Accuracy: S
Description: Upon activation, remains dormant until opponent uses an elemental attack that is capable of dealing damage, at which time it deals them damage of the same element as the attack used. Does not stun nor negate the attack or ability. Rare
Duration: Once
Element: Variable
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.
- Does not trigger on enemy Passives.
- Cannot trigger on sigs that do not affect you, objects you have created, or your allies.
- Cannot trigger on Null Elemental attacks.
Trader Rank: A, Sunshine80 + Blind + Beam Attack +80 damage to Non-Elemental targets
Accuracy: A
Description: A sphere resembling the sun appears high above the user, then releases a ray of sun light at a target designated by the user. The beam passes through everything in its path, causing great damage and blinding all it hits as it smashes through everything in a straight line. Rare
Duration: Once
Element: Null
Trader Rank: C, 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
Trader Rank: C, and Synapse2Damage: 120 + Piercing + Chain 2
Accuracy: B
Description: Produces a powerful ray through sheer force of thought, which arcs towards nearby enemies when it hits a target.
Duration: Once
Element: Elec
Special: Chain 2: This attack, upon striking a target, may change directions towards a new target. This may be done up to 2 times in one attack.
Trader Rank: C," Mach's voice ordered over the noise of his engines.
Mazer already had the chips at the ready, in fact they never left his hands since they started their first battle, and began to slot in the requested chips. ["On their way; watch for the fan virus's gales, I'd stick to teleports until you take it down,"] he advised while he continued to upload the chips with experience-driven efficiency. "Understood," Mach said, giving a now rare positive-ish response to his NetOp. The Navi then activated one of his newest chips, a rare trap-type chip. However, nothing seemed to happen; there were no visual or audible clues of its activation other than the chip no longer showing up in his cue of uploaded battlechips. He hadn't used it before, so he didn't waste time questioning it and instead brought his next chip to bear.
A star-like orb of light began to shine above Mach's head, which prompted the Navi's single decoy to maneuver itself to hopefully draw in/keep the swarm of Skeetur in line with the TempestBox and CannonDumb, which was also Mach's line of fire. With little warning, a beam of bright light shot out from the orb, like a blindingly powerful laser. It traced a perfectly straight line in the air, that simple burned through anything that stood in its path. He intended to have the beam's path slice through the side-by-side CannonDumb and TempestBox, and continue on to obliterate the swarm of Skeetur behind them, even if his decoy was caught in beam's path.
As the beam started to run out of power and fade, several thin waves of white energy pulsed over Mach's body to refresh and debug his systems, before he disappeared in a flicker of cyan light. A similar cyan light immediately appeared high above the onsen, revealing MachMan and one of his decoys, both facing down to the ground below, each with a triple-barrelled heavy cannon in place of their right arms. Thanks to his position, distance from the targets, and said targets relative lack of mobility, it was likely very easy for him to pick out his targets and take aim. Both him and his decoy aimed their cannons towards the Shellman virus, who was the first target in their upcoming volley. With a rhythmic *Boom! Ka-thunk, Boom! Ka-thunk, Boom!* both MachMen opened fire. Though both of their weapons recoiled and spewed fire and smoke with each shot, only Mach's made any sound, as his was the only one that sent real explosive rounds downrange. Less than a half-second after each round was fired, it exploded with a small fireball on the surface of the network. The first was aimed dead-center on the Shellman, regardless of its attempt to shield itself with its clamshell armor, while the second and third shots were aimed at the CannonDumb and TempestBox respectively. Though the shells explosive warheads would likely cause some damage to the area in the blast radius, Mach was more concerned with wiping out the viruses than keeping the place tidy.
Expecting the surviving viruses to counterattack, MachMan and his decoy briefly shifted to defense and focused on avoiding incoming fire. His engines and control surfaces would move in concert with one another to send Mach and his decoy quickly in one direction to side-step an attack. Though he likely could've simply rolled in the air to effectively dodge, he wanted to keep his targets in his field of view for his next attack. His mind focused on the TempestBox as he activated the Synapse chip, which prompted a wave of electricity to start from the tips of his fingers and toes, which traveled inwards towards his chest and down the "nosecone" of his fuselage-shaped armor. Once it congregated to the nosecone, it lept forward like a thunderbolt and streaked down to the ground in an attempt to blast the TempestBox with a powerful jolt of electricity.
After hopefully electrocuting the fan-type virus, the thunderbolt "bounced" to the Shellman (if it wasn't already felled by the Magnum) to deep fry the virus in its own shell. The bolt still had plenty of power left, which it used to arc towards what remained of the Skeetur swarm. The individual mosquito-like insects were close enough for the bolt to arc amongst the entire swarm. The bolt fizzled out after attempting to electrocute its third and final target. If there was anything left to shoot back, Mach and his decoy "stood" prepared to avoid incoming fire, they had the entire airspace above the onsen to maneuver, and wouldn't hesitate to go full throttle to keep the viruses at a safe distance away.
ACTIONS (Passive Haste, Accuracy Enhancement, Status Cure, Dodge x2, Decoy x2)
1. Heavy Shielding: MachMan (6-hit Shield + 3TCD)
2. ElementTrapDamage: Trap(240 Trigger Element): Elemental Damage
Accuracy: S
Description: Upon activation, remains dormant until opponent uses an elemental attack that is capable of dealing damage, at which time it deals them damage of the same element as the attack used. Does not stun nor negate the attack or ability. Rare
Duration: Once
Element: Variable
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.
- Does not trigger on enemy Passives.
- Cannot trigger on sigs that do not affect you, objects you have created, or your allies.
- Cannot trigger on Null Elemental attacks.
Trader Rank: A
3. Sunshine80 + Blind + Beam Attack +80 damage to Non-Elemental targets
Accuracy: A
Description: A sphere resembling the sun appears high above the user, then releases a ray of sun light at a target designated by the user. The beam passes through everything in its path, causing great damage and blinding all it hits as it smashes through everything in a straight line. Rare
Duration: Once
Element: Null
Trader Rank: C TempestBox, CannonDumb3, Skeetur
-Passive Status Cure-
4. SCRAM Boost (Teleport + 2TCD) [Teleport to High-Altitude above Onsen]
5. 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
Trader Rank: C Shellman, CannonDumb3, TempestBox
-Passive Dodge- [+Scramble]
6. Synapse2Damage: 120 + Piercing + Chain 2
Accuracy: B
Description: Produces a powerful ray through sheer force of thought, which arcs towards nearby enemies when it hits a target.
Duration: Once
Element: Elec
Special: Chain 2: This attack, upon striking a target, may change directions towards a new target. This may be done up to 2 times in one attack.
Trader Rank: C TempestBox, Shellman, Skeetur
-Passive Dodge- [+Scramble]
DecoyA: Draw in Skeetur to line it up with TempestBox and CannonDumb3
DecoyB: Mirror MachMan post SCRAM Boost
2. ElementTrapDamage: Trap(240 Trigger Element): Elemental Damage
Accuracy: S
Description: Upon activation, remains dormant until opponent uses an elemental attack that is capable of dealing damage, at which time it deals them damage of the same element as the attack used. Does not stun nor negate the attack or ability. Rare
Duration: Once
Element: Variable
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.
- Does not trigger on enemy Passives.
- Cannot trigger on sigs that do not affect you, objects you have created, or your allies.
- Cannot trigger on Null Elemental attacks.
Trader Rank: A
3. Sunshine80 + Blind + Beam Attack +80 damage to Non-Elemental targets
Accuracy: A
Description: A sphere resembling the sun appears high above the user, then releases a ray of sun light at a target designated by the user. The beam passes through everything in its path, causing great damage and blinding all it hits as it smashes through everything in a straight line. Rare
Duration: Once
Element: Null
Trader Rank: C TempestBox, CannonDumb3, Skeetur
-Passive Status Cure-
4. SCRAM Boost (Teleport + 2TCD) [Teleport to High-Altitude above Onsen]
5. 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
Trader Rank: C Shellman, CannonDumb3, TempestBox
-Passive Dodge- [+Scramble]
6. Synapse2Damage: 120 + Piercing + Chain 2
Accuracy: B
Description: Produces a powerful ray through sheer force of thought, which arcs towards nearby enemies when it hits a target.
Duration: Once
Element: Elec
Special: Chain 2: This attack, upon striking a target, may change directions towards a new target. This may be done up to 2 times in one attack.
Trader Rank: C TempestBox, Shellman, Skeetur
-Passive Dodge- [+Scramble]
DecoyA: Draw in Skeetur to line it up with TempestBox and CannonDumb3
DecoyB: Mirror MachMan post SCRAM Boost