1 | | | 1 | 11,917 | 570 | 8,728,403 | Lv.5 Water & Dark Halven ( -50% Damage ) Passive. 50% Water & Dark damage reduction .. Roaring Flame's Fighting Spirit ( < 6 Combos 5 Turns )Pre-emptive Strike. Absorbs 100% of the damage you cause for combos 5 and under for 5 turns .. Mahattvatabaha ( 999 Turns )Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns .. Thrust Away ( 14,300 ) ( CD +1-3 Turns ) 100% Chance, 1 time-use 100% Chance, 1 time-use. Deal 120% damage and increases cooldown of active skills by 1-3 turns .. Flame Erupting Horns ( 15,492 ) ( expand for details ) 100% Chance, 1 time-use 100% Chance, 1 time-use. Deal 130% damage. Change the following column "Ｏ" into Fire orbs Ｏ－－－－－ Ｏ－－－－－ Ｏ－－－－－ Ｏ－－－－－ Ｏ－－－－－ .. Sun's Sacred Flame ( 16,684 ) 15 x 100% Chance, 1 time-use 100% Chance, 1 time-use. Deal 140% damage and randomly change 15 Fire, Water, Wood, Light, Dark, Heart, Jammer, Poison & Mortal Poison orbs into locked orbs .. Flame Roaring Horns ( 17,876 ) ( expand for details ) 100% Chance, 1 time-use 100% Chance, 1 time-use. Deal 150% damage. Change the following column "Ｏ" into Fire orbs －－－－－Ｏ －－－－－Ｏ －－－－－Ｏ －－－－－Ｏ －－－－－Ｏ .. Cruel Fire Ring ( > 300k Damage 10 Turns ) 100% Chance, 1 time-use 100% Chance, 1 time-use. Absorbs single hit damage over 300,000 for 10 turns .. Twin Flame Horns ( 19,067 ) ( expand for details ) 100% Chance 100% Chance. Will use repeatedly when above 50% HP Deal 160% damage. Change the following column "Ｏ" into Fire orbs Ｏ－－－－Ｏ Ｏ－－－－Ｏ Ｏ－－－－Ｏ Ｏ－－－－Ｏ Ｏ－－－－Ｏ .. Fierce Charge Stance ( -75% Damage 4 Turns ) < 50% HP, 100% Chance, 1 time-use < 50% HP, 100% Chance, 1 time-use. 75% damage reduction for 4 turns .. Fierce Charge Stance ( -50% Damage 4 Turns ) < 50% HP, 100% Chance, 1 time-use < 50% HP, 100% Chance, 1 time-use. 50% damage reduction for 4 turns .. 3 < 50% HP, 100% Chance, 1 time-use < 50% HP, 100% Chance, 1 time-use. Skip turn .. 2 < 50% HP, 100% Chance, 1 time-use < 50% HP, 100% Chance, 1 time-use. Skip turn .. 1 ( -2 Secs 1 Turn ) < 50% HP, 100% Chance, 1 time-use < 50% HP, 100% Chance, 1 time-use. Reduces time limit of orb movement by 2 secs for 1 turn .. Paryavasaanam ( 143,004 ) < 50% HP, 100% Chance < 50% HP, 100% Chance. Will use repeatedly Deal 1200% damage ( 6 hits, 200% per hit ) .. |

2 | | Heaven Winged Machine, Seraphis | 1 | 7,694 | 570 | 8,698,403 | Lv.5 Robot Dark Halven ( -50% Damage ) Passive. 50% Dark damage reduction .. Robot Resolve ( 50% Resolve ) Passive. While HP is 50% or above, a single hit that normally kills it will instead leave it with 1 HP .. Heaven's Armor ( 999 Turns )Pre-emptive Strike. Immunity against status effects such as delay, poison, defense reduction for 999 turns .. Limited Barrier ( -50% Damage 5 Turns )Pre-emptive Strike. 50% damage reduction for 5 turns .. Electromagnetic FieldPre-emptive Strike. orbs will drop as locked orbs for 10 turns .. Shock Ray ( 9,233 ) 3 x 25% Chance ( 18466 after Awaken Force ) 25% Chance. Will use every 3 turns when above 20% HP Deal 120% damage and randomly change 3 Fire, Water, Wood, Light, Dark, Heart, Jammer, Poison & Mortal Poison orbs into locked orbs .. Flash Bomb ( 9,233 ) 3 x non 25% Chance 25% Chance. Will use every 3 turns when above 20% HP Deal 120% damage. Randomly spawn Light orbs from non 3 Light orbs .. Machine Glare ( 9,233 ) ( -1 Sec 1 Turn ) 25% Chance ( 18466 after Awaken Force ) 25% Chance. Will use every 3 turns when above 20% HP Deal 120% damage and reduces time limit of orb movement by 1 sec for 1 turn .. Gathering magical power 25% Chance 25% Chance. Will use every 3 turns when above 20% HP Skip turn .. Full Charge 25% Chance 25% Chance. Will use every 3 turns when above 20% HP Skip turn .. Suppressive Wave ( 10,772 ) ( CD +0-3 Turns ) 25% Chance ( 21543 after Awaken Force ) 25% Chance. Will use every 3 turns when above 20% HP Deal 140% damage and increases cooldown of active skills by 0-3 turns .. Ordeal Section ( 10,772 ) ( < 7 Combos 1 Turn ) 25% Chance ( 21543 after Awaken Force ) 25% Chance. Will use every 3 turns when above 20% HP Deal 140% damage and absorbs 100% of the damage you cause for combos 6 and under for 1 turn .. Jamming ( 10,772 ) +20% ( 1 Turn ) 25% Chance ( 21543 after Awaken Force ) 25% Chance. Will use every 3 turns when above 20% HP Deal 140% damage and increases skyfall chance of Jammer orbs by 20% for 1 turn .. Steel Wing ( 13,848 ) 60% Chance ( 27696 after Awaken Force ) 60% Chance. Will use every 3 turns when above 20% HP Deal 180% damage ( 3 hits, 60% per hit ) .. Paralysis Sight ( 13,080 ) 1 x ( 3 Turns ) 20% Chance ( 26160 after Awaken Force ) 20% Chance. Will use every 3 turns when above 20% HP Deal 170% damage and binds 1 Random card for 3 turns. This will also disable leader skill and awoken skills .. Core Full Burst ( 40,008 ) 20% Chance ( 80016 after Awaken Force ) 20% Chance. Will use every 3 turns when above 20% HP Deal 520% damage ( 4 hits, 130% per hit ) .. Awaken Force ( 15,388 ) ( 999 Turns ) < 50% HP, 100% Chance, 1 time-use < 50% HP, 100% Chance, 1 time-use. Will use with lower priority than [Limit Break] Increases damage to 200% for the next 999 turns .. Limit Break ( 61,552 ) < 1% HP, 100% Chance ( 123104 after Awaken Force ) < 1% HP, 100% Chance. Will use with highest priority Deal 800% damage ( 2 hits, 400% per hit ) .. Skill Set 2 < 1% HP, 100% Chance. Will use with highest priority Holy Repair ( Enemy +19% )< 1% HP, 100% Chance. Will use with highest priority Recovers enemy 19% of maximum HP .. Limit Break ( 61,552 )< 1% HP, 100% Chance. Will use with highest priority Deal 800% damage ( 2 hits, 400% per hit ) .. |

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