Onsen Terrain
-Exists only as an alternate to Sea in Yoka Net.
-This Aqua panel type is not harmful to any Elemental type, including Fire.
-Submerging partially in an Onsen panel will recover 1 HP per action spent in it. This effect ignores Elemental types.
-This Terrain type cannot co-exist with adjacent Sea Terrain. If any Sea Terrain exists in an adjacent panel, Onsen panels will change to Sea Terrain. Spliced Sea and Onsen terrain changes that directly touch are not possible.
-Exception: In Yoka Network, Sea Terrain that touches adjacent Onsen Terrain will convert into Onsen Terrain.
-Adds 100% Base Elec Damage.
-Deals Aqua Damage + Blast1 Blind when used w/ Panel Shot.
-This Aqua panel type is not harmful to any Elemental type, including Fire.
-Submerging partially in an Onsen panel will recover 1 HP per action spent in it. This effect ignores Elemental types.
-This Terrain type cannot co-exist with adjacent Sea Terrain. If any Sea Terrain exists in an adjacent panel, Onsen panels will change to Sea Terrain. Spliced Sea and Onsen terrain changes that directly touch are not possible.
-Exception: In Yoka Network, Sea Terrain that touches adjacent Onsen Terrain will convert into Onsen Terrain.
-Adds 100% Base Elec Damage.
-Deals Aqua Damage + Blast1 Blind when used w/ Panel Shot.
A bunch of prickly critters interrupted the two navis, arraying themselves for the attack. DragonierMan sneered at the audacity, then reached into his belt pocket. He pulled out a small rectangular slip.
"You might need this."
DragonierMan suggested as he handed the data packet for a Guard1 Battlechip to Maribel. Tiny metal scales appeared on his fingers as he held out the token, making the surface of his soft gloves rough and stony. It was not long before the scales encompassed most of his entire body, forming on him like frost. As he stepped away from Maribel, the air wavered from the heat exuded. DragonierMan rose up from the knee-high bubbling water to stand on the surface, as if it were ice.
His visor was down, his helmet obscured his face. However that did not stop water droplets from coalescing in front of where his mouth was, a few inches from his face. The droplets formed three baseball-sized bubbles. The sunlight glinted off the watery sheen of the bubbles before they shot forward to entrap. The bubbles spun around each other in a graceful ballet as they danced toward their targets, viral puffer fish and an enlarged shrimp. Getting bigger and bigger as they went until they were big enough to fully ensnare their targets.
Wasting little time to set up a combo, DragonierMan's right hand cupped the air at his waist before it was filled with light. This time the crackling was due to the build up of electrical energy. It wasn't long before the navi held a bomb acquired from the datum of an opponent in his previous fight. The sphere expanded a bit as visible tendrils of DragonierMan's essence fed into the bomb, making it more powerful.
"Fry weaklings."
He spat as he hurled the globe of energy into the midst of the viral horde. It arced gracefully over the water before it came down and wreaked all sorts of havoc. A flash and boom of an explosive charge rocked the waves. The water steamed and boiled. Sparks and bolts of electricity skirted along the water in all directions, making the area extremely hazardous. Hopefully, the two navis were well away from the explosion.
DragonierMan waited until the area cooled a bit before he began to advance. He turned his head from side to side, surveying the field for any remaining opponents. White energy collected where the bubbles collected earlier, forming another ball of energy. He spat the sphere at any standing enemy. Then did it again after a moment of recharging. All the while he marched forward, batting away attacks and turning an armored shoulder pauldron to deflect. If anything could get through the navi's considerable defenses, his wounds could be seen visibly healing.
Summary
Actions:
1: Hand Maribel a Guard1 [Battlechip].
* Bestial Bulwark [Signature]: One instance of 25 HP Barrier.
* Dragon Scales [Signature]: One instance of 25 HP Casing.
* Empowering Flourish [Signature]: One instance of 25 Strengthen.
2: BubbleStar1 [Battlechip]: 20 Aqua Damage + Bubble Trap x 3 targets to SenbonA/B and Shrimpy.
3: MagBomb1 [Battlechip]: 70/105 [30+5 Strengthen (for each of the five viruses; 25 ÷ 5 targets = 5 Strengthen per target) x2 Onsen Terrain (x3 if both Onsen Terrain and Bubble Trapped)] Elec Damage + Blast2 + Stun to middle of largest concentration of viruses, attempting to also include Bubble Trapped targets.
4: Dodge.
* Inner Might 1 [Signature]: One instance of Heal 10.
* Sudden Breath 1 [Signature]: 10 Null Damage [Shot Type Attack Attribute] to whoever is left.
5: Dodge.
* Inner Might 2 [Signature]: One instance of Heal 10.
* Sudden Breath 2 [Signature]: 10 Null Damage [Shot Type Attack Attribute] to whoever is left.
Other Effects:
1: FloatShoes [NaviCust]: Ignores effects from panels except broken/missing.
2: ShadowShoes [NaviCust]: Allows the Navi to move across fragile panels, such as Cracked and Glass, without breaking them.
1: Hand Maribel a Guard1 [Battlechip].
* Bestial Bulwark [Signature]: One instance of 25 HP Barrier.
* Dragon Scales [Signature]: One instance of 25 HP Casing.
* Empowering Flourish [Signature]: One instance of 25 Strengthen.
2: BubbleStar1 [Battlechip]: 20 Aqua Damage + Bubble Trap x 3 targets to SenbonA/B and Shrimpy.
3: MagBomb1 [Battlechip]: 70/105 [30+5 Strengthen (for each of the five viruses; 25 ÷ 5 targets = 5 Strengthen per target) x2 Onsen Terrain (x3 if both Onsen Terrain and Bubble Trapped)] Elec Damage + Blast2 + Stun to middle of largest concentration of viruses, attempting to also include Bubble Trapped targets.
4: Dodge.
* Inner Might 1 [Signature]: One instance of Heal 10.
* Sudden Breath 1 [Signature]: 10 Null Damage [Shot Type Attack Attribute] to whoever is left.
5: Dodge.
* Inner Might 2 [Signature]: One instance of Heal 10.
* Sudden Breath 2 [Signature]: 10 Null Damage [Shot Type Attack Attribute] to whoever is left.
Other Effects:
1: FloatShoes [NaviCust]: Ignores effects from panels except broken/missing.
2: ShadowShoes [NaviCust]: Allows the Navi to move across fragile panels, such as Cracked and Glass, without breaking them.