Language…
7 users online: DashGamer, drkrdnk, Enan63, futhark, gr8fulAF, kasoku,  Nanako - Guests: 258 - Bots: 422
Users: 64,795 (2,377 active)
Latest user: mathew

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

TORNADO HOLD!
I play forum games and draw furries. I'm mostly active on Discord and Twitter.


Pew pew fire mah lazrs!
Layout by LDA during C3.
Fire Storm.


Turn 1

Giga's Hyper Bomb detonates! ...It hits nothing...
Giga spends 5 Weapon Energy on another Hyper Bomb, and throws it at Elec Man!
TRS raises his Proto Shield and charges his buster!
Impetus spends 8 Weapon Energy on Triple Blade, and fires it at Elec Man! Elec Man takes 6+6+8 damage, as he is weak to Blade attacks!
LucasRCD throws another Tornado Hold! Elec Man takes 3 damage from it, as well as another 3 damage from the last one! Elec Man becomes Dizzy!

The host thinks hard, and considers nerfing Tornado Hold just a bit after this battle.

Lightvayne fires his Axl Gun while making "pewpew" noises, and does 1+1+1 damage to Elec Man!
LHB spends 3 Weapon Energy on Fire Storm, and does 5 damage to Elec Man! Elec Man is burned! A circle of fire surrounds LHB for this turn!
PKstarship strikes Elec Man with his Z-Saber for 4 damage, and defeats him!

The Mega Man Battle Squad won the fight!
Everybody got 30 bolts!
Giga, LHB, TRS. LucasRCD, and PKstarship all get a new weapon: the Thunder Beam!

Code
Thunder Beam
Costs 5 Weapon Energy.

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


Impetus and Lightvayne gain the ability to transform into Elec Man!

Code
Elec Man

Weak to Blade

Body Slam: Slam into an enemy for 4+[current WP] damage.

Thunder Wave: Does 2+[current SP] damage with a 50% chance to 
paralyze for 3 turns. Paralysis makes the inflicted have a 33% 
chance of being unable to attack.

Electric Shield: Generate a shield made of electricity to raise 
defense by 1. The shield can be fired to do 6+[current SP÷2] 
damage with a 75% chance of inflicting paralysis for 3 turns. Does 
Elec Damage.

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

Bolt Strike: Charge up with electricity and ram into the enemy to 
do 9+[current SP] damage with a 75% chance of inflicting paralysis 
for 3 turns. Can only be used when under 20% energy, and cannot be 
used twice in a row.


Zekrom PKstarship

Status: Normal
Weapon Power: 1
Subweapon Power: 0
Bolts x 50

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.
Charge it twice to add a shockwave that hits all other enemies in a single row for 3+[current WP] 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: 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.
Costs 5 Subweapon Energy to use, and can be used on the same turn as another attack. (Each element can only be used after you beat the respective boss)

Overdrive Attack: Zero's Fury. 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.
Costs 11 Subweapon Energy. 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

Tornado Hold
Costs 7 Weapon Energy

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




Items
None
LucasRCD

Status: Normal
Weapon Power: 1
Subweapon Power: 0
Bolts x 50

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.

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. 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.

Using any other move, attack, or Subweapon will automatically make Mega Man unfuse.
Staying in this form drains 5 Subweapon Energy per turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Wish Star. Summon Rush and do a crash attack that hits every enemy for 4+[current WP] damage.
Costs 10 Subweapon Energy. 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 Weapon Energy

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




Items
None
Lightvayne

Status: Normal
Weapon Power: 1
Subweapon Power: 0
Bolts x 51

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.
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. Takes 1 turn.
Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Staying in form drains 5 Subweapon Energy per turn.
Using a Robot Master's Overdrive Attack drains an extra 5 Subweapon Energy on the turn it's used.

Special Ability II: U-Buster. Fire one shot for 6+[current WP] damage. Uses 6 Subweapon Energy.

No Overdrive Attack.

No Passive Ability.




Weapons

Slash Claw
Costs 7 Weapon Energy

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




Items
None
TRS

Status: Normal
Weapon Power: 1
Subweapon Power: 0
Bolts x 51

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.

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÷5] damage each.
The shots don't do any extra damage against enemies with negative defense.

Overdrive Attack: Big Bang Strike. Does 15+[current WP] damage to any one enemy. Costs 12 Weapon Energy.
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% of being deflected entirely off of Protoman normally.




Weapons

Slash Claw
Costs 7 Weapon Energy

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




Items
None
LHB

Status: Normal
Weapon Power: 0
Subweapon Power: 1
Bolts x 50

Normal Attack: Bass Buster. Fires 3+[current WP] shots for 1 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: Weapon 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. 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.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse.
Staying in form drains 5 Subweapon Energy every turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Treble Cannon. 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.
Costs 10 Subweapon Energy.
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

Black Hole Bomb
Costs 5 weapon energy

Does 5+[current SP] damage to the enemy it's aimed at, and 2+[current SP÷2] damage to adjacent enemies. Also pulls flying enemies to the ground for 1 turn. Wind element.

Items
None
Impetus

Status: Normal
Weapon Power: 0
Subweapon Power: 1
Bolts x 54

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.
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. Takes 1 turn.
Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Staying in form drains 5 Subweapon Energy per turn.
Using a Robot Master's Overdrive Attack drains an extra 5 Subweapon Energy on the turn it's used.

Special Ability II: U-Buster. Fire one shot for 6+[current WP] damage. Uses 6 Subweapon Energy.

No Overdrive Attack.

No Passive Ability.




Weapons

Triple Blade
Costs 8 Weapon 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.




Items
None
Giga

Status: Normal
Weapon Power: 0
Subweapon Power: 1
Bolts x 90

Normal Attack: Earthbolt. Fires 3+[current WP] shots for 1 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: Weapon 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. 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.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse.
Staying in form drains 5 Subweapon Energy every turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Treble Cannon. 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.
Costs 10 Subweapon Energy.
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 6 Weapon Energy

Throw a bomb at one enemy that sits for one turn, and blows up on the next, doing 9+[current SP÷2] damage. Doesn't work on flying enemies. Explosive element.




Items
None


Alright, so first off, to prevent OP-ness in the future, Tornado Hold will be made so that each player can only have one in the field at a time. Something I should have thought of before, but oh well.

Also, you each get to choose to level up Energy or Weapon Energy again, and choose to level up Weapon Power or Subweapon Power.

Robot Master Weapons

Fire Storm
Costs 4 Weapon 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.
Axl Transformations

Fire Man

Weak to ice, water, wind

Fireball Summon: Shoot 2 fireballs into the air that will fall down and attack random enemies for 2+[current WP] damage on the next turn. Can be used on the same turn as another attack, but can't be used twice in a row.

Plasma Shot: Does 2+[current SP] damage with a 50% chance to burn.

Fire Wave: Shoot a wave of fire. Does 1+[current SP÷2] to all ground enemies with a 10% chance to burn. Doesn't affect flying enemies.

Fire Storm: 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.

Inferno Towers: Two flame pillars arise from the ground and hit 2 players for 6+[current SP] damage with a 75% chance of burning them. Can only be used when energy is below 20%, and cannot be used twice in a row.
Can hit flying enemies.




Elec Man

Weak to blade

Body Slam: Slam into an enemy for 4+[current WP] damage.

Thunder Wave: Does 2+[current SP] damage with a 50% chance to paralyze for 3 turns. Paralysis makes the inflicted have a 33% chance of being unable to attack.

Electric Shield: Generate a shield made of electricity to raise defense by 1. The shield can be fired to do 5+[current SP�2] damage with a 75% chance of inflicting paralysis for 3 turns. Does Elec Damage.

Thunder Beam. Does 2+[current SP÷2] damage to all enemies, with a 15% chance to paralyze for 2 turns. Does Elec Damage.

Bolt Strike: Charge up with electricity and ram into the enemy to do 9+[current SP] damage with a 75% chance of inflicting paralysis for 3 turns. Can only be used when under 20% energy, and cannot be used twice in a row.

Combo Moves

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
Any Charge attack 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.

To find more combos, experiment with teammates.

Officially a Mega Man addict.
Major thanks to Giga and Erik557 for the layout.

Energy and Weapon Power
Layout by LDA during C3.
+Subweapon energy, +Subweapon power. Has Auto got anything new for us?

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.
Leveling Subweapon Energy and Subweapon Power as well.
Level up Max Energy again and this time level up Subweapon Power as well.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Originally posted by Lightvayne
Energy and Weapon Power
+Subweapon Energy, +SP

Lightvayne increases Energy and Weapon Power.
Giga increases Subweapon Energy and Subweapon Power.
Impetus increases Subweapon Energy and Subweapon Power.
LucasRCD increases Energy and Subweapon Power.
TRS increases Energy and Weapon Power.
LHB increases Subweapon Energy and Subweapon Power.
PKstarship increases Energy and Weapon Power.

You then warp off to your next battle.

"Your next target is Ice Man, and you should keep your guard up! After you so easily destroyed the last two targets, Wily might start making the others stronger in a desperate attempt to defeat you..."

-LATER-

You arrive at Ice Man's room.

"Sir, seven unidentified enemies have infiltrated the hideout! Eliminate them at all costs, soldier!"

BATTLE START! (yes I know this theme isn't 8-bit but I needed a third version of the boss theme so eh)

Zekrom PKstarship

Status: Normal
Weapon Power: 2
Subweapon Power: 0
Bolts x 50

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.
Charge it twice to add a shockwave that hits all other enemies in a single row for 3+[current WP] 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: 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.
Costs 5 Subweapon Energy to use, and can be used on the same turn as another attack. (Each element can only be used after you beat the respective boss)

Overdrive Attack: Zero's Fury. 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.
Costs 11 Subweapon Energy. 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

Tornado Hold
Costs 7 Weapon Energy

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




Items
None
LucasRCD

Status: Normal
Weapon Power: 1
Subweapon Power: 1
Bolts x 50

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.

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. 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.

Using any other move, attack, or Subweapon will automatically make Mega Man unfuse.
Staying in this form drains 5 Subweapon Energy per turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Wish Star. Summon Rush and do a crash attack that hits every enemy for 4+[current WP] damage.
Costs 10 Subweapon Energy. 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 Weapon Energy

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




Items
None
Lightvayne

Status: Normal
Weapon Power: 2
Subweapon Power: 0
Bolts x 51

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.
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. Takes 1 turn.
Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Staying in form drains 5 Subweapon Energy per turn.
Using a Robot Master's Overdrive Attack drains an extra 5 Subweapon Energy on the turn it's used.

Special Ability II: U-Buster. Fire one shot for 6+[current WP] damage. Uses 6 Subweapon Energy.

No Overdrive Attack.

No Passive Ability.




Weapons

Slash Claw
Costs 7 Weapon Energy

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




Items
None
TRS

Status: Normal
Weapon Power: 2
Subweapon Power: 0
Bolts x 51

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.

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÷5] damage each.
The shots don't do any extra damage against enemies with negative defense.

Overdrive Attack: Big Bang Strike. Does 15+[current WP] damage to any one enemy. Costs 12 Weapon Energy.
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% of being deflected entirely off of Protoman normally.




Weapons

Slash Claw
Costs 7 Weapon Energy

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




Items
None
LHB

Status: Normal
Weapon Power: 0
Subweapon Power: 2
Bolts x 50

Normal Attack: Bass Buster. Fires 3+[current WP] shots for 1 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: Weapon 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. 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.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse.
Staying in form drains 5 Subweapon Energy every turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Treble Cannon. 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.
Costs 10 Subweapon Energy.
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

Black Hole Bomb
Costs 5 weapon energy

Does 5+[current SP] damage to the enemy it's aimed at, and 2+[current SP÷2] damage to adjacent enemies. Also pulls flying enemies to the ground for 1 turn. Wind element.

Items
None
Impetus

Status: Normal
Weapon Power: 0
Subweapon Power: 2
Bolts x 54

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.
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. Takes 1 turn.
Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Staying in form drains 5 Subweapon Energy per turn.
Using a Robot Master's Overdrive Attack drains an extra 5 Subweapon Energy on the turn it's used.

Special Ability II: U-Buster. Fire one shot for 6+[current WP] damage. Uses 6 Subweapon Energy.

No Overdrive Attack.

No Passive Ability.




Weapons

Triple Blade
Costs 8 Weapon 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.




Items
None
Giga

Status: Normal
Weapon Power: 0
Subweapon Power: 2
Bolts x 90

Normal Attack: Earthbolt. Fires 3+[current WP] shots for 1 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: Weapon 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. 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.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse.
Staying in form drains 5 Subweapon Energy every turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Treble Cannon. 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.
Costs 10 Subweapon Energy.
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 6 Weapon Energy

Throw a bomb at one enemy that sits for one turn, and blows up on the next, doing 9+[current SP÷2] damage. Doesn't work on flying enemies. Explosive element.




Items
None
Foot Holder
Flying
Power: 2

"These enemies serve as platforms for Ice Man, and can't be destroyed. They'll shoot at you, but luckily the bullets don't do much damage...
Ice Man
Weapon Power: 0
Subweapon Power: 3

"Ice Man is quite a powerful Robot Master, and he has the power to freeze you! If you get frozen, you'll be entirely unable to attack, but the fire that surrounds you when you use Fire Storm can protect you from being frozen..."

Foot Holder
Flying
Power: 2

"These enemies serve as platforms for Ice Man, and can't be destroyed. They'll shoot at you, but luckily the bullets don't do much damage..."


Robot Master Weapons

Fire Storm
Costs 4 Weapon 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 Weapon Energy.

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

Fire Man

Weak to ice, water, wind

Fireball Summon: Shoot 2 fireballs into the air that will fall down and attack random enemies for 2+[current WP] damage on the next turn. Can be used on the same turn as another attack, but can't be used twice in a row.

Plasma Shot: Does 2+[current SP] damage with a 50% chance to burn.

Fire Wave: Shoot a wave of fire. Does 1+[current SP÷2] to all ground enemies with a 10% chance to burn. Doesn't affect flying enemies.

Fire Storm: 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.

Inferno Towers: Two flame pillars arise from the ground and hit 2 players for 6+[current SP] damage with a 75% chance of burning them. Can only be used when energy is below 20%, and cannot be used twice in a row.
Can hit flying enemies.




Elec Man

Weak to blade

Body Slam: Slam into an enemy for 4+[current WP] damage.

Thunder Wave: Does 2+[current SP] damage with a 50% chance to paralyze for 3 turns. Paralysis makes the inflicted have a 33% chance of being unable to attack.

Electric Shield: Generate a shield made of electricity to raise defense by 1. The shield can be fired to do 5+[current SP�2] damage with a 75% chance of inflicting paralysis for 3 turns. Does Elec Damage.

Thunder Beam. Does 2+[current SP÷2] damage to all enemies, with a 15% chance to paralyze for 2 turns. Does Elec Damage.

Bolt Strike: Charge up with electricity and ram into the enemy to do 9+[current SP] damage with a 75% chance of inflicting paralysis for 3 turns. Can only be used when under 20% energy, and cannot be used twice in a row.

Combo Moves

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
Any Charge attack 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.

To find more combos, experiment with teammates.
Officially a Mega Man addict.
Major thanks to Giga and Erik557 for the layout.
Use Thunder Beam on Ice Man.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

Proto Shield and Charge
Transform into Fire Man, then use Fireball Summon is possible (since its a free action I may be able to do it while transforming?)
If at all possible, I'd like to throw a Hyper Bomb at where Ice Man is going to be next turn. If not, give me an SP Charge.

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.

Originally posted by Impetus
Transform into Fire Man, then use Fireball Summon is possible

This.
Layout by LDA during C3.
If Black Hole Bomb pulls the platforms to the ground, use it. If not, use Fire Storm.

Turn 1

LucasRCD spends 5 Weapon Power uses Thunder Beam on Ice Man! Ice Man takes 5 damage, since he is weak to Elec attacks!
TRS raises his shield and starts charging.
Impetus transforms into Fire Man!
Giga uses SP Charge! His Subweapon Power will be doubled for his next subweapon attack!
Lightvayne also transforms into Fire Man!
LHB spends 3 Weapon Energy and uses Fire Storm on Ice Man! Ice Man takes 6 damage!
PKstarship spends 5 Weapon Power to infuse his Z-Saber with Elec element, and slashes at Ice Man for 6 damage, and lowers his defense by 1!

Ice Man shoots an Ice Slasher at Lightvayne! It does 12 damage, since Fire Man's form is weak to Ice attacks!
Ice Man jumps onto Foot Holder 1!

Foot Holder 1 shoots Giga for 2 damage!
Foot Holder 2 shoots LHB for 2 damage!

Zekrom PKstarship

Status: Normal
Weapon Power: 2
Subweapon Power: 0
Bolts x 50
Current Z-Saber Element: Elec

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.
Charge it twice to add a shockwave that hits all other enemies in a single row for 3+[current WP] 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: 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.
Costs 5 Subweapon Energy to use, and can be used on the same turn as another attack. (Each element can only be used after you beat the respective boss)

Overdrive Attack: Zero's Fury. 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.
Costs 11 Subweapon Energy. 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

Tornado Hold
Costs 7 Weapon Energy

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




Items
None
LucasRCD

Status: Normal
Weapon Power: 1
Subweapon Power: 1
Bolts x 50

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.

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. 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.

Using any other move, attack, or Subweapon will automatically make Mega Man unfuse.
Staying in this form drains 5 Subweapon Energy per turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Wish Star. Summon Rush and do a crash attack that hits every enemy for 4+[current WP] damage.
Costs 10 Subweapon Energy. 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 Weapon Energy

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




Items
None
Lightvayne

Status: Normal
Weapon Power: 2
Subweapon Power: 0
Bolts x 51

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.
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. Takes 1 turn.
Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Staying in form drains 5 Subweapon Energy per turn.
Using a Robot Master's Overdrive Attack drains an extra 5 Subweapon Energy on the turn it's used.

Special Ability II: U-Buster. Fire one shot for 6+[current WP] damage. Uses 6 Subweapon Energy.

No Overdrive Attack.

No Passive Ability.




Weapons

Slash Claw
Costs 7 Weapon Energy

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




Items
None
TRS

Status: Normal
Weapon Power: 2
Subweapon Power: 0
Bolts x 51

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.

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÷5] damage each.
The shots don't do any extra damage against enemies with negative defense.

Overdrive Attack: Big Bang Strike. Does 15+[current WP] damage to any one enemy. Costs 12 Weapon Energy.
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% of being deflected entirely off of Protoman normally.




Weapons

Slash Claw
Costs 7 Weapon Energy

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




Items
None
LHB

Status: Normal
Weapon Power: 0
Subweapon Power: 2
Bolts x 50

Normal Attack: Bass Buster. Fires 3+[current WP] shots for 1 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: 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. 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.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse.
Staying in form drains 5 Subweapon Energy every turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Treble Cannon. 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.
Costs 10 Subweapon Energy.
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

Black Hole Bomb
Costs 5 weapon energy

Does 5+[current SP] damage to the enemy it's aimed at, and 2+[current SP÷2] damage to adjacent enemies. Also pulls flying enemies to the ground for 1 turn. Wind element.

Items
None
Impetus

Status: Normal
Weapon Power: 0
Subweapon Power: 2
Bolts x 54

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.
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. Takes 1 turn.
Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Staying in form drains 5 Subweapon Energy per turn.
Using a Robot Master's Overdrive Attack drains an extra 5 Subweapon Energy on the turn it's used.

Special Ability II: U-Buster. Fire one shot for 6+[current WP] damage. Uses 6 Subweapon Energy.

No Overdrive Attack.

No Passive Ability.




Weapons

Triple Blade
Costs 8 Weapon 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.




Items
None
Giga

Status: Normal
Weapon Power: 0
Subweapon Power: 2 +2
Bolts x 90

Normal Attack: Earthbolt. Fires 3+[current WP] shots for 1 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: 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. 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.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse.
Staying in form drains 5 Subweapon Energy every turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Treble Cannon. 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.
Costs 10 Subweapon Energy.
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 6 Weapon Energy

Throw a bomb at one enemy that sits for one turn, and blows up on the next, doing 9+[current SP÷2] damage. Doesn't work on flying enemies. Explosive element.




Items
None
Foot Holder
Flying
Power: 2

Ice Man
Flying
Weapon Power: 0
Subweapon Power: 3
Defense: 0 -1

"I must admit, Wily is getting somewhat creative, I've never seen any of the enemies Mega Man's faced before have any tactics like this..."
Foot Holder
Flying
Power: 2

"These enemies serve as platforms for Ice Man, and can't be destroyed. They'll shoot at you, but luckily the bullets don't do much damage..."


Well, in case you're worried, with Axl, de-transformation is a free move, so you can detransform and still use one of Axl's normal moves.

Robot Master Weapons

Fire Storm
Costs 4 Weapon 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 Weapon Energy.

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

Fire Man

Weak to ice, water, wind

Fireball Summon: Shoot 2 fireballs into the air that will fall down and attack random enemies for 2+[current WP] damage on the next turn. Can be used on the same turn as another attack, but can't be used twice in a row.

Plasma Shot: Does 2+[current SP] damage with a 50% chance to burn.

Fire Wave: Shoot a wave of fire. Does 1+[current SP÷2] to all ground enemies with a 10% chance to burn. Doesn't affect flying enemies.

Fire Storm: 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.

Inferno Towers: Two flame pillars arise from the ground and hit 2 players for 6+[current SP] damage with a 75% chance of burning them. Can only be used when energy is below 20%, and cannot be used twice in a row.
Can hit flying enemies.




Elec Man

Weak to blade

Body Slam: Slam into an enemy for 4+[current WP] damage.

Thunder Wave: Does 2+[current SP] damage with a 50% chance to paralyze for 3 turns. Paralysis makes the inflicted have a 33% chance of being unable to attack.

Electric Shield: Generate a shield made of electricity to raise defense by 1. The shield can be fired to do 5+[current SP�2] damage with a 75% chance of inflicting paralysis for 3 turns. Does Elec Damage.

Thunder Beam. Does 2+[current SP÷2] damage to all enemies, with a 15% chance to paralyze for 2 turns. Does Elec Damage.

Bolt Strike: Charge up with electricity and ram into the enemy to do 9+[current SP] damage with a 75% chance of inflicting paralysis for 3 turns. Can only be used when under 20% energy, and cannot be used twice in a row.

Combo Moves

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
Any Charge attack 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.

To find more combos, experiment with teammates.
Officially a Mega Man addict.
Major thanks to Giga and Erik557 for the layout.
Fireball Summon, then jump and Fire Storm on Ice Man.
"This pun that I'm going to say right now will be so ELECTRICALLY terrifying that you'll be SHOCKED by the end of this battle."

Use Thunder Beam on Ice Man... again.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.