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PERFECT FUSION RULES
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CHARACTER OVERVIEW
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Perfect Fusion Name: Diogo Lopes
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Perfect Fusion Age: 20
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Perfect Fusion Age: 21
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Perfect Fusion Gender: Male
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(not final)
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STATISTICS
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Perfect Fusion Level: 200
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Perfect Fusion Physical Strength:1500
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Perfect Fusion Magical Strength:1350
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Perfect Fusion Physical Defence:1050
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Perfect Fusion Magical Defence:1050
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Perfect Mana Power: 18500
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Perfect Fusion Wisdom:900
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Perfect Fusion Stamina:950
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Perfect Fusion Movement Speed:1250
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Perfect Fusion Stealth:850
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Perfect Life Force: 5000
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(not final)
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Strenghs: all that involves elemental spells, sword wielding
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Physical appearance: (will be filled when TGN and Diogo get any idea)
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Personality: think on Diogo irl, there's the personality
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Physical appearance: http://prntscr.com/crwwtm
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Perfect Fusion Magic: Elemetal Mark Magic
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Perfect Fusion Passive-Elemental Master
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E(Effect): Controll of the basic 4 elements: wind, fire, earth and water. And while the swords are in his possission: Dark and Light as added as well, give him full immunity to these elements and full controll allowing the user to switch his element freely to give a different effect in some specific spells, the user can controll freely the 4 elements if they are close to him (elements that came from the user do not count) and recover life force, the User also gains an extra passive effect depending on the element the user is on:
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Wind: doubles the speed of the user and cuts barriers after an attack 
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Fire: doubles the magical damage and magical defense of the user and leaves a burn after an attack
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Earth: doubles the physical damage and physical defense of the user and destroys armor after an attack
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Water: user heals 2% HP every 5 seconds and drains HP after an attack healing the user with the same quantity as the damage done
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Dark: User is able to stealth into any shadow not being able to be targeted if a shadow is around and being able to do any kind of stealth attack, back attacks do double damage (takes double damage from light attacks)
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Light: User get an indestructible light barrier while the user is in this form that always protects 50% of damage (takes double damage from darkness attacks and darkness attacks can shatter the barrier easily)
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R(Recoil/drawback): User gets double damaged from any non-elemental attack, if the user is in non-elemental state this passive get blocked
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PERFECT BASIC FUSION SPELLS: A fusion of the two characters basic spells,Five if you do not wield weapons, four if you do.
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R(Recoil/Drawback):5 minutes cooldown to choose another basic element, 20 minutes cooldown to choose another light or dark elemental, user only wields one sword when on light or dark element while forbidden spells 4 becomes muramasa darkness slash or masamune holy slash depending of the element, omnislash is blocked and stats get cut in half for 2 minutes light and dark elemental switch only lasts 3 minutes forcing the user into a non-elemental stat for 2 minutes  till the next elemetal switch
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E(Effect): User switches to one of these 6 elements: wind, fire, earth, Water, Dark, Light 
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D(Damage): none
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C(Cost): 100
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R(Recoil/Drawback):2 minutes cooldown to choose another basic element, 10 minutes cooldown to choose another light or dark elemental, user only wields one sword when on light or dark element while forbidden spells 4 becomes muramasa darkness slash or masamune holy slash depending of the element, omnislash is blocked and stats get cut in half for 3 minutes light and dark elemental switch only lasts 3 minutes forcing the user into a non-elemental stat for 2 minutes  till the next elemetal switch, swiching for a normal elemental after a dark or light elemental switch takes 5 minutes
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Life Force Cost:50
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Perfect Basic Fusion Spell Two-Elemental Slash
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E(Effect): User uses his swords to do a basic Slash with an added effect depending on the spell
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Wind: Users can slash the opponent at a distance making a wind cutter energy come out of the sword and is able to make the winds cut the opponent skin and barriers, they also cannot be dodged after the target is decided, can be shielded 
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Fire: Slash does Magical damage and leaves a magical fire burning for 2 minutes in whichever is slash, user can also shot fire slashes out of the sword but wont leave a burn
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Earth: Slash cannot be shielded as it becemos a blunt attack that goes through any armor of shield except by some magical spell, slash can destroy almost anything, the slash cannot cut through anything due to being a blunt attack, does high damage but is slower and easily dodged
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Water: After the slash if the attack is sucessfull water will come out of the sword and garantee a water prison that completely blocks the opponent magic and movement making the next attack garanteed, the damage of this attack is low and can easily be shielded
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Dark: Dispels any light attack done by the opponent and if it hits with the slash leaves a curse that cuts down the opponents stats by 50% and makes him lose 5% HP ever minute for 5 minutes, can also send dark energy slash
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Light: Dispels any Dark attack done by the opponent and if it hits leaves the opponent stuck in a light base barrier for the next minute making him impossible to dodge any attack, can still block, can also send holy energy slash
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D(Damage): medium
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C(Cost):300
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R(Recoil/Drawback): cooldown of 1 minute
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Life Force Cost:200
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Perfect Basic Fusion Spell Three-Elemental Spell
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E(Effect): Does a Spell that has a different effect depending on the element
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Wind: Creates a Tornado that sucks the opponent wind making it impossible for him to escape and take full damage unless it has enough speed or physical defense or weight, also decreases opponent speed by 50%
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Fire: User does Multiple fire explosions around the opponent 
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Earth: Makes 5 spears of earth shoot from the ground that goes through armor but it's easily dodged
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Water: Does multiple homing and piercing armor water Spikes that follow the opponent everywhere he goes
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Dark: Creates 5 clones of shadows to help the user in battle that are taken out in one hit
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Light: Does a slash in Light speed in a straight line, cannot be dodged nor reacted after the spell is done user will hit anything ahead of it
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D(Damage): medium
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Perfect Basic Fusion Spell Four-Flying Rayjin
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R(Recoil/Drawback):cooldown of 2 minutes
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Life Force Cost:200
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Perfect Basic art Spell Four-Elemental Chain
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User uses an attack based on the element that has an extra effect while hitting multiple targets in a chain 
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Wind: cuts muscles of their targets and cuts a random stat by 50%
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Fire: Leaves a burn on each target making them lose 50% of both attack stats and making them lose 2% of HP per 30 seoncds
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Earth: bluntly attacks the defenses of the targers making them lose 50% of both defense stats and leaving dirt on the eyes
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Water: Heals 25% and 1000 mana of all targets it his tho enemies can step in the way and boosts all stats per 10%
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Dark: provokes blindness on the users that hits and makes some fear on the opponents minds (fears can be resisted)
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Light: Abrobs 5% of HP and mana from all targets that the attack hits and gives to the user
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D(Damage): low
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C(Cost): 500
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R(Recoil/Drawback): cooldown of 1 minute and cannot hit multiple charecters if they are too far from each other, all effect ends after 5 minutes
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Life Force Cost: 250
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Perfect Basic Fusion Spell Five-Flying Rayjin
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E(Effect): User throws a special Kunai into one direction and instantly teleports to the place where the kunai is located, this spell is invisable to the opponent when ue and doesn't give time to react AFTER the teleportation is done, to dodge the attack you need to get far from the Kunai, can also be used to escape from danger
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D(Damage): medium
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C(Cost):750
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R(Recoil/Drawback): limited to 10, can oly be teleported to the kunai 10 seconds after being throen
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Life Force Cost:400
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PERFECT SECRET FUSION ARTS: A fusion of the two character's fusion arts. Harder spells to master, though generally stronger than basic spells. Four without weapon, three with one.
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Perfect Secret Fusion Art One- Secret Elemetal Move
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E(Effect): Does a Elemental spell with bigger strenght than elemental spell but weaker than Ultimate Elemental Attack and has a different effect depending of the element
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Wind: Creates enourmous Winds made with hundreds of blades that makes it impossible for the user to dodge and garantees an hit into the opponent
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Fire:locks and launches a homing a devestating torrent of fire that persues the opponent and cannot be dodged at the target enemy that bounces between nearby enemies or if the opponent is alone bounces on himself up to four times but does medium damage
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Earth: Makes 10 pillar come from the ground to pierce through the opponent going through any kind of armor easily dodged
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Water: Creates 3 Dragons made of Water that persue the opponent until they eaither hit the opponent or are destroyed
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Dark: Traps the opponent in an arena of darkness where the souls of the muramasa sword are turned into 10 demons that attack the enemies furiously and are pretty resistant to be taken down being able regenerate everytime, they disappear after 1 minute, , Light and Fire moves can potentially kill them in one hit
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Light: Releases 5 souls from that masamune sword that will charge light arrows for 5 seconds that when it's fired goes in light speed in one direction and cannot be dodged after being fired, that goes through anything without any possible away to be blocked or shielded doing piercing through anything
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D(Damage): High
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Perfect Secret Fusion Art Three-Flash
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R(Recoil/Drawback): cooldwon of 2 minutes and user becomes non elemental until the next elemental switch
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Life Force Cost:600
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Perfect Secret Fusion Art Two-Elemental Barrier
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E(Effect):Does a barrier with the power and effect Based on the element (can be used on allied) can be used of 4 people, , barrier lasts 1 minutes
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Wind: Gives a barrier made of wind around the user repelling any projectile attack that goes angaist the user and sends it back to the opponent
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Fire: Gives full protection angaist any magical damage and leaves a burn if physical contact is done 
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Earth: Becomes a physical shield instead of a barrier and gives full protection angaist any physical move and hurts the opponent back if physical contact is made
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Water: If the opponent hits the barrier with a physical attack it gets stuck into the water and makes him open for any attack
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Dark: If any attack makes contact to the User the opponent that did the attack is damaged by the same ammount, does not cover light moves
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Light: Any Attack done to the User will heal the user HP, mana and life force instead of damanging, does not cover dark moves
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D(Damage): none
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C(Cost):1500
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R(Recoil/Drawback): cooldown of 2 minutes
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Life Force Cost:600
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Perfect Secret Fusion Art Three-Elemental Terrain
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User channels the element the user is at the moment releasing a terrain around the field
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Wind: makes ahrder for the opponent to move around due to the winds being angaist him while the allies get 100% more speed, double to all wind users,
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Fire:making any charecter not used to heat 50% weaker in all stats and water moves 50%, opponent is unable to use any healling moves due to the fire magic burning any healling spell awya and boosts the magical attack of all allies by 100%, doubles on fire users
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Earth: all earth spells get 50% more power and all electric moves get 50% weaker, all allies also get 100% boost on physcal attacks, doubles on earth users
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Water: everyone that is considered an ally to the user will have the HP healed 0,5% per second and 10 mana per second, doubles on water users, their water power becomes 100% stronger, all fire attacks get 50% weaker and temperature cannot be risen
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Dark: All users that are not used to the dark become almost blinded on this place having their vision 75% cut, people used to the dark get it only 50% cut and people with dark powers can see entiraly, all dark powers also become 100% stronger and opponents get randomly attacked by dark beings, light users can create some light in but not take out the terrain, light attacks also get 50% weaker
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Light: Blinds the user with an intense light that are caught by surprise and steals 1% of HP and 100 mana per second from an opponent randomly to a random ally/user, dark users don't get included in this effect but the dark powers become 50% weaker, although they are still able to make some area dark but not in total and cannot take the terrain
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D(Damage): low
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C(Cost): 1750
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R(Recoil/Drawback): an hour cooldown, user goes non-elemental for 5 minutes after this move, only lasts 30 minutes
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Life Force Cost: 700
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Perfect Secret Fusion Art Four-Flash
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E(Effect): Quick Spell that sends the user to safety with an instant teleport and makes the user able to avoid ANY attack even ignoring unavoidable and homming effects
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D(Damage): none
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C(Cost): 2000 MP
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R(Recoil/Drawback): cooldown of 15 minutes
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Perfect Forbidden Fusion Art Three-Omnislash
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E(Effect): Does a massive combo with the 2 swords of 20 consecutive slashes, after being hit with by the first slash it cannot be protected nor dodged anymore and the combo cannot be stopped after it starts
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D(Damage): High (each hit)
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PERFECT FORBIDDEN FUSION ARTS: A fusion of the two character's Forbidden Fusion Arts. Extremely hard to master and cost a lot of mana, but are the strongest spells that require mana.
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R(Recoil/Drawback): easy to block or dodge the first slash, cannot be used in combo with flying rayjin
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Life Force Cost: 900
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E(Effect):Does the strongest elemental move with an effect dependent on the element
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Wind: User summons a Delta Stream around the battefield giving the user free mobility around the battlefield and able to do any quick and precise attack, is also able to slash in thin air to create air slashing winds that are garanteed to hit the user and cut barriers, can be shielded and only lasts until an attack is made
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Fire: User Jumps in the air Creating 5 Supernovas to Rain down at the opponent and making the surroundings burn in intense fire
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Earth: User Shakes violently the earth and makes the opponet lose balance, after that creats fissures where if the opponent falls the ground will crush them beetween the 2 side cracking and destroying any armor, is easily dodged
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Water: Creates a giant vortex of water that pulls any opponent not ready to resist it and begins to wash away the opponent around making him trap in a vortex of water that will begin to damage while the vortex is in play 
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Dark: Surrounds the battlefield into deep darkness making it completely impossible for the opponent to see or feel it's surroundings as it strips away of any senses for 3 minutes leaving the opponent open for all forms of attacks
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Light: User is able to move in light speed and do a light speed attack that is impossible to be reacted after the move starts for te next 30 seconds
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D(Damage):extreme
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C(Cost): 3000
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R(Recoil/Drawback): wears down the user powers for the next minute leaving him without magic and has a 5 minute cooldown
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Life Force Cost: 1000
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Perfect Forbidden Fusion Art Two- Elemental enchantment
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E(Effect): Enchantes anything with a power of the element you're at, can be used on 4 people
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Wind: Triples speed and gives wind element to an allie and allows the allie to move in strong winds without restrictions and makes it easier to barriers
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Fire: Doubles Magical attack and Magical defese and gives fire element to an allie and allows it to resist fire and leaves fire each time an attack is made
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Earth: Doubles Physical attack and physical defense and gives earth element to an allie, also allows to break any kind of armor or shield
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Water: Doubles Physical attack and magical attack and heals 10% of damage, gives an allie Water Element and allow him to breather and move underwater freely
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Dark: User gets involved into a dark aura and all the attacks get dark element allowing to move through shadows to an ally, user can also see in the darkness, gives also the ability to drain life force and mana from the enemy with each attack made
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Light: User gets involved into a light aure and all attack get light element allowing to have a diving protection reducing attacks by 50%, user is also able to detect anything that is invisible and see through illusions, gives also the ability to drain HP with each attack made 
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D(Damage): none
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C(Cost): 2500
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R(Recoil/Drawback):  cooldown of 5 minutes
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Life Force Cost:800
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Perfect Forbidden Fusion Art three - Omnislash
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effect: User uses both swords to do a massive combo of 20 hits that cannot be stopped by any means after the first attack hits and goes super fast ending in 5 seconds
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cost:3000
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damage: high per hit last is extreme
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Recoil: user has to go non-elemental to activate and has to stay in that state for 1 minute, also is sustible to an ally attack
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life force: 1000
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Perfect Forbidden Fusion Art Four-Muramasa and Masamune Energy Burst Beam
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E(Effect): User charges the potential and the energy of both swords to fire a powerfull magic beam of light and darkness into one direction, cannot be shielded
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D(Damage): extreme
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C(Cost):3000
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R(Recoil/Drawback): The swords lose all their power for the next 5 minutes, user become non elemental
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Life Force Cost:900
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PERFECT ULTIMATE FUSION MOVE: A fusion of the two character's Ultimate Moves. The “finishing” spell of a battle. When used, you use all of your power and damage and force it into one attack. If this spell hits, it is an instant KO on the target. If it misses, however, you are left with no mana power and 25% of your original stats.
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Perfect Ultimate Fusion Move- “Elemental Seal”
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E(Effect): the User throws both swords into the air that start moving on his own while the user charges with the 4 elements surronding him, uses water slow and bind the opponent, followed by wind to cut all his muscles stopping any movement, followed my earth to completely trap inside a prison of earth that impales into is body and followed by fire to completely burn the opponent, after all this both swords fly from each side and impale the opponent sealing their soul away from the body or just knocking out the remaining strength
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D(Damage): KO
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C(Cost): All remaining MP
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R(Recoil/Drawback):If the spell is blocked, the user is left with no MP and 25% of their original stats.
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Life Force Cost: user is left with 100 life force only
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PERFECT FUSION TAKEOVER: A special form only accessible after you have met certain conditions. These cost little to no mana and usually transform you into a powerful entity, such as a dragon, giant, naga, etc.
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                 To use a Fusion takeover the characters must be in a life threatening occurrence. Using a Fusion Takeover WILL drain the two character's life force. If they stay in Fusion Takover for
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                 too long, they WILL die.
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Perfect Fusion Takeover- Rayquaza mode fusion
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E(Effect): The user uses his mega stone to call of Rayquaza that mega evolves and Dragon Ascents into the user creating a new form of the user with a Rayquaza armor that double all the stats and turns both swords into one Rayquaza Spear, Elemental Slash becomes Dragon Spear Claw,  Elemental spell becomes Extremespeed, Elemental Ultimate Attack becomes Dragon Spear Ascent, and Elemental enchantment becomes Dragon dance and boosts attack and speed by 50%.
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D(Damage): none
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C(Cost):none
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R(Recoil/Drawback): this form only mantains stable for 30 minutes and user mark elemental powers and passive become unavailable while in this form,  Secret Elemetal Move, Elemental Barrier and Elemental Switch becomes Blocked
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Life Force Cost:none
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Perfect Fusion Overdrive - “Elemental Sword”
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E:User Join both swords and all 4 elements into one Big Swords that shines with different colours, gives user the ability to controll all the elements as he pleases and bending them as his will, sword moves become 5 times stronger, user speed triples and elemental spells are 2 times stronger and the effect is doubled, while using an elemental spell the user can choose which effect to use and the cost of them all is cut by 50%
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R: defenses and stamina is cut by 50% accuracy on normal slashes from the sword is not very good
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Perfect Fusion Overdriven Art - “Ultimate Element Performance ”
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E: The User releases the full energy of the swords where all the 6 elements start surrounding the opponent not letting him escape making this move unavoidable, Wind start cutting the oppone skin giving multiple wound, fire burns the whole body, earth beats the opponent with hard rock and dirt , Water washes away the oppoent with giant waves, light and darkness end up with a double energy beam from front and back
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D: extreme
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R: The takeover ends after this, with strong armor is possible to endure the hit
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C: half MP
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Life Force Cost: 50%
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Perfect Fusion Weapon('s): Muramasa and Masamune
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E: http://prntscr.com/c5a8dl and http://prntscr.com/c5a8ls
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Equiptment: A fusion of the four character's equiptment, they may give small buffs in battle
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Equiptement: Wind Shoes
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E(Optional): user Speed is increased 50% and resists any wind force like hurricanes
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Equiptement: Fire Gloves
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E(Optional): User Magical strength and defense is increased 50% and can walk on lava and fire
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Equiptement: Earth Band
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E(Optional): User Physical stregth and defense is increased 50% and doesn't flinch angaist any attack
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Equiptement: Water Bracelet
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E(Optional): Heals the user 1% HP per 10 seconds and can walk on water and breathe underwater
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Extra Spells(Optional)
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