I just came up with these because I was bored.
Given one turn to prepare in advance...
1. How many Cannon attacks (40 damage) could your navi (and SPs) withstand before being forced to EJO. For the sake of passives and short term defenses (like body effects), assume 10 shots fired per turn. You cannot redo your signature attacks even after an appropriate cooldown period. Decoys and dodges are ignored.
2. How many Metools could your navi (and SPs) delete if they were arranged in a perfect grid formation. Attacks that deal lethal damage to the entire group would be treated as 100 deletions. Terrain changes are given their maximum range (small is 10%, medium is 25%, large is 65%) and each 5% encompasses one Metool. DBLBEAM and other chance dependent chips turn out in your favour.
3. How much damage could your navi (and SPs) inflict on a 100000 HP navi in one turn.
Cannon, Metool and Wall Test
last edited by
1. Passive 2-hit Shield = -2 Cannon shots
8 Cannon shots = 320 Damage
320 Damage =/= 250 HP
So I'll be able to withstand 7 Cannon shots (including the undershirt effect) before I get deleted by the next attack. Kinda pathetic :<
2. DBLBEAM
3. Actions:
1. AirStorm2 [60x3 / Pull3] [180] [[b]EDIT[/b]: IT'S MULTI-TARGET/HIT, DARK AND ASATOR!]
2. BigHammer [160 / Impact / Break / Melee] [340]
3. BigHammer [160 / Impact / Break / Melee] [500]
4. Totem2 [140+15+Spread 2 / Object] [655]
5. SnakeEgg2 [140 / Stun / Ground] [795]
6. Arrow2 [130 / Homing] [925]
...*sigh*
---
Didn't read the very first statement about 1 turn of preperation. Gonna put that in now : D
1) Preparation:
* Passive 2-hit shield
1. IronShield2 [4-hit Shield]
2. Sensor [100 HP] Looking to the side
3. Totem2 [100 HP] Front of Sensor
4. Meteor12 [100 HP] Front of Totem2
5. Lock-On2 [80 HP] Front of Meteor12
6. NULL
Ignis: Hardbody (2 turns) [Activate on the 2nd turn]
...
Lock-On2 = 2 hits
Meteor12 = 3 hits
Totem2 = 3 hits
Sensor = 3 hits
Ignis (115 HP + Hardbody) = 6 hits
Licht (90 HP + Second Chance) = 4 hits
IronShield2 = 4 hits
Passive (Preparation) = 2 hits
Passive (Current) = 2 hits
250 HP + Undershirt = 7 hits
TOTAL: 36 hits before one more can delete Voulge...
2ND PLACE, BABY!
2) DBLBEAM~
3)Preparation:
* Passive 40 Strengthen
1. Lock-On2 [15x6 / Lockon Per Hit / Omnishoe / Mobile / 80 HP]
2. Meteor12 [30+15 x 4 (3 Turns) / Targets Randomly / 100 HP Object]
3. Totem2 [140+15+Spread 2 /or/ 70 Heal / Changes When Hit / 3 Turns / 100 HP Object]
4. Sensor [100 / Stun / Beam / Attacks anything in front of it / Destroyed after attacking / 100 HP / ElecBody]
5. Large-Area: Lava sig
6. NULL
...
* Passive 40 Strengthen [80 points saved]
1. AirStorm2 [60x3 / Pull3] [180]
2. BigHammer [160+40 (Strengthen) / Impact / Break / Melee] [380]
3. BigHammer [160+40 (Strengthen) / Impact / Break / Melee] [580]
4. LavaCannon [90+25 / [b]+40 Damage On Lava Panels[/b]] [735]
5. LavaCannon [90+25 / [b]+40 Damage On Lava Panels[/b]] [890]
6. SnakeEgg2 [140 / Stun / Ground] [1030]
Objects (Assuming Meteor12 all hits) = 90 + 180 + 155 + 100 = 525 [1555]
Lava = 10x6 = 60 [1615]
Ignis: FireHit2 [90+25 / Impact / Double] x2 [1845]
Igins: Attack [40 / Homing] [1885]
Licht: Attack [10 / Glitch] x3 [1915]
TOTAL: 1915 Damage
8 Cannon shots = 320 Damage
320 Damage =/= 250 HP
So I'll be able to withstand 7 Cannon shots (including the undershirt effect) before I get deleted by the next attack. Kinda pathetic :<
2. DBLBEAM
3. Actions:
1. AirStorm2 [60x3 / Pull3] [180] [[b]EDIT[/b]: IT'S MULTI-TARGET/HIT, DARK AND ASATOR!]
2. BigHammer [160 / Impact / Break / Melee] [340]
3. BigHammer [160 / Impact / Break / Melee] [500]
4. Totem2 [140+15+Spread 2 / Object] [655]
5. SnakeEgg2 [140 / Stun / Ground] [795]
6. Arrow2 [130 / Homing] [925]
...*sigh*
---
Didn't read the very first statement about 1 turn of preperation. Gonna put that in now : D
1) Preparation:
* Passive 2-hit shield
1. IronShield2 [4-hit Shield]
2. Sensor [100 HP] Looking to the side
3. Totem2 [100 HP] Front of Sensor
4. Meteor12 [100 HP] Front of Totem2
5. Lock-On2 [80 HP] Front of Meteor12
6. NULL
Ignis: Hardbody (2 turns) [Activate on the 2nd turn]
...
Lock-On2 = 2 hits
Meteor12 = 3 hits
Totem2 = 3 hits
Sensor = 3 hits
Ignis (115 HP + Hardbody) = 6 hits
Licht (90 HP + Second Chance) = 4 hits
IronShield2 = 4 hits
Passive (Preparation) = 2 hits
Passive (Current) = 2 hits
250 HP + Undershirt = 7 hits
TOTAL: 36 hits before one more can delete Voulge...
2ND PLACE, BABY!
2) DBLBEAM~
3)Preparation:
* Passive 40 Strengthen
1. Lock-On2 [15x6 / Lockon Per Hit / Omnishoe / Mobile / 80 HP]
2. Meteor12 [30+15 x 4 (3 Turns) / Targets Randomly / 100 HP Object]
3. Totem2 [140+15+Spread 2 /or/ 70 Heal / Changes When Hit / 3 Turns / 100 HP Object]
4. Sensor [100 / Stun / Beam / Attacks anything in front of it / Destroyed after attacking / 100 HP / ElecBody]
5. Large-Area: Lava sig
6. NULL
...
* Passive 40 Strengthen [80 points saved]
1. AirStorm2 [60x3 / Pull3] [180]
2. BigHammer [160+40 (Strengthen) / Impact / Break / Melee] [380]
3. BigHammer [160+40 (Strengthen) / Impact / Break / Melee] [580]
4. LavaCannon [90+25 / [b]+40 Damage On Lava Panels[/b]] [735]
5. LavaCannon [90+25 / [b]+40 Damage On Lava Panels[/b]] [890]
6. SnakeEgg2 [140 / Stun / Ground] [1030]
Objects (Assuming Meteor12 all hits) = 90 + 180 + 155 + 100 = 525 [1555]
Lava = 10x6 = 60 [1615]
Ignis: FireHit2 [90+25 / Impact / Double] x2 [1845]
Igins: Attack [40 / Homing] [1885]
Licht: Attack [10 / Glitch] x3 [1915]
TOTAL: 1915 Damage
last edited by
1. Dodges are ignored? Harsh.
Hm...several possible answers to this depending on whether chips are allowed (and which chips)
Six with just undershirt, eight with undershirt and defense chips, quite a bit more if you add a rockcube wall and candle. Not calculating that right now.
2. Elecreel. The end.
3. VariableWideBlade combo:
190 x 6 = 1140 (Or if you're being hax like goroke and stacking hits from multi-target, triple that)
Hm...several possible answers to this depending on whether chips are allowed (and which chips)
Six with just undershirt, eight with undershirt and defense chips, quite a bit more if you add a rockcube wall and candle. Not calculating that right now.
2. Elecreel. The end.
3. VariableWideBlade combo:
190 x 6 = 1140 (Or if you're being hax like goroke and stacking hits from multi-target, triple that)
last edited by
1: Passive 20HP barrier= 1 hit
120/40= 3
Sooooo...five cannon shots with Undershirt...god I need HP upgrades...Oh, and my SP would survive only one shot.
2: Firebomb, Shotgun, Dash Attack, RinglogX3, Cornshot1...AoE FTFW.
3: Actions
Freya
1: Cornshot1 (60+trickshot spread1) [120]
2: Dash Attack (90, impact, line attack, hits five) [570 or 210?]
3&4: SwordX2 (80 slashing each) [730 or 370]
Mask
1: Attack (10) [740 or 380]
...I have a need for god damn speed...
120/40= 3
Sooooo...five cannon shots with Undershirt...god I need HP upgrades...Oh, and my SP would survive only one shot.
2: Firebomb, Shotgun, Dash Attack, RinglogX3, Cornshot1...AoE FTFW.
3: Actions
Freya
1: Cornshot1 (60+trickshot spread1) [120]
2: Dash Attack (90, impact, line attack, hits five) [570 or 210?]
3&4: SwordX2 (80 slashing each) [730 or 370]
Mask
1: Attack (10) [740 or 380]
...I have a need for god damn speed...
last edited by
1. 210 HP
If I had one turn to prepare, I would've set up a GrassStage. Passive Heal at 30, Regen 5...
...7 Cannon shots.
Myun would survive four.
2. DBLBeam, Elecreel, and FireTower, end of story.
3. Turn Summary:
1. IceSeed [10 DMG + Ice Panel] (10)
2. Magbolt1 [90 +100%] (190)
3. MistConv [100 + Freeze] (290)
4. Cannonball [150 + Break] (590)
5. Firetower1 [100] (690)
6. SideBamboo1 [105] (795)
1. Attack [50] (845)
2. Attack [50] (895)
3. Attack [50] (945)
*Rhythm Boxing [20] (965)
If I had one turn to prepare, I would've set up a GrassStage. Passive Heal at 30, Regen 5...
...7 Cannon shots.
Myun would survive four.
2. DBLBeam, Elecreel, and FireTower, end of story.
3. Turn Summary:
1. IceSeed [10 DMG + Ice Panel] (10)
2. Magbolt1 [90 +100%] (190)
3. MistConv [100 + Freeze] (290)
4. Cannonball [150 + Break] (590)
5. Firetower1 [100] (690)
6. SideBamboo1 [105] (795)
1. Attack [50] (845)
2. Attack [50] (895)
3. Attack [50] (945)
*Rhythm Boxing [20] (965)
last edited by
1.
Machman: 6-hit shield (8-hit including SP reinforce) max 8 shots
160HP: 4 shots
--Turn 1 over--
Passive 20HP heal
21HP + Undershirt: 2 shots
TOTAL: 14 shots (max 19 if Vector is armor equipped and takes all shots before Mach takes damage)
Aera: 2-hit shield: 2 shots
60HP + Undershirt: 3 shots
TOTAL: 5 shots
Vector: 110HP + 1 instance of brace +Undershirt: 5 shots
TOTAL: 5 shots
2.
Shockwave x2, DashAttack x2, Phoenixshot, and Blizzard
3.
1. Blizzard (100 + Ice Panel Change) [100]
Aera: Attack (35x2) [170]
Aera: Attack (35x2) [240]
Aera: Chip Preset: Magbolt1 (90x2) [420]
2. Elecpulse (100 x2 + Glitch) [620]
3. Elecshock (80 x2 + Panel Break) [780]
4. SummonBlack (160) [940]
5. CannonBall (150) [1090]
6. Magnum (120) [1210]
Afterburner Action: Rising Barrage (25x4) [1410]
Vector: Attack (35) [1445]
Vector: Attack (35) [1480]
Vector: Attack (35) [1515]
Max Damage in 1 turn: 1515
Machman: 6-hit shield (8-hit including SP reinforce) max 8 shots
160HP: 4 shots
--Turn 1 over--
Passive 20HP heal
21HP + Undershirt: 2 shots
TOTAL: 14 shots (max 19 if Vector is armor equipped and takes all shots before Mach takes damage)
Aera: 2-hit shield: 2 shots
60HP + Undershirt: 3 shots
TOTAL: 5 shots
Vector: 110HP + 1 instance of brace +Undershirt: 5 shots
TOTAL: 5 shots
2.
Shockwave x2, DashAttack x2, Phoenixshot, and Blizzard
3.
1. Blizzard (100 + Ice Panel Change) [100]
Aera: Attack (35x2) [170]
Aera: Attack (35x2) [240]
Aera: Chip Preset: Magbolt1 (90x2) [420]
2. Elecpulse (100 x2 + Glitch) [620]
3. Elecshock (80 x2 + Panel Break) [780]
4. SummonBlack (160) [940]
5. CannonBall (150) [1090]
6. Magnum (120) [1210]
Afterburner Action: Rising Barrage (25x4) [1410]
Vector: Attack (35) [1445]
Vector: Attack (35) [1480]
Vector: Attack (35) [1515]
Max Damage in 1 turn: 1515
last edited by
1. Beefcake...
Tennisman on a Holy Panel, an 80 HP barrier, and a 6-hit shield can take 36 hits. Remotebit and Wind can take an additional 6 hits altogether.
Hiding behind an immobile IronShell (Ironbody) would provide a free turn (10 hits).
Fifteen with Second Chance can take 4 hits.
Deuce with his barrier and Second Chance and Brace can take 8 hits (14 if he fits on the Holy Panel with Tennisman).
2. Depressing...
Court Change - Grass
Spice1 (13)
LilBomb (5-9)
DashAttack (5)
MoonBlade (8)
Shockwave (line)
3. Cheaping out with the random...
ElecShock (80 + panel break) [80]
SummonBlack2 (200) [280]
Binder1 (4 x 60) [520]
Binder1 (4 x 60) [760]
Binder2 (4 x 80) [1080]
AirStorm1 (3 x 50) [1230]
Deuce (3 x 10) [1260]
Fifteen (3 x 10) (Buff: +37) [1297]
Not Cheaping out with the random...
ElecShock (80 + panel break) [80]
SummonBlack2 (200) [280]
Remotebit1 (80 + object) [360]
N.O.Beam1 (200) [560]
Magnum (120) [680]
AirStorm1 (3 x 50) [830]
Deuce (3 x 10) [860]
Fifteen (3 x 10) (Buff: +37) [927]
((Also, Airstorm can hit the same target multiple times. DashAttack and Wideswords do not.))
Tennisman on a Holy Panel, an 80 HP barrier, and a 6-hit shield can take 36 hits. Remotebit and Wind can take an additional 6 hits altogether.
Hiding behind an immobile IronShell (Ironbody) would provide a free turn (10 hits).
Fifteen with Second Chance can take 4 hits.
Deuce with his barrier and Second Chance and Brace can take 8 hits (14 if he fits on the Holy Panel with Tennisman).
2. Depressing...
Court Change - Grass
Spice1 (13)
LilBomb (5-9)
DashAttack (5)
MoonBlade (8)
Shockwave (line)
3. Cheaping out with the random...
ElecShock (80 + panel break) [80]
SummonBlack2 (200) [280]
Binder1 (4 x 60) [520]
Binder1 (4 x 60) [760]
Binder2 (4 x 80) [1080]
AirStorm1 (3 x 50) [1230]
Deuce (3 x 10) [1260]
Fifteen (3 x 10) (Buff: +37) [1297]
Not Cheaping out with the random...
ElecShock (80 + panel break) [80]
SummonBlack2 (200) [280]
Remotebit1 (80 + object) [360]
N.O.Beam1 (200) [560]
Magnum (120) [680]
AirStorm1 (3 x 50) [830]
Deuce (3 x 10) [860]
Fifteen (3 x 10) (Buff: +37) [927]
((Also, Airstorm can hit the same target multiple times. DashAttack and Wideswords do not.))
last edited by
At my current ability before the upgrades I want.
1. Fourteen Cannon shots
Turn 1
Passive 1-Hit Shield.
150 HP
Turn 2
Passive: 1-Hit Shield from Turn 1. [Cannon x1]
Passive: 1-Hit Shield from Turn 2. [Cannon x1]
-120 HP [Cannon x3]
-30 HP + Undershirt [Cannon x1]
Active: First Aid (+60 HP)
-40 HP [Cannon x1]
-21 HP + Undershirt [Cannon x1]
Passive: 15 HP heal.
Battlechip: Guard1 [Cannon x1]
Battlechip: Guard1 [Cannon x1]
Turn 3
Passive: 1-Hit Shield from Turn 3. [Cannon x1]
-16 HP + Undershirt [Cannon x1]
Passive: 15 HP heal.
-16 HP + Undershirt [Cannon x1]
-1 HP [Cannon x1]
2. 1) ShockWave (?), 2) ShockWave (?), 3) PhoenixShot/WideShot (3), 4) WideShot (3). I would delete approx. 6-? depending on how many enemies I kill with each ShockWave.
3. If all perfect strikes: 1) DoubleNeedle (100), 2) DoubleNeedle (100), 3) Sword (80), 4) Sword (80). I can do about 360 damage in one turn if everything hits.
1. Fourteen Cannon shots
Turn 1
Passive 1-Hit Shield.
150 HP
Turn 2
Passive: 1-Hit Shield from Turn 1. [Cannon x1]
Passive: 1-Hit Shield from Turn 2. [Cannon x1]
-120 HP [Cannon x3]
-30 HP + Undershirt [Cannon x1]
Active: First Aid (+60 HP)
-40 HP [Cannon x1]
-21 HP + Undershirt [Cannon x1]
Passive: 15 HP heal.
Battlechip: Guard1 [Cannon x1]
Battlechip: Guard1 [Cannon x1]
Turn 3
Passive: 1-Hit Shield from Turn 3. [Cannon x1]
-16 HP + Undershirt [Cannon x1]
Passive: 15 HP heal.
-16 HP + Undershirt [Cannon x1]
-1 HP [Cannon x1]
2. 1) ShockWave (?), 2) ShockWave (?), 3) PhoenixShot/WideShot (3), 4) WideShot (3). I would delete approx. 6-? depending on how many enemies I kill with each ShockWave.
3. If all perfect strikes: 1) DoubleNeedle (100), 2) DoubleNeedle (100), 3) Sword (80), 4) Sword (80). I can do about 360 damage in one turn if everything hits.
last edited by
For all of these, I'm assuming that I can switch out chips for each of these, to give myself the best possible situations.
- 1 -
Turn Beforehand:
- IronShield (2 hits)
- CurseShield (1 hit)
Turn 1:
- Shields take hits (3 hits)
- Guard3 (1 hit)
- Yo-Yo1 block (1 hit)
- Yo-Yo1 block (1 hit)
- 4 Cannon shots (-160 HP)
Turn 2:
- 6 Cannon shots (-240 HP, UnderShirt triggered)
- 1 Cannon shot (EJO)
So, if everything happened perfectly, 17. Not bad considering how few defenses I have.
- 2 -
(tosses Vortex to an unoccupied area)
(watches Mettaur get crushed under the weight of their own helmets)
Next!
- 3 -
0-Reserve Tanks (2 passive buster charges)
1-Water Splash charge attack (200)
2-AquaDragon (165)
3-MachineGun2 (50x9=450)
4-Punch self in shin (-1 to SplashMan)
5-NumberBall1 (99x3=297)
6-Aqua Ram sig attack (130)
Total: 1242
- 1 -
Turn Beforehand:
- IronShield (2 hits)
- CurseShield (1 hit)
Turn 1:
- Shields take hits (3 hits)
- Guard3 (1 hit)
- Yo-Yo1 block (1 hit)
- Yo-Yo1 block (1 hit)
- 4 Cannon shots (-160 HP)
Turn 2:
- 6 Cannon shots (-240 HP, UnderShirt triggered)
- 1 Cannon shot (EJO)
So, if everything happened perfectly, 17. Not bad considering how few defenses I have.
- 2 -
(tosses Vortex to an unoccupied area)
(watches Mettaur get crushed under the weight of their own helmets)
Next!
- 3 -
0-Reserve Tanks (2 passive buster charges)
1-Water Splash charge attack (200)
2-AquaDragon (165)
3-MachineGun2 (50x9=450)
4-Punch self in shin (-1 to SplashMan)
5-NumberBall1 (99x3=297)
6-Aqua Ram sig attack (130)
Total: 1242
last edited by
1. Let's assume I have the following: Tongue Depressing Barrier and Shield. Together they would remove 2 Cannons... following that... 6 more as well as one more for the kill. In total, DNR would stand with 10 Cannons maximum.
2. Katana, Firetower, FireBomb2, Boomerang... At the lowest? Eight Metools... but The Firebomb can take three more out... so 11 at minimum... ideally...
3.
Actions
1. Reflex Hammer (110 + 20)
2. Fire Tower (100)
3. Firebomb (110)
4. MistConv (100)
All in all... carry the five... 440. Wow. I'm so bad XD
2. Katana, Firetower, FireBomb2, Boomerang... At the lowest? Eight Metools... but The Firebomb can take three more out... so 11 at minimum... ideally...
3.
Actions
1. Reflex Hammer (110 + 20)
2. Fire Tower (100)
3. Firebomb (110)
4. MistConv (100)
All in all... carry the five... 440. Wow. I'm so bad XD
last edited by
1. - Previous Turn -
Set up IceCube and CountBomb
- Turn 1 -
3 hits = IceCube deletion
2 hits = CountBomb deletion
4 hits = 80/80 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora [HP: 80/16]
1 hit = 20/20 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora, Heal 45 @ Eternalis [HP: 105/16]
- Turn 2 -
1 hit = 20/20 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora [HP: 85/16]
1 hit = 20/20 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora [HP: 65/16]
1 hit = 20/20 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora [HP: 45/16]
1 hit = 20/20 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora [HP: 25/16]
1 hit = 20/20 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora [HP: 5/16]
1 hit = 20/20 to Eternalis/Aurora (Undershirt/SC trigger)
1 hit = 40 to Sparky (Sparky EJO)
1 hit = 40 to Aurora (Aurora EJO)
1 hit = 40 to Eternalis (Eternalis EJO)
Total Hits: 19
2. (Previous turn usage of ice terrain)
Aurora's normal attack + Zapring = 2 Metools (x2 Ice terrain)
Sparky's normal attack + Afterburner = 1 Metool (x2 Ice terrain)
HeatDragon = 25% of the field, 5 Metools
WaterLine1 = Line, 5+ Metools
DashAttack = 5 Metools
WideShot1 x2 = 6 Metools
Grand total = 22+ Metools
3.
- Previous Turn -
[1] Desolation = Ice terrain
- Aurora -
[1] MagBolt = (90+15)*2Ice = 230
[2] Normal Attack = 20*2Ice = 40
- Sparky -
[1] Normal Attack = 10*2Ice = 20
[2] Afterburner Normal Attack = 10*2Ice = 20
- Eternalis -
[1] HeatDragon = 150, Lava terrain
[2] WaterLine1 = (80+20)*2Lava = 200
[3] LavaSeed = 10, Lava terrain
[4] WideShot1 = (60+20)*2Lava = 160
[5] WindRacket = 100
Grand Total: 930
Set up IceCube and CountBomb
- Turn 1 -
3 hits = IceCube deletion
2 hits = CountBomb deletion
4 hits = 80/80 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora [HP: 80/16]
1 hit = 20/20 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora, Heal 45 @ Eternalis [HP: 105/16]
- Turn 2 -
1 hit = 20/20 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora [HP: 85/16]
1 hit = 20/20 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora [HP: 65/16]
1 hit = 20/20 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora [HP: 45/16]
1 hit = 20/20 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora [HP: 25/16]
1 hit = 20/20 to Eternalis/Aurora (Aurora SC trigger)
Heal 15 @ Aurora [HP: 5/16]
1 hit = 20/20 to Eternalis/Aurora (Undershirt/SC trigger)
1 hit = 40 to Sparky (Sparky EJO)
1 hit = 40 to Aurora (Aurora EJO)
1 hit = 40 to Eternalis (Eternalis EJO)
Total Hits: 19
2. (Previous turn usage of ice terrain)
Aurora's normal attack + Zapring = 2 Metools (x2 Ice terrain)
Sparky's normal attack + Afterburner = 1 Metool (x2 Ice terrain)
HeatDragon = 25% of the field, 5 Metools
WaterLine1 = Line, 5+ Metools
DashAttack = 5 Metools
WideShot1 x2 = 6 Metools
Grand total = 22+ Metools
3.
- Previous Turn -
[1] Desolation = Ice terrain
- Aurora -
[1] MagBolt = (90+15)*2Ice = 230
[2] Normal Attack = 20*2Ice = 40
- Sparky -
[1] Normal Attack = 10*2Ice = 20
[2] Afterburner Normal Attack = 10*2Ice = 20
- Eternalis -
[1] HeatDragon = 150, Lava terrain
[2] WaterLine1 = (80+20)*2Lava = 200
[3] LavaSeed = 10, Lava terrain
[4] WideShot1 = (60+20)*2Lava = 160
[5] WindRacket = 100
Grand Total: 930