase.
[Active Ability - Star Force] Benefit: Apply an additional charge to a Full-Turn Charge that was charged the previous turn. Alternatively, use a full-turn charge effect this turn if it completes its charge. Drawback: [7-Turn Mandatory CD] [Multi-Use: 2/3]
[Active Ability - Slicing Winds] Benefit: One attack gains Tier 3 Wind to push or pull any target and inflicts Modest Bleed. When the bleed damage from this effect triggers each turn, rather than decreasing, it increases by the total duration of active Wood panels. Drawback: [5-Turn Mandatory CD] [Multi-Use: 4/7]
[Active Ability - Countermeasure] Benefit: Increase 1 attack's damage by an Immense amount per turn the panels have been Grass. If exceeds 6 or more turns, adds "Execute: Targets with 100% or less Health." If exceeds 10 or more turns, applies to all attacks. Drawback: [7-Turn Mandatory CD] [Multi-Use: 3/5]
1. Name: Demon Flurry Trait || Range: Wood/Shadow || [Range] Description: Shadow doubles storm the field of battle and rain down shinobi stars from on high, eliminating all adversaries. Damage: 240% * 16 Hits Attack Effects: [1-Turn Mandatory CD] [Pierce] [Cannot be Mitigated] [Multi-Tap: 2] [Hits All] [Avoid Separately]. Consumes all actions. Gains 1 hit per action used this way. Executes targets with 100% or less health. Tier 3 Wind, Modest Bleed.
Name: Demon Flurry Trait || Range: Wood/Shadow || [Range] Description: Shadow doubles storm the field of battle and rain down shinobi stars from on high, eliminating all adversaries. Damage: 240% * 16 Hits Attack Effects: [1-Turn Mandatory CD] [Pierce] [Cannot be Mitigated] [Multi-Tap: 2] [Hits All] [Avoid Separately]. Consumes all actions. Gains 1 hit per action used this way. Executes targets with 100% or less health.
Name: Demon Flurry Trait || Range: Wood/Shadow || [Range] Description: Shadow doubles storm the field of battle and rain down shinobi stars from on high, eliminating all adversaries. Damage: 240% * 16 Hits Attack Effects: [1-Turn Mandatory CD] [Pierce] [Cannot be Mitigated] [Multi-Tap: 2] [Hits All] [Avoid Separately]. Consumes all actions. Gains 1 hit per action used this way. Executes targets with 100% or less health.
It was quite persistent, the way it handled the terrain. The forest would threaten to sprout back up before long, so Cherish made it a point to reform the terrain into something that the ninja most certainly would not appreciate -- and the ground would pull him down if he chose to soar above it, cutting off that method of escape. The toxicity was something that Dynamo King probably wouldn't appreciate either, but it wouldn't last for long, at least.
Before she had much more time to think, the Ninja seemed to split into three...
" ...? "
" ? "
Both siblings seemed unprepared for the storm of shurikens that came next -- it would have spelled the end if they had recognized the danger any later.
~*POWPOWPOWPOWPOWPOW*~
Earth-rocking explosions erupted from Cherish's weapon as she frantically unloaded shots against the incoming storm. It was a blatant challenge against the shinobi's attack -- an audacious response, something that would have come as no surprise to any of them by now.
" Ngh! "
" ! "
Remnant was more caught offguard by it. He'd like to say that he took the hits to protect his sister, but in reality, he'd just been outmaneuvered and it was as simple as that. He vanished from sight, re-merging with Cherish briefly so that he could recover. It'd only be a moment before he'd appear again, this time looking much more determined than before.
" Are you...? "
" ... "
He was eerily quiet. Even she felt uncomfortable by it, as he was normally the one to keep his composure, but now their roles seemed reverse. She wasn't very practiced in talking down somebody's aggression, so she'd just keep her distance and let him vent his frustrations if that's what he planned on doing.
Health: 540/590% + Barrier(7%) Armor: 46% Flat + 3 Damage Levels Panels: Grass (10/13) Proximity: (Melee: DK) | (Range: WN) - Conflicting Noise: Cherish loses 30% HP whenever she generates Noise - Wood: Cherish takes -2 Full Damage Levels on any turn her Panels were not changed - Ice: Cherish's first responsive effect used each turn affects (2) additional attacks - Ice: Cherish's Defense can be doubled in response to one attack per turn - Light: DK's allies take -2 Damage Levels from all attacks
Health: 120/120% + No Statuses Armor: 0% Flat + 0 Damage Levels Panels: Cracked (1/1) Proximity: (Melee: DK, Cherish) | (Range: WN) - Innate: Remnant can use Cherish's Battle Cards - Light: DK's allies take -2 Damage Levels from all attacks
Noise Generation: Cherish loses -60% HP from two instances of Noise generation last turn
Buki X: Cherish's Grass Panels resist the first panel-changing effect. Remnant's become Cracked.
Active: One Incoming Attack loses all triggered effects and does not pierce damage mitigations Multi-Use: 5/6; Cannot gain Multi-Use Mid-Battle; Cherish cannot use Survival Effects |Mandatory CD: 3 Turns
↳ Ice : Cherish's first responsive effect used each turn affects (2) additional attacks
{↳ Countermeasure: -46% Damage from the parried attack (+)}
Passive: When using an Attack to Parry... - Cherish may apply an additional Damage Bonus of each type to it (Damage Level / Flat) - Cherish's Flat Mitigations (not Damage Levels) apply to the incoming Attack's Damage before her own parrying Attack's Damage does
Active: Cherish adds +100% Damage to One Attack immediately Multi-Use: 2/4 |Mandatory CD: 4 Turns
↳ Munitions: One attack gains benefits as though it had 5 Held Charges (+5 FDLS, +5 TDLs) ↳ Munitions: Effects that augment attacks can augment one additional, iterative attack
Ranged - Wood - Basic Artillery Cherish's mountain-rending shots are more than enough to shatter any supplementary weaponry her enemy has Base Damage: Incredible (30%) | +45% Effects: If Hits, Cherish may choose 1 Battle Card in the opponent's Custom and destroy it for the rest of battle. 1 Held Charge
↳ Dominating Power: Cherish's Damage cannot be decreased by more than 3 Full Damage Levels (Powerful) ↳ Wood: If Cherish's panel type has not changed, her Wood Element Attacks gain Overcome and Powerful (1) ↳ Cherish is pulled by Wind(3) and afflicted with Bleed(10 + 7%)
{Demon Flurry (2): Parried First Hit -- Remaining Hits Interrupted (+)} → Counter Attack moved to Offensive Phase ↳ Failsafe: Removes "Cannot be Mitigated" (extended from previous instance)
{↳ Countermeasure: -46% Damage from the parried attack (+)}
Passive: When using an Attack to Parry... - Cherish may apply an additional Damage Bonus of each type to it (Damage Level / Flat) - Cherish's Flat Mitigations (not Damage Levels) apply to the incoming Attack's Damage before her own parrying Attack's Damage does
↳ Synergy ×2: +100% Damage to One Attack ×2 (extended from previous instance) ↳ Munitions: One attack gains benefits as though it had 5 Held Charges (+5 FDLS, +5 TDLs)
Ranged - Wood - Basic Artillery Even a haphazard discharge of Cherish's weapon leaves the ground razed in its wake Base Damage: Outstanding (50%) | +45% Effects: Break. Blow. Inflicts Confuse. Cannot be Cleansed on turn of Infliction. Multi-Use +1 Cherish loses Moderate (×5) Health upon use of this Attack
↳ Dominating Power: Cherish's Damage cannot be decreased by more than 3 Full Damage Levels (Powerful) ↳ Wood: If Cherish's panel type has not changed, her Wood Element Attacks gain Overcome and Powerful (1) ↳ Cherish loses 25% HP
Active: 110% Reflector - May be used to block any incoming attack (except those with Break, Destroy, and Bypass) until HP is depleted - Any Damage taken is reflected back to the attacker as True Damage with Auto Hit Multi-Use: 3/5 |Mandatory CD: 3 Turns
↳ Attack fully Absorbed by Reflector (Reflector Destroyed) ↳ 110% Damage Reflected (True Damage + Auto Hit)
Active: 110% Reflector - May be used to block any incoming attack (except those with Break, Destroy, and Bypass) until HP is depleted - Any Damage taken is reflected back to the attacker as True Damage with Auto Hit Multi-Use: 2/5 |Mandatory CD: 3 Turns
↳ Attack fully Absorbed by Reflector (Reflector Destroyed) ↳ 110% Damage Reflected (True Damage + Auto Hit)
Active: 110% Reflector - May be used to block any incoming attack (except those with Break, Destroy, and Bypass) until HP is depleted - Any Damage taken is reflected back to the attacker as True Damage with Auto Hit Multi-Use: 1/5 |Mandatory CD: 3 Turns
↳ Attack fully Absorbed by Reflector (Reflector Destroyed) ↳ 110% Damage Reflected (True Damage + Auto Hit)
Active: 110% Reflector - May be used to block any incoming attack (except those with Break, Destroy, and Bypass) until HP is depleted - Any Damage taken is reflected back to the attacker as True Damage with Auto Hit Multi-Use: 0/5 |Mandatory CD: 3 Turns
↳ Attack fully Absorbed by Reflector (Reflector Destroyed) ↳ 110% Damage Reflected (True Damage + Auto Hit)
Active: 110% Reflector - May be used to block any incoming attack (except those with Break, Destroy, and Bypass) until HP is depleted - Any Damage taken is reflected back to the attacker as True Damage with Auto Hit Multi-Use: Cooldown Initiated |Mandatory CD: 3 Turns
↳ Attack fully Absorbed by Reflector (Reflector Destroyed) ↳ 110% Damage Reflected (True Damage + Auto Hit)
Active: One Incoming Attack loses all triggered effects and does not pierce damage mitigations Multi-Use: 4/6; Cannot gain Multi-Use Mid-Battle; Cherish cannot use Survival Effects |Mandatory CD: 3 Turns
{↳ Countermeasure: -46% Damage from the parried attack (+)}
Passive: When using an Attack to Parry... - Cherish may apply an additional Damage Bonus of each type to it (Damage Level / Flat) - Cherish's Flat Mitigations (not Damage Levels) apply to the incoming Attack's Damage before her own parrying Attack's Damage does
{↳ Dominion: Add Spread and -2 Range / +2 DLs to One Attack (+)}
Active: Cherish adds Spread to 1 Attack - Additionally, she may shorten the Attack's Range to add +1 Damage Level to it per increment of Range sacrificed Multi-Use: 7 |Mandatory CD: 2 Turns
↳ Munitions: Effects that augment attacks can augment one additional, iterative attack
Ranged → Reach → Melee - Wood - Basic Artillery Even a haphazard discharge of Cherish's weapon leaves the ground razed in its wake Base Damage: Outstanding (50%) | +45% Effects: Break. Blow. Inflicts Confuse. Cannot be Cleansed on turn of Infliction. Multi-Use +1 Cherish loses Moderate (×5) Health upon use of this Attack
↳ Dominating Power: Cherish's Damage cannot be decreased by more than 3 Full Damage Levels (Powerful) ↳ Wood: If Cherish's panel type has not changed, her Wood Element Attacks gain Overcome and Powerful (1) ↳ Cherish is pulled by Wind(3) and afflicted with Bleed(10 + 7%)
Support Card || Single-Use Benefit: The user summons a High health shield for themselves or an ally.
Overflowing Prominence: Cherish restores 35% HP and gain a Tier 3 Status Removal for 2 Turns ↳ Support: Cherish increases all healing effects by 5 Damage Levels ↳ Total Recovery Value: 35% → Empty → Empty → Empty → 40% → Empty ↳ Cleanse removes the Bleed
Active: Summons Remnant, a Unique Mobile Summon with 120%-Health - Remnant has 1 Innate Attack Action, 1 Innate Movement Action, May Intercept, and May take actions from Cherish - Custom: Remnant can use Cherish's Battle Cards, sharing the selection available to her in the current Custom - Custom: Remnant's Attacks scale to Cherish's Stats - Custom: Remnant gains the benefits of Cherish's Munition Element, tracking Limitations and CD's independently - Custom: Remnant gains access to Cherish's Synergy Ability, tracking Uses and CD independently Multi-Use: Cooldown Pending Effect Resolution; Cannot gain Multi-Use Mid-Battle |Mandatory CD: 5 Turns
Effects: Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user. Can only be activated if the user still has Actions to use. Does not take any actions to activate. -- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise. -- Grants Cherish's Munitions attacks and battle cards +Low Damage to one hit. -- Gain (4) Passive Multi-Use, applied as desired → +4 Applied to Jericho -- Increases the Cherish's Basic Attack Damage when benefiting from Charge by a Low amount. --- Indefinite Duration, but only active while the user remains at or above 75% Noise.
- Increase Cherish's Elec Element Attack Damage by (15). This only applies to the first attack used each turn, and only attacks without special properties, except those granted by the her proficiencies on use. - Up to (3) Attacks per turn gain Overcome on use. Only affects attacks without any other Special Properties. - [Active Ability - Lightning Strike] - Remove all baseline augments from the affected attack. Increase its damage to the cap for its baseline, and grant the attack Auto-Hit. 3-Turn CD between uses. - [Passive Ability - Ionize] - After using an attack with charge, if that attack did not have any Special Properties except those added by the user's Proficiencies on use, that attack's charge modifier to damage applies to the next attack used. Does not stack on multiple attacks.
At 150% Noise Ω - Cherish's [Arena Quarters] attacks have their 1-Turn Mandatory CD reduced to Once/Turn. Ω - Cherish's attacks without any special properties, except those added by their proficiencies on use, can be boosted by 2 additional total damage levels over the normally allowed amount. Cherish's Speed cannot be reduced by outside sources.
Health: 540/590% + Barrier(7%) ×2 + Shield(10%) + Mauve Noise Form + Elec Noise Actions: 6 (3 Left) + 1 Charge Panels: Grass (10/13) Proximity: (Melee: DK, WN, Remnant) | (Range: -- ) - Resonating: Cherish does not suffer Noise drawbacks - Munitions: Cherish's Basic Attack automatically gains (3) Charges each turn - Munitions: Cherish's Basic Attack's Charge cannot be interrupted - Munitions: Effects that augment attacks can augment +1 iterative attack - Break: Cherish's Damage cannot be decreased by more than 3 Full Damage Levels (Powerful) - Support: Augments to the Cherish's stats with a duration also apply to allies for the same duration
Health: 120/120% + No Statuses Actions: 1 + 1 Movement Action Panels: Cracked (1/1) Proximity: (Melee: DK, Cherish) | (Range: WN) - Innate: Remnant can use Cherish's Battle Cards - Innate: Remnant gains access to Synergy - Munitions: 1 Attack/turn requires +1 interaction from to defend against - Munitions: Effects that augment attacks can augment +1 iterative attack
Terraform - Cherish changes the panel type of herself and all opponents to any matching one of the her Proficiencies. This unavoidably grounds targets currently flying. Panel types cannot be changed for one turn after use (3 CD)
- Poison -
Murky, swampy terrain, with noxious fumes bubbling above it. ° Non-[Toxin Enhancement] Characters suffer a stacking Poison effect at the start of each turn. ° Non-[Toxin Enhancement] Characters cannot restore HP or Cleanse status effects. ° Status Effect durations do not tick down while Poison Panels are active. ° Poison Panels automatically revert after 5 Turns.
{Provoke @ Wood Ninja (+) ↳ 295% Damage + 1 TDL + Homing + Overcome + Dominating Power ↳ Spread (Req +1 Avoid) + Requires +1 Interaction ↳ Struck Targets must aim at Cherish and use their weakest attacks this turn }
Ranged → Reach → Melee - Wood - Basic Artillery Cherish's combat paradigm relies on her opponent striking her; she berates those that would naturally refrain from it Damage: Astounding (40%) | +45% Effects: Struck Targets must aim at Cherish and use their weakest attacks this turn. 1 Action Charge
Modifiers ↳ Synergy ×2: +100% Damage to One Attack ×2 (extended from previous instance) ↳ Dominion: Add Spread and -2 Range / +2 DLs to One Attack (extended from previous instance) ↳ Munitions - One attack used each turn requires an additional interaction from any source to defend against ↳ Crushing Strike - One Attack gains a single Intermediate Breaker of choice and a True Damage Level (3 CD) ↳ Dominating Power: Cherish's Damage cannot be decreased by more than 3 Full Damage Levels (Powerful) ↳ Elec Noise: Up to (3) Attacks per turn gain Overcome on use. Only affects attacks without any other Special Properties.
Dynamo King was not prepared for the Wood Ninja to begin flying above them, but he knew the stories of what could come next from having fought against a user of the OOPArt before. Standing strong against the tide, he rose his own brute strength to respond, sending out explosions of light and energy to meet a whole slew of shurikens at once and send them off flying. He would then simply use an overwhelming font of light to shield him from harm, unleashing some of that energy back at the Wood Ninja as he built it up.
He knew that his resources were running dry as it were, but at least the most deadly of its tricks was out of the hat, now. Forward, their only recourse was to take what it could give them and wish for the best, but it didn't seem all that winded nor concerned; not nearly as much as they were, at least.
What they had left . . . well, it would only be time that could tell.
Health: 550% Defense: -4 Full Damage Level, -2 Levels, -25% Damage Actions: 8 Status: Normal Panel: Grass (11 Turns) Special ° Light Lv4: The user and all allies take -2 Damage Levels from all attacks.
[Active Ability - Vigilance] Benefit: Immediately gain an additional instance of Multi-Use for another attack or ability. The use can be used immediately. Drawback: [5-Turn Mandatory CD] [Multi-Use: 0/4]
[Active Ability - Light Jump] Benefit: Immediately avoid 4 attacks, or gain 4 extra actions to move this turn. Drawback: [4-Turn Mandatory CD] [Multi-Use: 0/3]
[Active Ability - Photic Blink] Benefit: Immediately avoid 1 attack, or gain 1 extra action to move this turn. Drawback: [1-Turn Mandatory CD] [Multi-Use: 0/9]
Health: 550% Actions: 8 | 6 Charges Status: Poison Panels: Toxic Special ° [Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 3 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect.
The Ninja was forcefully dragged down from its high place, the murky pools of toxic filth weighing it down and making it difficult for it to get back up. All said, they had responded fairly well to its assault. It was more surprised to find them still standing than anything.
Carefully moving through the mire, it went again about trying to slice them apart one at a time, its speed and alacrity helping in once again getting in close and tearing apart their defenses. Once it was done with its sword strikes, it slashed again with a few gusts of wind from the shuriken, but what it landed on at long last was a vile and long dark purple blade. When it swung the blade, the winds that came from its strikes turned purple, and a vile toxin was thrown into the air, creating a noxious fume that hung up on everything.
Health: 400% Defense: 0% Actions: 10 Status: Normal Proximity: Ranged - DK | C | R Panel: Wood (10) and Hole (1)
[Passive Ability - Shadow Sight] Benefit: A full avoidance effect can be used to evade Parries and Reflected attacks.
[Active Ability - Shadow Stride] Benefit: Avoid 7 attacks, ignoring all effects except for Precision and Auto-Hit. Drawback: [6-Turn Mandatory CD] [Multi-Use: 5/12]
[Passive Ability - Shadow Double] Benefit: Effects with both Auto-Hit and True Damage lose True Damage and have their damage cut in half.
[Dejection] - Avoided. [Devastation] - Avoided. [Reflection] - Avoided. +1 Multi-use to Shadow Stride. [Reflection] - Avoided. [Reflection] - Avoided. [Reflection] - Taken for 55% Damage. [Reflection] - Taken for 55% Damage. [Devastation] - Avoided. +1 Multi-Use to Shadow Stride. [Provoke] - Avoided 3 times. [Photon Devastator] - Avoided 2 times. [Devastator] - Taken for 7% Damage x 2
[Wanderer] - When the user changes panel types, benefit from previous panel effects for 1 turn.
[Passive Ability - Shadow Movement] Benefit: Warps evade attacks in any order. Per Multi-Use of Shadow Stride expended, increment total Wood Panel effect by 1 extra turn.
[Passive Ability - Deft Maneuevers] Benefit: When parrying attacks, apply Wood Ninja's own damage mitigation effects to the attack first, and improve Wood Ninja's attack damage by 3 full damage levels. Wood Ninja automatically parries every 3rd attack it avoids.
[Passive Ability - Shadow Surge] Benefit: For every avoided attack, gain +1 Action or -1 CD applied as desired. For every 3 avoided attacks, gain +1 Multi-Use or apply +1 Held Charge as desired.
Avoids all attacks and Parries. Parries Reflection, Devastation. +7 Actions.
Anti-Damage [XM] <600LP> Whenever the user successfully parries an attack, they immediately warp in front of their opponent to deliver a counter attack dealing 40% Damage with Auto-Hit. This is a triggered ability that does not take up an action to activate.
40% Parry | Ignores Phase, Spread @ Feint + Dynamo 40% Parry | Ignores Phase, Spread @ Feint + Dynamo
[Trigger Ability - Seeking Shuriken] Benefit: Whenever an enemy changes panel types or leaves melee range with the Wood Ninja during their turn, gain +2 stack of multi-use to Shuriken Storm. Drawback: [5-Turn Mandatory CD] [Multi-Use: 5/7]
[Terraform] - Unavoidably Grounded and changed to Toxic panels.
Auto Lock-On Impeccable accuracy and astounding speed eliminates any target . . . ° All single-target attacks gain [Lock On] without paying for its cost. ° Lock On effects do not require actions to prepare in advance. Lock On does not have any Natural Cooldown for the user. ° User's Lock On attacks require an additional instance of avoidance, and ignore Phase.
[Active Ability - Slicing Winds] Benefit: One attack gains Tier 3 Wind to push or pull any target and inflicts Modest Bleed. When the bleed damage from this effect triggers each turn, rather than decreasing, it increases by the total duration of active Wood panels. Drawback: [5-Turn Mandatory CD] [Multi-Use: 3/7]
[Active Ability - Card Specialist] Benefit: Refresh the use of a single Non-Giga Class Battle Card. Effects on that card ignore their Natural Cooldown. Drawback: [5-Turn Mandatory CD] [Multi-Use: 5/7]
1. @ Cherish + Dynamo + Remnant x 5 Sword Fighter || [Melee (Close)] Description: The user starts an attack chain, chaining together up to 5 hits. Damage: 110% Attack Effects: Cut, Destroy | Break, Blow | Break, Home | Seek, Destroy | Seek, Blow [Lock On] [Avoid Separately] [Spread] [Ignores Phase] [Wind Tier 3] Modest Bleed. [Weaken]
6. Name: Shuriken Storm x4 Baseline: Melee / Blade | Ranged / Basic Munitions Trait || Range : Wood/Wind || [Melee / Range] Description: The Wind Shuriken used either as a lethal throwing star or as a deft slicing knife, carrying with it the winds. Damage: 40% -> 70% Attack Effects: [Blow] [Seek] [Multi-Use: 0/5]. Can choose to apply 1-turn charges to this attack. Can use uncharged versions while it is charging. Can charge multiple instances at once. If charged, can expend stacks of multi-use to increase the total number of hits with avoided separately, released as a single action. Increase damage by a high amount per hit per turn Wood Ninja has been on the current panels.
11. Dark Sword @ Cherish + Dynamo + Remnant || [Melee (Reach)] Description: A menacing broad sword dripping with venom is summoned to the user's hand. Inflicts a Poison effect Empowered to Tier 3 with a Permanent Duration. Damage: 120%. Has 2 True Damage Levels. Attack Effects: [Bypass] [Lock On] [Hits All]. User benefits from [Drain] each time Poison triggers, equal to the damage dealt. Poison. Can be re-used any number of times in the same battle.
Using the rampant wind to his advantage, Remnant skid around almost intentionally with the direction he was blown in, using the Ninja's own gusts to close the distance between them as the Noise in the area seemed to converge in his palm. The anomaly held in his hand was like a vortex of distortions collapsed into a small sphere, though streaks of Noise would spill out of the orb as he raised it against each sword-swing.
At the end of it, he'd shove the Noise at the Ninja's body -- the area would quake at the intensity of the attack, and if his target chose to evade it then that was fine as well. Remnants of the attacks of deleted viruses would spawn from the scattered Noise in a seemingly sporadic manner, causing lasers and black holes to erupts from unpredictable angles and putting on quite the light show.
Cherish braced herself as usual, but didn't have an opening to strike alongside her brother as she chose to stay out of his way for the time being. She'd prepare for more in expectation that the Ninja still had more fight in him.
Health: 540/590% + Barrier(7%) ×2 + Shield(10%) + Mauve Noise Form + Elec Noise Armor: 46% Flat + 3 Damage Levels Panels: Poison (1/1) Proximity: (Melee: DK, Remnant) | (Range: WN) - Conflicting Noise: Cherish loses 30% HP whenever she generates Noise - Wood: Cherish takes -2 Full Damage Levels on any turn her Panels were not changed - Ice: Cherish's first responsive effect used each turn affects (2) additional attacks - Ice: Cherish's Defense can be doubled in response to one attack per turn - Light: DK's allies take -2 Damage Levels from all attacks
Health: 120/120% + No Statuses Armor: 0% Flat + 0 Damage Levels Panels: Poison (1/1) Proximity: (Melee: DK, Cherish) | (Range: WN) - Innate: Remnant can use Cherish's Battle Cards - Light: DK's allies take -2 Damage Levels from all attacks
Lock-On Preparation: Remnant spends 1 Movement Action
Active: Remnant adds +100% Damage to One Attack immediately Multi-Use: 3/4 |Mandatory CD: 4 Turns
↳ Critical Strike: One Attack this turn gains Cherish's Base Damage (+110%) and Precision (3 CD) ↳ Munitions: One attack gains benefits as though it had 5 Held Charges (+5 FDLS, +5 TDLs) ↳ Munitions: Effects that augment attacks can augment one additional, iterative attack
Close Range - Chaos - Martial (Baseline) Remnant is normally a silent being, but can manipulate the Noise in the Wave World in uncanny ways Base Damage: Current Noise Level (-4 Damage Levels) (361% Noise → 321% Base Damage) Effects: Lock-On. Deals Base Damage based on the current Noise Level. If successful, Remnant is instantly defeated and reduces the Noise Level by the amount of HP he had prior to this effect. 1 Full Turn Charge. 2 Turn Cooldown.
{↳ Jericho: Cherish gains 2 Card Uses → Slot In Mu Tech ×2 (+)}
Trigger: An attack aimed at Cherish bypasses Static Shield's ability to block or counter it - When triggered, Cherish gains two instances of Battle Card Use - Battle Card Use: Activate a Standard Card whether or not it is in the Custom, or re-use a previously used Standard Card Multi-Use: 4/11 |Mandatory CD: 3 Turns
↳ Remnant is pulled by Wind(3) and afflicted with Bleed(7%) ↳ Cherish is pulled by Wind(3) and afflicted with Bleed(7%) ↳ Cherish's Shield is destroyed
{Sword Fighter (2): Cherish takes 110% (-13 FDLS) → 5% (-2 DLs) → 2% (-46%) → 0 Damage ↳ Remnant Parries his portion (+)} → Counter Attack moved to Offensive Phase ↳ Synergy: +100% Damage to One Attack (extended from previous instance) ↳ Critical Strike: One Attack this turn gains Cherish's Base Damage (+110%) and Precision (extended from previous instance) ↳ Munitions: One attack gains benefits as though it had 5 Held Charges (extended from previous instance)
|| [Ranged] || Single-Use Attack Effects: Deals +1 Full Damage level per turn a set of Hole Panels has been active (2). Attack Effects: Gains a single [Basic Breaker] of choice on use. [Ground] [Pierce]
↳ Base Lv1 Standard Card Damage: Moderate + (Pathetic * V) → 25% Damage ↳ Jericho triggered
{↳ Jericho: Cherish gains 2 Card Uses → Slot In Mu Tech and +1 Use to Black Hole Lv4 (+)}
Trigger: An attack aimed at Cherish bypasses Static Shield's ability to block or counter it - When triggered, Cherish gains two instances of Battle Card Use - Battle Card Use: Activate a Standard Card whether or not it is in the Custom, or re-use a previously used Standard Card Multi-Use: 3/11 |Mandatory CD: 3 Turns
↳ Remnant is pulled by Wind(3) and afflicted with Bleed(7%) ↳ Cherish is pulled by Wind(3) and afflicted with Bleed(7%) ↳ Cherish's Barriers are destroyed
|| [Ranged] || Single-Use Attack Effects: Deals +1 Full Damage level per turn a set of Hole Panels has been active (2). Attack Effects: Gains a single [Basic Breaker] of choice on use. [Ground] [Pierce]
↳ Base Lv1 Standard Card Damage: Moderate + (Pathetic * V) → 25% Damage ↳ Jericho triggered
{↳ Jericho: Cherish gains 2 Card Uses → and +2 Uses to Black Hole Lv4 (+)}
Trigger: An attack aimed at Cherish bypasses Static Shield's ability to block or counter it - When triggered, Cherish gains two instances of Battle Card Use - Battle Card Use: Activate a Standard Card whether or not it is in the Custom, or re-use a previously used Standard Card Multi-Use: 2/11 |Mandatory CD: 3 Turns
↳ Remnant is pulled by Wind(3) and afflicted with Bleed(7%) ↳ Cherish is pulled by Wind(3) and afflicted with Bleed(7%)
|| [Ranged] || Single-Use Attack Effects: Deals +1 Full Damage level per turn a set of Hole Panels has been active (2). Attack Effects: Gains a single [Basic Breaker] of choice on use. [Ground] [Pierce]
↳ Base Lv1 Standard Card Damage: Moderate + (Pathetic * V) → 25% Damage ↳ Jericho triggered
{↳ Jericho: Cherish gains 2 Card Uses → and +2 Uses to Black Hole Lv4 (+)}
Trigger: An attack aimed at Cherish bypasses Static Shield's ability to block or counter it - When triggered, Cherish gains two instances of Battle Card Use - Battle Card Use: Activate a Standard Card whether or not it is in the Custom, or re-use a previously used Standard Card Multi-Use: 1/11 |Mandatory CD: 3 Turns
↳ Remnant is pulled by Wind(3) and afflicted with Bleed(7%) ↳ Cherish is pulled by Wind(3) and afflicted with Bleed(7%)
Sword Fighter (5): Cherish takes 110% (-13 FDLS) → 5% (-2 DLs) → 2% (-46%) → 0 Damage ↳ Remnant takes 110% (-8 FDLs) → 30% (-2 Dls) → 30% Damage ↳ Remnant is pulled by Wind(3) and afflicted with Bleed(7%) ↳ Cherish is pulled by Wind(3) and afflicted with Bleed(7%)
{↳ Jericho: Cherish gains 2 Card Uses → and +2 Uses to Area Eater (+)}
Trigger: An attack aimed at Cherish bypasses Static Shield's ability to block or counter it - When triggered, Cherish gains two instances of Battle Card Use - Battle Card Use: Activate a Standard Card whether or not it is in the Custom, or re-use a previously used Standard Card Multi-Use: 0/11 |Mandatory CD: 3 Turns
Effects: When the user could enter Vibrant Noise form, can instead enter Diamond Noise Form by sacrificing any Mega Card. Must be activated after the user's Defensive Phase, after responding to all attacks aimed at the user, if the user has 150% or more Noise. Can only be activated if the user has Actions to use. Does not take any actions to activate. -- Gain and Lose Noise twice as quickly, doubling any effect that causes them to gain or lose noise. -- Gain access to Summon as an additional Main Elements at Omega benefit. -- Cherish gains a pool of (3) Actions, which must be transferred into her Summons -- Cherish's Summon Baseline Health and Cap is increased by an Incredible + Immense Amount -- [Fortify] - Restore High health to a single summoned entity, and allow it to sustain 1 Attack that would destroy it (3 CD) -- [Creationist] - When applying the Summoner's Sacrifice, the summon gains +1 Action -- One active summon effect can ignore the Mandatory Cooldown rule at a time -- Cherish's Aqua-Element and Summon-Attribute attacks and battle cards gain +Moderate Damage to the first hit. -- Cherish can trigger panel effects dependent on attacks 3 additional times per turn -- One Status effect of choice Tier 3 or below has its Natural Cooldown ignored. (Confuse) -- Cherish can summon a Satellite Ice. Immense + (300%) Health object. While active, blocks all single-target attacks against Cherish. Only takes an uncharged attack's unaugmented damage. (3 CD) -- When benefiting from Charge, Cherish's Basic Attack becomes Snow Storm (Useable 1/Turn this way) --- 3 Turn Duration. Does not 'Tick Down' while on Ice Panels. Automatically ended if hit by an attack Cherish is weak to.
Snow Storm Baseline: Ranged - High Ordinance Trait || Range: Aqua/Wind || [Arena Quarters] Description: An overwhelming flurry of snow and sleet. Damage: Base Damage. Gains +1 Full Damage Level per target on Ice Panels. Attack Effects: [1-Action Charge] [1-CD] [Seek] [Sets User and Target's Panel to Ice] [Effects used in response to this attack gain Limited Cooldown] [Hits All]
Health: 590/590% + Diamond Noise Form + Elec Noise Actions: 6 (3 Left) + 1 Charge Panels: Poison (1/1) Proximity: (Melee: DK, WN, Remnant) | (Range: -- ) - Resonating: Cherish does not suffer Noise drawbacks - Jericho: Cherish has 5 Free Uses of Black Hole Lv4 - Munitions: Cherish's Basic Attack automatically gains (3) Charges each turn - Munitions: Cherish's Basic Attack's Charge cannot be interrupted - Munitions: Effects that augment attacks can augment +1 iterative attack - Break: Cherish's Damage cannot be decreased by more than 3 Full Damage Levels (Powerful) - Support: Augments to the Cherish's stats with a duration also apply to allies for the same duration
Health: 104/170% + Bleed(7%) ×5 + Poison(1%) Actions: 5 (4 Left) + 1 Movement Action (0 Left) Panels: Poison (1/1) Proximity: (Melee: DK, Cherish, WN) | (Range: -- ) - Innate: Remnant can use Cherish's Battle Cards - Innate: Remnant gains access to Synergy - Munitions: 1 Attack/turn requires +1 interaction from to defend against - Munitions: Effects that augment attacks can augment +1 iterative attack
Deep Roots - Cherish's current panels ignore the next attempt of any effect to change them and she may activate the panels to modify her attacks one additional time (3 CD)
Fortify - Restore a High amount of health to a single summoned entity, and allow it to sustain against 1 additional attack or effect that would destroy it (3 CD)
From Defensive Phase: 4 Parries @ Wood Ninja
Transonic Impact → 471% Damage + [5 TDLs][Precision][Auto Hit] + If Hits, Destroys Remnant and -114% Noise Mu Tech → 195% Damage + [5 TDLs][Pierce][Auto Hit] + [Ground] Mu Tech → 135% Damage + [Pierce][Auto Hit] + [Ground] Mu Tech → 135% Damage + [Pierce][Auto Hit] + [Ground]
The power that the specter Cherish brought with her everywhere wielded was not unnoticed by Dynamo King; this being was designed with Noise and with intensive combat in mind. When it came to the efforts of battle wizards, he was always impressed to see what others could design as technology became more advanced with each passing day.
The efforts of the Wood Ninja seemed desperate, almost; uncertain, even. It was on its last ropes, and something told him that it knew that. With the impressive display of force from the specter, Dynamo thought it best to sit back and prepare in the off chance that the Ninja had a rebound in place.
Health: 545% Defense: -4 Full Damage Level, -2 Levels, -25% Damage Actions: 8 Status: Normal Panel: Grass (11 Turns) Special ° Light Lv4: The user and all allies take -2 Damage Levels from all attacks.
[Parries] - Taken for 0 Damage. [Sword Fighter] - Taken for 0 Damage. [Shuriken Storm] - Taken for 0 Damage. [Dark Sword] - Taken for 0 Damage. 5 Stacks of Permanent Poison, inflicted.
Health: 525% Actions: 8 | 6 Charges Status: Permanent Empowered T3 Poison (5) Panels: Toxic Special ° [Passive Ability - Dominating Power] - User's attack damage cannot be decreased by more than 3 Full Damage Levels. This only interacts with effects that reduce attack damage by damage levels. This is a [Powerful] effect.
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