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Krelian

Eldridge's Crew Chambers

11 posts in this topic

Roster


Krelian
Distractor
 
Lacan
Defender
 
I.D.
Gundam Ki Master. Glass Puncher.
Level 20 Duelist (Brawler)
 
 
Ramsus
Hero
 
Billy Lee Black
Dodging Support.
Level 20 Spirited Specialist (Sub-pilot)
 
 
Bartholomew Fatima
Tanking Support
Level 20 Spirited Specialist (Sub-pilot)
 
 
Hyuga Ricdeau
Psychic Dodger
Level 10 Dogfighter (Skirmisher)
 
 
Emeralda
 
New Unnamed Pilot 
 
 
 
 
 
Floating Experience Points

597: Imported from Floating v3 PP.

100: From an event I forgot to take into account some years ago.

-----
697 exp.

Edited by Krelian

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Lacan
Grahf; the seeker of power
Class: Contact
Level 20 Bodyguard (Defender)

grahf02.jpg
 
Compressed Stats:
 
- SP: 195
- AP: 55
 
Atributes (6,6,16,0,1)

Psychic
+60% [F] Damage +80% Accuracy
+60% [+] Damage +80% Accuracy
Element: Psychic weapon damage +20%
+160% Unit Hp
+0% Unit Dp

 
Active And Triggered Skills:
 
Critical:
During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.
 

Passive Skills & Bonuses:
 
Psychodriver
You become Psychic.
+2 Defense Attribute, +20% Weapon Accuracy
Element: Psychic weapon damage +20%
 
Morale Charge:
While under 50% HP, gain an additional 5 Morale each turn.
 
Fanatical Devotion:
Gain +5 Morale during each Regeneration Phase when you are in the same terrain as I.D..
 
Shield Brother:
Upon deployment, you can designate one ally as a Shield Brother. You can always Support Defend your Shield Brother, even if you Support Defend another ally this turn. This does not overwrite any effect that prevents Support Defense, however.
 
Steadfast Potential:
If your HP drops below 50%, gain 20% of your maximum HP in Temporary HP. This ability triggers every time your HP goes below 50%, but it must go above 50% before it can trigger again.
 
Improved Support Defense
You may protect 3 additional allied units per turn.
 
Vanguard
When performing Support Defense, gain 40% Temporary HP. This Temporary HP is lost at the end of the Defense Phase the Support Defense is performed in.
 
Return Fire
When performing Support Defense, the ally you guarded gains an additional attack phase against one enemy that attacked them that turn, at -50% damage and accuracy.
 
Defender's Spirit
When performing Support Defense, recover 10% of your maximum HP after all the received attacks are resolved. This regeneration can only activate once per turn.
 
Brave
+2 Melee and Range Attributes. +2 Defense Attribute. +1 Skill Attribute.
 
Guard
Gain +3 Defense Attribute.
 
Barrier Strengthening
(Barrier) and (S Barrier) negation increased by 30%.
 
Inspiring Leadership: Allied units in the same terrain as you at the start of their turn gain +2 Morale during their regeneration phase.



Spirit Commands:
 
Training
Level 12 (L1): User has their after battle unit experience gain doubled.. Costs 50 SP.
 
Vigor
Level 1 (L1): Recover 25% of your maximum HP. Costs 20 SP.
Level 10 (L2): Recover 40% of your maximum HP. Costs 35 SP.
Level 18 (L3): Recover 60% of your maximum HP. Costs 50 SP.
 
Direct Attack
Level 6 (L1): For your next attack phase taken this turn, the target can not utilize secondary defenses (such as Barriers, or Illusion abilities) and may not be support defended against that attack. Costs 25 SP.
 
Resist
Level 1 (L1): Reduce the damage of the first attack you receive this turn by 50%. This is a secondary defense. Costs 15 SP.
Level 7 (L2): Reduce the damage of the first attack you receive this turn by 70%. This is a secondary defense. Costs 20 SP.
Level 14 (L3): Reduce the damage of the first attack you receive this turn by 90%. This is a secondary defense. Costs 25 SP.
 
Belief
Level 2 (L1): Negate all L1 Status attacks you or target ally receive this turn, Costs 30 SP.
Level 7 (L2): Negate all L2 or lower Status attacks you or target ally receive this turn. Costs 45 SP.
Level 14 (L3): Negate all Status attacks you or target ally receive this turn. Costs 60 SP.
 
Iron Wall
Level 1 (L1): Reduce the damage of all attack phases you receive this turn by 25%. Costs 15 SP.
Level 7 (L2): Reduce the damage of all attack phases you receive this turn by 50%. Costs 25 SP.
Level 14 (L3): Reduce the damage of all attack phases you receive this turn by 75%. Costs 40 SP.
 


Techniques:
 
Sword Shield
Requirement: A [CC] weapon.
Ability: Gain X) Shield: Chosen Weapon. The Shield provided by this ability only provides half the normal number of shields.

Over Boost
Ability: Sacrifice your attack phase. Next turn, gain 10% Temporary HP and DP. This ability does not stack with itself.
 
Assist Attack
Requirement: One non-MAP Element: Reaction weapon chosen upon deployment.
Ability: Gain X) Assist Attack (Weapon): Choose one allied unit who has not yet taken their turn. Receive one extra Attack Phase using this weapon with -70% Damage and Accuracy, to be defended against immediately before chosen ally's Attack Phase. Chosen ally receives Weapon Damage and accuracy +10% for each Assist Attack applied, to a maximum of +40%. This bonus cannot be applied on any attack phase that targets multiple units. This ability can only be used once per turn.
 
Ultimate Weapon
Requirement: Unit must have 5 or more non-[M] weapons that you are able to use. Choose at least 5 weapons and at most 8 weapons to be used in this attack.
Range: If all weapons chosen are [+] or [F] the attack retains those tags. If it is a mix of [+], [F], and/or [H] weapons, the attack is [H]
Attributes: Ultimate Weapon has (H).
More Details
 

Will Commands:
 
Knock Aside
Reduce the Weapon Damage of all (M) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs 10 Morale
This Will Command is used in your defense phase and can be used against multiple incoming attack phases.
Special: This Command is considered to be Countercut for purposes of abilities that affect or require Countercut.
 
 
Shoot Down
You use a ranged weapon try and destroy as much of the incoming projectiles as you can, though still take some damage from the few that get through or the splash damage.
Reduce the Weapon Damage of all (O) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CS] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs 10 Morale.
This Will Command is used in your defense phase and can be used against multiple incoming attack phases.
Special: This Command is considered to be Countershoot for purposes of abilities that affect or require Countershoot.
 
 
Flawless Body
Level 8: You are unaffected by any Status Effect currently on you, or that hits you, for the remainder of this turn. This does not negate these effects entirely, however, and they persist or apply as normal. Costs 20 Morale.
 

Defense Focus
Level 1: Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary HP equal to 10% of your maximum HP for a single turn. Costs 10 Morale.

 
Forced Defense
You may use Support Defense on a single attack phase which would otherwise not be able to be Support Defended. Costs 10 Morale.
 

 
Level Up History:

 


Lvl 0:
 
+100 Starting SP.

Starting Atribute distribution (30 pts): 4,4,6,0,0
+60 AP

Starting Will Commands (4):
Knock Aside
- Flawless Body 
Shoot Down
Defense Focus
 
 
Lvl 1:

Starting Attribute Bonuses: +3 Defense Attribute at level 1.

Morale Charge: While under 50% HP, gain an additional 5 Morale each turn.

Critical: During an attack phase in which you attack a single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase. Any effect that would reduce this cost below 0 AP only reduces it to 0 instead.

Shield Brother: Upon deployment, you can designate one ally as a Shield Brother. You can always Support Defend your Shield Brother, even if you Support Defend another ally this turn. This does not overwrite any effect that prevents Support Defense, however.

Steadfast Potential: If your HP drops below 50%, gain 20% of your maximum HP in Temporary HP. This ability triggers every time your HP goes below 50%, but it must go above 50% before it can trigger again.

Skill Pick: 
Psychodriver
 
Spirit Pick:
Training
 
 
Lvl 2: (500 Exp)
 
Spirit Pick:
Vigor

 
Lvl 3: (1.000 Exp)
 
Technique Pick:
Ultimate Weapon


 
Lvl 4: (1.500 Exp)
 
Specialization Skill 1
 
Improved Support Defense
Class: Passive (Main)
You are fast on your feet, able to protect additional allies from harm.
You may protect X additional allied units per turn, where X is:
Level 4: 1
Level 9: 2
Level 14: 3

 
Lvl 5: (2.000 Exp)
 
Skill Pick:
Brave
 
 
Lvl 6: (2.500 Exp)
 
Spirit Pick:
Direct Attack
 
 
Lvl 7: (3.000 Exp)
 
Specialization Skill 2

Vanguard
Class: Passive (Main)
Your spirits are high when you protect your allies, making it easier to shrug off damage.
When performing Support Defense, gain X Temporary HP. This Temporary HP is lost at the end of the Defense Phase the Support Defense is performed in. X is:
Level 7: 20%
Level 11: 30%
Level 15: 40%
 
Lvl 8: (3.500 Exp)
 
Technique Pick:
Assist Attack
 
 
Lvl 9: (4.000 Exp)
 
Skill Pick:
Guard
 
 
Lvl 10: (4.500 Exp)
 
Ace Bonus Pick:
Inspiring Leadership: Allied units in the same terrain as you at the start of their turn gain +2 Morale during their regeneration phase.


Lvl 11: (5.000 Exp)
 
Specialization Skill 3
 
Return Fire
Class: Passive (Main)
Your act like a wall to your allies, allowing them to return fire safely.
When performing Support Defense, the ally you guarded gains an additional attack phase against one enemy that attacked them that turn, at -X% damage and accuracy, where X is:
Level 11: 70%
Level 15: 60%
Level 19: 50%

Lvl 12: (5.500 Exp)

Spirit Pick:
Resist
 


Lvl 13: (6.000 Exp)

Technique Pick:
Over Boost


Lvl 14: (6.500 Exp)

Spirit Pick:
Belief
 


Lvl 15: (7.000 Exp)

Specialization Skill 4

Forced Defense
Class: Will Command
You buckle down and force your way in front of an ally who has been locked on by the enemy.
You may use Support Defense on a single attack phase which would otherwise not be able to be Support Defended. Costs X Morale, where X is:
Level 15: 30
Level 17: 20
Level 19: 10


Lvl 16: (7.500 Exp) 
 
Technique Pick:
Sword Shield
 


Lvl 17: (8.000 Exp)
 
Skill Pick:
Barrier Strengthening


Lvl 18: (8.500 Exp) 

Spirit Pick:
Iron Wall


Lvl 19: (9.000 Exp) 

Specialization Skill 5
 
Defender's Spirit
Class: Passive (Main)
When protecting your allies, you feel your strength return to you, little by little.
When performing Support Defense, recover 10% of your maximum HP after all the received attacks are resolved. This regeneration can only activate once per turn.
 

Lvl 20: (9.500 Exp) 
 
Ace Bonus Pick:
Fanatical Devotion: When this Ace Bonus is chosen, pick one particular pilot. Gain +5 Morale during each Regeneration Phase when you are in the same terrain as the chosen pilot
(I.D.)


Lacan's Battles

V3
001: Won (PA): Going Blind!
002: Lost (SC): Clash Of The New Pilots
003: Won (SC): Gundam vs. Macross
004: Won (PA): Synergy
005: Won (PA): Im not a demon
006: Won (PA): Holy Water
007: Won (PA): Back in the Space!
008: Won (PA): Mobile Mayhem
009: Won (SC): Dormant Warriors
010: Won (PA): Insane Mirror match!
011: Won (PA): A new challenge!
012: Won (SC): Raxephon
013: Won (SC): God, Why Won't This Guy Die Already...?
014: Won (SC): Fight for I.D.
015: Won (PA): A.E.G.I.S. welcoming ritual
016: Won (SC): Quest for Power
017: Won (SC): Did I Hear a Roar?
018: Won (SC): Faction War: Aegis vs Steel Crusaders
019: Won (PA): Sick 2 vs 2
020: Won (SC): Falling Kitsune
021: Won (SC): Duel In The Darkness Of Space
022: Won (PA): The AEGIS Revolution (5-Way Free For All)
023: Won (SC): Looking for Ascencion
024: Won (SC): Kurdish Boy
025: Won (PA): Really Insane Mirror Match
026: Won (PA): Moon Lit Stroll
027: Won (PA): AEGIS; Training on Saturn (4-Way Free For All)
028: Won (SC): Duel of the Fathers
029: Won (PA): Triple Trouble
030: Won (SC): AEGIS Power Demonstration
031: Won (PA): Borrowed Strength
032: Won (SC): Intruder Allert
033: Won (SC): Triple Challenge!
034: Won (SC): Fully Chipped Devils!
035: Won (SC): Big Fight 2
036: Won (SC): You are in deep now!
037: Won (SC): Into the New World
038: Won (SC): Take it with a Grain of Salt
039: Won (PA): Right of Left
040: Won (SC): Let's See Some Progress!
041: Won (PA): Light as a Feather!
042: Won (PA): Let's Go On Training!
043: Won (SC): Kaisers Duel? Maybe

V4


Lacan's EXP

+18319 EXP: Imported from V3's PP.

Edited by Krelian

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I.D.
Class: Demon of Elru
Level 20 Duelist (Brawler)

id2h.jpg
 
Compressed Stats:
 
- SP: 195
- AP: 70
 
Atributes (14,-2,0,0,3)
Gundams (17,1,2,2,4) 

Ki User
+170% [F] Damage +170% Accuracy
+10% [+] Damage +10% Accuracy
Element: Ki weapon damage and accuracy +30%
+20% Unit Hp
+20% Unit Dp

 
Active And Triggered Skills:
 
Improved Critical
If single target, you may pay 7 AP to gain Weapon Damage +25% and Accuracy +25% for that attack phase.
 
[F] Attack Critical (Precise Strike)
If single target, you may pay 5 AP to gain Weapon Damage +45% and Accuracy +45% for that attack phase.
 
Super [F] attack Critical (Master Precision)
If single target, you may pay 10 AP to gain Weapon Damage +45% and Accuracy +45% for that attack phase. 
Add one to the attack: Accuracy Break L1, Armor Break L1, Attack Break L1, Burn L1, Mobility Break L1.
 
Ultra [F] attack Critical (Piercing Blow)
If single target, you may pay 10 AP to gain Weapon Damage +45% and Accuracy +45% for that attack phase.
If target is under 50% HP, ignore all forms of Temporary HP or Temporary DP.
 

Passive Skills & Bonuses:
 
School of Master Asia
You become a Ki User.
Element: Ki weapon damage and accuracy +30%
 
Infight
Gain 3 Melee Attribute
 
Unit Specialization: Gundam
+3 Melee and Range Attributes, +2 Mobility and Defense Attribute, +1 Skill Attribute on Gundams.
 
Parry
Accuracy +30% on the first attack phase after using Countercut
 
Maximum Spirit:

You gain +10 starting Morale and +10 maximum Morale.
 
E-Save
Reduces EN cost of weapons and abilities by 30%.
 
Fanatical Devotion:
Gain +5 Morale during each Regeneration Phase when you are in the same terrain as Lacan.
 

Spirit Commands:
 
Direct Attack
Level 6 (L1): For your next attack phase taken this turn, the target can not utilize secondary defenses (such as Barriers, or Illusion abilities) and may not be support defended against that attack. Costs 25 SP.
 
Rage
Level 12 (L1): Casts Sure Hit L3, Hot Blood L3, and Direct Attack L1 on yourself. Costs 80 SP.
 
Flash
Level 1 (L1): Reduce the accuracy of the first attack you receive this turn by 50%. This is an evasive secondary defense. Costs 15 SP.
Level 7 (L2): Reduce the accuracy of the first attack you receive this turn by 70%. This is an evasive secondary defense. Costs 20 SP.
Level 14 (L3): Reduce the accuracy of the first attack you receive this turn by 90%. This is an evasive secondary defense. Costs 25 SP.
 
Karma
Level 1 (L1): Recover 10 AP. Costs 10 SP.
Level 10 (L2): Recover 30 AP. Costs 25 SP.
Level 18 (L3): Recover 50 AP. Costs 60 SP.

Negative Force
Level 1 (L1): Remove a L1 status effect on target enemy. Costs 15 SP.
Level 10 (L2): Remove a L2 status effect or up to 3 L1 status effects on target enemy. Costs 25 SP.
Level 18 (L3): Remove a L3 status effect or up to 3 L2 status effects or all L1 status effects on target enemy. Costs 40 SP.

 

Gain

Level 2 (L1): User and all pilots within the user's unit have their after battle pilot experience gain doubled. Costs 20 SP.
Level 10 (L2): Casts Gain L1 on target allied unit. Costs 35 SP.



Techniques:
 
Sword Shield
Requirement: A [CC] weapon.
Ability: Gain X) Shield: Chosen Weapon. The Shield provided by this ability only provides half the normal number of shields.

Assist Attack

Requirement: One non-MAP Element: Reaction weapon chosen upon deployment.
Ability: Gain X) Assist Attack (Weapon): Choose one allied unit who has not yet taken their turn. Receive one extra Attack Phase using this weapon with -70% Damage and Accuracy, to be defended against immediately before chosen ally's Attack Phase. Chosen ally receives Weapon Damage and accuracy +10% for each Assist Attack applied, to a maximum of +40%. This bonus cannot be applied on any attack phase that targets multiple units. This ability can only be used once per turn.

 
Throw Weapon
Requirement: One non-MAP, non-[MAM], non-[+]-type weapon, chosen at deployment.
Ability: When using this attack you may change [F] to [H].
Special: If the base attack has (M), it is switched to (P) if Throw Weapon is used.
 
Hyper Charge
Requirement: One non-MAP (M)-type weapon, chosen at deployment. This attack's stats are based off the chosen weapon.
Ability: When using this attack you may pay 10 additional EN to make the attack unable to be Countercut.
 

Will Commands:
 
Countercut
Reduce the Accuracy of all (M) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs 10 Morale.
 
Flawless Illusion
Level 8: All (Illusion) and (S Illusion) abilities on your unit negate double their listed amount until the end of your turn. Costs 20 Morale.
 
Flawless Body
Level 8: You are unaffected by any Status Effect currently on you, or that hits you, for the remainder of this turn. This does not negate these effects entirely, however, and they persist or apply as normal. Costs 20 Morale.
 
Riposte
Reduce the damage and accuracy of a single (M) attack phase targeting you this turn by 50%. You gain an additional attack phase this turn that can only be used against the unit who used the attack you negated. Within this attack phase, you can only use one of your unit's [CC] weapons, and it's Weapon Damage and Accuracy are reduced by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled.
Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 5 Morale). Costs 10 Morale.
This Will Command is used in your defense phase and can be used against multiple incoming attack phases.
 
Thrust
Choose one (M) attack on this unit when casting this Will Command. Your Skill Attribute is considered to be 3 levels higher for purposes of determing Countercut cost. Costs 5 Morale.
 
Follow-Up
Gain an additional attack phase against the same target as your primary attack phase. Damage and accuracy in the second attack phase is reduced by 50%, and you can only use [F] attacks. Costs 20 Morale.
 

 
Level Up History:

 


Lvl 0:
 
+100 Starting SP.

Starting Atribute distribution (30 pts): 8,-2,0,0,3
+60 AP

Starting Will Commands (4):
Flawless Illusion
- Flawless Body 
Riposte
Thrust
 
 
Lvl 1:

Starting Attribute Bonuses: +3 Melee.
 
Critical: If single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase.
 
Morale Charge: Morale cost to perform Countercut decreased by 5, to a minimum of 10 (applied before any reduction from Skill)
 
Infight: Brawlers gain the Infight skill for free at level 1.
 
Countercut: Brawlers gain the Countercut or the Knock Aside Will Command for free at level 1.
 
Skill Pick: 
School of Master Asia
 
Spirit Pick:
Direct Attack
 
 
Lvl 2: (500 Exp)
 
Spirit Pick:
Rage

 
Lvl 3: (1.000 Exp)
 
Technique Pick:
Assist Attack

 
Lvl 4: (1.500 Exp)
 
Specialization Skill 1
 
Parry
Class: Passive (Main)
When you turn away an enemy attack, you can follow up that maneuver with a more accurate attack.
Accuracy +X% on the first attack phase after using Countercut, where X is:
Level 4: +10%
Level 9: +20%
Level 14: +30%

 
Lvl 5: (2.000 Exp)
 
Skill Pick:
Unit Specialization: Gundam
 
 
Lvl 6: (2.500 Exp)
 
Spirit Pick:
Flash
 
 
Lvl 7: (3.000 Exp)
 
Specialization Skill 2

Precise Strike
Class: Passive (Main)
You know just what to go after on your foe for the most damage.
When using a [F] attack to attack a single target, critical cost -2 and you gain an additional +20% damage and accuracy when using critical.
 
 
Lvl 8: (3.500 Exp)
 
Technique Pick:
Throw Weapon
 
 
Lvl 9: (4.000 Exp)
 
Skill Pick:
Improved Critical
 
 
Lvl 10: (4.500 Exp)
 
Ace Bonus Pick:
Maximum Spirit: You gain +10 starting Morale and +10 maximum Morale.

Lvl 11: (5.000 Exp)
 
Specialization Skill 3
 
Follow-Up
Class: Will Command
In the blink of an eye, you swing around for another blow..
Gain an additional attack phase against the same target as your primary attack phase. Damage and accuracy in the second attack phase is reduced by 50%, and you can only use [F] attacks. Costs X Morale, where X is:
Level 15: 40
Level 17: 30
Level 19: 20

Lvl 12: (5.500 Exp)

Spirit Pick:
Negative Force
 


Lvl 13: (6.000 Exp)

Technique Pick:
Hyper Charge


Lvl 14: (6.500 Exp)

Spirit Pick:
Karma
 


Lvl 15: (7.000 Exp)

Specialization Skill 4

Master Precision
Class: Passive (Main)
When striking a foe's weak point, you also cause damage to critical systems.
When using Critical on a [F] attack, you may pay an additional 5 AP to also add one of the following Status Effects to the attack: Accuracy Break L1, Armor Break L1, Attack Break L1, Burn L1, Mobility Break L1.


Lvl 16: (7.500 Exp) 
 
Technique Pick:
Sword Shield
 


Lvl 17: (8.000 Exp)
 
Skill Pick:
E-Save


Lvl 18: (8.500 Exp) 

Spirit Pick:
Gain


Lvl 19: (9.000 Exp) 

Specialization Skill 5
 
Piercing Blow
Class: Passive (Main)
While many enemies are more ferocious when damaged, you have found a way to turn that into a weakness.
When using Critical on a [F] attack against an enemy under 50% HP, you may pay an additional 5 AP to have the attack ignore all forms of Temporary HP or Temporary DP. You cannot combine this ability with Master Precision.
 

Lvl 20: (9.500 Exp) 
 
Ace Bonus Pick:
Fanatical Devotion: When this Ace Bonus is chosen, pick one particular pilot. Gain +5 Morale during each Regeneration Phase when you are in the same terrain as the chosen pilot
(Lacan)


I.D.'s Battles

V3
001: Won (SC): Quest for Power
002: Won (SC): Did I Hear a Roar?
003: Won (PA): Sick 2 vs 2
004: Lost (SC): Demon Of Elru
005: Won (SC): Kurdish Boy
006: 2ndP (PA): Pilot Training Drill (3-Way Free For All)
007: Won (PA): Really Insane Mirror Match
008: Won (SC): Encounter
009: Won (PA): Pet Training
010: Won (PA): Introductory Match
011: Won (SC): Stargazer vs. Kowloon
012: Won (SC): Celestial Being Internal Struggle!
013: Won (SC): Strength Vs Speed
014: Won (PA): Moon Lit Stroll
015: Won (PA): AEGIS; Training on Saturn (4-Way Free For All)
016: Won (SC): XN GEISTO!
017: Won (PA): Triple Trouble
018: Won (SC): AEGIS Power Demonstration
019: Won (PA): Borrowed Strength
020: Won (SC): Triple Challenge!
021: Won (SC): Big Fight 2
022: Won (SC): Into the New World
023: Won (PA): King of the Hill
024: Won (PA): Let's Go On Training!

V4


I.D.'s EXP

+14460 EXP: Imported from V3's PP.

Edited by Krelian

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Billy Lee Black
Class: Ethos Priest
Level 20 Spirited Specialist (Sub-pilot)

billyvkf.jpg
 
Compressed Stats:
 
- SP: 274
- AP: 80
 
Atributes (2,2,2,2,6)

+20% [F] Damage +20% Accuracy
+20% [+] Damage +20% Accuracy
+20% Unit Hp
+20% Unit Dp
+80 AP

 
Active And Triggered Skills:
 
Critical
If single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase.
 

Passive Skills & Bonuses:
 
Will+ (Dodge)
Level 5: Gain 5 additional Morale whenever you dodge an enemy attack. This ability can only trigger once per turn.
 
Morale Charge: Passive (Sub)
The Main Pilot of the unit this pilot is in gains the effect of one Will+ skills this pilot possesse (if any), chosen upon deployment. This bonus does not stack if the Main Pilot already has the chosen skill, however.
 
SP Up:
Gain additional max SP: 60 
 
B-Save Passive (Sub)
Ammo capacity of weapons and abilities increased by 75%.
 
Spirit Affinity Passive (Sub)
The chosen 5 Spirit Commands have their base SP cost reduced by 5 to a minimum of 5. 
Picks: (Substitute)
 
Mental Conditioning Passive (Sub)
You are immune to SP Drain L1,2,3, SP Damage L1,2,3 and Spirit Lock L1,2,3 effects.
In a unit with multiple pilots, this immunity only applies to the pilots who possess this skill.
 
Concentration Passive (Sub)
Cost to cast Spirit Commands on this pilot is reduced by 30%
 
SP Regen: Passive (Sub)
This (Billy) pilot regains 5 SP each turn.
 
Veteran Passive (Sub)
EN cost of weapons and abilities are reduced by 10%. Aura (4).
 
Group Affinity Passive (Sub)
When your SP and Maximum Spirit Commands are reduced from piloting a unit with multiple pilots, your SP is reduced by 10% less than it would have been and your Maximum Spirit Commands are reduced by 1 less than they would have been.
 

Spirit Commands:
(Cost reductions already accounted for) 
 
- Duty (Ace!)
Level 1 (L1): Recover 25% of your maximum DP. Costs 11 SP.
Level 10 (L2): Recover 40% of your maximum DP. Costs 21 SP.
Level 18 (L3): Recover 60% of your maximum DP. Costs 32 SP.

- Flash (Ace!)
Level 1 (L1): Reduce the accuracy of the first attack you receive this turn by 50%. This is an evasive secondary defense. Costs 7 SP.
Level 7 (L2): Reduce the accuracy of the first attack you receive this turn by 70%. This is an evasive secondary defense. Costs 11 SP.
Level 14 (L3): Reduce the accuracy of the first attack you receive this turn by 90%. This is an evasive secondary defense. Costs 14 SP.
 
- Resist
Level 1 (L1): Reduce the damage of the first attack you receive this turn by 50%. This is a secondary defense. Costs 11 SP.
Level 7 (L2): Reduce the damage of the first attack you receive this turn by 70%. This is a secondary defense. Costs 14 SP.
Level 14 (L3): Reduce the damage of the first attack you receive this turn by 90%. This is a secondary defense. Costs 18 SP.
 
- Vigor
Level 1 (L1): Recover 25% of your maximum HP. Costs 14 SP.
Level 10 (L2): Recover 40% of your maximum HP. Costs 25 SP.
Level 18 (L3): Recover 60% of your maximum HP. Costs 35 SP.
 
- Direct Attack
Level 6 (L1): For your next attack phase taken this turn, the target can not utilize secondary defenses (such as Barriers, or Illusion abilities) and may not be support defended against that attack. Costs 18 SP.
 
- Substitute (Spirit Affinity)
Level 6 (L1): For a single turn, trade Defense Phases and Terrains with one target ally regardless of any condition. That ally must not have taken his or her turn to be a legitimate target of this spell. You and the target of this spirit command must still defend against any MAP-type attacks directed at the original units or the terrain they occupy after substitution. Costs 21 SP.
Level 12 (L2): For a single turn, two target allies trade Defense Phases and Terrains regardless of any condition. Neither ally can have taken their turn to be a legitimate target of this spell. The targets of this spirit command must still defend against any MAP-type attacks directed at the original units or the terrain they occupy after substitution Costs 39 SP.


Techniques:
 
Sword Shield

Requirement: A [CC] weapon.
Ability: Gain X) Shield: Chosen Weapon. The Shield provided by this ability only provides half the normal number of shields.


Smoke Screen

Requirement: An Element: Missile or Element: Bullet weapon.
Ability:Gain X) Countermeasures: Chosen Weapon. The Countermeasures provided by this ability only provides half the normal number of uses.

 

Mega Fire

Requirement: One non-MAP, [+]-type weapon, chosen at deployment. This attack's stats are based off the chosen weapon.
Ability: When using this attack you may pay 20 additional EN to give the attack Weapon Lock L1.

 
Full Aim

Requirement: One [+]-type weapon, chosen at deployment. This attack's stats are based off the chosen weapon.

Details

 
Will Commands:
 
Flawless Thrusters
Level 8: All (Thruster) and (S Thruster) abilities on your unit negate double their listed amount until the end of your turn. Costs 20 Morale.
 
Mobility Focus
Level 1: Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn. Costs 10 Morale.
 
Barrel Roll
Barrel Roll (S Thruster): Negates 300*X accuracy for 5 EN. Each time you use this ability, gain a stacking +5% Weapon Accuracy until the end of your turn.
X depends on Unit rank and this table
 
Countershoot
Reduce the Accuracy of all (O) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CS] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs X Morale, where X is:
Level 1: 20
Level 7: 15
Level 14: 10
 
 
Level Up History:

 


Lvl 0:
 
+100 Starting SP.

Starting Atribute distribution (30 pts): 2-2-2-2-6
+80 AP

Starting Will Commands (4):
Flawless Thrusters
- Mobility Focus
Barrel Roll
Countershoot

 
 
Lvl 1:
 
SP Up: At the below levels, gain additional max SP. This effect is cumulative. (Total: 60 SP)
Level 1: +10
Level 10: +20
Level 20: +30
 
Critical: If single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase.
 
Morale Charge: The Main Pilot of the unit this pilot is in gains the effect of one Will+ skills this pilot possesse (if any), chosen upon deployment. This bonus does not stack if the Main Pilot already has the chosen skill, however.
 
Skill Pick: 
Will+ (Dodge)
 
Spirit Pick:
- Substitute
 
 
Lvl 2: (500 Exp)
 
Spirit Pick:
Vigor

 
Lvl 3: (1.000 Exp)
 
Technique Pick:
Sword Shield


 
Lvl 4: (1.500 Exp)
 
Specialization Skill 1
 
Spirit Attunement
Class: Passive (Sub)
SP gained when leveling up is increased by 1. This bonus is retroactive.
(total SP gained: 19 lvl ups, 6 SP each = 114 SP)
 
 
Lvl 5: (2.000 Exp)
 
Skill Pick:
- B-Save
 
 
Lvl 6: (2.500 Exp)
 
Spirit Pick:
Resist
 
 
Lvl 7: (3.000 Exp)
 
Specialization Skill 2

Spirit Affinity
Class: Passive (Sub)
You have become highly skilled at the use of certain Spirit Commands, making their use less stressful.
Choose X Supportive Spirit Commands. The chosen Spirit Commands have their base SP cost reduced by 5 to a minimum of 5. The same Spirit Command cannot be selected more then once. X is:
Level 7: 1
Level 11: 3
Level 14: 5
 
 
Lvl 8: (3.500 Exp)
 
Technique Pick:
Smoke Screen
 
 
Lvl 9: (4.000 Exp)
 
Skill Pick:
- Mental Conditioning
 
 
Lvl 10: (4.500 Exp)
 
Ace Bonus Pick:
- Favorite Spirit (-5 SP cost) ---> Duty


Lvl 11: (5.000 Exp)
 
Specialization Skill 3
 
Concentration
Class: Passive (Sub)
You filter out distractions in battle, making the use of Spirit Commands more efficient.
Cost to cast Spirit Commands on this pilot is reduced by X, where X is:
Level 11: 10%
Level 15: 20%
Level 19: 30%


Lvl 12: (5.500 Exp)

Spirit Pick:
Direct Attack
 


Lvl 13: (6.000 Exp)

Technique Pick:
Full Aim


Lvl 14: (6.500 Exp)

Spirit Pick:
Flash
 


Lvl 15: (7.000 Exp)

Specialization Skill 4

Group Affinity
Class: Passive (Sub)
You're used to working together in a group situation and can concentrate more effectively when surrounded by others.
When your SP and Maximum Spirit Commands are reduced from piloting a unit with multiple pilots, your SP is reduced by 10% less than it would have been and your Maximum Spirit Commands are reduced by 1 less than they would have been.
For example if you were in a unit with four pilot seats (-30% SP reduction and maximum spirit commands -2), you would instead only have -20% SP reduction and -1 maximum spirit commands.


Lvl 16: (7.500 Exp) 
 
Technique Pick:
Mega Fire
 


Lvl 17: (8.000 Exp)
 
Skill Pick:
- Veteran


Lvl 18: (8.500 Exp) 

Spirit Pick:
Duty


Lvl 19: (9.000 Exp) 

Specialization Skill 5
 
SP Regen
Class: Passive (Sub)
Instead of draining your will, combat now excites you, restoring your spirit.
This pilot regains 5 SP each turn. Though this skill is Passive (Sub), only the pilot that actually possesses this skill regenerates SP.
 

Lvl 20: (9.500 Exp) 
 
Ace Bonus Pick:
- Favorite Spirit (-5 SP cost) ---> Flash



Billy's Battles

V3
001: Won (PA): Sick 2 vs 2
002: Won (SC): Falling Kitsune
003: Won (PA): The AEGIS Revolution (5-Way Free For All)
004: Won (SC): Kurdish Boy
005: 2ndP (PA): Pilot Training Drill (3-Way Free For All)
006: Won (PA): Really Insane Mirror Match
007: Won (PA): Pet Training
008: Won (PA): Moon Lit Stroll
009: Won (PA): AEGIS; Training on Saturn (4-Way Free For All)
010: Won (PA): Triple Trouble
011: Won (SC): AEGIS Power Demonstration
012: Won (SC): Big Fight 2
013: Won (SC): Into the New World
014: Won (PA): Let's Go On Training!

V4


Billy's EXP

+13140 EXP: Imported from V3's PP.

Edited by Krelian

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Bartholomew Fatima
Class: Crown Prince of The Fatima Dynasty
Level 20 Spirited Specialist (Sub-pilot)

gallery_468_2_4836.jpg
 
Compressed Stats:
 
- SP: 274
- AP: 80
 
Atributes (2,2,2,2,6)

+20% [F] Damage +20% Accuracy
+20% [+] Damage +20% Accuracy
+20% Unit Hp
+20% Unit Dp
+80 AP

 
Active And Triggered Skills:
 
Critical
If single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase.
 

Passive Skills & Bonuses:
 
Will+ (Damage)

Gain 5 additional Morale whenever you take damage from an enemy attack. This ability can only trigger once per turn.

 
Morale Charge: Passive (Sub)
The Main Pilot of the unit this pilot is in gains the effect of one Will+ skills this pilot possesse (if any), chosen upon deployment. This bonus does not stack if the Main Pilot already has the chosen skill, however.
 
SP Up:
Gain additional max SP: 60 
 
B-Save Passive (Sub)
Ammo capacity of weapons and abilities increased by 75%.
 
Spirit Affinity Passive (Sub)
The chosen 5 Spirit Commands have their base SP cost reduced by 5 to a minimum of 5. 
Picks: (Substitute)
 
Mental Conditioning Passive (Sub)
You are immune to SP Drain L1,2,3, SP Damage L1,2,3 and Spirit Lock L1,2,3 effects.
In a unit with multiple pilots, this immunity only applies to the pilots who possess this skill.
 
Concentration Passive (Sub)
Cost to cast Spirit Commands on this pilot is reduced by 30%
 
SP Regen: Passive (Sub)
This (Billy) pilot regains 5 SP each turn.
 
Veteran Passive (Sub)
EN cost of weapons and abilities are reduced by 10%. Aura (4).
 
Group Affinity Passive (Sub)
When your SP and Maximum Spirit Commands are reduced from piloting a unit with multiple pilots, your SP is reduced by 10% less than it would have been and your Maximum Spirit Commands are reduced by 1 less than they would have been.
 

Spirit Commands:
(Cost reductions already accounted for) 
 
- Duty

Level 1 (L1): Recover 25% of your maximum DP. Costs 14 SP.
Level 10 (L2): Recover 40% of your maximum DP. Costs 25 SP.
Level 18 (L3): Recover 60% of your maximum DP. Costs 35 SP.


- Flash 
Level 1 (L1): Reduce the accuracy of the first attack you receive this turn by 50%. This is an evasive secondary defense. Costs 11 SP.
Level 7 (L2): Reduce the accuracy of the first attack you receive this turn by 70%. This is an evasive secondary defense. Costs 14 SP.
Level 14 (L3): Reduce the accuracy of the first attack you receive this turn by 90%. This is an evasive secondary defense. Costs 18 SP.
 
- Resist (Ace!)
Level 1 (L1): Reduce the damage of the first attack you receive this turn by 50%. This is a secondary defense. Costs 7 SP.
Level 7 (L2): Reduce the damage of the first attack you receive this turn by 70%. This is a secondary defense. Costs 11 SP.
Level 14 (L3): Reduce the damage of the first attack you receive this turn by 90%. This is a secondary defense. Costs 14 SP.
 
- Vigor (Ace!)
Level 1 (L1): Recover 25% of your maximum HP. Costs 11 SP.
Level 10 (L2): Recover 40% of your maximum HP. Costs 21 SP.
Level 18 (L3): Recover 60% of your maximum HP. Costs 32 SP.
 
- Direct Attack
Level 6 (L1): For your next attack phase taken this turn, the target can not utilize secondary defenses (such as Barriers, or Illusion abilities) and may not be support defended against that attack. Costs 18 SP.
 
- Substitute (Spirit Affinity)
Level 6 (L1): For a single turn, trade Defense Phases and Terrains with one target ally regardless of any condition. That ally must not have taken his or her turn to be a legitimate target of this spell. You and the target of this spirit command must still defend against any MAP-type attacks directed at the original units or the terrain they occupy after substitution. Costs 21 SP.
Level 12 (L2): For a single turn, two target allies trade Defense Phases and Terrains regardless of any condition. Neither ally can have taken their turn to be a legitimate target of this spell. The targets of this spirit command must still defend against any MAP-type attacks directed at the original units or the terrain they occupy after substitution Costs 39 SP.


Techniques:
 
Sword Shield
Requirement: A [CC] weapon.
Ability: Gain X) Shield: Chosen Weapon. The Shield provided by this ability only provides half the normal number of shields.

Smoke Screen
Requirement: An Element: Missile or Element: Bullet weapon.
Ability:Gain X) Countermeasures: Chosen Weapon. The Countermeasures provided by this ability only provides half the normal number of uses.
 
Mega Fire
Requirement: One non-MAP, [+]-type weapon, chosen at deployment. This attack's stats are based off the chosen weapon.
Ability: When using this attack you may pay 20 additional EN to give the attack Weapon Lock L1.
 
Full Aim
Requirement: One [+]-type weapon, chosen at deployment. This attack's stats are based off the chosen weapon.
Details
 
Will Commands:
 
Flawless Thrusters
Level 8: All (Thruster) and (S Thruster) abilities on your unit negate double their listed amount until the end of your turn. Costs 20 Morale.
 
Mobility Focus
Level 1: Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn. Costs 10 Morale.
 
Barrel Roll
Barrel Roll (S Thruster): Negates 300*X accuracy for 5 EN. Each time you use this ability, gain a stacking +5% Weapon Accuracy until the end of your turn.
X depends on Unit rank and this table
 
Countershoot
Reduce the Accuracy of all (O) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CS] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs X Morale, where X is:
Level 1: 20
Level 7: 15
Level 14: 10
 
 
Level Up History:

 


Lvl 0:
 
+100 Starting SP.

Starting Atribute distribution (30 pts): 2-2-2-2-6
+80 AP

Starting Will Commands (4):
Flawless Thrusters
- Mobility Focus
Barrel Roll
Countershoot

 
 
Lvl 1:
 
SP Up: At the below levels, gain additional max SP. This effect is cumulative. (Total: 60 SP)
Level 1: +10
Level 10: +20
Level 20: +30
 
Critical: If single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase.
 
Morale Charge: The Main Pilot of the unit this pilot is in gains the effect of one Will+ skills this pilot possesse (if any), chosen upon deployment. This bonus does not stack if the Main Pilot already has the chosen skill, however.
 
Skill Pick: 
Will+ (Damage)
 
Spirit Pick:
- Substitute
 
 
Lvl 2: (500 Exp)
 
Spirit Pick:
Vigor

 
Lvl 3: (1.000 Exp)
 
Technique Pick:
Sword Shield


 
Lvl 4: (1.500 Exp)
 
Specialization Skill 1
 
Spirit Attunement
Class: Passive (Sub)
SP gained when leveling up is increased by 1. This bonus is retroactive.
(total SP gained: 19 lvl ups, 6 SP each = 114 SP)
 
 
Lvl 5: (2.000 Exp)
 
Skill Pick:
- B-Save
 
 
Lvl 6: (2.500 Exp)
 
Spirit Pick:
Resist
 
 
Lvl 7: (3.000 Exp)
 
Specialization Skill 2

Spirit Affinity
Class: Passive (Sub)
You have become highly skilled at the use of certain Spirit Commands, making their use less stressful.
Choose X Supportive Spirit Commands. The chosen Spirit Commands have their base SP cost reduced by 5 to a minimum of 5. The same Spirit Command cannot be selected more then once. X is:
Level 7: 1
Level 11: 3
Level 14: 5
 
 
Lvl 8: (3.500 Exp)
 
Technique Pick:
Smoke Screen
 
 
Lvl 9: (4.000 Exp)
 
Skill Pick:
- Mental Conditioning
 
 
Lvl 10: (4.500 Exp)
 
Ace Bonus Pick:
- Favorite Spirit (-5 SP cost) ---> Resist


Lvl 11: (5.000 Exp)
 
Specialization Skill 3
 
Concentration
Class: Passive (Sub)
You filter out distractions in battle, making the use of Spirit Commands more efficient.
Cost to cast Spirit Commands on this pilot is reduced by X, where X is:
Level 11: 10%
Level 15: 20%
Level 19: 30%


Lvl 12: (5.500 Exp)

Spirit Pick:
Direct Attack
 


Lvl 13: (6.000 Exp)

Technique Pick:
Full Aim


Lvl 14: (6.500 Exp)

Spirit Pick:
Flash
 


Lvl 15: (7.000 Exp)

Specialization Skill 4

Group Affinity
Class: Passive (Sub)
You're used to working together in a group situation and can concentrate more effectively when surrounded by others.
When your SP and Maximum Spirit Commands are reduced from piloting a unit with multiple pilots, your SP is reduced by 10% less than it would have been and your Maximum Spirit Commands are reduced by 1 less than they would have been.
For example if you were in a unit with four pilot seats (-30% SP reduction and maximum spirit commands -2), you would instead only have -20% SP reduction and -1 maximum spirit commands.


Lvl 16: (7.500 Exp) 
 
Technique Pick:
Mega Fire
 


Lvl 17: (8.000 Exp)
 
Skill Pick:
- Veteran


Lvl 18: (8.500 Exp) 

Spirit Pick:
Duty


Lvl 19: (9.000 Exp) 

Specialization Skill 5
 
SP Regen
Class: Passive (Sub)
Instead of draining your will, combat now excites you, restoring your spirit.
This pilot regains 5 SP each turn. Though this skill is Passive (Sub), only the pilot that actually possesses this skill regenerates SP.
 

Lvl 20: (9.500 Exp) 
 
Ace Bonus Pick:
- Favorite Spirit (-5 SP cost) ---> Vigor



Bart's Battles

V3
001: 2ndP (PA): Pilot Training Drill (3-Way Free For All)
002: Won (PA): Really Insane Mirror Match
003: Won (PA): Moon Lit Stroll
004: Won (PA): AEGIS; Training on Saturn (4-Way Free For All)
005: Won (PA): Triple Trouble
006: Won (SC): AEGIS Power Demonstration
007: Won (PA): Borrowed Strength
008: Won (PA): The New Generation
009: Won (SC): Big Fight 2
010: Won (SC): Into the New World
011: Won (PA): King of the Hill
012: Won (PA): Getter Fight
013: Won (SC): Take it with a Grain of Salt
014: Won (PA): Light as a Feather!
015: Won (PA): Let's Go On Training!
016: Won (SC): Rank Eleven Duel

V4


Bart's EXP

+13795 EXP: Imported from V3's PP.

Edited by Krelian

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Hyuga Ricdeau
Citan Uzuki; The Guardian Angel
Class: Solarian Guardian Angel
Level 10 Dogfighter (Skirmisher)

gallery_468_2_6254.jpg
 

Compressed Stats:

 

- SP: 145

- AP: 70
 
Atributes (2,6,2,11,4)


Psychic. 
+20% [F] Damage +40% Accuracy
+60% [+] Damage +80% Accuracy

Element: Psychic weapon damage +10%
+20% Unit Hp
+110% Unit Dp
+70 AP
Thruster negation increased by +20%
You are considered to be evading (without sacrificing your attack phase) all attack phases from an enemy unit where it used an attack it used last turn.

While under 50% DP, gain an additional 5 Morale each turn.

If your DP drops below 50%, gain 20% of your maximum DP in Temporary DP.

 
Active And Triggered Skills:

 

Critical
If single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase.
 

Distracting Attack
When you attack a single enemy you may choose to Distract them as well. If you do, for the next turn the enemy unit suffers -20% Damage and Accuracy when making an attack that does not include you as a target.

 


Passive Skills & Bonuses:
 
Newtype
You become Psychic.
+20% Weapon Accuracy
Element: Psychic weapon damage +10% (+20% at lvl 16)
+1 Mobility Attribute (+2 at lvl 16)
 
Genius
+2 Melee and Range Attributes.
+1 Mobility Attribute. (+2 Mobility Attribute. +1 Skill Attribute. at lvl 16)
 
Avoidance
+2 Mobility Attribute. (at lvl 14 +3)
 
Improved Evasion
Thruster negation increased by +20% (at lvl 14 +30%)
 
Pattern Recognition 
You are considered to be evading (without sacrificing your attack phase) all attack phases from an enemy unit where it used an attack it used last turn.
 
Morale Charge

While under 50% DP, gain an additional 5 Morale each turn.

 

Evasive Potential

If your DP drops below 50%, gain 20% of your maximum DP in Temporary DP. This ability triggers every time your DP goes below 50%, but it must go above 50% before it can trigger again.

 
 
Spirit Commands:
 
 
- Duty
Level 1 (L1): Recover 25% of your maximum DP. Costs 20 SP.
Level 10 (L2): Recover 40% of your maximum DP. Costs 35 SP.
Level 18 (L3): Recover 60% of your maximum DP. Costs 50 SP.
 
- Lucky
Level 2 (L1): Enemies killed by this unit offer double their normal credit rewards.. Costs 30 SP.
Level 10 (L2): Casts Luck L1 on target ally. Costs 45 SP.

- Flash (Ace Bonus: -5 SP)
Level 1 (L1): Reduce the accuracy of the first attack you receive this turn by 50%. This is an evasive secondary defense. Costs 10 SP.
Level 7 (L2): Reduce the accuracy of the first attack you receive this turn by 70%. This is an evasive secondary defense. Costs 15 SP.
Level 14 (L3): Reduce the accuracy of the first attack you receive this turn by 90%. This is an evasive secondary defense. Costs 20 SP.

 
 

Techniques:
 
Empowered Attack (Psychic)
Requirement: One weapon, chosen at deployment. The weapon cannot have a skill usage requirement (such as Req: Psychic).
Ability: When using the attack you may pay 10 Morale. If you do the chosen attack gains Req: Psychic, Element: Psychic and +10% damage and accuracy.
 
Weapon Break (Ranged)
Requirement: The ability to Countershoot.
Ability: When you use the Countershoot Will Command against a (O) attack you may pay 20 additional morale to disable that weapon for 3 turns.
 
 
 
 
 
Will Commands:
 
Flawless Thrusters
Level 8: All (Thruster) and (S Thruster) abilities on your unit negate double their listed amount until the end of your turn. Costs 20 Morale.
 
Mobility Focus
Level 1: Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary DP equal to 10% of your maximum DP for a single turn. Costs 10 Morale.
 
Barrel Roll
Barrel Roll (S Thruster): Negates 300*X accuracy for 5 EN. Each time you use this ability, gain a stacking +5% Weapon Accuracy until the end of your turn.
X depends on Unit rank and this table
 
Countershoot
Reduce the Accuracy of all (O) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CS] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs X Morale, where X is:
Level 1: 20
Level 7: 15
Level 14: 10
 
 
 
Level Up History:

 


Lvl 0:
 
Starting Atribute distribution (30 pts): 0-4-2-4-4
Starting Will Commands (4):
Flawless Thrusters
- Mobility Focus
Barrel Roll
Countershoot
 
 
Lvl 1:
 
+3 Mobility (class)
Morale Charge: While under 50% DP, gain an additional 5 Morale each turn.
 
Critical: If single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase.
 
Distracting Attack: When you attack a single enemy you may choose to Distract them as well. If you do, for the next turn the enemy unit suffers -20% Damage and Accuracy when making an attack that does not include you as a target. If this ability is used on an enemy unit multiple times in the same turn, only the most recently used instance applies.
 
Evasive Potential: If your DP drops below 50%, gain 20% of your maximum DP in Temporary DP. This ability triggers every time your DP goes below 50%, but it must go above 50% before it can trigger again.
 
Skill Pick: 
- Newtype
 
Spirit Pick:
- Duty
 
 
Lvl 2: (500 Exp)
 
Spirit Pick:
- Lucky
 
 
Lvl 3: (1.000 Exp)
 
Technique Pick:
Empowered Attack
 
 
Lvl 4: (1.500 Exp)
 
Specialization Skill 1
 
Thruster Improvement
Class: Passive (Main)
Thruster negation increased by X, where X is:
Level 4: +10%
Level 9: +20%
Level 14: +30%
 
 
Lvl 5: (2.000 Exp)
 
Skill Pick:
- Genius
 
 
Lvl 6: (2.500 Exp)
 
Spirit Pick:
- Flash
 
 
Lvl 7: (3.000 Exp)
 
Specialization Skill 2
 
Pattern Recognition
Class: Passive (Main)
You are considered to be evading (without sacrificing your attack phase) all attack phases from an enemy unit where it used an attack it used last turn.
 
 
Lvl 8: (3.500 Exp)
 
Technique Pick:
Weapon Break (Ranged)
 
 
Lvl 9: (4.000 Exp)
 
Skill Pick:
Avoidance
 
 
Lvl 10: (4.500 Exp)
 
Ace Bonus Pick:
- Favorite Spirit (-5 SP cost) ---> Flash


Hyuga's Battles

V3
001: Won (PA): Borrowed Strength
002: Won (PA): One Man Team Battle
003: Lost (PA): Light-Speed Battle!
004: Won (SC): Big Fight 2
005: Won (PA): Getter Fight
006: Won (PA): Light as a Feather!
007: Won (PA): Let's Go On Training!

V4


Hyuga's EXP

+4792 EXP: Imported from V3's PP.

Edited by Krelian

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Miang Hawwa
Class: The Guardian
Level 1 (Commander)

miang01b.jpg
 
Compressed Stats:
 
- SP: 100
- AP: 115
 
Atributes (-1,-1,0,0,13)

-10% [F] Damage -10% Accuracy
-10% [+] Damage -10% Accuracy
+0% Unit Hp
+0% Unit Dp


 
Active And Triggered Skills:
 
Critical
If single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase.
 

Assist Attack:

You may pay 10 AP to grant an ally who has not yet taken their turn an extra attack phase using a Reaction weapon on your unit. This attack phase resolves before their normal attack phase.



Passive Skills & Bonuses:
 
Brave

+1 Melee and Range Attributes. (next lvl 8)

 

Morale Charge:

+5 Morale when using Assist Attack.

 

Brave Commander: Passive (Sub)
+10% Weapon Damage and gain 5% of your maximum HP as Temporary HP. This Temporary HP is lost at the end of your turn. Aura (X), where X is: 

Level 1: 2 (next lvl 7)
 


 
Spirit Commands:
 
Vigor

Alternate Name: 根性 (Konjou)
Level 1 (L1): Recover 25% of your maximum HP. Costs 20 SP.
Level 10 (L2): Recover 40% of your maximum HP. Costs 35 SP.
Level 18 (L3): Recover 60% of your maximum HP. Costs 50 SP.


 

Techniques:
 

 
Will Commands:
 
Defense Focus

Level 1: Reduce your Melee and Range attributes by 2 for a single turn to gain Temporary HP equal to 10% of your maximum HP for a single turn. Costs 10 Morale.

 

Knock Aside

Reduce the Weapon Damage of all (M) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CC] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs X Morale, where X is:
This Will Command is used in your defense phase and can be used against multiple incoming attack phases.
Level 1: 20
Level 7: 15
Level 14: 10
Special: This Command is considered to be Countercut for purposes of abilities that affect or require Countercut.

 
Shoot Down

Reduce the Weapon Damage of all (O) and (P) attacks you receive from a single attack phase by 50%. This ability can only be used if your unit has at least one [CS] weapon that is not currently disabled. Increase the Morale cost by 2 for every point of Skill the attacker has over your own Skill (to a maximum of +20 cost), and reduce the Morale cost by 2 for every point of Skill you have over the attacker (to a minimum cost of 0 Morale). Costs X Morale, where X is:
This Will Command is used in your defense phase and can be used against multiple incoming attack phases.
Level 1: 20
Level 7: 15
Level 14: 10

Special: This Command is considered to be Countershoot for purposes of abilities that affect or require Countershoot. 

 

Sustained Fire

Choose one allied unit when using this Will Command. That ally gains one (1) additional attack phase this turn. Any attack done in this attack phase has it's Damage and Accuracy reduced by X%. Costs 50 Morale. X is:
Level 1: 80%
Level 7: 70%
Level 14: 60%
 


 
Level Up History:

 


Lvl 0:
 
Starting Atribute distribution (30 pts): -2,-2,0,0,10


Starting Will Commands (4):
Defense Focus

Knock Aside

Shoot Down

Sustained Fire


 
Lvl 1:
 
+3 Skill Attribute (class)
Morale Charge: +5 Morale when using Assist Attack.
 
Critical: If single target, you may pay 10 AP to gain Weapon Damage +10% and Accuracy +10% for that attack phase.
 
Assist Attack: You may pay 10 AP to grant an ally who has not yet taken their turn an extra attack phase using a Reaction weapon on your unit. This attack phase resolves before their normal attack phase.
 
Leadership: free skill: Brave Commander.
 
Brave Commander:

Class: Passive (Sub)
Category: Support
Even though you are the commander, you are always in the frontline, inspiring your allies to fight fiercer.
+10% Weapon Damage and gain 5% of your maximum HP as Temporary HP. This Temporary HP is lost at the end of your turn. Aura (X), where X is:
Level 1: 2
Level 7: 3
Level 14: 4
 


Skill Pick: 
- Brave
 
Spirit Pick:
- Vigor
 
 
Lvl 2: (500 Exp)

 
Lvl 3: (1.000 Exp)
 

Lvl 4: (1.500 Exp)
 
Specialization Skill 1
 
 
Lvl 5: (2.000 Exp)
 

Lvl 7: (3.000 Exp)
 
Specialization Skill 2
 
 
Lvl 8: (3.500 Exp)
 

Lvl 9: (4.000 Exp)
 

Lvl 10: (4.500 Exp)
 


Miang's Battles

V4


Miang's EXP

Edited by Krelian

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