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Mega Man Battle Squad - One Ring Man to rule them all

I'll just start off with a Screw Crusher on the Whopper tbh. lol
Layout by Mathos
slash claw ringring man
thx to e r i k for layout
Throw a Ballade Cracker at the Whopper.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Ring Man is weak to the Hell Wheel in R4MI, and Pharaoh, if I remember correctly, in vanilla MM4. So, he's probably weak to Fire weapons. The others, I'm not so sure.

Still, I'll use Nitro Blast. Haven't got much mileage out of that one, and I feel like this would be a good time to use it.

This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
Turn 1


Noivern raises his shield!
Impetus transforms into Fire Man!
Ultima spends 6 Subweapon Energy and throws 4 Screw Crushers at Whopper! Whopper takes 7+8+7+8 damage!
Samario spends 7 Subweapon Energy and uses Slash Claw on Ring Man! Ring Man takes 21 damage!
LucasRCD spends 6 Subweapon Energy and throws a Ballade Cracker at Whopper! Whopper takes 0 damage, and his DEF gets lowered by 1!
Giga spends 8 Subweapon Energy and fires a Nitro Blast! Mono Roader takes 22 damage, and Whopper takes 11 damage!



Mono Roader hides in its shell, raising its DEF by 10! It then spins into Ultima for 3 damage! It then retreats to behind Whopper!
Whopper throws all of its rings out, lowering his DEF!

Two rings hit Samario for 2+2 damage!
One ring hits Giga for 2 damage!
One ring hits LucasRCD for 2 damage!
Two rings hit Ultima for 2+2 damage!

Ring Man throws a Ring Boomerang at Giga for 6 damage!
Kabatoncue stares at the Battle Squad, doing nothing this turn!

Ultima

Status: Normal
Weapon Power: 6
Subweapon Power: 7
Bolts x 24
Current Z-Saber Element: None

Normal Attack: Z-Saber
Does 3+[current WP] damage. You can only hit the closest enemy with this move.

Special Ability: Z-Saber Charge
Charge the Z-Saber once to increase the damage of the normal Z-Saber attack to 6+[current WP] damage, with an added Guard Break and a 50% chance of getting a critical hit for 2.5x the damage.
Charge it twice to add a shockwave that hits all other enemies in a single row for 5+[WP÷2] damage.

Special Ability II: Defense Breaker
Does 2+[current WP÷2] damage and lowers the enemy's defense by 1.
Can only be used on the closest enemy.

Special Ability III: Element Infuse
Costs 5 Subweapon Energy

Infuse the Z-Saber with Fire, Ice, or Electric element.
Changes all Z-Saber attacks for one battle to that element, as well as add a 33% chance to burn, freeze, or paralyze, respectively.
Can be used on the same turn as another attack.

Overdrive Attack: Zero's Fury
Costs 11 Subweapon Energy

Slash at any one enemy for 2+2+2+2+2 damage.
The final hit has [current WP] damage added to it and lowers defense by 2.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Parry
All physical attacks aimed at Zero have a 25% chance of Zero attacking the enemy back for [current WP] damage.



Weapons


Black Hole Bomb
Costs 7 Subweapon energy

Does 5+[current SP] damage to the enemy it's aimed at, and 2+[current SP÷2] damage to adjacent enemies (whether they're flying or on the ground). Also makes the main target's projectile attacks fail on the turn it's used. Wind element.


Rain Flush
Costs 7 Subweapon Energy

Causes a rainstorm that does 1-3 damage to every enemy for 3 turns. Ignores defense. The maximum number in the roll raises by 1 for every 3 SP you have. Water element.


Ballade Cracker
Costs 4 Subweapon Energy

Does 5+[current WP+SP] damage, reduces the target's base DEF by 1. Does Explosive Damage.


Screw Crusher
Costs 6 Subweapon Energy

Throw 4 blades at any enemy of your choice for 1+[current WP+SP ÷2] damage. Pierces defense. Does Blade damage.


Rainbow Beam
Costs 10 Subweapon Energy

Fire a laser at one enemy that hits every enemy in the row for 2+[current SP÷2] damage before hitting the targeted enemy. When it hits the enemy, it expands to do 2 damage to the target and both enemies adjacent to it (hits regardless of if the adjacent enemies are on ground or flying), plus an extra 2 damage for every 2 points in SP you have.




Upgrades


Auto Attack

Allows you to use your basic Z-Saber attack while charging.


Z-Saber Extend

Allows you to hit any enemy in a battle, not just the closest one.




Items


Spare Body
If you die in-battle and have a Spare Body, you will return immediately with half of your maximum Energy and Weapon Energy.

LucasRCD

Status: Normal
Weapon Power: 3
Subweapon Power: 10
Bolts x 87

Normal Attack: Mega Buster
Fires 3+[current WP] shots for 1 damage each.
You can only hit the the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Buster Charge
Makes the Mega Buster attack fire 1 shot for 6+[current WP] damage that breaks Guards.

Special Ability II: Rush Assist
Rush drops in and gives a random item to Mega Man. Can only be used once per battle.

Special Ability III: Power Form
Costs 5 Subweapon Energy per turn

Mega Man fuses with Rush.
Adds 1 defense and allows Mega Man to do two different moves:

-Rapid Punch-
Replaces Mega Buster. Fire 3+[current WP] punches for 1 damage each at the first ground or flying enemy. Each punch pierces defense.
The punches don't do any extra damage against enemies with negative defense.

-Punch Charge-
Replaces Buster Charge.
Charge a punch that hits the first ground enemy for 7+[current WP] damage and knocks them into the next ground enemy, dealing an extra 3+[current WP] damage to both of them. Breaks Guards for both enemies.

Using any other move, attack, or Subweapon will automatically make Mega Man unfuse, as will running out of Weapon Energy.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Wish Star
Costs 10 Subweapon Energy

Summon Rush and do a crash attack that hits every enemy for 4+[current WP] damage.
Can only be used when under 20% Energy, and can't be used twice in a row.
Gets a base damage boost of 2 when used when under 10% Energy.

Passive Ability: Helmet
All attacks aimed at Rockman have a 25% chance of having the damage reduced by 1.




Weapons


Tornado Hold
Costs 7 Subweapon Energy

Does 3+[current SP÷3] for 3 turns to one enemy. Ignores DEF. Has a 25% chance of inflicting Dizzy for 1 turn each turn. You can only have 1 on the field at a time.


Ice Needle
Costs 1 Subweapon Energy.

Does 1+[current SP] damage and drops 2 Small Weapon Capsules (worth 4 Weapon Energy) for you. Pierces Defense. Ice Type.


Ballade Cracker
Costs 6 Subweapon Energy

Does 5+[current WP+SP] damage, reduces the target's base DEF by 1. Does Explosive Damage.


Rainbow Beam
Costs 10 Subweapon Energy

Fire a laser at one enemy that hits every enemy in the row for 2+[current SP÷2] damage before hitting the targeted enemy. When it hits the enemy, it expands to do 2 damage to the target and both enemies adjacent to it (hits regardless of if the adjacent enemies are on ground or flying), plus an extra 2 damage for every 2 points in SP you have.




Upgrades

None




Items


Eddie Call
Call in Eddie for a random item drop. Possible drops include energy capsules, Mini, E, and W-Tanks, and Spare Bodies. One use only.



E-Tank
Recovers 30 Energy.


W-Tank
Recovers 30 Weapon Energy.
Giga

Status: Normal
Weapon Power: 0
Subweapon Power: 13
Bolts x 16
Crit Boost

Normal Attack: Earthbolt
Fires 3+[current WP] shots for 1 damage each. The first shot has a 10% Guard Break chance, and the chance for one raises 10% for each shot fired at the same enemy.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: SP Charge
Doubles Subweapon Power for the next Subweapon Attack.

Special Ability II: Treble Assist
Treble drops in and gives a random item to Bass. Can only be used once per battle.

Special Ability III: Treble Boost
Costs 5 Subweapon Energy per turn

Makes Bass fuse with Treble.
Adds Flying status and makes Bass capable of using two different moves:

-Forte Laser-
Replaces Bass Buster.
Does 3+[current WP] damage and can be aimed at any enemy.

-Laser Charge-
Replaces Weapon Charge.
Charge the Forte Laser to do 7+[current WP] damage to any enemy on the next turn, and break guards.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse, as will running out of Weapon Energy.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Treble Cannon
Costs 10 Subweapon Energy

Load Treble into your arm cannon and fire him at any enemy to do 10+[current WP] damage.
Does 2+[current WP] blast damage to enemies adjacent to the target.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Ammo Saver
Subweapon costs are lowered by 1.




Weapons


Hyper Bomb
Costs 8 Weapon Energy

Throw a bomb at one enemy that sits for one turn, and blows up on the next, doing 9+[current SPx1.5] damage. Doesn't work on flying enemies. Explosive element. You can only throw anither Hyper Bomb once the old one disappears.


Ice Needle
Costs 1 Subweapon Energy.

Does 1+[current SP] damage and drops 2 Small Weapon Capsules (worth 4 Weapon Energy) for you. Pierces Defense. Ice Type.


Drain Cutter
Costs 4 Subweapon Energy.

Throw a cutter blade that does 2+[current SP] damage and restores an amount of energy equal to half the damage it dealt on the enemy it was used on. Blade type.


Black Hole Bomb
Costs 7 Subweapon energy

Does 5+[current SP] damage to the enemy it's aimed at, and 2+[current SP÷2] damage to adjacent enemies (whether they're flying or on the ground). Also makes the main target's projectile attacks fail on the turn it's used. Wind element.


Rainbow Beam
Costs 10 Subweapon Energy

Fire a laser at one enemy that hits every enemy in the row for 2+[current SP÷2] damage before hitting the targeted enemy. When it hits the enemy, it expands to do 2 damage to the target and both enemies adjacent to it (hits regardless of if the adjacent enemies are on ground or flying), plus an extra 2 damage for every 2 points in SP you have.


Screw Crusher
Costs 6 Subweapon Energy

Throw 4 blades at any enemy of your choice for 1+[current WP+SP ÷2] damage. Pierces defense. Does Blade damage.


Nitro Blast
Costs 9 Subweapon Energy

Shoot a shot of nitroglycerin at the first ground or flying enemy. Causes explosions that hit it and the enemy behind it on the same row for 5+[current SP÷2] damage. Pierces defense. Does Explosive damage.


Toad Spell
Costs 7 Subweapon Energy

Use a spell on one enemy that hits it and adjacent enemies all for 3+[SP÷3] damage, 20% chance to turn small or medium enemies into toads for 3 turns.

Can be used on teammates as well. When used like this, the target gets 2 turns taken off of their most recent status effect, and adjacent teammates get 1 turn taken off.


Gravity Hold
Costs 9 Subweapon Energy

Slams all flying enemies into the ground for 2+[current SPx2] damage each, grounds all flying enemies for two turns.


Hard Knuckle
Costs 8 Subweapon Energy

Does 8+[current WP] damage, Guard Breaks the enemy hit with it. Lowers enemy's base DEF by 1-3 if not able to Guard Break or extend a Guard Break. Does Power damage.


Yo-yo Blade
Costs 8 Subweapon Energy

Throw a Yo-Yo Blade that hits an enemy once on the turn it's used, and once on the next turn for 4+[current SP÷2] Blade damage and 80% piercing chance on each turn. Has a 50% chance of returning to you on the second turn and recovering 2 Subweapon Energy, and a 25% chance of returning 4 Subweapon Energy.


Ballade Cracker
Costs 6 Subweapon Energy

Does 5+[current WP+SP] damage, reduces the target's base DEF by 1. Does Explosive Damage.




Upgrades


Lucky Star

This upgrade boosts the critical hit rate for normal attacks from 1% to 5%, and boosts the crit rate for effective attacks to 10%. Also adds an extra 5% crit chance to attacks that have a different crit chance than normal (Triple Blade, Quick Boomerang, etc).




Items


E-Tank
Recovers 30 Energy.


W-Tank
Recovers 30 Weapon Energy.

Impetus

Status: Normal
Weapon Power: 0
Subweapon Power: 13
Bolts x 95
Crit Boost

Axl can't wield Robot Master subweapons normally like the other classes can, but he can transform into any defeated Robot Master and use ALL of that Robot Master's attacks.
Subweapons that don't come from Robot Masters may be used normally, though.

Normal Attack: Axl Gun
Fires 2+[current WP] shots for 1 damage each. Every 4th shot lowers enemy defense by 1 and has a base 50% chance of breaking a Guard. This chance increases for every time you fail to Guard Break when shooting at the same enemy.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage to enemies with negative defense.

Special Ability: Transform
Costs 5 Subweapon Energy per turn

Takes one turn to use. Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Using a Robot Master's Overdrive Attack drains an extra 5 Weapon Energy on the turn it's used.

Special Ability II: U-Buster
Costs 6 Subweapon Energy

Fire one shot for 6+[current WP] damage that breaks Guards.

No Overdrive Attack.

No Passive Ability.




Weapons


Triple Blade
Costs 8 Subweapon Energy.

Can be either fired at 3 different enemies of your choice for 3+[current SP÷3] damage each, or be fired at one enemy for 3+[current SP÷3] damage 3 times. Each blade has a 10% chance of getting a critical hit. Blade type.


Rainbow Beam
Costs 10 Subweapon Energy

Fire a laser at one enemy that hits every enemy in the row for 2+[current SP÷2] damage before hitting the targeted enemy. When it hits the enemy, it expands to do 2*SP to the target and both enemies adjacent to it (hits regardless of if the adjacent enemies are on ground or flying).


Slash Claw
Costs 7 Subweapon Energy

Does 8+[current WP] damage to any enemy. Does double-damage against smaller enemies (Mettaurs, etc). Melee attack. Blade type.




Upgrades


Super Recover

Any Energy or Weapon Energy you get will have an extra +3 bonus (A Small Weapon Capsule will recover 5 instead of 2, for example).
Does NOT apply with the energy you get from Ice Needle or Drain Cutter.


Lucky Star

This upgrade boosts the critical hit rate for normal attacks from 1% to 5%, and boosts the crit rate for effective attacks to 10%. Also adds an extra 5% crit chance to attacks that have a different crit chance than normal (Triple Blade, Quick Boomerang, etc).




Items



Mini E-Tank
These cannot be used, but when 4 are collected, they combine to form an E-Tank.

Samario

Status: Normal
Weapon Power: 13
Subweapon Power: 0
Bolts x 56
Current Knife Element: None

Normal Attack: Real Knife
Does 3+[current WP] damage. You can only hit the closest enemy with this move.

Special Ability: Determination
Charge the Z-SaberReal Knife once to increase the damage of the normal Real Knife attack to 6+[current WP] damage, with an added Guard Break and a 50% chance of getting a critical hit for 2.5x the damage.
Charge it twice to add a shockwave that hits all other enemies in a single row for 3+[current WP] damage.

Special Ability II: Betrayal Stab
Does 2+[current WP÷2] damage and lowers the enemy's defense by 1.
Can only be used on the closest enemy.

Special Ability III: SOUL Infuse
Costs 5 Subweapon Energy

Infuse the Real Knife with Fire, Ice, or Electric element.
Changes all Real Knife attacks for one battle to that element, as well as add a 33% chance to burn, freeze, or paralyze, respectively.
Can be used on the same turn as another attack.

Overdrive Attack: Chara's Fury
Costs 11 Subweapon Energy

Slash at any one enemy for 2+2+2+2+2 damage.
The final hit has [current WP] damage added to it and lowers defense by 2.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Parry
All physical attacks aimed at Chara have a 25% chance of Chara attacking the enemy back for [current WP] damage.




Weapons


Slash Claw
Costs 7 Subweapon Energy

Does 8+[current WP] damage to any enemy. Does double-damage against smaller enemies (Mettaurs, etc). Melee attack.


Ice Needle
Costs 1 Subweapon Energy

Does 1+[current SP] damage and drops 2 Small Weapon Capsules (worth 4 Weapon Energy) for you. Pierces Defense. Ice Type.


Grab Buster
Costs 6 Subweapon Energy

Fire 3 shots at the first ground or flying enemy for 1+[current WP÷3] damage, recovers half the damage dealt.Each shot has a 10% chance of pulling an item from an enemy for you. Can be deflected by shields. Does not do extra damage against enemies with negative DEF.




Upgrades


Auto Attack

Allows you to use your basic Z-Saber attack while charging.




Items


Spare Body
If you die in-battle and have a Spare Body, you will return immediately with half of your maximum Energy and Weapon Energy.


E-Tank
Recovers 30 Energy.
Noivern

Status: Normal
Weapon Power: 13
Subweapon Power: 0
Bolts x 6
Buster Upgrade: Basic

Normal Attack: Proto Buster
Fire 3 shots for 1+[current WP÷3] damage each.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Charge
Makes the next Proto Buster shot do 6+[current WP] damage and Break Guards.

Special Ability II: Proto Shield
Takes 1 turn. Raise your shield to raise your defense by 2 and deflect small projectiles.
You can use Proto Buster or Charge with the shield raised on following turns, but using a subweapon automatically lowers your shield.

Special Ability III: Shot Spray
Jump into the air and fire 5 shots at 5 different enemies for 1+[current WP÷3] damage each.
The shots don't do any extra damage against enemies with negative defense.

Overdrive Attack: Big Bang Strike
Costs 12 Subweapon Energy

Does 15+[current WP] damage to any one enemy.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Deflect
Small projectiles have a 25% chance of being deflected entirely off of Protoman normally.




Weapons


Slash Claw
Costs 7 Subweapon Energy

Does 8+[current WP] damage to any enemy. Does double-damage against smaller enemies (Mettaurs, etc). Melee attack. Blade type.


Grab Buster
Costs 6 Subweapon Energy

Fire 3 shots at the first ground or flying enemy for 1+[current WP÷3] damage, recovers half the damage dealt.Each shot has a 10% chance of pulling an item from an enemy for you. Can be deflected by shields. Does not do extra damage against enemies with negative DEF.


Dive Missile
Costs 5 Subweapon Energy

Fire a missile that hits the target for 4+[current WP] damage, ignores dodge rates. Does Water damage.


Laser Trident
Costs 2 Subweapon Energy per trident

Shoot up to 3 Tridents at either all ground enemies or all flying enemies (you can aim each shot at any row you want). Does 1+[current WP÷4] damage to enemies in a single row, pierces defense. Does Water/Blade damage.


Ballade Cracker
Costs 6 Subweapon Energy

Does 5+[current WP+SP] damage, reduces the target's base DEF by 1. Does Explosive Damage.


Rebound Striker
Costs 6 Subweapon Energy

Throw a ball to hit a random enemy for 1+[current WP÷4] on this turn. The ball constantly rebounds and hits a random enemy on the next three turns for 1+[current WP÷2], 1+[current WP], and 1+[current WPx2] damage. You can only have up to two Rebound Strikers in play at a time.




Upgrades


Buster Upgrade

Allows you to set your Proto Buster to either fire one extra shot when you use the basic Buster attack, OR raise the damage of your Charge Shot by 2. You can switch the Upgrade mode at the start of a battle.




Items


E-Tank
Recovers 30 Energy.


Mini E-Tank
Collect 4 to form a full E-Tank.



Eddie Call
Call in Eddie for a random item drop. Possible drops include energy capsules, Mini, E, and W-Tanks, and Spare Bodies. One use only.

Whopper
Power: 2
Size: Medium
DEF -1

"This enemy likes hiding in his barrier of rings most of the time, occasionally letting his guard down to throw his rings at his enemies. Hitting him with a Guard Break while his rings are up should knock a ring off, lowering his defense and lessening his amount of attacks. Be careful though, he'll regain one ring every time he goes back to guarding after an attack."

Mono Roader
Power: 3
Size: Medium
DEF +10

"This enemy likes to hide itself and spin into its enemies, as well as hide behind other enemies in an attempt to avoid damage. Be careful, it can make you dizzy by spinning into you, but you can also get dizzy if you perform a melee attack on it while it's spinning!"

Ring Man
Weapon Power: 4
Size: Medium
Subweapon Power: 0

"Yet another Robot Master, he seems to have a an enhancement or two to his weaponry like Dive Man did. It seems that now he can hold one of his Ring Boomerangs on an enemy for extra damage while he does other attacks."

Kabatoncue
Power: 4
Size: Extra Large
Elevated

"This lazy enemy sits on his tower and fires missiles at his enemies. Their movement patterns are rather odd though, so there's a chance they might miss you entirely. The tower he sits on prevents him from getting hit by attacks that would normally hit everybody in the bottom row (like Thunder Beam), but if that tower takes enough damage he should get lowered to ground level with the others. His tower will regain height slowly over time, though."



Woo update

Robot Master Weapons

Fire Storm
Costs 4 Subweapon Energy.

Does 4+[current SP] damage to 1 enemy with 25%
chance to burn, and makes a shield that hurts any enemy that
attacks you physically for 2+[current SP÷2] damage on that turn.

Thunder Beam
Costs 5 Subweapon Energy.

Does 2+[current SP÷2] damage to all ground enemies OR flying/elevated enemies, with a 15% chance to paralyze for 2 turns. Does Elec Damage.

Ice Slasher
Costs 4 Subweapon energy.

Does 3+[current SP] damage with a 33% chance of freezing the enemy. Does Ice Damage.

Quick Boomerang

Throw up to 5 Quick Boomerangs for 1 damage each, with a cost of 1 Subweapon Energy each. Each boomerang has a 50% chance of getting a Critical Hit and doing 2 damage, and has a 33% chance of returning to you, returning your Subweapon energy. The maximum number you can throw raises for every 3 SP you have. Can be deflected by shields.

Flash Stopper
Costs 6 Subweapon Energy

Does 1+[current SP÷2] Flash damage to all enemies, has a 15% chance to inflict Blind, and a 15% chance to inflict Dizzy. Ignores DEF.

Bubble Lead
Costs 5 Subweapon Energy

Fire 1 bubble for 3+[current SP] damage at the closest ground enemy. Has a 25% chance of bubbling the enemy for 1 turn, which makes them unable to move and weak to electric attacks. Does Water damage.

Shadow Blade
Costs 5 Subweapon Energy

Does 3+[current WP÷2] damage. Using it 2 turns in a row makes the second use do 3+[current WP] (piercing) damage to the target and the enemy behind it. A third use makes it go back to doing 3+[current WP÷2] damage, and so on. Does Metal damage.

Top Spin
Costs 6 Subweapon Energy

hits an enemy for 4+[current WP] damage, and has a 30% chance of inflicting Dizzy for 1 turn, and a 20% chance of inflicting Dizzy for 2 turns. Also gives you a 50% chance to block projectiles on the turn it's used. You will gain Dizzy status yourself for 1 turn if you use this move twice in a row.

Gemini Laser
Costs 6 Subweapon Energy

Fires a laser that does 4+[current SP÷2] damage, pierces DEF on the first turn. On the next turn, it hits a random enemy, with a 50% chance to pierce DEF and last another turn, 25% chance to hit an enemy normally and stop, and 25% chance to miss.

Water Cutter
Costs 7 Subweapon Energy

Fire 2 lasers, each does 1+[SP÷2] to the first enemy in a row, with a 75% chance to pierce its DEF and hit the enemy behind it. The enemy behind can also be pierced as well. This weapon has a 25% Critical Hit chance.

Combo Moves

When experimenting with Combo Moves, be sure to post a secondary attack, just in case your combo fails, so you don't lose your turn.

Bomb Ignite
Hyper Bomb + any Fire attack
Makes a Hyper Bomb explode without any waiting. Hyper Bombs can hit Flying enemies this way.

Charge Combo
Charge Shot X2
Does 8+[current WP] damage to the first enemy, and 5+[current WP÷2] to all enemies behind it. Pierces defense. This attack uses the combined WP of both players in the damage formula.

Rain Storm
Rain Flush x2 OR Rain Flush + any Water attack

Doubles damage dealt by all Water attacks (except the rain from this attack) on the three turns it's active. Also takes the combined Subweapon Power of both players into account for the damage formula for the rain. Does Water damage.

Burning Claw
Slash Claw + Any Fire attack

Slash at an enemy for 10+[Slash Claw user's WP + Fire attack user's SP] damage with a 50% chance to burn, does double damage to smaller enemies. Does Fire damage.

Thunderstorm
Rain Flush + any Elec attack

In addition to normal Rain Flush damage, a lightning bolt strikes a random enemy for 2+[current SP÷3](both users' SP) damage per turn, 30% paralyze chance. This combo lasts until the Rain Flush it was combined with wears off.

To find more combos, experiment with teammates.

Use an Eddie Call.
charge and attack
thx to e r i k for layout
Throw Toad Spell at the Mono Roader. Hopefully I'll hit the status effect.

This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
Change my Z-Saber to Fire, than Charge + Attack Ring Man.
Layout by Mathos
Fireball Summon, then Fire Wave.
Originally posted by LucasRCD
Throw a Ballade Cracker at the Whopper.

On a different note, I've always been more of a McDonald's fan, to be honest.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Turn 2



Noivern uses an Eddie Call! Eddie drops in and gives him an E-Tank!
Samario starts charging and slashes at Whopper for 17 damage!
Giga spends 6 Subweapon Energy and uses Toad Spell! Whopper and Ring Man take 7 damage, and Mono Roader takes 0 damage!
Ultima spends 5 Subweapon Energy and changes his Z-Saber element to Fire, and then charges and slashes at Ring Man for 18 damage!
Impetus summons a couple of Fireballs and then uses Fire Wave!

Whopper takes 16 damage!
Mono Roader takes 0 damage!
Ring Man takes 28 damage!
Kabatoncue's platform takes 14 damage!

LucasRCD spends 6 Subweapon Energy and throws a Ballade Cracker at the Whopper! The Whopper takes 19 damage, and his DEF lowers by 1!


Whopper summons his rings, raising his DEF again!
Mono Roader stops spinning and opens up!
Ring Man grabs Impetus with a Ring Boomerang and throws her into Giga, dealing 4 damage to the both of them!
Kabatoncue fires 2 missiles! Samario and Giga both get hit and take 4 damage!

Impetus loses 5 Subweapon Energy!







The host finally realizes how unbalanced some of the stuff he wrote up actually is, and he's so bothered by it that he needs to fix it mid-battle to even feel good about himself.


-Changkey Summon will now take one turn to use (not a free move anymore), and the fireballs will have a 25% chance of missing. Since Impetus used the move before this was balanced, her current fireballs will still have 100% accuracy.

-Toad Spell now does 3+[SP÷2] damage, and the Toad status only lasts 2 turns (Toad status can't be extended with another Toad Spell while afflicted). Because I felt the attack was a bit weak and the status was a bit long in comparison.

-Elec Man's Thunder Wave now does 2+[SP÷2] damage, and Electric Shield does 5+[SP] damage.

There, that should do it. Sorry for the changes, but this was gonna bother me for the next few weeks if I left it all the way it is.

Ultima

Status: Normal
Weapon Power: 6
Subweapon Power: 7
Bolts x 24
Current Z-Saber Element: Fire

Normal Attack: Z-Saber
Does 3+[current WP] damage. You can only hit the closest enemy with this move.

Special Ability: Z-Saber Charge
Charge the Z-Saber once to increase the damage of the normal Z-Saber attack to 6+[current WP] damage, with an added Guard Break and a 50% chance of getting a critical hit for 2.5x the damage.
Charge it twice to add a shockwave that hits all other enemies in a single row for 5+[WP÷2] damage.

Special Ability II: Defense Breaker
Does 2+[current WP÷2] damage and lowers the enemy's defense by 1.
Can only be used on the closest enemy.

Special Ability III: Element Infuse
Costs 5 Subweapon Energy

Infuse the Z-Saber with Fire, Ice, or Electric element.
Changes all Z-Saber attacks for one battle to that element, as well as add a 33% chance to burn, freeze, or paralyze, respectively.
Can be used on the same turn as another attack.

Overdrive Attack: Zero's Fury
Costs 11 Subweapon Energy

Slash at any one enemy for 2+2+2+2+2 damage.
The final hit has [current WP] damage added to it and lowers defense by 2.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Parry
All physical attacks aimed at Zero have a 25% chance of Zero attacking the enemy back for [current WP] damage.



Weapons


Black Hole Bomb
Costs 7 Subweapon energy

Does 5+[current SP] damage to the enemy it's aimed at, and 2+[current SP÷2] damage to adjacent enemies (whether they're flying or on the ground). Also makes the main target's projectile attacks fail on the turn it's used. Wind element.


Rain Flush
Costs 7 Subweapon Energy

Causes a rainstorm that does 1-3 damage to every enemy for 3 turns. Ignores defense. The maximum number in the roll raises by 1 for every 3 SP you have. Water element.


Ballade Cracker
Costs 4 Subweapon Energy

Does 5+[current WP+SP] damage, reduces the target's base DEF by 1. Does Explosive Damage.


Screw Crusher
Costs 6 Subweapon Energy

Throw 4 blades at any enemy of your choice for 1+[current WP+SP ÷2] damage. Pierces defense. Does Blade damage.


Rainbow Beam
Costs 10 Subweapon Energy

Fire a laser at one enemy that hits every enemy in the row for 2+[current SP÷2] damage before hitting the targeted enemy. When it hits the enemy, it expands to do 2 damage to the target and both enemies adjacent to it (hits regardless of if the adjacent enemies are on ground or flying), plus an extra 2 damage for every 2 points in SP you have.




Upgrades


Auto Attack

Allows you to use your basic Z-Saber attack while charging.


Z-Saber Extend

Allows you to hit any enemy in a battle, not just the closest one.




Items


Spare Body
If you die in-battle and have a Spare Body, you will return immediately with half of your maximum Energy and Weapon Energy.

LucasRCD

Status: Normal
Weapon Power: 3
Subweapon Power: 10
Bolts x 87

Normal Attack: Mega Buster
Fires 3+[current WP] shots for 1 damage each.
You can only hit the the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Buster Charge
Makes the Mega Buster attack fire 1 shot for 6+[current WP] damage that breaks Guards.

Special Ability II: Rush Assist
Rush drops in and gives a random item to Mega Man. Can only be used once per battle.

Special Ability III: Power Form
Costs 5 Subweapon Energy per turn

Mega Man fuses with Rush.
Adds 1 defense and allows Mega Man to do two different moves:

-Rapid Punch-
Replaces Mega Buster. Fire 3+[current WP] punches for 1 damage each at the first ground or flying enemy. Each punch pierces defense.
The punches don't do any extra damage against enemies with negative defense.

-Punch Charge-
Replaces Buster Charge.
Charge a punch that hits the first ground enemy for 7+[current WP] damage and knocks them into the next ground enemy, dealing an extra 3+[current WP] damage to both of them. Breaks Guards for both enemies.

Using any other move, attack, or Subweapon will automatically make Mega Man unfuse, as will running out of Weapon Energy.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Wish Star
Costs 10 Subweapon Energy

Summon Rush and do a crash attack that hits every enemy for 4+[current WP] damage.
Can only be used when under 20% Energy, and can't be used twice in a row.
Gets a base damage boost of 2 when used when under 10% Energy.

Passive Ability: Helmet
All attacks aimed at Rockman have a 25% chance of having the damage reduced by 1.




Weapons


Tornado Hold
Costs 7 Subweapon Energy

Does 3+[current SP÷3] for 3 turns to one enemy. Ignores DEF. Has a 25% chance of inflicting Dizzy for 1 turn each turn. You can only have 1 on the field at a time.


Ice Needle
Costs 1 Subweapon Energy.

Does 1+[current SP] damage and drops 2 Small Weapon Capsules (worth 4 Weapon Energy) for you. Pierces Defense. Ice Type.


Ballade Cracker
Costs 6 Subweapon Energy

Does 5+[current WP+SP] damage, reduces the target's base DEF by 1. Does Explosive Damage.


Rainbow Beam
Costs 10 Subweapon Energy

Fire a laser at one enemy that hits every enemy in the row for 2+[current SP÷2] damage before hitting the targeted enemy. When it hits the enemy, it expands to do 2 damage to the target and both enemies adjacent to it (hits regardless of if the adjacent enemies are on ground or flying), plus an extra 2 damage for every 2 points in SP you have.




Upgrades

None




Items


Eddie Call
Call in Eddie for a random item drop. Possible drops include energy capsules, Mini, E, and W-Tanks, and Spare Bodies. One use only.



E-Tank
Recovers 30 Energy.


W-Tank
Recovers 30 Weapon Energy.
Giga

Status: Normal
Weapon Power: 0
Subweapon Power: 13
Bolts x 16
Crit Boost

Normal Attack: Earthbolt
Fires 3+[current WP] shots for 1 damage each. The first shot has a 10% Guard Break chance, and the chance for one raises 10% for each shot fired at the same enemy.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: SP Charge
Doubles Subweapon Power for the next Subweapon Attack.

Special Ability II: Treble Assist
Treble drops in and gives a random item to Bass. Can only be used once per battle.

Special Ability III: Treble Boost
Costs 5 Subweapon Energy per turn

Makes Bass fuse with Treble.
Adds Flying status and makes Bass capable of using two different moves:

-Forte Laser-
Replaces Bass Buster.
Does 3+[current WP] damage and can be aimed at any enemy.

-Laser Charge-
Replaces Weapon Charge.
Charge the Forte Laser to do 7+[current WP] damage to any enemy on the next turn, and break guards.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse, as will running out of Weapon Energy.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Treble Cannon
Costs 10 Subweapon Energy

Load Treble into your arm cannon and fire him at any enemy to do 10+[current WP] damage.
Does 2+[current WP] blast damage to enemies adjacent to the target.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Ammo Saver
Subweapon costs are lowered by 1.




Weapons


Hyper Bomb
Costs 8 Weapon Energy

Throw a bomb at one enemy that sits for one turn, and blows up on the next, doing 9+[current SPx1.5] damage. Doesn't work on flying enemies. Explosive element. You can only throw anither Hyper Bomb once the old one disappears.


Ice Needle
Costs 1 Subweapon Energy.

Does 1+[current SP] damage and drops 2 Small Weapon Capsules (worth 4 Weapon Energy) for you. Pierces Defense. Ice Type.


Drain Cutter
Costs 4 Subweapon Energy.

Throw a cutter blade that does 2+[current SP] damage and restores an amount of energy equal to half the damage it dealt on the enemy it was used on. Blade type.


Black Hole Bomb
Costs 7 Subweapon energy

Does 5+[current SP] damage to the enemy it's aimed at, and 2+[current SP÷2] damage to adjacent enemies (whether they're flying or on the ground). Also makes the main target's projectile attacks fail on the turn it's used. Wind element.


Rainbow Beam
Costs 10 Subweapon Energy

Fire a laser at one enemy that hits every enemy in the row for 2+[current SP÷2] damage before hitting the targeted enemy. When it hits the enemy, it expands to do 2 damage to the target and both enemies adjacent to it (hits regardless of if the adjacent enemies are on ground or flying), plus an extra 2 damage for every 2 points in SP you have.


Screw Crusher
Costs 6 Subweapon Energy

Throw 4 blades at any enemy of your choice for 1+[current WP+SP ÷2] damage. Pierces defense. Does Blade damage.


Nitro Blast
Costs 9 Subweapon Energy

Shoot a shot of nitroglycerin at the first ground or flying enemy. Causes explosions that hit it and the enemy behind it on the same row for 5+[current SP÷2] damage. Pierces defense. Does Explosive damage.


Toad Spell
Costs 7 Subweapon Energy

Use a spell on one enemy that hits it and adjacent enemies all for 3+[SP÷3] damage, 20% chance to turn small or medium enemies into toads for 3 turns.

Can be used on teammates as well. When used like this, the target gets 2 turns taken off of their most recent status effect, and adjacent teammates get 1 turn taken off.


Gravity Hold
Costs 9 Subweapon Energy

Slams all flying enemies into the ground for 2+[current SPx2] damage each, grounds all flying enemies for two turns.


Hard Knuckle
Costs 8 Subweapon Energy

Does 8+[current WP] damage, Guard Breaks the enemy hit with it. Lowers enemy's base DEF by 1-3 if not able to Guard Break or extend a Guard Break. Does Power damage.


Yo-yo Blade
Costs 8 Subweapon Energy

Throw a Yo-Yo Blade that hits an enemy once on the turn it's used, and once on the next turn for 4+[current SP÷2] Blade damage and 80% piercing chance on each turn. Has a 50% chance of returning to you on the second turn and recovering 2 Subweapon Energy, and a 25% chance of returning 4 Subweapon Energy.


Ballade Cracker
Costs 6 Subweapon Energy

Does 5+[current WP+SP] damage, reduces the target's base DEF by 1. Does Explosive Damage.




Upgrades


Lucky Star

This upgrade boosts the critical hit rate for normal attacks from 1% to 5%, and boosts the crit rate for effective attacks to 10%. Also adds an extra 5% crit chance to attacks that have a different crit chance than normal (Triple Blade, Quick Boomerang, etc).




Items


E-Tank
Recovers 30 Energy.


W-Tank
Recovers 30 Weapon Energy.

Impetus

Status: Normal
Weapon Power: 0
Subweapon Power: 13
Bolts x 95
Crit Boost

Axl can't wield Robot Master subweapons normally like the other classes can, but he can transform into any defeated Robot Master and use ALL of that Robot Master's attacks.
Subweapons that don't come from Robot Masters may be used normally, though.

Normal Attack: Axl Gun
Fires 2+[current WP] shots for 1 damage each. Every 4th shot lowers enemy defense by 1 and has a base 50% chance of breaking a Guard. This chance increases for every time you fail to Guard Break when shooting at the same enemy.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage to enemies with negative defense.

Special Ability: Transform
Costs 5 Subweapon Energy per turn

Takes one turn to use. Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Using a Robot Master's Overdrive Attack drains an extra 5 Weapon Energy on the turn it's used.

Special Ability II: U-Buster
Costs 6 Subweapon Energy

Fire one shot for 6+[current WP] damage that breaks Guards.

No Overdrive Attack.

No Passive Ability.




Weapons


Triple Blade
Costs 8 Subweapon Energy.

Can be either fired at 3 different enemies of your choice for 3+[current SP÷3] damage each, or be fired at one enemy for 3+[current SP÷3] damage 3 times. Each blade has a 10% chance of getting a critical hit. Blade type.


Rainbow Beam
Costs 10 Subweapon Energy

Fire a laser at one enemy that hits every enemy in the row for 2+[current SP÷2] damage before hitting the targeted enemy. When it hits the enemy, it expands to do 2*SP to the target and both enemies adjacent to it (hits regardless of if the adjacent enemies are on ground or flying).


Slash Claw
Costs 7 Subweapon Energy

Does 8+[current WP] damage to any enemy. Does double-damage against smaller enemies (Mettaurs, etc). Melee attack. Blade type.




Upgrades


Super Recover

Any Energy or Weapon Energy you get will have an extra +3 bonus (A Small Weapon Capsule will recover 5 instead of 2, for example).
Does NOT apply with the energy you get from Ice Needle or Drain Cutter.


Lucky Star

This upgrade boosts the critical hit rate for normal attacks from 1% to 5%, and boosts the crit rate for effective attacks to 10%. Also adds an extra 5% crit chance to attacks that have a different crit chance than normal (Triple Blade, Quick Boomerang, etc).




Items



Mini E-Tank
These cannot be used, but when 4 are collected, they combine to form an E-Tank.

Samario

Status: Normal
Weapon Power: 13
Subweapon Power: 0
Bolts x 56
Current Knife Element: None

Normal Attack: Real Knife
Does 3+[current WP] damage. You can only hit the closest enemy with this move.

Special Ability: Determination
Charge the Z-SaberReal Knife once to increase the damage of the normal Real Knife attack to 6+[current WP] damage, with an added Guard Break and a 50% chance of getting a critical hit for 2.5x the damage.
Charge it twice to add a shockwave that hits all other enemies in a single row for 3+[current WP] damage.

Special Ability II: Betrayal Stab
Does 2+[current WP÷2] damage and lowers the enemy's defense by 1.
Can only be used on the closest enemy.

Special Ability III: SOUL Infuse
Costs 5 Subweapon Energy

Infuse the Real Knife with Fire, Ice, or Electric element.
Changes all Real Knife attacks for one battle to that element, as well as add a 33% chance to burn, freeze, or paralyze, respectively.
Can be used on the same turn as another attack.

Overdrive Attack: Chara's Fury
Costs 11 Subweapon Energy

Slash at any one enemy for 2+2+2+2+2 damage.
The final hit has [current WP] damage added to it and lowers defense by 2.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Parry
All physical attacks aimed at Chara have a 25% chance of Chara attacking the enemy back for [current WP] damage.




Weapons


Slash Claw
Costs 7 Subweapon Energy

Does 8+[current WP] damage to any enemy. Does double-damage against smaller enemies (Mettaurs, etc). Melee attack.


Ice Needle
Costs 1 Subweapon Energy

Does 1+[current SP] damage and drops 2 Small Weapon Capsules (worth 4 Weapon Energy) for you. Pierces Defense. Ice Type.


Grab Buster
Costs 6 Subweapon Energy

Fire 3 shots at the first ground or flying enemy for 1+[current WP÷3] damage, recovers half the damage dealt.Each shot has a 10% chance of pulling an item from an enemy for you. Can be deflected by shields. Does not do extra damage against enemies with negative DEF.




Upgrades


Auto Attack

Allows you to use your basic Z-Saber attack while charging.




Items


Spare Body
If you die in-battle and have a Spare Body, you will return immediately with half of your maximum Energy and Weapon Energy.


E-Tank
Recovers 30 Energy.
Noivern

Status: Normal
Weapon Power: 13
Subweapon Power: 0
Bolts x 6
Buster Upgrade: Basic

Normal Attack: Proto Buster
Fire 3 shots for 1+[current WP÷3] damage each.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Charge
Makes the next Proto Buster shot do 6+[current WP] damage and Break Guards.

Special Ability II: Proto Shield
Takes 1 turn. Raise your shield to raise your defense by 2 and deflect small projectiles.
You can use Proto Buster or Charge with the shield raised on following turns, but using a subweapon automatically lowers your shield.

Special Ability III: Shot Spray
Jump into the air and fire 5 shots at 5 different enemies for 1+[current WP÷3] damage each.
The shots don't do any extra damage against enemies with negative defense.

Overdrive Attack: Big Bang Strike
Costs 12 Subweapon Energy

Does 15+[current WP] damage to any one enemy.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Deflect
Small projectiles have a 25% chance of being deflected entirely off of Protoman normally.




Weapons


Slash Claw
Costs 7 Subweapon Energy

Does 8+[current WP] damage to any enemy. Does double-damage against smaller enemies (Mettaurs, etc). Melee attack. Blade type.


Grab Buster
Costs 6 Subweapon Energy

Fire 3 shots at the first ground or flying enemy for 1+[current WP÷3] damage, recovers half the damage dealt.Each shot has a 10% chance of pulling an item from an enemy for you. Can be deflected by shields. Does not do extra damage against enemies with negative DEF.


Dive Missile
Costs 5 Subweapon Energy

Fire a missile that hits the target for 4+[current WP] damage, ignores dodge rates. Does Water damage.


Laser Trident
Costs 2 Subweapon Energy per trident

Shoot up to 3 Tridents at either all ground enemies or all flying enemies (you can aim each shot at any row you want). Does 1+[current WP÷4] damage to enemies in a single row, pierces defense. Does Water/Blade damage.


Ballade Cracker
Costs 6 Subweapon Energy

Does 5+[current WP+SP] damage, reduces the target's base DEF by 1. Does Explosive Damage.


Rebound Striker
Costs 6 Subweapon Energy

Throw a ball to hit a random enemy for 1+[current WP÷4] on this turn. The ball constantly rebounds and hits a random enemy on the next three turns for 1+[current WP÷2], 1+[current WP], and 1+[current WPx2] damage. You can only have up to two Rebound Strikers in play at a time.




Upgrades


Buster Upgrade

Allows you to set your Proto Buster to either fire one extra shot when you use the basic Buster attack, OR raise the damage of your Charge Shot by 2. You can switch the Upgrade mode at the start of a battle.




Items



E-Tank
Recovers 30 Energy.


Mini E-Tank
Collect 4 to form a full E-Tank.



Eddie Call
Call in Eddie for a random item drop. Possible drops include energy capsules, Mini, E, and W-Tanks, and Spare Bodies. One use only.

Whopper
Power: 2
Size: Medium
DEF +16

"This enemy likes hiding in his barrier of rings most of the time, occasionally letting his guard down to throw his rings at his enemies. Hitting him with a Guard Break while his rings are up should knock a ring off, lowering his defense and lessening his amount of attacks. Be careful though, he'll regain one ring every time he goes back to guarding after an attack."

Mono Roader
Power: 3
Size: Medium

"This enemy likes to hide itself and spin into its enemies, as well as hide behind other enemies in an attempt to avoid damage. Be careful, it can make you dizzy by spinning into you, but you can also get dizzy if you perform a melee attack on it while it's spinning!"

Ring Man
Weapon Power: 4
Size: Medium
Subweapon Power: 0

"Yet another Robot Master, he seems to have a an enhancement or two to his weaponry like Dive Man did. It seems that now he can hold one of his Ring Boomerangs on an enemy for extra damage while he does other attacks."

Kabatoncue
Power: 4
Size: Extra Large
Elevated

"This lazy enemy sits on his tower and fires missiles at his enemies. Their movement patterns are rather odd though, so there's a chance they might miss you entirely. The tower he sits on prevents him from getting hit by attacks that would normally hit everybody in the bottom row (like Thunder Beam), but if that tower takes enough damage he should get lowered to ground level with the others. His tower will regain height slowly over time, though."



Yo Impetus with that triple critical

Anyways, I figure I should give everybody a heads-up, there will probably be no updates this coming week. It's C3, and I'm gonna be doing an art request thread so all my time is gonna be spent drawing picture after picture, and any spare time I have will be spent chilling so I don't get burned out too fast. Sorry to everyone playing, but feel free to drop in at C3 and request something there, I'll gladly draw something for each of you!

Robot Master Weapons

Fire Storm
Costs 4 Subweapon Energy.

Does 4+[current SP] damage to 1 enemy with 25%
chance to burn, and makes a shield that hurts any enemy that
attacks you physically for 2+[current SP÷2] damage on that turn.

Thunder Beam
Costs 5 Subweapon Energy.

Does 2+[current SP÷2] damage to all ground enemies OR flying/elevated enemies, with a 15% chance to paralyze for 2 turns. Does Elec Damage.

Ice Slasher
Costs 4 Subweapon energy.

Does 3+[current SP] damage with a 33% chance of freezing the enemy. Does Ice Damage.

Quick Boomerang

Throw up to 5 Quick Boomerangs for 1 damage each, with a cost of 1 Subweapon Energy each. Each boomerang has a 50% chance of getting a Critical Hit and doing 2 damage, and has a 33% chance of returning to you, returning your Subweapon energy. The maximum number you can throw raises for every 3 SP you have. Can be deflected by shields.

Flash Stopper
Costs 6 Subweapon Energy

Does 1+[current SP÷2] Flash damage to all enemies, has a 15% chance to inflict Blind, and a 15% chance to inflict Dizzy. Ignores DEF.

Bubble Lead
Costs 5 Subweapon Energy

Fire 1 bubble for 3+[current SP] damage at the closest ground enemy. Has a 25% chance of bubbling the enemy for 1 turn, which makes them unable to move and weak to electric attacks. Does Water damage.

Shadow Blade
Costs 5 Subweapon Energy

Does 3+[current WP÷2] damage. Using it 2 turns in a row makes the second use do 3+[current WP] (piercing) damage to the target and the enemy behind it. A third use makes it go back to doing 3+[current WP÷2] damage, and so on. Does Metal damage.

Top Spin
Costs 6 Subweapon Energy

hits an enemy for 4+[current WP] damage, and has a 30% chance of inflicting Dizzy for 1 turn, and a 20% chance of inflicting Dizzy for 2 turns. Also gives you a 50% chance to block projectiles on the turn it's used. You will gain Dizzy status yourself for 1 turn if you use this move twice in a row.

Gemini Laser
Costs 6 Subweapon Energy

Fires a laser that does 4+[current SP÷2] damage, pierces DEF on the first turn. On the next turn, it hits a random enemy, with a 50% chance to pierce DEF and last another turn, 25% chance to hit an enemy normally and stop, and 25% chance to miss.

Water Cutter
Costs 7 Subweapon Energy

Fire 2 lasers, each does 1+[SP÷2] to the first enemy in a row, with a 75% chance to pierce its DEF and hit the enemy behind it. The enemy behind can also be pierced as well. This weapon has a 25% Critical Hit chance.

Combo Moves

When experimenting with Combo Moves, be sure to post a secondary attack, just in case your combo fails, so you don't lose your turn.

Bomb Ignite
Hyper Bomb + any Fire attack
Makes a Hyper Bomb explode without any waiting. Hyper Bombs can hit Flying enemies this way.

Charge Combo
Charge Shot X2
Does 8+[current WP] damage to the first enemy, and 5+[current WP÷2] to all enemies behind it. Pierces defense. This attack uses the combined WP of both players in the damage formula.

Rain Storm
Rain Flush x2 OR Rain Flush + any Water attack

Doubles damage dealt by all Water attacks (except the rain from this attack) on the three turns it's active. Also takes the combined Subweapon Power of both players into account for the damage formula for the rain. Does Water damage.

Burning Claw
Slash Claw + Any Fire attack

Slash at an enemy for 10+[Slash Claw user's WP + Fire attack user's SP] damage with a 50% chance to burn, does double damage to smaller enemies. Does Fire damage.

Thunderstorm
Rain Flush + any Elec attack

In addition to normal Rain Flush damage, a lightning bolt strikes a random enemy for 2+[current SP÷3](both users' SP) damage per turn, 30% paralyze chance. This combo lasts until the Rain Flush it was combined with wears off.

To find more combos, experiment with teammates.

Hey hey! Let me call up my good friend Eddie.
release it on Ring Man I guess
Layout by Mathos
Fire Wave once more!
Shoot Rainbow Beam and detonate it on Ring Man.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Let's throw a Gemini Laser at the Whopper, get it flying around for now.

This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
guess what?
charge and attack
thx to e r i k for layout
Turn 3


Noivern uses an Eddie Call! Eddie drops in and gives Noivern a Spare Body!
Ultima releases his charge slash at Ring Man for 32 damage! Ring Man gets burned for 2 turns (5 damage per turn)!
Impetus uses Fire Wave once more!

Whopper takes 0 damage!
Mono Roader takes 7 damage!
Ring Man takes 14 damage!
Kabatoncue's platform takes 7 damage! One rung of his platform is destroyed!

LucasRCD spends 10 Subweapon Energy and fires a Rainbow Beam! It hits Whopper and Mono Roader for 0 and 7 damage each, and detonates on Ring Man, dealing 2+2+2+2+2+2 (12 total) damage to Ring Man, Mono Roader, and Kabatoncue's platform!
Giga spends 5 Subweapon Energy and fires a laser at the Whopper! Whopper takes 10 damage, and the Gemini Laser bounces off to hit another enemy next turn!
Samario continues charging and slashes at Whopper for 0 damage!

Impetus's Changkeys drop onto Mono Roader and Ring Man for 15 and 60 damage each!



Whopper throws his rings out, lowering its DEF!

Noivern gets hit with two rings for 0+0 damage!
Samario gets hit with two rings for 2+2 damage!
Impetus gets hut with one ring for 2 damage!
LucasRCD gets hit with one ring for 1 damage!

Mono Roader hides in its shell, raising its DEF by 10! It then spins into LucasRCD for 3 damage! It then retreats to behind Ring Man!
Ring Man throws a Ring Boomerang at Samario! Samario takes 6 damage!
Kabatoncue sits and does nothing!


Ring Man takes 5 burn damage!
Impetus loses 5 Subweapon Energy from maintaining transformation!


Ultima

Status: Normal
Weapon Power: 6
Subweapon Power: 7
Bolts x 24
Current Z-Saber Element: Fire

Normal Attack: Z-Saber
Does 3+[current WP] damage. You can only hit the closest enemy with this move.

Special Ability: Z-Saber Charge
Charge the Z-Saber once to increase the damage of the normal Z-Saber attack to 6+[current WP] damage, with an added Guard Break and a 50% chance of getting a critical hit for 2.5x the damage.
Charge it twice to add a shockwave that hits all other enemies in a single row for 5+[WP÷2] damage.

Special Ability II: Defense Breaker
Does 2+[current WP÷2] damage and lowers the enemy's defense by 1.
Can only be used on the closest enemy.

Special Ability III: Element Infuse
Costs 5 Subweapon Energy

Infuse the Z-Saber with Fire, Ice, or Electric element.
Changes all Z-Saber attacks for one battle to that element, as well as add a 33% chance to burn, freeze, or paralyze, respectively.
Can be used on the same turn as another attack.

Overdrive Attack: Zero's Fury
Costs 11 Subweapon Energy

Slash at any one enemy for 2+2+2+2+2 damage.
The final hit has [current WP] damage added to it and lowers defense by 2.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Parry
All physical attacks aimed at Zero have a 25% chance of Zero attacking the enemy back for [current WP] damage.



Weapons


Black Hole Bomb
Costs 7 Subweapon energy

Does 5+[current SP] damage to the enemy it's aimed at, and 2+[current SP÷2] damage to adjacent enemies (whether they're flying or on the ground). Also makes the main target's projectile attacks fail on the turn it's used. Wind element.


Rain Flush
Costs 7 Subweapon Energy

Causes a rainstorm that does 1-3 damage to every enemy for 3 turns. Ignores defense. The maximum number in the roll raises by 1 for every 3 SP you have. Water element.


Ballade Cracker
Costs 4 Subweapon Energy

Does 5+[current WP+SP] damage, reduces the target's base DEF by 1. Does Explosive Damage.


Screw Crusher
Costs 6 Subweapon Energy

Throw 4 blades at any enemy of your choice for 1+[current WP+SP ÷2] damage. Pierces defense. Does Blade damage.


Rainbow Beam
Costs 10 Subweapon Energy

Fire a laser at one enemy that hits every enemy in the row for 2+[current SP÷2] damage before hitting the targeted enemy. When it hits the enemy, it expands to do 2 damage to the target and both enemies adjacent to it (hits regardless of if the adjacent enemies are on ground or flying), plus an extra 2 damage for every 2 points in SP you have.




Upgrades


Auto Attack

Allows you to use your basic Z-Saber attack while charging.


Z-Saber Extend

Allows you to hit any enemy in a battle, not just the closest one.




Items


Spare Body
If you die in-battle and have a Spare Body, you will return immediately with half of your maximum Energy and Weapon Energy.

LucasRCD

Status: Normal
Weapon Power: 3
Subweapon Power: 10
Bolts x 87

Normal Attack: Mega Buster
Fires 3+[current WP] shots for 1 damage each.
You can only hit the the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Buster Charge
Makes the Mega Buster attack fire 1 shot for 6+[current WP] damage that breaks Guards.

Special Ability II: Rush Assist
Rush drops in and gives a random item to Mega Man. Can only be used once per battle.

Special Ability III: Power Form
Costs 5 Subweapon Energy per turn

Mega Man fuses with Rush.
Adds 1 defense and allows Mega Man to do two different moves:

-Rapid Punch-
Replaces Mega Buster. Fire 3+[current WP] punches for 1 damage each at the first ground or flying enemy. Each punch pierces defense.
The punches don't do any extra damage against enemies with negative defense.

-Punch Charge-
Replaces Buster Charge.
Charge a punch that hits the first ground enemy for 7+[current WP] damage and knocks them into the next ground enemy, dealing an extra 3+[current WP] damage to both of them. Breaks Guards for both enemies.

Using any other move, attack, or Subweapon will automatically make Mega Man unfuse, as will running out of Weapon Energy.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Wish Star
Costs 10 Subweapon Energy

Summon Rush and do a crash attack that hits every enemy for 4+[current WP] damage.
Can only be used when under 20% Energy, and can't be used twice in a row.
Gets a base damage boost of 2 when used when under 10% Energy.

Passive Ability: Helmet
All attacks aimed at Rockman have a 25% chance of having the damage reduced by 1.




Weapons


Tornado Hold
Costs 7 Subweapon Energy

Does 3+[current SP÷3] for 3 turns to one enemy. Ignores DEF. Has a 25% chance of inflicting Dizzy for 1 turn each turn. You can only have 1 on the field at a time.


Ice Needle
Costs 1 Subweapon Energy.

Does 1+[current SP] damage and drops 2 Small Weapon Capsules (worth 4 Weapon Energy) for you. Pierces Defense. Ice Type.


Ballade Cracker
Costs 6 Subweapon Energy

Does 5+[current WP+SP] damage, reduces the target's base DEF by 1. Does Explosive Damage.


Rainbow Beam
Costs 10 Subweapon Energy

Fire a laser at one enemy that hits every enemy in the row for 2+[current SP÷2] damage before hitting the targeted enemy. When it hits the enemy, it expands to do 2 damage to the target and both enemies adjacent to it (hits regardless of if the adjacent enemies are on ground or flying), plus an extra 2 damage for every 2 points in SP you have.




Upgrades

None




Items


Eddie Call
Call in Eddie for a random item drop. Possible drops include energy capsules, Mini, E, and W-Tanks, and Spare Bodies. One use only.



E-Tank
Recovers 30 Energy.


W-Tank
Recovers 30 Weapon Energy.
Giga

Status: Normal
Weapon Power: 0
Subweapon Power: 13
Bolts x 16
Crit Boost

Normal Attack: Earthbolt
Fires 3+[current WP] shots for 1 damage each. The first shot has a 10% Guard Break chance, and the chance for one raises 10% for each shot fired at the same enemy.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: SP Charge
Doubles Subweapon Power for the next Subweapon Attack.

Special Ability II: Treble Assist
Treble drops in and gives a random item to Bass. Can only be used once per battle.

Special Ability III: Treble Boost
Costs 5 Subweapon Energy per turn

Makes Bass fuse with Treble.
Adds Flying status and makes Bass capable of using two different moves:

-Forte Laser-
Replaces Bass Buster.
Does 3+[current WP] damage and can be aimed at any enemy.

-Laser Charge-
Replaces Weapon Charge.
Charge the Forte Laser to do 7+[current WP] damage to any enemy on the next turn, and break guards.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse, as will running out of Weapon Energy.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Treble Cannon
Costs 10 Subweapon Energy

Load Treble into your arm cannon and fire him at any enemy to do 10+[current WP] damage.
Does 2+[current WP] blast damage to enemies adjacent to the target.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Ammo Saver
Subweapon costs are lowered by 1.




Weapons


Hyper Bomb
Costs 8 Weapon Energy

Throw a bomb at one enemy that sits for one turn, and blows up on the next, doing 9+[current SPx1.5] damage. Doesn't work on flying enemies. Explosive element. You can only throw anither Hyper Bomb once the old one disappears.


Ice Needle
Costs 1 Subweapon Energy.

Does 1+[current SP] damage and drops 2 Small Weapon Capsules (worth 4 Weapon Energy) for you. Pierces Defense. Ice Type.


Drain Cutter
Costs 4 Subweapon Energy.

Throw a cutter blade that does 2+[current SP] damage and restores an amount of energy equal to half the damage it dealt on the enemy it was used on. Blade type.


Black Hole Bomb
Costs 7 Subweapon energy

Does 5+[current SP] damage to the enemy it's aimed at, and 2+[current SP÷2] damage to adjacent enemies (whether they're flying or on the ground). Also makes the main target's projectile attacks fail on the turn it's used. Wind element.


Rainbow Beam
Costs 10 Subweapon Energy

Fire a laser at one enemy that hits every enemy in the row for 2+[current SP÷2] damage before hitting the targeted enemy. When it hits the enemy, it expands to do 2 damage to the target and both enemies adjacent to it (hits regardless of if the adjacent enemies are on ground or flying), plus an extra 2 damage for every 2 points in SP you have.


Screw Crusher
Costs 6 Subweapon Energy

Throw 4 blades at any enemy of your choice for 1+[current WP+SP ÷2] damage. Pierces defense. Does Blade damage.


Nitro Blast
Costs 9 Subweapon Energy

Shoot a shot of nitroglycerin at the first ground or flying enemy. Causes explosions that hit it and the enemy behind it on the same row for 5+[current SP÷2] damage. Pierces defense. Does Explosive damage.


Toad Spell
Costs 7 Subweapon Energy

Use a spell on one enemy that hits it and adjacent enemies all for 3+[SP÷3] damage, 20% chance to turn small or medium enemies into toads for 3 turns.

Can be used on teammates as well. When used like this, the target gets 2 turns taken off of their most recent status effect, and adjacent teammates get 1 turn taken off.


Gravity Hold
Costs 9 Subweapon Energy

Slams all flying enemies into the ground for 2+[current SPx2] damage each, grounds all flying enemies for two turns.


Hard Knuckle
Costs 8 Subweapon Energy

Does 8+[current WP] damage, Guard Breaks the enemy hit with it. Lowers enemy's base DEF by 1-3 if not able to Guard Break or extend a Guard Break. Does Power damage.


Yo-yo Blade
Costs 8 Subweapon Energy

Throw a Yo-Yo Blade that hits an enemy once on the turn it's used, and once on the next turn for 4+[current SP÷2] Blade damage and 80% piercing chance on each turn. Has a 50% chance of returning to you on the second turn and recovering 2 Subweapon Energy, and a 25% chance of returning 4 Subweapon Energy.


Ballade Cracker
Costs 6 Subweapon Energy

Does 5+[current WP+SP] damage, reduces the target's base DEF by 1. Does Explosive Damage.




Upgrades


Lucky Star

This upgrade boosts the critical hit rate for normal attacks from 1% to 5%, and boosts the crit rate for effective attacks to 10%. Also adds an extra 5% crit chance to attacks that have a different crit chance than normal (Triple Blade, Quick Boomerang, etc).




Items


E-Tank
Recovers 30 Energy.


W-Tank
Recovers 30 Weapon Energy.

Impetus

Status: Normal
Weapon Power: 0
Subweapon Power: 13
Bolts x 95
Crit Boost

Axl can't wield Robot Master subweapons normally like the other classes can, but he can transform into any defeated Robot Master and use ALL of that Robot Master's attacks.
Subweapons that don't come from Robot Masters may be used normally, though.

Normal Attack: Axl Gun
Fires 2+[current WP] shots for 1 damage each. Every 4th shot lowers enemy defense by 1 and has a base 50% chance of breaking a Guard. This chance increases for every time you fail to Guard Break when shooting at the same enemy.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage to enemies with negative defense.

Special Ability: Transform
Costs 5 Subweapon Energy per turn

Takes one turn to use. Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Using a Robot Master's Overdrive Attack drains an extra 5 Weapon Energy on the turn it's used.

Special Ability II: U-Buster
Costs 6 Subweapon Energy

Fire one shot for 6+[current WP] damage that breaks Guards.

No Overdrive Attack.

No Passive Ability.




Weapons


Triple Blade
Costs 8 Subweapon Energy.

Can be either fired at 3 different enemies of your choice for 3+[current SP÷3] damage each, or be fired at one enemy for 3+[current SP÷3] damage 3 times. Each blade has a 10% chance of getting a critical hit. Blade type.


Rainbow Beam
Costs 10 Subweapon Energy

Fire a laser at one enemy that hits every enemy in the row for 2+[current SP÷2] damage before hitting the targeted enemy. When it hits the enemy, it expands to do 2*SP to the target and both enemies adjacent to it (hits regardless of if the adjacent enemies are on ground or flying).


Slash Claw
Costs 7 Subweapon Energy

Does 8+[current WP] damage to any enemy. Does double-damage against smaller enemies (Mettaurs, etc). Melee attack. Blade type.




Upgrades


Super Recover

Any Energy or Weapon Energy you get will have an extra +3 bonus (A Small Weapon Capsule will recover 5 instead of 2, for example).
Does NOT apply with the energy you get from Ice Needle or Drain Cutter.


Lucky Star

This upgrade boosts the critical hit rate for normal attacks from 1% to 5%, and boosts the crit rate for effective attacks to 10%. Also adds an extra 5% crit chance to attacks that have a different crit chance than normal (Triple Blade, Quick Boomerang, etc).




Items



Mini E-Tank
These cannot be used, but when 4 are collected, they combine to form an E-Tank.

Samario

Status: Normal
Weapon Power: 13
Subweapon Power: 0
Bolts x 56
Current Knife Element: None

Normal Attack: Real Knife
Does 3+[current WP] damage. You can only hit the closest enemy with this move.

Special Ability: Determination
Charge the Z-SaberReal Knife once to increase the damage of the normal Real Knife attack to 6+[current WP] damage, with an added Guard Break and a 50% chance of getting a critical hit for 2.5x the damage.
Charge it twice to add a shockwave that hits all other enemies in a single row for 5+[WP÷2] damage.

Special Ability II: Betrayal Stab
Does 2+[current WP÷2] damage and lowers the enemy's defense by 1.
Can only be used on the closest enemy.

Special Ability III: SOUL Infuse
Costs 5 Subweapon Energy

Infuse the Real Knife with Fire, Ice, or Electric element.
Changes all Real Knife attacks for one battle to that element, as well as add a 33% chance to burn, freeze, or paralyze, respectively.
Can be used on the same turn as another attack.

Overdrive Attack: Chara's Fury
Costs 11 Subweapon Energy

Slash at any one enemy for 2+2+2+2+2 damage.
The final hit has [current WP] damage added to it and lowers defense by 2.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Parry
All physical attacks aimed at Chara have a 25% chance of Chara attacking the enemy back for [current WP] damage.




Weapons


Slash Claw
Costs 7 Subweapon Energy

Does 8+[current WP] damage to any enemy. Does double-damage against smaller enemies (Mettaurs, etc). Melee attack.


Ice Needle
Costs 1 Subweapon Energy

Does 1+[current SP] damage and drops 2 Small Weapon Capsules (worth 4 Weapon Energy) for you. Pierces Defense. Ice Type.


Grab Buster
Costs 6 Subweapon Energy

Fire 3 shots at the first ground or flying enemy for 1+[current WP÷3] damage, recovers half the damage dealt.Each shot has a 10% chance of pulling an item from an enemy for you. Can be deflected by shields. Does not do extra damage against enemies with negative DEF.




Upgrades


Auto Attack

Allows you to use your basic Z-Saber attack while charging.




Items


Spare Body
If you die in-battle and have a Spare Body, you will return immediately with half of your maximum Energy and Weapon Energy.


E-Tank
Recovers 30 Energy.
Noivern

Status: Normal
Weapon Power: 13
Subweapon Power: 0
Bolts x 6
Buster Upgrade: Basic

Normal Attack: Proto Buster
Fire 3 shots for 1+[current WP÷3] damage each.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Charge
Makes the next Proto Buster shot do 6+[current WP] damage and Break Guards.

Special Ability II: Proto Shield
Takes 1 turn. Raise your shield to raise your defense by 2 and deflect small projectiles.
You can use Proto Buster or Charge with the shield raised on following turns, but using a subweapon automatically lowers your shield.

Special Ability III: Shot Spray
Jump into the air and fire 5 shots at 5 different enemies for 1+[current WP÷3] damage each.
The shots don't do any extra damage against enemies with negative defense.

Overdrive Attack: Big Bang Strike
Costs 12 Subweapon Energy

Does 15+[current WP] damage to any one enemy.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Deflect
Small projectiles have a 25% chance of being deflected entirely off of Protoman normally.




Weapons


Slash Claw
Costs 7 Subweapon Energy

Does 8+[current WP] damage to any enemy. Does double-damage against smaller enemies (Mettaurs, etc). Melee attack. Blade type.


Grab Buster
Costs 6 Subweapon Energy

Fire 3 shots at the first ground or flying enemy for 1+[current WP÷3] damage, recovers half the damage dealt.Each shot has a 10% chance of pulling an item from an enemy for you. Can be deflected by shields. Does not do extra damage against enemies with negative DEF.


Dive Missile
Costs 5 Subweapon Energy

Fire a missile that hits the target for 4+[current WP] damage, ignores dodge rates. Does Water damage.


Laser Trident
Costs 2 Subweapon Energy per trident

Shoot up to 3 Tridents at either all ground enemies or all flying enemies (you can aim each shot at any row you want). Does 1+[current WP÷4] damage to enemies in a single row, pierces defense. Does Water/Blade damage.


Ballade Cracker
Costs 6 Subweapon Energy

Does 5+[current WP+SP] damage, reduces the target's base DEF by 1. Does Explosive Damage.


Rebound Striker
Costs 6 Subweapon Energy

Throw a ball to hit a random enemy for 1+[current WP÷4] on this turn. The ball constantly rebounds and hits a random enemy on the next three turns for 1+[current WP÷2], 1+[current WP], and 1+[current WPx2] damage. You can only have up to two Rebound Strikers in play at a time.




Upgrades


Buster Upgrade

Allows you to set your Proto Buster to either fire one extra shot when you use the basic Buster attack, OR raise the damage of your Charge Shot by 2. You can switch the Upgrade mode at the start of a battle.




Items



E-Tank
Recovers 30 Energy.


Mini E-Tank
Collect 4 to form a full E-Tank.


Eddie Call
Call in Eddie for a random item drop. Possible drops include energy capsules, Mini, E, and W-Tanks, and Spare Bodies. One use only.


Spare Body
If you die in-battle and have a Spare Body, you will return immediately with half of your maximum Energy and Weapon Energy.

Whopper
Power: 2
Size: Medium
DEF -2

"This enemy likes hiding in his barrier of rings most of the time, occasionally letting his guard down to throw his rings at his enemies. Hitting him with a Guard Break while his rings are up should knock a ring off, lowering his defense and lessening his amount of attacks. Be careful though, he'll regain one ring every time he goes back to guarding after an attack."

Ring Man
Weapon Power: 4
Size: Medium
Subweapon Power: 0
Burned (5 damage/1 turn left)

"Yet another Robot Master, he seems to have a an enhancement or two to his weaponry like Dive Man did. It seems that now he can hold one of his Ring Boomerangs on an enemy for extra damage while he does other attacks."

Mono Roader
Power: 3
Size: Medium
DEF +10

"This enemy likes to hide itself and spin into its enemies, as well as hide behind other enemies in an attempt to avoid damage. Be careful, it can make you dizzy by spinning into you, but you can also get dizzy if you perform a melee attack on it while it's spinning!"

Kabatoncue
Power: 4
Size: Extra Large
Elevated

"This lazy enemy sits on his tower and fires missiles at his enemies. Their movement patterns are rather odd though, so there's a chance they might miss you entirely. The tower he sits on prevents him from getting hit by attacks that would normally hit everybody in the bottom row (like Thunder Beam), but if that tower takes enough damage he should get lowered to ground level with the others. His tower will regain height slowly over time, though."



MMBS is back woo

After last week I've been struck with massive laziness but it's still easy enough to get an update out every few days

Robot Master Weapons

Fire Storm
Costs 4 Subweapon Energy.

Does 4+[current SP] damage to 1 enemy with 25%
chance to burn, and makes a shield that hurts any enemy that
attacks you physically for 2+[current SP÷2] damage on that turn.

Thunder Beam
Costs 5 Subweapon Energy.

Does 2+[current SP÷2] damage to all ground enemies OR flying/elevated enemies, with a 15% chance to paralyze for 2 turns. Does Elec Damage.

Ice Slasher
Costs 4 Subweapon energy.

Does 3+[current SP] damage with a 33% chance of freezing the enemy. Does Ice Damage.

Quick Boomerang

Throw up to 5 Quick Boomerangs for 1 damage each, with a cost of 1 Subweapon Energy each. Each boomerang has a 50% chance of getting a Critical Hit and doing 2 damage, and has a 33% chance of returning to you, returning your Subweapon energy. The maximum number you can throw raises for every 3 SP you have. Can be deflected by shields.

Flash Stopper
Costs 6 Subweapon Energy

Does 1+[current SP÷2] Flash damage to all enemies, has a 15% chance to inflict Blind, and a 15% chance to inflict Dizzy. Ignores DEF.

Bubble Lead
Costs 5 Subweapon Energy

Fire 1 bubble for 3+[current SP] damage at the closest ground enemy. Has a 25% chance of bubbling the enemy for 1 turn, which makes them unable to move and weak to electric attacks. Does Water damage.

Shadow Blade
Costs 5 Subweapon Energy

Does 3+[current WP÷2] damage. Using it 2 turns in a row makes the second use do 3+[current WP] (piercing) damage to the target and the enemy behind it. A third use makes it go back to doing 3+[current WP÷2] damage, and so on. Does Metal damage.

Top Spin
Costs 6 Subweapon Energy

hits an enemy for 4+[current WP] damage, and has a 30% chance of inflicting Dizzy for 1 turn, and a 20% chance of inflicting Dizzy for 2 turns. Also gives you a 50% chance to block projectiles on the turn it's used. You will gain Dizzy status yourself for 1 turn if you use this move twice in a row.

Gemini Laser
Costs 6 Subweapon Energy

Fires a laser that does 4+[current SP÷2] damage, pierces DEF on the first turn. On the next turn, it hits a random enemy, with a 50% chance to pierce DEF and last another turn, 25% chance to hit an enemy normally and stop, and 25% chance to miss.

Water Cutter
Costs 7 Subweapon Energy

Fire 2 lasers, each does 1+[SP÷2] to the first enemy in a row, with a 75% chance to pierce its DEF and hit the enemy behind it. The enemy behind can also be pierced as well. This weapon has a 25% Critical Hit chance.

Combo Moves

When experimenting with Combo Moves, be sure to post a secondary attack, just in case your combo fails, so you don't lose your turn.

Bomb Ignite
Hyper Bomb + any Fire attack
Makes a Hyper Bomb explode without any waiting. Hyper Bombs can hit Flying enemies this way.

Charge Combo
Charge Shot X2
Does 8+[current WP] damage to the first enemy, and 5+[current WP÷2] to all enemies behind it. Pierces defense. This attack uses the combined WP of both players in the damage formula.

Rain Storm
Rain Flush x2 OR Rain Flush + any Water attack

Doubles damage dealt by all Water attacks (except the rain from this attack) on the three turns it's active. Also takes the combined Subweapon Power of both players into account for the damage formula for the rain. Does Water damage.

Burning Claw
Slash Claw + Any Fire attack

Slash at an enemy for 10+[Slash Claw user's WP + Fire attack user's SP] damage with a 50% chance to burn, does double damage to smaller enemies. Does Fire damage.

Thunderstorm
Rain Flush + any Elec attack

In addition to normal Rain Flush damage, a lightning bolt strikes a random enemy for 2+[current SP÷3](both users' SP) damage per turn, 30% paralyze chance. This combo lasts until the Rain Flush it was combined with wears off.

To find more combos, experiment with teammates.

Come on Eddie give me another good item.