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Posted: Tue Apr 10, 2007 9:17 pm
Here's a list of all known attacks, followed by their description. Not all monsters can learn all attacks for their type. New attacks will periodically become available through quests and contests.
Note: Moves that affect weather only affect the weather around the battlefield of the user. The weather in the rest of Battle Forest is unaffected.
Universal Attacks: (these attacks can be used by any element of pet) - Void Exposure (removes elemental weakness for three turns; for instance, fire pets can use this attack to remove their weakness to water attacks for three turns) - Charism (see below in the 'Complicated Attack Almanac' post) - Scar Tissue (heals all wounds; heals pet by 15%) - Blindside Blitz (a speed-based attack; this attack ALWAYS makes contact with the opponent before the opponent can attack and make damage on the user of this attack; does max 15% damage)
Lightning: - Voltage* (creates a bolt of electricity and sends it at the opponent; max 25% damage on monster of equal level) - Shock Chamber* (puts an electrical field around the opponent that damages 5% every turn) - Thunder (summons a lightning bolt from the sky, only works in rain; max 40% damage on monster of equal level) - Selective Front (the best way to change the weather and avoid all the side-effects. It's your opponent's unlucky day, as a storm cloud follows it here and fro, without adversely affecting your pet and its surroundings.)
Fire: - Flare* (creates a flame and sends it at the opponent; max 25% damage on monster of equal level) - Corona* (creates a ring of fire around the user that deals 5% damage to the opponent if they execute a CLOSE RANGE attack) - Lantern Vision: ([DICE ROLL: You must roll a dice on this attack. If the dice reads 5 or 6, the attack fails.] fire types who use this develop a more keen reaction time against the opponent. Also, fire-based attacks will increase 5-10% for the next three turns.)
Water: - Water Jet* (takes in water and sends a pressurised water jet at the opponent; max 25% damage on monster of equal level) - Tide Roll* (rapidly spins to create a whirlpool between itself and the opponent, making it difficult to attack; damage from CLOSE range attacks is halved) - Undertow (does max 30% damage; waterlogs the lungs of both pets, causing 5% damage to both pets for every remaining turn)
Earth: - Swarm* (summons insects that attack and damage the opponent; max 25% damage on monster of equal level) - Poison Ivy* (summons poisonous plants that poison the opponent; opponent takes 5% damage every turn) - Topographic Rumble (uses elemental energy to manipulate the ground's movements into being wave-like; max 15% damage; 20% chance of opponent miss next turn) - Grounded Spikes (a pure defensive attack that disallows the pet from being moved from the ground. Absorbs up to 15% of the oncoming damage. Does 10% damage to all pets of types other than Flying (on which it does a max of 5% damage). Has a 10% failure rate.
Wind: - Cyclone* (Creates a powerful gust that disturbs the air and randomly changes the weather around the battlefield) - Escalation* (grabs the opponent, flies up in the air, and drops it from a height; max 25% damage on monster of equal level) - Dust Devil (a double attack; max 15% for wind thrusting opponent; max 15% damage for dust stinging opponent's eyes) - Wind Shears: ([FOR USE IN INCLEMENT WEATHER] a three-pronger attack of harsh winds and debris. The attack is done in three-part intervals (it hits the opponent, then hits it again after a moment, etc.), so it is one of the slower-progressing attacks in Battle Forest. Does a max of 33% [11% max for each round of attack]. Refs, remember, this is a SLOW attack!)
Ice: - Bitter Touch* (Max 15% damage, frightens an opponent, and lowers their attack ability. - Frostbite* (bites the opponent with a cold mouth/beak; max 25% damage on monster of equal level) - Snowstorm (changes current weather around the battlefield to snow and creates a heavy snowstorm; 5% damage to ALL non-ice-type opponents for the duration of the battle (unless the weather is changed)) - Black Ice (lowers the accuracy of the opponent (and, in some ways, yourself) by coating the surroundings with, you guessed it, black ice. Refs, consider what types of attacks would be difficult with ice on the ground and which wouldn't. Obviously, the attacks that would be more difficult to do on ice should become more difficult here.)
Light: - Blind* (Makes it harder to land a direct hit) - Blazing Blindside* (Swift tackle that burns opponent; max 35% damage on ice, water, dark and wind, 25% on the rest. Does not leave behind a condition) - Divinity (See below in the 'Complicated Attack Almanac' post.)
Dark: - Shadow* (Creates a shadow that later on attacks opponent for max 5% damage for the rest of the battle) - Paranoia* (Confuses opponent and makes it unsure about attacking, makes opponent hit itself with attack 25% of the time) - Miasma: (THIS ATTACK CAN ONLY BE USED IN BATTLE ONCE; Causes opponent's attacks to become erratic. Attacks that would normally do a max of 25% damage could flatline at doing as little as 5% damage at times in the battle; however, the flip side of this is that more experienced pets could be inspired by the heat of the battle to do possibly MORE than the max of the attacks they use. The effects will ONLY last as long as the same opposing pet is battling. Once that pet is knocked out, the effects of Miasma are gone. Refs, make SURE to take into account the experience of the OPPOSING PET who suffers this attack. It makes all the difference as to what effect this attack has.)
* Starter attacks
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Posted: Sun Apr 15, 2007 4:03 pm
The Complicated Attack Almanac
These are the most complex attacks that Battle Forest has to offer. Refs, if you ever need any explanation on what to do when one of these attacks comes up in a battle you're reffing, feel free to PM me. Please do PM me, in fact, if you're completely unsure on how to ref these attacks.)
Index ATTACK NO. 1: Charism ATTACK NO. 2: Divinity ----------------------------------------------
ATTACK NO. 1 An example of the Attack 'Charism':
Only Level 3 and above pets can use 'Charism'
Pet A uses Charism. Pet B uses an attack that causes maximum 25% damage.
No damage will be incurred by either pet, because Charism blanks out the damage done by Pet B in the turn it is used unless Pet B uses a speed-based attack that always hits first.
Next turn...
Pet A uses an attack that causes maximum 25% damage. Pet B uses an attack that causes maximum 25% damage.
Pet A does not incur damage because it used Charism in the previous turn. Pet B incurs damage as usual. So, health is ...
Pet A: 100% Pet B: 88%
Pet A uses an attack that causes maximum 25% damage. Pet B uses an attack that causes maximum 25% damage.
Here's the complicated part.
At this point, Pet B's current attack plus the last two attacks it did where damage was not taken are added up and this damage is done to Pet A.
So, since Pet B had two 25%-max attacks be unsuccessful, 50% is added to the 25%-max attack done on this second turn after Charism is used.
So, the health would be something like...
Pet A: 28% Pet B: 64%
So, as you can see, Charism is not effective in this scenario. Here is a better strategic scenario for Charism:
Let's say Pet A and Pet B are both at 20%.
Pet A uses Charism. Pet B uses an attack that does 25% damage maximum.
Both pets remain at 20%.
Now, Pet A can attack. Let's say Pet A uses an attack that does 25% damage. Pet B chooses to do the same.
Because Charism is in play, Pet B's attack is nullified and Pet A is able to do their attack unimpeded.
So, the health is...
Pet A still at 20% Pet B is fainted.
A COUPLE OF RULES ABOUT CHARISM: Once Pet B in this scenario faints, the effects of Charism (including the triple damage done on Pet A in the oncoming turn of the hypothetical scenario) are nullified.
Charism can only be used once per battle.
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ATTACK NO. 2: Notes on the attack 'Divinity':
(NOTE: Can only be used when attacking second. Your ref instructs who goes on what turn before each round of attacks.) Used in conjunction with another attack in your pet's arsenal. You are to roll a dice (an available feature in every Gaia post) when you do this attack; if it lands on 1 or 2, Divinity will force your opponent to change attacks to an attack of lesser severity (or, in the event a defensive attack was used by the opponent, an attack that does either less defense or an attack of a maximum of 15% damage or lower). Refs, make sure this is done correctly. This is on you guys! The attack with which you used Divinity will be performed on your opponent, doing 1/2 of its usual damage. NOTE TO USERS: Use the attack by stating, for instance, "Divinity with Blazing Blindside", while also choosing to run the dice event. NOTE TO REFS AND USERS: Speed-based attacks will render a 1 or 2 roll of the dice (and therefore, the effects of Divinity) worthless, assuming the speed-based attack is in itself effective in the round. This is due to the fact that a faster pet would not have its attack voided by Divinity because it moves too quickly for the effects of Divinity to take place.
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