Post by Darklight200 on Aug 15, 2011 18:39:59 GMT -5
The Battle System:
Much like the DS games, each digimon will have a certain attack, speed, hp and defense. These will be posted once the tournament has started so that each player may make choices solely on the moves and looks of each digimon.
BlackWarGreymon Level 50
HP: 2,455
Attack: 50
Defense: 50
Speed: 110
Bantyoleomon Level 50
HP: 3,275
Attack: 35
Defense: 55
Speed: 145
In this battle, BlackWarGreymon will be facing Bantyoleomon. Bantyoleomon would start in this case since his speed is higher than BlackWarGreymon's. Now let's say Bantyoleomon has a skill that will do 465 damage to BlackWarGreymon. We have to first add on Bantyoleomon's attack to give it a slight bonus, making the damage 500. Now what we need to do is subtract BlackWarGreymon's defense from the damage, which is 50. So 500-50 is 450. Bantyoleomon does 450 damage to BlackWarGreymon, making his hp 2,005. BlackWarGreymon would have his attack and the turn would end. A turn defined by a digimon's skill is the overall set of each digimon. A turn is complete once all the digimon remaining in the battle have attacked.
Special Effects:
Some skills may have special effects that will help or hinder you. These are some of the effects and what they mean.
HP Steal: This does damage to the target of the attack, and the damage is transferred to other digimon in the form of healing. So if a digimon was attacked by a 500 hp steal move, his hp would go down by 500 and the digimon that used it would heal 500 hp. Gryphomon's Möbius Bite is an HP stealing move.
Removed: A digimon that is removed from the battle is not able to attack or be attacked until the amount of turns are over. Moves such as Pharaohmon's Fist of Nile can cause a digimon to be removed.
Stun: A digimon that is stunned misses its turn if it still has yet to attack. If a digimon is attacked by a stun after it has already gone in a turn, it will not be stunned and it will get to go on it's next turn. Keramon's Network Flapping is one attack that causes digimon to be stunned.
Protected: If a digimon is protected, it means that all attacks will do 0 damage and have no effect on it. Moves such as Armadillomon's Diamond Shell protects digimon from getting damaged for a turn.
Go First: Some digimon have moves that cause them to go first. This changes the order allowing the digimon to go first in the turn, and the digimon normally going first to go second. If two digimon use a go first move, the one with the higher speed goes first and the other one goes second. Moves such as Agumon's Claw Attack have the Go First effect.
Order Scramble: When a digimon uses an order scramble attack, the order that each digimon will be scrambled for the rest of the battle. The order may stay the same, but it is rare. Moves such as Wizardmon's Magical Game cause the order to be scrambled.
Picking a good team:
Picking a good team might be hard at first since you do not know each digimon's stats. Once you get used to renting some of the digimon, you'll know the approximate stats of each digimon. What you need to do is pick one that is fast, one that is strong and one that has high defense. You should also take movesets into account. It helps to have one that can protect or heal your digimon and one that can cause status effects. The third digimon should be one that can cover the other 2's weaknesses. Despite these guidelines, remember that there is no perfect team.
Much like the DS games, each digimon will have a certain attack, speed, hp and defense. These will be posted once the tournament has started so that each player may make choices solely on the moves and looks of each digimon.
BlackWarGreymon Level 50
HP: 2,455
Attack: 50
Defense: 50
Speed: 110
Bantyoleomon Level 50
HP: 3,275
Attack: 35
Defense: 55
Speed: 145
In this battle, BlackWarGreymon will be facing Bantyoleomon. Bantyoleomon would start in this case since his speed is higher than BlackWarGreymon's. Now let's say Bantyoleomon has a skill that will do 465 damage to BlackWarGreymon. We have to first add on Bantyoleomon's attack to give it a slight bonus, making the damage 500. Now what we need to do is subtract BlackWarGreymon's defense from the damage, which is 50. So 500-50 is 450. Bantyoleomon does 450 damage to BlackWarGreymon, making his hp 2,005. BlackWarGreymon would have his attack and the turn would end. A turn defined by a digimon's skill is the overall set of each digimon. A turn is complete once all the digimon remaining in the battle have attacked.
Special Effects:
Some skills may have special effects that will help or hinder you. These are some of the effects and what they mean.
HP Steal: This does damage to the target of the attack, and the damage is transferred to other digimon in the form of healing. So if a digimon was attacked by a 500 hp steal move, his hp would go down by 500 and the digimon that used it would heal 500 hp. Gryphomon's Möbius Bite is an HP stealing move.
Removed: A digimon that is removed from the battle is not able to attack or be attacked until the amount of turns are over. Moves such as Pharaohmon's Fist of Nile can cause a digimon to be removed.
Stun: A digimon that is stunned misses its turn if it still has yet to attack. If a digimon is attacked by a stun after it has already gone in a turn, it will not be stunned and it will get to go on it's next turn. Keramon's Network Flapping is one attack that causes digimon to be stunned.
Protected: If a digimon is protected, it means that all attacks will do 0 damage and have no effect on it. Moves such as Armadillomon's Diamond Shell protects digimon from getting damaged for a turn.
Go First: Some digimon have moves that cause them to go first. This changes the order allowing the digimon to go first in the turn, and the digimon normally going first to go second. If two digimon use a go first move, the one with the higher speed goes first and the other one goes second. Moves such as Agumon's Claw Attack have the Go First effect.
Order Scramble: When a digimon uses an order scramble attack, the order that each digimon will be scrambled for the rest of the battle. The order may stay the same, but it is rare. Moves such as Wizardmon's Magical Game cause the order to be scrambled.
Picking a good team:
Picking a good team might be hard at first since you do not know each digimon's stats. Once you get used to renting some of the digimon, you'll know the approximate stats of each digimon. What you need to do is pick one that is fast, one that is strong and one that has high defense. You should also take movesets into account. It helps to have one that can protect or heal your digimon and one that can cause status effects. The third digimon should be one that can cover the other 2's weaknesses. Despite these guidelines, remember that there is no perfect team.