Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Ring.exe
- Health: 4500/4500
- Attack: ???
- Defense: 0
- Immunity: 10
- Weaknesses: Freeze (1.5x) Shadow (1.5x) Wind (1.2x) Cutter (1.2x)
- Resistances: Water (0.9x) Neutral (0.7x) Electric (0.5x)
- 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)
- Boss Role: Raid Boss (3+ recommended)
- 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:
- A1 - B1 - C1 - D1 - E1 - F1
- - B2 - C2 - D2 - E2 - F2
- - C3 - D3 - E3 - F3 X1
- - D4 - E4 - F4 X2
- - E5 - F5 X3
- - F6 X4
- Chip Descriptions:
- ---------------------------------
- A1: Ring Rang
- Inflicts 4 damage (hits twice) to 1 target, or 2 damage to 2 targets
- ~~~~~~~~~~~~~~~~~~~~~~~~
- B1: Mini Bomb
- Inflicts 1 damage to all targets
- B2: Attack +1
- The next two attacks this turn will inflict 1 more damage
- -------------------------
- C1: Guard
- Ring will take 15% less damage this turn
- C2: Cannon
- Inflicts 3 damage to 1 target
- C3: Area Grab
- Increases the accuracy for Meteor3 and Meteor6 by 10%. Increases success rate for NetChip Transfer by 5%
- ---------------------------
- D1: Tree Bomb
- Inflicts 3 damage to 1 target. Affected by Wood efficiency
- D2: Heat-V
- Inflict 2 damage to 2 targets. Affected by Fire efficiency
- D3: Bubble-V
- Inflicts ~1.5 damage to 3 target. Affected by Aqua efficiency
- D4: Magnet Bomb
- Inflicts 1 damage to all targets. Affected by Elec efficiency
- ------------------------
- E1: Guard +20
- Defense and Immunity will be raised by 20 for this turn. Will be further raised by 30 if the Ring.exe chooses "Guard"
- E2: Area Grab
- Wood, Fire, Elec, and Aqua efficiencies will be changed between the values of -0.3 to +0.3 randomly.
- E3: Recovery80
- Ring.exe's Health will replenish by 80
- E4: AntiRecovery
- Players that use items to recover this turn will lose Health equal to 25% of the Health the item/move would recover
- E5: Navi +2
- Both of Ring.exe's rings in her "Ring Rang" attack will inflict 2 more damage (can stack with Attack +1)
- ------------------
- F1: Kunai
- Hits 3 times, inflicts 1 damage per hit (each hit affected by Attack +1)
- F2: Repair
- Any type with an efficiency less than 1.0 will have their efficiency boosted back up to 1.0
- F3: Meteor3
- Can hit up to three times, with a 50% accuracy per hit. Inflicts 3 damage per hit
- F4: Whirlpool
- Inflicts 3 damage on all targets. Affected by Aqua efficiency.
- F5: +NaviHit
- Ring Rang will hit 3 times instead of twice.
- F6: NetChip Transfer (has 1/21 chance of being chosen)
- 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:
- (AA1 - AB1) - B1 - C1 - D1 - E1 - F1
- ( - AB1) - B2 - C2 - D2 - E2 - F2
- - C3 - D3 - E3 - F3
- - D4 - E4 - F4
- - E5 - F5
- - F6
- 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:
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Roll.exe: 400 Health (25% Chance)
- AA1: Roll Flash
- Inflicts 2 damage. Roll recovers 20 Health
- AB1: Roll Arrow
- Inflicts 4 damage to one target
- AB2: Roll Blash
- Inflicts 3 damage to all targets
- ---------------------------------
- NumberMan.exe: 500 Health (15% Chance)
- AA1: Dice Bomb
- Inflicts 1 to 6 damage randomly
- AB1: Time Bomb
- Has 150 Health. If not destroyed by the end of the turn, inflicts 5 damage to all targets.
- AB2: Prism
- If the player attacks NumberMan the turn this is used, they will take damage equal to 5% of their attack stat (rounded up)
- -----------------------------------
- ElecMan.exe: 450 Health (20% Chance)
- AA1: SparkShock
- Inflicts 2 damage to all targets
- AB1: Electric Boomer
- Hits twice, inflicting 2 damage per hit. Affected by Elec efficiency
- AB2: Set Rod
- SparkShock and Magnet Bomb will inflict 2x damage this turn
- ----------------------------------
- GutsMan.exe: 600 Health (20% Chance)
- AA1: Guts Hammer
- Inflicts 7 damage. Will miss 50% of the time
- AB1: Super Armor
- Defense and Immunity raised by 10 this turn.
- AB2: Shockwave
- Inflicts 1 damage to all targets. Will increase damage done by Cannon or Sword by 50%
- -------------------------------
- IceMan.exe: 500 Health (20% Chance)
- AA1: Ice Tower
- Inflicts 6 damage. Will only inflict 2 damage if Fire or Elec efficiency is 1.1 or higher
- AB1: Ice Cube
- The first attack that hits Ice Man next turn will inflict 20% less damage. Doesn't affect any attack after it.
- AB2: Ice Spikes
- Inflicts 2 damage to 3 targets.
- ----------------------------
- ----------------------------------------------------------------------------------------------
- X1: Meteor6
- Will hit up to six times, with 85% accuracy. Will inflict 4 damage per hit. Affected by Attack +1
- X2: Navi +20
- Ring Rang will inflict 20 more damage per hit. Can stack with Attack +1 and Navi +3
- X3: Wide Sword
- Inflicts 5 damage to all targets
- X4: Recovery500
- Replenishes 500 Health.
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Add Comment
Please, Sign In to add comment