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Pikachuun

Raid Boss Rush Phase 2

Jul 27th, 2014
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  1. Mega-LandShark:
  2. 1000 HP, 105 Atk, 0 Def, 15 Spe
  3.  
  4. Passive Abilities:
  5. Neo-Immunity: Immune to status effects and other forms of Damage over Time.
  6. Offensive Priests are Terrible: This monster takes 1 damage from the damage-dealing skills of Priests, besides their Basic Attack.
  7. Slow Field: This monster can only get double-attacked if the attacker's speed is three times that of this monster. This monster can only get triple-attacked if the attacker's speed is 4 times that of this monster.
  8. Immortal: Immune to OHKO moves [Exorcise and Assassinate]. If they were to OHKO, it would deal 1 damage.
  9. Excess Supply Lines: Immune to the effects of Sabotage.
  10.  
  11. Active Abilities:
  12. 1-5: Basic Attack (Attacks 1 player. Roll 3 dice with the current attack stat as the number of sides then divide the result by 3. This is not true damage, obviously.)
  13. 6-10: Rotten Breath (Attacks all players. Roll 3 dice with the current attack stat as the number of sides then divide the result by 9. This is not true damage. Regardless of if it hits or misses, all players take 10% Poison damage for 3 turns.)
  14. 11-15: Poison Fang (Attacks 1 player. Roll 3 dice with the current attack stat as the number of sides then divide the result by 4. This is not true damage. Regardless of if it hits or misses, the target takes 25% Poison damage for 3 turns.))
  15. 16-20: Fang Crush (Attacks 1 player. Roll 6 dice with the current attack stat as the number of sides then divide the result by 4. This is not true damage.)
  16. 21-25: Digestive Fang (Attacks 1 player. Roll 3 dice with the current attack stat as the number of sides then divide the result by 6. This is not true damage. The opponent's defense stat becomes 0 for the calculation of the damage of this move [It's not magic based])
  17. 26-30: Hypnotic Trance (Attacks 1 player. The player targetted by this move must skip their next 2 turns.)
  18. 31-35: Wind of the Abyss (Attacks all players. Does 15 true damage, always, and cannot miss. Bypasses any damage-reducing effects; that is why it says always, after all. On the players' next turns, 15% of damage they do is dealt back to the user as true damage, regardless of target. In addition, 15% any Energy or HP healed is dealt back to the user of the healing move as damage after the healing effect goes through.)
  19.  
  20. Magic Mirror I:
  21. 80 HP, 66 Atk, 10 Def, 18 Spe
  22.  
  23. Passive Abilities:
  24. Neo-Immunity: Immune to status effects and other forms of Damage over Time.
  25. Offensive Priests are Terrible: This monster takes 1 damage from the damage-dealing skills of Priests, besides their Basic Attack.
  26. Slow Field: This monster can only get double-attacked if the attacker's speed is three times that of this monster. This monster can only get triple-attacked if the attacker's speed is 4 times that of this monster.
  27. Immortal: Immune to OHKO moves [Exorcise and Assassinate]. If they were to OHKO, it would deal 1 damage.
  28. Excess Supply Lines: Immune to the effects of Sabotage.
  29. Mirror Shield: All allies take 50% less damage. If true damage were to do 0 damage by this effect, it would do 1 damage instead.
  30. Auto-Resurrection: If this monster is KO'd, revive it in 3 turns with 40 HP.
  31.  
  32. Active Abilities:
  33. 1-5: Basic Attack (Attacks 1 player. Roll 3 dice with the current attack stat as the number of sides then divide the result by 3. This is not true damage, obviously.)
  34. 6-10: Megavolt (Attacks 1 player. Roll a 3-sided die. If the result is a 1, this attack reduces the target to 1 HP (If they're already at 1 HP they will be ko'd). If the result is a 2 or 3, this attack does 1 true damage.)
  35. 11-15: Flash Fire (Attacks all players. Roll a 5-sided die and multiply the result by 2. This does true damage. Before this damage is dealt, all players take 10% burn damage.)
  36. 16-20: Dissolution (Attacks all players. Roll a 5-sided die and multiply the result by 2. This does true damage. For 3 turns, the players' defense stats decrease by 25% [Minimum 15].)
  37. 21-25: Sandstorm (Attacks all players. Roll a 5-sided die and multiply the result by 2. This does true damage. On the players' next turns, all normal damage dealt by moves used by them becomes 0.)
  38. 26-30: Smoke Ball (Attacks all players. Roll a 5-sided die and multiply the result by 2. This does true damage. On the players' next turns, all normal damage dealt by moves used by them becomes 0.)
  39. 31-35: Regenerate (Heals all allies, including itself, by 40 HP. Does not effect dead allies.)
  40.  
  41.  
  42. Magic Mirror II:
  43. 80 HP, 66 Atk, 10 Def, 18 Spe
  44.  
  45. Passive Abilities:
  46. Neo-Immunity: Immune to status effects and other forms of Damage over Time.
  47. Offensive Priests are Terrible: This monster takes 1 damage from the damage-dealing skills of Priests, besides their Basic Attack.
  48. Slow Field: This monster can only get double-attacked if the attacker's speed is three times that of this monster. This monster can only get triple-attacked if the attacker's speed is 4 times that of this monster.
  49. Immortal: Immune to OHKO moves [Exorcise and Assassinate]. If they were to OHKO, it would deal 1 damage.
  50. Excess Supply Lines: Immune to the effects of Sabotage.
  51. Mirror Shield: All allies take 50% less damage. If true damage were to do 0 damage by this effect, it would do 1 damage instead.
  52. Auto-Resurrection: If this monster is KO'd, revive it in 3 turns with 40 HP.
  53.  
  54. Active Abilities:
  55. 1-5: Basic Attack (Attacks 1 player. Roll 3 dice with the current attack stat as the number of sides then divide the result by 3. This is not true damage, obviously.)
  56. 6-10: Missile Launch (Attacks 1 player, and all players around it [Rolling a 2 also attacks 1 and 3, for instance]. Roll a 3 dice with the current attack stat as the number of sides then divide the result by 4. This is not true damage.)
  57. 11-15: Aging Missile (Attacks 1 player, and all players around it [Rolling a 2 also attacks 1 and 3, for instance]. Roll a 3 dice with the current attack stat as the number of sides then divide the result by 6. This is not true damage. Regardless if the attack hits or misses, for the next 3 turns, all of the targets' stats, including maximum HP and Energy, decrease by 15% [Minimum 15]. If your HP or Energy is above the new maximum, reduce it to said maximum.)
  58. 16-20: Special Missile (Attacks all players. Roll a 5-sided die and multiply the result by 2. This does true damage. For 3 turns, the players' defense stats decrease by 25%.)
  59. 21-25: Revolutionary Beam (Attacks all players. Roll a 5-sided die and multiply the result by 3. This does true damage.)
  60. 26-30: Death Ray (Attacks all players. Roll a 5-sided die and multiply the result by 5. This does true damage. If the target is a priest or a dark mage, multiply the result by 10 instead of 5.)
  61. 31-35: Regenerate (Heals all allies, including itself, by 40 HP. Does not effect dead allies.)
  62.  
  63. Rewards: 4/5 for killing the Mega-LandShark, and access to the next phase. You do not have to kill both mirrors before proceeding, if any are still alive when you kill the Mega-LandShark.
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