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Anyone here ever heard of Make Your Move on the Smashboards? It's A sort of competition where the users there can create a Super Smash Bros. moveset for any character they can imagine, even if they aren't from Nintendo games, or video games in general!
That's basically the premise here. You're tasked with creating MMRPG Prototype statistics for a character not yet featured in-game. This could be a character from the Mega Man X, Zero, ZX, Legends, Battle Network, or Star Force subseries, a 'bot from other media, or a fan project. Unlike Make Your Move, this is purely for fun, but you can comment on each other's movesets (Just keep any criticisms constructive!).
Note that whatever characters you create probably won't added to the game. Adrian's got his work cut out for him as it is!
A complete moveset MUST contain the character's... -...Name, and what game they come from. -...Core Type (Cutter, Flame, etc.) Determines what MMRPGP moves the character can use. Usually related from what moves the charter uses in their game, their appearance, and what weapons/gear you get from them. -...Attack(How much damage they deal), Defense(How much damage they take), and Speed(How fast the robot moves to attack, and how accurate their attacks are). You have 300 points to spend on each stat. -...Weakness(What moves do double damage to them) and Resistances(What moves to half damage to them). Give your 'bot two each. -...Affinity(Moves heal them), OR Immunity(Moves that do no damage to them). Give ONLY one of either.
You could also add some extra bits to add some flair to your character, such as... -...A numerical designation(i.e. Proto Man is DLN-000) -...A class. If you've played Pokémon, these are like the little sub-designations in the Pokedex entries(i.e. Pikachu is the Electric Mouse Pokémon, Proto Man is the Renegade Prototype Robot). They can describe the character's personality, abilities or job. -...Quotes for when the character enters battle, taunts their opponent, wins or losses. Can be derived from their source material, or interpreted from their personality.
If you have any confusion on what a moveset looks like, I'd recommend checking out some examples in the Database. I hope to see plenty of cool ideas for characters!
EDIT: In order to make this topic a little more interesting (I mean, the last post was over a year ago), it is now open to characters from ALL video games, not just Mega Man.
EDIT 2: In celebration of the field-centric Star Force Update, you can now create fan-made fields! I mean, what's the point of making bunch of awesome fan-made robots without some place for them to kick each other's butts?
A complete field MUST contain...
-The field's name. Composed of two words or phrases (three if you're pushing it, don't even think about four). -What game (Mega Man or otherwise) the field comes from. -The Field's primary core type. -The field's multipliers (Core types, damage, recovery, experience). Primary core type gets an automatic x2 multiplier. -The Robot (fan-made or otherwise) associated with the field. -The Mecha (fan-made or otherwise) associated with the field.
Optional:
-A short description of what the field looks like (1-2 sentences is good). -Music that plays during battle (link to YouTube or another video/music-sharing website).
Make-A-Moveset: What If... Posted by Spinstrike on August 4th, 2013 at 5:41pm Viewed 22804 Times
Quotes Start: "Puny robot thinks they can beat Hulk!? Hulk laugh at puny robot!" Taunt: "Hulk smash puny robot!" Victory: "Now puny robot knows that Hulk's the strongest there is!" Defeat: "Ugh... What happened?"**
Signature Moves
Gamma*** Punch Learned at Level: 1 Power: 20 Accuracy: 100% Speed: 1 Energy: 4 Range: Party Leader Description: The user charges at the target and hits it with a very strong punch.
Gamma Quake Learned at Level: 3 Power: 10 Accuracy: 95% Speed: 1 Energy: 4 Range: Anyone in Opponent's Party Description: The user punches the ground with great strength, making rocks come out of the ground and hit the target.
Gamma*** Stomp Learned at Level: 5 Power: 30 Accuracy: 90% Speed: 5 Energy: 6 Range: Anyone in Opponent's Party Description: The user jumps into the air and crushes the target by landing on it with high strength.
Gamma Crush Learned at Level: 10 Power: 40 Accuracy: 100% Speed: 4 Energy: 8 Range: Party Leader (Opponent's Party Sometimes) Description: The user jumps into the air and comes back down holding a meteor from space, smashing the target with it. Sometimes, the rocks split into multiple bits and hits robots on the opponent's bench.
Description: The alternate form/personality of scientist Bruce Banner. After being hit by a Gamma Ray, Banner transforms into the Hulk when he is angry and goes on an uncontrollable rage. Because he does not know how to control it, the doctor faked his own death until he finds out how, or until he cures himself of it. In order to make more research on how to control/cure himself of Hulk, he joined SHIELD, and eventually Hulk became an Avenger.
*Hulk can be calmed down, but... No core type seems to be able to calm anyone, really... **On defeat, I figured he'd revert back to Bruce Banner. ***"Gamma" instead of "Hulk" because two of the attacks are based on Hulk's special in Marvel vs. Capcom.
Quotes: Entrance: This is a new Arcade Game... Taunt: Pfft! Even Mappy could kick your butt! Victory: Onto the next stage! Defeat: It's Game Over for me...
Signature Move: Bonus Fruit Power: 25 Accuracy: 99% WE: 1 Description: Throw a random fruit at the opponent, you can also throw a Boss Galaga, but don't expect any bonus from it
Power Pellet Power: NA Accuracy: NA WE: 2 Effect length: 2-4 turns Level Learned: 10 Description: Chomp down on a Power Pellet so your Shadow weakness is now an affinity! But only Pac-Man can eat them.
Chomp Power: 12 or 80 Accuracy: 100% WE: 3 Level learned: 40 Description: If you haven't eaten a Power Pellet yet, you should, unless if you don't want the move's full potential. But the Power Pellet's effect will end if this move is used...
NAMCO Parade Power: 110 Accuracy: 100% WE: 5 Description: Pac-Man's friends are released from their arcade machines to help the famous Pie-Chart! Everyone from the Galactican to Dig-Dug and Ms. Pac-man join the battle!
Field: Pac-Maze Multipliers: Impact x1.5Electric x1.2Shadow x0.6 Description: It's peaceful here, but you can faintly hear "Waca Waca Waca" in the distance
*Due to Pac-Man's main attack is ramming into ghosts **Only when the Power Pellet isn't activated
I decided to skip Hawkeye and Black Widow because finding quotes for them would be hard for me to do... Maybe someone else could do them? Also, I decided not to do characters like Ant Man, Spider-Man, and Panther because I don't really consider them as official Avengers. So that leaves us with... Nobody, blocking off any spoilers, and I'm not planning on doing Loki or Ultron. So, I'm going to do a set of Robot Masters for a scientist I also made up called "Dr. Emerald", based upon the mention of Dr. Emerald and the appearance of Mage Man in Chaos_Fantazy's canceled RP, "The King's Gambit Challenge". (This RP, see page 1.) Since we're talking about my DENs (Doctor Emerald Numbers), why not start with the first one I made, Mage Man?
Weaknesses: Impact Resistances: Crystal and Flame Immunities: Time Affinities: None
Energy: 100 Attack: 89 Defense: 140 Speed: 96
Quotes Start: "How dare you interrupt my meditation!?" Taunt: "You call that an attack? I expected more from you." Victory: "Now I can get back to meditating." Defeat: "Looks like I'll have to study more on my spells..."
Signature Moves
Mage Reverse Learned at Level: Start Power: - Accuracy: 100% Speed: 3 Energy: 3 Range: Self, Party Leader Description: The user creates a barrier that blocks off opponent's attacks once and lowers the target's attack stats.
Mage Fireball Learned at Level: 6 Power: 30 Accuracy: 96% Speed: 4 Energy: 5 Range: Party Leader Description: The user shoots out a fireball that is strangely unaffected by time-freezing moves to damage the target.
Description: Originally created for the study of magic, Mage Man is wise, but will fight when he feels. He was a robot of a peaceful doctor, Dr. Emerald, but left the castle to practice spell craft. Through his learning, he develops two attacks: Mage Reverse and Mage Fireball. Mage Reverse turns around the opponent, causing them to miss, as well as reversing projectiles to go back to the original user and damage him/her. However, the use of Mage Reverse works similar to how Mega Man uses Enker's Mirror Buster. His Mage Fireball, on the other hand, is a fireball that seems to be unaffected by other time attacks. When not fighting or practicing spells, he is seen meditating, threatening to destroy whoever disrupts his meditation. Therefore, he is not a peaceful robot, like Dr. Emerald intended. He seems to be a rival of Knight Man, sometimes ending up in a few spars. He also seems to dislike Crystal Ball scams, much to the annoyance of Crystal Man, having to hear Mage Man's complaints about them every time he does them. However, any robot who faces him had only one thought: does Mage Man REALLY use magic, or is it just part of his design?
Quotes: Start: Alright, Robot! Drop down and give me 865309 push ups! Taunt: This war is not for you, you piles of scrap metal! Victory: My skirmish is victorious! Well done, troops! Defeat: You're all junk! Meet me at my office later for a punishment!
Signature Attacks: Tank Arsenal Learned at Start Power: 40 Accuracy: 88% Energy: 3 Description: Charges up for the first turn, then fires three cannon blasts that deal massive damage and has a chance of reducing the opponent's defense by 6%.
Robot Bio: An advanced war machine robot made by Dr. Wily to command his ground troops in the time of robotic war against Mega Man. Initially, Tank Man was a regular tank-shaped robot, but when Dr. Wily grew rather paranoid that he would not be able to fight, he remodeled Tank Man and installed cannons all over his body. However, that also changed his personality into a harsh and fierce commander, and none of his troops really like him due to Tank Man treating them like scrap metal.
Weaknesses: Shield Resistances: Impact and Swift Immunities: None Affinities: None
Energy: 120 Attack: 100 Defense: 90 Speed: 100
Quotes Start: "The bell has rung! Put 'em up and show me whatcha' got!" Taunt: "I am the Robot Boxing Champion! There's no way you can win!" Victory: "Looks like I won yet another match!" Defeat: "What!? There was no way I could lose!"
Signature Moves
Boxer Punch Learned at Level: Start Power: 20 Accuracy: 100% Speed: 9 Energy: 4 Range: Party Leader Description: The user throws a punch at high speeds, damaging the target on impact. This move, requiring closer range, decreases your defense.
Boxer Uppercut Learned at Level: 6 Power: 40 Accuracy: 90% Speed: 4 Energy: 6 Range: Party Leader Description: The user hits the target with an uppercut. However, this also decreases your defense because it requires closer combat.
Description: Designed to be an inspiration, Boxer Man is quick on his feet, strong, and an all-around good fighter. He has became the Robot Boxing champion and trains to stay that way. He knows two basic boxing-styles moves: Boxer Punch and Boxer Uppercut. Boxer Punch is his basic punching ability designed to be a faster, close combat version of Hard Man's Hard Knuckle. Boxer Uppercut, on the other hand, is also designed to be stronger than the Boxer Punch. However, it's also designed to have a little less accuracy. Fighting and training is the most common thing he does, taking a break from time to time to rest up for either his next battle or more training. In every fight he battles fairly, like Hard Man does. Boxer Man could always count on his all-around stats to help him win any match.
Quotes: Start: Prepare for your destruction in T-Minus 0! Taunt: Heyhey, I've got arsenal all around me, so fear me! Victory: Target neutralized! Defeat: Just how many times do I have to be malfunctioned?
Signature Attacks:
Learned at Start Atomic Missile (Attacks All) Power: 8 Accuracy: 90% Energy: 4 Description: Fires a huge rocket blast that causes all robots on the other side of the field to receive massive damage! It appears to deal more damage with lesser robots on the opposition, though.
Learned at Level 6 Soundbreaking Charge (Choose Target) Power: 20 Accuracy: 86% Energy: 2 Description: Charges straight at a chosen target, dealing high damage to them and occasionally decreasing their weapons by 7%!
Robot Bio: Atom Man was one of the first futuristic robots created to research on nuclear energy and creations to help mankind go through the later generation if they had ran out of Energy. However, when he was captured by Dr. Wily, Dr. Wily managed to outfit him with nuclear weapons and parts all over his body, along with jet engines for legs to make Atom Man himself a walking weapon of mass destruction. Also, he hates being dishonored and having to fight in melee combat, causing him to dislike Knight Man, Yamato Man and Slash Man very much.
Weaknesses: Impact and Explode Resistances: Flame Immunities: None Affinities: None
Energy: 100 Attack: 60 Defense: 100 Speed: 90
Quotes Start: "I won't let you pass, Robot!" Taunt: "This land I protect shall have no trespassers!" Victory: "Doctor, I successfully kept Robot from progressing." Defeat: "How!? My barriers were impenetrable!"
Signature Moves
Protective Barrier Learned at Level: Start Power: - Accuracy: 100% Speed: - Energy: 4 Range: Self Description: The user creates two rotating barriers to block off all attacks for a turn.
Projectile Barrier Learned at Level: 6 Power: 24 Accuracy: 95% Speed: 4 Energy: 4 Range: Party Leader Description: The user creates a barrier and forces it to ram into the target, inflicting damage.
Description: Designed to be a guardian of Dr. Emerald's lab in case of attacks from Wily, Barrier Man is loyal and will guard anything Dr. Emerald tells him to. However, guarding the lab requires good defense, in case his attacks hardly do anything. Because of that, he knows two Shield-Core attacks: Protective Barrier and Projectile Barrier. Protective Barrier, like all shield attacks, protects Barrier Man from damage. However, unlike other shield weapons, it doesn't cause any damage: it only shields him. That is why he also knows Projectile Barrier, a single barrier from the Protective Barrier that he launches towards opponents in order to inflict damage. When nothing in the lab is needed to be guarded, Barrier Man just rests for when there is. His loyalty with Dr. Emerald usually makes him overprotective, sometimes. Not to mention his barriers' vulnerability to explosives. However, whenever there's a threat approaching Dr. Emerald's Lab, Barrier Man gets the job done!
@megaprotobassman : Oh, sorry lol. I copied what I typed in for Tank Man, and I forgot to remove the "From MMUnlimited" Portion. Thanks for reminding me!
Weaknesses: Electric Resistances: Explode and Missile Immunities: None Affinities: None
Energy: 100 Attack: 90 Defense: 90 Speed: 60
Quotes Start: "I'm sorry, Robot, but this place is scheduled to be demolished." Taunt: "You're making my job a little harder, Robot..." Victory: "Alright, men, let's complete our work!" Defeat: "Hang on a minute... This is the wrong place!"
Signature Moves
Wrecking Bomb Learned at Level: Start Power: 16 Accuracy: 86% Speed: 4 Energy: 4 Range: Anyone in Opponent's Party Description: The user throws a bomb at the target to inflict massive damage. The bomb looks similar to the Hyper Bomb, but works differently.
Time Bomb Learned at Level: 6 Power: 16 Accuracy: 86% Speed: 4 Energy: 6 Range: Party Leader, two random robots in Opponent's party Description: The user tosses a bomb in the middle of the opponent's party. The bomb sits for a few turns and explodes, causing damage to the opponent's party leader and two random robots in the opponent's bench.
Description: Designed to be in charge of a Robot Wrecking Crew, Explosion Man is very serious when it comes to his job, much like Guts Man is. The idea of how Robots do demolition is based off of Bomb Man's original job, and thus, so are Explosion Man's weapons. His Wrecking Bomb is similar to Bomb Man's Hyper Bomb. However, in combat, it only damages one opponent. His other weapon, the Time Bomb, is a Hyper Bomb with no string: only a timer that counts down the seconds before it explodes. He usually relies on Barrier Man to step in and place a huge barrier around the building in order to keep others out. Before that, however, he evacuates the building in order to keep anyone from getting hurt. Often, his job is to work with Bomb Man and Guts Man for land reclamation. However, he avoids working during a thunderstorm, due to him and his explosives being vulnerable to electricity, so whenever he's off work, he decides to stay away from robots like Cloud Man. But when he's on the job, you better get out before the demolition begins!
Well, nothing seems to be happening... So let's change that, shall we? Here is my next DEN robot, Wire Man.
Name: Wire Man Designation: DEN-005 Class: Power Generator Robot Core: Electric
Weaknesses: Cutter Resistances: Water Immunities: None Affinities: Electric
Energy: 100 Attack: 80 Defense: 70 Speed: 90
Quotes Start: "Alright, I'm all charged up and ready to go!" Taunt: "You seem tired. Need a recharge?" Victory: "That was fun! Don't worry about the damages, I'll recharge you." Defeat: "Good to see your energized, Robot."
Signature Moves
Wire Spark Learned at Level: Start Power: 16 Accuracy: 90% Speed: 2 Energy: 4 Range: Anyone in Opponent's Party Description: The user charges a spark with it's wires and shoots it towards the target.
Wire Whip Learned at Level: 6 Power: 24 Accuracy: 85% Speed: 4 Energy: 6 Range: Party Leader Description: The user uses a wire like a whip and shocks the target on impact.
Description: Designed for acting like a generator for power, Wire Man likes to have fun and is also very helpful. Wire Man was once going to be called Generator Man when Dr. Emerald noticed he had two loose extra wires that comes from the holes in his hands that was supposed to be electricity, giving him the name Wire Man instead. His Wire Shock works like Spark Shock. However, it has a lower strength in order to charge up a robot instead of damaging it, but normally isn't used in battle. His Wire Whip, on the other hand, is an attack where he fully take out the loose wire in his hand and whips any enemy, damaging it on contact with electric- and impact-core damage. He is quick to recharge other robots, no matter who they are or what situation they are in, sometimes leading to trouble. He seems to also have made good friends with Spark Man. But be careful not to get too close to the loose wires!
Quotes: Start: Robot! Begin the electrified duel! Taunt: I am fully charged! Disappointing news to you, though. Victory: And that was a negative charge. Defeat: What shocking news...
Signature Attacks:
Learned at Start Plasma Nova Power: 18 Accuracy: 94% Energy: 2 Description: Fires a sphere of highly electric gas at the target, dealing damage and reducing their defenses by 7%.
Learned at Level 6 Plasma Trail Power: 10 Accuracy: 92% Energy: 4 Description: Fires a bouncing trail of electricity that strikes the leader of the opponent's team and three other random robots.
Robot Bio: A robot first made for use in an electric power plant due to his immunity of being shocked. Plasma Man is a bit of a pun fan, always unable to resist saying a few puns when he's next to another Robot Master. That normally ends up badly if the other Robot that Plasma Man jokes about gets into an enrage, and thus he is on bad terms with almost every single Robot Master, especially Guts Man. Plasma Man, however, is rather undaunted by that, and he has even started trying out for stand-up comedies. The real joke, however, would be how odd he looks, all with that electricity flowing through his already translucent body. Overall, Plasma Man's a good Robot to be a friend of, but just don't let his puns annoy you.
Weaknesses: Water Resistances: Cutter Immunities: None Affinities: None
Energy: 100 Attack: 90 Defense: 60 Speed: 80
Quotes Start: "What do you want, I'm busy here!" Taunt: "You better stay out of the way, Robot." Victory: "Finally, I can get back to work." Defeat: "Great, now I need to get repaired before I head back!"
Signature Moves
Axe Chop Learned at Level: Start Power: 12 Accuracy: 100% Speed: 4 Energy: 4 Range: Party Leader Description: The user takes out an axe and chops the target with it.
Axe Blade Learned at Level: 6 Power: 16 Accuracy: 86% Speed: 4 Energy: 6 Range: Anyone in Opponent's Party Description: The user launches the blade of an axe at the target, acting like a boomerang.
Description: Designed for wood collecting, with the capability of replanting, Axe Man is always busy and hardly has time to relax, especially during the holidays. Being a lumberjack robot requires something sharp, and Axe Man's axe, as of the name "Axe Man", is his sharp something. His Axe Chop is a basic chop that he usually does on trees, but uses it in combat when needed. He also has the Axe Blade, a move in which he swings his axe and the blade comes off, being as strong as Metal Blade. It also acts like a boomerang, returning to the axe where it belongs after use. On the rare occasions when he's not busy, he relaxes for a bit, or sometimes he sharpens his axe to keep it from being dull. He also keeps it out of the rain due to the axe being easily rusted with water. He and Wood Man also seem to have a bit of hatred between each other, and when seen by other robots, he is usually called by the nickname "Lumberjack Man", based on his job and design. Make him take a break!
Next up on the list of Dr. Emerald's robots (As a reminder, Dr. Emerald is a custom doctor I made), Sailor Man!
Name: Sailor Man Designation: DEN-007 Class: Boat's Captain Robot Core: Water
Weaknesses: Earth*, Electric,and Freeze** Resistances: Water Immunities: None Affinities: None
Energy: 100 Attack: 133 Defense: 60 Speed: 104
Quotes Start: "Alright, I'm ready to set sail!" Taunt: "I can't let you on the cruise without a ticket!" Victory: "I'd like to stick around, but I'm supposed to start the boat!" Defeat: "I'd be angry now, but apparently a storm was going to delay the cruise anyways."
Signature Moves
Sailor Splash Learned at Level: Start Power: 16 Accuracy: 98% Speed: 4 Energy: 4 Range: Anyone in Opponent's Party Description: The user splashes sea water at the target.
Sailor Anchor Learned at Level: 6 Power: 20 Accuracy: 70% Speed: 6 Energy: 6 Range: Party Leader Description: The user throws a soaked, heavy anchor at the target, damaging on impact. However, due to it's heavy gravity, accuracy is very low compared to other attacks.
Description: Designed for being the captain of a cruise ship, Sailor Man is as much of a sailor than normal ones. Sailor Man, however, is not afraid to face any robots that tries to take it over. His Sailor Splash is a splash of Sea Water that he launches at his opponents. The move is similar to Salt Water, however has less capability to rust robots. He also has the Sailor Anchor, in which he throws a soaked anchor at the target, however with low accuracy due to it's heavy weight in which his ship, the S.S. Monsteropolis Sailing, is made of a surprisingly light, yet strong metal that can sustain attacks and the anchor, yet it is somehow weak to ice and has no mobility on land. He is also built with similar stats of Dive Man's, only with less defense. He doesn't seem to get along with Pirate Man, due to him always invading his ship to try to steal his loot, even though he told him many times that there isn't any treasure on his ship. He also dislikes robots like Toad Man and Cloud Man, due to them having the capabilities to cause storms, thus postponing cruises. He also teaches sailing lessons to humans and robots alike. He also seems to like the movie Titanic. Choose the right moves and this sailor will drop anchor!
*Based on how ships and boats can only move on it's own in the water and is useless on land unless dragged by a car. **Sorry, just had to make one of his weaknesses based on the Titanic. Hopefully nobody's mad at me about it.
Posted on July 4th, 2015 at 10:58pmEdited on 2015/07/04 at 11:52pm
Posted 2015/07/04 at 10:58pmEdited 2015/07/04 at 11:52pm
#17
Nothing seems to be happening apparently, so time to put in one robot for now.
Name: Pendulum Man Number Designation: BRN-003 Class: Gravitational Hypnotist Robot Core: Time
Energy: 100 Attack: 117 Defense: 112 Speed: 79
Weaknesses: FlameWind Resistances: Impact Affinities: Immunities: Time
Quotes: Start: "I see your future. It involves pain." Taunt: "My programming grants me brains and brawn. You?" Victory: "My forecast was correct! Screws, please." Defeat: "Back to controlling a demolition crane..."
Signature Attacks.
Hypnotize Pendulum Learned at Start Power: 20 Accuracy: 86% Speed: 3 Energy: 3 Range: Anybody in Opponent's Team Description: Swings a heavy pendulum around and tosses it at an opponent, dealing damage and having a 20% chance of confusing the target, causing it to attack its own party.
Morning-star Mash Learned at Level 8 Power: 52 Accuracy: 72% Speed: 3 Energy: 5 Range: Team Leader Description: Sends a huge flail crashing down onto the opponent, dealing massive damage and occasionally reducing an overpowered stat by 5%. The user of the move gets a defense reduction by 15% for some turns, though, so use it with caution.
Description: Previously a robot working on construction sites with Guts Man and Bomb Man, Pendulum Man got slightly bored of swinging his pendulum around to destroy buildings, so he headed off and joined forces with Crystal Man to make a fortune telling business. Both of them are really horrible at predicting the future, though, and he doesn't get many screws for his fortune telling job, so he ends up having to take on two different occupations. Pendulum Man's design is heavily based on Knight Man, but Pendulum Man has higher damaging capacity at the cost of lower defenses. He gets along quite well with Guts Man and Crystal Man, but dislikes Knight Man, due to both of them having quite different styles of fighting, with Pendulum Man just distracting opponents from far, while Knight Man likes to fight in close combat. Just be careful around him, because his pendulum may end up causing you to be under his command!
Weaknesses: Crystal and Flame Resistances: None Immunities: Water Affinities: Freeze
Energy: 100 Attack: 98 Defense: 80 Speed: 99
Quotes Start: "Alright, let's have a little fun!" Taunt: "You stand no chance!" Victory: "Looks like I win!" Defeat: "Hey, I was distracted!"
Signature Moves
Snow Ball Learned at Level: Start Power: 28 Accuracy: 96% Speed: 4 Energy: 4 Range: Anyone in Opponent's Party Description: The user launches a big Snowball at the opponent to inflict damage.
Snow Fort Learned at Level: 6 Power: - Accuracy: 100% Speed: - Energy: 6 Range: Self Description: The user creates a shield made of snow to halfen damage from all attacks. The shield is destroyed, however, by flame- and impact-core attacks.
Description: Designed for helping plowers remove snow from the driveways, Snow Man has the power to control and generate snow. This doesn't mean he doesn't like to have fun with it, though. His Snow Ball is, obviously, and attack in which he throws a snowball, which is actually as big as the bubble lead. His Snow Fort is also obvious in the name, a snow fort in which weaken the power of attacks. However, while it still weakens them, Flame-core and Impact-core attacks can instantly destroy the fort, since it is made of snow. Snow Man has a crippling weakness to fire and a strange weakness to shiny things, due to him being so distracted by shiny things, it lowers his defense for some reason. This weakness/distraction is the reason why he is sometimes around Freeze Man, however he likes to hang around all other freeze-core robots. Despite his strange weakness, he has a really good aim, so take caution when battling him!
...Well, it was rather this or Shovel Man, which I would've made him a little like Shovel Knight, so I'd rather not.
Quotes: Start: "Evening, I say, Robot." Taunt: "Suffering from Roboenza? Have some poison!" Victory: "Told you my treatment worked." Defeat: "Another failed case again?"
Signature Moves Poison Orb Power: 10 Accuracy: 90% Speed: 3 Energy: 4 Range: Opponent Team Leader Description: Tosses an orb of poison at the target, causing them to take damage continuously for 3 turns.
Plague Antidote Power: 10% Damage, 30% Recovery Accuracy: 100% Speed: 4 Energy: 4 Range: Anyone in Player's Team Description: Gives the target an antidote, healing their energy by 30% of its base value, but decreases their defense and attack by 10%.
Description: First created by Dr. Cossack to research the Roboenza virus, but Plague Man himself got infected with Roboenza trying to treat a patient, causing him to grow incredibly rebellious. Plague Man, after being infected, decided that he would go help Dr. Wily poison and infect every single robot, but he didn't really want to be caught, so he went off to steal a robe and a bird mask to hide himself. Soon enough, after managing to infect various robots, Dr. Wily promoted him, and reprogrammed Plague Man so that he would be able to launch an arsenal of poison orbs, and also gave him the ability to heal himself. Plague Man, being a sadistic and silent bot, due to him still being slightly infected by Roboenza, likes Skull Man, as both of them have quite similar personalities. He also hangs about near Shade Man and Metal Man. However, he hates the light, and thus, doesn't prefer being near Jewel Man, Gemini Man and Crystal Man. Despite him being a medical bot, he has large canisters of viruses ready to throw at you, so watch out when nearby him!
@Brimstone : Seems like it by far. But who knows what will happen in the future.
Anyways, I bring to you, the next robot in the DEN series, the Super Fighting Robot of the group, Cleft. ...What? EVERY lab assistant/fighting robot has a musical name, and this was all I came up with.
Weaknesses: Crystal and Water Resistances: Electric Immunities: None Affinities: None
Energy: 100 Attack: 105 Defense: 100 Speed: 95
Quotes Start: "Alright, I'm ready! Let's do this!" Taunt: "You fight strong, but not strong enough!" Victory: "Mission completed! Time for me to head back to the base!" Defeat: "I'm sorry, Doctor, but the mission went unsuccessful."
Signature Moves
Cleft Buster Learned at Level: 2 Power: 35 Accuracy: 100% Speed: 4 Energy: 2 Range: Party Leader Description: The user charges on the first turn to build power and raise a random stat by 10%, then releases a powerful energy shot on the second to inflict massive damage!
Cleft Boots Learned at Level: 12 Power: - Accuracy: 100% Speed: - Energy: 4 Range: Self Description: The user temporarily speeds itself up in order to have a higher chance of being first to attack, despite how much higher the opponent's speed stat is.
Cleft Clock Learned at Level: 20 Power: - Accuracy: 90% Speed: - Energy: 6 Range: Anyone in Opponent's Party Description: The user slows down the target's speed temporarily.
Description: Designed to be the basic robot sent for any mission, whether it being for protecting the lab or just plain research, Cleft is Dr. Emerald's fighting robot designed to help Dr. Emerald with any task necessary. His design comes with the few basics of all copy-core robots: his own buster and a weapon copy system, as well as a very special pair of boots that he can use to change the game up a bit. Called the Cleft Boots, these boots give him the ability to make him faster any time he wants. He also has an add-on to them called the Cleft Clock, which lowers the opponent's speed. However, both of these effects only last a while. When stuck in a situation, he could always count on his friends and allies to assist him, including the other Emerald-Bots. Whenever in a battle, though, he is always fast on his feet!
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