"Alright, we have to leave, you're right, my love. It is a pity, I'm sure we're so close to getting her cut off." He sighed. "We have to go. Another day then." together the twins gave her a last look, then turned their backs on the beleaguered terraformer. Barely a half step later, however, they both moved in a lightning flash of speed and perfect unison, showing the same sudden reaction time they'd first displayed when Terra had met them before. twisting about and sliding apart slightly, they darted back towards her, hands rising amongst a bevy of other cables and tracer-point lasers that poked out of their part cloud.
the storm of electrical bolts that poured forward towards her prone form might have been the end for Terra's battle, if she hadn't been prepared for some attempted trick or other. A few of the shots managed to connect with her already damaged form, but a moment later she had sunk into the ground and vanished. when she reappeared, the twins tried to correct their aim, but she had already moved too far away for them to readjust properly, and most of the spark storm missed her — no more than half a dozen of the numerous and dangerously accurate shots actually managed to find her. The assassins didn't slow, snarling and shouting viciously as they followed the first assault with several larger bolts of corrupted energy at her new position.
Two bolts struck, spreading more corrupting code into her, even as she cleared up some of the worst existing glitches. It was hard to tell what the first bolt was doing to her — it was something between her chip queue and activating them, but without any chips immediately to hands, Terra couldn't be sure of its exact effect. The other was more obvious. Her body began, quite suddenly and vibrantly to radiate a dancing rainbow coloured aurora that shifted and flared around her in an ever changing spectrum of hues. A bolt of red cracked off the edge of it, lancing out to hit Pronus in the shoulder as he pressed the attack. It was enough to throw off his aim, however,er as he levelled another glitch bolt at Terra, and had it diverted into the cave wall behind with another quaking rumble.
Coming in desperate to make their claim on her, another participant arrived on the field between them, unable to sit back and watch her navi in trouble any longer. Despite her critical condition, Carbide's desperation to be where she was most needed saw her appear between the attacking twins and Terra, passing her own defences to her navi instead while she faced them down.
The twins' eyes flicked between the two targets, reassessing now, and there was a moment of uncertainty between them. It was unlikely they were fazed by Carbide's sudden re-appearance, so much as deciding how to handle the new situation, but it was enough of a moment for Terra to reach out to Carbide with some support of her own.
The hesitation didn't last, but with Terra down on the ground, and critically injured, Carbide was able to more effectively cover her from each side as they attacked. Another hammering storm of sparks rained down on their position as both twins resumed the attack, spreading wider around them as they fired, but Carbide was able to cover her navi from one side of the attacks, even though this left her to take the other half across her own back as well. This time, a grievous number of the tracer shots sunk into her body; Covering Terra was her main goal, and that meant taking much of the incoming pain herself, at least until her navi could recover. She was going to recover, right?
More glitches riddled her small body, mounting on top of the lingering ones that still existed from her previous efforts against the twins, as stronger bolts followed the weaker ones. Still Carbide endured; her armour had worn away, and the healing she'd received from Terra was all but spent as well, while strange and alien sensations began to filter through her body from the bad code infusion.
Beneath her cover, Terra was hardening her body to stone, and a modicum of safety, but even as her defences rose, Fortuna reached out a hand ans swiped through the air, clawing at empty air before pulling back into herself.
"No you don't, you bitch!" the angry words accompanied the gesture, and Terra felt one of the spreading masses of glitch being torn out of her rough. The stone cracked and crumbled, and despite the hardness of her defence, Terra was forced into painful convulsion and the warning tone of her Undershirt activating. The casing that Carbide had given her was intact, but that hadn't stopped the removal of the glitch dealing its internally destructive damage to her as it tore free.
Now on either side of the two, Pronus and Fortuna both lifted their hands and put them forward together; the bright balls of crackling light were familiar now, as one of their stronger blasting attacks, and both assassins let out loud exclamations of effort as they released them. The balls of energy spiralled in and exploded over the navi and her SP, each shot spreading across the pair. Terra felt herself buffeted by each blast in succession, but the adaptive nature of her armour let it survive the first blast wave, and collapse only after the second had struck. Carbide, tucked in close to her navi, took one of the blast waves, and felt her Second Chance flash its final warning to her for the second time this battle. The other wave rolled over without harming her, however, by what could only seem like the sheerest of lucky margins and the returned bodily protection of Terra. Nevertheless, she was able to stand again, even if Terra currently couldn't, and put the battered stance defiantly between her navi, and the twins.
One more hit for either of them would be one hit too many, at this point, and there was a good chance that the assassins knew it. They were both riddled with bugs and glitches, and out of many of their tricks, but across the way, the twins had regrouped together and were heaving and panting heavily. steam and smoke rose from hem in equal degrees and many small parts like over-heated mechanics and blown fuses seemed to be popping out of several parks of their bodies. There was a clear sense of desperation and exhaustion in their eyes, and more than that... dismay. Carbide felt her senses blur, the glitches in her system clouding over. feeling went out of her extremities, then creeping inwards over the rest of her body, until she couldn't feel anything at all. Next, her sight dimmed and went dark. One by one each of her other senses fled; she couldn't' taste anything in her mouth any more, nor smell the ozone and fresh earth in their air. Strangely, though, her hearing remained, as the single thread connecting her to the battle still.
"No! No!! Damnit all... Why won't you just give up and die!!" The female voice; Fortuna sounded livid. The words came as panting, though, and she wasn't managing to hide how completely spent she sounded in these few moments. "Damnit! Not enough!"
"We can't stay any longer. Not if they're going to keep clinging on like this. that was the last chance, sister. Come." Pronus, too, sounded exhausted, but where his voice had been sinister and cruel in the early stages of the fight, he now sounded cautious and resigned, along with his fatigue. "We take the easy mark. Now."
Carbide couldn't hear either of the twins' voices any more after that, but Terra had a better view. With the glitches still keeping her down, she was only able to watch as Carbide took the brunt of the twins' combined attacks defending her. When the last blast waves had cleared, stripping away her last protections, she was left to watch her SP stare the assassins down unmoving in front of her while they panted and shouted. Carbide's armour was damaged in places, but with small crackles and sparks of purple corrupt ode, it seemed to be continuing to degrade further and further on its own, showing progressively more of the defender's skin as it began to fall away.
Even so, the pair across from them seemed honest in their frustration this time, and at the final words from the male twin, the storm of broken parts and electronic detritus enveloped them fully, then collapsed in on itself and vanished, leaving the two alone in the chamber. The other party had fled the scene and Terra and carbide were left alone on the battle field, but even so, it was hard to feel like they'd achieved a victory here. They had held their ground, at least, and all around them the spoils of their battle remained strewn across the the ground as fragments of broken code.
Devoid of most senses and sensory input, save her hearing, Carbide felt a bit like she was falling in a black void, an a small part of her felt the urge and need to be somewhere bright again, somewhere under the sun light and the open sky, where she could play and have fun. She could still hear, and it didn't sound like the two assassins were still around, now, but until the corruption in her code ran its cours,e the small SP couldn't even feel her own body. Terra was still beside her, though; that was a certainty that even her sudden sensory black-out wouldn't shake.
-=Pronus-Fortuna, Assassin Twins=-
Pronus-Fortuna: FLED
-=Returned Battlers=-
Terra.Exe: 1Hp[Far Eastern Edge of the larger cave][Soil][Glitch: Ultra Analytics (1 Turns)][Glitch: Planar Reaction][Glitch: Dead Still][Glitch: Corruption Step][Glitch: SAS Wild (1 turns)][Glitch: Chip Slip][Glitch: Rainbow Aurora][Glitch: Stability Pulse][Glitch: NC Mis-Read][Active Glitch Count: (9)]
Carbide.SP: 1Hp[By Terra][Glitch: Lead-Foot][Glitch: Ocean-Drinker][Glitch: Fly A Kite!][Glitch: Sensory Fall][Glitch: Degrading Armour][Active Glitch Count: (5)]
-=Dark tunnels=-
10% Cracked [Circle directly under Terra]
40% Soil [Eastern side of the cavern, around Terra]
60% Metal [Rest of the cavern]
Area is an array of columns made of stone and hard earth, supporting a large, gradually sloping area.
Known Effects
[???]: Target Details Fully Resolved!
Pronus — The Adapting Twin:
-Glitch Subtype abilities Glitch-Eater and Floating Point.
-Stores Strengthen, but does not use it.
-Responsible for the Reflect ability.
-Nullifies Electrical damage on his own, Absorbs it at a reduced percentage when with his partner.
-Has access to one of the pair's healing signatures, and one of their terrain signatures when alone.
-Gains Planar Armour when using their shared defence ability alone.
-Loves his sister more than himself.
-Prefers to be the more visible target when performing pincer attacks.
Fortuna — The Fate-Tossed Twin:
-Variable Subtype abilities Buff and Debuff
-Uses her brother's stored Strengthen to fuel debuffing when they are together.
-Responsible for Beat Support chip-stealing ability.
-Nullifies Electrical damage on her own, Absorbs it at a reduced percentage when with her partner.
-Has access to two of the pair's healing signatures, and one of their terrain signatures when alone.
-Has access to their shared passive status cure when alone.
-Gains Planar Barrier when using their shared defence ability alone.
-Fears for her brother's well-being.
-Stealthier of the two twins.
Pronus-Fortuna — Assassin Twins:
-Share complete sensory knowledge and feedback with each other at all times in real-time, regardless of separation.
-Electrical element attacks and signatures, most laced with Glitch effect. Both twins retain access to their respective parts of these attacks regardless of separation.
-Planar defence is electrical only, and fails to function on any non-electrically aligned terrain.
-Think and plan together; very intelligent. What they say aloud, for others to hear, is not necessarily what they've planned to do in private communications.
-Cannot use chips of their own, and appear to be unoperated, fending for themselves.
-Are program cannibals in some way; can only sustain themselves by consuming other programs.
-Assassin contract work perhaps the only viable means for them to survive in this manner?
-Are able to assimilate the essences of those they consume, gaining a portion of their capabilities and possibly more.
-Prey on operated navigators and SPs by corrupting them to the point that their emergency systems are compromised. Ten simultaneous glitches on one target seems to be their threshold for achieving this.
-Seem to harbour some resentment towards operated navis, but genuinely do seem to mean it when they say it's "nothing personal".
The Glitches
Chip Slip (Negative Glitch): The victim's chip queue gets randomly scrambled. All the chips the victim uses in a single turn are randomised in the order that they actually activate. Other actions are unaffected. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.
Rainbow Aurora (Positive Glitch)(Mutable Glitch): The victim is surrounded by a bright aurora of shifting lights. Once each turn, this aurora strikes out to hit a random enemy with a bolt of elemental energy. This glitch is highly mutable and can interact with other glitches, as well as growing in strength on its own. The number of attacks, as well as the strength of those attacks, can both grow to a maximum of five grades. Glitch lasts until combat ends or removed with Status Cure, Glitch Eater or other similar effect.
Stability Pulse (Positive Glitch): The victim emits regular pulses of stabilising energy. While not particularly useful as healing, the effect can help allies hang on in dire moments. At the beginning of each turn, the victim and every ally within a Blast3 range of them recovers a single Hp. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.
NC Mis-Read (Negative Glitch): The victim's Navi customiser suffers a glitch that causes various installs to read as other things, and induce those effects. Each turn, Every NC install that the victim has will behave as another part that has the same NC cost. If no other part has the same NC cost, the part simply stops working for that turn. For example, a victim with a Shield program, may find themselves generating FastArmour at the beginning of the round instead, and have no access to their shield. duplicates of stacking parts will stack correctly. If this glitch causes duplicate parts that would not normally stack (such as two undershirts), the duplicates have no effect. This glitch has no effect on SPs, though they do act as carriers. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.
Fly A Kite (Balance Glitch): Let's go fly a kite! Up to the highest height! Let's go fly a kite and send it soaring! Up through the atmosphere! Up where the air is clear! Oh, let's go fly a kite! When you send it flying up there, All at once you're lighter than air! You can dance on the breeze! Over houses and trees! With your first holding tight; to the string of your kite!!
Sensory Fall (Negative Glitch): The victim suffers an almost suffocating level of sensory loss. All of their senses will shut off completely, leaving nothing behind. Only one sense (randomly selected) will remain unaffected by this glitch. This glitch has no hard mechanical effect, but should be played out by the victim as appropriate. Your moderator my decide to enact appropriate debuffs as well, or simulate them in combat calculations (eg. imposing blind while sight is lost). Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.
Degrading Armour (Negative Glitch)(Mutable Glitch): The victim's armour begins to degrade and lose function. At the end of each turn, the victim automatically loses any Layer 3 defences they might have active. A visual cosmetic effect accompanies this glitch, in whatever way is appropriate for the victim. This glitch is highly mutable, and is prone to increasing in severity. It can increase to a maximum of five tiers. At second tier, the automatic layer loss occurs both at the end of the turn, and also no more than two actions after any layer 3 defence is activated. Third tier causes all layer 3 defences to be destroyed automatically after taking one hit, though they still block overflow damage unless struck with the correct piercing type. Fourth tier causes all layer 3 defences to be vulnerable to take double damage and overspill from all attacks, as though weak to them. Fifth tier prevents any layer 3 defences from being applied to the victim at all. The cosmetic effect of this glitch progresses with each tier as well. Glitch lasts until combat ends or removed with Status Cure, Glitch Eater or other similar effect.
Status Catalyst (Negative Glitch)(Catalytic Glitch): The victim suffers a temporary status ailment, randomly determined, and taking effect immediately upon application. this effect lasts only until the end of the turn. At the end of the turn, the Glitch checks for any Mutable Glitches in the victim's system. If none are present, the glitch is dispelled. If a Mutable Glitch is present this glitch interacts with that one, and creates a new, long-term glitch of a related nature to one or the other, or both. If the Mutable Glitch and the Catalytic Glitch are of different natures (Positive, Negative, Balance), the new form will be either Balance, or the nature of the Catalytic Glitch. If multiple Mutable Glitches exist, one is randomly selected. Glitch lasts only for the turn that it is applied.
Dead Still (Negative Glitch): The victim suffers a permanent Hold effect, preventing movement. Teleports and other forms of forced movement still work. The victim loses all feeling and sensation from the middle down, and loses the ability to stand upright. Glitch lasts until combat ends or removed with Status Cure, Glitch Eater or other similar effect.
Fissured Growth (Balance Glitch): The victim gains regeneration, recovering 5Hp per action through this glitch. The glitch records how much Hp it has restored. If this glitch is removed, it immediately deals direct damage to the victim equal to half the amount of Hp it has restored at the time of removal. This damage cannot be reduced or mitigated in any way, but will be blocked by Undershirt/Second Chance. If this glitch resolves out of combat, it does not deal any damage. Glitch lasts until combat ends or removed with Status Cure, Glitch Eater or other similar effect.
Corruption Step (Negative Glitch): The victim generates a Small Area of cracked terrain directly beneath them when they receive this glitch. At the beginning of each turn, they generate another small area of cracked terrain around their feet. At the end of each turn, if the victim has not moved from the place they began the turn, they generate a Small Area of Broken terrain, and will fall in if they do not possess the appropriate footwear. This glitch will not cause the victim to generate Cracked terrain if they begin their turn already over Broken, or in a Broken hole. Glitch lasts until combat ends or removed with Status Cure, Glitch Eater or other similar effect.
SAS Wild (Balance Glitch): The victim suffers random instances of Sig Chill and Sig Burn each turn. Each turn, two of the victim's signatures will gain an additional turn of cool down, or be forced onto cool down as though they had been used, and they will receive two instances of Sig Chill to allocate to signatures already on cooldown. SPs with this glitch may allocate their Sig Chill to their navi, though the Sig Burn aspect will only take effect on signatures customised for the SP specifically. All instances of Sig Chill and Sig Burn created by this glitch may stack with each other on the same signature, increasing or decreasing the active cool down appropriately. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.[/b]
Ultra Analytics (Balance Glitch): The victim gains the ability to analyse anything and everything around them to a fantastic degree. At the same time, the volume of sense data available to them is almost overwhelming and they are easily distracted. Their general accuracy with all attacks is decreased by one rank, however, they gain one free use of Take Aim per round, and instances of Take Aim can stack on the same action — without limit. The more the victim analyses a single thing, the more certain their action becomes. The Blind status effect nullifies this glitch. Otherwise, Glitch lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.
Too Much Detail (Negative Glitch): The victim begins to notice extreme amounts of detail about everything around them, and has a tendency to fixate on these things. For every two actions that they take, they lose one action to obsessing over the details of everything a round them. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.
Planar Reaction (Positive Glitch): The victim gains a rapidly adapting form of Planar Body and Planar Defences that respond to any and all elemental damage and terrain. The victim is always counted as being aligned with the element of terrain they stand on, and any damage they take from any source is always treated as though striking against an aligned target. The actual visible element of defences do not change (null elemental defences will appear null), except in the exact moment that they take elemental damage. Glitch lasts until combat ends or removed with Status Cure, Glitch Eater or other similar effect.
Piercing Insight (Positive Glitch): The victim gains a preternatural insight into the coming actions and behaviours of any opponents they face, whether they be virus, navi or something else. They will know automatically how many actions any target arrayed against them has each turn, and will be able to accurately predict what the first two actions they take next round will be (Your mod will list these after each target). Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.
Quick Brace (Positive Glitch): The victim gains the ability to trigger the Brace action as a free action, twice per turn. Uses do not stack; regardless of when the ability is triggered, only one instance of brace may be applied to any single attack. For an SP, this Glitch causes any Defend action they take to be counted as a Braced Defend. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.
Numbness from Pain (Positive Glitch): The victim's skin feels less sensitive, but is also resistant to damage. They gain the effects of Damage Reduction 20. Break attacks ignore this, but they do not take increased damage. Lasts until over-written by another body effect, or removed with Status Cure, Glitch Eater or other similar effect.
Chip Recovery (Positive Glitch): The victim automatically refreshes one chip of their choice that has already been used this battle each time they successfully activate another chip. This does not allow any chip to be used more than once per turn. Chips broken or stolen by an opponent do not count as being successfully activated. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.
SAS Overclock (Balance glitch): The victim's signature abilities are all immediately refreshed, and for the duration are treated as having a cooldown of only one turn. For the duration, signatures may not be targeted with SigChill, custom programs or any other means of further reducing their cooldown. After two turns of this, however, the glitch burns out, and the victim's SAS crashes completely for an additional two turns. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.
Elemental Reflux (Negative Glitch): The victim suffers a backlash of elemental energy inside their body, which shifts wildly from element to element and grows stronger over time. On the first turn, the victim takes 10 elemental damage of their own element, or Fire if the victim is Null elemental. the damage increases by 10 each turn, and changes element at random. This damage is delivered on application, and then at the start of each turn, before any other actions occur (including passives). It cannot be reduced or mitigated in any way, but will be stopped by the Undershirt program. It is susceptible to being increased by the victim's elemental weakness if they have one. If the glitch ever deals 100 damage or more in one application, or if it triggers the victim's Undershirt, it is immediately burned out and removed. Otherwise, glitch lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.
Spreading Numbness (Negative Glitch)(Mutable Glitch): The victim suffers a creeping numbness of body, which makes it difficult for them to function in a coordinated manner. Melee and Slashing attacks are decreased in accuracy by 10%, and there is a 10% chance that any wielded gear will be automatically disarmed any time it is used or struck by an enemy. The victim's base evasion is also hampered by 10%. This glitch is prone to increasing in severity, and can increase to a maximum of five tiers. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.
Buster Crash (Negative Glitch): The victim suffers a short duration Buster Crash, as per the effect. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.
Charge Limiter (Negative Glitch): The victim cannot charge their buster at all, and cannot use any signature abilities or chips that require buster charges. This also blocks signatures with the Charge Burner nerf. This Glitch has no effect on victims who do not possess a normal Buster. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.
Lead-Foot (Negative Glitch): The victim's movements grow heavy; they cannot dodge or move effectively and dodges confer only the evasion bonus of a feint. Feints, in turn, confer only the evasion bonus of movement, and the victim cannot use the full Movement action at all. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.
Ocean-Drinker (Positive Glitch): The victim gains the Aqua-Eater effect, absorbing any aqua damage dealt to them and gaining 50% of the Final damage as healing. Their actual element does not change, so they may still take damage from other seemingly aqua sources, such as being submerged if their element is not Aqua already. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.
Ants in the Pants (Negative Glitch): The victim feels compelled to keep moving and running around, unable to keep their feet still. They must spend at least one action each turn using a Movement, and travelling as far as they can with it. This Glitch will not force a victim to flee from a battle, and they retain full control of where, when and how they move. The victim is also struck with the unshakable belief that removing all of their undergarments will placate the urge to move and run; this may or may not be true. Lasts three turns, or until removed with Status Cure, Glitch Eater or other similar effect.
Jelly Shakes (Negative glitch): The victim's fingers (or other appendages) feel like they've turned to quivering jelly. For every turn after the first that they hold a piece of wielded gear, there is a chance they will drop it, losing the item. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.
Viscous Film (Cosmetic Effect): The victim's skin looks and feels like it is covered in a very thin film of some warm, slippery, viscous fluid that defies being removed. Lasts until the parent glitch is removed.
Power Swell (Positive Glitch): The victim feels a surge of wild elemental energy. Elemental damage dealt by the victim is increased by and additional 50% of Base to Source. Lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.
Piercing Eyes (Balance Glitch): The victim temporarily gains preternatural targeting ability, gaining the benefit of a take aim action on all attacks, which stacks with any other accuracy modifiers. After two turns of this, however, the glitch burns out, leaving their vision impaired for an additional two turns, and decreasing the accuracy of all attacks by one rank. Glitch can be removed with Status Cure, Glitch Eater or other similar effect during its active turns, but is treated like a nerfing effect after it burns out, and cannot be removed until it expires.
Lingering Gaze (Cosmetic Effect): The victim finds their gaze lingering on the features of their opponents that they would normally find most appealing, and may have a hard time shaking this disposition. Lasts until the parent glitch is removed, plus one additional turn thereafter.
Auto-Custom (Balance Glitch): The victim's navi customiser automatically re-purposes itself; they lose 40 points worth of NC space, but each turn may reduce one of their active signatures on cooldown by one turn, as per the Custom+1 NCP. Lost NC space may result in the deactivation of other NC parts — the victim may choose which ones if so. This glitch has no effect on viruses or Support Programs, who simply act as carriers. Glitch lasts two turns, or until removed with Status Cure, Glitch Eater or other similar effect.
Cover-Fire (Positive Glitch): The victim gains access to two passive buster shots per turn, which they may use at any time. Glitch lasts two turns, or removed with Status Cure, Glitch Eater or other similar effect.
Just A Little Closer (Cosmetic Effect): The victim feels the strong urge to touch or caress any target they attack, and may have trouble shaking this disposition. Lasts until the parent glitch is removed.
Hyper Sensitivity (Balance Glitch): The Victim's skin becomes extremely sensitive to the touch. They take an additional 15 points of null damage that cannot be reduced any time they take damage from an attack, however they also gain an innate 10% evasion chance against any attack, which functions on its own, or adds onto any existing evasion attempts. Lasts until combat ends, or removed with Status Cure, Glitch Eater or other similar effect.
-=Battle 15, Victory!!=-
Spoil: RemotePlug1Damage: 80 + Homing + Phasing
Accuracy: C
Description: Fires an obstacle penetrating plug that moves forward. Its path can be adjusted by the user.
Duration: Once
Element: Elec
Trader Rank: D, BugBombDamage: 0 + Glitch + Plague + Blast 3
Accuracy: C
Description: Lob a buggy bomb at a enemy, creating a glitch. The bomb is more effective in the hands of glitched Navis.
Duration: One-Time
Element: Null
Special: Plague: Inflicts the same number of glitches the user is currently suffering from on all affected attack targets. This is in addition to other Glitch effects.
Trader Rank: C, 1500