ALLIED CHARACTERS
Stats:
HP: 200
SP: 200
ATK: 200
DEF: 200
MAG: 200
WIS: 200
AGI: 200
Innate: Change Affinity
At the beginning of each round, Arin may swap his elemental affinity. Aside from altering his skill effects, each element provides a minor stat boost:
WIND - +25% Agility, all attacks & skills are physical
EARTH - +25% Defense, all attacks & skills are physical
LIGHT - +25% Magic, all attacks & skills are magical
DARK - +25% Wisdom. all attacks & skills are magical
FIRE - +25% Attack, all attacks & skills are physical
WATER - Adds two Tidecaller stacks at the start of each turn. Once per turn, at the start of the turn, Arin may sacrifice any number of stacks to regain 7 HP per stack. All attacks & skills are magical.
Elemental Burst: (Single-Target/Field, 25 SP, 1 Turn Cooldown) Arin performs an empowered attack or casts a spell. Effect varies based upon current affinity:
WIND - Increases Arin's chance to dodge by 5%. Stackable. Lasts until a successful dodge.
EARTH - Decreases target's armor by 20. Lasts for three turns, stacks up to 5 times.
LIGHT - Deals 150% damage, heals a second target for 25% of damage dealt. Cannot heal self with this effect, unless using Prism Overdrive.
DARK - Burns spirit points equal to 20% of the damage dealt.
FIRE - Damage is dealt over three turns. 75% is dealt on impact, 25% is dealt a turn for the next two turns. This effect stacks over multiple hits.
WATER - Adds one Tidecaller stack. Arin can then expend as many tide caller stacks as he wants, dealing 10 true damage to all other combatants per stack consumed.
Elemental Embodiment:(Self, 5 Turn Cooldown) Arin channels the primal forces of his current element, empowering himself in some way:
WIND - For the next two turns, Arin can attack twice. Once at the start of the turn & once when he normally could.
EARTH - Arin only takes 50% damage this turn. For the next two turns after, he takes 75% damage instead.
LIGHT - Arin gains five stacks of Radiance. Each stack increases his stats by 10%. One stack fades per turn.
DARK - Become Etheral for three turns. While Etheral, Arin cannot use, nor be effected by physical attacks & skills. Additionally, magic is 150% effective against him.
FIRE - All burn damage dealt is doubled for the next two turns.
WATER - Add three Tidecaller stacks. Arin can then expend as many stacks as he wants, healing for 10 SP & HP per stack used.
Elemental Attunement:(Passive) If Arin stays in one element for three turns in a row, he gains a bonus effect for as long as it's active.
WIND - 25% chance to avoid harmful attacks & statuses.
EARTH - Take 20% reduced damage from physical attacks & skills.
LIGHT - Magic applies a stack of Luminescence, amplifying all magical effects against the target by 5%. All stacks fade if a new instance of Luminescence hasn't been applied for three turns.
DARK - Absorbs the first harmful magic Arin is affected by, restoring 50% of his missing SP. Two turn cooldown.
FIRE - Basic attacks & Elemental Burst become Area skills, and can hit up to three targets.
WATER - Arin gets twice the number of Tidecaller stacks as he normally would.
Prism Overdrive: (Self, 100 SP, 10 Turn Cooldown) Arin gains all Affinity & Attunement effects until the end of his third turn after activation. In addition, all attacks & skills deal Magic Damage and attack the target's lowest defense stat. Afterwards, he loses all Affinity & Attunement effects for the next five turns.
HP: 200
SP: 200
ATK: 200
DEF: 200
MAG: 200
WIS: 200
AGI: 200
Innate: Change Affinity
At the beginning of each round, Arin may swap his elemental affinity. Aside from altering his skill effects, each element provides a minor stat boost:
WIND - +25% Agility, all attacks & skills are physical
EARTH - +25% Defense, all attacks & skills are physical
LIGHT - +25% Magic, all attacks & skills are magical
DARK - +25% Wisdom. all attacks & skills are magical
FIRE - +25% Attack, all attacks & skills are physical
WATER - Adds two Tidecaller stacks at the start of each turn. Once per turn, at the start of the turn, Arin may sacrifice any number of stacks to regain 7 HP per stack. All attacks & skills are magical.
Elemental Burst: (Single-Target/Field, 25 SP, 1 Turn Cooldown) Arin performs an empowered attack or casts a spell. Effect varies based upon current affinity:
WIND - Increases Arin's chance to dodge by 5%. Stackable. Lasts until a successful dodge.
EARTH - Decreases target's armor by 20. Lasts for three turns, stacks up to 5 times.
LIGHT - Deals 150% damage, heals a second target for 25% of damage dealt. Cannot heal self with this effect, unless using Prism Overdrive.
DARK - Burns spirit points equal to 20% of the damage dealt.
FIRE - Damage is dealt over three turns. 75% is dealt on impact, 25% is dealt a turn for the next two turns. This effect stacks over multiple hits.
WATER - Adds one Tidecaller stack. Arin can then expend as many tide caller stacks as he wants, dealing 10 true damage to all other combatants per stack consumed.
Elemental Embodiment:(Self, 5 Turn Cooldown) Arin channels the primal forces of his current element, empowering himself in some way:
WIND - For the next two turns, Arin can attack twice. Once at the start of the turn & once when he normally could.
EARTH - Arin only takes 50% damage this turn. For the next two turns after, he takes 75% damage instead.
LIGHT - Arin gains five stacks of Radiance. Each stack increases his stats by 10%. One stack fades per turn.
DARK - Become Etheral for three turns. While Etheral, Arin cannot use, nor be effected by physical attacks & skills. Additionally, magic is 150% effective against him.
FIRE - All burn damage dealt is doubled for the next two turns.
WATER - Add three Tidecaller stacks. Arin can then expend as many stacks as he wants, healing for 10 SP & HP per stack used.
Elemental Attunement:(Passive) If Arin stays in one element for three turns in a row, he gains a bonus effect for as long as it's active.
WIND - 25% chance to avoid harmful attacks & statuses.
EARTH - Take 20% reduced damage from physical attacks & skills.
LIGHT - Magic applies a stack of Luminescence, amplifying all magical effects against the target by 5%. All stacks fade if a new instance of Luminescence hasn't been applied for three turns.
DARK - Absorbs the first harmful magic Arin is affected by, restoring 50% of his missing SP. Two turn cooldown.
FIRE - Basic attacks & Elemental Burst become Area skills, and can hit up to three targets.
WATER - Arin gets twice the number of Tidecaller stacks as he normally would.
Prism Overdrive: (Self, 100 SP, 10 Turn Cooldown) Arin gains all Affinity & Attunement effects until the end of his third turn after activation. In addition, all attacks & skills deal Magic Damage and attack the target's lowest defense stat. Afterwards, he loses all Affinity & Attunement effects for the next five turns.
Stats:
HP: 400
SP: 200
ATK: 300
DEF: 100
MAG: 0
WIS: 0
AGI: 400
Innate: Awesome Overflow
Dennis overflows with awesome, and its aura hits other spirits, dealing 5% Max HP (min. 1 HP) damage to everyone else per turn.
Cracking the Knuckles: (Self, 20 SP, 3 Turn Cooldown) Dennis cracks his knuckles. His next normal attack is counted as having 10000 AGI, and deals 20% additional damage.
Infinity Rock Explosion!: (Field, 40 SP, 8 Turn Cooldown) Dennis snaps his fingers, making the entire arena explode. All enemies have 1 AGI for the next 5 turns as the arena is somehow now space.
The Bold and the Brave: Dennis selects an opponent, and copies a technique. Its SP cost and cooldown are the same as the technique's. Damage dealt by the techniques is calculated with Dennis' stats.
5 Finger Technique: Ultimate Brofist: (Self, 100 SP, 10 Turn Cooldown) Dennis McAwesome brofists God itself. Dennis' stats, including HP and SP, are all doubled for 2 turns.
HP: 400
SP: 200
ATK: 300
DEF: 100
MAG: 0
WIS: 0
AGI: 400
Innate: Awesome Overflow
Dennis overflows with awesome, and its aura hits other spirits, dealing 5% Max HP (min. 1 HP) damage to everyone else per turn.
Cracking the Knuckles: (Self, 20 SP, 3 Turn Cooldown) Dennis cracks his knuckles. His next normal attack is counted as having 10000 AGI, and deals 20% additional damage.
Infinity Rock Explosion!: (Field, 40 SP, 8 Turn Cooldown) Dennis snaps his fingers, making the entire arena explode. All enemies have 1 AGI for the next 5 turns as the arena is somehow now space.
The Bold and the Brave: Dennis selects an opponent, and copies a technique. Its SP cost and cooldown are the same as the technique's. Damage dealt by the techniques is calculated with Dennis' stats.
5 Finger Technique: Ultimate Brofist: (Self, 100 SP, 10 Turn Cooldown) Dennis McAwesome brofists God itself. Dennis' stats, including HP and SP, are all doubled for 2 turns.
Stats:
HP: 40
SP: 200
ATK: 1060
DEF: 40
MAG: 0
WIS: 40
AGI: 0
Innate: Ninjutsu
Joe always acts first in a turn, ignoring AGI requirements.
Shadow Rush:(Field, Enemies Hit*10SP, 3 turn cooldown) - Joe strikes all enemies on the field using a series of hidden weapons. Damage that would be dealt is equal to (ATK/2*# enemies hit). All enemies hit are also marked with a ninja bomb, which explodes next turn, dealing damage equal to 10% of their current HP. Additionally, if Joe kills an enemy that had a ninja bomb, he absorbs the bomb’s power, gaining 10 ATK permanently.
Assassination: (Single-target, 50SP, 4 turn cooldown): Target enemy deals 25% damage to Joe and Joe deals 75% extra damage for the next two turns. Additionally, 50% of damage received from that enemy is dealt to it.
Mark of the Ninja: (Single-target, 40SP, 5 turn cooldown): Target enemy receives Stun and a combination of two of the following status effects: Poison (7% Max HP damage for 4 turns), Paralysis (50% chance to be unable to act for 4 turns), Sleep (Unable to act for 2 turns), Full Stat Down (All Stats except HP and SP halved for 4 turns), Silence (Cannot activate Skills with the tag Self).
As One: (Self, 80SP, 6 turn cooldown after all clones die) : This skill cannot be used while clones are up. Joe summons 4 clones that have 30% of his Max HP and 40% of his stats. Clones attack every two turns and take 50% damage from one type of attack (MAG/ATK) and 150% from the other type of attack, determined at random. Attacks from all clones count as a single attack, where damage dealt is equal to (ATK/2*# of clones). Clones cannot use Skills. While clones are up, Joe cannot be targeted or damaged.
HP: 40
SP: 200
ATK: 1060
DEF: 40
MAG: 0
WIS: 40
AGI: 0
Innate: Ninjutsu
Joe always acts first in a turn, ignoring AGI requirements.
Shadow Rush:(Field, Enemies Hit*10SP, 3 turn cooldown) - Joe strikes all enemies on the field using a series of hidden weapons. Damage that would be dealt is equal to (ATK/2*# enemies hit). All enemies hit are also marked with a ninja bomb, which explodes next turn, dealing damage equal to 10% of their current HP. Additionally, if Joe kills an enemy that had a ninja bomb, he absorbs the bomb’s power, gaining 10 ATK permanently.
Assassination: (Single-target, 50SP, 4 turn cooldown): Target enemy deals 25% damage to Joe and Joe deals 75% extra damage for the next two turns. Additionally, 50% of damage received from that enemy is dealt to it.
Mark of the Ninja: (Single-target, 40SP, 5 turn cooldown): Target enemy receives Stun and a combination of two of the following status effects: Poison (7% Max HP damage for 4 turns), Paralysis (50% chance to be unable to act for 4 turns), Sleep (Unable to act for 2 turns), Full Stat Down (All Stats except HP and SP halved for 4 turns), Silence (Cannot activate Skills with the tag Self).
As One: (Self, 80SP, 6 turn cooldown after all clones die) : This skill cannot be used while clones are up. Joe summons 4 clones that have 30% of his Max HP and 40% of his stats. Clones attack every two turns and take 50% damage from one type of attack (MAG/ATK) and 150% from the other type of attack, determined at random. Attacks from all clones count as a single attack, where damage dealt is equal to (ATK/2*# of clones). Clones cannot use Skills. While clones are up, Joe cannot be targeted or damaged.
Stats:
HP: 150
SP: 250
ATK: 300
DEF: 150
MAG: 350
WIS: 200
AGI: 0
Innate: Illusion Speed - Halicon’s AGI = maxSP+MAG+WIS+(ATK+DEF)/2. She gains 1% Accuracy and Dodge Chance per 100 AGI. This AGI cannot be debuffed directly.
Phantasmagoria Capturing Web: (Field, 25 SP, Cooldown 2 turns) – Deals MAG/#enemies hit*2 damage and Stuns all enemies.
Wave Blast: (Area, 25 SP, Cooldown 1 turn) – Deals physical damage using AGI for calculation. Targets up to 3 enemies.
Spirit Drain: (Passive) – Halicon’s normal attacks drain 10% of damage dealt as SP and HP. The enemy hit by the attack also loses SP equal to the SP gained this way.
Hypersonic Strike: (Field, 100 SP, Cooldown 5 turns) – Uses AGI for calculation. Deals true damage.
HP: 150
SP: 250
ATK: 300
DEF: 150
MAG: 350
WIS: 200
AGI: 0
Innate: Illusion Speed - Halicon’s AGI = maxSP+MAG+WIS+(ATK+DEF)/2. She gains 1% Accuracy and Dodge Chance per 100 AGI. This AGI cannot be debuffed directly.
Phantasmagoria Capturing Web: (Field, 25 SP, Cooldown 2 turns) – Deals MAG/#enemies hit*2 damage and Stuns all enemies.
Wave Blast: (Area, 25 SP, Cooldown 1 turn) – Deals physical damage using AGI for calculation. Targets up to 3 enemies.
Spirit Drain: (Passive) – Halicon’s normal attacks drain 10% of damage dealt as SP and HP. The enemy hit by the attack also loses SP equal to the SP gained this way.
Hypersonic Strike: (Field, 100 SP, Cooldown 5 turns) – Uses AGI for calculation. Deals true damage.
Stats:
HP: 300
SP: 200
ATK: 40
DEF: 130
MAG: 340
WIS: 100
AGI: 290
Innate: Self-Restock
The user regens 10 SP each turn in addition to the normal regeneration.
Crash Bomb: (Area, 30 SP, 2 Turn Cooldown): Deals MAG/2 damage to a single enemy, and 2 additional enemies take 40% of damage dealt as True Damage.
Dive Missile: (Single-Target, 50 SP, 4 Turn Cooldown): Deals MAG/2 damage to a single enemy. This attack cannot miss.
Mega Buster: (Single-Target, 5 SP, 1 Turn Cooldown): Deals ATK*2 damage three times.
Nuclear Fire:(Field, 100 SP, 6 Turn Cooldown, 3 Turn Warmup) : Fires a nuclear attack at all enemies, dealing MAG damage as true damage, and also dealing 30% of that damage next turn to all enemies. Grey Crash also takes 50 damage from the blast.
HP: 300
SP: 200
ATK: 40
DEF: 130
MAG: 340
WIS: 100
AGI: 290
Innate: Self-Restock
The user regens 10 SP each turn in addition to the normal regeneration.
Crash Bomb: (Area, 30 SP, 2 Turn Cooldown): Deals MAG/2 damage to a single enemy, and 2 additional enemies take 40% of damage dealt as True Damage.
Dive Missile: (Single-Target, 50 SP, 4 Turn Cooldown): Deals MAG/2 damage to a single enemy. This attack cannot miss.
Mega Buster: (Single-Target, 5 SP, 1 Turn Cooldown): Deals ATK*2 damage three times.
Nuclear Fire:(Field, 100 SP, 6 Turn Cooldown, 3 Turn Warmup) : Fires a nuclear attack at all enemies, dealing MAG damage as true damage, and also dealing 30% of that damage next turn to all enemies. Grey Crash also takes 50 damage from the blast.
Stats:
HP: 300
SP: 300
ATK: 0
DEF: 200
MAG: 350
WIS: 250
AGI: 100
Innate: Melancholic Look
Inesca is immune to the effects of other Innate Abilities, and she has 25% Extra Dodge against Status Ailment affliction.
Light Barrage: (Single-Target, 40 SP, 1 Turn Cooldown) Inesca summons and sends a series of 7 orbs of light that burst on contact, each dealing 0.1MAG-0.5oppWIS as Magic Damage.
Seal - Finis: (Single-Target, 80 SP, 5 Turn Cooldown) Inesca seals one of the three skills of an opponent's for Inesca's WIS/Target's WIS (min. 2, max. 4, round up) turns.
Recovery: (Self, 2 Turn Cooldown) Inesca gains 30% HP and SP.
Heaven's Rain: (Area, Remaining SP, 6 Turn Cooldown, 2 Turn Charge) Deals 1.5*MAG + SP spent - 1.5*OPPWIS. Hits up to 5 enemies, and Inesca is untargetable during Charge.
HP: 300
SP: 300
ATK: 0
DEF: 200
MAG: 350
WIS: 250
AGI: 100
Innate: Melancholic Look
Inesca is immune to the effects of other Innate Abilities, and she has 25% Extra Dodge against Status Ailment affliction.
Light Barrage: (Single-Target, 40 SP, 1 Turn Cooldown) Inesca summons and sends a series of 7 orbs of light that burst on contact, each dealing 0.1MAG-0.5oppWIS as Magic Damage.
Seal - Finis: (Single-Target, 80 SP, 5 Turn Cooldown) Inesca seals one of the three skills of an opponent's for Inesca's WIS/Target's WIS (min. 2, max. 4, round up) turns.
Recovery: (Self, 2 Turn Cooldown) Inesca gains 30% HP and SP.
Heaven's Rain: (Area, Remaining SP, 6 Turn Cooldown, 2 Turn Charge) Deals 1.5*MAG + SP spent - 1.5*OPPWIS. Hits up to 5 enemies, and Inesca is untargetable during Charge.
Stats:
HP: 230
SP: 380
ATK: 220
DEF: 220
MAG: 120
WIS: 120
AGI: 110
Innate: Blood Elemental
Cannot be afflicted with status effects. Enemies hit by the lightsaber gain Bleed for 3 turns. Bleed deals 8 HP damage per turn, and makes attacks deal 30% damage if the target is Kaitoru.
Dazzle!: (Self, 2 turn cooldown, 20 SP) Kaitoru gains 50% dodge chance for one turn, and regenerates 20 HP per turn for 3 turns. The second effect is refreshed if the skill is used again.
Poltergeistry: (Single-Target/Area, 2 turn cooldown, 15 SP) – Kaitoru utilizes another weapon with psychic powers. Kaitoru then attacks with both the weapons. These weapons are as follows:
-Pistol – Uses MAG for damage calculation. Sawed-Off Shotgun: Uses ATK*1.5 for damage calculation. Grenade Launcher: Uses MAG/3 for damage calculation. Targets up to 3 enemies.
Medomiko Bash!: (Single-Target, 5 turn cooldown, 50 SP) Deals ATK*2 damage. The enemy is left at 25% HP if that enemy is over 25% HP after damage calculation.
Beam Reigning!: (Field, 8 turn cooldown, 100 SP) – Deals ATK/8 damage 8 times to all enemies, and then deals MAG/5 damage to all enemies. A fire is then left on the arena, dealing MAG/5 damage to all enemies for the next 4 turns.
HP: 230
SP: 380
ATK: 220
DEF: 220
MAG: 120
WIS: 120
AGI: 110
Innate: Blood Elemental
Cannot be afflicted with status effects. Enemies hit by the lightsaber gain Bleed for 3 turns. Bleed deals 8 HP damage per turn, and makes attacks deal 30% damage if the target is Kaitoru.
Dazzle!: (Self, 2 turn cooldown, 20 SP) Kaitoru gains 50% dodge chance for one turn, and regenerates 20 HP per turn for 3 turns. The second effect is refreshed if the skill is used again.
Poltergeistry: (Single-Target/Area, 2 turn cooldown, 15 SP) – Kaitoru utilizes another weapon with psychic powers. Kaitoru then attacks with both the weapons. These weapons are as follows:
-Pistol – Uses MAG for damage calculation. Sawed-Off Shotgun: Uses ATK*1.5 for damage calculation. Grenade Launcher: Uses MAG/3 for damage calculation. Targets up to 3 enemies.
Medomiko Bash!: (Single-Target, 5 turn cooldown, 50 SP) Deals ATK*2 damage. The enemy is left at 25% HP if that enemy is over 25% HP after damage calculation.
Beam Reigning!: (Field, 8 turn cooldown, 100 SP) – Deals ATK/8 damage 8 times to all enemies, and then deals MAG/5 damage to all enemies. A fire is then left on the arena, dealing MAG/5 damage to all enemies for the next 4 turns.
Stats:
HP: 450
SP: 100
ATK: 100
DEF: 300
MAG: 100
WIS: 300
AGI: 50
Innate: To be named
Lord Badass starts with 0 SP, but regains SP equal to all damage he deals. Can overcharge to 150, but any SP gained above his normal 100 is reduced by half.
Ignition: (Self) Lord Badass ignites himself in a glorious inferno, dealing a guaranteed 50 damage to himself. For the next three turns, nearby Spirits take 25 damage per turn due to his sizzling hotness.
Strike Alight: (Single-Target, 2 Turn Cooldown, 50 SP) Lord Badass empowers his fist with a large fireball, dealing 50 damage to one Spirit.
Great Balls of Fire: (Single-Target, 5 Turn Cooldown, 100 SP) Lord Badass conjures up two large fireballs at his groin, and launches them with a pelvic thrust. The fireballs both target a single Spirit and each do 50 damage.
RAGE INFINITY SUNS: (Field, 10 Turn Cooldown, 150 SP) Lord Badass channels all his righteous and awesome fury into a great glorious fireball, dealing 150 damage to all Spirits and igniting them, causing them to take 25 damage per turn for the next 5 turns.
HP: 450
SP: 100
ATK: 100
DEF: 300
MAG: 100
WIS: 300
AGI: 50
Innate: To be named
Lord Badass starts with 0 SP, but regains SP equal to all damage he deals. Can overcharge to 150, but any SP gained above his normal 100 is reduced by half.
Ignition: (Self) Lord Badass ignites himself in a glorious inferno, dealing a guaranteed 50 damage to himself. For the next three turns, nearby Spirits take 25 damage per turn due to his sizzling hotness.
Strike Alight: (Single-Target, 2 Turn Cooldown, 50 SP) Lord Badass empowers his fist with a large fireball, dealing 50 damage to one Spirit.
Great Balls of Fire: (Single-Target, 5 Turn Cooldown, 100 SP) Lord Badass conjures up two large fireballs at his groin, and launches them with a pelvic thrust. The fireballs both target a single Spirit and each do 50 damage.
RAGE INFINITY SUNS: (Field, 10 Turn Cooldown, 150 SP) Lord Badass channels all his righteous and awesome fury into a great glorious fireball, dealing 150 damage to all Spirits and igniting them, causing them to take 25 damage per turn for the next 5 turns.