Magicat

Ring.exe Mystery Mansion boss draft

Jul 29th, 2017
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  1. Ring.exe
  2. Health: 4500/4500
  3. Attack: ???
  4. Defense: 0
  5. Immunity: 10
  6.  
  7. Weaknesses: Freeze (1.5x) Shadow (1.5x) Wind (1.2x) Cutter (1.2x)
  8. Resistances: Water (0.9x) Neutral (0.7x) Electric (0.5x)
  9.  
  10. Ability: Net Phase- Attacks aren't affected by Defense stats, but still affected by damage lowering moves (i.e: an assist using Barrier, which blocks 25% damage for 5 turns)
  11. Boss Role: Raid Boss (3+ recommended)
  12.  
  13. Description: Unlike other bosses, Ring.exe attacks multiple times, but cannot choose her own attacks most of the time. Ring has a massive pool of attacks in which she chooses from, and 4 attacks she can choose to use at any time she pleases to, but only once. The attacks (or battle chips) are chosen semi-randomly, and the pool of attacks are separated in 6 groups, and a chip from each group is chosen randomly. Ring cannot choose to block, use items, or access other forms, but can do so from her battle chips. A representation of her attacks would look as so:
  14. A1 - B1 - C1 - D1 - E1 - F1
  15. - B2 - C2 - D2 - E2 - F2
  16. - C3 - D3 - E3 - F3 X1
  17. - D4 - E4 - F4 X2
  18. - E5 - F5 X3
  19. - F6 X4
  20.  
  21. Chip Descriptions:
  22. ---------------------------------
  23. A1: Ring Rang
  24. Inflicts 4 damage (hits twice) to 1 target, or 2 damage to 2 targets
  25.  
  26. ~~~~~~~~~~~~~~~~~~~~~~~~
  27. B1: Mini Bomb
  28. Inflicts 1 damage to all targets
  29.  
  30. B2: Attack +1
  31. The next two attacks this turn will inflict 1 more damage
  32. -------------------------
  33. C1: Guard
  34. Ring will take 15% less damage this turn
  35.  
  36. C2: Cannon
  37. Inflicts 3 damage to 1 target
  38.  
  39. C3: Area Grab
  40. Increases the accuracy for Meteor3 and Meteor6 by 10%. Increases success rate for NetChip Transfer by 5%
  41. ---------------------------
  42. D1: Tree Bomb
  43. Inflicts 3 damage to 1 target. Affected by Wood efficiency
  44.  
  45. D2: Heat-V
  46. Inflict 2 damage to 2 targets. Affected by Fire efficiency
  47.  
  48. D3: Bubble-V
  49. Inflicts ~1.5 damage to 3 target. Affected by Aqua efficiency
  50.  
  51. D4: Magnet Bomb
  52. Inflicts 1 damage to all targets. Affected by Elec efficiency
  53.  
  54. ------------------------
  55. E1: Guard +20
  56. Defense and Immunity will be raised by 20 for this turn. Will be further raised by 30 if the Ring.exe chooses "Guard"
  57.  
  58. E2: Area Grab
  59. Wood, Fire, Elec, and Aqua efficiencies will be changed between the values of -0.3 to +0.3 randomly.
  60.  
  61. E3: Recovery80
  62. Ring.exe's Health will replenish by 80
  63.  
  64. E4: AntiRecovery
  65. Players that use items to recover this turn will lose Health equal to 25% of the Health the item/move would recover
  66.  
  67. E5: Navi +2
  68. Both of Ring.exe's rings in her "Ring Rang" attack will inflict 2 more damage (can stack with Attack +1)
  69.  
  70. ------------------
  71. F1: Kunai
  72. Hits 3 times, inflicts 1 damage per hit (each hit affected by Attack +1)
  73.  
  74. F2: Repair
  75. Any type with an efficiency less than 1.0 will have their efficiency boosted back up to 1.0
  76.  
  77. F3: Meteor3
  78. Can hit up to three times, with a 50% accuracy per hit. Inflicts 3 damage per hit
  79.  
  80. F4: Whirlpool
  81. Inflicts 3 damage on all targets. Affected by Aqua efficiency.
  82.  
  83. F5: +NaviHit
  84. Ring Rang will hit 3 times instead of twice.
  85.  
  86. F6: NetChip Transfer (has 1/21 chance of being chosen)
  87. Ring.exe tag teams with another NetNavi, letting them fight on front lines while she hides behind them, however, Ring.exe loses Health equal to the amount of Health the NetNavi she tag teams with has. NetNavis transferred will have 3 new attacks they will use in place of Ring.exe's Ring Rang. A visual representation of a tag teamed NetNavi would look something like this:
  88. (AA1 - AB1) - B1 - C1 - D1 - E1 - F1
  89. ( - AB1) - B2 - C2 - D2 - E2 - F2
  90. - C3 - D3 - E3 - F3
  91. - D4 - E4 - F4
  92. - E5 - F5
  93. - F6
  94. For every turn that the NetNavi is out, Ring.exe will replenish 5 Health. chance of success = amount of Health lost (i.e: if Ring has 450 Health, success rate is 90%). The NetNavis she can call into battle include:
  95.  
  96. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  97. Roll.exe: 400 Health (25% Chance)
  98.  
  99. AA1: Roll Flash
  100. Inflicts 2 damage. Roll recovers 20 Health
  101.  
  102. AB1: Roll Arrow
  103. Inflicts 4 damage to one target
  104.  
  105. AB2: Roll Blash
  106. Inflicts 3 damage to all targets
  107. ---------------------------------
  108. NumberMan.exe: 500 Health (15% Chance)
  109.  
  110. AA1: Dice Bomb
  111. Inflicts 1 to 6 damage randomly
  112.  
  113. AB1: Time Bomb
  114. Has 150 Health. If not destroyed by the end of the turn, inflicts 5 damage to all targets.
  115.  
  116. AB2: Prism
  117. If the player attacks NumberMan the turn this is used, they will take damage equal to 5% of their attack stat (rounded up)
  118. -----------------------------------
  119. ElecMan.exe: 450 Health (20% Chance)
  120.  
  121. AA1: SparkShock
  122. Inflicts 2 damage to all targets
  123.  
  124. AB1: Electric Boomer
  125. Hits twice, inflicting 2 damage per hit. Affected by Elec efficiency
  126.  
  127. AB2: Set Rod
  128. SparkShock and Magnet Bomb will inflict 2x damage this turn
  129. ----------------------------------
  130. GutsMan.exe: 600 Health (20% Chance)
  131.  
  132. AA1: Guts Hammer
  133. Inflicts 7 damage. Will miss 50% of the time
  134.  
  135. AB1: Super Armor
  136. Defense and Immunity raised by 10 this turn.
  137.  
  138. AB2: Shockwave
  139. Inflicts 1 damage to all targets. Will increase damage done by Cannon or Sword by 50%
  140. -------------------------------
  141. IceMan.exe: 500 Health (20% Chance)
  142.  
  143. AA1: Ice Tower
  144. Inflicts 6 damage. Will only inflict 2 damage if Fire or Elec efficiency is 1.1 or higher
  145.  
  146. AB1: Ice Cube
  147. The first attack that hits Ice Man next turn will inflict 20% less damage. Doesn't affect any attack after it.
  148.  
  149. AB2: Ice Spikes
  150. Inflicts 2 damage to 3 targets.
  151. ----------------------------
  152. ----------------------------------------------------------------------------------------------
  153. X1: Meteor6
  154. Will hit up to six times, with 85% accuracy. Will inflict 4 damage per hit. Affected by Attack +1
  155.  
  156. X2: Navi +20
  157. Ring Rang will inflict 20 more damage per hit. Can stack with Attack +1 and Navi +3
  158.  
  159. X3: Wide Sword
  160. Inflicts 5 damage to all targets
  161.  
  162. X4: Recovery500
  163. Replenishes 500 Health.
  164.  
  165. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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