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Nimbus Noa

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Project RIDER: Memory Chapter

Thanks to the help of their comrades from other worlds, the RIDERs managed to defeat JUDO and his army, and the earth was in peace. Of course, Gorgom and the Crisis Empire eventually attacked, but that is a different story. This story does not actually take place in our earth, or any of the earths involved in the battle against JUDO. In a world that is very similar to ours exists a criminal syndicate known as the Museum. With the ability to create what is known as Gaia Memories, USB drive-like objects containing the memory of the earth in relation to a certain subject matter, the organization is trying to achieve what is known as the Gaia Impact to return all of humanity back to earth. In order to test out the effects, they distribute these Gaia Memories to people. With a corruptive effect on the mind, these Gaia Memories allows people to turn into giant monsters, similar to the Mecha Kaijins used by Shocker, Badan and Gorgom. These giant monsters regularly wreak havoc in the town of Fuuto, but there are people who love the city so much to the point where they will sacrifice their happiness for the sake of the people. Shotaro Hidari, a halfboiled detective and his partner Philip fights for the sake of the smiles of the people of Fuuto. Using a giant robot that was left to them by Shotaro’s late boss, the two of them becomes one in battle and does their best to stop the giant Dopants from making the city cry.

Now, count up your sins!

RIDER W

Height: 15 metres

Weight: 20 tonnes

Revolutionary Interchangeable Destiny Experimental Robot, or the RIDER was originally created by the Museum as a next generation experimental robot to act as a buffer that will prevent the user of a Gaia Memory from losing their mind after using one. A RIDER unit was stolen by Sokichi Narumi during one of his investigations in one of the Museum’s facilities. Back then, he used this RIDER as his own, but after he passed away, a certain Shrouded person updated the RIDER in order for it to allow for two people to use.

Powered by a generator that literally converts the memory of the earth into power for the unit, the RIDER is capable of outputting an extremely large amount of energy needed to utilize its ability to the fullest. Its body is made out of a unique material known as the Gaia Metal that is light, durable and can be modified easily. The RIDER itself is a pretty basic robot without a lot of armaments; however, its greatest strength comes from its versatility that comes from the use of a pair of Gaia Memories to change its ability in battle. With two different sides, each capable of accepting 3 Gaia Memories, the RIDER is extremely versatile and capable of handling all types of battle situation. Utilising what is known as the Double Driver, Shotaro and Philip can freely change the form of the RIDER in battle depending on what is needed. Shotaro controls the weaponry part of the unit while Philip takes care of the elemental side, while also gaining the ability to analyse anything thanks to his direct access to the Gaia Library. Inside the RIDER, Philip’s consciousness is literally converted into data in order to be able to assist Shotaro more effectively.

Equipped with additional gadgets to effectively assist it in battle, the RIDER W is probably the most versatile RIDER to exist. In this world at least.

Weapons:

(All Forms)

Rider Chop: Like every other RIDERs, the W is also capable of delivering a powerful chop to attack enemies.

Rider Punch: A powerful punch.

Rider Kick: A powerful jumping kick.

Stag Breaker: A small stag beetle helper robot that can be launched to deliver weak, but accurate multi angled strikes on the enemy.

Spider Shock: A small spider shaped helper robot that can be used to shoot electrical webbing to stop enemies from moving.

Bat Shot: A small bat shaped helper robot that flies around the battlefield to emit sonic waves that causes object to vibrate at a molecular level to destroy whatever armor the enemy has.

Cyclone

Cyclone Blow: The RIDER charges its hand with wind before delivering a powerful punch on the enemy, and blow them away with the power of the wind on its hand.

Storm Kick: Using the power of the wind to boost up, the RIDER then delivers a more powerful variant of the Rider Kick on the enemy.

Joker:

Joker Punch: A powerful punch directed to the enemy’s critical spots, the Joker Punch is meant to disable their various systems to prevent them from battling at their full potential. When used with the Heat Memory, the RIDER gains the ability to light the enemy on fire from the inside after punching them. The Luna Memory allows it to extend and bend its fist, allowing the RIDER to hit the enemy from their back, making this attack extremely hard to avoid.

Joker Cyclone Kick: Using the power of the Cyclone Memory, the RIDER creates a spiraling wind to send it flying up while spinning, and use the spin to deliver a particularly powerful spinning jumping kick on the enemy.

Joker Strange: A Memory Break move designed to destroy the enemy Dopant’s Gaia Memory, the Joker Strange combines the powers of both Luna and Joker Memory to split the RIDER’s body into two before the Luna side creates four copies of itself and rapidly chop the enemy before the Joker side delivers a powerful energized chop to finish them off.

Joker Grenade: Another Memory Break move, the Joker Grenade uses the powers of the Heat Memory to split the RIDER’s body into two before each side delivers a flaming punch to finish off the enemy.

Joker Extreme: Joker side’s strongest Memory Break move, it is done by combining the powers of the Cyclone and Joker memory. The RIDER creates a tornado to send itself flying up before splitting its body to deliver a powerful drop kick on the enemy.

Heat:

Heat Buster: Charging its hand with flames, the RIDER will then shoot several fireballs at the enemy.

Heat Breaker: Charging its hand with flames, the RIDER will then rush towards the enemy before delivering a palm strike, and sending the flames inside, causing an internal explosion that will rupture the internal parts of the enemy.

Metal:

Metal Shaft: A powerful staff made out of the same material as the Metal side of the body, the Metal Shaft is the RIDER’s main weapon in this form. When the powers of the Cyclone Memory is utilized, the Shaft gains a windy aura that will blow enemies away after each strike. The Luna Memory on the other hand allows the staff to bend while retaining its strength, creating a whip-like weapon.

Metal Illusion: A Memory Break using the Luna Memory’s power, the Metal Illusion is where the RIDER spins the staff around itself to create several golden energy rings before sending them at the enemy.

Metal Twister: A Memory Break using the powers of the Cyclone Memory involves the RIDER spinning the shaft around itself while emitting a windy aura to destroy whatever is around it.

Metal Branding: A Memory Break using the power of the Heat Memory, Metal Branding involves setting the shaft on fire before delivering a powerful finishing blow on the enemy. The powers of the Heat Memory increases the Shaft’s power to the point where it can break through armour as if there was nothing there.

Metal Stag Break: By attaching the Stag Breaker to the Metal Shaft, the RIDER can perform another Memory Break involving crushing the enemy with the energy pincers on the Metal Shaft.

Luna:

Luna Burst: The arm extension ability possessed by the Luna Memory allows the RIDER to extend its arm, grab the enemy, and throw them around.

Luna Impact Kick: Luna Memory’s extension ability also applies to other limbs of its body, and allows the RIDER to extend its leg to deliver a sweeping kick across the battlefield.

Trigger:

Trigger Magnum: The Trigger Magnum is the RIDER’s main weapon in this form, and it is capable of shooting energy blasts at enemies. The Cyclone Memory turns the energy blasts into blasts of wind that blows enemies away. By using the Heat Memory, the RIDER gains the ability to shoot fireballs from the Magnum.

Trigger Aerobuster: A Memory Break done using the Cyclone Memory, the Trigger Aerobuster is where the RIDER unleashes multiple shots of pressurized air at the enemy.

Trigger Explosion: A Memory Break done using the Heat Memory, the Trigger Explosion involves firing a constant stream of flames to completely burn the enemy.

Trigger Full Burst: A Memory Break done using the Luna Memory where the RIDER unleashes a burst of homing energy blasts to destroy its enemies.

Trigger Bat Shooting: A powerful Memory Break done by combining the Bat Shot and the Trigger Magnum, the Trigger Bat Shooting uses the Trigger Memory’s sniping capability to the maximum to lock on the enemy using its sonar before shooting a powerful blast of energy on the enemy. The blast of energy will home on the enemy no matter what as the sonar has completely locked on the enemy, preventing them from going invisible or using various evasive methods to avoid it.

Combo Attacks:

Double Rider Punch

Double Rider Kick

Abilities:

Double Driver: A special equipment designed as a buffer to prevent the pilot’s mind from being corrupted by the Gaia Memory, the Double Driver is RIDER W’s most important equipment. Shotaro and Philip have 6 Gaia Memories accessible, and each memory corresponds to one side of the RIDER. Each specific Memory also has a special ability associated with them.

  • Cyclone Memory: The Windy Memory turns the RIDER’s right side green, and it blesses the RIDER with the ability to harness the power of the wind, allowing it to maneuver quickly in combat.
  • Joker Memory: The Trump Card Memory turns the RIDER’s left side black, and it directly affects Shotaro’s mind, making him more aware of the battle and allowing him to be able to easily detect the enemy’s critical spots in order to be able to deliver better critical strikes.
  • Heat Memory: The Burning Memory turns the RIDER’s right side red, and it blesses the RIDER with the ability to control all types of flames, allowing it to absorb fire attacks with ease, preventing it from being burned by anything. Even lava would move around the RIDER as to not damage it thanks to the power of the Heat Memory.
  • Metal Memory: The Fighter Memory turns the RIDER’s left side silver and it allows the RIDER to create a weapon known as the Metal Shaft. Additionally, the Gaia Metal becomes much tougher than before, allowing it to take more punishment with ease.
  • Luna Memory: The Mysterious Memory turns the RIDER’s right side yellow and it allows the RIDER to create illusions in its opponent’s mind, allowing it to do mysterious things like extending its limbs and bending its gunshots. Additionally, it also allows the RIDER to confuse enemies by creating after images of itself as it moves around in the battlefield.
  • Trigger Memory: The Sniper Memory turns the RIDER’s left side blue and it grants the Trigger Magnum weapon while giving Shotaro the memory of all the snipers the earth knows, greatly improving his shooting capability, and allowing him to snipe enemies from afar with the magnum.

Denden Sensor: A snail shaped helper robot that is capable of transforming into a pair of gigantic night scopes for the RIDER to use, the sensor improves the RIDER’s original ones by allowing it to actually detect things which are invisible to the naked eye.

Fang Henshin: Later on, it was revealed that Shroud has created a giant transforming dinosaur that acts as a reverse emulator to allow Philip to take control of the combat aspect of the RIDER while Shotaro is converted into data. This is done by allowing the Dinosaur to combine with the right side of the RIDER, allowing it to take the form of RIDER Fang Joker.

Xtreme Henshin: Even later on, another helper robot was revealed in the form of the Gaia Bird. This bird also acts as an emulator that literally combines Shotaro’s and Philip’s consciousness together, allowing them to fight together as one. When combined with the RIDER, the RIDER Cyclone Joker Xtreme is formed.

RIDER Fang Joker

Height: 17 metres

Weight: 25 tonnes

After combining with a giant robot dinosaur Gaia Memory that was created by a mysterious person known as Shroud, the RIDER Fang Joker is formed. Rather than using some sort of elemental powers on the right side of the body, the RIDER gains a bunch of blades, greatly increasing its offensive capabilities while also making it more aerodynamic, allowing it to move faster than before. The fangs also act as a booster for the RIDER, allowing it to focus its powers to increase its speed in a single burst, giving it the ability to vanish from the enemy’s sight. Completely focused on offense, RIDER Fang Joker can easily handle a large group of enemies on its own.

Weapons:

Rider Chop: Choooooooop

Rider Punch: A powerful punch.

Rider Kick: A powerful jumping kick.

Shoulder Saber: A fang on the RIDER’s shoulder, the Shoulder Saber can be removed and thrown like a boomerang.

REX Impact: An attack designed to defeat a group of enemies at once, the REX Impact involves the RIDER jumping around from one enemy to another while punching, slashing and clawing each of them to finish them off.

REX Crash: Another attack designed to finish off a group of enemies at once, the REX Crash involves the RIDER jumping up high, and delivering a drop kick into a group of enemies, crushing the ground beneath them, causing the enemies to fall before jumping around and slashing its enemies one by one.

Arm Saber: A powerful fang mounted on its arm, the Arm Saber is sharpened to a molecular level, allowing it to cleave through anything with ease.

Maximum Fang: The strongest fang is mounted on its ankle, and when needed, the RIDER can perform a kicking motion to send the fang flying like a boomerang. Like the Arm Saber, the Maximum Fang is extremely sharp, and is capable of slicing through whatever due to its extremely sharp blade.

Fang Bite: Dashing towards the enemy, the Fang Joker will vanish for a moment, and as the enemy tries to look for it, it will reveal itself to be above the enemy before performing a downwards cleave to finish them off.

Blade Tempest: The RIDER will throw a single Fang Saber that the enemy will avoid easily before jumping up high. The Fang Saber will then fly back and hit the enemy from the back before the RIDER delivers a powerful kick to finish them off.

Fang Streisser: Fang Joker’s most powerful Memory Break, the Fang Streisser is where the RIDER jumps up and delivers a roundhouse kick on the enemies that are standing in its way. The Maximum Fang on its ankle will literally slice through whatever is in front of the RIDER as it kicks through them thanks to the fact that the fang is impossibly sharp and focused.

Abilities:

Beast Instincts: The giant dinosaur is actually a Gaia Memory with the memories of ancient dinosaurs, giving Philip the ability to sense the enemy’s critical points in battle in order to help him attack better, similar to what the Joker Memory does to Shotaro.

Gallant Fang: The fangs of the Fang Joker are literally unbreakable, and the instincts of the Dinosaurs stored inside the Fang Memory can never be dulled, preventing Philip and the RIDER from being affected by effects that reduces its offensive capabilities.

Novel Fang: The fangs of the Fang Joker also acts as boosters that constantly absorb energy from the surroundings before releasing it in a short burst to greatly improve its speed, allowing the Fang Joker to move so fast that it appears to be invisible for a short while.

Dino Sense: The sense of the dinosaur inside the Fang Memory grants Philip with the senses and fierceness of an ancient dinosaur, giving him an explosive offensive ability in combat.

Xtreme Henshin: Even later on, another helper robot was revealed in the form of the Gaia Bird. This bird also acts as an emulator that literally combines Shotaro’s and Philip’s consciousness together, allowing them to fight together as one. When combined with the RIDER, the RIDER Cyclone Joker Xtreme is formed.

RIDER Cyclone Joker Xtreme

Height: 18 metres

Weight: 26 tonnes

The ultimate form of RIDER W, the Cyclone Joker Xtreme allows Philip and Shotaro to share a single, unified consciousness. This allows them to understand what each other is thinking, allowing them to fight to their best ability. The Gaia Bird provides the RIDER with the ability to instantly analyse its enemy and capitalize on their weaknesses to defeat them quickly. Its compound sensor uses the same technology used by the Denden Sensor, allowing it to see through invisible enemies. A crystal line runs across the middle of its body, representing its knowledge of everything the earth knows. This knowledge ranges from information related to daily life, the weaknesses of its enemies and even the layout of the battlefield it is fighting in, allowing the RIDER to adapt quickly in whatever situation it’s in. With the addition of the Gaia Bird, the RIDER’s armor becomes much more durable, and the various thrusters on the Bird keeps the RIDER agile like before. With the Joker Memory and the Cyclone Memory acting as the main memories, the Cyclone Joker Xtreme possesses the same abilities as the Cyclone Joker, with speed and critical attacks being the main aspect of the unit.

Weapons:

Rider Chop: Choooooooop

Prism Sword: A powerful prismatic sword with the ability to neutralize the various regenerative properties of its enemies by reversing the regeneration process in its slashes, the Prism Sword allows the RIDER to fight against enemies that constantly regenerate its body.

Prism Break: The Prism Sword is capable of focusing light and releasing a wave of swordwave that will also reverse the enemy’s material regeneration process to neutralize it.

Xtreme Storm Blow: A more powerful version of the Cyclone Blow.

Xtreme Storm Kick: A more powerful version of the Storm Kick.

Double Xtreme: Similar to the Joker Extreme, the RIDER will send itself flying up, but instead of splitting into two parts, it will just deliver a two footed kick on the enemy.

Bicker Triggerusion: Attaching the Trigger Memory to the Bicker Shield, the RIDER can then shoot a focused blast of energy to attack enemies from a far.

Bicker Metallusion: When the Metal Memory is attached to the Bicker Shield, the RIDER can deliver a powerful shield throw that will create a massive crack on the enemy’s armor.

Bicker Lunasion: When the Luna Memory is in the Bicker Shield, Cyclone Joker Xtreme gains the ability to shoot several homing blasts of energy to target a decently large area, allowing it to attack a large number of enemies at once. These homing blasts will move around quickly to avoid allies in case there are any in the area.

Bicker Heatusion: The Heat Memory allows the RIDER to emit a burst of flame from the shield, burning everything that is standing on its way.

Bicker Charge Crash: By putting four memories into the Bicker Shield, the RIDER can have it grow into a large, spinning surfboard-like object which it can ride on before delivering a powerful slash using the Prism Sword.

Bicker Finallusion: With four memories inside the Bicker Shield, the RIDER can emit a burst of seven coloured energy blast around it to finish off enemies.

Double Prism Xtreme: Similar to the Double Xtreme, but instead of just a double kick, the RIDER will actually perform a bicycle kick on the enemy, constantly kicking them until they’re destroyed.

Prism Tornado: With the Heat, Metal, Luna and Trigger Memories inside the Bicker Shield, the RIDER can then emit a four coloured elemental energy blast that will surround the enemy and encase them in a stunning bubble, preventing them from moving while the Cyclone Joker Xtreme prepares its Prism Sword. Jumping up, it will then perform an X shaped slash on the enemy, finishing them off.

Golden Xtreme: Later on, the RIDER gained the ability to turn gold, thanks to the hope of the people of Fuuto. The Golden Xtreme is the RIDER’s ultimate Rider Kick where it flies high up before surrounding itself in a golden light and double kicking the enemy, finishing them off.

Abilities:

Bicker Shield: A powerful shield on its own, the Bicker Shield is capable of emitting a wave of light that will act as a barrier for the RIDER. When this light is emitted, any attacks that might affect the structural integrity of the RIDER and the pilots will be completely washed off.

Shared Consciousness: Thanks to the Gaia Bird Shotaro and Philip can literally become one in this RIDER, and they can completely and instantly understand each other, allowing them to fight more effectively as a team.

Windy Hope: Later on, when fighting against an evil RIDER, Shotaro and Philip found out that the Gaia Bird and the RIDER’s generators also react to the hope of the people of Fuuto, and when they send the RIDER their wishes, it gained the ability to turn its crystal line into a gold one that somehow greatly increases the RIDER’s power output. The RIDER also gains two pair of insect-like wings, allowing it to fly high in the sky, while also greatly improving its mobility.

(Cyclone Joker Xtreme shouldn't be higher than 13.)

Edited by Nimbus Noa

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RIDER W

Statistics:

HP: 5000, EN: 230, Agi: 270

IS: 2, Move: G, Size: M, Rank: 9

Weapons:

[+] Spider Shock (S)- 500 damage, Mobility Break, 4 rounds [+70%]

[+] Bat Shot- 1000 damage, Armor Break, 6 rounds [+40%]

[F] Rider Chop (M)- 1500 damage [+0%]

[H] Stag breaker (SX:5)- 400 damage/3 EN [+10%]

[F] Rider Punch (MV:3)- 1400 damage/5 EN [+20%]

[K] Rider Kick- 3600 damage, 15 EN/attack [+20%]

Cyclone Memory Weapons:

[F] Cyclone Blow (M)- 2000 damage [+0%]

[K] Storm Kick- 4200 damage, 18 EN/attack [+20%]

Heat Memory Weapons:

[F] Heat Buster (SF:5)- 600 damage/3 EN [+10%]

[F] Heat Breaker- 2500 damage, Armor Pierce, 15 EN/attack [+20%]

Luna Memory Weapons:

[F] Luna Burst (M)- 2800 damage, 10 EN/attack [+30%]

[F] Luna Impact Kick (S)- 3400 damage, 15 EN/attack [+20%]

Joker Memory Weapons:

[F] Joker Punch (M)- 2200 damage, Stun, 10 EN/attack [+20%]

[F] Joker Punch [Heat] (M)- 2200 damage, Stun & Burn, 12 EN/attack, Req: Heat Memory [+20%]

[F] Joker Punch [Luna] (M)- 2200 damage, Stun, 12 EN/attack Req: Luna Memory [+50%]

[K] Joker Cyclone Kick- 4400 damage, 20 EN/attack, Req: Cyclone Memory [+20%]

[F] Joker Strange- 800 damage # 4 + 1600 damage, 25 EN/attack Req: Luna Memory [+30%]

[F] Joker Grenade- 2400 damage x 2, 25 EN/attack, Req: Heat Memory [+30%]

[K] Joker Extreme- 5600 damage, 30 EN/attack, Barrier Pierce [+30%]

Metal Memory Weapons:

[F] Metal Shaft (M)- 2500 damage, 7 EN/attack [+20%]

[F] Metal Shaft [Cyclone] (M)- 2500 damage, Mobility Break, 10 EN/attack [+20%]

[F] Metal Shaft [Luna] (MX:5)- 500 damage/3 EN [+10%]

[H] Metal Illusion (SX:4)- 1100 damage/6 EN, Req: Luna Memory [+20%]

[H] Metal Twister (SV:5)- 1000 damage/5 EN, Req: Cyclone Memory [+30%]

[F] Metal Branding- 4800 damage, Armor Pierce, 30 EN/attack, Req: Heat Memory [+30%]

[F] Metal Stag Break- 5400 damage, Barrier Pierce, 30 EN/attack [+30%]

Trigger Memory Weapons:

[+] Trigger Magnum (F:3)- 1000 damage, 30 rounds [+10%]

[+] Trigger Magnum [Cyclone]- (F:3) 900 damage, Mobility Break, Uses Trigger Magnum Rounds, Req: Cyclone Memory [+10%]

[+] Trigger Magnum [Heat]- (F:3)- 800 damage, Burn, Uses Trigger Magnum Rounds, Req: Heat Memory [+10%]

[+] Trigger Aerobuster (F:3)- 1600 damage/8 EN, Req: Cyclone Memory [+30%]

[+] Trigger Explosion (SV:5)- 900 damage/5 EN, Burn, Req: Heat Memory [+30%]

[+] Trigger Full Burst (SX:6)- 800 damage/4 EN, Barrier Pierce [+10%]

[+] Trigger Bat Shooting- 5400 damage, 30 EN/attack [+40%]

Combo Attacks:

[F] Double Rider Punch- 4800 damage, 12 EN/attack [+20%]

[K] Double Rider Kick- 7200 damage, Barrier Pierce, 25 EN/attack, [+30%]

Inherent Abilities:

1) R.I.D.E.R

2) Countercut: Req: Martial Arts Mastery or Metal Shaft

3) Countershoot: Trigger Magnum

4) Double Driver: Found in MechDev Lexicon

5) Denden Sensor: You may target units under the effects of Invisibility this turn. 10 EN per use.

6) Fang Henshin: Same effects as Change to RIDER Fang Joker. Req: 3 Evo points on RIDER W.

7) Xtreme Henshin: Same effect as Evolution (RIDER Cyclone Joker Xtreme). Req: 5 Evo points on RIDER W.

8) Trigger Bat Shooting: This attack ignores all Evasive Secondary Defenses and can be used to target units under the effect of Invisibility.

9) Double Rider Punch: Requires an allied unit with Double Rider Punch to execute.

10) Double Rider Kick: Requires an allied unit with Double Rider Kick to execute.

Purchasing Cost: 580 Credits

Pilot Slots: 2 (Change the main pilot to the second character when Fang Henshin is used.

RIDER Fang Joker

Statistics:

HP: 5800, EN: 230, Agi: 260

IS: 2, Move: G, Size: M, Rank: 10

Weapons:

[F] Rider Chop (M)- 1500 damage [+0%]

[F] Rider Punch (MV:3)- 1400 damage/5 EN [+20%]

[F] Arm Saber (M)- 2200 damage [+0%]

[K] Rider Kick- 3600 damage, 15 EN/attack [+20%]

[H] Shoulder Saber (PAS)- 1500 damage x 2, 10 EN/attack [+10%]

[K] REX Impact (SX:6)- 700 damage/4 EN [+10%]

[F] REX Crash (S)- 4200 damage, 20 EN/attack [+20%]

[H] Maximum Fang (AS)- 2200 damage x 2, 25 EN/attack [+20%]

[F] Fang Bite- 4800 damage, 25 EN/attack [+20%]

[H] Blade Tempest- 1800 damage + 3600 damage, 30 EN/attack [+30%]

[K] Fang Streisser (S)- 6000 damage, Barrier Pierce, 35 EN/attack [+30%]

Combo Attacks:

[F] Double Rider Punch- 4800 damage, 12 EN/attack [+20%]

[K] Double Rider Kick- 7200 damage, Barrier Pierce, 25 EN/attack, [+30%]

Inherent Abilities:

1) R.I.D.E.R

2) Countercut: Arm Saber

3) Beast Instincts: Critical Cost -2.

4) Gallant Fang: This unit is immune to the Attack Break status effect.

5) Novel Fang (4): Same effects as Double Image.

6) Dino Sense: Same Effect as Aggressive Beast Mode.

7) W Henshin: Same effects as Change to RIDER W. Req: 3 Evo points on RIDER W.

8) Xtreme Henshin: Same effect as Evolution (RIDER Cyclone Joker Xtreme). Req: 5 Evo points on RIDER W.

9) Double Rider Punch: Requires an allied unit with Double Rider Punch to execute.

10) Double Rider Kick: Requires an allied unit with Double Rider Kick to execute.

Purchasing Cost: N/A. Perform Fang Henshin in Rider W.

Pilot Slots: 2 (Change the main pilot to the First character when W Henshin is used.

RIDER Cyclone Joker Extreme

Statistics:

HP: 7000, EN: 230, Agi: 250

IS: 2, Move: G, Size: M, Rank: 12

Weapons:

[F] Rider Chop (M)- 1500 damage [+0%]

[F] Prism Sword (M)- 2400 damage [+0%]

[H] Prism Break- 2500 damage, 10 EN/attack [+10%]

[F] Xtreme Storm Blow (M)- 3000 damage, 10 EN/attack [+0%]

[+] Bicker Triggerusion (V:5)- 1200 damage/6 EN [+20%]

[K] Xtreme Storm Kick- 4500 damage, 20 EN/attack [+20%]

[H] Bicker Metallusion- 5200 damage, Armor Break, 25 EN/attack [+20%]

[K] Double Xtreme- 5600 damage, Barrier Pierce, 25 EN/attack [+30%]

[F] Bicker Charge Crash- 6000 damage, Barrier Pierce, 30 EN/attack [+30%]

[+] Bicker Finallusion (SX:7)- 800 damage/5 EN [+10%]

[K] Double Prism Xtreme (F:10)- 600 damage/4 EN [+10%]

[F] Prism Tornado- Stun & 6400 damage, 40 EN/attack [+30%]

[K] Golden Xtreme- 7500 damage, 50 EN/attack, Req: Windy Hope [+50%]

MAP Attacks:

[+] Bicker Lunausion (TD:4)- 5400 damage, 30 EN/attack [+0%]

[+] Bicker Heatusion (I:4)- 4800 damage, Burn, 30 EN/attack [+0%]

Combo Attacks:

[F] Double Rider Punch- 4800 damage, 12 EN/attack [+20%]

[K] Double Rider Kick- 7200 damage, Barrier Pierce, 25 EN/attack, [+30%]

Inherent Abilities:

1) R.I.D.E.R

2) Bicker Shield: Bicker Light Shield, Bicker Triggerusion, Bicker Metallusion, Bicker Charge Crash, Bicker Finallusion, Prism Tornado, Bicker Lunausion, Bicker Heatusion. Same effect as Shield.

3) Countercut: Prism Sword

4) Bicker Light Shield (Barrier): Same effect as Barrier XL. While this barrier is active, also gain the effects of Breaker Canceler

5) Shared Consciousness: If any attribute your main pilot possesses is lower than that of the first subpilot in this unit, that attribute is considered to be equal to the subpilot's.

6) Windy Hope: Same Effect as Golden Power. Gain Move: F while this ability is active.

7) Double Rider Punch: Requires an allied unit with Double Rider Punch to execute.

8) Double Rider Kick: Requires an allied unit with Double Rider Kick to execute.

Purchasing Cost: N/A. Perform Xtreme Henshin in RIDER W.

Pilot Slots: 2

Double Driver

Class: Passive

Ability: Choose one among Cyclone/Heat/Luna Memories and one among Joker/Metal/Trigger memories. While a memory is active enable the respective attacks of that memory. Gain additional abilities based on the memory chosen as shown:

  • Cyclone Memory: Agi -20
  • Heat Memory: You are immune to the Burn status effect and to the effects of the Continual Damage and Overheat terrain effects.
  • Luna Memory: Gain X) Double Image (5)
  • Joker Memory: Critical Cost -2.
  • Metal Memory: Gain X) Damage Received -15%
  • Trigger Memory: Gain X) Snipe (+30%) with all non-[F] attacks on this unit.

Upon deployment choose which memories are active (if no choice is stated, you deploy with Cyclone and Joker active). During any transform phase you may change which memories are active.

Cost to be added: 1950 + 825 + 500 = 3275 Credits (Approved)

Edited by Suguri-SP

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