Quote (ForteZanzo)
Sword: Emphasizing close-up combat, Sword Navis are often the ones leading the charge, their trusty weapons at their sides.
Wind: Like the gusts they're named after, Wind Navis unleash a torrent of weak attacks, meant to sweep away opponents by the sheer magnitude of strikes.
Cursor: Expert marksmen, Cursor Navis rely on precision and calm.
Break: Demolition experts, Break Navis are slow and ponderous--but their attacks are able to crush almost all ordinary defenses!
Normal: These guys can't seem to make up their minds on what they want to be. However, this gives them a great deal of flexibility, allowing them to adapt to almost any situation!
Recover: Gifted in the art of healing themselves and allies, Recover Navis are able to convert damaging weaponry into restorative tonics.
Mechanical:
Sword:
+ Swordplay: Once per turn, can add a free dodge to 2 consecutive melee attacks.
Wind:
+Gust: Once per turn, may call up winds to manipulate the position of one object, whether it be the Navi itself, another Navi, a virus, or an object. (No actions).
Cursor:
+ Snipe: Once per turn, can increase the accuracy of a mid-long range attack. (No actions.)
Break:
+ Smash: Twice per turn, can add "Breaking" to attack. (1 action.)
Normal:
+ Untapped power: Once per turn, add (10 + Level/2), rounded down to nearest 5, to TOTAL damage of an attack.
Recover:
+ Conversion: Able to turn any of their own attacks into a directable heal, the heal restoring an amount equal to the damage (or 50% of dmg if using a chip) of the sacrificed attack. (No additional actions other than actions devoted to attack)
Sooo...Lemme get this straight (I'll put this all into Action form)
Swords:
1: Sword @ MetA
2: Sword @ MetA
Ability: Dodge
3: Sword @ MetA
Winds:
Ability: Move the Cannondumb next to Met with the gust
1: AirShot @ Cannondumb (Clashes into MetA)
2: Cannon @ MetA
3: Dodge
Cursor:
1: Sword @ Spikey
Ability: Snipe
2: Shotgun @ Molokov behind Cannondumb
3: Cannon @ Cannondumb
Break:
1: Adds Break into RageClaw
2: RageClaw (40/Break/Grapple) @ Hidden Met
3: Dodge
Normal: (Lvl 10)
1: Sword @ HeelnaviA
2: Sword @ HeelnaviA
3: Sword @ HeelnaviA
Total: 240 + (10 +10/2) = 255 Dmg
Recover:
Ability: Conversion the first two chips
1: HeatShot @ AllyA
2: Cannon @ AllyA
Total: 40/2 + 40/2 = 40HP heal
3: Dodge
Ok...I hope that's how it went. The only thing that's confusing me is the Normal's ability...will the damage be divided to each enemies or is it only for one enemy?