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Post by RurouninMao on Sept 23, 2004 8:23:33 GMT -5
Wait wiat! A D:L1 X 2? Er aint that a wee bit too much even though Level 1?
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Post by Signal on Sept 23, 2004 23:25:11 GMT -5
edited some on the Chou ones... also added Seiryoku Gattai as a different one since it merges all the 7 spirits into one... more coming soon...
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Post by Signal on Sept 26, 2004 22:03:10 GMT -5
well here we go... still a prototype though of Houou rei's infusion with Ryujinmaru Houou RyujinmaruStatistics: HP: 70 EN: 40 IS: 2 Size: S Class: Hi-tierWeapons: :-[Tackle - 8 damage :-[Douryuken (M) - 25 damage x 2 :-[Kaen Douryuken - PARALYZE, 50 damage, 3 EN/attack :'(Enryuken - 40 damage x 2, 5 EN/attack :'(Houou Enryuken (S) - 100 x 2, 8 EN/attack :'(Hissatsu Houou Douryuken - Destroy:L1, 10 EN/attack
Combo Attacks: :'(Double Ryuken - 80 damage x 2, 10 EN/attackInherent Abilities: 1) Usable by Ensigns or higher 2) Countercut3) Ryujin:Class: Sidekick Description: Has its own Seishin set and SP pool. This pool starts at 30 SP. After battle, you may give any amount of earned UPs to your sidekick instead. These UPs can only be used to increase your sidekick's SP pool. Ryujin's SP Pool caps at 100. Seishins: -Concentrate -Resist -Aid -Friendship 4) Shield5) Houou Rei: Dodge Cost -5, HP regen 10% 6) Hissatsu Houou Douryuken: Target's Dodge Cost +5 7) Double Ryuken: Target's Dodge Cost +10, requires an allied Ryujinmaru ,Chou Ryujinmaru(any variant), Ryuoumaru, Shinsei Ryuoumaru, Shinsei Ryuoumaru Space Combat, Ryuseimaru or Enbu Ryujinmaru. 8) Seirei Gattai: Change into Shishi Ryujinmaru/Houou Ryujinmaru/Kennou Ryujinmaru/Gekkou Ryujinmaru/Byakko Ryujinmaru/Ginrou Ryujinmaru/Chou Majin Ryujinmaru. All current stats (HP/EN/PC/Item) will be carried over. 9) Seiryoku Gattai: Can be Activated when HP drops to 25% or below. Change into Chou Majin Ryujinmaru and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. Can only carry over one item - if equipped with two, one must be chosen to be disabled for the remainder of the battle.Cannot revert back to any other Chou Ryujinmaru variant.
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Post by Signal on Sept 29, 2004 20:12:22 GMT -5
Update: Made the stats for all 6 other forms as well as an incomplete stat of Chou Majin Ryujinmaru... also re-edited all the others to proper HP and value stats, take note that all units are subject to changes due to many factors involved... now for the remaining other forms... Kennou RyujinmaruStatistics: HP: 70 EN: 40 IS: 2 Size: S Class: Hi-tierWeapons: :-[Tackle - 8 damage :-[Douryuken (M) - 25 damage x 3 :-[Kennou Douryuken (MX) - 15 damage/EN :'(Hissatsu Kennou Douryuken - 150 damage, 8 EN/attack
Combo Attacks: :'(Double Ryuken - 80 damage x 2, 10 EN/attackInherent Abilities: 1) Usable by Ensigns or Higher 2) Countercut3) Ryujin:Class: Sidekick Description: It has its own Seishin Set and SP Pool. This Pool starts at 30 SP. After battle you may give any amont of earned UPs to your sidekick instead. These UPs can only be used to increase you sidekicks SP Pool. Ryujin's SP Pool caps at 100. Seishins -Concentrate -Resist -Aid -Friendship 4) Sword King's Spirit: Countercut cost x0.5, Targets Countercut cost x 2 6) Double Ryuken: Target's Dodge cost +5, requires any allied Ryujinmaru, Chou Ryujinmaru(any variant), Ryuoumaru, Shinsei Ryuoumaru, Shinsei Ryuoumaru Space Combat, Ryuseimaru or Enbu Ryujinmaru. 7) Seirei Gattai: Change into Shishi/Houou/Kennou/Gekkou/Byakko/Ginrou Ryujinmaru. All current stats(HP/EN/PC/Item) will be carried over. 8) Seiryoku Gattai: Can be activated when HP drops to 25% or below. Change to Chou Majin Ryujinmaru and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts, and any other Mecha Inherent depletable ability. Can only carry over one item - if equipped with two, one must be chosen to be disabled for the remainder of the battle.Cannot revert back to any other Chou Ryujinmaru variant.
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Post by Signal on Sept 29, 2004 20:13:12 GMT -5
Gekkou RyujinmaruStatistics: HP: 70 EN: 50 IS: 2 Size: S Class: Hi-tierWeapons: :-[Tackle - 8 damage :-[Douryuken (M) - 15 damage x 2 :'(Hissatsu Douryuken (V) - 15 damage/EN
Combo Attacks: :'(Double Ryuken - 80 damage x 2, 10 EN/attackInherent Abilities: 1) Usable by Ensigns or Higher 2) Countercut3) Ryujin:Class: Sidekick Description: It has its own Seishin Set and SP Pool. This Pool starts at 30 SP. After battle you may give any amont of earned UPs to your sidekick instead. These UPs can only be used to increase you sidekicks SP Pool. Ryujin's SP Pool caps at 100. Seishins -Concentrate -Resist -Aid -Friendship 4) Shield5) Magic Barrier: Negate 30 damage from all sources in a whole turn for 3 EN 6) Gekkou Rei: Shield damage reduction is 60% instead, EN regen 10% 6) Double Ryuken: Target's Dodge cost +5, requires any allied Ryujinmaru, Chou Ryujinmaru(any variant), Ryuoumaru, Shinsei Ryuoumaru, Shinsei Ryuoumaru Space Combat, Ryuseimaru or Enbu Ryujinmaru. 7) Seirei Gattai: Change into Shishi/Houou/Kennou/Gekkou/Byakko/Ginrou Ryujinmaru. All current stats(HP/EN/PC/Item) will be carried over. 8) Seiryoku Gattai: Can be activated when HP drops to 25% or below. Change to Chou Majin Ryujinmaru and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts, and any other Mecha Inherent depletable ability. Can only carry over one item - if equipped with two, one must be chosen to be disabled for the remainder of the battle.Cannot revert back to any other Chou Ryujinmaru variant.
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Post by Signal on Sept 29, 2004 20:13:59 GMT -5
Byakko RyujinmaruStatistics: HP: 70 EN: 40 IS: 2 Size: S Class: Hi-tierWeapons: :-[Tackle - 8 damage :-[Douryuken (M) - 25 damage x 2 :'(Enryuken - 40 damage x 2, 4 EN/attack :'(Byakokougaken (S) - DESTROY : L1, 15 EN/attack
Combo Attacks: :'(Double Ryuken - 80 damage x 2, 10 EN/attackInherent Abilities: 1) Usable by Ensigns or Higher 2) Countercut3) Ryujin:Class: Sidekick Description: It has its own Seishin Set and SP Pool. This Pool starts at 30 SP. After battle you may give any amont of earned UPs to your sidekick instead. These UPs can only be used to increase you sidekicks SP Pool. Ryujin's SP Pool caps at 100. Seishins -Concentrate -Resist -Aid -Friendship 4) Byakko Rei: same effect as Bunshin 5) Byakokougaken: Target's Dodge Cost +5 6) Double Ryuken: Target's Dodge cost +5, requires any allied Ryujinmaru, Chou Ryujinmaru(any variant), Ryuoumaru, Shinsei Ryuoumaru, Shinsei Ryuoumaru Space Combat, Ryuseimaru or Enbu Ryujinmaru. 7) Seirei Gattai: Change into Shishi/Houou/Kennou/Gekkou/Byakko/Ginrou Ryujinmaru. All current stats(HP/EN/PC/Item) will be carried over. 8) Seiryoku Gattai: Can be activated when HP drops to 25% or below. Change to Chou Majin Ryujinmaru and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts, and any other Mecha Inherent depletable ability. Can only carry over one item - if equipped with two, one must be chosen to be disabled for the remainder of the battle.Cannot revert back to any other Chou Ryujinmaru variant.
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Post by Signal on Sept 29, 2004 20:14:57 GMT -5
Ginrou RyujinmaruStatistics: HP: 70 EN: 50 IS: 2 Size: S Class: Hi-tierWeapons: :-[Tackle - 8 damage :-[Douryuken (M) - 25 damage x 2 :'(Enryuken - 40 damage x 2, 5 EN/attack :'(Ryuraiken (S) - 40 damage, 3 EN/attack :-[Hyogarairyuken (S) - 100 damage + PARALYZE, 10 EN/attack
Combo Attacks: :'(Double Ryuken - 80 damage x 2, 10 EN/attackInherent Abilities: 1) Usable by Lieutenants or Higher 2) Countercut 3) Ryujin: Class: Sidekick Description: It has its own Seishin Set and SP Pool. This Pool starts at 30 SP. After battle you may give any amont of earned UPs to your sidekick instead. These UPs can only be used to increase you sidekicks SP Pool. Ryujin's SP Pool caps at 100. Seishins -Concentrate -Resist -Aid -Friendship 4) Ginrou Rei: Pay 20 PC's All weapon damage +25% for a single turn, stackable till 100% max damage increase 5) Hyogarairyuken: Negates target's damage reduction abilities. 5) Double Ryuken: Target's Dodge cost +5, requires any allied Ryujinmaru, Chou Ryujinmaru(any variant), Ryuoumaru, Shinsei Ryuoumaru, Shinsei Ryuoumaru Space Combat, Ryuseimaru or Enbu Ryujinmaru. 6) Seirei Gattai: Change into Shishi/Houou/Kennou/Gekkou/Byakko/Ginrou Ryujinmaru. All current stats(HP/EN/PC/Item) will be carried over. 7) Seiryoku Gattai: Can be activated when HP drops to 25% or below. Change to Chou Majin Ryujinmaru and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts, and any other Mecha Inherent depletable ability. Can only carry over one item - if equipped with two, one must be chosen to be disabled for the remainder of the battle.Cannot revert back to any other Chou Ryujinmaru variant.
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Post by Signal on Sept 29, 2004 20:15:47 GMT -5
Chou Majin RyujinmaruStatistics: HP: 140 EN: 80 IS: 1 Size: M Class: BossWeapons: :-[Tackle - 10 damage :-[Douryuken (M) - 30 damage x 2 :-[Hyoryuken (MV) - 12 damage/PC :-[Kaen Douryuken - PARALYZE, 50 damage, 3 EN/attack :'(Ryuraiken (S) - 60 damage, 4 EN/attack :-/Ryugaken (PS) - 20 damage x 2, 1 EN/attack :'(Enryuken - 40 damage x 2, 5 EN/attack :'(Houou Enryuken (S) - 100 x 2, 8 EN/attack :'(Hissatsu Douryuken (V) - 15 damage/EN :-[Kennou Douryuken (MX) - 15 damage/EN :'(Chouryoku Shishikouryuken (SV) - 20 damage/2 EN :-[Hyogarairyuken (S) - 100 damage + PARALYZE, 10 EN/attack :'(Hissatsu Houou Douryuken - DESTROY:L1, 10 EN/attack :'(Byakokougaken (S) - DESTROY:L1, 15 EN/attack
Combo Attacks: :'(Double Ryuken - 80 damage x 2, 10 EN/attackInherent Abilities: 1) Usable by Lieutenants or Higher 2) Countercut3) Ryujin:Class: Sidekick Description: It has its own Seishin Set and SP Pool. This Pool starts at 30 SP. After battle you may give any amont of earned UPs to your sidekick instead. These UPs can only be used to increase you sidekicks SP Pool. Ryujin's SP Pool caps at 100. Seishins -Concentrate -Resist -Aid -Friendship 4) Shield5) Magic Barrier: Negate 30 damage from all sources in a whole turn for 3 EN 6) Chou Majin Rei: Damage received -25%, Dodge Cost -5, HP Regen 10%, EN Regen 25%.7) Chou Majin Rei: Same effect as Bunshin8) Sword King's Spirit: Countercut cost x0.5, Targets Countercut cost x 2 9) Chou Majin Rei: Pay 20 PC's All weapon damage +25% for a single turn, stackable till 100% max damage increase 10) Hissatsu Douryuken, Chouryoku Shishikouryuken, Hissatsu Houou Douryuken, Byakokougaken, Hyogarairyuken: Target's Dodge Cost +5 11) Hyogarairyuken: Negates target's Armor abilities 12) Double Ryuken: Target's Dodge cost +5, requires any allied Ryujinmaru, Chou Ryujinmaru(any variant), Ryuoumaru, Shinsei Ryuoumaru, Shinsei Ryuoumaru Space Combat, Ryuseimaru or Enbu Ryujinmaru. Purchasing Cost: Not Applicable, to acquire this unit Participate in 10 Simchamber fights with Chou Ryujinmaru and Perform Seiryoku Gattai in battle.
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Post by Umbaglo on Sept 29, 2004 20:30:26 GMT -5
These things are all so broken that words cannot begin to express it. Begin by reducing EVERY stat by 50% (HP, EH, and damage), and then we can start worrying about all the other broken abilities, like that 50/EN (MX) with an ability that makes the user an automatic Heavy Metal.
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Post by Imban on Sept 29, 2004 21:01:03 GMT -5
Ryujinmaru
Statistics: HP: 50 EN: 30 IS: 2
Weapons: 1) Tackle - 6 damage 2) Douryuken (M) - 12 damage x 2 3) Hyoryuken (MV) - 12 damage/PC 4) Ryugaken (PS) - 15 damage x 2, 1 EN/attack 5) Enryuken - 40 damage x 2, 5 EN/attack 6) Ryuraiken (S) - 40 damage, 4 EN/attack 7) Hissatsu Douryuken (V) - 7 damage/EN
Combo Attacks: 1) Double Ryuken - 80 damage x 2, 10 EN/attack
Inherent Abilities: 1) Usable by Sergeants or higher 2) Countercut 3) Ryujin 4) Hissatsu Douryuken: Target's Dodge Cost +5
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Chou Ryujinmaru
Statistics: HP: 70 EN: 40 IS: 2
Weapons: 1) Tackle - 8 damage 2) Douryuken (M) - 15 damage x 2 3) Enryuken - 40 damage x 2, 5 EN/attack 4) Ryuraiken (S) - 40 damage, 4 EN/attack 5) Hissatsu Douryuken (V) - 10 damage/EN
Combo Attacks: 1) Double Ryuken - 80 damage x 2, 10 EN/attack 2) Double Douryuken - 100 damage x 2, 15 EN/attack
Inherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Ryujin 4) Hissatsu Douryuken: Target's Dodge Cost +5 5) Double Ryuken: Target's Dodge Cost +5, requires an allied Ryujinmaru ,Chou Ryujinmaru(any variant), Ryuoumaru, Ryuoumaru 2, Ryuoumaru 2 Space Combat, Ryuseimaru or Enbu Ryujinmaru. 6) Double Douryuken: Target's Dodge Cost +5, requires an allied Enbu Ryujinmaru to execute 7) Seirei Gattai: Change into Shishi Ryujinmaru/Houou Ryujinmaru/Kennou Ryujinmaru/Gekkou Ryujinmaru/Byakko Ryujinmaru/Ginrou Ryujinmaru. All current stats (HP/EN/PC/Item) will be carried over. 8) Seiryoku Gattai: Can be Activated when HP drops to 25% or below. Change into Chou Majin Ryujinmaru and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. Can only carry over one item - if equipped with two, one must be chosen to be disabled for the remainder of the battle.
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Shishi Ryujinmaru
Statistics: HP: 70 EN: 40 IS: 2
Weapons: 1) Tackle - 8 damage 2) Douryuken (M) - 15 damage x 2 3) Enryuken - 40 damage x 2, 5 EN/attack 4) Shishi Douryuken (V) - 12 damage/EN 5) Chouryoku Shishikouryuken (SV) - 20 damage/2 EN
Combo Attacks: 1) Double Ryuken - 80 damage x 2, 10 EN/attack
Inherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Ryujin 4) Hikari no Barrier: Negates 15 damage from one attack for 1 EN 5) Shishi Rei: Damage Received -25% 6) Shishi Douryuken and Chouryoku Shishikouryuken: Target's Dodge Cost +5 7) Double Ryuken: Target's Dodge Cost +5, requires an allied Ryujinmaru ,Chou Ryujinmaru(any variant), Ryuoumaru, Ryuoumaru 2, Ryuoumaru 2 Space Combat, Ryuseimaru or Enbu Ryujinmaru. 8) Seirei Gattai: Change into Chou Ryujinmaru/Houou Ryujinmaru/Kennou Ryujinmaru/Gekkou Ryujinmaru/Byakko Ryujinmaru/Ginrou Ryujinmaru. All current stats (HP/EN/PC/Item) will be carried over. 9) Seiryoku Gattai: Can be Activated when HP drops to 25% or below. Change into Chou Majin Ryujinmaru and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. Can only carry over one item - if equipped with two, one must be chosen to be disabled for the remainder of the battle.
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Houou Ryujinmaru
Statistics: HP: 70 EN: 40 IS: 2
Weapons: 1) Tackle - 8 damage 2) Douryuken (M) - 25 damage x 2 3) Kaen Douryuken - PARALYZE, 50 damage, 5 EN/attack 4) Enryuken - 40 damage x 2, 5 EN/attack 5) Houou Enryuken (S) - 100 x 2, 15 EN/attack 6) Hissatsu Houou Douryuken - Destroy: Level 1, 20 EN/attack
Combo Attacks: 1) Double Ryuken - 80 damage x 2, 10 EN/attack
Inherent Abilities: 1) Usable by Ensigns or higher 2) Countercut 3) Ryujin 4) Houou Rei: Dodge Cost -5, HP regen 10% 5) Hissatsu Houou Douryuken: Target's Dodge Cost +5 6) Double Ryuken: Target's Dodge Cost +5, requires an allied Ryujinmaru ,Chou Ryujinmaru(any variant), Ryuoumaru, Ryuoumaru 2, Ryuoumaru 2 Space Combat, Ryuseimaru or Enbu Ryujinmaru. 7) Seirei Gattai: Change into Chou Ryujinmaru/Shishi Ryujinmaru/Kennou Ryujinmaru/Gekkou Ryujinmaru/Byakko Ryujinmaru/Ginrou Ryujinmaru. All current stats (HP/EN/PC/Item) will be carried over. 8) Seiryoku Gattai: Can be Activated when HP drops to 25% or below. Change into Chou Majin Ryujinmaru and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. Can only carry over one item - if equipped with two, one must be chosen to be disabled for the remainder of the battle.
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Post by Imban on Sept 29, 2004 21:02:05 GMT -5
Kennou Ryujinmaru
Statistics: HP: 70 EN: 40 IS: 2
Weapons: 1) Tackle - 8 damage 2) Douryuken (M) - 25 damage x 3 3) Kennou Douryuken (MX) - 15 damage/EN
Combo Attacks: 1) Double Ryuken - 80 damage x 2, 10 EN/attack
Inherent Abilities: 1) Usable by Ensigns or Higher 2) Countercut 3) Ryujin 4) Kennou Rei: Your countercut cost is halved. 5) Double Ryuken: Target's dodge cost +5, requires any allied Ryujinmaru, Chou Ryujinmaru(any variant), Ryuoumaru, Ryuoumaru 2, Ryuoumaru 2 Space Combat, Ryuseimaru or Enbu Ryujinmaru. 7) Seirei Gattai: Change into Chou Ryujinmaru/Shishi Ryujinmaru/Houou Ryujinmaru/Gekkou Ryujinmaru/Byakko Ryujinmaru/Ginrou Ryujinmaru. All current stats (HP/EN/PC/Item) will be carried over. 8) Seiryoku Gattai: Can be Activated when HP drops to 25% or below. Change into Chou Majin Ryujinmaru and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. Can only carry over one item - if equipped with two, one must be chosen to be disabled for the remainder of the battle.
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Gekkou Ryujinmaru
Statistics: HP: 70 EN: 40 IS: 2
Weapons: 1) Tackle - 8 damage 2) Douryuken (M) - 15 damage x 2 3) Hissatsu Douryuken (V) - 15 damage/EN
Combo Attacks: 1) Double Ryuken - 80 damage x 2, 10 EN/attack
Inherent Abilities: 1) Usable by Ensigns or Higher 2) Countercut 3) Shield 4) Ryujin 5) Magic Barrier: Negate 30 damage from all sources in a whole turn for 3 EN. 6) Gekkou Rei: Shield damage reduction is 60% instead. EN Regen 25%. 7) Double Ryuken: Target's dodge cost +5, requires any allied Ryujinmaru, Chou Ryujinmaru(any variant), Ryuoumaru, Ryuoumaru 2, Ryuoumaru 2 Space Combat, Ryuseimaru or Enbu Ryujinmaru. 8) Seirei Gattai: Change into Chou Ryujinmaru/Shishi Ryujinmaru/Houou Ryujinmaru/Kennou Ryujinmaru/Byakko Ryujinmaru/Ginrou Ryujinmaru. All current stats (HP/EN/PC/Item) will be carried over. 9) Seiryoku Gattai: Can be Activated when HP drops to 25% or below. Change into Chou Majin Ryujinmaru and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. Can only carry over one item - if equipped with two, one must be chosen to be disabled for the remainder of the battle.
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Byakko Ryujinmaru
Statistics: HP: 70 EN: 40 IS: 2
Weapons: 1) Tackle - 8 damage 2) Douryuken (M) - 25 damage x 2 3) Enryuken - 40 damage x 2, 5 EN/attack 4) Byakokougaken (S) - DESTROY : L1, 20 EN/attack
Combo Attacks: 1) Double Ryuken - 80 damage x 2, 10 EN/attack
Inherent Abilities: 1) Usable by Ensigns or Higher 2) Countercut 3) Ryujin 4) Byakko Rei: Same effect as Bunshin 5) Double Ryuken: Target's dodge cost +5, requires any allied Ryujinmaru, Chou Ryujinmaru(any variant), Ryuoumaru, Ryuoumaru 2, Ryuoumaru 2 Space Combat, Ryuseimaru or Enbu Ryujinmaru. 6) Seirei Gattai: Change into Chou Ryujinmaru/Shishi Ryujinmaru/Houou Ryujinmaru/Kennou Ryujinmaru/Gekkou Ryujinmaru/Ginrou Ryujinmaru. All current stats (HP/EN/PC/Item) will be carried over. 7) Seiryoku Gattai: Can be Activated when HP drops to 25% or below. Change into Chou Majin Ryujinmaru and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. Can only carry over one item - if equipped with two, one must be chosen to be disabled for the remainder of the battle.
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Ginrou Ryujinmaru
Statistics: HP: 70 EN: 40 IS: 2 Class: Hi-Tier
Weapons: 1) Tackle - 8 damage 2) Douryuken (M) - 25 damage x 2 3) Enryuken - 40 damage x 2, 5 EN/attack 4) Ryuraiken (S) - 40 damage, 4 EN/attack 5) Hyogarairyuken (S) - 100 damage + PARALYZE, 10 EN/attack
Combo Attacks: 1) Double Ryuken - 80 damage x 2, 10 EN/attack
Inherent Abilities: 1) Usable by Lieutenants or Higher 2) Countercut 3) Ryujin 4) Ginrou Rei: All weapons damage +25% 5) Hyogarairyuken: Negates target's damage reduction abilities. 5) Double Ryuken: Target's Dodge cost +5, requires any allied Ryujinmaru, Chou Ryujinmaru(any variant), Ryuoumaru, Ryuoumaru 2, Ryuoumaru 2 Space Combat, Ryuseimaru or Enbu Ryujinmaru. 6) Seirei Gattai: Change into Chou Ryujinmaru/Shishi Ryujinmaru/Houou Ryujinmaru/Kennou Ryujinmaru/Gekkou Ryujinmaru/Byakko Ryujinmaru. All current stats (HP/EN/PC/Item) will be carried over. 7) Seiryoku Gattai: Can be Activated when HP drops to 25% or below. Change into Chou Majin Ryujinmaru and regenerate all HP and EN. Reset all HP activated Skill, Shield Counts and any other Mecha Inherent depletable ability. Can only carry over one item - if equipped with two, one must be chosen to be disabled for the remainder of the battle.
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Chou Majin Ryujinmaru
Statistics: HP: 140 EN: 80 IS: 1 Class: Hi-Tier
Weapons: 1) Tackle - 10 damage 2) Douryuken (M) - 30 damage x 2 3) Hyoryuken (MV) - 12 damage/PC 4) Kaen Douryuken - PARALYZE, 50 damage, 3 EN/attack 5) Ryuraiken (S) - 60 damage, 4 EN/attack 6) Ryugaken (PS) - 20 damage x 2, 1 EN/attack 7) Enryuken - 40 damage x 2, 5 EN/attack 8) Houou Enryuken (S) - 100 x 2, 12 EN/attack 9) Hissatsu Douryuken (V) - 15 damage/EN 10) Kennou Douryuken (MX) - 15 damage/EN 11) Chouryoku Shishikouryuken (SV) - 20 damage/2 EN 12) Hyogarairyuken (S) - 100 damage + PARALYZE, 10 EN/attack 13) Hissatsu Houou Douryuken - DESTROY : L1, 20 EN/attack 14) Byakokougaken (S) - DESTROY : L1, 20 EN/attack
Combo Attacks: 1) Double Ryuken - 80 damage x 2, 10 EN/attack
Inherent Abilities: 1) Usable by Lieutenants or Higher 2) Countercut 3) Shield 4) Ryujin 5) Magic Barrier: Negate 30 damage from all sources in a whole turn for 3 EN 6) Chou Majin Rei: Damage received -25%, Dodge Cost -5, HP Regen 10%, EN Regen 25%, all weapon damage +25% 7) Chou Majin Rei: Same effect as Bunshin 8) Chou Majin Rei: Your countercut cost is halved. 9) Hissatsu Douryuken, Chouryoku Shishikouryuken, Hissatsu Houou Douryuken: Target's Dodge Cost +5 10) Hyogarairyuken: Negates target's damage reduction abilities 11) Double Ryuken: Target's Dodge cost +5, requires any allied Ryujinmaru, Chou Ryujinmaru(any variant), Ryuoumaru, Ryuoumaru 2, Ryuoumaru 2 Space Combat, Ryuseimaru or Enbu Ryujinmaru.
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Post by Signal on Sept 29, 2004 21:27:40 GMT -5
Looks like Imban's stats are quite considerable.... well we could adopt this as the stats for them seeing how the first ones came to such.... Edit: all current units now edited with imban's balanced idea values
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Post by RurouninMao on Sept 30, 2004 8:55:34 GMT -5
isnt the Kennou just one mighty swing of the sword? why is it MX? I mean that Sowrd is bigger than the unit XD
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Post by Shadow00X on Sept 30, 2004 9:49:45 GMT -5
We had to give it something to compensate for the loss of Enryuken.
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Post by Umbaglo on Sept 30, 2004 11:10:14 GMT -5
I don't think it really needs compensation.
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