thats... thats a good idea. holy ****.SephirothKirby wrote:Possible Concept 1:
PvP is handled entirely via outside communication.
A new action is 'Intercept', which cannot be used in the same turn in which you switched or attacked. What it does is, when your opponent switches, it stops them from switching and deals 10 x (Your Power).
Possible Concept 2:
Only if concept 1 is used. Switching doesn't cost anything, but you cannot switch and attack on the same turn. The opponent's attack is always dodged when you switch, except for certain abilities.
Ehh? I dunno if this would improve it.
VGF Toy Battling (Rebirth)
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How about an intercept and catch chips and characters with the intercept activated ability.SephirothKirby wrote:Possible Concept 1:
A new action is 'Intercept', which cannot be used in the same turn in which you switched or attacked. What it does is, when your opponent switches, it stops them from switching and deals 10 x (Your Power).
Possible Concept 2:
Only if concept 1 is used. Switching doesn't cost anything, but you cannot switch and attack on the same turn. The opponent's attack is always dodged when you switch, except for certain abilities.
I dislike the second idea, since using it could cause the already hard to use super moves to be wasted while you wait another two turns to activate it.
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If you aren't going to try using them, how are you so sure?OBAMAGEDDON wrote:ok well they don't count as kills (didn't think so really) but they are still useless.
I may need to talk to you through AIM.
Anyway....
I had an idea of continual switching doing more damage, but SK's is somewhat good.
Just throwing it out there.
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I did not forget about this, but honestly no one seems to have any input on the new system except TG.
So one more thing before I update, I am taking a vote here.
1) Leave Switching Alone
2) Make both Toys receive 5 x (*) damage
3) Switching costs one of your toys 10 x (*) damage, then 15 x (*), then 20 x (*), etc.
So one more thing before I update, I am taking a vote here.
1) Leave Switching Alone
2) Make both Toys receive 5 x (*) damage
3) Switching costs one of your toys 10 x (*) damage, then 15 x (*), then 20 x (*), etc.
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1) The way I always played. Promotes Leveling up weaker Toys, and still making them able to possibly survive an upcoming attack.SephirothKirby wrote:I did not forget about this, but honestly no one seems to have any input on the new system except TG.
So one more thing before I update, I am taking a vote here.
1) Leave Switching Alone
2) Make both Toys receive 5 x (*) damage
3) Switching costs one of your toys 10 x (*) damage, then 15 x (*), then 20 x (*), etc.
2) Good for serious battles. Makes retreating a real double-edge sword as a strategy (especially against WM spammers). Decent for level-up purposes
3) Makes retreating a lousy idea, and severely cripples battling for level-up purposes. Battles would be more of an slug-and-chug session that it already is.
In short: #3 is a bad idea. #2 is clever, and a good idea overall. #1 is best for regular battles against NPCs.
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I'll vote strategy 1.
---
Also what I noticed would be broken about the PM privacy idea is player one would always know what player 2 did when the GM updated the turn.
Player 1: Attack
Player 2: Attack
GM: Player 1 attacked, player 2 attacked
Player 1: Well now I know what he's using so I'll use my super.
Player 2: I'm not sure what he's using yet or what he put on standby so I can't accurately determine my action, especially if my super can damage a toy on standby or what toy to put on standby to counter the standby's element.
---
So I'll vote method 1 for switching. Both players can use(abuse?!) switching so there's no disadvantage for either player that I can think of. The successive super method I posted is very difficult to pull off and does not really pay off since most toys die from 1 normal and 1 super, so 2 supers in a row is practically wasting your abilities. Also, it may make better and more interesting use of elemental advantages if each player counters the previous toy with the opponent's weakness.
I vote keep PMs as they are. I cleared my box to 95% just a few days ago and its back at 98 already argh. Once SSBB Mafia is over it probably wouldn't be a problem, but I'm not a big fan of PMs unless its a question to an admin or something or permission to borrow someone else's idea(given if I ever use that idea and create that RPG in the roleplaying forum argh )
Edit: I actually vote method 1 for switching. The primary setback is you can't put a toy on standby if you switch, and the 10 x * is the secondary setback. Both players can utilize it as I said too so neither should have a disadvantage.
---
Also what I noticed would be broken about the PM privacy idea is player one would always know what player 2 did when the GM updated the turn.
Player 1: Attack
Player 2: Attack
GM: Player 1 attacked, player 2 attacked
Player 1: Well now I know what he's using so I'll use my super.
Player 2: I'm not sure what he's using yet or what he put on standby so I can't accurately determine my action, especially if my super can damage a toy on standby or what toy to put on standby to counter the standby's element.
---
So I'll vote method 1 for switching. Both players can use(abuse?!) switching so there's no disadvantage for either player that I can think of. The successive super method I posted is very difficult to pull off and does not really pay off since most toys die from 1 normal and 1 super, so 2 supers in a row is practically wasting your abilities. Also, it may make better and more interesting use of elemental advantages if each player counters the previous toy with the opponent's weakness.
I vote keep PMs as they are. I cleared my box to 95% just a few days ago and its back at 98 already argh. Once SSBB Mafia is over it probably wouldn't be a problem, but I'm not a big fan of PMs unless its a question to an admin or something or permission to borrow someone else's idea(given if I ever use that idea and create that RPG in the roleplaying forum argh )
Edit: I actually vote method 1 for switching. The primary setback is you can't put a toy on standby if you switch, and the 10 x * is the secondary setback. Both players can utilize it as I said too so neither should have a disadvantage.
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Fixed some toys. Update tomorrow, or maybe tonight if I feel like it.
---
@Microphone_Kirby:
Tails (Thunder/M)
Power: *
Race: Hybrid
HP: 50
Ability: (Flight): Tails takes no damage from Earth attacks, and has a +15% Dodge Rate against Physical attacks (1-4).
Normal: Tail Swipe (25, Non/Physical)
Super: Ring Bomb (50, Non/Projectile): Strikes with -20% Accuracy (1-5). If this misses, your opponent gains 30 points. Cannot be used twice in a row.
“My name is Miles Prower, but everyone calls me Tails.”
EXP: 0/80
Shadow (Dark/M)
Power: *
Race: Hybrid
HP: 60
Ability: (Chaos Wield): Shadow absorbs Dark damage.
Normal: Chaos Spear (30, Dark/Projectile)
Super: Chaos Control (--): Your opponent cannot act next turn. Cannot be used twice in a row.
“It all starts with this... a jewel containing the ultimate power.”
EXP: 40/90
Rouge (Dark/F)
Power: *
Race: Hybrid
HP: 60
Ability: (Charm): When Rouge hits a Male Toy, if it is equipped with a Chip, there is a 33% chance that it will be unequipped. If this succeeds, there is a 3% chance of stealing it.
Normal: Swipe (25, Non/Physical)
Super: Drill Kick (50, Non/Physical): Can only be used twice, and not in a row.
“I despise anyone who takes jewels from me. All the world’s gems are mine to keep!”
EXP: 40/80
Eggman (Non/M)
Power: *
HP: 60
Ability: (Genius): Eggman can equip two chips.
Normal: Egg Gun (30, Non/Projectile)
Super: Lock-On Laser (60, Non/Projectile): Requires 1 turn of charging. This cannot be Dodged or Reflected.
“I'm doctor Eggman, the greatest scientific genius of the world!”
EXP: 0/80
Sushie (Water/F)
Power: *
Race: Aquatic
HP: 50
Ability: (Water Block): Sushi is immune to Fire damage and Burn. When Sushi is on Standby, your Main toy is immune to Fire damage and Burn.
Normal: Belly Flop (25, Non/Physical)
Super: Squirt (50, Water/Projectile): This cannot be used on the first turn Sushie is sent out. Cannot be used twice in a row.
“Oh, My! How impolite! I haven't even asked your name. What is it pray tell?”
EXP: 0/75
Sodom (Non/M)
Power: *
Race: Humanoid
HP: 60
Ability: (Samurai Stance): Sodom has a +10% Block Rate (2-3)
Normal: Sword Slash (40, Non/Physical)
Super: Death Charge (70, Non/Physical): Sodom loses his ability. Cannot be used twice in a row.
"I am the inspiration of all game fans! No... Really I AM!!"
EXP: 0/110
---
@BlackSkullDragoshi:
Peach (Light/F)
Power: *
Race: Humanoid
HP: 50
Ability: (Group Hug): When Peach is KO'd, the next toy sent out will be healed 20 HP.
Normal: Turnip (10, 25, 40, 55. Earth/Projectile): 10, 25% / 25, 50% / 40, 20% / 55, 5%
Super: Peach Bomber (60, Fire/Physical): Peach takes damage equal to 1/4 what this inflicts. Cannot be used twice in a row.
“Sweet!”
EXP: 0/90
Wario (Dark/M)
Power: *
Race: Humanoid
HP: 70
Ability: (Sneak): When Wario is on standby, the next chip the opponent uses is negated, and there is a 1% chance of stealing it.
Normal: Wario Dash (25, Non/Physical): There is a 25% chance this will strike twice.
Super: Wario Bash (--, Non/Physical): Both Wario and the opponent are reduced to 1 HP.
“Wahahaha!”
EXP: 26/80
Yoshi (Non/M)
Power: *
Race: Dragon
HP: 60
Ability: (Shell Feast): If Yoshi is equipped with a Fire/Thunder, Light/Wind, or Earth/Dark chip, his Super or Ability will change accordingly.
Normal: Ground Pound (30, Earth/Physical)
Super: Egg Toss (--): Random.
(25%) Exploding Egg (45, Fire/Projectile)
(15%) Fried Egg (+15, Non/Projectile)
(15%) Egg Missile (15, Non/Projectile)
(15%) Scrambled Egg (--, Non/Projectile): Inflicts Confusion and Blind.
(15%) Egg Barrage (10, Non/Projectile): Strikes 6 times with an accumulative - 15% Accuracy.
(15%) Reverse Egg (--, Non/Projectile): Yoshi is Burned, Confused and Blind.
“Yoshiii!”
EXP: 0/80
---
@X-3:
Mr. Game & Watch (Non/M)
Power: *
Race: Aberration
HP: 60
Ability: (Trampoline): If Mr. G&W is at ½ or less HP, he gains a +30% Dodge Rate (1-7).
Normal: Chef (10, Non/Projectile): Strikes 4 times with an accumulative -20% Accuracy.
Super: Oil Panic (--, Non/Projectile): 33% Flinch. If the opponent uses a Projectile against Mr. G&W, half of that attack's power is added to this.
“BEEP BEEP BEEP!”
EXP: 26/80
Pit (Light/M)
Power: *
Race: Celestial
HP: 60
Ability (Justice): If Pit is attacked by a Dark Toy, he will counterattack with a (30, Light/Projectile) attack.
Normal: Angel Ring (30, Light/Projectile)
Super: Palutena Arrow (60, Light/Projectile): Strikes with -30% Accuracy (1-7).
“The fight is on!”
EXP: 0/80
Fox (Non/M)
Power: *
Race: Hybrid
HP: 60
Ability: (Deflector): Fox has a 10% chance of reflecting Projectile attacks. (2-3)
Normal: Blaster (25, Non/Projectile)
Super: Fire Fox (50, Fire/Physical): This can be used once per Fire Chip that’s been equipped to Fox.
“All ships report in!”
EXP: 26/80
Kirby (Non/M)
Power: *
Race: Aberration
HP: 50
Ability (Inhale): At the start of your turn, there is a 15% the opponent will be unequipped of any chips and Kirby will be equipped with them. He cannot be equipped with more than 2 chips this way.
Normal: Swallow (--): 75% Flinch. Kirby's Normal becomes the opponent's, -5 x (opponent's *).
Super: Exhale (45, Non/Projectile): Discard 1 chip.
“Hiiiiii!”
EXP: 0/80
Crashman (Fire/M)
Power: *
Race: Machine
HP: 50
Ability: (Crash Armor): Crashman will not lose his turn due to any condition.
Normal: Drill Arm (30, Non/Physical)
Super: Crash Bomber (45, Fire/Projectile): This damages the opponent at the end of their next turn. Any chips they have In-Play have their turn count reduced by one.
“I am the destroyer!”
EXP: 0/90
---
@Blake:
Link (Light/M)
Power: **
Race: Humanoid
HP: 80
Ability: (Courage): For every 20 damage Link receives, his Normal deals +5 damage.
Normal: Light Arrow (40, Light/Projectile)
Super: Spin Attack (30-70, Light/Physical): This less HP Link has, the more damage this is likely of doing, and the more likely it is to hit.
“Hyaaaaa!”
EXP: 14/100
Young Link (Earth/M)
Power: *
Race: Humanoid
HP: 50
Ability: (Youth): Every time Young Link hits the opponent with an attack, he recovers 10 HP.
Normal: Boomerang (25, Wind/Projectile)
Super: Fire Arrow (50, Fire/Projectile): 33% Burn. Can only be used twice per battle, and not in a row.
“Haaaaah!”
EXP: 46/90
Midna (Dark/F)
Power: *
Race: Fey
HP: 50
Ability: (Shadow Mark): When Midna is KO'd, the toy that KO'd her takes 10 damage each turn.
Normal: Smash Grab (35, Dark/Physical)
Super: Death Smash (80, Dark/Physical): Midna takes damage equal to 1/4 what this inflicts. Can only be used once per battle.
“Ooh, aren't you scary.”
EXP: 26/90
VAATI LEVELED UP!
Vaati (Reborn) (Wind/M)
Power: *
Race: Demon
HP: 75
Ability: (The Power of Light): Vaati is immune to Light damage.
Normal: Light Blast (35, Light/Projectile)
Super: Tornado (80, Wind/Projectile): Vaati takes damage equal to 1/2 what this inflicts.
“Soon, it will all be mine!”
EXP: 0/135
---
@That Guy:
Arthur (Non/M)
Power: *
Race: Humanoid
HP: 50
Ability: (Armor): Arthur's HP cannot be reduced below 1 the turn he is placed on the field.
tl;dr
EXP: 0/80
Viewtiful Joe (Fire/M)
Power: *
Race: Humanoid
HP: 60
Ability: (Slow): (Activate) Viewtiful Joe will have a +30% Dodge Rate against the next attack used against him (1-7).
Normal: Voomerang (25, Non/Projectile)
Super: Mach3 (5, Fire/Physical): Strikes 10 times with an accumulative -10% Accuracy. Strikes 1 less time each use.
“Henshin a go-go baby!”
EXP: 0/90
Megaman (Non/M)
Power: *
Race: Machine
HP: 60
Ability: (Support): (Activate) Beat comes and confuses all your opponent's In-Play toys (33%), Rush comes and deals 10 damage to the opponent (33%), Eddie comes and heals Megaman 15 HP (33%).
Normal: Buster (25, Non/Projectile)
Super: Laser Shot (50, Non/Projectile): Requires 1 turn to charge. This cannot be Dodged, Blocked, Absorbed, Reflected or have it's damage reduced in any way.
“Fight, Megaman! For ever lasting peace!”
EXP: 0/80
Lillith (Dark/--)
Power: *
Race: Demon
HP: 40
Ability: (Mimic Doll): When Lilith is sent out, "Another Lilith" appears on the bench.
Normal: Soul Flash (30, Light/Projectile)
Super: Luminous Illusion (45, Non/Physical): Cannot be used unless a Dark Toy is on your Standby. This deals +5 damage if it's “Lilith”. Cannot be used twice in a row.
“I long to be of one soul and body”
EXP: 0/80
Another Lilith (Dark/--)
Power: *
Race: Demon
HP: 20
Ability: (Mimic Doll): "Lilith" Toys you control count as half of a point.
Normal: (N/A)
Super: Gloomy Puppet Show (20, Dark/Physical): Another Lilith loses 20 HP.
---
@T3hDarkness:
KNIGHT LEVELED UP!
Knight (Lvl 2) (Light/M)
Power: *
Race: Humanoid
HP: 80
Ability: (Guard): Your Standbys receives no damage.
Normal: Slash (35, Non/Physical)
Super: Armor Break (60, Non/Physical): If the opponent is equipped with a chip, there is a 20% x (*) chance that it will be unequipped. Can only be used once per battle.
EXP: 0/135
BLACK MAGE LEVELED UP!
Black Mage (Lvl 2) (Dark/M)
Power: *
Race: Humanoid
HP: 55
Ability: (Lack of Protection): If you have a Light or Non Toy on Standby, Black Mage receives 1/2 damage from attacks, and your Standby receives 1/2.
Normal: Fire (35, Fire/Projectile)
Super: Magic3 (--): Can only be used once per battle, unless you discard 1 Fire, Water, and Thunder chip.
(33%) Fire3 (70, Fire/Projectile): 33% Burn.
(33%) Ice3 (70, Water/Projectile): 25% Freeze.
(33%) Bolt3 (70, Thunder/Projectile): 25% Paralyze.
“Star fire, awake and deliver your judgement!”
EXP: 0/135
Thief (Non/M)
Power: *
Race: Humanoid
HP: 55
Ability: (Dash): Thief takes no damage when switching to or from Standby.
Normal: Mage Masher (25, Non/Physical): 25% Seal (Ability)
Super: Steal (--, Non/Physical): 5% chance of stealing an opponent's Chip.
“I’ll steal your gold.”
EXP: 0/75
---
@Microphone_Kirby:
Tails (Thunder/M)
Power: *
Race: Hybrid
HP: 50
Ability: (Flight): Tails takes no damage from Earth attacks, and has a +15% Dodge Rate against Physical attacks (1-4).
Normal: Tail Swipe (25, Non/Physical)
Super: Ring Bomb (50, Non/Projectile): Strikes with -20% Accuracy (1-5). If this misses, your opponent gains 30 points. Cannot be used twice in a row.
“My name is Miles Prower, but everyone calls me Tails.”
EXP: 0/80
Shadow (Dark/M)
Power: *
Race: Hybrid
HP: 60
Ability: (Chaos Wield): Shadow absorbs Dark damage.
Normal: Chaos Spear (30, Dark/Projectile)
Super: Chaos Control (--): Your opponent cannot act next turn. Cannot be used twice in a row.
“It all starts with this... a jewel containing the ultimate power.”
EXP: 40/90
Rouge (Dark/F)
Power: *
Race: Hybrid
HP: 60
Ability: (Charm): When Rouge hits a Male Toy, if it is equipped with a Chip, there is a 33% chance that it will be unequipped. If this succeeds, there is a 3% chance of stealing it.
Normal: Swipe (25, Non/Physical)
Super: Drill Kick (50, Non/Physical): Can only be used twice, and not in a row.
“I despise anyone who takes jewels from me. All the world’s gems are mine to keep!”
EXP: 40/80
Eggman (Non/M)
Power: *
HP: 60
Ability: (Genius): Eggman can equip two chips.
Normal: Egg Gun (30, Non/Projectile)
Super: Lock-On Laser (60, Non/Projectile): Requires 1 turn of charging. This cannot be Dodged or Reflected.
“I'm doctor Eggman, the greatest scientific genius of the world!”
EXP: 0/80
Sushie (Water/F)
Power: *
Race: Aquatic
HP: 50
Ability: (Water Block): Sushi is immune to Fire damage and Burn. When Sushi is on Standby, your Main toy is immune to Fire damage and Burn.
Normal: Belly Flop (25, Non/Physical)
Super: Squirt (50, Water/Projectile): This cannot be used on the first turn Sushie is sent out. Cannot be used twice in a row.
“Oh, My! How impolite! I haven't even asked your name. What is it pray tell?”
EXP: 0/75
Sodom (Non/M)
Power: *
Race: Humanoid
HP: 60
Ability: (Samurai Stance): Sodom has a +10% Block Rate (2-3)
Normal: Sword Slash (40, Non/Physical)
Super: Death Charge (70, Non/Physical): Sodom loses his ability. Cannot be used twice in a row.
"I am the inspiration of all game fans! No... Really I AM!!"
EXP: 0/110
---
@BlackSkullDragoshi:
Peach (Light/F)
Power: *
Race: Humanoid
HP: 50
Ability: (Group Hug): When Peach is KO'd, the next toy sent out will be healed 20 HP.
Normal: Turnip (10, 25, 40, 55. Earth/Projectile): 10, 25% / 25, 50% / 40, 20% / 55, 5%
Super: Peach Bomber (60, Fire/Physical): Peach takes damage equal to 1/4 what this inflicts. Cannot be used twice in a row.
“Sweet!”
EXP: 0/90
Wario (Dark/M)
Power: *
Race: Humanoid
HP: 70
Ability: (Sneak): When Wario is on standby, the next chip the opponent uses is negated, and there is a 1% chance of stealing it.
Normal: Wario Dash (25, Non/Physical): There is a 25% chance this will strike twice.
Super: Wario Bash (--, Non/Physical): Both Wario and the opponent are reduced to 1 HP.
“Wahahaha!”
EXP: 26/80
Yoshi (Non/M)
Power: *
Race: Dragon
HP: 60
Ability: (Shell Feast): If Yoshi is equipped with a Fire/Thunder, Light/Wind, or Earth/Dark chip, his Super or Ability will change accordingly.
Normal: Ground Pound (30, Earth/Physical)
Super: Egg Toss (--): Random.
(25%) Exploding Egg (45, Fire/Projectile)
(15%) Fried Egg (+15, Non/Projectile)
(15%) Egg Missile (15, Non/Projectile)
(15%) Scrambled Egg (--, Non/Projectile): Inflicts Confusion and Blind.
(15%) Egg Barrage (10, Non/Projectile): Strikes 6 times with an accumulative - 15% Accuracy.
(15%) Reverse Egg (--, Non/Projectile): Yoshi is Burned, Confused and Blind.
“Yoshiii!”
EXP: 0/80
---
@X-3:
Mr. Game & Watch (Non/M)
Power: *
Race: Aberration
HP: 60
Ability: (Trampoline): If Mr. G&W is at ½ or less HP, he gains a +30% Dodge Rate (1-7).
Normal: Chef (10, Non/Projectile): Strikes 4 times with an accumulative -20% Accuracy.
Super: Oil Panic (--, Non/Projectile): 33% Flinch. If the opponent uses a Projectile against Mr. G&W, half of that attack's power is added to this.
“BEEP BEEP BEEP!”
EXP: 26/80
Pit (Light/M)
Power: *
Race: Celestial
HP: 60
Ability (Justice): If Pit is attacked by a Dark Toy, he will counterattack with a (30, Light/Projectile) attack.
Normal: Angel Ring (30, Light/Projectile)
Super: Palutena Arrow (60, Light/Projectile): Strikes with -30% Accuracy (1-7).
“The fight is on!”
EXP: 0/80
Fox (Non/M)
Power: *
Race: Hybrid
HP: 60
Ability: (Deflector): Fox has a 10% chance of reflecting Projectile attacks. (2-3)
Normal: Blaster (25, Non/Projectile)
Super: Fire Fox (50, Fire/Physical): This can be used once per Fire Chip that’s been equipped to Fox.
“All ships report in!”
EXP: 26/80
Kirby (Non/M)
Power: *
Race: Aberration
HP: 50
Ability (Inhale): At the start of your turn, there is a 15% the opponent will be unequipped of any chips and Kirby will be equipped with them. He cannot be equipped with more than 2 chips this way.
Normal: Swallow (--): 75% Flinch. Kirby's Normal becomes the opponent's, -5 x (opponent's *).
Super: Exhale (45, Non/Projectile): Discard 1 chip.
“Hiiiiii!”
EXP: 0/80
Crashman (Fire/M)
Power: *
Race: Machine
HP: 50
Ability: (Crash Armor): Crashman will not lose his turn due to any condition.
Normal: Drill Arm (30, Non/Physical)
Super: Crash Bomber (45, Fire/Projectile): This damages the opponent at the end of their next turn. Any chips they have In-Play have their turn count reduced by one.
“I am the destroyer!”
EXP: 0/90
---
@Blake:
Link (Light/M)
Power: **
Race: Humanoid
HP: 80
Ability: (Courage): For every 20 damage Link receives, his Normal deals +5 damage.
Normal: Light Arrow (40, Light/Projectile)
Super: Spin Attack (30-70, Light/Physical): This less HP Link has, the more damage this is likely of doing, and the more likely it is to hit.
“Hyaaaaa!”
EXP: 14/100
Young Link (Earth/M)
Power: *
Race: Humanoid
HP: 50
Ability: (Youth): Every time Young Link hits the opponent with an attack, he recovers 10 HP.
Normal: Boomerang (25, Wind/Projectile)
Super: Fire Arrow (50, Fire/Projectile): 33% Burn. Can only be used twice per battle, and not in a row.
“Haaaaah!”
EXP: 46/90
Midna (Dark/F)
Power: *
Race: Fey
HP: 50
Ability: (Shadow Mark): When Midna is KO'd, the toy that KO'd her takes 10 damage each turn.
Normal: Smash Grab (35, Dark/Physical)
Super: Death Smash (80, Dark/Physical): Midna takes damage equal to 1/4 what this inflicts. Can only be used once per battle.
“Ooh, aren't you scary.”
EXP: 26/90
VAATI LEVELED UP!
Vaati (Reborn) (Wind/M)
Power: *
Race: Demon
HP: 75
Ability: (The Power of Light): Vaati is immune to Light damage.
Normal: Light Blast (35, Light/Projectile)
Super: Tornado (80, Wind/Projectile): Vaati takes damage equal to 1/2 what this inflicts.
“Soon, it will all be mine!”
EXP: 0/135
---
@That Guy:
Arthur (Non/M)
Power: *
Race: Humanoid
HP: 50
Ability: (Armor): Arthur's HP cannot be reduced below 1 the turn he is placed on the field.
tl;dr
EXP: 0/80
Viewtiful Joe (Fire/M)
Power: *
Race: Humanoid
HP: 60
Ability: (Slow): (Activate) Viewtiful Joe will have a +30% Dodge Rate against the next attack used against him (1-7).
Normal: Voomerang (25, Non/Projectile)
Super: Mach3 (5, Fire/Physical): Strikes 10 times with an accumulative -10% Accuracy. Strikes 1 less time each use.
“Henshin a go-go baby!”
EXP: 0/90
Megaman (Non/M)
Power: *
Race: Machine
HP: 60
Ability: (Support): (Activate) Beat comes and confuses all your opponent's In-Play toys (33%), Rush comes and deals 10 damage to the opponent (33%), Eddie comes and heals Megaman 15 HP (33%).
Normal: Buster (25, Non/Projectile)
Super: Laser Shot (50, Non/Projectile): Requires 1 turn to charge. This cannot be Dodged, Blocked, Absorbed, Reflected or have it's damage reduced in any way.
“Fight, Megaman! For ever lasting peace!”
EXP: 0/80
Lillith (Dark/--)
Power: *
Race: Demon
HP: 40
Ability: (Mimic Doll): When Lilith is sent out, "Another Lilith" appears on the bench.
Normal: Soul Flash (30, Light/Projectile)
Super: Luminous Illusion (45, Non/Physical): Cannot be used unless a Dark Toy is on your Standby. This deals +5 damage if it's “Lilith”. Cannot be used twice in a row.
“I long to be of one soul and body”
EXP: 0/80
Another Lilith (Dark/--)
Power: *
Race: Demon
HP: 20
Ability: (Mimic Doll): "Lilith" Toys you control count as half of a point.
Normal: (N/A)
Super: Gloomy Puppet Show (20, Dark/Physical): Another Lilith loses 20 HP.
---
@T3hDarkness:
KNIGHT LEVELED UP!
Knight (Lvl 2) (Light/M)
Power: *
Race: Humanoid
HP: 80
Ability: (Guard): Your Standbys receives no damage.
Normal: Slash (35, Non/Physical)
Super: Armor Break (60, Non/Physical): If the opponent is equipped with a chip, there is a 20% x (*) chance that it will be unequipped. Can only be used once per battle.
EXP: 0/135
BLACK MAGE LEVELED UP!
Black Mage (Lvl 2) (Dark/M)
Power: *
Race: Humanoid
HP: 55
Ability: (Lack of Protection): If you have a Light or Non Toy on Standby, Black Mage receives 1/2 damage from attacks, and your Standby receives 1/2.
Normal: Fire (35, Fire/Projectile)
Super: Magic3 (--): Can only be used once per battle, unless you discard 1 Fire, Water, and Thunder chip.
(33%) Fire3 (70, Fire/Projectile): 33% Burn.
(33%) Ice3 (70, Water/Projectile): 25% Freeze.
(33%) Bolt3 (70, Thunder/Projectile): 25% Paralyze.
“Star fire, awake and deliver your judgement!”
EXP: 0/135
Thief (Non/M)
Power: *
Race: Humanoid
HP: 55
Ability: (Dash): Thief takes no damage when switching to or from Standby.
Normal: Mage Masher (25, Non/Physical): 25% Seal (Ability)
Super: Steal (--, Non/Physical): 5% chance of stealing an opponent's Chip.
“I’ll steal your gold.”
EXP: 0/75
- t3hDarkness
- Member
- Posts: 7416
- Joined: Mon Oct 30, 2006 1:51 am
- Location: When I die, I die in Steam!
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- Member
- Posts: 4659
- Joined: Tue Sep 18, 2001 1:00 am
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- Contact:
Before I left, I was stopped by someone else.
"Hey, you can't just take that!"
"What?" I ask.
"Dude, he just sold you the best chip in the game for way too cheap. I can't allow that."
It was SephirothKirby.
"Damn you science!" I shout at the top of my lungs and shake my fist.
SephirothKirby goes and discusses with Tazy in private about the price of "GET IN THE CAR"
"So, how much is it now?" I ask.
"Hey, you can't just take that!"
"What?" I ask.
"Dude, he just sold you the best chip in the game for way too cheap. I can't allow that."
It was SephirothKirby.
"Damn you science!" I shout at the top of my lungs and shake my fist.
SephirothKirby goes and discusses with Tazy in private about the price of "GET IN THE CAR"
"So, how much is it now?" I ask.
- Apiary Tazy
- Member
- Posts: 29598
- Joined: Thu Sep 14, 2000 1:00 am
- Location: Flipping a Switch
- Has thanked: 41 times
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- Contact:
- SephirothKirby
- Member
- Posts: 7510
- Joined: Mon Sep 04, 2006 11:34 pm
- Location: the one and only
- Has thanked: 7 times
- Been thanked: 16 times
- Apiary Tazy
- Member
- Posts: 29598
- Joined: Thu Sep 14, 2000 1:00 am
- Location: Flipping a Switch
- Has thanked: 41 times
- Been thanked: 173 times
- Contact: