The full SFRP v7 Overhaul comes with a brand new look to all of the old and familiar systems, with new elemental benefits, a new system for tracking progression and character growth, far more customizable options in all areas, and more concrete rulings on how to move about. A project started by the staff almost three years ago, it is finally completed! Be sure to check out our recruitment event in the news header below to get started in an amazing opportunity!
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The viruses were relentless, and dangerous, coming at them from all sides and angles. Cherish was undaunted, however, and Dynamo would not pale against them, either. As the viruses rose against them, a tempest of energy rose up around Dynamo King, as a font of pure light cascaded around his form. Dynamo became washed in this glow, and the efforts of the viruses against him turned to nothing, simply turning into motes of light as it struck the beacon.
"Then let's be done with this," he grunted, after watching Cherish effectively hassle the viruses with her own assault; the use of the Galaxy Advance was impressive. Such a skill wasn't for just any virus buster, and the axe was dangerous in its own right. She was picking up fast, and willing to learn, at that. A promising prospect, by any margin.
As for himself, he took a quick glance at the battlefield, made a decision, and disappeared in a pillar of light. He usually used this to appear closer to an enemy before eradicating them, but this time used it to appear farther away, touching down on a platform some ways away from the field of battle. Taking aim, he charged the light within and held up his off-hand, allowing the light that he had surrounding him and the light he already had stored up to be unleashed all at once, into an all-consuming beam of orange and white light. The dangerous ray of photons ripped through the wave space and threatened to eradicate the viruses, but would wash over Cherish like a warm glow without any concern to her.
Health: 300% Defense: -1 Damage Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Proximity: Boom - Range | Snow Roller - Range | Eyez - Range | Jammer - Range Panel: Null Special ° Light Lv4: The user and all allies take -2 Damage Levels from all attacks.
Order Lv3 - User's defenses that do not have any augmentations from the Defensive Baseline can be charged for 1 action before use to allow the defense to ignore all damage augments on attacks that would strike it for that use.
{Def 1 - Hope's Beacon - High Health Aura, only takes an attack's unaugmented damage.}[Hope's Beacon] Baseline: Aura Traits: Null Benefit: Dynamo King raises a High Health Aura. Drawback: [3-Turn CD | +2 DL from Prestige]
Health: 288% Defense: -1 Damage Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Panel: Null 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. ° [Passive Ability - Potency] - If an attack matching the user's Proficiencies would deal Modest or Lower Damage, it is increased by 1 Full Damage Level on use.
Health: 288% Defense: -1 Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Proximity: All - Range (Long) Panels: Grass Special ° [Passive Ability - Vigilant] Benefit: Dynamo King applies an additional -5 CD each turn to Defensive Powers, as desired.
With most of them taken care of, the remaining viruses continued to fight valiantly at their aggressors despite their wounds from Dynamo King's attack.
Health: 40% → 2% Defense: 7% (except against weaknesses) Str | Wkn - Martial, Summons | Blade, Chaos, Fire Actions: 4 Mov | 3 Atk Status: Normal Proximity: All - Range Panel: Grass Special ° Attempts to dodge the 3 most damaging attacks directed at it. ° Travels (7) Actions while Advancing
Giant Axe: Dodged Giant Axe: Dodged Giant Axe: Dodged Photon Beam: Taken for 45% → 38% Damage. Coincides with other Virus' response to this attack. DK's Homing/Break enter Nat CD. 38% Noise Generated. (Any time you deal damage using a Weapon Attack from your arsenal with a Charge, you gain an amount of Noise equal to the total damage dealt.)
{Buki ×2 @ Cherish : Great (15%) + 30% + <Destroy><2 True Dmg Lvs>} || [Melee (Reach)] Attack Effects: [Destroy]. Is aimed at all targets that aimed an attack with the same range at the Raidz virus as the primary target. Damage: Virus Baseline + 30%. This attack has two true damage levels
{Buki @ Cherish : Great (15%) + <Destroy><2 True Dmg Lvs>} || [Melee (Reach)] Attack Effects: [Destroy]. Is aimed at all targets that aimed an attack with the same range at the Raidz virus as the primary target. Damage: Virus Baseline. This attack has two true damage levels
Dark Reaper
Health: 40% → 0% Defense: 7% (except against weaknesses) Str | Wkn - Shadow, Fire, Bludgeon, Wind | Summons, Blade, Munitions, Dark Actions: 4 Mov | 3 Atk Status: Normal Proximity: All - Range Panel: Grass Special ° Attempts to dodge the 3 most damaging attacks directed at it. ° Benefits from High Natural Regen (3) times per turn
Giant Axe: Dodged Giant Axe: Dodged Giant Axe: Dodged Giant Axe: Taken for 30% → 23% Damage. Giant Axe: Taken for 30% → 23% Damage. Undershirt Triggered Photon Beam: Taken for 45% → 55% Damage. Coincides with other Virus' response to this attack. DK's Homing/Break enter Nat CD. 1 + 54% Noise Generated. (Any time you deal damage using a Weapon Attack from your arsenal with a Charge, you gain an amount of Noise equal to the total damage dealt.) (Any time a Virus is deleted by an attack that shares the user's Main Proficiency, or by a Null-Element Battle Card, the difference between the attack's Full Damage and the Virus' HP before Deletion is added to the Noise Gauge, rounded up to the nearest damage level.)
Dark Reaper
Health: 40% → 0% Defense: 7% (except against weaknesses) Str | Wkn - Shadow, Fire, Bludgeon, Wind | Summons, Blade, Munitions, Dark Actions: 4 Mov | 3 Atk Status: Normal Proximity: All - Range Panel: Grass Special ° Attempts to dodge the 3 most damaging attacks directed at it. ° Benefits from High Natural Regen (3) times per turn
Giant Axe: Dodged Giant Axe: Dodged Giant Axe: Dodged Giant Axe: Taken for 30% → 23% Damage. Giant Axe: Taken for 30% → 23% Damage. Undershirt Triggered Photon Beam: Taken for 45% → 55% Damage. Coincides with other Virus' response to this attack. DK's Homing/Break enter Nat CD. 1 + 54% Noise Generated. (Any time you deal damage using a Weapon Attack from your arsenal with a Charge, you gain an amount of Noise equal to the total damage dealt.) (Any time a Virus is deleted by an attack that shares the user's Main Proficiency, or by a Null-Element Battle Card, the difference between the attack's Full Damage and the Virus' HP before Deletion is added to the Noise Gauge, rounded up to the nearest damage level.)
Murian
Health: 40% → 2% Defense: 7% (except against weaknesses) Str | Wkn - Wind, Elec | Toxin, Bludgeon Actions: 4 Mov | 3 Atk Status: Normal Proximity: All - Range Panel: Grass Special ° Attempts to dodge the 3 most damaging attacks directed at it. ° Has an (Aqua) Shield that is impervious except against (Elec, Order) attacks ° When broken, the shield reforms at the start of the virus' next turn with the next element in its cycle.
Giant Axe: Dodged Giant Axe: Dodged Giant Axe: Dodged Giant Axe: Blocked by Elemental Defense → Elemental Defense Destroyed Photon Beam: Taken for 45% → 38% Damage. Coincides with other Virus' response to this attack. DK's Homing/Break enter Nat CD. 38% Noise Generated. (Any time you deal damage using a Weapon Attack from your arsenal with a Charge, you gain an amount of Noise equal to the total damage dealt.)
Health: 40% → 2% Defense: 7% (except against weaknesses) Str | Wkn - Wind, Elec | Toxin, Bludgeon Actions: 4 Mov | 3 Atk Status: Normal Proximity: All - Range Panel: Grass Special ° Attempts to dodge the 3 most damaging attacks directed at it. ° Has an (Aqua) Shield that is impervious except against (Elec, Order) attacks ° When broken, the shield reforms at the start of the virus' next turn with the next element in its cycle.
Giant Axe: Dodged Giant Axe: Dodged Giant Axe: Dodged Giant Axe: Blocked by Elemental Defense → Elemental Defense Destroyed Photon Beam: Taken for 45% → 38% Damage. Coincides with other Virus' response to this attack. DK's Homing/Break enter Nat CD. 38% Noise Generated. (Any time you deal damage using a Weapon Attack from your arsenal with a Charge, you gain an amount of Noise equal to the total damage dealt.)
Noise Levels and Effects ° 100% Noise - Evading attacks from the viruses requires 1 Additional Avoidance. ° 200% Noise - Locks Restore effects. ° 300% Noise - Viruses gain the effect of Hack Panels, making them untargetable by [Melee] Attacks. ° 400% Noise - Locks Healing effects. ° 500% Noise - Noise Inflicts High True Damage to all Wave Warriors each turn. ° 600% Noise - The duration of Status Effects is refreshed each turn. ° 700% Noise - Inverts all active Positive Statistical Buffs.
For those that remained, the siblings repeated their earlier tactic of using David's body as the epicenter of Cherish's shots while he'd prepare himself in advance with defenses provided by her battle cards. They wouldn't last long before she'd wipe them out, leaving way for the final wave to approach.
Health: 537/550% Armor: 41% - Phasing ×5 Status: Vermillion Noise Form (∞), Elec Noise (∞) Panels: Crack Proximity: Remnant/DK - Melee | Raidz - Melee (Reach) | Reapers - Range | Murians - Melee Special - Wood: Cherish cannot lose more than 50% of her current health from a single hit - Wood: Cherish takes -3 Full Damage Levels from all attacks until she moves - Light: DK's allies take -2 Damage Levels from all attacks - Noise Cluster: Cherish suffers no negative effects of Noise
Health: 5/7% Status: Normal Panels: Grass Proximity: Cherish/DK - Melee | Raidz | Melee (Reach) | Other - Range Special - Light: DK's allies take -2 Damage Levels from all attacks
Buki : Phased Buki : Phased Buki : Phased Murian Assault: Phased Murian Assault: Phased Murian Assault: Taken for 45% → 0% Dmg and Paralyze Murian Assault: Taken for 15% → 0% Dmg and Paralyze Murian Assault: Taken for 45% → 0% Dmg and Paralyze Murian Assault: Taken for 45% → 0% Dmg and Paralyze
Health: 2% → 0% Defense: 7% (except against weaknesses) Str | Wkn - Martial, Summons | Blade, Chaos, Fire Actions: 4 Mov | 3 Atk Status: Normal Proximity: All - Range Panel: Grass Special ° Attempts to dodge the 3 most damaging attacks directed at it. ° Travels (7) Actions while Advancing
Devastation: Dodged Devastation: Cannot Dodge. Taken for 60% → 53% Damage. Undershirt Triggered. Devastation: Cannot Dodge. Taken for 60% → 53% Damage. 2 + 59% Noise Generated. (Any time you deal damage using a Weapon Attack from your arsenal with a Charge, you gain an amount of Noise equal to the total damage dealt.) (Any time a Virus is deleted by an attack that shares the user's Main Proficiency, or by a Null-Element Battle Card, the difference between the attack's Full Damage and the Virus' HP before Deletion is added to the Noise Gauge, rounded up to the nearest damage level.)
Murian
Health: 2% → 0% Defense: 7% (except against weaknesses) Str | Wkn - Wind, Elec | Toxin, Bludgeon Actions: 4 Mov | 3 Atk Status: Normal Proximity: All - Range Panel: Grass Special ° Attempts to dodge the 3 most damaging attacks directed at it. ° Has an (Elec) Shield that is impervious except against (Elec, Order) attacks ° When broken, the shield reforms at the start of the virus' next turn with the next element in its cycle.
Devastation: Dodged Devastation: Cannot Dodge. Blocked. Shield Destroyed (Wood Element Attack). Devastation: Cannot Dodge. Taken for 60% → 53% Damage. Undershirt Triggered. Devastation: Cannot Dodge. Taken for 60% → 53% Damage. 2 + 59% Noise Generated. (Any time you deal damage using a Weapon Attack from your arsenal with a Charge, you gain an amount of Noise equal to the total damage dealt.) (Any time a Virus is deleted by an attack that shares the user's Main Proficiency, or by a Null-Element Battle Card, the difference between the attack's Full Damage and the Virus' HP before Deletion is added to the Noise Gauge, rounded up to the nearest damage level.)
Murian
Health: 2% → 0% Defense: 7% (except against weaknesses) Str | Wkn - Wind, Elec | Toxin, Bludgeon Actions: 4 Mov | 3 Atk Status: Normal Proximity: All - Range Panel: Grass Special ° Attempts to dodge the 3 most damaging attacks directed at it. ° Has an (Elec) Shield that is impervious except against (Elec, Order) attacks ° When broken, the shield reforms at the start of the virus' next turn with the next element in its cycle.
Devastation: Dodged Devastation: Cannot Dodge. Blocked. Shield Destroyed (Wood Element Attack). Devastation: Cannot Dodge. Taken for 60% → 53% Damage. Undershirt Triggered. Devastation: Cannot Dodge. Taken for 60% → 53% Damage. 2 + 59% Noise Generated. (Any time you deal damage using a Weapon Attack from your arsenal with a Charge, you gain an amount of Noise equal to the total damage dealt.) (Any time a Virus is deleted by an attack that shares the user's Main Proficiency, or by a Null-Element Battle Card, the difference between the attack's Full Damage and the Virus' HP before Deletion is added to the Noise Gauge, rounded up to the nearest damage level.)
Noise: 737 → 920%
Noise Levels and Effects ° 100% Noise - Evading attacks from the viruses requires 1 Additional Avoidance. ° 200% Noise - Locks Restore effects. ° 300% Noise - Viruses gain the effect of Hack Panels, making them untargetable by [Melee] Attacks. ° 400% Noise - Locks Healing effects. ° 500% Noise - Noise Inflicts High True Damage to all Wave Warriors each turn. ° 600% Noise - The duration of Status Effects is refreshed each turn. ° 700% Noise - Inverts all active Positive Statistical Buffs. ° 800% Noise - One Virus per turn versions up to the next highest version, immediately increasing its max health and gaining an appropriate amount of current health. Prioritizes the highest version Virus, in order of Spawn. X Viruses become Giant. ° 900% Noise - One Virus per turn fully restores its health. Prioritizes the highest version Virus with the lowest health.
Head Count - Wave 1: Snow Roller | Moai | Mu Defender - Wave 2: Snow Roller | Eyez | Boom | Jammer - Wave 3: Raidz | Dark Reaper | Dark Reaper | Murian | Murian
Viruses spawn on Grass Panels within Range of all combatants, unless a more advantageous panel is present.
Virus Thread - Wave 4, LvX :: Spawns 4 X Viruses ° Each virus wave spawns 1 additional virus of the highest version that wave would create. ° Each virus wave spawns 1 additional virus of the highest version that wave would create per two Wave Warriors present.
X Viruses ° 5 Movement Actions. Can freely attempt to Dodge the four most damaging attacks made against them each turn. ° High Defense, does not affect the first attack it is Weak to each turn ° Attack five times per turn ° Has 2 Undershirts; one that triggers at 50% Health, and one at 1% Health. ° Gains an additional attack per turn after its Undershirt is triggered ° Deal Immense Damage with their attack ° All attacks gain a Pathetic Static Damage Buff per 10% of accrued Noise, caps at +40% Damage. ° Has Outstanding Health
[virus] HNgkCM7N1d277
[virus] 1d277
[virus] 1d277
[virus] 1d277
[virus] 1d277
[virus] 1d277
Noise: 920%
Noise Levels and Effects ° 100% Noise - Evading attacks from the viruses requires 1 Additional Avoidance. ° 200% Noise - Locks Restore effects. ° 300% Noise - Viruses gain the effect of Hack Panels, making them untargetable by [Melee] Attacks. ° 400% Noise - Locks Healing effects. ° 500% Noise - Noise Inflicts High True Damage to all Wave Warriors each turn. ° 600% Noise - The duration of Status Effects is refreshed each turn. ° 700% Noise - Inverts all active Positive Statistical Buffs. ° 800% Noise - One Virus per turn versions up to the next highest version, immediately increasing its max health and gaining an appropriate amount of current health. Prioritizes the highest version Virus, in order of Spawn. X Viruses become Giant. ° 900% Noise - One Virus per turn fully restores its health. Prioritizes the highest version Virus with the lowest health.
The final wave approached, led once again by a human that had been corrupted by an EM Virus. The new arrivals wasted no time lashing out at their prey, swarming them with a flurry of terrain-warping carpets, phantom hats, and melee weaponry to end them where they stood for having vanquished all that had come before them.
Health: 50% Defense: 10% (except against weaknesses) Str | Wkn - Shadow, Fire | Summons, Blade Actions: 5 Mov | 5 Atk Status: Normal Proximity: All - Range Panel: Grass Special ° Attempts to dodge the 4 most damaging attacks directed at it. ° Ignores Negative Panel Effects
{Carpet Terrain ×5 @ Cherish : Great (15%) + 40} || [Range (Long)] Attack Effects: [Grounding] Cycles between the following panel types: Fire, Grass, Ice, Sand, Poison. Changes target's panel type to the type selected. Damage: Deals -1 Full Damage Level from Virus Baseline + 40%
Boo Hat
Health: 50% Defense: 10% (except against weaknesses) Str | Wkn - Order, Blade, Toxin | Aqua, Wind, Munitions, Fire Actions: 5 Mov | 5 Atk Status: Normal Proximity: All - Range Panel: Grass Special ° Attempts to dodge the 4 most damaging attacks directed at it. ° Phases whenever landing an attack
{Hat Throw ×5 @ All : Great (15%) + 40%} || [Range (Long)] Attack Effects: [Homing] [Seek] [Hits All] Damage: Deals -1 Damage Level from Virus Baseline + 40%
Murian
Health: 50% Defense: 10% (except against weaknesses) Str | Wkn - Wind, Elec | Toxin, Bludgeon, Fire Actions: 5 Mov | 5 Atk Status: Normal Proximity: All - Range Panel: Grass Special ° Attempts to dodge the 4 most damaging attacks directed at it. ° Has an (Aqua) Shield that is impervious except against (Elec, Order) attacks ° When broken, the shield reforms at the start of the virus' next turn with the next element in its cycle.
Movement - Preparing [Lock On] Movement - From Normal → Cracked Panels Movement ×2 - From Range → Melee to Cherish (Cracked Panels require double movement)
Health: 40% Defense: 7% (except against weaknesses) Str | Wkn - None | None Actions: 4 Mov | 3 Atk Status: Normal Proximity: All - Range Panel: Null Special ° Attempts to dodge the 3 most damaging attacks directed at it. ° Gains an additional attack per turn after its Undershirt is triggered ° Two Attacks gain a Pathetic Static Damage Buff per 10% of accrued Noise, caps at +30% Damage. ° Enemies cannot augment their attacks. ° Charged attacks require one additional charge to be completed. ° Abilities with cooldown require one additional turn to be completely cooled down. ° Jammer's attacks treat the opponent as though they were weak to them, regardless of the target's proficiency. ° If the target is already weak to the attack, the weaknesses stack. ° Jammer naturally regens equal to the damage dealt of all attacks, and produces noise equal to this amount, once per turn per opponent.
Movement ×2 - From Range → Melee → Close Quarters to Cherish
{Jamming Gun @ Cherish (Low ×2) | Dynamo (Low ×2) | Remnant (Low)} || [Range (Long)] Attack Effects: [Pierce] [Powerful (1)] Damage: Low damage per hit for 5 hits. Can individually aim the hits, prioritizing aiming at each target at least once.
Moai
Health: 50% Defense: 10% (except against weaknesses) Str | Wkn - Martial, Summons | Blade, Chaos, Fire Actions: 5 Mov | 5 Atk Status: Normal Proximity: All - Range Panel: Grass Special ° Attempts to dodge the 4 most damaging attacks directed at it. ° Returns to starting position when attacking, cannot be countered by Melee Attacks.
Health: 50% Defense: 10% (except against weaknesses) Str | Wkn - Martial, Summons | Blade, Chaos, Fire Actions: 5 Mov | 5 Atk Status: Normal Proximity: All - Range Panel: Grass Special ° Attempts to dodge the 4 most damaging attacks directed at it. ° Travels (7) Actions while Advancing
Movement ×3 - From Range → Melee (Reach) to Cherish, DK, and Remnant
{Buki ×5 @ Cherish : Immense (20%) + 40% + <Destroy><2 True Dmg Lvs>} || [Melee (Reach)] Attack Effects: [Destroy]. Is aimed at all targets that aimed an attack with the same range at the Raidz virus as the primary target. Damage: Virus Baseline + 40%. This attack has two true damage levels
Noise: 920%
Noise Levels and Effects ° 100% Noise - Evading attacks from the viruses requires 1 Additional Avoidance. ° 200% Noise - Locks Restore effects. ° 300% Noise - Viruses gain the effect of Hack Panels, making them untargetable by [Melee] Attacks. ° 400% Noise - Locks Healing effects. ° 500% Noise - Noise Inflicts High True Damage to all Wave Warriors each turn. ° 600% Noise - The duration of Status Effects is refreshed each turn. ° 700% Noise - Inverts all active Positive Statistical Buffs. ° 800% Noise - One Virus per turn versions up to the next highest version, immediately increasing its max health and gaining an appropriate amount of current health. Prioritizes the highest version Virus, in order of Spawn. X Viruses become Giant. ° 900% Noise - One Virus per turn fully restores its health. Prioritizes the highest version Virus with the lowest health.
" You can use the same force that you did against the one from before -- it won't be fatal. "
The arrival of another Jammer reminded Cherish that she would need to restrain herself against that enemy, but David reassured her that she didn't need to hold back too much. The incoming attacks from the viruses required a bit more of her tenacity to deal with, and even David had to momentarily retreat into her body to make it through unscathed, but in the end, the siblings were still standing strong against the viruses.
Using their tried and true tactic from before, David positioned himself at the center of the new group of enemies so that Cherish's shots could catch them all within their blast radius. The Jammer and Ghost would be swept away by the chaos -- a duo that mirrored Cherish and David in an almost ironic way -- but the others would endure through it all to be finished by Dynamo King afterward.
Health: 501/550% Armor: 41% - Phasing ×9 Status: Bleed×4, Burn×4 (1/7), Poison×4 (1/10), Vermillion Noise Form (∞), Elec Noise (∞) Panels: Crack Proximity: Remnant/DK - Melee | Raidz - Reach | Murian - Melee | Jammer - CQ | Other - Range Special - Wood: Cherish cannot lose more than 50% of her current health from a single hit - Wood: Cherish takes -3 Full Damage Levels from all attacks until she moves - Light: DK's allies take -2 Damage Levels from all attacks - Noise Cluster: Cherish suffers no negative effects of Noise - Jamming Wave: Abilities have +1 CD and Cherish cannot augment her attacks
Health: 5/7% Status: Shield (High) ×2, Phasing ×2 Panels: Grass Proximity: Cherish/DK - Melee | Raidz - Melee (Reach) | Other - Range Special - Light: DK's allies take -2 Damage Levels from all attacks
[Failsafe] Benefit: 1 Incoming Attack loses all triggered effects and does not pierce damage mitigations Drawback: [2-Turn CD] (2 Mandatory)
Jamming Fist: 0% Dmg Taken D6 | Cooldown: Three Actions spent for 2+1 CDR to Failsafe Jamming Gun: 2% Dmg Taken Moai Roll × 5: 0% Dmg Taken × 5 Buki × 5: 1% Dmg Taken × 5
Spirit Fury || [Ranged] || Single-Use Description: The user brings up a well-spring of energy from the very environment, causing an eruption of power that grows stronger on the appropriate panels. Damage: Moderate (+2 Dmg Lvs || +1 Full Dmg Lv). Increases by 2 Full Damage Levels if the user is on a panel type matching this card’s proficiency. Attack Effects: Gains a single [Basic Breaker] of choice on use. If used on panel type matching this card’s proficiency, range becomes [Ranged (Arena Quarters)] and gains [Hits All].
Dynamo watched as yet another Jammer joined the masses, frowning at its presence, but knowing what must be done. Cherish seemed to move with greater purpose, more level-headed, that specter that walked around with her helpfully guiding her in this situation.
As she unleashed her carefully calculated swings to deliver the killing blows, Dynamo King focused his attention on what was left. Turning to the Raidz virus that had gotten uncomfortably close to him, he raised his engorged arm and battered the virus three times in rapid succession, bashing through its defenses and leaving it with nothing to stand on. Once he was done with that simple but brutal destruction, he turned his attention towards the viruses that were farther away, and lowered his head, and stamped one foot on the ground. With an incredible show of raw strength, Dynamo King dashed forward at speeds that were nonsensical for a wave being of his size, suddenly upon the Moai with his horn completely impaling the virus.
What followed were a series of explosive outburts. He followed the charge up by crashing his foot down, raising up one hand, and slamming a hammer much like the Raidz' into the Moai's form, each movement creating a wave from the weight of his impact. In order to make sure he cleaned up everyone that was left over, he took a step back from the carnage, collected an orb of light within his hand, and unleashed the energy at point-blank, engulfing what was left of the viruses and wiping them out entirely.
Health: 300% Defense: -1 Damage Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Panel: Null Special ° Light Lv4: The user and all allies take -2 Damage Levels from all attacks.
Order Lv3 - User's defenses that do not have any augmentations from the Defensive Baseline can be charged for 1 action before use to allow the defense to ignore all damage augments on attacks that would strike it for that use.
{Def 1 - Hope's Beacon - High Health Aura, only takes an attack's unaugmented damage.}[Hope's Beacon] Baseline: Aura Traits: Null Benefit: Dynamo King raises a High Health Aura. Drawback: [3-Turn CD | +2 DL from Prestige]
Aura absorbs all attacks. Takes 2% Damage from Jamming Gun.
Health: 298% Defense: -1 Damage Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Panel: Null 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. ° [Passive Ability - Potency] - If an attack matching the user's Proficiencies would deal Modest or Lower Damage, it is increased by 1 Full Damage Level on use.
Pre 1 - Photon Devastator (2/2) Pre 2 - Dynamo Rush (1/1) Pre 3 - Photon Burst (1/1)
{Atk 1 - Devastator @ Raidz : 45% Break}1. Attack Name: Devastator Baseline: Melee - Bludgeon Trait || Range: Break, Light || [Melee] Description: An aggressive and brutish strike from the Dynamo Gauntlet, as simple as it is destructive. Damage: Incredible Effects: [Break] [Multi-Use (3)]
{Atk 2 - Devastator @ Raidz : 45% Break}1. Attack Name: Devastator Baseline: Melee - Bludgeon Trait || Range: Break, Light || [Melee] Description: An aggressive and brutish strike from the Dynamo Gauntlet, as simple as it is destructive. Damage: Incredible Effects: [Break] [Multi-Use (3)]
{Atk 4 - Furious Stomp @ Moai / All : 35% Pierce | Break Hits All}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: High Damage Martial Attack, High Damage Emanation. A single target can be affected by both hits. Effects: [1-Action Charge] [3-Turn Mandatory CD] [Pierce] [Break] [Hits All] [Lock-On]
{Atk 5 - Buki Lv4 @ Jammer / All : 40% Seek} Buki || [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-Baselne] 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 deals Moderate Damage to single target, Shockwave deals Low Damage 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.
{Atk 6 - Photon Burst @ All : 32% Seek | Homing}3. Attack Name: Photon Burst Baseline: Ranged - Blast Trait || Range: Light, Break || [Range] Description: High-grade propulsive force launches the monstrous limb off of Dynamo King's body in the direction of his choosing. Damage: Modest Effects: [1-Action Charge] [1-Turn CD] [Seek] [Homing] [Blind] [Drain (Moderate)]
Health: 300% Defense: -1 Level, -25% Damage Actions: 10 Def | 6 Atk | 5 Pre Status: Normal Proximity: All - Range (Long) Panels: Grass Special ° [Passive Ability - Vigilant] Benefit: Dynamo King applies an additional -5 CD each turn to Defensive Powers, as desired.
At last, the final wave had been dealt with and all virus activity had been purged from the area. The residual noise left no small amount of concern in their wake, but if nothing else it showed how capable the duo were at performing even under conditions as intense as these.
TL;DR MODE ENGAGED Spirit Fury - Breaks the Murian's Aqua Shield Devastation - All Viruses spend 2 Dodges Devastation - All Viruses spend 2 Dodges Devastation - All Viruses are struck, none of them brought to Undershirt Devastation - All Viruses are struck and brought to Undershirt Devastator - Raidz is overkilled by 44%. 50% Noise Generated. Furious Stomp - All Viruses are overkilled by 34%. 1 + 40% × 5 Noise Generated. (Any time you deal damage using a Weapon Attack from your arsenal with a Charge, you gain an amount of Noise equal to the total damage dealt.) (Any time a Virus is deleted by an attack that shares the user's Main Proficiency, or by a Null-Element Battle Card, the difference between the attack's Full Damage and the Virus' HP before Deletion is added to the Noise Gauge, rounded up to the nearest damage level.)
Noise: 920 → 1000%
Noise Levels and Effects ° 100% Noise - Evading attacks from the viruses requires 1 Additional Avoidance. ° 200% Noise - Locks Restore effects. ° 300% Noise - Viruses gain the effect of Hack Panels, making them untargetable by [Melee] Attacks. ° 400% Noise - Locks Healing effects. ° 500% Noise - Noise Inflicts High True Damage to all Wave Warriors each turn. ° 600% Noise - The duration of Status Effects is refreshed each turn. ° 700% Noise - Inverts all active Positive Statistical Buffs. ° 800% Noise - One Virus per turn versions up to the next highest version, immediately increasing its max health and gaining an appropriate amount of current health. Prioritizes the highest version Virus, in order of Spawn. X Viruses become Giant. ° 900% Noise - One Virus per turn fully restores its health. Prioritizes the highest version Virus with the lowest health. ° 1000% Noise - Virus undershirts cannot be cut by any source.
The intense noise in the space was nothing to scoff at, once it was all said and done. Clouds of green and black noise clustered in the air like dense smog, which created an ever-shifting wall of material that continued to crowd around them. As the Noise clustered, no matter how much Noise entered the space, there was something very strange going on, as the Noise did not naturally condense and then crystallize like it was known for, but rather continuously proliferated. The waves that made up the cybercore were ripped up at their edges and continued to shorten, as the Noise in the space corrupted the waves and continued to expand.
The air was dense enough to be painful even for the experienced duo, even through their powerful Noise programs installed in their Hunter V-Gs. Dynamo King looked around in concern as he watched the dense clouds continue to grow rather than dissipate like normal, and realized that something more was at work, here.
An alert sounded on both of their Hunter V-Gs - The Noise levels were abnormally and dangerously high, and the chances of the Noise attracting enough waves to make something truly dangerous were guaranteed. A Noise Wave had been formed and opened nearby, according to their warning, and as they looked around the space, they would see the pitch-black crack in the Wave World that led into a space that was far different from any Cybercore.
It seemed to be the source of the never-ending Noise that flooded the space, more Noise flowing out of it, but that didn't explain why the Noise wasn't condensing. What was beyond it was something far more dangerous than any virus, Jammer, or Noise Monster, that was for sure . . .
Perhaps they'd overdone their stress-testing with the Noise -- this was unlike anything Cherish had ever seen or even heard of before
" I'm guessing this is too much to just resonate with to make it go away. "
At least, that was the way she understood it worked: absorbing ambient Noise to empower a temporary form. This situation would be a bit too easy to get out of if the solution were that simple, of course, and the ominous black tear alone proclaimed the levity of the ordeal. It seemed to lead somewhere else -- perhaps beyond that, they could quell whatever was pouring out of it now.
" My gut's telling me to go check that out. "
She'd leave that invitation open for Dynamo King's opposition before haphazardly acting on it, almost as a last means of stopping her if his insight spoke otherwise.
Dynamo King stepped towards the ominous entrance to the Noise Wave, looking at Feint, her form hazy and indistinct with how thick the noise was. Even their wave bodies were starting to deteriorate in response; not too dangerously, but the pit in his stomach was awful, and Dynamo was practically silent as he managed while also maintaining the Wave Form. This was dangerous, and that was putting it lightly.
He had seen something like this before, unfortunately, or at least something similar. This much noise could only be created in an environment where the natural process of crystallization was being disrupted by a specially designed device, previously thought to only be in the control of Dealer, first, and now the Satella Police. He frowned at the thought of the sheer danger of a Noise Generator being at play, here. They had to react to it, unfortunately.
"No matter how dangerous, a Noise Wave of that density has to be explored," Dynamo King said with a begrudging, cautious tone. "Noise Waves of that caliber can have completely unique structures and even be connected to other Noise Waves. The rules of the typical Wave World don't apply inside, so we'll have to be careful - there's no telling what we're about to walk into.
"There's something dangerous on the other side," He finished his opinion, looking over at Feint. "Normal recruits would call for back-up. We're not recruits, but we're still going to be careful. Watch each other's backs in there, yeah?" He ordered, looking at David here, next to Feint. "And you all keep track of mine, too. We can't spontaneously end our Wave Forms inside of a Noise Wave, either, and the way out won't always be anywhere near where we come in, so once we're in, we may not be able to readily leave.
"You understand the dangers?"
Dynamo King was going over it with a fair deal of experience that sounded rather unfortunate, and even going so far as to ensure that she knew everything she could possibly know about a Noise Wave before stepping foot inside of it. So long as she knew the dangers, and didn't take what they were stepping into lightly, he was at least confident they could do this safely. At least as safely as a Deep Noise Wave would allow.
Cherish nodded in affirmation, David as well, after Dynamo King had given his speech.
" Understood. "
She was very short with words when she got serious -- her demeanor almost looking dark with how all-business-no-play it became. There'd be no limit-testing from here on out, and no risk-taking either for that matter. Giving him the opportunity to step through first, Cherish stood at the ready to follow behind him after he entered.
Dynamo King appreciated her change in tone, recognizing that she would be able to take this seriously. Nodding for his own good, he took a step forward.
The inside of a Noise Wave is pitch black. Wave structures and pathways made of completely solidified Noise expand in all directions, made into perfectly oriented squares that connected together along their sides or their corners. As Dynamo King and Cherish stepped into the Noise Wave, they felt their Wave Forms breaking down and moving into the space, as their wave frequencies shifted to be compatible with the brand new wave space. Where they reformed, a very disconcerting process, the air was piercing cold; not just freezing, but well below it, and dangerously so. Flecks of ice coated the black pathways made of Noise that made up the Noise Wave; the space they were on was made up of small squares connected together at their corners, with spaces in between them that fell off into an unknown abyss below, connecting and forming into a large diamond shape. Noise clustered together and formed pathways that floated above them and underneath them, some of them floating vertically like walls rather than like paths, and in some spaces they could see what looked like a path way lead into a wall and then drop down to another pathway. It was truly a space of strange geometries and rules just from appearances, to say nothing of whatever else may lie within.
The air they breathed out crystallized instantly. The space was chilled like an arctic blizzard in full flurry, without any wind carried with it. The Noise in the space was incredibly dense, as well, which was to be expected. The first thing that they would notice, of course, was like Dynamo King warned - the exit was nowhere in sight.
"Tehehe! I got it, I got it, I got a few fans! Yes, yes, finally, it's time for the big light on stage to shine on me!"
The girlish voice echoed throughout the space with a dangerous intent to it, as the air somehow got even colder. An intense wind blew through the space, carrying with it a flurry of ice and snow that coated the battleground, freezing the wave road completely solid in its wake like a flash-freeze. Once the snow storm finally died down, standing at its center, spinning on one foot like a ballerina, was a small but fierce looking feminine wave being, her outfit in the design of a blue jester with large diamonds sprouting from her head, a piercing, bright red flare extending from the front of her hair, and prominent blue eyes staring at them gleefully through the storm.
"Diamond Ice," Dynamo King said simply.
The Hunter V-G immediately lit up with information.
Diamond Ice Diamond Ice, originally "Ice," was the enigmatic manager-wizard of teen idol, Belle. Belle was a successful idol, but Ice was convinced that Belle lived in Sonia Strumm's shadow. During the Dealer incident, Jack used Ice's fury and frustration to convince her into accepting a Noise Card, which flooded her system and caused her to go out of control. Her out-of-control form is Diamond Ice, a powerful Wizard that could freeze entire cybercores solid, causing them to cease functioning. This devastating ability made it possible for her to also freeze Wizards and even unwary Wave Warriors solid.
"This must be what's causing all of that Noise - so much of it gathered that it created a Remnant of Diamond Ice. She's a collection of dense Noise, herself, so she's disrupting it, preventing it from crystallizing. We'll have to put her down if we want this to stop."
"Put me down?!" Diamond Ice shouted like a brat, stopping her spin and glaring at the overgrown rhino. "You can't just put me down! I'll do whatever it takes; you can't continue to force me to live in her shadow, you just can't! If you won't help me, then you may as well just stay here - forever!"
"Here she comes!"
Diamond Ice lifted her hands up into the air, a blizzard forming between her palms as she spun about. Ice gathered and formed into two floating crystals that accompanied her, and a third one quickly joined them seemingly from the very noise itself. As the ice crystals formed and Diamond Ice stopped her dance, the blizzard she created simply intensified.
A single gust of wind, concentrated and powerful, came towards Dynamo. Everything the wind touched crystallized instantly, and spelled his doom if he let it do the same to him. What followed it was a blizzard more unforgiving than any arctic wind, a treacherous storm of intense cold that blanketed the field of battle in ice, and threatened to overwhelm anything it touched. What was already frozen became brittle and shattered in response.
Diamond Ice gracefully moved through the air in tumultuous arcs and twirls, bringing herself ever closer to the duo, and her proximity brought with it an intense chill that soaked into their bones. At her command, the three satellites she brought with her approached, as well, dashing in every which direction to attack the Wave Warriors.
BOSS ENCOUNTER
Name: Diamond Ice Type: Sub-Boss Wave Being
Objective - Victory: Defeat Diamond Ice within 10 Turns. Objective - Battle Card: Defeat Diamond Ice after destroying Diamond Satellite 5 times. Objective - Noise Card: Defeat Diamond Ice while Diamond Satellite is on Cooldown and none are active. Objective - SECRET: Survive Diamond Ice's Signature Attack while Frozen without triggering an Undershirt effect. Objective - SECRET: Defeat Diamond Ice without becoming Frozen.
Defeat Condition: All Wave Beings are defeated OR battle duration exceeds 10 Turns.
[Passive Ability - Out of Control] Benefit: Noise begins at 150%. Noise cannot be reduced below this amount. Noise rises by 10% each turn. Noise cannot be reduced below this amount. Whenever struck by an Elec or Fire Element attack, resets Noise to 150%.
[Passive Ability - Evercold] Benefit: All panels become Ice panels at the start of battle. Whenever the panels would Reset, they reset back to Ice panels, instead. Diamond Ice's panels cannot be changed. Automatically changes the panel type of any target she moves into melee with into Ice Panels.
- Ice -
Icy, slippery terrain. ° Non-[Aqua Affinity] Characters have their Speed reset to its base value, and it cannot be raised while Ice Panels are active. ° The first [Aqua Affinity] attack used each turn by or against each character on Ice panels gains [Freeze], regardless of its natural cooldown. ° A character on Ice Panels gains a weakness to [Aqua Affinity]. If struck by an [Aqua Affinity] attack, the target's panels automatically revert. ° Ice Panels automatically revert after 5 turns.
Resonant Noise - Diamond Noise Form Violent noise surges all around the user, crystallizing into a blizzard that refuses to cease. Effects: 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. -- Grants the user's Aqua-Element and Summon-Attribute attacks and battle cards +Moderate Damage to the first hit. -- User can trigger panel effects dependent on attacks 3 times per turn. -- One Status effect Tier 3 or below has its Natural Cooldown ignored. Freeze chosen. -- When benefitting from Charge, the user'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 the user is weak to.
Health: 700% Defense: ? Actions: ? Def | 6 Atk Status: Normal Proximity: Dynamo - Range | Cherish - Range Panel: Ice
[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.
Duplicate Active Access Card Effects: The user creates an additional copy of target Summon or Support with HP. Has no effect on Summons or Supports created by Giga Advancements, Giga Class Cards, or Special Attacks. 1-CD between uses.
[Power - Satellite Ice] Benefit: Summons 2 Satellite Ice crystals. Mobile Summons with 1 innate attack action. 95% Health. Only take an attack's unaugmented damage. This effect is bypassed by attacks with at least 1 turn of held charge. Drawback: [1-Turn Mandatory CD]
[Active Ability - Dread Chill] @ Dynamo King Benefit: On use, unavoidably Freezes one target. Target can consume a cumulative 10-CD worth of effects to avoid being frozen. Effects with Charge count as having 1-CD per amount of charge for this effect, regardless of type. Effects used this way gain Limited Cooldown. Drawback: [2-Turn Restricted CD]
Atk 1 - Charge : Diamond Dust (1/1)
Atk 2 - Permafreeze @ All Gamma Attack: Permafreeze Baseline: High Ordinance Trait || Range: Aqua, Wind || [Arena Quarters] Description: An icy grave carried on the northern winds. Damage: Outstanding. Has 3 True Damage Levels. Attack Effects: [0-CD] [Seek] [Permanent Freeze] [Hits All] Bypasses all immunities, including Gammas. If hits a frozen target, Executes.
Atk 3 - Charge : Ice Spin (1/1)
Atk 4 - Graceful Approach @ All 4. Attack Name: Graceful Approach Baseline: Melee - Close Quarters Trait || Range: Aqua, Wind || [Melee (Close)] Description: A beautiful spin and a twirl brings Diamond Ice closer to her quarry. Damage: Non-Damaging Effects: [Advancing] Advances Diamond Ice into Melee with all combatants regardless of distance or effects. Enemies attempting to retreat from Diamond Ice require twice as many actions to do so, this turn. [Freeze] [1-Turn Restricted CD]
[Passive Ability - Absolute Chill] - 90% @ Cherish + Dynamo Benefit: Inflict Damage with [Auto-Hit] equal to user's Defense to any target within melee range each turn. Enemies reduced to 100% or less health by this effect are Frozen.
Satellite Ice A Action - Ice Spin @ Dynamo King 2. Attack Name: Ice Spin Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 1 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] [Freeze] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Satellite Ice B Action - Ice Spin @ Cherish 2. Attack Name: Ice Spin Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 2 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] [Freeze] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Satellite Ice C Action - Ice Spin @ Dynamo King 2. Attack Name: Ice Spin Baseline: Melee - Bludgeon Trait || Range: Break, Aqua || [Melee (Close)] Description: The ice satellites work in tandem to create confusing arrays that confound their foes. Damage: Immense * 3 Hits Effects: [1-Action Charge] [Advancing] [Destroy] [Avoided Separately] [Multi-Use] [Freeze] Can be chained together with itself. Gains +1 hit per time it is used in a turn. Charging this attack for 1 ice satellite charges it for all.
Cherish's body was tingling from the permeating cold, and movement in general was severely uncomfortable. However, she found that if she was angry, then that hypothetical flame in her chest could keep her at least a little more warm. That notion, compounded by her already more-than-serious demeanor, was beginning to spark a deeper, more cruel side of her. "Feint" was the persona she wore in an alternate universe, and while it didn't exactly exist in this one due to her circumstances being different here, it could still slip out from time to time if she went unchecked.
By now, it was enough that Diamond Ice's bratty-like reaction would annoy Cherish like nails on a chalkboard. Even for her to be called a "Remnant" was bothering her -- she didn't know the specifics of how her brother was brought back to life, but he shared that tag as well. To think that he could have just been a copy like this little girl, instead of her actual flesh and blood, or for that to even be implied by that tag, was pushing her over even more.
" ... "
By the time the attacks had finally come, her ruthlessness had already peaked. This wasn't a person fused with an EM Being, so there was no reason to hold back, and Cherish absolutely would not.
Still empowered by the all of the virus attacks that she had been soaking up until this point, Cherish raised her weapon in defiance of Diamond Ice's blizzard -- the wind tunnel behind her shot was so fierce that the blizzard was whisked away by the projectile and the ice in the area was left violently cracked just by the shockwave created when the bullet left the chamber.
Diamond Ice seemed eager to fight in close proximity with her opponents so that her satellites could batter them around. Cherish was completely fine with that tactic, haughtily standing her ground as she'd fire another shot at the approaching enemy and bracing herself for collision with the massive ice structures.
And lastly came her provocation -- the persona now finalized with her sharp, cruel dialogue.
Health: 550/550% Armor: 41% Status: Normal Panels: Ice Proximity: Dynamo King - Melee | Diamond Ice - Melee Special - Wood: Cherish cannot lose more than 50% of her current health from a single hit - Wood: Cherish takes -3 Full Damage Levels from all attacks until she moves - Light: DK's allies take -2 Damage Levels from all attacks
Barrier Support Card || Single-Use Benefit: The user summons a Modest health barrier around themselves or an ally. This does not require an action to use.
{--- | Mortal Paragon: Vibrant Noise Form Activated (+)}
Mortal Paragon Must be activated after the Cherish's Defensive Phase, after responding to all attacks aimed at her. Can only be activated if she still has Actions to use. Does not take any actions to activate. Effects: -- Gain and Lose Noise twice as quickly, doubling any effect that causes Cherish to gain or lose noise. -- Grants Cherish's (Wood|Null|Munitions|Neutral|Custom) attacks and battle cards +Moderate Damage to one hit. Stacks if multiple would apply. -- Gain (4) Natural CDR to [Basic Breakers], letting them land multiple times before entering Nat CD -- One Attack per turn gains [Bypass] outside of Natural CD -- Apply (6) CD to one Elemental Active Ability. [2-Turn Mandatory CD] -- Increases Cherish's Basic Attack Damage when benefiting from Charge by a Moderate amount. -- Wood Ω - If Cherish has not moved this turn, she can reduce all incoming damage by (3) Full Damage Levels. - Cherish gains Outstanding Health. - Cherish is immune to any effect that would move her or forcibly change her panel type. -- Cherish create an additional Giga Attack that is only useable during this transformation (pending funds) --- 5 Turn Duration. Ended prematurely if struck by an attack Cherish is weak to.
° Elec Affinity - While at or above 75% Noise, the user benefits from the Elec Element as an additional Main Proficiency, at the same level as their own. If at or above 150% Noise, can gain the benefits of Elec Ω, instead. Full benefits of this effect must be outlined in-stats.
- 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. - Attacks without special properties, except those granted by the Cherish's proficiencies on use, gain (3) levels of Powerful. - Cherish's [Arena Quarters] attacks have their 1-Turn Mandatory CD reduced to Once/Turn. (Lost at 150% Noise) - Cherish can add Paralyze to attacks as though it were a Tier 1 Status Effect. - [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.
At 150% Noise Ω - Increase Cherish's first Non-Special Property (other than proficiency-granted) Elec Element Attack Damage by (15) each 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.
--- | Cooldown: Mortal Paragon applies 6 CDR to Balanced Stance D9 + M1 | Movement: Remnant spends 2 Actions to Retreat from Range → Long Range from Diamond Ice. D11 | Cooldown: Two Actions spent for 2 CDR to Dauntless Challenger.
Black Hole Lv4 || [Ranged (Arena Quarters)] || Single-Use Description: The user rips open a hole in space that drains away the life of one enemy. Damage: Pitiful → Low → Moderate → Modest [True Damage] [Alternate Use] - Not Used Attack Effects: [Auto Hit]
Black Hole Lv4 || [Ranged (Arena Quarters)] || Single-Use Description: The user rips open a hole in space that drains away the life of one enemy. Damage: Pitiful → Low → Moderate → Modest [True Damage] [Alternate Use] - Not Used Attack Effects: [Auto Hit]
Black Hole Lv4 || [Ranged (Arena Quarters)] || Single-Use Description: The user rips open a hole in space that drains away the life of one enemy. Damage: Pitiful → Low → Moderate → Modest [True Damage] [Alternate Use] - Not Used Attack Effects: [Auto Hit]
Attack Name: Provoke Baseline: Blast Trait || Range: Munitions|| Range Description: Coming later Damage: Low (3%) → Great (15%) +4 Full Dmg Lvs +50% +50% Effects: [Multi-Use +4] [Bypass] [Requires 2 Dodges to Evade] [Overcome] [Powerful (6)] [Spread] - [Struck Targets must aim at Cherish and use their weakest attacks this turn] Drawback: [1 Action Charge]
- Critical Strike - Cherish adds [Precision] to a single attack this turn, outside of its natural cooldown. She also increases the selected attack's damage to its inherent maximum; this applies a buff to the attack equal to the difference between its current amount and its Baseline Cap + additional damage levels equal to the number of damage level buffs she can apply. 3-Turn CD between uses.
Wood: Cherish's Wood Attacks gain Overcome and Powerful (Low) until she moves
Elec Noise: Cherish's Non-Special Property Attacks gain 3 Powerful Lvs
Elec Noise: Cherish's Non-Special Property Attacks gain +2 Dmg Lv Cap
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