Spider & Dragon

As Sylk noticed that once more the tree managed to survive a brutal beating, she couldn't help but wonder if it was the disgusting terrain at fault. It seemed to be creating so much of it there had to be some kind of benefit right? As she tried to figure out the best course of action the spider saw DruidMan trapped among the branches of the tree and instinctively moved to distract it. If it was always so caught up in controlling the battlefield, maybe she could overwhelm it in order to confused or slow it down.

As Sylk had another Decoy run distraction an interference, the spider quickly spread her webs influence out all around the tree again. The threads weaved their way into the trees domain, aiming to trip up it's branches and wipe out the disgusting corrupted growth it was causing. Of course she couldn't stop there. Sylk continued to prepare and keep control the field. If the tree tried to fight back for mastery of the terrain she was going to keep attacking with her webs for as long as she could hold out.

Sylk knew she wouldn't get anywhere just trying to fight a battle of territory, however. She had to hit it hard while it's attention was diverted. In one of her free hands, the spider had called forth a Littleboiler and with a heave Sylk chucked it near the tree to get it within blast radius for when she set it off.

it was around this point when Sylk realized that DruidMan may have had a similar idea as her, hearing his voice call out with a plan. " Alright, you keep distracting it and I'm going to hit it with everything I have then!" A devilish grin formed on her lips as her actions switched to a full offensive.

As DruidMan activated his Rampant Growth, Sylk opted to capitalize on the terrain by equipping herself with the trusty Magnum2. She took aim at the tree and fired the fired the first volley straight into it's main body. Shortly after a second shot rang out veering just off to the side. Her target this time was the LittleBoiler. The wooden kettle was sure to heat up quickly from the attack and the resulting explosion was sure to be impressive, Sylk mused.

It would still take a bit of time for the ticking time bomb of an attack to go off, so Sylk could only keep hammering the Tree with as much force as possible. She had no chance of dragging the tree to her with her AirStorm but it's powerful tornados were all she needed as they merged together into one big storm converging on the tree itself.

As the storm grew and raged, the sky itself seemed to grow dark as the spider raised a clawed hand into the air. A rumbling could be heard, followed by a few flashes of light. A crackle. A boom! From within the storm a bolt of electricity crashed down upon the tree, followed by 4 more tiny consecutive bolts all directed towards the tree itself by sylks metallic webs. Even if it was assisted, Sylk was going to prove that lightning could strike more than once.

Now all that was left was to wait for the LittleBoiler to finish the tree off, if it survived.

summary:


Active:
AntiWoodDamage: Trap((Negate Attack) Then (200)): Damaging Wood Element Attack
Accuracy: A
Description: Negates one Wood-element attack and counters with a stone spire.
Duration: One Attack
Element: Wood
Special: (Trap(Effect): Trigger): Trap effects are sprung when Trigger conditions are met. Traps do not trigger and cannot be triggered by other Traps. Traps are negated on contact by the Nullify effect, and do not trigger against attacks that include the Nullify effect. Traps do not trigger against Allies. Only one Trap may be set by an individual at a time, and setting a second will overwrite the first regardless of type. Traps remain in place until triggered, overwritten, or destroyed.
: Trap((Negate Attack) Then (200)): Damaging Wood Element Attack (Acc: A)

Passives:
Spider Reflexes 1 (dodge passive)
Spider Reflexes 2 (dodge passive)
Web Domain (Accuracy Enhancement)
Exoskeleton - (Passive hard body)

Active Subtype ability: Decoy
passive subtype ability: Assassin: The first attack against an enemy whose last attack wasn't against you deals 20% bonus damage. This ability can trigger again if the enemy performs another attack that does not target you.

1) No Escape! - (Large Area terrain change - Magnet, 1 TCD) @ Twisted-Heart, the Blood Root
2) Electric Network - (Large Area terrain change - Metal, 1 TCD) @ Twisted-Heart, the Blood Root; held for If terrain is changed.
3) LittleBoiler2HP: 1
Properties: Light
Object Damage: (130 Aqua + Damage Absorbed) + Blast 3
Damage Method: Throw, Knockback, Microburst, Telekinesis, Gust
Attack Damage: (130 Aqua + Damage Absorbed) + Blast 3
Accuracy: E (thrown) / B (trigger)
Description: Throws a boiling kettle 3 panels ahead that boils over when hit once, dealing aqua damage to everything around it without regard to who or what that may be. The damage of the attack that strikes it is added to the blast.
Duration: Until destroyed.
Element: Wood
Special: Time Delay: Upon taking damage, there is a 2 action time delay before the attack triggers.
Special: For the purposes of Elemental Bonuses, this chip is counts as Aqua Element.
: 1HP Light Object: (130 + Damage-Absorb + Blast3 + Delay-Action(2)): On-Hit (Acc: E (thrown) / B (trigger)) @ Twisted-Heart, the Blood Root (nearby, to the side of it)
4) Magnum2Damage: 150 + Break + Panel Break x 3 Targets
Accuracy: A
Description: A triple barreled gun that blasts through defenses and terrain alike. Rare
Duration: Once
Element: Fire
: 150 + Break + Panel Break x 3 Targets (Acc: A) @ Twisted-Heart, the Blood Root, Littleboiler2, anything else that might be around
5) AirStorm3Damage: 70 x3 shots + Variable Targeting
Accuracy: B
Description: Pulls three enemies towards user, than fires three tornadoes at them, may be divided however user wants.
Duration: Once
Element: Null
Special: Variable Targeting: Allows the user to select a target for each individual hit of an attack. This means they may strike the same target multiple times, multiple different targets, or a mix of the two as they wish.
Special: Wind Type: This chip counts as Wind Type for the purposes of Wind triggered effects, such as traps and terrain.
Special: Pull: Brings a target one movement space closer to the source. Use of this effect on anchored objects may move the user instead of the target.
: 70 x3 shots + + Pull Variable Targeting + Wind Type (Acc: B) @ Twisted-Heart, the Blood Root x 3
6) Arsenal2Damage: (60 Elec damage) + (15 Elec damage x 4 hits)
Accuracy: A
Description: Fires a large laser beam encircled by four smaller beams.
Duration: Once
Element: Elec
: (60 Elec damage) + (15 Elec damage x 4 hits) (Acc: A) + elemental bonus @ Twisted-Heart, the Blood Root
The gloom, darkness and freezing cold of a ruined cavern still pressed relentlessly inward no the pair of navis fighting in its heart, but as the icy breeze curled through and the twisted tree before them pulsed with malignant energy, the sapping drain on their strength didn't seem to be getting worse; if anything, their foe had peaked and the pair were beginning to get used to its crushing presence, at least enough to see its weaknesses and put together a more considered plan of attack.

Even as the next wave of mental assault rolled over both of them, washing out from the tree in beats, Sylk spread her webbing and changed the ground beneath their cursed foe to something else. As they both suspected, the tree twisted and arched its trunk, responding immediately with a fresh wave of cursed roots, taking over a large amount of the freshly turned panels until they glowed again with its sickly roots. While DruidMan freed himself from its pinning hold, he was able to push back some of the corruption, though without the strength he might normally be accustomed to. It was enough to break him loose, however, and his counter-offensive caused large chunks of the tree's protective black bark to flake and fall away.

Sylk followed up her first shift with another, this time spreading unyielding metal panels under their target; again, it responded swiftly, though this time the amount of ground it covered with its darkening curse only crept out a small way from its trunk. Perhaps they had found its limit, finally?

As the pair of navis called back and forth, focused on the writhing branches before them, a wet chuckle filtered through the edges of the ruins just to one side. Without warning, two swirling vortices, like they'd seen numerous of already, appeared, spinning within two of the panels nearby; one a short way in front of DruidMan, and the other closer to the tree itself. A Void lurked behind one corner of the ruined courtyard, looking in at them, as though seeking to exploit their distracted, fraught position.

Despite this newcomer threatening to mess with their plans, DruidMan acted next, assaulting the base of the tree with his brandished and now iced-over branch; his power sunk into the ground around, freezing the base of the tree and cracking off more of its bark as frost began to creep upwards, slowly covering the black wood of its trunk. The ice remained, for now, and the tree lurched, emitting low groans and higher pitched howls that could be mistaken for the wind tearing through its spindly branches. This approach seemed to be keeping their target on the back foot, so to speak, although there was a chance that the lack of its other defences had left it acting more defensively for the time being as well; it was hard to be certain. Either way, they had to push the attack, now that they had an opening.

Sylk set up her next attack, leaving the terrain juggling to her ally; It took far more effort than the spider-lady would have liked, to hurl the boiler into place, and her ability to actualise the chip itself seemed severely hampered as she pushed through the layers of built up weakness that it had assailed her with, but it landed nestled neatly within the torn and jagged scar across the tree's trunk. The broken edges of wood make it look almost like a gruesome mouth, which it gnashed and twisted around the little boiler, but it couldn't dislodge the object. Eventually, another patch of cursed ground spread out from beneath the tree, covering the majority of its root base, without spreading much further. There had definitely been along delay that time, however, and DruidMan was already ready to set up the next blow.

This time when DruidMan spread his power to bring fresh life and growth to the decayed courtyard, it met what felt like surprisingly little resistance, rapidly converging around and beneath the tree in a sudden bloom of green grass that displaced the sickening purple glow. It probably wouldn't last to long in the frigid Sharo chill regardless, but it did a surprising amount to lift the feeling of gloomy oppression. With a wrench and a sound like tearing roots the twisted tree seemed to lurch upwards, branches whipping wildly as it flailed; it definitely didn't seem to like that, but for the time being the grass held strong. Long enough at least, for Sylk to light it up with a burning magnum round. Oh well. Her shot blasted into the tree, on round hitting high near its crown and bending the trunk backwards, while the second buried itself directly into the cursed creature's torn 'mouth', igniting the kettle within and setting it whistling. With her third round, Sylk had just enough time and wherewithal to make a shot at the sneaking Void, splattering it against its ruined wall section.

In the moment of distraction, the tree's flailing branches struck with sudden vindictive precision, swatting at the one that had struck it; she tried to duck out of the way, but a thick branch slammed into her, and threw the navi all the way across the courtyard, to the western wall, where she slammed painfully into the broken masonry, dazed and momentarily disoriented. Their main foe seemed to be trying to cover itself with its branches now, a silvery sheen forming over several of them as it crossed them over its trunk; it wasn't the same protective steely coating they'd seen before, but appeared to be something different. Neither navi had much chance to notice it, however, as Druidman sought to move back from the tree, the void appeared just to one side of him, warping in. It looked scorched badly, barely holding itself together, but a bubbling fury accompanied the vindictive sound in its throat as it extended a hand at him. The sudden pulse of force threw DruidMan back, into the nearby vortex. He felt it tugging at his essence briefly, but the navi was still far too strong for it to enact its more dangerous function on. The vortex faded, leaving him only slightly more injured on the ground.

Sylk had managed to pick herself up while her clones ran interference for her, countering back to harass the tree in a more up-front manner while Sylk herself got her bearings. Her focus was still sketchy and the creepings of disorientation and confusion were setting in, but instincts were enough to keep her safe this time; the tree lashed out wildly, the clawed, sharp ends of its branches whipping the courtyard as it fended and sought a foe, each of her clones took a hit for her, giving Sylk enough time to dodge the raking blow that came her way.

She attacked back with a violent wind storm this time, the tornado engulfing the entire trunk of the tree to the sound of shredding wood and cracking boughs. For a moment or two the ancient wood was obscured by the rushing winds, made dense with snow and earth, but amidst the storm, a sudden lance of sharply pointed wood burst out from the centre of the hurricane, aimed directly for Sylk herself. It came at an impossible speed, and heart-stopping accurate, but Sylk managed to twist away at the last second, close enough to feel the thick branch graze across her chest instead of puncturing it.

In the gaps in the stormy winds, the tree looked badly brutalised; its swaying motions were slow and weak, twitchy as its myriad of broken and shattered branches lurched and scrambled, reaching for something to devour. DruidMan had picked himself up, facing down their enemy and ignoring the badly injured Void not far from him. He continued the ground-shifting assault, this time filling the northern end of the courtyard with a broad, deep pool of clear, clean water, with a channel connecting the pool to where he stood in the courtyard's centre. His assault was still weakened, but not by as much as previous; it seemed their foe had truly run out of energy now. Within the storm of winds that Sylk was pressing on it, its bole cracked further and its crown split. Parts of the cavern around them, far away, began to rumble and crack. The tree's strength was failing, and with the amount of its roots that laced the cavern structure they had been travelling through, that might be problematic in a different way, soon.

Desperately flailing branches reached for Druidman, part of the tree had mostly fallen over but it clawed at him with the branches and roots that cold reach. Several of them raked his body and tried to cling, but he found them easy enough to shove away again; a mild drain from each swipe barely affected the druid, and couldn't have given very much back to the tree as a result.

Whatever sustenance it had manged to drain from DruidMan was for nothing in the end as Sylk had one last attack lined up for it, hammering the dark entity's shattered form with a final barrage of electrical energy, striking down from the last remnants of her storm and sundering its remains once and for all.

Just as it seemed like the fight might be over, a shrill shriek from somewhere within the broken wood gave way to ear-splitting explosion of vapour and steam. It wasn't strictly necessary, as the tree itself seemed still, but a small wet squeak told Sylk and DruidMan that it had, at the least, finished off the Void before it could escape.

When the stem cleared, the last of the storm had died away as well, leaving the ruined courtyard surprisingly clear. Where it had originally been a dark and sickly glowing centre, dominated by the black wood of Twisted-Heart, the pair of navis had now left it mostly cleared of debris and damaged ground, as much as they could, and the norther end of the courtyard now held a broad pool of clear water, bordered by a sturdy metal ring, wide enough to walk along. A channel ran to the centre of the courtyard, and though there wasn't any proper light, it certainly gave the setting a more pleasant atmosphere.

Beyond the immediate ruins, however, the sound of rocks falling cold be heard in the distant, and dull rumbles preceded the cracks of shifting stone. The pair had some time to gather their due plunder from the remains of their foe, but it sounded like the cavern probably wouldn't last for too much longer, now that the roots that had crawled theri way through it were dying.

-=Dark Tree=-
ВитаяСердце.КореньКрови (Twisted-Heart, the Blood Root): DELETED

Withered Bluegon2Bluegon2 (Bluegon)

Bluegons do not appear before Battle 6. They are extremely territorial among their own kind, so only one HoleDragon can appear per battle. Because they live among holes, they cannot appear without at least 5% Missing terrain.

Area: Sharo

HP: 290
Primary Attack Damage/Effect: 60 Aqua + Wide Attack
Primary Attack Accuracy: A
Primary Attack Description: Exhales a wide stream of ice breath.
Secondary Attack Damage/Effect: 70 Aqua + Knockback + Ground Attack
Secondary Attack Accuracy: C
Secondary Attack Description: Creates a wave of ice water that crashes into an enemy.
Element: Aqua
Possible Rewards (Per Virus): WaterStream (Rare), IceDragon2 (Rare), Zenny
Special: As this virus is always in a hole, it is immune to all Ground attacks.
Special: While this virus will never leave holes, it may still swerve to avoid attacks.
Special: This virus can use an action to duck inside its hole. This counts as a dodge. It may reemerge from that same hole, or a different hole on the battlefield, as a free action afterward.
: DELETED
Withered Shrimpy2Shrimpy2 (Shrimpy)

Shrimpy viruses are able to move between attacks as a free action, however dodging still costs them an action. They must pause movement to attack. Shrimpy viruses may move over fragile panel types without damaging them, such as moving over Cracked panels without breaking them. Shrimpy viruses cannot be forcibly submerged or smashed through fragile panels, even if thrown. They can submerge of their own free will, however.

Area: Yoka, Beach, Sharo

HP: 180
Attack Damage/Effect: 45 Aqua + Spread 2
Attack Accuracy: A
Attack Description: Bub-V
Element: Aqua
Possible Rewards (Per Virus): Bubble-V, Zenny
Special: ShadowShoes
: DELETED
Withered WallandWalland (Walla)

TwinFangs can actually block attacks. This is very useful to the Walla, as they do not move or dodge once battle begins.

Area: Yoka, Beach, Sharo

HP: 160
Attack Damage/Effect: 60 Null x 2 Targets
Attack Accuracy: A
Attack Description: Opens mouth to launch a pair of steel spikes at the enemy. The spikes can block or deflect incoming attacks, and they cannot strike the same target twice.
Element: None
Possible Rewards (Per Virus): TwinFang2, Zenny
: DELETED
Void: DELETED

-=Determined Gardeners=-
Sylk.Exe: 435Hp [Metal][HardBody][Confusion (fading)]
DruidMan.Exe: 345Hp [Sea][HardBody]
Simurgh: EJO

-=Court of the Fountain=-
35% Metal
  • Cannot be Broken or Cracked except with Geddon/PanelShot, cannot be Burrowed into.
  • Elec attacks: +100% Source Damage.
  • 100 Damage Aqua attacks: Change terrain hit to Cracked.
  • 100 Damage Fire attacks: Change terrain hit to Furnace.
  • PanelShot: Imbue Elec + Break.
[Broad strip around the pool]
35% Sea
  • Fire Elementals lose 10 HP/action standing, 20 HP/action submerged. Other Non-Aqua Elementals lose 5 HP/action submerged. Nullified for Aqua Elementals.
  • Ice attacks: 50% Freeze1 chance, Changes terrain hit to Ice.
  • Terrain changes between Sea and Onsen do not inflict damage upon submerged entities, nor do they eject submerged entities to the surface.
  • Elec attacks: +100% Source Damage.
  • PanelShot: Imbue Aqua.
[Pool in the northern courtyard]
10% Normal
  • No effects.
[Scattered patches central and southern]
10% Cracked
  • Changes to Broken when stepped on, chance to fall in when triggered.
  • Burrow: Change terrain to Broken, Null 50 to burrower.
  • Panel Crack attacks, >100 Damage Break/Impact/Drop attacks: Change terrain hit to Broken.
  • PanelShot: Splash1.
[Scattered patches near the southern side]
10% Missing
  • Permanent bottomless hole.
  • Doubles dodge penalties for bad RP.
  • EJO if you fall in.
[destroyed gap in the north-eastern corner]

-=Battle 5, Victory!=-
DruidMan: 6500z, Shadow2Effect: Shadow
Accuracy: S
Description: Grants the user Shadow. This reduces all incoming non-Slashing attacks to 0 damage, and reduces accuracy on ranged attacks by 20%.
Duration: 2 turns
Element: Null
Trader Rank: C
, 10 BugFrags, Void Bounty +1
Sylk: 6500z (+720z from Pickpocket), PoisonMaskEffect: (2-Hit Shield) + (50 Poison + Miasma(Nova2))
Accuracy: S
Description: Summons a PoisonMask which acts as a 2-Hit Shield. While equipped, the PoisonMask will generate a cloud of poisonous Miasma in a Nova2 area around the user that damages all who draw near, but it will cease producing the Miasma if dropped. Break attacks will instantly destroy the PoisonMask.
Duration: Until destroyed or overwritten.
Element: Null
Special: Poison: Damage is considered Poison, and cannot be Imbued with an Element. Poison damage is dealt on a per-turn basis, and takes effect the turn after the target is struck with it. Poison can be cured with Status Cure.
Special: Miasma(mod): A method of delivering poison damage. This effect generates a damage zone, and bypasses all known forms of defense without exception. The coverage varies, and is denoted by the modifier listed in parenthesis after this effect.
Special: Status Guard: This chip blocks debuffs.
Trader Rank: D
, 10 BugFrags, Bluegon Bounty +1
Both: 18 Mutual FXP (12 Base + 6 For interactions and teamwork)
After a hard fought battle, a deathly shriek echoed into the net as the tree seemingly lost all signs of life remaining in it's sickly branches, causing a sigh of relief to escape Sylk's lips. This fight had given her a lot to think about both in tactics and to the future. An odd feeling had come over her as the battle wound down, as she looked on at the data remnants of the viruses that had fallen victims to the tree; It was disgusting how it controlled them and drained them of their life. It wasn't something the spider normally would have concerned herself with, but she actually kind of felt bad for them.

Maybe it was the act itself, or maybe it was the ragtag band of viruses that she had come to rely on lately in her battles ever since entering this area. Maybe viruses could be more than just fodder? Sylk shook her head at the thought, knowing this wasn't the time to think about something that complicated. it was slowly becoming evident that the cave itself no longer had the tree to keep it stable as the sounds of fallen debris could be heard echoing around the cave.

"Shit, we can't stay here! Druid, let's go!" Sylk called frantically, collecting the remaining data around the field as quickly as she could, before looking for a safe route of passage.
"Whew." Druidman panted as he wiped his brow with the back of his hand. "What a weird tree, man." he started to casually gather up his goodies before he quickly realized something was rumbling in the distance.

"Oh. No way, dude!" he yelled as he shoveled the loot into his bag.

"Yes way, Druidman." Steve replied gravely. "Flee, dipshit, flee!"

"BOGUS." Druidman bluntly responded. "Sylk, back the way we came in, you think?" he asked as he started to jog that way. At least that way had no viruses and would theoretically be more structurally safe without the roots, as there were less and less of them the further from the main cavern. The climb back up the chasm wall might suck, though....
Sylk quickly took a look at the surroundings, but finding nothing of immediate use she nodded in agreement with druid as she made her escape. "If we can get back to the wall my webs should still be intact. We can climb up from there!" She affirmed, hoping that nothing had destroyed her work while she was gone.

With the tree out of action, Sylk hoped that nothing was left to get in their way.

Her breath was notably heavier as she ran, putting most of her energy into striking the corrupted tree down just moments earlier. Even still Sylk tried to keep her composure as best she could, as the navi made their way through the cave. She was anxious to get out of the crumbling surroundings as quickly as possible, and so she pushed herself as hard as she could.
"Webs? Oh, yeah, dude!" Druidman cried as he popped his forehead with the palm of his hand as he jogged along the tunnel. "I forgot you put those there, ha ha!"

As the duo hustled along the tunnel, a noticeable chill began to sweep through them, they were definitely getting closer to the end. "I think it's just around this corner, dudette. I think most of the cavern has finished collapsing, I'm not noticing as much shaking, anyway."

Turning the last bend, and Druidman skidded to an abrupt halt. Large chunks of ice and stone had came loose from the wall, ripping sections of Sylk's web away from the surface, with other chunks straining against it in others. "Whoa! That's seen better days. If not for the web the whole opening might have been sealed, man. Do you think it can hold us to climb out though? Sim's sleeping, I can't have her fly us out."
The feeling of the cold wind against her face gave Sylk a brief moment of relief as she knew they were almost out of this mess. The caves opened up to her and as she looked on at the escape route the spiders heart sank a little, her safety net of sorts in disarray as the wall had begun to crumble.

"Damnit. Ok, ok. We can still make this work." she thought out loud as she looked at the damage. If anything, the webs had kept the debris from blocking thier path.

"We can still climb up, and even use some of the rocks as footholds. In the worst case scenarios I can rebuild and reattach as we climb. It just might be a bit slower.

With a hefty sigh she began to climb her way back up, trying to plan the safest route while tending to the integrity of the web as she went.

"Come on, let's get out of here."
Shrugging, Druidman started to grab hold of the webs. "You got it, dudette." he said, trusting that Sylk's knowledge of her abilities was enough.

He kept mostly to following the path Sylk was taking, watching her carefully as she climbed above him, not wanting to venture into a possibly less structurally sound area and fall, but he was struggling a good deal more than Sylk, possibly due to having half of her appendages. Plus, the occasional rock would shift as he put weight on the surrounding webs, forcing him to alter his path slightly.

By the time Druidman heaved himself over the ledge, Sylk had already been clear for about four days minutes. Druidman was panting and doubled over slightly, the climb had almost been worse than the battles!

Recovering somewhat quickly, Druidman walked over to where Sylk was waiting. "Well, I guess I can add spelunker to my skillset, now, man." he joked with a slight shiver, as now the cold winds were whipping around them. Then he noticed something. "I think there's more icy dragon dudes upwind, Sylk-lady. Want to check it out?"

((Battle 6, if Rai is ready))
Sylk took a moment to relax after reaching the top, a little tired from the climb. She had pushed herself to move on ahead as much as possible, to check the webs strength and make it easier for Druid to climb. As a result she found herself nearing her limits after their already stressful escape of the caves.

After Druid had caught up, his suggestion had almost caused her to wince. She was feeling the effects of today's journey, but she wasn't about to show a moment of weakness around someone else.

"Of course! After all that exercise I could use a cool down battle to end off the day. I hope you're not too tired to keep up." She teased, as she took the lead forward.

((ready for battle 6))
((+4 FXP))

After an arduous climb out and a brief bit of discussion and mild exhaustion, the two navis were greeted by a dazzlingly blue sky above and sunlight as they returned to the open air of Sharo net. The snow storm seemed to have passed by, and could be seen in the distance off to one side, while around them as they moved in search of more targets to hut, the snow was thick and crunchy and deep. The air was still freezing, and the light breeze was icy cold, but the clear skies and the sunlight took something of the edge off it, a little bit. On the whole it was a more pleasant side to the Sharo rogues than they'd recently been encountering.

Following what indicators they could find, they pushed on to an area that eventually revealed a few telling holes in the network floor; a good sign that Sylk's quarry was nearby. The area was a small valley, formed by two hills just ahead of them, and most of the surrounding landscape was thoroughly covered in thick snow. As if on cue, a hostile roar preceded another Bluegon lifting itself from the far break in the network; this one looked older, more grizzled and a layering of frost and rime coated its scales.

In between the hills, the snow shifted as a shell virus opened up again, catching sight of the due, while behind then another mound of snow shook itself off as it responded to the roar, revealing a Snowmed, which yawned.

More obvious a sight were the two pairs of circling sun and moon viruses, one pair one each hill peak ahead of them. It was hard to tell if the odd viruses had noticed them, but the smaller shape of alone pulsebat, flying quite high above the area, seemed like it had. It wasn't all; a darker patch on one of the hills turned out to be another Void, watching them both with the creature's trademark sneaky intelligence.

Before either of them could engage the group of viruses, a motorised whirring and rumbling sound cut across the otherwise still air, in the wake of the Bluegon's single roar. It sounded like old-fashioned war planes on the wing, and a glance upwards to the skies to their right revealed two large machines bearing in on their position.

-=Up For A Fight=-
Bluegon2 EXBluegon2 EX (Bluegon)

Bluegons do not appear before Battle 6. They are extremely territorial among their own kind, so only one HoleDragon can appear per battle. Because they live among holes, they cannot appear without at least 5% Missing terrain.

Area: Sharo

HP: 320
Primary Attack Damage/Effect: 70 Aqua + Wide Attack
Primary Attack Accuracy: A
Primary Attack Description: Exhales a wide stream of ice breath.
Secondary Attack Damage/Effect: 80 Aqua + Knockback + Ground Attack
Secondary Attack Accuracy: C
Secondary Attack Description: Creates a wave of ice water that crashes into an enemy.
Element: Aqua
Possible Rewards (Per Virus): WaterStream (Rare), IceDragon2 (Rare), Zenny
Special: As this virus is always in a hole, it is immune to all Ground attacks.
Special: While this virus will never leave holes, it may still swerve to avoid attacks.
Special: This virus can use an action to duck inside its hole. This counts as a dodge. It may reemerge from that same hole, or a different hole on the battlefield, as a free action afterward.
: 320Hp [Missing][emerging from the far left hole]
SnowmedSnowmed (Snowlo)

A snowman with a top hat, a carrot nose, coal eyes, three coal buttons and monstrously large wooden stumps for arms.

Area: Sharo

HP: 150
Attack Damage/Effect: 50 wood + impact / (25 aqua + small ice terrain) x 3 targets
Attack Accuracy: B / D
Attack Description: Slams fists downwards in a hammerblow. If it misses, 3 clumps of snow will fall from above randomly and turn into ice panels.
Element: Wood
Possible Rewards (Per Virus): Avalanche2, Zenny
Special: If tricked into attacking a cracked / broken / missing panel, it will fall in and convert it into an ice panel. This counts as a deletion.
-- Can use IceStage once.
: 150Hp [Snow][Behind and to the navis' left]
ShellnerdShellnerd (ShellGeek)

Shellgeeks alternate actions between attacking and guarding. These are the only actions Shellgeeks may perform, and the first action of every battle is always guarding. Shellgeeks will not break from this pattern unless forced to by status effects. The secondary attack of Shellgeeks can be used to grant an ally of this virus a free movement, or even to knock an ally out of the path of an oncoming attack.

Area: Yoka, Sharo, Beach, Okuden Valley

HP: 140
Primary Attack Damage/Effects: 20 Null x 2 Spears
Primary Attack Accuracy: B
Primary Attack Description: Fires two spears at one target.
Secondary Attack Damage/Effects: 40 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a star tipped arrow. Can be used on an ally to move them. Causes no damage to allies.
Element: Aqua
Possible Rewards (Per Virus): TripleNeedle, StarArrow2 (Rare), Zenny
Special: Attacks every other action. IronBody when not attacking.
: 140Hp [Snow][Ahead, in the valley between the hills]
PulseBat2 EXPulseBat2 EX (PulseBat)

Area: ACDC, Okuden Valley, Kotobuki Town, Sharo, NetVegas

HP: 200
Attack Damage/Effect: 90 + Seeking
Attack Accuracy: A
Attack Description: Uses a sonic screech to damage its opponents.
Secondary Attack Effect: EchoLocation
Secondary Attack Description: Launches a sonic pulse to reveal hidden or illusory targets.
Element: None
Possible Rewards (Per Virus): Pulsar2, EchoLocation, Zenny.
Special: Airshoes. If PulseBat hits an object, its attack spreads to up to 8 other targets at half damage while dealing full damage to that object. Every other turn, this virus enters High Altitude (dropdown) status and does not attack.
: 200Hp [High Altitude][Directly ahead]
Lunaroid2Lunaroid2 (Lunaroid)

A bluish space rock with a diameter of around two feet, that is always giving off a soft glow. Lunaroid NEVER appears without an accompanying Solarite. Multiple Lunaroid may appear, but there will also be multiple Solarite with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 140
Attack Damage/Effect: 40 Null + Beam Attack
Attack Accuracy: A
Attack Description: Launches lunar energy at a target with laser intensity.
Element: Aqua
Possible Rewards (Per Virus): MoonRay2, Zenny
Special: OmniShoes
Special: Codependent: If its paired Solarite is deleted, it will check for any unpaired Solarite. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: 140Hp [Snow][Top of the right hill]
Solarite2Solarite2 (Solarite)

A reddish space rock with a diameter of around two feet, that is always giving off a soft glow. Solarite NEVER appears without an accompanying Lunaroid. Multiple Solarite may appear, but there will also be multiple Lunaroid with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 140
Attack Damage/Effect: 40 Null + Recover 20 x 3 Targets
Attack Accuracy: A
Attack Description: Launches solar energy at 3 targets. For every non-object target it successfully hits, it heals 20 HP.
Element: Fire
Possible Rewards (Per Virus): SunFlare2, Zenny
Special: OmniShoes
Special: Codependent: If its paired Lunaroid is deleted, it will check for any unpaired Lunaroid. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: 140Hp [Snow][Top of the right hill]
Solarite2 EXSolarite2 EX (Solarite)

A reddish space rock with a diameter of around two feet, that is always giving off a soft glow. Solarite NEVER appears without an accompanying Lunaroid. Multiple Solarite may appear, but there will also be multiple Lunaroid with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 170
Attack Damage/Effect: 50 Null + Recover 25 x 3 Targets
Attack Accuracy: A
Attack Description: Launches solar energy at 3 targets. For every non-object target it successfully hits, it heals 25 HP.
Element: Fire
Possible Rewards (Per Virus): SunFlare2, Zenny
Special: OmniShoes
Special: Codependent: If its paired Lunaroid is deleted, it will check for any unpaired Lunaroid. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: 170Hp [Snow][Top of the left hill]
Lunaroid2 EXLunaroid2 EX (Lunaroid)

A bluish space rock with a diameter of around two feet, that is always giving off a soft glow. Lunaroid NEVER appears without an accompanying Solarite. Multiple Lunaroid may appear, but there will also be multiple Solarite with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 170
Attack Damage/Effect: 50 Null + Beam Attack
Attack Accuracy: A
Attack Description: Launches lunar energy at a target with laser intensity.
Element: Aqua
Possible Rewards (Per Virus): MoonRay2, Zenny
Special: OmniShoes
Special: Codependent: If its paired Solarite is deleted, it will check for any unpaired Solarite. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: 170Hp [Snow][Top of the left hill]
VoidVoid (Null&Void)

Null&Void viruses are extremely dangerous top tier viruses. No player should encounter one until at least battle 6. Null&Void viruses move and dodge at an average rate by walking normally, but they also teleport before and after executing their melee attack. They regenerate half of their HP every action and their vortexes have the ability to instantly destroy objects and EJO or delete victims instantly with Gravity Crush. Their strategy revolves entirely around forcing an enemy into a vortex, and their attack choices will always be something that furthers that goal if possible. If not, they will settle for using objects and the terrain to damage or hinder the enemy. They are intelligent enough to use their abilities to cause a great deal more havoc than the average virus.

Area: Sharo, NAXA

HP: 160
Primary Attack Damage/Effect: Set 2x Panel Trap: (30 Aqua + Gravity Crush 100 + Object Erasure)
Primary Attack Accuracy: E
Primary Attack Description: Automatically creates two whirlpools on the field. Each whirlpool takes up one panel, and remains there until either something moves into it or until the end of the turn, whichever comes first. This attack may only be executed once per turn at the beginning of every turn, and does not require an action on the part of the virus. Whirlpools never appear over Missing Terrain and cannot be summoned on Broken Terrain. Terrain changes have no effect on whirlpools, at all, as they have been known to float in mid air over even Broken Panels once they have been summoned.
Secondary Attack Damage/Effect: (Teleport) then (30 Aqua + Impact + Knockback)
Secondary Attack Accuracy: B
Secondary Attack Description: Teleports next to an enemy or object, and pushes them suddenly. If it is an enemy, they will try to push them into the nearest Whirlpool, or at least towards it. If it is an Object, the virus will push it at the nearest enemy. They teleport back to their starting position after the attack ends.
Tertiary Attack Damage/Effect: 30 Aqua + Piercing + Altitude Change
Tertiary Attack Accuracy: D
Tertiary Attack Description: Generates a gravity ball and throws it in a straight line. The gravity ball travels slowly, but will pass through anything that stands in its path. It also forces enemies in High Altitude and Burrowed/Submerged enemies to ground level, regardless of their position on the field.
Element: Aqua
Possible Rewards (Per Virus): GravityHold2, Vortex (Rare), Zenny
Special: Gravity Crush: Instantly defeats any target with HP at or below the numeric value. Undershirt will not prevent this effect from working. If the target would survive Gravity Crush damage, they instead only take the base Aqua damage.
Special: Object Erasure: Instantly destroys Objects on contact.
Special: Altitude Change: Forces all battle participants out of High Altitude or Submerged status, regardless of whether or not it hits them. This effect cannot be avoided.
Special: Regen(80): This virus regenerates 80 HP per action.
: 160Hp [Ice][Uphill from the navis, on the right]
FighterBomber V4FighterBomber V4 (FighterBomber)

FighterBombers are a combination of FighterPlane, Ratty, and Kabutank viruses. They appear to be a miniature model of an A-10 fighter-bomber that has had the tips of the wings replaced with large ducted fans that it uses to stay airborne with. There are two smaller ducted fans on the tops of the rear wings as well. This virus moves about using thrust from two small jet engines mounted on the upper side of the craft's rear wings. The crazed viral pilot of the FighterPlane virus is present here as well, although the pilot now wears a modern visored fighter pilot's helmet and oxygen mask.

Area: All

HP: 570
Element: Null

Primary Attack Damage/Effect: 20 Null + Spreadfire x 9 shots
Primary Attack Accuracy: D
Primary Attack Description: Strafes the enemy with autocannon fire.

Secondary Attack Damage/Effect: 40 Null + Blast2 x 4 Bombs
Secondary Attack Accuracy: C
Secondary Attack Description: Drops a rack of bombs on a line of targets. The bombs target panels, not enemies. Each bomb must be dropped on a new panel, as the attack is executed while moving only.

Tertiary Attack Damage/Effect: 80 Null + Seeking + Homing + Ground Attack + Blast 3
Tertiary Attack Accuracy: B
Tertiary Attack Description: Drops a ground torpedo to seek out and destroy targets.

Special: OmniShoes
Special: Cornered Panic: When HP drops below half, this virus gains permanent Haste.

Possible Rewards (Per Virus): AirRaid2, TripleBomb, SeekerBomb2, Ratton2, FastGauge, Zenny.
: 570Hp [High Altitude, coming in from the right]
FighterBomber V3FighterBomber V3 (FighterBomber)

FighterBombers are a combination of FighterPlane, Ratty, and Kabutank viruses. They appear to be a miniature model of an A-10 fighter-bomber that has had the tips of the wings replaced with large ducted fans that it uses to stay airborne with. There are two smaller ducted fans on the tops of the rear wings as well. This virus moves about using thrust from two small jet engines mounted on the upper side of the craft's rear wings. The crazed viral pilot of the FighterPlane virus is present here as well, although the pilot now wears a modern visored fighter pilot's helmet and oxygen mask.

Area: All

HP: 460
Element: Null

Primary Attack Damage/Effect: 15 Null + Spreadfire x 9 shots
Primary Attack Accuracy: D
Primary Attack Description: Strafes the enemy with autocannon fire.

Secondary Attack Damage/Effect: 30 Null + Blast2 x 4 Bombs
Secondary Attack Accuracy: C
Secondary Attack Description: Drops a rack of bombs on a line of targets. The bombs target panels, not enemies. Each bomb must be dropped on a new panel, as the attack is executed while moving only.

Tertiary Attack Damage/Effect: 60 Null + Seeking + Homing + Ground Attack + Blast 3
Tertiary Attack Accuracy: B
Tertiary Attack Description: Drops a ground torpedo to seek out and destroy targets.

Special: OmniShoes
Special: Cornered Panic: When HP drops below half, this virus gains permanent Haste.

Possible Rewards (Per Virus): AirRaid2, TripleBomb, SeekerBomb2, Ratton2, FastGauge, Zenny.
: 460Hp [High Altitude, coming in from the right]

-=Back In The Light=-
Sylk.Exe: 435Hp [Snow]
DruidMan.Exe: 345Hp [Snow]

-=Winter Delight?=-
80% Snow
  • Non-Aqua Elementals get -10% Evasion and reduced movement speed.
  • Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
  • PanelShot: Imbue Aqua + Freeze1.
[Majority; thick and deep]
10% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.
[Scattered patches]
10% Missing
  • Permanent bottomless hole.
  • Doubles dodge penalties for bad RP.
  • EJO if you fall in.
[Two small gaps, one close by, to the navis' left, one further back on the left]

-=Battle 6, Start!=-
"Well, bogus, we've got ourselves an airstrike, I guess." Druidman said with a shrug.

"Druidman, only you could make something so serious sound like it's a trip to the dentist or something. Way to undersell it." Steve replied. "What do you think? Take out the small fry first? Or their aerial support?"

"Let's worry about the supports, man." Druidman decided, rubbing his chin. "I don't dig the idea of trying to wade through this snow dodging bullets, dude. I'm gonna speed things up a little, send me some good long range chips, dude." and he began to rush out a chant, howling "AGELESS TIME FORCE!!!" into the bitter winds. Immediately, it seemed like things around him slowed down a bit, giving him better reaction time.

Druidman brought his gauntlet to bear as he called over to his companion. "Sylk-lady, I'm gonna try to knock these dudes out of the sky, you fry 'em up with whatever else is down here!" While Druidman was confident in his abilities, he wasn't foolish enough to think that he could do this without Sylk's formidable assistance. A trio of rockets spiraled upwards towards the incoming aircraft.

Druidman then pulled free his scimitar from it's bonding, and brought it in front of his chest, forcing the next chip into it, making it wobble and vibrate wildly as it's steel began to lose cohesion. with a looping swing of his arm, the metal slopped around in great chunks upwards and outward like a thin silver lasso, raining a gooey metallic mess downwards.

"Huh, this one is new." Druidman commented as the next chip formed a stave in his hand. "Do I throw this or what?" he asked.

"Uh, I guess point it upwards, it's supposed to shoot on it's own, I think." Steve replied dubiously. He must have grabbed that one by mistake.

Shrugging, Druidman pointed the head of the staff upwards to the lead plane. "Hope this works, man!"

As the meteor blasted outwards from end of the staff to careen back down to the enemy, the violent kickback of the improper usage of the object flung the base of the staff down into the ground... through the outer folds of Druidman's armor, pinning him down on his back.

"Shit, dude!" Druidman cried. "I'm stuck! This thing won't budge!" he gave a somewhat useless shake to the staff. "And it's cold."

"Dammit!" Steve slammed his fist on his desk. "Get out of there, Druidman!" he swept through his pile of chips, "Here, this should get rid of that thing." he said.

Dark energy coursed through Druidman's hands, forming a blob of darkness in his palm. One touch would destroy anything with a weak will, including the inanimate staff. "That seems like such a waste, though, man." Druidman complained. "I'd rather do... THIS!" he shouted as he lobbed the ball up and away from himself. "Hopefully that will his something useful. Heads up, Sylk!" he called. He still had a decent view of the valley they were in.



*.)Resolute Steel Force: Passive Hardbody
1.)Ageless Time Force: Haste+Accuracy Enhancement to DruidMan
2.) Magnum1Damage: 120 + Break + Panel Break x 3 Targets
Accuracy: A
Description: A triple barreled gun that blasts through defenses and terrain alike. Rare
Duration: Once
Element: Fire
: 120 + Break + Panel Break x 3 Targets (Acc: A) to FighterBomberV4/FighterBomberV3/Snowmed.
3.) MetaGel2Damage: 130 + Slow + Drop Attack x 3 Targets
Accuracy: B
Description: Summons three Metagels to drop down on three different opponents. Causes Slow on contact.
Duration: Once
Element: Aqua
Special: Drop Attack: This attack originates above the battlefield, and falls to the ground. It gains one rank of accuracy against High Altitude targets.
: 130 + Slow + Drop Attack x 3 Targets (Acc: B) to Solarite2/Solarite2EX/FighterBomberV4.
4.) ShotMeteorHP: 100
Properties: Anchored
Object damage: 10 Fire
Damage method: Telekinesis
Attack Damage: 100 Fire + Blast 2 + Drop Attack
Accuracy: A
Description: SSummons a staff that floats in place. Drops an explosive meteor that's very easy to aim for 3 turns.
Duration: 3 turns or Until destroyed
Element: Fire
Special: Drop Attack: This attack originates above the battlefield, and falls to the ground. It gains one rank of accuracy against High Altitude targets.
: 100HP Anchored Object, 3-Turn: 100 + Blast2 + Drop Attack (Acc: A): Meteor attack to FighterBomberV4.
5.)Get stuck/anchored by ShotMeteor.
6.) VortexDamage: 10 + Blast 1 + Gravity Crush 200 + Object Erasure
Accuracy: C
Description: Throws a gravity bomb that crushes weak enemies, and deals a small amount of damage to stronger enemies. Rare
Duration: Once
Element: Aqua
Special: Gravity Crush: Instantly defeats any target with HP at or below the numeric value. Undershirt will not prevent this effect from working. If the target would survive Gravity Crush damage, they instead only take the base 10 Aqua damage.
Special: Object Erasure: Instantly destroys Objects on contact.
: 10 + Blast 1 + Gravity Crush 200 + Object Erasure (Acc: C) to Void.
"This shouldn't be a problem for you, right Sylk?"

"Adrian, darling, do you even need to ask?" She grinned as she tallied up each virus that had dared to cross her path. "These numbers are hardly enough to stop me. let's go, shall we Druid?"

With a snap of her fingers, the spiders familiar "aura" formed itself around her body as she began to plot and scheme the best methods for dealing with 11 foes in an instant. A twisted smile appeared on her lips as a devilish plan had formed in her head, one which she felt the need might warrant a warning to her partner.

"Druid, dear, I suggest you slowly count to 10 and then hang on for dear life. This are going to get messy. if you'd be so kind Adrian?" As her words trailed off the spider summoned her usual clone, a look of eagerness on it's face as it rushed forward into the fray to distract Sylk's enemies for a brief time.

A request of plans popped up on the PET and Adrian felt no need to go against it. With a flick of the spiders hands the first chip formed onto the battlefield in front of her, followed by the spider taking two quick leaps back to create some distance.
" 1... 2... 3..."

The spider began to count off out loud as another chip was summoned into one of her free hands, a oddly large kettle taking form as she launched it a few panels ahead near the BoyBomb3. "4" As the kettle landed in place, Sylk's eyes darted around for a moment as if to search for something. She grinned once more as a series of webs began to weave and twist into metallic spikes around her.
"5"

The spikes began to glow with heat as the first was fired into the kettle itself.

"6"

Another creaked and groaned before being launched towards one of the FighterBombers.

"7"

The last one shot forth at a second bomber swiftly, as the spider wasted little time in moving to her next attack.

"8"

Webs began to scatter and weave all across the battle field as her fingers on each hand began to dance and sway, tugging various strings and bending them to her will.

"9" The excitement her her voice as she spoke the number could clearly be heard. She was anticipating this.

The webs spread to cover not only the area around her two objects, but spread themselves out to try and catch every living virus in the area she could sink her scheming claws into. She of course had made herself just out of range, and with a quick glance over to druidman's fumbling about, she was certain he would be safe as well. Her finger's curled as if grabbing the air, as she pulled each of her hands down tightening her web. An eletro-magnetic pulse filled the area, aiming to yank anything caught within to the center of the map where they would collide with her two ticking time bombs, ready to explode.

"10!" She exclaimed with glee, ready to watch her plan (and her enemies) come together. With a satisfied whistle, she called forth a draconic pet to her aid. "My lovely pet, would you mind cleaning up any remaining stragglers~" She chimed with a smile.

The dragon let out a roar of agreement as it went to work.

summary

Passive: Assassin: The first attack against an enemy whose last attack wasn't against you deals 20% bonus damage. This ability can trigger again if the enemy performs another attack that does not target you.

Ability: Clone Technique: As a free action, create a Decoy of yourself. (Once Per Turn)

Passives:

Web Domain (Accuracy Enhancement)
Exoskeleton - (Passive hard body)

1) Scuttlest Barrier - (200 hp Planar Barrier - 5 TCD)
Decoy: Move to center of area, draw attention
2) BoyBomb3HP: 100
Properties: Normal
Object Damage: 280 + Blast3
Damage Method: Throw, Knockback, Microburst, Pull, Gravity, Telekinesis
Attack Damage: 280 + Blast3
Accuracy: Not Applicable
Description: Creates a BoyBomb3 on the field directly before you. The bomb may be pushed around until the end of the turn. The bomb will explode at the beginning of the following turn, dealing extremely heavy damage to anything nearby. Be somewhere else when that happens....
Duration: Until destroyed or the beginning of next turn.
Element: Null
Special: If enough damage is dealt to this object to destroy it, it will immediately explode instead.
Trader Rank: B

Spider Reflexes 1(dodge passive)
Spider Reflexes 2(dodge passive)
3) LittleBoiler2HP: 1
Properties: Light
Object Damage: (130 Aqua + Damage Absorbed) + Blast 3
Damage Method: Throw, Knockback, Microburst, Telekinesis, Gust
Attack Damage: (130 Aqua + Damage Absorbed) + Blast 3
Accuracy: E (thrown) / B (trigger)
Description: Throws a boiling kettle 3 panels ahead that boils over when hit once, dealing aqua damage to everything around it without regard to who or what that may be. The damage of the attack that strikes it is added to the blast.
Duration: Until destroyed.
Element: Wood
Special: Time Delay: Upon taking damage, there is a 2 action time delay before the attack triggers.
Special: For the purposes of Elemental Bonuses, this chip is counts as Aqua Element.
: 1HP Light Object: (130 + Damage-Absorb + Blast3 + Delay-Action(2)): On-Hit (Acc: E (thrown) / B (trigger))
4) Magnum2Damage: 150 + Break + Panel Break x 3 Targets
Accuracy: A
Description: A triple barreled gun that blasts through defenses and terrain alike. Rare
Duration: Once
Element: Fire
: 150 + Break + Panel Break x 3 Targets (Acc: A) @ LittleBoiler2, FighterBomberV4+5
5) Gravity Web - (Blast4 + Gravity - 4 TCD) @ Littleboiler2, Boybomb3 + as many enemies as possible, placed
out of range of sylk
6) IceDragon2Damage: 220 + Freeze + Homing x 3 Targets
Accuracy: B
Description: Summons a Bluegon from broken or missing terrain to breathe frost on up to three enemies, solidifying them with cold. Rare
Duration: Once
Element: Aqua
Special: Ice Type: This chip counts as Ice Type for the purposes of potentially freezing targets on Aqua Element Terrain or environments, as applicable.
Trader Rank: B
@ remaining 3 highest hp enemies
As the surrounded duo quickly exchanged plan ideas, a set of dark, swirling vortexes appeared on either side of their position, courtesy of the Void on the hill. It seemed to be trying to pen them in from running up either of the hills. A moment later, the Shellnerd clamped itself closed tight and Sylk had just enough time to throw up her defensive barrier before the two bombers wheeled in and began to roar up the length of the valley over their heads. Sylk's decoy rushed out to meet them, but the planes seemed intent on carpet-bombing the entire length of the valley anyway, dropping a series of explosives from their undersides as they flew past.

The twin lines of explosives made a scatter-pattern of large, overlapping bursts; the Shellnerd was caught in the blast, but its closed shell kept it safe from harm. Sylk managed to evade the blast ranges of both attack runs, though DruidMan wasn't quite as fortunate; one of the blasts just managed to clip him right as he augmented his own reaction times. At least her was better prepared to deal with the next set.

From atop one hill, the more advanced Solarite twisted and wove around behind its Lunarite partner, while the stationary moon glowed with a pale, silvery light, and directed a beam towards the spider woman down in the valley. Sylk was focused on her own plan, setting up her bomb; the laser beam thudded into her barrier, but didn't manage to damage it too badly.

As she worked on the steps of her plan, Sylk did have enough time to see the crusty-looking Bluegon rear back and blow a stream of ice towards herself and DruidMan. Sylk managed to dodge, but DruidMan took the brunt of the heavy ice blast. His rock hard body was able to shrug much of the damage off, but he found himself freezing up as the overwhelming ice and rime covered his limbs. Just as Sylk dodged away, the sound of a wet chuckle beside her drew her attention. The Void had teleported up close, putting her between it and the vortex it had summoned before. Its hand was extended to cause another one of its familiar shoving pulses, but Sylk was still moving a little more than the virus had anticipated, and she heard the thump of water shoot past without striking her directly. The void let out a brief grumbling sound of irritation, before warping back to the top of the hill once more.

DruidMan, meanwhile, had begun trying to take down the bombers overhead, as they arced a loop and began coming back for a second run. Briefly thrown off by the previous attack, his first shot went wide, though the second connected firmly with the slightly smaller bomber plane. The third shot was more than enough to annihilate the frost Snowmed before it could begin attacking them.

In the gap betwen the two planes going over, the lone Pulsebat swooped down and emitted a hammering shriek of noise that echoed through the valley. Most of the sound wave was directed at Sylk; it seemed to have taken issue with her earlier deception. Even so, the shuddering sound waves rippled across her barrier, and though its strength was further depleted, the defence held for now.

Across on the other hill, the second pair of sun and moon viruses also rotated, leaving the sun to slide around smoothly while the moon attacked. This one, however, seemed to take interest in the new weapon that Sylk had planted, and shot for the massive bomb resting in the middle of the valley floor now. The laser damaged it badly, but the explosive itself still seemed to be in working condition after the shot faded away. Sylk, meanwhile, added to the pile of ordinance with a boiler; it settled just behind the larger explosive, on the far side of it to Sylk and DruidMan, another piece in the spider's plan.

DruidMan, meanwhile, continued with the more direct assaults, aiming to strike the two sun viruses and the bomber flying above. Ill luck saw the two sun viruses successfully sliding away from his attacks as they evaded, though the bomber plane took a solid hit, wavering in the air briefly as it tried to straighten up for its second bombing run.

It came in first, ahead of the smaller bomber, dropping another series of four bombs. Despite the damage to its body, each bomb landed accurately enough to strike DruidMan and Sylk once each; these weren't too bad, really... they still hadn't managed to get through Sylk's barrier, and DruidMan wasn't really feeling the blasts too badly anyway. Then, the third bomb landed before Sylk's Boybomb, and the valley shook.

One small explosion, followed by a far more terrible roar. The hapless Pulsebat was destroyed in the tremendous explosion, while the Bluegon, just at the edges of the blast was thrown roughly back against the edge of its hole looking badly hurt. Unfortunately, DridMan and Sylk were still within range of the explosive, before Sylk could pull it further away from them – Sylk's barrier finally collapsed, though the spider lady herself escaped harm. DruidMan had no defence measures except his own sturdy resilience, but this blast still stung, and badly.

The second fighter was coming in already, but the other thing that happened was that the kettle, sitting just beyond the crater where the Boybomb had been, was starting to whistle furiously now. In the aftermath, DruidMan's meteor staff was able to launch another attack at the advanced bomber, striking it again; the craft was sustaining some damage now, but it continued, beginning to circle at the end of the valley. The second bomber ran through the path, dropping its own carpet of explosives on the pair; this one managed to miss DruidMan, though one bomb damaged his staff partially, but Sylk was too focused on taking her next shot that she didn't manage to avoid this round of bombs. It was only a scuff anyway.

As Sylk prepared to return fire, the Void warped close to her again, ready to try once more, but it had only just appeared when one of the vicious spikes skewered it with precision. The other two shots struck true as well, and it seemed as though both bombers were heavily damaged now. They began to adopt evasive manoeuvres instead, arcing left and right.

Up on the hills, to either side, the sun and moon viruses swapped roles, wih the twin suns now holding still and flickering brighter, while the moons started to orbit them. One sun released beams of fire into the valley, striking DruidMan's staff, and Sylk, but narrowly missing DruidMan himself as his own summon accidentally pinned him to the valley floor. The other sun seemed to be taking longer to build up heat, and while it did, the almost forgotten Shellnerd opened its shell and launched a pair of darts down the valley at the nearest target. Sylk took the two bolts without too much trouble; her hardened exoskeleton made their scratches almost nothing.

Further off, the Bluegon ducked down into its hole, fearful of the boiler's increasing pitch, but in that moment, Sylk struck with her carefully constructed magnetic webs. In an instant, the two sun viruses were yanked roughly away from their partners, who seemed to evade the webbing, and were pulled into the valley centre, along with the hapless Shellnerd, and the whistling boiler. The Bluegon was pulled back up out of its hole with an uncomfortable roar, and while it wasn't pulled all the way out, its body slumped to the snow in a line from the hole, leaving its snout mere inches away from where the volatile boiler landed. The dragon had about a quarter of a second to see this, before second brutal explosion rocked the valley, even larger than the first.

Senses ringing, Sylk and DruidMan were both far enough away from the centre of the blast to only witness it; certainly no viruses that were caught in the detonation remained. Up above, on the hills, the two Lunarite's began to glow a violently bright silver, twisting in places and circling on themselves in erratic, jerky motions, all sense of grace and calm gone. DruidMan lobbed one more attack as he got his senses back from the deafening explosion, but it didn't seem to end up anywhere productive. Sylk, meanwhile, directed her own dragon after the remaining viruses.

It was quick to send one frosty breath to clam down the more advanced lunar virus, destroying it, while it saved the other two for the bomber viruses. The two planes had made a loop, circling to come back at the valley cross-wise instead of up its length now, and they moved with a more evasive, rapid speed, but the ice dragon's shots were still able to track with them; one finally destroyed the smaller of the two bombers, and though the other was evaded with a rolling twist, it continued to chase the plane afterwards.

-=Up For A Fight=-
Bluegon2 EXBluegon2 EX (Bluegon)

Bluegons do not appear before Battle 6. They are extremely territorial among their own kind, so only one HoleDragon can appear per battle. Because they live among holes, they cannot appear without at least 5% Missing terrain.

Area: Sharo

HP: 320
Primary Attack Damage/Effect: 70 Aqua + Wide Attack
Primary Attack Accuracy: A
Primary Attack Description: Exhales a wide stream of ice breath.
Secondary Attack Damage/Effect: 80 Aqua + Knockback + Ground Attack
Secondary Attack Accuracy: C
Secondary Attack Description: Creates a wave of ice water that crashes into an enemy.
Element: Aqua
Possible Rewards (Per Virus): WaterStream (Rare), IceDragon2 (Rare), Zenny
Special: As this virus is always in a hole, it is immune to all Ground attacks.
Special: While this virus will never leave holes, it may still swerve to avoid attacks.
Special: This virus can use an action to duck inside its hole. This counts as a dodge. It may reemerge from that same hole, or a different hole on the battlefield, as a free action afterward.
: DELETED
SnowmedSnowmed (Snowlo)

A snowman with a top hat, a carrot nose, coal eyes, three coal buttons and monstrously large wooden stumps for arms.

Area: Sharo

HP: 150
Attack Damage/Effect: 50 wood + impact / (25 aqua + small ice terrain) x 3 targets
Attack Accuracy: B / D
Attack Description: Slams fists downwards in a hammerblow. If it misses, 3 clumps of snow will fall from above randomly and turn into ice panels.
Element: Wood
Possible Rewards (Per Virus): Avalanche2, Zenny
Special: If tricked into attacking a cracked / broken / missing panel, it will fall in and convert it into an ice panel. This counts as a deletion.
-- Can use IceStage once.
: DELETED
ShellnerdShellnerd (ShellGeek)

Shellgeeks alternate actions between attacking and guarding. These are the only actions Shellgeeks may perform, and the first action of every battle is always guarding. Shellgeeks will not break from this pattern unless forced to by status effects. The secondary attack of Shellgeeks can be used to grant an ally of this virus a free movement, or even to knock an ally out of the path of an oncoming attack.

Area: Yoka, Sharo, Beach, Okuden Valley

HP: 140
Primary Attack Damage/Effects: 20 Null x 2 Spears
Primary Attack Accuracy: B
Primary Attack Description: Fires two spears at one target.
Secondary Attack Damage/Effects: 40 Null
Secondary Attack Accuracy: B
Secondary Attack Description: Fires a star tipped arrow. Can be used on an ally to move them. Causes no damage to allies.
Element: Aqua
Possible Rewards (Per Virus): TripleNeedle, StarArrow2 (Rare), Zenny
Special: Attacks every other action. IronBody when not attacking.
: DELETED
PulseBat2 EXPulseBat2 EX (PulseBat)

Area: ACDC, Okuden Valley, Kotobuki Town, Sharo, NetVegas

HP: 200
Attack Damage/Effect: 90 + Seeking
Attack Accuracy: A
Attack Description: Uses a sonic screech to damage its opponents.
Secondary Attack Effect: EchoLocation
Secondary Attack Description: Launches a sonic pulse to reveal hidden or illusory targets.
Element: None
Possible Rewards (Per Virus): Pulsar2, EchoLocation, Zenny.
Special: Airshoes. If PulseBat hits an object, its attack spreads to up to 8 other targets at half damage while dealing full damage to that object. Every other turn, this virus enters High Altitude (dropdown) status and does not attack.
: DELETED
Lunaroid2Lunaroid2 (Lunaroid)

A bluish space rock with a diameter of around two feet, that is always giving off a soft glow. Lunaroid NEVER appears without an accompanying Solarite. Multiple Lunaroid may appear, but there will also be multiple Solarite with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 140
Attack Damage/Effect: 40 Null + Beam Attack
Attack Accuracy: A
Attack Description: Launches lunar energy at a target with laser intensity.
Element: Aqua
Possible Rewards (Per Virus): MoonRay2, Zenny
Special: OmniShoes
Special: Codependent: If its paired Solarite is deleted, it will check for any unpaired Solarite. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: 140Hp [Snow][Top of the right hill][All Alone]
Solarite2Solarite2 (Solarite)

A reddish space rock with a diameter of around two feet, that is always giving off a soft glow. Solarite NEVER appears without an accompanying Lunaroid. Multiple Solarite may appear, but there will also be multiple Lunaroid with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 140
Attack Damage/Effect: 40 Null + Recover 20 x 3 Targets
Attack Accuracy: A
Attack Description: Launches solar energy at 3 targets. For every non-object target it successfully hits, it heals 20 HP.
Element: Fire
Possible Rewards (Per Virus): SunFlare2, Zenny
Special: OmniShoes
Special: Codependent: If its paired Lunaroid is deleted, it will check for any unpaired Lunaroid. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: DELETED
Solarite2 EXSolarite2 EX (Solarite)

A reddish space rock with a diameter of around two feet, that is always giving off a soft glow. Solarite NEVER appears without an accompanying Lunaroid. Multiple Solarite may appear, but there will also be multiple Lunaroid with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 170
Attack Damage/Effect: 50 Null + Recover 25 x 3 Targets
Attack Accuracy: A
Attack Description: Launches solar energy at 3 targets. For every non-object target it successfully hits, it heals 25 HP.
Element: Fire
Possible Rewards (Per Virus): SunFlare2, Zenny
Special: OmniShoes
Special: Codependent: If its paired Lunaroid is deleted, it will check for any unpaired Lunaroid. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: DELETED
Lunaroid2 EXLunaroid2 EX (Lunaroid)

A bluish space rock with a diameter of around two feet, that is always giving off a soft glow. Lunaroid NEVER appears without an accompanying Solarite. Multiple Lunaroid may appear, but there will also be multiple Solarite with them. Each pair operates in a set pattern; one dodges by orbiting the other, while the other attacks, then vice versa on their next actions. Which attacks first is random, but they never deviate from the pattern.

Area: Sharo, NAXA

HP: 170
Attack Damage/Effect: 50 Null + Beam Attack
Attack Accuracy: A
Attack Description: Launches lunar energy at a target with laser intensity.
Element: Aqua
Possible Rewards (Per Virus): MoonRay2, Zenny
Special: OmniShoes
Special: Codependent: If its paired Solarite is deleted, it will check for any unpaired Solarite. If there is one, it will pair with it and begin their pattern anew. If there isn't, it will attack every action, and never dodge.
: DELETED
VoidVoid (Null&Void)

Null&Void viruses are extremely dangerous top tier viruses. No player should encounter one until at least battle 6. Null&Void viruses move and dodge at an average rate by walking normally, but they also teleport before and after executing their melee attack. They regenerate half of their HP every action and their vortexes have the ability to instantly destroy objects and EJO or delete victims instantly with Gravity Crush. Their strategy revolves entirely around forcing an enemy into a vortex, and their attack choices will always be something that furthers that goal if possible. If not, they will settle for using objects and the terrain to damage or hinder the enemy. They are intelligent enough to use their abilities to cause a great deal more havoc than the average virus.

Area: Sharo, NAXA

HP: 160
Primary Attack Damage/Effect: Set 2x Panel Trap: (30 Aqua + Gravity Crush 100 + Object Erasure)
Primary Attack Accuracy: E
Primary Attack Description: Automatically creates two whirlpools on the field. Each whirlpool takes up one panel, and remains there until either something moves into it or until the end of the turn, whichever comes first. This attack may only be executed once per turn at the beginning of every turn, and does not require an action on the part of the virus. Whirlpools never appear over Missing Terrain and cannot be summoned on Broken Terrain. Terrain changes have no effect on whirlpools, at all, as they have been known to float in mid air over even Broken Panels once they have been summoned.
Secondary Attack Damage/Effect: (Teleport) then (30 Aqua + Impact + Knockback)
Secondary Attack Accuracy: B
Secondary Attack Description: Teleports next to an enemy or object, and pushes them suddenly. If it is an enemy, they will try to push them into the nearest Whirlpool, or at least towards it. If it is an Object, the virus will push it at the nearest enemy. They teleport back to their starting position after the attack ends.
Tertiary Attack Damage/Effect: 30 Aqua + Piercing + Altitude Change
Tertiary Attack Accuracy: D
Tertiary Attack Description: Generates a gravity ball and throws it in a straight line. The gravity ball travels slowly, but will pass through anything that stands in its path. It also forces enemies in High Altitude and Burrowed/Submerged enemies to ground level, regardless of their position on the field.
Element: Aqua
Possible Rewards (Per Virus): GravityHold2, Vortex (Rare), Zenny
Special: Gravity Crush: Instantly defeats any target with HP at or below the numeric value. Undershirt will not prevent this effect from working. If the target would survive Gravity Crush damage, they instead only take the base Aqua damage.
Special: Object Erasure: Instantly destroys Objects on contact.
Special: Altitude Change: Forces all battle participants out of High Altitude or Submerged status, regardless of whether or not it hits them. This effect cannot be avoided.
Special: Regen(80): This virus regenerates 80 HP per action.
: DELETED
FighterBomber V4FighterBomber V4 (FighterBomber)

FighterBombers are a combination of FighterPlane, Ratty, and Kabutank viruses. They appear to be a miniature model of an A-10 fighter-bomber that has had the tips of the wings replaced with large ducted fans that it uses to stay airborne with. There are two smaller ducted fans on the tops of the rear wings as well. This virus moves about using thrust from two small jet engines mounted on the upper side of the craft's rear wings. The crazed viral pilot of the FighterPlane virus is present here as well, although the pilot now wears a modern visored fighter pilot's helmet and oxygen mask.

Area: All

HP: 570
Element: Null

Primary Attack Damage/Effect: 20 Null + Spreadfire x 9 shots
Primary Attack Accuracy: D
Primary Attack Description: Strafes the enemy with autocannon fire.

Secondary Attack Damage/Effect: 40 Null + Blast2 x 4 Bombs
Secondary Attack Accuracy: C
Secondary Attack Description: Drops a rack of bombs on a line of targets. The bombs target panels, not enemies. Each bomb must be dropped on a new panel, as the attack is executed while moving only.

Tertiary Attack Damage/Effect: 80 Null + Seeking + Homing + Ground Attack + Blast 3
Tertiary Attack Accuracy: B
Tertiary Attack Description: Drops a ground torpedo to seek out and destroy targets.

Special: OmniShoes
Special: Cornered Panic: When HP drops below half, this virus gains permanent Haste.

Possible Rewards (Per Virus): AirRaid2, TripleBomb, SeekerBomb2, Ratton2, FastGauge, Zenny.
: 190Hp [High Altitude, circling to cut across the valley][Auto-Haste][Slow][IceDragon2 shot homing]
FighterBomber V3FighterBomber V3 (FighterBomber)

FighterBombers are a combination of FighterPlane, Ratty, and Kabutank viruses. They appear to be a miniature model of an A-10 fighter-bomber that has had the tips of the wings replaced with large ducted fans that it uses to stay airborne with. There are two smaller ducted fans on the tops of the rear wings as well. This virus moves about using thrust from two small jet engines mounted on the upper side of the craft's rear wings. The crazed viral pilot of the FighterPlane virus is present here as well, although the pilot now wears a modern visored fighter pilot's helmet and oxygen mask.

Area: All

HP: 460
Element: Null

Primary Attack Damage/Effect: 15 Null + Spreadfire x 9 shots
Primary Attack Accuracy: D
Primary Attack Description: Strafes the enemy with autocannon fire.

Secondary Attack Damage/Effect: 30 Null + Blast2 x 4 Bombs
Secondary Attack Accuracy: C
Secondary Attack Description: Drops a rack of bombs on a line of targets. The bombs target panels, not enemies. Each bomb must be dropped on a new panel, as the attack is executed while moving only.

Tertiary Attack Damage/Effect: 60 Null + Seeking + Homing + Ground Attack + Blast 3
Tertiary Attack Accuracy: B
Tertiary Attack Description: Drops a ground torpedo to seek out and destroy targets.

Special: OmniShoes
Special: Cornered Panic: When HP drops below half, this virus gains permanent Haste.

Possible Rewards (Per Virus): AirRaid2, TripleBomb, SeekerBomb2, Ratton2, FastGauge, Zenny.
: DELETED

-=Back In The Light=-
Sylk.Exe: 375Hp [Snow][Barrier Broken!]
DruidMan.Exe: 135Hp [Normal][Freeze][Anchored]

-=Objects=-
Boybomb: Detonated
Boiler: Detonated
Meteor Staff: 10Hp [Snow][Anchored next to DruidMan]

-=Winter Delight?=-
70% Snow
  • Non-Aqua Elementals get -10% Evasion and reduced movement speed.
  • Wind attacks: +100% Source Damage. Imbue Aqua if Null. Change terrain hit to Ice for 1 turn after turn hit, then back to Snow.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Fire attacks: Change terrain hit to Ice, generate Frosty Mist: -10% Accuracy for Non-Aqua Elementals, +10% evasion against Non-Aqua Elementals, Freeze1 effect for any Aqua or Wind attacks.
  • PanelShot: Imbue Aqua + Freeze1.
[Majority; thick and deep]
10% Ice
  • +10% Evasion to all. Non-Aqua Elementals get -20% Accuracy.
  • Aqua attacks: 25% Freeze chance, change terrain hit to Normal if triggered. Boost chance to 100% if Ice-type.
  • Elec attacks: +100% Source Damage.
  • Fire attacks: Change terrain hit to Sea.
  • PanelShot: Imbue Aqua + Freeze1.
[Scattered patches]
10% Normal
  • No effects.
[Scattered patches where things got frozen]
10% Missing
  • Permanent bottomless hole.
  • Doubles dodge penalties for bad RP.
  • EJO if you fall in.
[Two small gaps, one close by, to the navis' left, one further back on the left]