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Potential Sonny 3 Superbosses page 33

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Flag Post
Originally posted by whitemare:

Prototype
Hp 100000 Stg 250 Ins 250
Focus 250 Spd 250
Passive:
first of a kind:stg, spd and ins are increased 100%
proto-armor: damage recieving is reduced 15%
proto-weapons: damage dealing is increased 15%
nano reconstruct: restores 1000 hp and 25 focus every turn
Moves:
all buffs will be dispelled when he attacks
power load(cosmic, cd 99, focus 50):increases damage dealing and recieving 100%
energy load(cosmic, cd 99, focus 50):increases cosmic piercing 500%
enemy analyse(cosmic, cd 99, focus 50):increases direct damage 100%
target lock(cosmic,cd 99, focus 50):the next attack wont fail
focus load(cosmic, cd 99, focus 0):increases focus limit by 100 points. also restores all focus
proto hit(cosmic, cd 99, focus 250):attack with 500% of stg, spd, ins.also penetrates trough any kind of shield.however reduces health regen 75%over 99 turns.has 99% chances of failling.
cooldown system(cosmic, cd —, focus the rest):the colldown of all moves is turned to 1. also the caster will recover all focus the next turn.this only works when all other moves are cooling down

Drops:the full proto set which increases all stats to 10k, but you just use the 10% of them only if all pieces are equipped. having just one is worthless

this dude comes with Dr. Chrystopher and a barrier bot i’ll later work on them

hope you people like it:)

This boss i like well done

 
Flag Post
Originally posted by Thirdy:

Please note that this Superboss is still under construction, if you see some mistakes, please take a moment to look back at the top of the post and see if it is done yet (if it is finished, this note will be taken off), thank you for not complaining what is wrong with this, especially with this note on.

Krayuzu
HP: 195000
Focus: 1500
Strength: 655
Speed: 1000
Instinct: 950
______________________
Abilities
______________________
Passive
Doomsday, causes all players to be inflicted with a 1-turn debuff “Doomsday” every 6 turns starting at the start of the fight. Skips turn.

Passive (De)Buffs
Doomsday, a debuff that when runs out, deals damage 495% of Krayuzu’s instinct plus a random damage increase by 1-1000 and heals Krayuzu by 1.1 – 2.0 times the damage. Dark element.

Other Abilities
Straight Attack: Attacks for 150% of Krayuzu’s instinct and speed. Uses often. This move costs nothing.
Illusion Step: Adds a buff to Krayuzu called Illusion Steps. Costs 50 focus.
Energy Absorption: Inflicts a (de)buff to a random player/Krayuzu called Drained Energy. Costs 100 focus.

Ability (De)Buffs
Illusion Steps: Increases damage and all stats by 150%. Resists 50% of being dispelled.
Drained Energy (character): Takes away 50-100 focus from the character. Cannot be dispelled. This debuff is linked with Drained Energy (Krayuzu).
Drained Energy (Krayuzu): Adds 500-1000 health depending on the amount of focus absorbed from the player. Cannot be dispelled. This debuff is linked with Drained Energy (character).
*Linked Buff = A buff that will have effects controlled by its other linked buff. Dispelling a linked buff will remove the other linked buff.

this guy would be good for a zone 3 or 4 super boss after you finish the that zone first

 
Flag Post

Hell-Spawn
Hp 400000
focus:100
Strength:900
speed:500instinct:900
ABILITIES
Passive:
Burn: Evertime hell-spawn critical hits a player it burns the player for 10% of there strength per turn for 3 turns stacks
Fireblock: hell-spawn ignors all fire damige but all ice damige is increst by 500%

Other abilities:
absorb heat: he sucks all the heat out of the air around him restoring 100 focus also damming one person for 10% of there instinct, but all damage done to hell-spawn now counts as ice damage this lasts for 1 turn and dos it when he has no focus this counts as his turn.
Scare:stuns one target for 2 turn, dealing 65% of hell-spawns strength
Fires of hell: Burns the target for 300% percent of hell-spawns strength, can only be used after absorb heat
blades of hell: deals 25% of hell-spawns strength too all targets
blade of hell: deals 75% of his stength to one target.

 
Flag Post

the ultimate hp 5000000!!! weakness: poison skill death atack deals 5000 damage pasive regernatio you gain back 500 health each 5 turns and nuke power strengh + 1000 hope you like my idea

 
Flag Post
Originally posted by TrickTrolld43:
Originally posted by Yven:

Uber Prinny Baal

HP: 160.000.000.000
Focus: 50.000.000
Strength: 15.000
Instinct: 15.000
Speed: 15.000
Vitality: 15.000

! Attacks do not use focus and have no Cooldowns !

Knife Combo: Uses 100% of strength as base, applies “Death of a Thousand Cuts” (Enemy loses 0,5% of HP per turn. Lasts 10 turns. Can stack.)
Prinny Barrage: Uses 110% of strength as base. Applies “Death of a Million Cuts” (Enemy loses 5% of HP per turn. Lasts 10 turns. Does not stack.
Prinny Dance: Uses 100% of strength as a base. Applies “Colorful Dance” (Enemy stats are lowered by 16%. Lasts 5 turns. Does stack.)
Prinny Bomb: Uses 130% of strength as a base. Hits all enemies. NEVER kills, enemies are left with at least 1 HP.
Pringer Beam: Uses 160 of strength as a base, plus 99% of enemy’s HP.
You’re no match for Overlord Baal: Used only when 1 ally is left standing. You instantly win.

how do you damage this thing!?

You don’t. The aim is to survive till he gets bored.

Alright, a more realistic one:

Fear Of Evil (Stats: Irrelevant)

This boss messes up the interface, and has an unique battle system.

Let the game begin: Adds a counter with ‘120.000’ over his head and a counter with ‘(Vitality x 0.3+Your Focus x 0.9)’ over yours. Your attacks are changed and you have no teammates.

YOUR attacks:

Sanity Return: Adds (Your Vitality x 0.1+20) to your counter. CD10
Precision Slash: Deals counter damage equal to (Your strength x 1.2) to your opponent’s counter. CD2.
Magna Blast: Deals damage equal to (Your instinct x 0.8+10) to your opponent’s counter. CD4.
Slash Rush: Drains (Your strength x 0.2+30) counters from your opponent. CD10.
Flurry Strike: Deals damage equal to (Your Speed x 0.010 × 20). CD14.
Weapon: Deals damage equal to (Your strength, speed and instinct x 0.1) to your opponent. CD0.

Will continue at a later date

 
Flag Post
Originally posted by Yven:
Originally posted by TrickTrolld43:
Originally posted by Yven:

Uber Prinny Baal

HP: 160.000.000.000
Focus: 50.000.000
Strength: 15.000
Instinct: 15.000
Speed: 15.000
Vitality: 15.000

! Attacks do not use focus and have no Cooldowns !

Knife Combo: Uses 100% of strength as base, applies “Death of a Thousand Cuts” (Enemy loses 0,5% of HP per turn. Lasts 10 turns. Can stack.)
Prinny Barrage: Uses 110% of strength as base. Applies “Death of a Million Cuts” (Enemy loses 5% of HP per turn. Lasts 10 turns. Does not stack.
Prinny Dance: Uses 100% of strength as a base. Applies “Colorful Dance” (Enemy stats are lowered by 16%. Lasts 5 turns. Does stack.)
Prinny Bomb: Uses 130% of strength as a base. Hits all enemies. NEVER kills, enemies are left with at least 1 HP.
Pringer Beam: Uses 160 of strength as a base, plus 99% of enemy’s HP.
You’re no match for Overlord Baal: Used only when 1 ally is left standing. You instantly win.

how do you damage this thing!?

You don’t. The aim is to survive till he gets bored.

Alright, a more realistic one:

Fear Of Evil (Stats: Irrelevant)

This boss messes up the interface, and has an unique battle system.

Let the game begin: Adds a counter with ‘120.000’ over his head and a counter with ‘(Vitality x 0.3+Your Focus x 0.9)’ over yours. Your attacks are changed and you have no teammates.

YOUR attacks:

Sanity Return: Adds (Your Vitality x 0.1+20) to your counter. CD10
Precision Slash: Deals counter damage equal to (Your strength x 1.2) to your opponent’s counter. CD2.
Magna Blast: Deals damage equal to (Your instinct x 0.8+10) to your opponent’s counter. CD4.
Slash Rush: Drains (Your strength x 0.2+30) counters from your opponent. CD10.
Flurry Strike: Deals damage equal to (Your Speed x 0.010 × 20). CD14.
Weapon: Deals damage equal to (Your strength, speed and instinct x 0.1) to your opponent. CD0.

Will continue at a later date

dang this boss like well done

 
Flag Post
Originally posted by projetdeath:

Hell-Spawn
Hp 400000
focus:100
Strength:900
speed:500instinct:900
ABILITIES
Passive:
Burn: Evertime hell-spawn critical hits a player it burns the player for 10% of there strength per turn for 3 turns stacks
Fireblock: hell-spawn ignors all fire damige but all ice damige is increst by 500%

Other abilities:
absorb heat: he sucks all the heat out of the air around him restoring 100 focus also damming one person for 10% of there instinct, but all damage done to hell-spawn now counts as ice damage this lasts for 1 turn and dos it when he has no focus this counts as his turn.
Scare:stuns one target for 2 turn, dealing 65% of hell-spawns strength
Fires of hell: Burns the target for 300% percent of hell-spawns strength, can only be used after absorb heat
blades of hell: deals 25% of hell-spawns strength too all targets
blade of hell: deals 75% of his stength to one target.

this guy id like to beat well done

 
Flag Post
Originally posted by Star_Player:

Zone Nostalgia

Metal Guard
Platinum Warden
Metal Sniper

Metal Guard:
HP:50000
Focus:100

Passives
Metal:Takes 10% More damage once it attacks.
Guard:Takes 10% Less damage from any source

Attacks:
Baton Strike:Deals 2000 Damage. Receives “Metal Heart(Does 100 more Damage AND Healing,lasts 99 Turns.Stackable.(ouch!))” Buff_. CD 0 Focus Cost 0.
Heal:Heals target for 500 Hp. Target Receives “Fast Heal(This unit is shielded for 2000 damage and is recovering 200 Hp each turn. lasts 20 turns.Not Stackable)” Buff. CD 20 Focus Cost 20
Recovering:
Recovers 100 Focus,Gains “Energized(Due to this unit being made of metal,Energized recovers 40 energy each turn.Lasts 10 Turns)” Buff.CD 99(YES 99,GOT A PROBLEM WITH THAT? GOOD.) Focus cost 20(YES HE MAY SCREW UP)

Metal Sniper:
HP:35000
Focus:200

Passives
Metal:Deals 10% More damage once it attacks.
Sniper:Deals 10% More damage.Nice Buff.

Attacks:
Shoot:Deals 1000 Damage. Receives “Metal Heart(Does 100 more Damage AND Healing,lasts 99 Turns.Stackable.(ouch!))” Buff_. CD 0 Focus Cost 0.
Fire Shoot:Deals 5000 damage,resets “Metal heart” Counter.Yay!
Aim For the Heart:
Deals 400% More Damage.
CD 30 Focus Cost 30
Lock ‘n’ Load:Deals 300% More Damage CD 20 Focus Cost 20
Crouch:Deals 200% More Damage_(All of these are NOT STACKABLE.only 1 may be used at time,but lock ‘n’ load can be used together with crouch,for an example) CD 10 Focus Cost 10
Heal:_Heals target for 500 Hp. Target Receives “Fast Heal(This unit is shielded for 2000 damage and is recovering 200 Hp each turn. lasts 20 turns.Not Stackable)” Buff. CD 20 Focus Cost 20
Recovering:
Recovers 200 Focus,Gains “Energized(Due to this unit being made of metal,Energized recovers 40 energy each turn.Lasts 10 Turns)” Buff.CD 99(YES 99,GOT A PROBLEM WITH THAT? GOOD.) Focus cost 20(YES HE MAY SCREW UP)

Platinum Warden

HP:800000
Focus:250

Passives:
PLatinum:Deals 100% More damage once it attacks.
Warden:Deals 100% More Healing/Damage.Very Nice Buff.

Attacks:Same as The Warden/Metal Warden’s ones,plus:

Baton Strike:Deals 2000 Damage. Receives “Metal Heart(Does 100 more Damage AND Healing,lasts 99 Turns.Stackable.(ouch!))” Buff_. CD 0 Focus Cost 0.
Heal:Heals target for 500 Hp. Target Receives “Fast Heal(This unit is shielded for 2000 damage and is recovering 200 Hp each turn. lasts 20 turns.Not Stackable)” Buff. CD 20 Focus Cost 20
Recovering:
Recovers 100 Focus,Gains “Energized(Due to this unit being made of metal,Energized recovers 40 energy each turn.Lasts 10 Turns)” Buff.CD 99(YES 99,GOT A PROBLEM WITH THAT? GOOD.) Focus cost 20(YES HE MAY SCREW UP)

This guy i love the idea of this guy being in sonny 3 well done

 
Flag Post

MUTANT OVERLORD HEALTH 647502 FOCUS 5000 PASSIVE REGEN RECOVERS 3% OF HEALTH AND 25 FOCUS EVERY TURN MORE UPDATES SOON

 
Flag Post
Originally posted by Star_Player:

Zombie Pest Control Inc’s HQ

Note:“Passives” are skills that they cast first,at the start of the battle,and lasts 99 turns,they recast once it wears off

Battle 1:

Dialogue before Battle:

S:What the hell is this place?
V:I’d say this is hell! Look how much ZPCIs!
R:The ZPCI? Oh no!Not again!
F:I’d say this is Their Headquarters.
S:How?
F:Well let’s just say i know.
V:Look,there’s a big sign saying “ZPCI Headquarters” Here
F:Oh,nevermind
Z:Hey look at that! two zombies!
Party:THE ZPCI!!!(Battle starts)

•ZPCI Guard Suit
•ZPCI Guard Suit

ZPCI Guard Suit

HP:8000
Focus:100
•Guard:Takes 10% Less Damage,Does 10% More healing
•ZPCI:Does 10% More Damage to Sonny or Felicity
•Captainless:Some Attacks may do 0 damage

Equipment:

•Leading Strike:Recovers 100 focus,deals damage equal to 100% of strength.
•Destruction:Deals damage equal to 500% of strength.
•Fire!:Deals Fire damage equal to 300% of instinct.
•Electrobolt:Deals Lighting damage equal to 200% of instinct.attempts to dispels 2 buffs.
•Target Lock:Deals damage equal to 700% of instinct.Only used when the target has “Marked for Fire” Buff.

Battle 2:

Dialogue before Battle:
S:Phew.these guys were stronger.
V:They looked so weak!
F:Boys,look at this. “ZPCI suit technology”
R:What! The Suits? They aren’t human! They’re robots!
Z:Oh look.you discovered the truth.However,we are humans.We just have metal body parts.every single one.
S:Well then you’re not human!
Z:I have a real heart and brain.But i have an iron fist!.(ZPCI attacks you and battle starts)

•ZPCI Guard Suit
•ZPCI Captain Suit
•ZPCI Guard Suit

ZPCI Guard Suit

HP:8000
Focus:100
•Guard:Takes 10% Less Damage,Does 10% More healing
•ZPCI:Does 10% More Damage to Sonny or Felicity

Equipment:

•Leading Strike:Recovers 100 focus,deals damage equal to 100% of strength.
•Destruction:Deals damage equal to 500% of strength.
•Fire!:Deals Fire damage equal to 300% of instinct.
•Electrobolt:Deals Lighting damage equal to 200% of instinct.attempts to dispels 2 buffs.
•Target Lock:Deals damage equal to 700% of instinct.Only used when the target has “Marked for Fire” Buff.

ZPCI Captain Suit

HP:10000
Focus:150
•Captain:Some attacks may do 2x Damage
•ZPCI:Does 10% More Damage to Sonny or Felicity

Equipment:

•Leading Strike:Recovers 100 focus,deals damage equal to 100% of strength.
•Destruction:Deals damage equal to 500% of strength.
•Fire!:Deals Fire damage equal to 300% of instinct.
•Electrobolt:Deals Lighting damage equal to 200% of instinct.attempts to dispels 2 buffs.
•Target Lock:Deals damage equal to 700% of instinct.Only used when the target has “Marked for Fire” DeBuff.
•Dead Lock:Deals damage equal to 600% of Instinct.Only used when the target has “Marked for Death” DeBuff.
•Lock Target:Target Receives “Marked For Fire(This unit takes 1000% More damage.)” DeBuff
•Lock Dead:Target Receives “Marked for Death”(This unit takes 1500% More damage.)" DeBuff.Only used when under 50% HP

Battle 3:

Dialogue before Battle:
S:Oh now this is getting bad.(Battle starts)

•ZPCI Protect Suit
•ZPCI Master Suit
•ZPCI Attack Suit

ZPCI Protect Suit

HP:15000
Focus:100
•Protect:Takes 10% Less Damage,Does 10% More healing
•ZPCI:Does 10% More Damage to Sonny or Felicity
•Poor Aim:Some Attacks may target your team.

Equipment:

•Protect!:A Random Ally/Enemy Gains “Protected(This unit is being shielded by 10000 damage)” Status
•Go Go Heal:Heals A random Ally/Enemy for 5000 HP,Applies “ZPCI Healed(This unit takes 0 healing.Lasts 10 turns)” DeBuff
•Electrobolt+:Damages one enemy for 5000 damage,dispels ANY Buff.
•Attack:Attacks a random Enemy for 2500 damage,recovers HP

ZPCI Attack Suit

HP:30000
Focus:100
•Attack:Takes 10% more Damage,Does 10% More Damage
•ZPCI:Does 10% More Damage to Sonny or Felicity
•Superb Aim:Some Attacks may hit you for 4x damage.

Equipment:

•Heal:Heals A Random Ally for 5000 HP,Applies “ZPCI Healed(This unit takes 0 healing.Lasts 10 turns)” DeBuff
•ZPCI Attack Suit’s Activation:Deals 1000% Damage for the next shot
•Fast Strike:Deals 100 damage.applies “Faststrike Buff(This unit will deal 100 more damage.Lasts 99 turns,stackable.)”
•Mega Strike:removes any (de)buff(s) except “ZPCI Attack Suit’s Activation” he has,and shoots for 1000 damage.

ZPCI Master Suit

HP:45000
Focus:200
•Master:
•Master:Takes 10% Less Damage,Does 10% More healing,Does 10% More Damage
•ZPCI:Does 10% More Damage to Sonny or Felicity
•Ultra Superb Aim:Some Attacks may hit you for 6x damage.

Equipment:

•Heal:Heals A Random Ally for 5000 HP,Applies “ZPCI Healed(This unit takes 0 healing.Lasts 10 turns)” DeBuff
•ZPCI Attack Suit’s Activation:Deals 1000% Damage for the next shot
•Fast Strike:Deals 100 damage.applies “Faststrike Buff(This unit will deal 100 more damage.Lasts 99 turns,stackable.)”
•Mega Strike:removes any (de)buff(s) except “ZPCI Attack Suit’s Activation” he has,and shoots for 1000 damage.
•Protect!:A Random Ally/Enemy Gains “Protected(This unit is being shielded by 10000 damage)” Status
•Electrobolt+:Damages one enemy for 5000 damage,dispels ANY Buff.
•Attack:Attacks a random Enemy for 2500 damage,recovers HP

Battle 5:

Dialogue Before Battle:
S:Uh-oh.That’s bad.Really bad.(Battle starts)

•ZPCI Guard Suit+
•ZPCI Mega Suit
•ZPCI Guard Suit+

•ZPCI Guard Suit+

HP:8500
Focus:100
•Guard+:Takes 15% Less Damage,Does 15% More Healing.
•ZPCI:Does 10% More Damage to Sonny or Felicity
•Mega Captain:Does 5% more damage sometimes.

Equipment:

•Leading Strike:Recovers 100 focus,deals damage equal to 100% of strength.
•Destruction:Deals damage equal to 500% of strength.
•Fire!:Deals Fire damage equal to 300% of instinct.
•Electrobolt:Deals Lighting damage equal to 200% of instinct.attempts to dispels 2 buffs.

•ZPCI Mega Suit

HP:12000
Focus:100
•Mega:Deals 20% More Damage.
•ZPCI:Does 10% More Damage to Sonny or Felicity

Equipment:

•Leading Strike:Recovers 100 focus,deals damage equal to 100% of strength.
•Destruction:Deals damage equal to 500% of strength.
•Fire!:Deals Fire damage equal to 300% of instinct.
•Electrobolt:Deals Lighting damage equal to 200% of instinct.attempts to dispels 2 buffs.
•Target Lock:Deals damage equal to 700% of instinct.Only used when the target has “Marked for Fire” DeBuff.
•Dead Lock:Deals damage equal to 600% of Instinct.Only used when the target has “Marked for Death” DeBuff.
•Lock Target:Target Receives “Marked For Fire(This unit takes 1000% More damage.)” DeBuff
•Lock Dead:Target Receives “Marked for Death”(This unit takes 1500% More damage.)" DeBuff.Only used when under 50% HP

Battle 5:

Dialogue Before Battle:

S:What is that? Wasn’t all guys here supposed to be ZPCI?
V:Sonny.That is bad.where is Roald?
F:I do not know.That is bad.
S:Guys,there are still a lot of corridors.I don’t think this will be easy.
B:What about me?
S:Shut up,baron.We are talking.
F:Baron?
V:It’s baron brixius!
B:Alright,i have a challenge.Defeat me,and i will join you! i want captain XYZ dead!
S:Who is XYZ?
B:Is teh leader.whatever!
S:But you look strange…
B:I was dead,i took some time regenerating!
F:Whatever.(Battle starts)

•Frost Guardian
•Baron Brixius MKII
•Fiery Guardian

Frost Guardian:

HP:7000
Focus:100
•Frost:This unit sometimes takes 0 damage
•Guardian:Takes 50% less damage

Equipment:

•Guardian Strike!:Deals 2000 damage
•Heal:Heals for 2000 HP
•Enrage:If the other dies,This unit gains “Enraged(Damage dealt is increased by 400%.)” Buff

Fiery Guardian:

HP:7000
Focus:100
•Fiery:This unit sometimes does 1000 additional damage
•Guardian:Takes 50% less damage

Equipment:

•Guardian Strike!:Deals 2000 damage
•Heal:Heals for 2000 HP
•Enrage:If the other dies,This unit gains “Enraged(Damage dealt is increased by 400%.)” Buff

Baron Brixius

Hp:200.000.000(yes 200 million.)
Focus:200.000(Yes 200 thousand)
•Fair:This unit takes 50% more damage!
•Constant Heal:This unit heals 10000 HP every ten turns

Equipment:

All attacks from Baron Brixius.

Battle 6

Dialogue Before Battle:
X:May you perish before my hands!(Battle starts)

•ZPCI Master Suit
•Captain XYZ
•ZPCI Master Suit

ZPCI Master Suit

HP:45000
Focus:200
•Master:
•Master:Takes 10% Less Damage,Does 10% More healing,Does 10% More Damage
•ZPCI:Does 10% More Damage to Sonny or Felicity
•Ultra Superb Aim:Some Attacks may hit you for 6x damage.

Equipment:

•Heal:Heals A Random Ally for 5000 HP,Applies “ZPCI Healed(This unit takes 0 healing.Lasts 10 turns)” DeBuff
•ZPCI Attack Suit’s Activation:Deals 1000% Damage for the next shot
•Fast Strike:Deals 100 damage.applies “Faststrike Buff(This unit will deal 100 more damage.Lasts 99 turns,stackable.)”
•Mega Strike:removes any (de)buff(s) except “ZPCI Attack Suit’s Activation” he has,and shoots for 1000 damage.
•Protect!:A Random Ally/Enemy Gains “Protected(This unit is being shielded by 10000 damage)” Status
•Electrobolt+:Damages one enemy for 5000 damage,dispels ANY Buff.
•Attack:Attacks a random Enemy for 2500 damage,recovers HP

Captain XYZ

HP:50.000.000(yes half of a million)
Focus:50.000(yes 50.000 LULZ)
•I am the leader.Does 500% more Damage
•I am the leader.Takes 50% less Damage

Equipment:

All attacks from all guys in this factory.

(Note:He drops the full suit,it has 1000+ in every stat overall.However he is so f***ing hard it’s worth it.)

</blockquoive been hit in the face with so muck skill my head exploded well done krin has to see this

 
Flag Post
*Zone ???:The legislative sanctum*

*Court Guard*
*ZPCI Special Forces(x2)*
*Legislative Member(x1) + ZPCI Special Forces(x1)*
*ZPCI Special Forces(x3)*
*Project Tranquility(x1)*

[IMG]http://i659.photobucket.com/albums/uu314/topagentpggjr/SONNY%202%20Suits/Reverse-engineeredPrisonGuardsuit.png[/IMG]
*1st battle:Court Guard:*50,000 HP, 150 Focus
Subdue(Physical, 30 focus, cooldown 3 turns):Physical attack for 300% of his strength, and has a chance to apply the
Restrained debuff which decreases the the targets speed, strength, and instinct by 50%.
Alert and ready!(Physical, 50 focus, cooldown 5 turns):Physical buff that increases his speed by 400% for 3 turns. Has
a 90% chance to resist being dispelled.
Poison blade(Poison, 20 focus, cooldown 1 turn):Poison attack for 150% of his strength and 150% of his speed, and
has a chance to inflict the debuff poisoned blade which damages the target for 50% of the attackers instinct and
strength for 6 turns.
[IMG]http://i659.photobucket.com/albums/uu314/topagentpggjr/SONNY%202%20Suits/ZPCIFurysuit.png[/IMG]
*2nd battle:ZPCI Special Forces:*80,000 HP, 100 Focus
Blast:(Fire, 20 focus, cooldown 0 turns):Fire attack for 200% of his strength, and has a 50% chance to cause the
shellshock debuff which stuns the target for 2 turns.
Supressing fire:(Physical, 20 focus, cooldown 5 turns):Increases the user's Physical piercing by 400% and Physical
defense by 100%.
Aim for the heart:(Physical, 30 focus, cooldown 3 turns):Increases the user's damage by 400%, and increases
their speed by 100%.
Stun rounds:(Lightning, 30 focus, cooldown 3 turns):Lightning attack for 150% of his instinct and strength, and
stuns the target for 1 turn.
*ZPCI Special Forces:*80,000 HP, 100 Focus
Blast:(Fire, 20 focus, cooldown 0 turns):Fire attack for 200% of his strength, and has a 50% chance to cause the
shellshock debuff which stuns the target for 2 turns.
Supressing fire:(Physical, 20 focus, cooldown 5 turns):Increases the user's Physical piercing by 400% and Physical
defense by 100%.
Aim for the heart:(Physical, 30 focus, cooldown 3 turns):Increases the user's damage by 400%, and increases
their speed by 100%.
Stun rounds:(Lightning, 30 focus, cooldown 3 turns):Lightning attack for 150% of his instinct and strength, and
stuns the target for 1 turn.
*3rd battle:ZPCI Special Forces:*80,000 HP, 100 Focus
Blast:(Fire, 20 focus, cooldown 0 turns):Fire attack for 200% of his strength, and has a 50% chance to cause the
shellshock debuff which stuns the target for 2 turns.
Supressing fire:(Physical, 20 focus, cooldown 5 turns):Increases the user's Physical piercing by 400% and Physical
defense by 100%.
Aim for the heart:(Physical, 30 focus, cooldown 3 turns):Increases the user's damage by 400%, and increases
their speed by 100%.
Stun rounds:(Lightning, 30 focus, cooldown 3 turns):Lightning attack for 150% of his instinct and strength, and
stuns the target for 1 turn.
[IMG]http://i659.photobucket.com/albums/uu314/topagentpggjr/Modified%20Units/Corrupted%20Forces%20chronicles%20units/Class%20units/CouncilPresident.png[/IMG]
*Legislative Member:* 87,500 HP, 500 Focus
Administrate justice:(Ice, 50 focus, coodown 6 turns):Ice attack for 50% of his instinct, and causes the sentenced
debuff which damages the target for 200% of his instinct for 8 turns.
Authority and Duty:(Earth, 10 focus, cooldown 4 turns):Increases his instinct by 500% for 3 turns, and makes him
immune to all debuffs
Summon Justice:(Physical, 300 focus, cooldown 20 turns):Summons metal warden and prison warden. Each will have
99,999 HP, 100 Focus, and their own respective abilities.(Available once the ZPCI special forces unit is killed.)
Economic support:(Lightning, 0 focus, cooldown 10 turns):Regenerates his focus by 100 for 5 turns.
Begone:(Lightning, 80 focus, cooldown 12 turns):stuns the target for 8 turns.(Available once the ZPCI special
forces unit is killed.)
*4th battle:ZPCI Special Forces:*84,000 HP, 100 Focus
Blast:(Fire, 20 focus, cooldown 0 turns):Fire attack for 200% of his strength, and has a 50% chance to cause the
shellshock debuff which stuns the target for 2 turns.
Supressing fire:(Physical, 20 focus, cooldown 5 turns):Increases the user's Physical piercing by 400% and Physical
defense by 100%.
Aim for the heart:(Physical, 30 focus, cooldown 3 turns):Increases the user's damage by 400%, and increases
their speed by 100%.
Stun rounds:(Lightning, 30 focus, cooldown 3 turns):Lightning attack for 150% of his instinct and strength, and
stuns the target for 1 turn.
*ZPCI Special Forces:*84,000 HP, 100 Focus
Blast:(Fire, 20 focus, cooldown 0 turns):Fire attack for 200% of his strength, and has a 50% chance to cause the
shellshock debuff which stuns the target for 2 turns.
Supressing fire:(Physical, 20 focus, cooldown 5 turns):Increases the user's Physical piercing by 400% and Physical
defense by 100%.
Aim for the heart:(Physical, 30 focus, cooldown 3 turns):Increases the user's damage by 400%, and increases
their speed by 100%.
Stun rounds:(Lightning, 30 focus, cooldown 3 turns):Lightning attack for 150% of his instinct and strength, and
stuns the target for 1 turn.
*ZPCI Special Forces:*84,000 HP, 100 Focus
Blast:(Fire, 20 focus, cooldown 0 turns):Fire attack for 200% of his strength, and has a 50% chance to cause the
shellshock debuff which stuns the target for 2 turns.
Supressing fire:(Physical, 20 focus, cooldown 5 turns):Increases the user's Physical piercing by 400% and Physical
defense by 100%.
Aim for the heart:(Physical, 30 focus, cooldown 3 turns):Increases the user's damage by 400%, and increases
their speed by 100%.
Stun rounds:(Lightning, 30 focus, cooldown 3 turns):Lightning attack for 150% of his instinct and strength, and
stuns the target for 1 turn.
*5th battle event boss:Special unit director:*125,000 HP, 200 Focus
*Special unit executive:*40,000 HP, 100 Focus
*ZPCI enforcer:*65,000 100 Focus
(Just some dialogue, you won't fight the director yet.)
[IMG]http://i659.photobucket.com/albums/uu314/topagentpggjr/Modified%20Units/Corrupted%20Forces%20chronicles%20units/Elite%20Corp%20units/Surgeon.png[/IMG]
*Boss battle:PROJECT TRANQUILITY:*200,000 HP, 500 Focus
Duty:(Cosmic, 20 focus, cooldown 99 turns):Bestows the duty buff upon them and shields them for 10,000 damage,
and restores 2000 HP every turn. Lasts for 99 turns.(always available.)
Pacify:(Physical, 50 focus, cooldown 5 turns):Stuns the target for 4 turns, but decreases damage done
to them by 95% and heals are 50% more effective on them.(always available.)
Supress:(Physical, 50 focus, cooldown 5 turns):Decreases the targets piercing by 300%.(always available)
Genesis Mode:(Shadow, 100 focus, cooldown 99 turns):Increases their speed, strength, and instinct by 500%.
Cannot be dispelled.(75% of their HP remaining.)
Annihilation:(Fire, 250 focus, cooldown 5 turns):Fire attack for 500% of their strength and instinct, and applys the
shrapnel debuff which damages the target by 100% of their strength and instinct for 8 turns.(Genesis mode)
Flamethrower:(Fire, 50 focus, cooldown 1 turn):Fire attack for 200% of their strength, and has a 25% chance to
inflict the ignited debuff which damages the target by 100% of the attackers instinct for 4 turns.(always available)
Restrain:(Physical, 100 focus, cooldown 9 turns):Physical attack for 300% of their strength, and decreases their
max HP by 20% and speed by 40%.(Permanent effect for battle)(Can stack)
Last resort:(Shadow, 0 focus, cooldown 99 turns):Increases their physical defense by 800%, and increases
piercing by 700%. Lasts for 99 turns and cannot be dispelled.(available when HP is 10%)
Note:Even though this boss's HP may not be as high as other superbosses. It compensates with its annoying debuffs,
firepower, and its high physical defense stacked with the buffs it casts on itself later makes a durable yet deadly
tank unit.
[IMG]http://i659.photobucket.com/albums/uu314/topagentpggjr/Modified%20Units/Corrupted%20Forces%20chronicles%20units/SKY%20Corp%20units/Officer.png[/IMG]
*ZPCI pilot:*75,000 HP, 250 Focus
Refuel:(0 focus, cooldown 10 turns):Instantly restores an ally's focus by 500.
Heli Reinforcements:(50 focus, cooldown 15 turns):Calls for helicopter support.
Tranquilizer Bullet:(Physical, 10 focus, cooldown 3 turns):Physical attack for 100% of your strength and
instinct, and inflicts the drowsy debuff which puts the target to sleep for 4 turns.
[IMG]http://i936.photobucket.com/albums/ad206/asdfghjkl11/WHAT%20%20IS%20THAT%20UP%20THERE%20%20%20%202012/Sikorsky_S-97.jpg[/IMG]
*ZPCI Helicopter:*100,000HP, 400 focus
Missle barrage:(fire, focus 100, cooldown 3 turns):Fire attack for 500% of your strength.
Gatling support:(Physical, focus 50, cooldown 1 turn):Physical attack for 200% of your strength.
Special ops order:(0 focus, cooldown 10 turns):Instantly summons a ZPCI Special Forces unit when
the ZPCI Pilot is killed.


Dialogue:1st battle:Sonny: Never seen a building this large
Veradux: what? you a country kid?
Sonny: Just quit teasing me okay.
Court Guard:Hey! unauthorized personnel are not allowed in here! How did you get in here anyway?
Roald:sigh... it looks like we're bracing ourselves for another unnecessary fight
Dialogue 2nd battle:Felicity:So the ZPCI are also here...
ZPCI special forces:Hey! who are you? Identify yourselves!
Sonny:Oh we're just passing through. Now if you don't mind we need to keep moving.
ZPCI special forces:Wait! these are the trouble makers mentioned in Captain Hunt's report!We won't
let you leave this place alive!
Dialogue 3rd battle:Legislative member:Zombies? and insurgents? Guards! Eliminate them!
Dialogue 5th battle:Special unit executive:Director! What do we do? We can't stop them.
Special unit director:Im afraid we have no choice.
Special unit director:Innitiate the tranquility project!
Special unit executive:What?! Thats crazy! The project is still in testing.
Special unit director:Exactly, this is the perfect opportunity for a first test run!
Special unit executive:I see. I'll go activate it and meet up with you at the evac.
Dialogue 6th battle:Project Tranquility:Initiating Passive program...
Sonny:What is that thing?
Felicity:Probably a ZPCI defense and offense unit meant for exterminations and suppresion.
Veradux:It seems dangerous. Really dangerous!
Veradux:Alright lets trash this bucket of bolts!
Project Tranquility:Initiating Genesis program...
Project Tranquility:Releasing restrictors. Increasing efficiency by 3 times. Initiating the
last resort program.

Enemy drops:Court Guard:Watchmen's helm, Guardian's grips, Guardian's leggings, Platinum Plate, Platinum Greaves,
Enforcement Baton
ZPCI Special Forces:Special Forces Visor, Special Forces grips, Special Forces glided armor, Special Forces
Padded leggings, Special Forces Glided Boots, Special ops rifle
Legislative member:Unstable vision, Official's vestment, Legislative formal pants, Noble walkers, Insidious gloves,
Authority's symbol
Project Tranquility:Durable helmet, Lustrous gauntlets, Magnificent plate, Armored leggings, Stable Runners
BTW:Was lazy to include equipment stats and some other stuff. Will include it later on.
Another note:Forgot to add Auxiliary Power and Auxiliary Motor to the ZPCI Special Forces unit's skills
Auxiliary Power:(Lightning, 0 focus, cooldown 8 turns):Heals them for 15% of their Max HP and
restores 30 focus per turn for 8 turns.
Auxiliary Motor:(Lightning, 100 focus, cooldown 8 turns):Increases speed and piercing by 400% for
4 turns.
Another note:Additional ability for the legislative member.
Medical Treatment:(Cosmic, 100 focus, cooldown 8 turns):Heals him for 10% of his max HP for 8
turns.
Stats:Court Guard:Vit:1000
Str:1000
Ins:1000
Spd:1000
ZPCI Special Forces:Vit:1200
Str:1400
Ins:1400
Spd:1500
Legislative Member:Vit:1100
Str:600
Ins:1600
Spd:1400
Special Unit Director:Vit:1800
Str:2000
Ins:1800
Spd:2000
Special Unit Executive:Vit:800
Str:1400
Ins:1600
Spd:1700
Project Tranquility:Vit:3000
Str:3000
Ins:3000
Spd:3000
 
Flag Post

Zone ???:The Abyss October ship

Gigabii(x1) + Devourer(x1)+Frost Overlord(x1)
Captain Darchael(x1) + Knight(x1)
Reaper(x1)
ZPCI Colonel(x1) + ZPCI Marksman(x2)
ZPCI Colonel(x3)
ZPCI Marksman(x3)
ZPCI General(x1) + ZPCI Marksman(x1)+ZPCI Engineer(x1)

1st battle:Gigabii:90,000 HP, 100 Focus
Enrage:(Physical, 0 focus, cooldown 4 turns)Increases its damage by 400% and damage recieved by 100% for 2 turns
Murderous Frenzy:(Physical, 25 focus, cooldown 6 turns):Increases its strength, instinct, and speed by 400%.
Slash:(Physical, 10 focus, cooldown 2 turns)Physical attack for 250% of its strength.
Devourer:135,000HP, 100 Focus
Infect:(Poison, 30 focus, cooldown 4 turns)Poison attack for 50% of strength and focus, and will inflict the debuff
infected which damages the target for 300% of the users strength and instinct for 1 turn.
Devour:(Physical, 80 focus, cooldown 8 turns):Instantly kills the target if it hits.(Only 75% as accurate as other
attacks.)
Frost Overlord:150,000 HP, 200 Focus
Icy Doom:(Ice, 100 focus, cooldown 3 turns):Ice attack for 600% of its strength and instinct
Hollow Bolt:(Ice, 20 focus, cooldown 2 turns):Ice attack for 300% of its strength, and has a 40% chance to apply
the debuff shattered soul which stuns the target for 5 turns.
Cold Core(Ice, 0 focus, cooldown 99 turns):Increases speed, instinct, and strength by 250%. Cannot be
dispelled.
Glaciate:(Ice, 50 focus, cooldown 3 turns):Ice attack for 300% of its strength and instinct, and has a 80% chance
to apply the debuff Frostbite which damages the target for 100% of its strength and instinct and lowers their speed
by 80% for 3 turns.
Boss:Captain Darchael:500,000 HP, 1000 Focus(Lol reference to one of Krin’s tainted kingdom characters)
Knight’s Constitution:(Physical, 100 focus, cooldown 6 turns):Increases his physical defense by 999% for 99 turns. Has a
90% chance to resist being dispelled.
Uppercut:(Physical, 25 focus, cooldown 2 turns):Physical attack for 200% of his strength and speed.
Blitz:(Physical, 50 focus, cooldown 4 turns):Physical attack for 500% of his strength and speed, and instantly dispels any
buff.
Goodwilled:(100 focus, cooldown 4 turns):Decreases damage taken by 75% for 10 turns.
Refill:(0 focus, cooldown 8 turns):Instantly increases his focus by 1000.
Valor:(Physical, 100 focus, cooldown 4 turns):Increases Physical piercing by 1000% for 10 turns.
Honor:(Physical, 100 focus, cooldown 4 turns):Increases his damage by 500% and Defense against all elements by 100%
for 1 turn.
Vengeance:(Physical, cooldown 10 turns):Physical attack for 800% of his strength, speed, and the targets physical
defense.
Knight:250,000 HP, 300 Focus
Torch Toss:(Fire, 30 focus, cooldown 3 turns):Fire attack for 400% of his instinct and speed.
Sword Swing:(Physical, 40 focus, cooldown 5 turns):Physical attack for 500% of his strength and speed.
Knight’s request:(Earth, 50 focus, cooldown 6 turns):Instantly heals an ally for 300% of his Strength, and 50% of your
HP.
3rd battle:Reaper:120,000 HP, 10 Focus
Death:(Shadow, 5 focus, cooldown 5 turns):Causes instant death.
Shadow Flare:(Shadow, 0 focus, cooldown 1 turns):Shadow atack for 666% of its instinct.
Scythe Slash:(Physical, 0 focus, cooldown 2 turn):Physical attack for 999% of its strength.
[IMG]http://i659.photobucket.com/albums/uu314/topagentpggjr/Modified%20Units/Sniper%20Haven%20chronicles%20units/Country%20Y%20Army%20units/LogisticsOfficer.png[/IMG]
4th battle:ZPCI Colonel:420,000 HP, 100 Focus
Blast:(Fire, 20 focus, cooldown 0 turns):Fire attack for 200% of his strength, and has a 50% chance to cause the
shellshock debuff which stuns the target for 2 turns.
Aim for the heart:(Physical, 30 focus, cooldown 3 turns):Increases the user’s damage by 400% and increases their
speed by 100%.
Perfect Marksman (Physical, 60 focus, cooldown 6 turns):Increases the user’s physical piercing and accuracy by
400%.
Marked for annihilation:(Fire, 20 focus, cooldown 2 turns):Fire attack for 80% of his strength and instinct and
decreases the targets fire resistance by 50%, and increases damage taken by 200%.
Perfect shot:(Fire, 40 focus, cooldown 1 turn):Fire attack for 400% of his strength and instinct. Has an accuracy
of 100%.
Auxiliary system:(Lightning, cooldown 10 turns):Increases health by 20% of max HP, and focus by 50 for 10 turns.
Cannot be dispelled.
[IMG]http://i659.photobucket.com/albums/uu314/topagentpggjr/Modified%20Units/Sniper%20Haven%20chronicles%20units/Country%20Y%20Army%20units/Private.png[/IMG]
ZPCI Marksman:400,000, 100 focus
Snipe:(Fire, 40 focus, cooldown 4 turns):Fire attack for 500% of his strength and piercing.
Penetrating rounds(Physical, cooldown 2 turns):Physical attack for 400% of his strength and ignores elemental
defense.
Lock and load:(Physical, 0 focus, cooldown 3 turns):Increases damage done by 400% for 3 turns.
Crouch:(Physical, 0 focus, cooldown 3 turns):Increases physical piercing by 300% for 3 turns.
Scope:(Physical, 10 focus, cooldown 99 turns)Increases speed, physical piercing by 200% for 99 turns. Cannot be
dispelled.
ZPCI Marksman:400,000, 100 Focus
Snipe:(Fire, 40 focus, cooldown 4 turns):Fire attack for 500% of his strength and piercing.
Penetrating rounds(Physical, cooldown 2 turns):Physical attack for 400% of his strength and ignores elemental
defense.
Lock and load:(Physical, 0 focus, cooldown 3 turns):Increases damage done by 400% for 3 turns.
Crouch:(Physical, 0 focus, cooldown 3 turns):Increases physical piercing by 300% for 3 turns.
Scope:(Physical, 10 focus, cooldown 99 turns)Increases speed, physical piercing by 200% for 99 turns. Cannot be
dispelled.
5th battle:ZPCI Colonel:425,000 HP, 100 Focus
Blast:(Fire, 20 focus, cooldown 0 turns):Fire attack for 200% of his strength, and has a 50% chance to cause the
shellshock debuff which stuns the target for 2 turns.
Aim for the heart:(Physical, 30 focus, cooldown 3 turns):Increases the user’s damage by 400% and increases their
speed by 100%.
Perfect Marksman (Physical, 60 focus, cooldown 6 turns):Increases the user’s physical piercing and accuracy by
400%.
Marked for annihilation:(Fire, 20 focus, cooldown 2 turns):Fire attack for 80% of his strength and instinct and
decreases the targets fire resistance by 50%, and increases damage taken by 200%.
Perfect shot:(Fire, 40 focus, cooldown 1 turn):Fire attack for 400% of his strength and instinct. Has an accuracy
of 100%.
Auxiliary system:(Lightning, cooldown 10 turns):Increases health by 20% of max HP, and focus by 50 for 10 turns.
Cannot be dispelled.
ZPCI Colonel:425,000 HP, 100 Focus
Blast:(Fire, 20 focus, cooldown 0 turns):Fire attack for 200% of his strength, and has a 50% chance to cause the
shellshock debuff which stuns the target for 2 turns.
Aim for the heart:(Physical, 30 focus, cooldown 3 turns):Increases the user’s damage by 400% and increases their
speed by 100%.
Perfect Marksman (Physical, 60 focus, cooldown 6 turns):Increases the user’s physical piercing and accuracy by
400%.
Marked for annihilation:(Fire, 20 focus, cooldown 2 turns):Fire attack for 80% of his strength and instinct and
decreases the targets fire resistance by 50%, and increases damage taken by 200%.
Perfect shot:(Fire, 40 focus, cooldown 1 turn):Fire attack for 400% of his strength and instinct. Has an accuracy
of 100%.
Auxiliary system:(Lightning, cooldown 10 turns):Increases health by 20% of max HP, and focus by 50 for 10 turns.
Cannot be dispelled.
ZPCI Colonel:425,000 HP, 100 Focus
Blast:(Fire, 20 focus, cooldown 0 turns):Fire attack for 200% of his strength, and has a 50% chance to cause the
shellshock debuff which stuns the target for 2 turns.
Aim for the heart:(Physical, 30 focus, cooldown 3 turns):Increases the user’s damage by 400% and increases their
speed by 100%.
Perfect Marksman (Physical, 60 focus, cooldown 6 turns):Increases the user’s physical piercing and accuracy by
400%.
Marked for annihilation:(Fire, 20 focus, cooldown 2 turns):Fire attack for 80% of his strength and instinct and
decreases the targets fire resistance by 50%, and increases damage taken by 200%.
Perfect shot:(Fire, 40 focus, cooldown 1 turn):Fire attack for 400% of his strength and instinct. Has an accuracy
of 100%.
Auxiliary system:(Lightning, cooldown 10 turns):Increases health by 20% of max HP, and focus by 50 for 10 turns.
Cannot be dispelled.
5th battle:ZPCI Marksman:405,000, 100 Focus
Snipe:(Fire, 40 focus, cooldown 4 turns):Fire attack for 500% of his strength and piercing.
Penetrating rounds(Physical, cooldown 2 turns):Physical attack for 400% of his strength and ignores elemental
defense.
Lock and load:(Physical, 0 focus, cooldown 3 turns):Increases damage done by 400% for 3 turns.
Crouch:(Physical, 0 focus, cooldown 3 turns):Increases physical piercing by 300% for 3 turns.
Scope:(Physical, 10 focus, cooldown 99 turns)Increases speed, physical piercing by 200% for 99 turns. Cannot be
dispelled.
ZPCI Marksman:405,000, 100 Focus
Snipe:(Fire, 40 focus, cooldown 4 turns):Fire attack for 500% of his strength and piercing.
Penetrating rounds(Physical, cooldown 2 turns):Physical attack for 400% of his strength and ignores elemental
defense.
Lock and load:(Physical, 0 focus, cooldown 3 turns):Increases damage done by 400% for 3 turns.
Crouch:(Physical, 0 focus, cooldown 3 turns):Increases physical piercing by 300% for 3 turns.
Scope:(Physical, 10 focus, cooldown 99 turns)Increases speed, physical piercing by 200% for 99 turns. Cannot be
dispelled.
ZPCI Marksman:405,000, 100 Focus
Snipe:(Fire, 40 focus, cooldown 4 turns):Fire attack for 500% of his strength and piercing.
Penetrating rounds(Physical, cooldown 2 turns):Physical attack for 400% of his strength and ignores elemental
defense.
Lock and load:(Physical, 0 focus, cooldown 3 turns):Increases damage done by 400% for 3 turns.
Crouch:(Physical, 0 focus, cooldown 3 turns):Increases physical piercing by 300% for 3 turns.
Scope:(Physical, 10 focus, cooldown 99 turns)Increases speed, physical piercing by 200% for 99 turns. Cannot be
dispelled.
[IMG]http://i659.photobucket.com/albums/uu314/topagentpggjr/Modified%20Units/Corrupted%20Forces%20chronicles%20units/Class%20units/EVILtheDarkGuardian.png[/IMG]
Boss:ZPCI General:800,000 HP, 400 Focus
Auxiliary system:(Lightning, cooldown 10 turns):Increases health by 20% of max HP, and focus by 50 for 10 turns.
Cannot be dispelled.
Penetrating rounds(Physical, cooldown 2 turns):Physical attack for 400% of his strength and ignores elemental
defense.
Marked for annihilation:(Fire, 20 focus, cooldown 2 turns):Fire attack for 80% of his strength and instinct and
decreases the targets fire resistance by 50%, and increases damage taken by 200%.
Duty:(Cosmic, 20 focus, cooldown 99 turns):Bestows the duty buff upon them and shields them for 300,000 damage,
and restores 20,000 HP every turn. Lasts for 99 turns. Cannot be dispelled.
ZPCI Marksman:450,000, 100 Focus
Snipe:(Fire, 40 focus, cooldown 4 turns):Fire attack for 500% of his strength and piercing.
Penetrating rounds(Physical, cooldown 2 turns):Physical attack for 400% of his strength and ignores elemental
defense.
Lock and load:(Physical, 0 focus, cooldown 3 turns):Increases damage done by 400% for 3 turns.
Crouch:(Physical, 0 focus, cooldown 3 turns):Increases physical piercing by 300% for 3 turns.
Scope:(Physical, 10 focus, cooldown 99 turns)Increases speed, physical piercing by 200% for 99 turns. Cannot be
dispelled.
[IMG]http://i659.photobucket.com/albums/uu314/topagentpggjr/Modified%20Units/Sniper%20Haven%20chronicles%20units/Rival%20units/ArcticSniper.png[/IMG]
ZPCI Engineer:300,000 HP, 500 Focus
Refuel:(0 focus, cooldown 10 turns):Instantly restores an ally’s focus by 500.
Aerial Reinforcements:(50 focus, cooldown 10 turns):Calls for aerial support.(When ZPCI Marksman is killed)
Tranquilizer Bullet:(Physical, 10 focus, cooldown 3 turns):Physical attack for 100% of your strength and
instinct, and inflicts the drowsy debuff which puts the target to sleep for 4 turns.
ZPCI Aerial Gunner:478,000HP, 500 Focus
Machinegun Spray:(Fire, focus 100, cooldown 3 turns):Fire attack for 500% of your strength.
MLRS Volley:(Fire, focus 100, cooldown 2 turns):Fire attack for 280% of your strength and speed, and stuns the target for
2 turns.
Event boss:ZPCI Ambassador:1,000,000 HP, 100 Focus
ZPCI Elite:800,000 HP, 100 Focus
ZPCI Elite:800,000 HP, 100 Focus
(Just a short conversation)
Event battle:Valiant the Paladin:980,000 HP, 300 Focus
Specter:730,000 HP, 100 Focus
(Just a short conversation)

 
Flag Post

Zone ???:Abandoned laboratory

Project Nexus(x1) + ZPCI Ambassador(x1) + Warmech Sigma(x1)
ZPCI Ambassador(x1) + ZPCI Elite(x2)
ZPCI Ambassador(x1)

Final Superboss Battle Part 1:Project Nexus:10,000,000 HP, 100,000 Focus
Thunderstorm:(Lightning, 10000 focus, cooldown 0 turns):Lightning attack for 500% of its instinct.
Hailstorm:(Ice, 10000 focus, cooldown 0 turns):Ice attack for 500% of its instinct.
Inferno:(Fire, 10000 focus, cooldown 0 turns):Fire attack for 500% of its instinct.
Cosmic Burst:(Cosmic, 10000 focus, cooldown 0 turns):Cosmic attack for 500% of its instinct.
Shadow Blast:(Shadow, 10000 focus, cooldown 0 turns):Shadow attack for 500% of its instinct.
Toxic Vapour:(Poison, 10000 focus, cooldown 0 turns):Poison attack for 250% of its strength and instinct.
Earthquake:(Earth, 10000 focus, cooldown 0 turns):Earth attack for 500% of its strength.
Brutal Bash:(Physical, 10000 focus, cooldown 0 turns):Physical attack for 500% of its strength.
Reflective Shield:(?, 10000 focus, cooldown 99 turns):Makes the user absorb damage as HP from a random element each turn.
Lasts for 99 turns and cannot be dispelled.(75% HP remaining)
Sentinal Upgrade(?
, 10000 focus, cooldown 99 turns):Increases Defense against all elements by 50% and increases Piercing by
950%. Lasts for 99 turns and cannot be dispelled.(50% HP remaining)
Passive ability:Extra equipment:2 more slots for abilities.
ZPCI Ambassador:2,000,000 HP, 100,000 Focus
Alert and ready!(Physical, 50 focus, cooldown 5 turns):Physical buff that increases his speed by 400% for 3 turns. Has
a 90% chance to resist being dispelled.
Poison blade(Poison, 20 focus, cooldown 1 turn):Poison attack for 150% of his strength and 150% of his speed, and
has a chance to inflict the debuff poisoned blade which damages the target for 50% of the attackers instinct and
strength for 6 turns.
Blast:(Fire, 20 focus, cooldown 0 turns):Fire attack for 200% of his strength, and has a 50% chance to cause the
shellshock debuff which stuns the target for 2 turns.
Supressing fire:(Physical, 20 focus, cooldown 5 turns):Increases the user’s Physical piercing by 400% and Physical
defense by 100% for 5 turns.
Aim for the heart:(Physical, 30 focus, cooldown 3 turns):Increases the user’s damage by 400%, and increases
their speed by 100%.
Authority and Duty:(Earth, 10 focus, cooldown 4 turns):Increases his instinct by 500% for 3 turns, and makes him
immune to all debuffs
Hollow Bolt:(Ice, 20 focus, cooldown 2 turns):Ice attack for 300% of its strength, and has a 40% chance to apply
the debuff shattered soul which stuns the target for 5 turns.
Remunition(0 focus, cooldown 8 turns):Instantly restores 100% of the targets focus.
Passive ability:Leadership:all stats increased by 10%.
Warmech Sigma:8,000,000 HP, 5,000 Focus
Hollow Bolt:(Ice, 20 focus, cooldown 2 turns):Ice attack for 300% of its strength, and has a 40% chance to apply
the debuff shattered soul which stuns the target for 5 turns
Auxiliary system:(Lightning, cooldown 10 turns):Increases health by 20% of max HP, and focus by 50 for 10 turns.
Cannot be dispelled.
Perfect shot:(Fire, 40 focus, cooldown 1 turn):Fire attack for 400% of his strength and instinct. Has an accuracy
of 100%.
Machinegun Spray:(Fire, focus 100, cooldown 3 turns):Fire attack for 500% of your strength.
Cold Core(Ice, 0 focus, cooldown 99 turns):Increases speed, instinct, and strength by 250%. Cannot be
dispelled.
Restrain:(Physical, 100 focus, cooldown 9 turns):Physical attack for 300% of their strength, and decreases their
max HP by 20% and speed by 40%.(Permanent effect for battle)(Can stack)
Cosmic missle:(Cosmic, 40 focus, cooldown 2 turns):Cosmic attack for 375% of his instinct.
Subdue(Physical, 30 focus, cooldown 3 turns):Physical attack for 300% of his strength, and has a chance to apply the
Restrained debuff which decreases the the targets speed, strength, and instinct by 50%.
Part 2:ZPCI Ambassador(Form 2):5,000,000 HP, 5,000,000 Focus
-Same attacks from before except poison blade is replaced with Toxic Battlefield, another move is added, and now he has some generic lackeys.
Toxic Battlefield:(Poison, 100 focus, cooldown 5 turns):Poisons all enemys with a toxin, and damages each of them for 500%
of his strength and instinct for 10 turns. Cannot be dispelled.
Marked for Termination:(Fire, 100 focus, cooldown 5 turns):Fire attack for 200% of his strength, and decreases the target’s fire resistance by 100% and damage taken by 400%. Lasts for 3 turns, and cannot be dispelled.
New Passive Ability:Special Duties:Gain 1 additonal ability slot.
ZPCI Elite:2,500,000 HP, 25,000 Focus
Blast:(Fire, 20 focus, cooldown 0 turns):Fire attack for 200% of his strength, and has a 50% chance to cause the
shellshock debuff which stuns the target for 2 turns.
Supressing fire:(Physical, 20 focus, cooldown 5 turns):Increases the user’s Physical piercing by 400% and Physical
defense by 100%.
Aim for the heart:(Physical, 30 focus, cooldown 3 turns):Increases the user’s damage by 400%, and increases
their speed by 100%.
Stun rounds:(Lightning, 30 focus, cooldown 3 turns):Lightning attack for 150% of his instinct and strength, and
stuns the target for 1 turn.
ZPCI Elite:2,500,000 HP, 25,000 Focus
Blast:(Fire, 20 focus, cooldown 0 turns):Fire attack for 200% of his strength, and has a 50% chance to cause the
shellshock debuff which stuns the target for 2 turns.
Supressing fire:(Physical, 20 focus, cooldown 5 turns):Increases the user’s Physical piercing by 400% and Physical
defense by 100%.
Aim for the heart:(Physical, 30 focus, cooldown 3 turns):Increases the user’s damage by 400%, and increases
their speed by 100%.
Stun rounds:(Lightning, 30 focus, cooldown 3 turns):Lightning attack for 150% of his instinct and strength, and
stuns the target for 1 turn.
Part 3(Final):ZPCI Ambassador(Form 3):20,000,000 HP, 20,000,000 Focus
Death Rounds:(Shadow, 1,000,000 focus, cooldown 30 turns):Instantly kills a target.
Divine Ray:(Lightning, 1000 focus, cooldown 2 turns):Lightning attack for 1000% of his instinct and vitality.
Bullet Storm:(Physical, 500 focus, cooldown 0 turns):Physical attack for 500% of his strength and speed.
Vibrational shield:(Lightning, 5000 focus, cooldown 8 turns):Shields him from damage for 4 turns.
Star Burst:(Cosmic, 5000 focus, cooldown 8 turns):Cosmic attack for 4000% of his instinct, strength, speed and vitality.
Deflect:(Physical, 10000 focus, cooldown 16 turns):Deflects an attack back at the attacker when this buff is active.
Lasts for 1 turn and cannot be dispelled.
Medic!:(???, 10000 focus, cooldown 16 turns):Heals himself for 3% of his health for 10 turns. Has a 75% chance to resist
being dispelled.
Syringe Injection:(Poison, 5000 focus, cooldown 30 turns):Increases strength, instinct, speed by 500% for 10 turns. Cannot
Be dispelled.

 
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I’m back in black! (And white.)

New Super boss.

The Seeker of Darkness

(Picture does not belong to me. :3)

HP: 200000
Focus: 100
Strength: 2000
Instinct: 2000
Speed: 1000
Vitality: 1234 (I don’t know the formula for Vitality. If you could tell me, I would appreciate it.)
All Defenses and Piercings are normal.

Anyway, this guy is fought in 4 Phases, 20000 HP in-between the start of each new phase. Each new phase, he gains 2 attacks.
Oh, and 1k = 1000.

All moves are Dark elemental.

Passives
These are here from the start to the end of the fight.

Quick Strike: Always attacks first.
Power Residue: Doubles Damages received.
Shadow Attributes: All de-buffs and buffs are not able to be dispelled. All Buffs on victims of an attack have a 50% chance to be dispelled, even if they couldn’t otherwise.
Dark Shield: 85% Chance to dispel debuffs on the SoD. All Dark damage is reduced by 75%. (So dark damage would hit 25% of what it normally would.)
Armour Corrosion: Ignores elemental defenses.


Phase 1
HP Range: 200k to 160k

Moves

Dark Bracer CD = 6, Focus = 0.
Affect: Heals the enemy for 5% of The SoD’s Strength and Instinct (Heals 200) but causes the victim to receive triple damage for 2 turns and deal half the damage for 3 turns.

Dark Smother CD = 0, Focus = 0
Affect: The victim receives damage for 150% of the Instinct and strength of the SoD (6000 Damage). Lowers healing received by 50% for 2 turns.


Phase 2
HP range: 160k-120k

Moves

Soul Bind CD = 6, Focus 0
Affect: Stuns for 4 turns, but heals the victim 2% of their max HP each turn for those 4 turns. Also deals 1 damage.

Mind Scatter CD = 5, focus 0
Affect: Deals 350% of the SoD’s instinct (7000 Damage), and destroys all the victim’s focus. Gains the buff ‘True Clarity’ Which restores the victim’s focus 10 each turn for 2 turns.


Phase 3
HP Range: 120k-80k

Chain of Memories DC = 12, Focus = 0
Affect: Inflicts 200% of Instinct (4000 Damage), and inflicts the de-buff ‘Chain of Memories’ Which stops the victim from moving and makes them receive 50% more damage for 6 Turns.

Death Scythe DC = 6, Focus = 0
Affect: Reduces the targets HP to 1, and destroys all focus. Inflicts the de-buff ‘Soul Shatter’ Which causes the victim to lose 10 Focus each turn.


Final Phase (Phase 4)
HP Range: 80k-0 HP

Soul Syphon DC = 15, Focus = 0
Affect: Deals 5000 Damage to a target, and gives the SoD the buff ‘Soul Absorb’ Which makes the SoD heal 30000 Damage at the end of the turn. Will always cast when available.

Shadow Tornado CD = 0, Focus = 0
Affect: Deals 170% Strength and Instinct (6800) and lowers the damage the victim deals and healing dealt and received by 25% for 6 turns. Stacks.


Moves

Just putting all the moves in one place for ya.

1)
Dark Bracer CD = 4, Focus = 0.
Affect: Heals the enemy for 5% of The SoD’s Strength and Instinct (Heals 200) but causes the victim to receive triple damage for 2 turns and deal half the damage for 3 turns.

2)
Dark Smother CD = 0, Focus = 0
Affect: The victim receives damage for 150% of the Instinct and strength of the SoD (6000 Damage). Lowers healing received by 50% for 2 turns.

Used at phase 2 onward.

3)
Soul Bind CD = 6, Focus 0
Affect: Stuns for 4 turns, but heals the victim 2% of their max HP each turn for those 4 turns. Also deals 1 damage.

4)
Mind Scatter CD = 5, focus 0
Affect: Deals 350% of the SoD’s instinct (7000 Damage), and destroys all the victim’s focus. Gains the buff ‘True Clarity’ Which restores the victim’s focus 10 each turn for 2 turns.

Used at phase 3 onward.

5)
Chain of Memories DC = 12, Focus = 0
Affect: Inflicts 200% of Instinct (4000 Damage), and inflicts the de-buff ‘Chain of Memories’ Which stops the victim from moving and makes them receive 50% more damage for 6 Turns.

6)
Death Scythe DC = 6, Focus = 0
Affect: Reduces the targets HP to 1, and destroys all focus. Inflicts the de-buff ‘Soul Shatter’ Which causes the victim to lose 10 Focus each turn.

Used at the last phase.

7)
Soul Syphon DC = 15, Focus = 0
Affect: Deals 5000 Damage to a target, and gives the SoD the buff ‘Soul Absorb’ Which makes the SoD heal 30000 Damage at the end of the turn. Will always cast when available.

8)
Shadow Tornado CD = 0, Focus = 0
Affect: Deals 170% Strength and Instinct (6800 Damage) and lowers the damage the victim deals and healing dealt and received by 25% for 4 turns. Stacks.


Anyway, after a dozen or so edits, here it is. :3

Hard enough for ya?

Actually, It’s probably to hard…. Heh.

So, what do you think?

 
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Echo

50,0000

600 Strength

450 Instinct

20 Speed

350 Focus
_______________________________________________
Plague Scythe (CD3,40 Focus) Attacks for 95% of strength and inflicts DoT in the form of poison
______________________________________________
Boltgun (CD4,350 Focus) Instant Kills a target (Can only be used 1 time per game)
______________________________________________
Shadow (CD5,200 Focus) Dodges all attacks at the cost of not attacking back
______________________________________________
Phase Implosion (CD4,60 Focus) 100% of the users instinct in fire damage and reduces targets speed
______________________________________________
Iron Will (CD9,0 Focus) Heals 900 HP And blocks damage by 50
______________________________________________
Focus Regen (CD0,0 Focus) Regens all Focus
______________________________________________
Confusion (CD4,80 Focus) Makes enemies attack each other for 2 turns at 10% Damage
______________________________________________
Strike (CD0,0 Focus ) Upgraded strike, now attacks for 90% of strength

 
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Zone ???:Outpost 349

Undying(x1)
Undying(x2) + Wasp(x1)
Drone(x2)
Undying(x1) + Wasp(x2)
Security Trooper(x1)
CQC Hound(x2) + Security Trooper(x1)
Undying(x3)
Wasp(x2)
Security Trooper(x3)
Agression Drone(x2) + Protocall mech(x1)
CQC Hound(x1) + Security Trooper(x1) + Docter Walter(x1)
Saboteur(x2)
Undying(x2) + Zombie Leader(x1)
Security Trooper(x2) + ZPCI Commando(x1)
Zombie Leader(x2)
ZPCI Commando(x2)
Saboteur(x1) + ZPCI Commando(x1) + Subjugation Mech(x1)
Security Captain(x1) + Security Trooper(x2)
Docter Delphia(x1) + Subjugation Mech(x2)
Security Commander(x1)
ZPCI Commando(x3)
Agression AI

More updates to come

 
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Zone ???:Scorched Battlefield

Arsonist(x2)
ZPCI Shocktrooper(x2)
Rebel(x3)
Armored Demolitioner(x1) + ZPCI Shocktrooper(x1)
Adamantium Warden(x1) + Tactical Drone(x2)
Arsonist(x3)
ZPCI Heavy(x1) + ZPCI Shocktrooper(x1) + ZPCI Hitman(x1)
Tank(x1) + ZPCI Shocktrooper(x1)
ZPCI Heavy(x2)
Tank(x2) + ZPCI Hitman(x1)
Armored Demolitioner(x2) + Tank(x1)
Destroyer(x1)

More updates to come

 
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Endurance Arena:Gauntlet of trials
Note:You have to fight all the enemies before the next checkpoint without any breaks

ZPCI Captain(x1) + ZPCI Assault(x1) + ZPCI Medic(x1)
ZPCI Hunter(x3)
Ghost Samurai(x3)
Sensei Ishiguro(x1)
Checkpoint
Rock Golem(x2)
Breaker(x1) + Striker(x1) + Mender(x1)
Baron Brixius(x1)
Galiant the Paladin(x1)
Checkpoint
Twisted Experiment(x1)
Warden(x1)
ZPCI Elite(x1)
Felicity(x1)
Checkpoint
Frost Lord(x1)
Mage(x1) + Priest(x1) + Knight(x1)
Cult Leader(x1)
Baron Brixius(x1)
ZPCI Elite + Armored Hound(x2)
Captain Hunt(x1) + ZPCI Sniper(x1) + ZPCI Medic(x1)
Checkpoint
ZPCI Elite(x2)
Phantom(x1) + Beast(x1) + Antagonist(x1)
The Hobo(x1) + The Real Hobo(x1)
Clemons the deciever(x1)
Shunny(x1)
Hydra(x1) + Fireclaw(x2)
Checkpoint
Police Colonel(x1)
Riot Police(x2) + Android Guard(x1)

City Council(x2)
Specialist(x1) + Secret Police(x1)
Checkpoint
Secret Police(x1) + Specialist(x1) + Android Guard(x1)
Secret Police(x1) + Android Guard(x2)
The Mayor(x1) + Guardian Cannon(x1)
Checkpoint
Louis the blind(x1) + Researcher(x2)

More updates to come

 
Flag Post

Echo

To low damage. No real weakness. Would make for an easy, but long battle.

@Mountain’s stuff

No stats. Seriously, post stats.

 
Flag Post
Originally posted by awe862:

Echo

To low damage. No real weakness. Would make for an easy, but long battle.

@Mountain’s stuff

No stats. Seriously, post stats.

Echo was intended to be a stage 1 super boss which is why i made it relatively easy
 
Flag Post
Originally posted by awe862:

Echo

To low damage. No real weakness. Would make for an easy, but long battle.

@Mountain’s stuff

No stats. Seriously, post stats.

Formatting gets f*****d up when I add in the stats so heres Formula for my HP this zone(Vitx10) *Stats:Gigabii* Vit-9000 Str-8000 Ins-2000 Spd-4500 *Devourer* Vit-13500 Str-12000 Ins-1000 Spd-6000 *Frost Overlord* Vit-15000 Str-15000 Ins-15000 Spd-5500 *Captain Darchael* Vit-50000 Str-30000 Ins-30000 Spd-15000 *Knight* Vit-25000 Str-22500 Ins-22500 Spd-8000 *Reaper* Vit-12000 Str-40000 Ins-0 Spd-50000 *ZPCI Colonel* Vit-42000 Str-25000 Ins-25000 Spd-10000 *ZPCI Markman* Vit-40000 Str-30000 Ins-10000 Spd-20000 *ZPCI General* Vit-80000 Str-50000 Ins-50000 Spd-30000 *ZPCI Engineer* Vit-30000 Str-10000 Ins-40000 Spd-10000 *ZPCI Aerial Gunner* Vit-47800 Str-30000 Ins-30000 Spd-45000
 
Flag Post
Originally posted by Sickle510:
Originally posted by awe862:

Echo

To low damage. No real weakness. Would make for an easy, but long battle.

@Mountain’s stuff

No stats. Seriously, post stats.

Echo was intended to be a stage 1 super boss which is why i made it relatively easy

Um, dude.
Super bosses are supposed to be hard.
If they aren’t strong, what’s the point?

Formatting gets f*****d up when I add in the stats

Then use HTML for very long posts. I plan to (I’m learning it) so I’m trying to get into a habit of doing it for all posts.

Anyway – always include the stats. No matter how much space it takes… (And try not to make whole zones, also..)

 
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on the end of page 29 and in the beginning of page 30 i posted this idea, but this isn’t a repost, i changed and improved some things, normaly i would delete the previous post, but i can’t because there were replies so….. here it comes again (2.0 version ;)

 
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first duo: the bio’s

1) the predator: 100.000 health, 500 strenght, 50 instinct, … vitality(must become 100.000 health),250 speed, 100 focus

skills:
-destroy
-agile exposure
-wound
-reform
-animalism(X2)
-adrenaline(X2)

passive skills:
-predator form
-savagery

behavior:
1st priority[health<20%]^: reform => himself
2de priority[health<40%]: adrenaline(himself)/agile exposure/destroy => weakest
3de priority: animalism(himself)/wound/agile exposure/destroy => weakest

after teammates dead:
recieves effect => strenght increases with 100% and attacks never miss

2) the toxicant: 20.000 health, 500 strenght, 50 instinct, … vitality(must become 20.000 health), 250 speed, 100 focus

skills:
-withdrawal
-shadow blend
-enrage
-corrosion
-envenom(X4)

passive skills:
-toxic form
-acidic blood

behavior:
1st priority: shadow blend(himself)/enrage(himself)/withdrawal => weakest
2de priority: corrosion => weakest
3de priority: envenom => weakest

after teammates dead:
recieves effect => speed increases with 100% and CD off al moves becomes 0

new 1ste priority^: shadow blend/[no focus block + focus>15] corrosion/withdrawal => weakest

 
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second duo: the psycopatics

1) the wraith: 80.000 health, 50 strenght, 500 instinct, … vitality(must become 80.000 health), 100 speed, 100 focus

skills:
-shock therapy(X2)
-electron charge
-high voltage
-electrical storm
-destruction
-form ability(instantly recovers 50 focus DC:0)
-shock coma

passive skills:
-wraith form
-charged blood

behavior:
1st priority[health<20%]^: shock coma => himself
2de priority: destruction => teammate
3de priority[focus<15]: form ability => himself
4de priority: electron charge/high voltage/shock therapy => weakest
5de priority: electrical storm => weakest

after teammates dead:
recieves effect => instinct increases with 100% and charged blood effect is doubled

new 3de priority[focus<15]: electrical storm => weakest
new 5de priority: form ability => himself

2) the psychopath: 10.000 health, 50 strenght, 500 instinct, …… vitality(must become 10.000 health), 250 speed, 100 focus
skills:
-epiphany
-terrify
-dark echoes
-nightmare
-free wil
-insecurity
-implosion
-confinement

passive skills:
-psychopatic form
-overdrive

behavior:
1st priority: free wil => himself
2de priority: epiphany/insecurity/[enemy no healing/time]implosion => weakest
3de priority: dark echoes/nightmare/confinement => weakest
4de priority: dark echoes/terrify => weakest

after teammates dead:
recieves effect => instinct increases with 100% and overdrive effect is doubled without the damage over time