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Found 20 Threads, 467 Posts 487 Results Total
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on October 7th, 2014 at 4:31pm #301
gemini-man_alt ...Although might be interesting for players to know, this guide could be a lot stronger. Here's some ideas to research if you want your guide to be much more useful:

1. List the best weapons to use against each robot to stand the best chance of getting the core to drop. For example, did you know the absolute best weapon to use against Star Man is Bubble Lead? Take a look at his weaknesses.

2. List the possible locations of each robot, both for players that have yet to obtain all Starforce and those that have all of it. If a robot isn't in the MM1 to MM4 group, the only way to encounter them aside from a Starforce battle is in Bonus Stage 2 (minus the Killers, which are in their respective battles).

3. Some other additional info like your Cores become more valuable the more Starforce you have for that Core. Reggae pays more for Cores if you have tons of Starforce for it.

Just some suggestions that should make your guide much more interesting to read. ring-ring
^ Top
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on October 1st, 2014 at 1:05am #302
Guess I'll join in on this one.

elec-manHow can anyone NOT be able to pick me from this set?

metal-manHehe, I may not be able to handle my own blades, but neither will anyone receiving my blades!

gemini-manAt this rate the rare four clone spawn might be necessary...

ring-manI can tell there were several reasons you chose me. My favorite reason is your desire for only the best robots!

gyro-manOf course you would pick me. You like to fly high, just like I do!


[...Yeah, same with tobyjoey, my favorites from 6-10 don't have sprites yet]
^ Top
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 24th, 2014 at 6:48pm #303
gemini-man_alt ...At first I thought it was another unnecessary thread about the chatroom, but then I realized this is advertising the new one, so all right, I guess this thread is ok. Xat is not my favorite kind of chat, but it's something I am fine using.ring-ring
^ Top
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 22nd, 2014 at 6:39pm #304 ( Edited : 2014/09/22 at 6:52pm )
gemini-man_alt ...I did some math just now using Adrian's Mega Man example, and my Mega Man has a total of 30,592 stat points placed on him (9999 for Attack, Defense, and Speed, plus 595 for Energy), and considering the scenario that my Mega Man gets his stats changed to 4462 for each stat, that leaves my Mega Man with 12,744 overflow points, and that's just Mega Man. For Roll's example, she actually has 30,890 stat points attached to her, because of the extra Energy she has. Doing the math here according to the example up above, I would end up with 13,026 overflow points. So, simplifying the math, let's just say that my support robots would have 13,026 points each, for a total of 39,078 overflow points. Add that to having 35 robots with 12,744 points a piece, and the absolute total overflow points I would have on my account is a crazy 485,118. So yeah...I'm not sure how those extra points will get used since my other robots will have a crazy amount of overflow too, unless perhaps I start with level 100 "max" stat future robots, I guess. Or perhaps the extra points could be applied to free level ups for the mechas? I have no idea...but I imagine my math is not too far off... ring-ring
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 22nd, 2014 at 12:39pm #305
gemini-man_alt ... I'll take the extra Zenny, I don't have much of that. :P

I am perfectly ok if my robots' stats are adjusted. Rather I'm super excited about the change coming since finally robots can have more Energy (I hope this means no more battles determined by the first attack of the match). I just kinda wish I knew what my new amounts are going to be, since I don't want to end up having my stats lower than what they could be. I was even willing to have my robots reduced to level 1 just so I can have a say on what their actual final stats were going to be. I'm also excited with the upcoming alt. costumes, so I think this new update should tide even the vets like us for a little while, now that matches should hopefully be a little more unpredictable, since I hope the Energy increase means the "max stat" robots shouldn't be able to get one-shot anymore. The mystery robot feature in the Player Battle selection screen also should be of help to those of us on the other side of the field we cannot control.

Adrian, I believe the upcoming changes will be WELL WORTH a little sacrifice on our parts. The only thing I ask? Don't burn yourself out too much trying to add the changes in. :P ring-ring
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 15th, 2014 at 11:31pm #306
I'll get back to this sometime this week, just wanting to double check to make sure the current system I got is manageable (and see if I can do some programming on the side to make determining damage and such easier to do, and perhaps actually have a fairly consistent "Random" Number Generator to determine dropped items and criticals), and BitMan, is your movement set final? You can have up to 8 abilities per robot. If you're fine with what you got, then I'll add you in.
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 15th, 2014 at 3:33pm #307
gemini-man_alt ...I wouldn't worry too much about necroposting on these forums unless the thread is like a year old or some length like that. You're good. Thanks for the info, btw, regarding the specific robots you need to use to unlock the support characters. I wasn't aware you couldn't use just any robot you wanted to unlock them. I think MBM needs to update his new player guide with that info. Since it's not exactly global knowledge how to get those robots, this info will come in handy for those post-Final Destination. ring-ring
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 13th, 2014 at 12:49pm #308
gemini-man_alt ...Geez, I've been busy, focusing on school and Pikmin, that I forgot you mentioned this day as being your birthday, MBM. Happy Birthday! I'll catch up with you next month. :P ring-ring
^ Top
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 12th, 2014 at 12:59pm #309
gemini-man_alt ...Yeah, when your robots have max stats, it ultimately comes down to what abilities work best against your robots and not necessarily what robots you're using (except for WE cost). To add to the mess, once you accumulate tons of Starforce, Copy Core and Neutral Core robots become less than favorable for having in battles since the other robots can deal more damage with less WE cost than Copy Core robots. So yeah, the system isn't perfect, but since this game still is a beta, more significant changes may need to be made later. I wouldn't complain at all if changes were made for more diversity among the robots. ring-ring
^ Top
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 11th, 2014 at 10:50pm #310
gemini-man_alt ...Geez, I haven't been on my computer for like...a day or two, and it feels like I missed quite a bit. Let's see... ring-ring

@Mikey76500 : Seems like I didn't miss your birthday, so happy 26th birthday! Hope today was a good day for you. ring-ring-2

@Adrian Marceau : Guess you can't stay away very long from the game, eh? Looking forward to those alt costumes! ring-ring-3
^ Top
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 8th, 2014 at 6:01pm #311
Shadownnico

Turn 7

Drill Man attacks Skullmet A with Bubble Lead!
Skullmet A loses 40 LE and 5 overkill!
Skullmet A is disabled!
Pyre Fly A is switched to the active slot.
Pyre Fly A attacks Drill Man with Pyre Flame!
Drill Man loses 11 LE!


Your Team

Drill Man (Active)
LE: 74/100
WE: 10/10

Needle Man
LE: 16/100
WE: 7/10

Pharaoh Man
LE: 86/100
WE: 10/10

Bubble Man
LE: 100/100
WE: 10/10

Elec Man
LE: 100/100
WE: 10/10

Bomb Man
LE: 100/100
WE: 10/10

Guts Man
LE: 100/100
WE: 10/10

Disco
LE: 150/150
WE: 10/10

Enemy Team

Pyre Fly A (Level 1) (Active)
LE: 60/60

Pyre Fly A (Level 1)
LE: 85/85

Skullmet A (Level 1)
LE: 0/65

Skullmet A (Level 1)
LE: 0/40

Skullmet B (Level 1)
LE: 0/40

Skullmet C (Level 1)
LE: 0/40

Pyre Fly B (Level 1)
LE: 0/60

Pyre Fly C (Level 1)
LE: 0/60


tobyjoey

Turn 2

Snake Man was switched out to put Knight Man on the active slot.
Crazy Cannon A attacks Knight Man with Cannon Shot!
Knight Man loses 27 LE!
Knight Man attacks Crazy Cannon A with Oil Slider! -4 WE
It's super effective! Crazy Cannon A loses 55 LE and 7 overkill!
Crazy Cannon A is disabled!
Beak A is switched to the active slot.


Your Team

Knight Man (Active)
LE: 78/105
WE: 7/10

Dive Man
LE: 105/105
WE: 10/10

Elec Man
LE: 105/105
WE: 10/10

Ring Man
LE: 105/105
WE: 10/10

Turbo Man
LE: 105/105
WE: 10/10

Snake Man [+18 ATK, ATK: 137]
LE: 56/105
WE: 10/10

Wave Man
LE: 105/105
WE: 10/10

Shadow Man
LE: 105/105
WE: 10/10


Enemy Team

Beak A (Level 1) (Active)
LE: 40/40

Crazy Cannon A (Level 1)
LE: 30/30

Crazy Cannon B (Level 1)
LE: 30/30

Crazy Cannon C (Level 1)
LE: 30/30

Beak A (Level 1)
LE: 50/50

Beak B (Level 1)
LE: 40/40

Beak C (Level 1)
LE: 40/40

Crazy Cannon A (Level 1)
LE: 0/55


Retro Pikachu

Turn 6

Wood Man attacks Crazy Cannon B with Search Snake! -2 WE
It's super effective! Crazy Cannon B loses 35 LE!
Crazy Cannon B attacks Wood Man with Cannon Shot!
Wood Man loses 17 LE!


Your Team

Wood Man [+23 ATK, ATK: 95, +40 DEF, DEF: 241] (Active)
LE: 39/110
WE: 7/10

Bomb Man
LE: 110/110
WE: 10/10

Proto Man
LE: 110/110
WE: 10/10

Bright Man
LE: 110/110
WE: 10/10

Yamato Man
LE: 110/110
WE: 10/10

Turbo Man
LE: 110/110
WE: 10/10

Shadow Man
LE: 0/110
WE: 9/10

Roll
LE: 165/165
WE: 10/10


Enemy Team

Crazy Cannon B (Level 1) (Active)
LE: 20/55

Crazy Cannon C (Level 1)
LE: 55/55

Ribbitron A (Level 1)
LE: 50/50

Ribbitron B (Level 1)
LE: 50/50

Ribbitron C (Level 1)
LE: 50/50

Crazy Cannon A (Level 1)
LE: 0/55


Spinstrike

Proto Man is switched out to put Mega Man in the active slot!
Met A attacks Mega Man with Met Shot!
Mega Man loses 4 LE!
Mega Man attacks Met A with Hyper Bomb! -4 WE
It's super effective! Met A loses 32 LE!


Your Team

Mega Man (Active)
LE: 96/100
WE: 7/10

Proto Man
LE: 100/100
WE: 10/10

Cut Man
LE: 100/100
WE: 10/10

Guts Man
LE: 100/100
WE: 10/10

Crash Man
LE: 100/100
WE: 10/10

Flash Man
LE: 100/100
WE: 10/10

Top Man
LE: 100/100
WE: 10/10

Spark Man
LE: 100/100
WE: 10/10

Enemy Team

Met A (Level 1) (Active)
LE: 18/50

Met B (Level 1)
LE: 50/50

Met C (Level 1)
LE: 50/50

Met D (Level 1)
LE: 50/50

Met E (Level 1)
LE: 50/50

Met F (Level 1)
LE: 50/50

Met G (Level 1)
LE: 50/50

Met H (Level 1)
LE: 50/50
^ Top
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 8th, 2014 at 12:07am #312
gemini-man_alt ...I too made a spreadsheet when I was collecting the remaining Starforce, though it was also back when Adrian didn't set up the tools to randomize the fields in the Player option. That was fun having to manually change all eight fields... ring-ring
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 7th, 2014 at 9:21pm #313
gemini-man_alt @Mikey76500 : ...I did not have trouble with this game myself when I was new to this, but I think that was partly because I finished the Demo Missions before I went on to the main game. I won't say that I didn't lose any matches, but losing one match in Light's story actually gets you Roll, which should make things a little bit easier. For me I was content with grinding against the Mets before I went after the Robot Masters, after learning that beating 7 Mets rewarded me with Mecha Support and 8 Mets rewarded me Field Support. Mega Man also gets his Mega Buster at level 2, which adds a lot of power to him early on.

I'm not trying to come off as jerkish, as I do appreciate newer players trying the game and giving their thoughts, but I personally didn't have that much trouble with the game. I consider perhaps the first trip to Chapter 2 the toughest part of the entire game. The game gets quite a bit easier once you've played a few matches, even against stronger AI opponents.

*looks at the post more* What's the reason why you have to worry about knowing the 20 different types of elements? I personally still have to scan opponents sometimes (or refer to the Database) whenever I battle. What's more important is what element weaknesses and strengths I have to watch out when I prepare to attack a target. Heck, I did not even know what "Affinity" and "Immunity" was after well after my first match. Scan if you're unsure how to attack someone, perhaps even scan the robot anyway even if you do know. When I played the game, I did not even have a shop to buy items (thus Zenny did not exist back then)! I had to go by what items were dropped by enemies! And you know what...the items mostly stayed in my inventory because I found the best strategies to use right away.

I really don't even know what can I say, as it mostly sounds like luck is not on your side. Either that or you tried to go directly to Chapter 2 without playing a few more Met matches, which isn't a good idea since you could be going in there as a level 3 or level 4 after defeating another Met or two. You know that grinding is a big thing in RPGs, and this game is certainly no exception. I apologize again if I come off as offending. I just personally don't see how this game has such a huge learning curve. However, should you continue to encounter problems as you go on in the game, we're always happy to answer any questions you got! ring-ring
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TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 7th, 2014 at 8:54pm #314
Whew, I think that data overhaul will work for the time being...I kind of want to keep the formatting I got going, so I'll pass on the Google Drive idea. Also, moving the fields to the profile really opened up the space...I might actually be able to use formatting on the battles again.


tobyjoey

Turn 1

Dive Man was switched out to put Snake Man on the active slot.
Crazy Cannon A attacks Snake Man with Cannon Shot!
Snake Man loses 49 LE!
Snake Man uses Attack Boost! -2 WE, +18 ATK


Comments: I see what you're planning to do, but considering how much damage Snake Man took just now, just keep in mind Snake Man's current health...


Your Team

Snake Man [+18 ATK, ATK: 137] (Active)
LE: 56/105
WE: 9/10

Dive Man
LE: 105/105
WE: 10/10

Elec Man
LE: 105/105
WE: 10/10

Knight Man
LE: 105/105
WE: 10/10

Ring Man
LE: 105/105
WE: 10/10

Turbo Man
LE: 105/105
WE: 10/10

Wave Man
LE: 105/105
WE: 10/10

Shadow Man
LE: 105/105
WE: 10/10


Enemy Team

Crazy Cannon A (Level 1) (Active)
LE: 55/55

Crazy Cannon A (Level 1)
LE: 30/30

Crazy Cannon B (Level 1)
LE: 30/30

Crazy Cannon C (Level 1)
LE: 30/30

Beak A (Level 1)
LE: 50/50

Beak A (Level 1)
LE: 40/40

Beak B (Level 1)
LE: 40/40

Beak C (Level 1)
LE: 40/40


Retro Pikachu

Turn 4

Crazy Cannon B attacks Wood Man with Cannon Shot!
Wood Man loses 17 LE!
Wood Man uses Attack Boost! -2 WE, +11 ATK

Turn 5

Crazy Cannon B attacks Wood Man with Cannon Shot!
Wood Man loses 17 LE!
Wood Man uses Attack Boost! -2 WE, +12 ATK


Comments: I think you and tobyjoey are thinking the same thing...but seems even Leaf Shield isn't blocking much damage. Crazy Cannons are pretty powerful.


Your Team

Wood Man [+23 ATK, ATK: 95, +40 DEF, DEF: 241] (Active)
LE: 56/110
WE: 8/10

Bomb Man
LE: 110/110
WE: 10/10

Proto Man
LE: 110/110
WE: 10/10

Bright Man
LE: 110/110
WE: 10/10

Yamato Man
LE: 110/110
WE: 10/10

Turbo Man
LE: 110/110
WE: 10/10

Shadow Man
LE: 0/110
WE: 9/10

Roll
LE: 165/165
WE: 10/10


Enemy Team

Crazy Cannon B (Level 1) (Active)
LE: 55/55

Crazy Cannon C (Level 1)
LE: 55/55

Ribbitron A (Level 1)
LE: 50/50

Ribbitron B (Level 1)
LE: 50/50

Ribbitron C (Level 1)
LE: 50/50

Crazy Cannon A (Level 1)
LE: 0/55


Spinstrike

At long last...

Battle 1
Field: Intro Field
Modifiers: Experience x2.0
  

  
  
spark-mantop-manflash-mancrash-manguts-mancut-manmega-man      proto-man            met      metmetmetmetmetmetmet



Your Team

Proto Man (Active)
LE: 100/100
WE: 10/10

Mega Man
LE: 100/100
WE: 10/10

Cut Man
LE: 100/100
WE: 10/10

Guts Man
LE: 100/100
WE: 10/10

Crash Man
LE: 100/100
WE: 10/10

Flash Man
LE: 100/100
WE: 10/10

Top Man
LE: 100/100
WE: 10/10

Spark Man
LE: 100/100
WE: 10/10

Enemy Team

Met A (Level 1)
LE: 50/50

Met B (Level 1)
LE: 50/50

Met C (Level 1)
LE: 50/50

Met D (Level 1)
LE: 50/50

Met E (Level 1)
LE: 50/50

Met F (Level 1)
LE: 50/50

Met G (Level 1)
LE: 50/50

Met H (Level 1)
LE: 50/50
^ Top
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 7th, 2014 at 12:49pm #315
I figured it was just a matter of time before other people got interested in the game! This makes me happy to see the "ripple" effect taking place. Because I want this game to be as simple as possible to do, and to make things easier for me to update in the long run, I'm putting the game on a temporary hiatus while I figure out how best to keep all of the player data and battle data intact without running into character limits. I might toss a lot of the RPG data into my alternate account's profile and display the current battle stats on the first post of this thread. I should hopefully have a plan by the end of today, since I will be busy in real life for most of the afternoon. I apologize for those expecting an update to their games, but please bear with me, I WILL get back to the actual battles very soon! When you're doing two or three battle updates, 4800 characters for a reply is NOT a lot to work with! So I'm trying to find ways to do multiple battle updates without having that character limit looming in my thoughts. I should hopefully have a solid plan in place soon.

Again, I apologize for this temporary hiatus, but I expect more people to do the RPG in the future, so I need to reduce the amount of space I need to use up to do this game. My next post in this thread should hopefully be the next battle update post.
^ Top
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 7th, 2014 at 12:35pm #316 ( Edited : 2014/09/07 at 12:45pm )
gemini-man_alt ...Sorry, but I'm siding with MBM on this as well, especially because I completed a "low" level run on this game, AND got all 8 Light robots using only Neutral abilities without any grinding. Your best bet is to take on Oil Man first, charge up the Mega Buster first while the Beetle Borg is still alive, then finish it with a Buster Shot, and use your charged shot to deal some good damage to Oil Man. Shouldn't be that hard really to get Oil Man if you can start off with something powerful as your first hit to him. Remember that you've got items to heal yourself if you need to. Take on Elec Man while having Oil Man tank Elec Man's hits. Better to get Elec Man out of the way early so that you won't have to face a more powerful Elec Man as the levels go up. From there the only advice I would give is to save Guts Man for when he's at least level 6 so he gets his other ability, so he doesn't constantly spam Super Throw. Maybe I should just do another run and record it, as the game is easier than what you are making it out to be, Mikey. The tutorial idea may help in the long run, though, so I'm ok with that. I don't think the game needs to be made even easier than it already is. ring-ring
^ Top
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 7th, 2014 at 12:13am #317
@MegaBossMan : Up to 8 abilities per robot, and all compatible abilities can be used right away at level 1. Start your first turn with Proto Strike as level 1 Proto Man if you so desire. The only thing that levels affect in this game are your overall stats.
^ Top
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 6th, 2014 at 11:43pm #318 ( Edited : 2014/09/07 at 12:07am )
tobyjoey

Wave Man was switched out to put Dive Man in the active slot.
Met B attacks Dive Man with Met Shot!
Dive Man loses 7 LE!
Dive Man attacks Met B with Needle Cannon! -2 WE
Met B loses 27 LE!
Another hit! Met B loses 20 LE and 7 overkill!
Met B is disabled! An Energy Pellet was dropped!
Met G is switched to the active slot.

Dive Man attacks Met G with Needle Cannon! -2 WE
Met G loses 27 LE!
Another hit! Met G loses 23 LE and 4 overkill!
Met G is disabled!
Met A is switched to the active slot.
Met A attacks Dive Man with Met Shot!
Dive Man loses 7 LE!

Dive Man attacks Met A with Needle Cannon!
Met A loses 2 LE and 25 overkill!
Met A is disabled!
Met E is switched to the active slot.
Met E attacks Dive Man with Met Shot!
Dive Man loses 7 LE!

Turn 12

Dive Man attacks Met E with Needle Cannon!
Met E loses 27 LE!
Another hit! Met E loses 23 LE and 4 overkill!
Met E is disabled!

Your team wins!
Goal: 12/16
Bonus: +400%
EXP: 8000 (1000 per robot)

Your robots leveled up to 2!


Battle 2
Field: Photon City
Modifiers: Time x 2.0 Explode x 2.0 Impact x 0.8 Freeze x 0.7 Laser x 0.5 Swift x 0.4
  

  
  
shadow-manwave-mansnake-manturbo-manring-manknight-manelec-man      dive-man      crazy-cannon-2      crazy-cannoncrazy-cannoncrazy-cannonbeak-2beakbeakbeak



Current Battle Stats

Your Team

Dive Man (Active)
LE: 105/105
WE: 10/10

Elec Man
LE: 105/105
WE: 10/10

Knight Man
LE: 105/105
WE: 10/10

Ring Man
LE: 105/105
WE: 10/10

Turbo Man
LE: 105/105
WE: 10/10

Snake Man
LE: 105/105
WE: 10/10

Wave Man
LE: 105/105
WE: 10/10

Shadow Man
LE: 105/105
WE: 10/10


Enemy Team

Crazy Cannon A (Level 1) (Active)
LE: 55/55
Attack: 125
Defense: 60
Speed: 60

Crazy Cannon A (Level 1)
LE: 30/30
Attack: 100
Defense: 35
Speed: 35

Crazy Cannon B (Level 1)
LE: 30/30
Attack: 100
Defense: 35
Speed: 35

Crazy Cannon C (Level 1)
LE: 30/30
Attack: 100
Defense: 35
Speed: 35

Beak A (Level 1)
LE: 50/50
Attack: 60
Defense: 160
Speed: 30

Beak A (Level 1)
LE: 40/40
Attack: 50
Defense: 80
Speed: 30

Beak B (Level 1)
LE: 40/40
Attack: 50
Defense: 80
Speed: 30

Beak C (Level 1)
LE: 40/40
Attack: 50
Defense: 80
Speed: 30


Retro Pikachu

Turn 3

Wood Man was switched to the active slot.
Crazy Cannon B attacks Wood Man with Cannon Shot!
Wood Man loses 20 LE!
Wood Man puts up a Leaf Shield! -1 WE, +40 DEF


Battle 3
Field: Photon System
Modifiers: Time x 2.0 Shadow x 2.0 Nature x 0.8 Flame x 0.6 Laser x 0.5 Swift x 0.4
  

  
  
rollshadow-manturbo-manyamato-manbright-manproto-manbomb-man      wood-man[                  crazy-cannon-2      crazy-cannon-2ribbitron-2ribbitron-2ribbitron-2crazy-cannon-2



Current Battle Stats

Your Team

Wood Man (Active) [+40 DEF]
LE: 90/110
WE: 10/10

Bomb Man
LE: 110/110
WE: 10/10

Proto Man
LE: 110/110
WE: 10/10

Bright Man
LE: 110/110
WE: 10/10

Yamato Man
LE: 110/110
WE: 10/10

Turbo Man
LE: 110/110
WE: 10/10

Shadow Man
LE: 0/110
WE: 9/10

Roll
LE: 165/165
WE: 10/10


Enemy Team

Crazy Cannon B (Level 1) (Active)
LE: 55/55
Attack: 125
Defense: 60
Speed: 60

Crazy Cannon C (Level 1)
LE: 55/55
Attack: 125
Defense: 60
Speed: 60

Ribbitron A (Level 1)
LE: 50/50
Attack: 65
Defense: 55
Speed: 130

Ribbitron B (Level 1)
LE: 50/50
Attack: 65
Defense: 55
Speed: 130

Ribbitron C (Level 1)
LE: 50/50
Attack: 65
Defense: 55
Speed: 130

Crazy Cannon A (Level 1)
LE: 0/55
^ Top
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 6th, 2014 at 3:05pm #319
tobyjoey

Turn 8

Dive Man was switched out to put Wave Man in the active slot.
Met A was switched out to put Met B in the active slot.
Wave Man attacks with Rain Flush! -2 WE
It's not very effective... Met B loses 3 LE!
It's not very effective... Met A loses 3 LE!
It's not very effective... Met E loses 2 LE!
It's not very effective... Met G loses 2 LE!
Met B attacks Wave Man with Met Shot!
Wave Man loses 4 LE!


Comments: Since Mets have resistance to water, it didn't quite work out that well.


Battle 1
Field: Intro Field
Modifiers: Experience x2.0
  

  
  
shadow-mansnake-manturbo-manring-manknight-manelec-mandive-man      wave-man      met      metmetmet



Current Battle Stats

Your Team

Wave Man (Active)
LE: 96/100
WE: 9/10

Dive Man
LE: 86/100
WE: 10/10

Elec Man
LE: 100/100
WE: 10/10

Knight Man
LE: 82/100
WE: 7/10

Ring Man
LE: 100/100
WE: 10/10

Turbo Man
LE: 100/100
WE: 10/10

Snake Man
LE: 100/100
WE: 10/10

Shadow Man
LE: 100/100
WE: 10/10


Enemy Team

Met B (Level 1) (Active)
LE: 47/50
Attack: 30
Defense: 100
Speed: 20

Met A (Level 1)
LE: 2/50
Attack: 30
Defense: 100
Speed: 20

Met E (Level 1)
LE: 50/50
Attack: 30
Defense: 100
Speed: 20

Met G (Level 1)
LE: 50/50
Attack: 30
Defense: 100
Speed: 20

Met C (Level 1)
LE: 0/50

Met D (Level 1)
LE: 0/50

Met F (Level 1)
LE: 0/50

Met H (Level 1)
LE: 0/50


Retro Pikachu

Bomb Man was switched out to put Shadow Man in the active slot.
Crazy Cannon A attacks Shadow Man with Cannon Shot!
Shadow Man loses 54 LE!
Shadow Man uses Attack Mode! -4 WE, -22 DEF, -38 SPD, +76 ATK


Turn 2

Shadow Man attacks Crazy Cannon A with Shadow Blade! -1 WE
Crazy Cannon A loses 55 LE and 53 overkill!
Crazy Cannon A is disabled! An Energy Pellet was dropped!
Crazy Cannon B is switched to the active slot.
Crazy Cannon B attacks Shadow Man with Cannon Shot!
Shadow Man loses 56 LE and 21 overkill!
Shadow Man is disabled...


Comments: I guess Crazy Cannons are kind of like Mega Man's version of a glass cannon. At least this time switching out to a fresh robot still allows you to attack first...unless you send in Wood Man, then Crazy Cannon will attack first because of its Speed.


Battle 3
Field: Photon System
Modifiers: Time x 2.0 Shadow x 2.0 Nature x 0.8 Flame x 0.6 Laser x 0.5 Swift x 0.4
  

  
  
wood-manrollturbo-manyamato-manbright-manproto-manbomb-man      shadow-man                  crazy-cannon-2      crazy-cannon-2ribbitron-2ribbitron-2ribbitron-2crazy-cannon-2



Current Battle Stats


Your Team

Shadow Man (Active)
LE: 0/110
WE: 9/10

Bomb Man
LE: 110/110
WE: 10/10

Proto Man
LE: 110/110
WE: 10/10

Bright Man
LE: 110/110
WE: 10/10

Yamato Man
LE: 110/110
WE: 10/10

Turbo Man
LE: 110/110
WE: 10/10

Roll
LE: 165/165
WE: 10/10

Wood Man
LE: 110/110
WE: 10/10


Enemy Team

Crazy Cannon B (Level 1) (Active)
LE: 55/55
Attack: 125
Defense: 60
Speed: 60

Crazy Cannon C (Level 1)
LE: 55/55
Attack: 125
Defense: 60
Speed: 60

Ribbitron A (Level 1)
LE: 50/50
Attack: 65
Defense: 55
Speed: 130

Ribbitron B (Level 1)
LE: 50/50
Attack: 65
Defense: 55
Speed: 130

Ribbitron C (Level 1)
LE: 50/50
Attack: 65
Defense: 55
Speed: 130

Crazy Cannon A (Level 1)
LE: 0/55
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