Super OT Wars: Character Statsheets

THERE WILL BE EVENTUAL SPOILERS IN SUPER OT WARS FOR THE FOLLOWING SERIES: SLAYERS/SLAYERS NEXT, PRINCE OF TENNIS + NATIONALS, TOUHOU, NEGIMA UP INCLUDING AND UP UNTIL THE END OF THE FESTIVAL ARC, NANOHA SEASONS 1,2,3, FATE/ STAY NIGHT AND YU-GI-OH 5DS 

Playable Characters
Original (N/A): Kidai Shou and Yuzuka Kayame (NOT PICKABLE CHARACTERS)

Slayers (ALL TAKEN): Lina Inverse [dude3991] and Gourry Gabriev [Doomerang]

Prince of Tennis (KIND OF ALL TAKEN): Echizen Ryoma [Zero_Degree], Kunimitsu Tezuka [Regaro_Ukiera?], Syusuke Fuji [Regaro_Ukiera?]

Touhou: Reimu Hakurei [Shruikonn], Marisa Kirisame

Negima (KIND OF ALL TAKEN): Negi Springfield [tcaz2], Asuna Kagurazaka [SupremeZero?], Setsuna Sakurazaki [negima15]

Nanoha (ALL TAKEN): Takamachi Nanoha [StrikerNanoha], Fate Testarossa [Sceptilesolarbeam], Yagami Hayate [Arbitar]

Fate Stay Night (ALL TAKEN): Emiya Shirou [SupremeZero], Tohsaka Rin [Avvil], Saber [Boct1584]

Yu-Gi-Oh 5Ds (KIND OF ALL TAKEN): Yusei Fudo [Zero_Degree?], Jack Atlas [greengravy294]

Originals
Theme Music:

(Shou's theme) Wind Fantasy III Opening- Sin-Breaking Wings (Kayame's Theme) Mana Khemia I Opening- Run for Your Life! 

(Nerumi Town Memory) Wind Fantasy VI- Risk-Taking Complication

(In the Strange Dimension) Star Ocean III- Falling Leaves

(Shou helps Kayame) Ar Tonelico- Your Feelings

(Shou's 2nd Theme) Grandia II Battle Theme- Fight!  (Kayame's 2nd Theme) Wild Arms 4 Opening- I Look Up at the Sky Because You Are There

(Shou's 3rd Theme) Wild Arms 5 Opening- Justice to Believe

(Kayame's 3rd Theme) Legend of Heroes VI: Sora no Kiseki Third Chapter- Cry for your Eternity

Kidai Shou
HP: 5500 MP: 400 Use of Overdrive: B+ (Bonus to overdrive/ultimate efficieny) (Str and Int have no impact on damage for overdrives, they have their own special calculation) Strength: B+ (Damage of Physical Attacks) Endurance: A (Damage Reduction) Agility: B+ (Hit/Dodge Rate)

Intelligence: C- (Damage of Magical Attacks) Luck: D (Influences many things but NOT CRITICAL RATE)

Passive/Equipment

- weakened (for story purposes) (overall stats are down) - energy sword and giant shield that can be recalled (Shield has 6 ammo, as mentioned below as well) - Shou has a command called Perfect Defense to reduce damage to himself by 50% for 1 turn (costs 4 commands and 50 mana cost)

- Golden Star (Accessory): The wearer recovers 10% of their Max HP per turn

Normal Attacks:

Shield Boomerang (Physical Attack, Range 3. 10 mana cost. Need to recall shield after 6 throws which is basically a reload. Recall/Reload takes 1 command) Cross Slash (Physical Attack. Range 1. No mana cost) Ground Break (Magic Attack. Range 2, hits up to 3 foes in a group. 45 mana cost) Protect (Take 33% damage for a teammate within Range 3. Can cover up to 4 teammates since this takes 1 command per cast and lasts 1 turn. Has diagonal reach too. 25 mana cost per cast. Shou will continue to protect until he has 10 HP, then Protect will automatically cease to work)

Overdrives

Astral Slash- B+ (Range 2, 70 mana cost) - does 20% more damage to spiritual or magical entities - damage increases based off the foe's maximum mana (increase of Max Mana/30%) - this attack drops a foe's intelligence by 1 grade for 1 turn if Astral Slash if it does damage (max drop of 1 grade with this method)

Planar Alignment- A (Passive) - Shou recovers 15 mana per turn - Once per turn, Shou heals 150 HP if he uses Protect or 300 HP if he uses Perfect Defense - While Shou uses Protect, the damage redirected to him is reduced 15% - Use of Overdrive increases by 2 ranks (already applied) - Perfect Defense now has a secondary use. Instead of shielding himself with it, Shou is able to cast it as a buff on 1 ally (other than himself) within Range 3. This effect also has a diagonal reach. Perfect Defense on an ally reduces the damage they take by 50% for one turn. This secondary use still costs 4 commands and 50 mana though

World's Void- A (Range 2, 145 mana cost) - this move has diagonal range - this move can be used on 2 allies and lasts 1 turn - any damage caused by an attack under and including A- rank will be nullified completely (passive components of the attacks still go through) - ultimates will not be blocked by this move - if an ally has this move on them, they cannot lose more than 2000 HP in one instance of damage (multi-hit attacks count as multiple instances of damage)

Ultimate:

Union of Yata-no-Kagami- EX (Range 3, 165 mana cost) - Shou combines the sword and shield parts of the Yata-no-Kagami to form the true Transcendent Aegis. For 2 turns, after Shou uses this move, he gains 1 rank of Endurance (this does not stack with itself) - whether this move hits or not, the opponent's passives, Overdrive passives and Ultimate passives are negated for that turn (1 turn) and any moves they have active are immediately deactivated. - if this move hits, the opponent loses 40 mana and the opponent's Use of Overdrive, Strength, Endurance, Agility, Intelligence and Luck drop 1 rank for 1 turn (this does not stack with itself)

Yuzuka Kayame
HP: 5000 MP: 405 Use of Overdrive: B Strength: B+ Endurance: C Agility: A+ Intelligence: B- Luck: C+

Passive /Equipment

Instant Reflex: Kayame has a 20% chance to evade any attack (passive) Zero: Every successful hit on a foe increases the damage they take by 2.5% for one turn (passive) Infinity: For every successful hit Kayame heals 150 HP and 10 mana (passive) Magatama Refraction- Set damage dealt to Kayame is reduced by 300. Every time this triggers 10 mana is used. (Passive)

Normal Attack

Quick Slash- Physical Attack. Range 2. No mana cost Double Wave- Magical attack, Range 3. Hits twice on one foe. Costs 40 mana Disarming Slash- Physical Attack. Range 1. Next attack has 20% armor penetration and 15% more damage. Low damage output. Costs 30 mana

Illusion Dance- Physical Attack, Range 1. Hits twice on one foe. Costs 30 mana. If both attacks hit a foe, Kayame's evade rate increases by 5% for 1 turn (stacks once)

Overdrives

Clear Gathering- B (60 mana cost) - next attack will hit regardless of any factors - next attack does 75% more damage - agility is decreased 1 rank (eg. A to A-) for the turn this is used (can drop once max from this effect) - costs 300 HP to use - this move stacks once

Clashing Burst- B (Range 2, 90 mana cost) - this move cannot be copied or mimicked - damage further increases based off agility. The higher the agility, the more damage done - if the foe has a barrier, damage is further increased by 10% - if Kayame uses this move immediately after she moves, movement cost for the previous movement is reduced to 1 command and she gains an additional 5% armor for one turn (non-stackable) - if this attack hits a foe, any additional attacks by Kayame on that foe is calculated with 2.5% armor penetration (this effect stacks up to 2 times per turn)

Yuzuka's Guidance- A+ (Passive) - Kayame's Instant Reflex has a +5% chance of triggering - The effect of Zero increases so that every successful hit on a foe increases the damage they take by another 0.5% for one turn - The effect of Infinity increases so that every successful hit Kayame heals an additional 60 HP and 4 mana - Max Mana +25 (Already Applied) - once every mission for 1 turn, by using 1 command and 400 HP, on every successful instance of triggering Yuzuka's Guidance, 50% of the HP and Mana she heals from Yuzuka's Guidance will be lost from the opponent as set damage to their HP and Mana respectively

Ultimate:

Shadowless Blitz- EX- (Range 2, 130 mana cost) - this move costs 600 HP - this move has 20% armor penetration - this move hits 4 times on one foe dealing 25% damage on each hit - this move ignores opponent's barriers and passives - for 2 turns, after Kayame has used this move, she gains 1 rank of Agility (this does not stack with itself) - Kayame gains a Blitz Counter on use. When Kayame is hit by an attack, she automatically uses a Blitz Counter to dodge the attack

Slayers
Theme Music: Slayers Season 1 Opening- Get Along

Slayers Next Opening- Give A Reason for Life

Lina Inverse
HP: 4500 MP: 665 Use of Overdrive: A+ Strength: B- Endurance: C+ Agility: B+ Intelligence A Luck: C

Passive/Equipment

- Quick Mana Regeneration (rest heals 15 mana instead of 10) (Passive) - Demon Blood Talismans- This passive replaces the effect of Talismans on Lina. Boosts magic and overdrive damage by 15%, +15 to max mana and raises Lina's endurance by 2 ranks (Passive) (Already Applied) - Raid (if Lina is alive and on the field at the end of the mission, gain an additional 500 gold) (Passive) - Has a shortsword for melee combat (Passive) - Blue Talisman (Accessory): An Item that improves the hit rate of the user by 5%, it also allows the user to attack diagonally.

Normal Attacks:

Almekia Lance (Magic Attack, Range 3. 15 mana cost) Recovery (Heals 10% of a target's HP, must be in the same group as the target, 20 mana cost) Fireball (Magic Attack, Range 3. Hits up to 3 people in a group, 60 mana cost) Slash (Physical Attack, Range 1. No mana cost)

Overdrives

Dragon Slave : A- (Range 4, 90 Mana Cost) (MAP= 250 Mana cost) - Lina can chant to reduce Dragon Slave mana cost by 10 (or 20 for MAP version) and increases damage by 10% per chant, this chant can stack for one turn and costs 1 command - high damage (+20% damage)

Dynast Bras- A- (Range 4, 105 mana) (MAP= 275 mana) - the damage from this move is calculated as if the foe has one less rank of endurance and agility - this move's rank is increased by 1 against spiritual or magical beings (Reminder: One rank is something like A- to A) - you can chant to reduce Dynast Bras mana cost by 10 (or 20 for MAP version) and increases damage by 10% per chant, this chant can stack for one turn and costs 1 command

Ragna Blade- A (Range 1, 125 mana cost) - this move cannot be copied or mimicked - this move has 40% armor penetration - this move costs 200 HP per use - this move cannot be affected by any of the opponent's passive moves or any passives as a byproduct of attacks, overdrives or ultimates. This includes passives that have reduce damage, reduce hit, nullify attacks, etc. None of the opponent's passive moves affects Ragna Blade at all. - Ragna Blade has a secondary effect, by paying 400 HP, 125 mana and 3 commands, Lina is able to destroy the current Bounded Field/Reality Marble that is up from anywhere on the map (if any is up) - this move has +7% hit rate

Ultimate:

Giga Slave- EX+ (Range 3, 240 Mana cost) (MAP= 500 Mana cost) - this move has 30% armor penetration - this move cannot be affected by any of the opponent's passive moves or any passives as a byproduct of attacks, overdrives or ultimates. This includes passives that have reduce damage, reduce hit, nullify attacks, etc. None of the opponent's passive moves affect the Giga Slave at all. - whether this move hits or misses, the target's regeneration and healing is cut by 50% for 1 turn - after casting the Giga Slave, Lina is able to channel the Lord of Nightmares for 1 turn. Indicate with Giga Slave+. This has no additional cost - while channeling the Lord of Nightmares, Lina is immune to all sources of damage, can move with only 1 command used, has her base stats raised to A+ and negates all effects dealt to her in any form (this includes beneficial effects like heals or buffs) - while channeling the Lord of Nightmares, all Lina's spells are able to target an additional person. For example, Recovery heals 2 people in the same group, Almekia Lance hits 2 people in the same group, Fireball hits 4 people in a group, etc - at the start of the next turn, Lina loses 2 commands for 1 turn. if Lina has cast Giga Slave+, at the start of next turn she loses 2 commands for 1 turn and has 10 HP and 0 Mana - due to the dangerous nature of this move, Lina can only cast Giga Slave once per mission no matter what, even if conditions are met for additional casts

====Gourry Gabriev ====

HP: 6050 MP: 400 Use of Overdrive: B Strength: A- Endurance: A Agility: C+ Intelligence: D+ Luck: B

Passive/Equipment

Parry- Gourry has a 30% chance to block physical attacks (passive)

Energy Absorption- After Gourry has been hit by a magical attack, during his next turn, the Sword of Light has +10% overall damage and +5% hit rate (stacks once)

Shining Badge (Accessory)- The wearer gains Max HP+250 and Max MP+25. When equipped, it will be applied to the statsheet

Normal Attacks

Sword Slash- Physical Attack, Range 1, no mana cost Power Slash- Physical Attack, Range 1, 10 mana cost. Stronger than Sword Slash by 15% Circle Slash- Physical attack, Range 1, hits up to 3 foes in a group. 45 mana.

Overdrives

Sword of Light- B+ (Range 2, 50 mana cost) - cannot be mimicked/copied - raises strength and intelligence 1 grade for 1 turn when this is used at least once that turn (max increase of 1 grade with this method) - 35% armor penetration - alternatively, can be used to boost an ally's damage by 75% for one turn as long as they are in the same group as Gourry (costs 4 commands)

True Swordsman- A- (Passive) - Overall damage increased by 5% - Agility is increased 1 rank (Reminder: 1 rank is for instance, A- to A) (already applied) - Hit Rate is increased by 5% - Max Mana +25 (already applied) - if the Sword of Light is used to boost damage with its secondary effect, the person who gets the boost receives a +5% hit rate for 1 turn as well

Stream of Light- B (Range 2, 105 mana cost) - hits up to 3 foes - damage is further increased by 10% and hit rate is further increased by 5% from Energy Absorption - 15% armor penetration with an additional 10% armor penetration on Magical/Spiritual foes - Gourry can concentrate his willpower (costs 2 commands) for this move to have +20% hit rate with +1 range for 1 turn

Ultimate:

Awaken: Swordsman of Light- EX- (120 mana) - increases the range of all normal and Overdrive moves by 1 while active - all Gourry's normal attacks will count as both physical and magical damage - Parry chance increased by 20% while active - +7% hit rate and damage and takes 7% less overall damage - before damage calculation for a Magical/Spiritual being, their endurance is 1 rank lower for any attack done by Gourry while this move is active - this move lasts for 2 turns and stacks with other moves

Prince of Tennis
Theme Music Prince of Tennis (Before Nationals)- Driving Myself

Prince of Tennis National Semifinals 2nd Opening- Koi no Gekidasa Ecstasy

Prince of Tennis National Finals 3rd Opening- Across My Line

====Echizen Ryoma ====

HP:4500 MP: 520 Use of Overdrive: B+ Strength: B- Endurance: B- Agility: A- Intelligence: B+ Luck: B-

Passive/Equipment

Improved Vision- Increases hit rate by 10% (passive) Nitoryuu- Improved damage by 10% (passive) MagiTen Style- Has a 10% chance to deflect incoming attacks back to the foe. Damage is based off strength (passive) Prodigy- Increases intelligence and endurance by one grade (passive and is applied to stats already) Blue Talisman (Accessory): An Item that improves the hit rate of the user by 5%, it also allows the user to attack diagonally. Cassiopeia (Accessory)- 5% chance to evade any attack and Max Mana +20

Normal Attack

Twist Serve- Physical Attack, Range 1. No mana cost Super Rising- Magic Attack, Range 1. 20 mana cost. Drive A- Physical Attack, Range 2. 15 mana Drive B- Magic Attack, Range 3, hits up to 2 foes in a group. 40 mana

Overdrives

Muga no Kyouchi- E-B+ (costs 35 mana per turn)

- can copy any Overdrive from any ally ranked B+ or lower - still requires mana to use whatever Overdrive is copied - battle calculations is based off your own stats - cannot copy passive moves, normal attacks or ultimates, or moves that cannot be copied or mimicked - copied overdrives do 10% less damage and rank is reduced by 1 (eg. B+ to B) - stacks with other moves - cannot use 2 of the same Overdrive in one turn - needs at least 35 mana to activate - doesn't cost a command to turn on or off - cannot turn on and off in the same turn - ask for any clarifications

Hyakuren Jitoku no Kiwami (costs 60 mana per turn)- A- - all stats are increased one rank (Note: One rank is A- to A for example) - anytime MagiTen Style deflects an attack, the deflected damage is increased 25% - stacks with other moves - it does not cost a command to turn on/off, however you cannot turn it on and off in the same turn (eg. in one turn you can turn it on but you cannot turn it off in the same turn) - needs at least 60 mana to activate

Saiki Kanpatsu no Kiwami- B (costs 50 mana per turn) - stacks with other moves - damage taken is reduced 10% - hit rate and evade rate +7% - once per turn, for the first attack done to the user, their evade rate increases to 100% (this is not an automatic dodge since moves like Kayame's Clear Gathering will hit regardless) - needs at least 50 mana to activate - doesn't cost a command to turn on or off - cannot turn on and off in the same turn

Ultimate:

Teni Muho no Kiwami- EX- (150 mana cost) - this move lasts for 2 turns and stacks with other moves - all stats are increased one rank - any of Echizen's moves that cost mana per turn cannot be deactivated by the opponent - Muga no Kyouchi costs 10 mana less per turn and can copy moves up to A- rank while this move is active - Hyakuren Jitoku no Kiwami costs 10 mana less per turn while this move is active and anytime MagiTen Style deflects an attack, the deflected damage is increased 35% rather than 25% - Saiki Kanpatsu no Kiwami costs 10 mana less per turn while this move is active and now once per turn for the first 2 attacks done to the user, their evade rate increases to 100%

====Kunimitsu Tezuka ====

HP: 5300 MP: 450 Use of Overdrive: B Strength: A- Endurance: B- Agility: B Intelligence: A- Luck: C

Passive/Equipment:

- The Pillar of Seigaku- Increases agility by 1 rank and can increase Ryoma's or Fuji's agility by 1 rank too if in the same group. (increase will not be shown but will be applied in battle) 1 rank for instance is A- to A (passive) - MagiTen Style- Has a 10% chance to deflect incoming attacks back to the foe. Damage is based off strength (passive) - Healed Arm- This move replaces Arm Injury. Although this move itself does not do anything, it removes Arm Injury, thus raising Tezuka's strength and endurance 1 rank back to normal levels (Passive) (already applied)

Normal Attacks:

Speed Serve: Physical Attack, Range 1. No mana cost Accurate Shot- Physical Attack, Range 3. 15 mana. Corner Shot- Magical Attack, Range 2. 15 mana.

Overdrives:

Tezuka Zone- B (40 mana cost per turn) OR THE MORE AWESOME LOOKING ONE - increases Tezuka's agility and endurance 1 rank while active - any single target move to a group will automatically target Tezuka - +10% chance for MagiTen Style to occur while active - Tezuka cannot move during this - certain attacks can go through the Tezuka Zone - it does not cost a command to turn on/off, however you cannot turn it on and off in the same turn (eg. in one turn you can turn it on but you cannot turn it off in the same turn) - needs at least 40 mana to activate

Zero Shiki Drop Shot- B+ (45 Mana Cost, Range 2) - +15% hit rate - if this move hits the foe, the foe's endurance is reduced by 1 rank for 1 turn (max 1 rank drop with this method) -15% armor penetration

Hyakuren Jitoku no Kiwami- A- (costs 50 mana per turn) - all stats are increased one rank (Note: One rank is A- to A for example) - anytime MagiTen Style deflects an attack, the deflected damage is increased 25% - Tezuka's Hyakuren Jitoku no Kiwami costs 10 less mana per turn than usual for Tezuka because he naturally has the Tezuka Zone (already applied) - stacks with other moves - it does not cost a command to turn on/off, however you cannot turn it on and off in the same turn (eg. in one turn you can turn it on but you cannot turn it off in the same turn) - needs at least 50 mana to activate

Saiki Kanpatsu no Kiwami- B (costs 50 mana per turn)

- stacks with other moves - damage taken is reduced 10% - hit rate and evade rate +7% - once per turn, for the first attack done to the user, their evade rate increases to 100% (this is not an automatic dodge since moves like Kayame's Clear Gathering will hit regardless) - needs at least 50 mana to activate - doesn't cost a command to turn on or off - cannot turn on and off in the same turn

Ultimate:

Tezuka Phantom- A+ (115 mana cost) - this move costs 1150 HP to use and lasts 2 turns - this move stacks with other moves - every turn this move is active, the first 6 attacks on Tezuka will fail as long as it's not an Ultimate. Note: MagiTen Style has priority so if MagiTen Style Triggers in those first 6 attacks, it won't count towards the 6 attack limit. - if Tezuka Zone is active while this move is, +10% chance for MagiTen Style to occur - if Tezuka did not move on the turn this move is active, Tezuka gains 1 rank of Endurance for that turn - while this move is active, Pillar of Seigaku gives +5% damage as well to Tezuka, Echizen or Fuji if they are in the same group

====Syusuke Fuji ====

HP: 5000 MP: 475 Use of Overdrive: A- Strength: B- Endurance: B Agility: B+ Intelligence: A+ Luck: C

Passive/Equipment

Unpredictable- opponent's passive moves do not work on Fuji (passive) MagiTen Style- Has a 10% chance to deflect incoming attacks back to the foe. Damage is based off strength (passive) Triple Counter- Has an increased 10% chance for MagiTen Style to trigger (passive) Prodigy- Increases intelligence and endurance by one grade (passive and is applied to stats already) Read the Wind- Required for some moves (passive) National Standard (Accessory)- This accessory can only be equipped on either Echizen, Tezuka or Fuji. This items raises the holder's hit rate by 5% and reduces their damage taken by 5%. Once per mission, by using 1 command, the holder can give this item's benefits to their whole group for 1 turn and the holder can heal 200 HP and 10 mana

Normal Attacks

Speed Serve- Physical Attack, Range 1. No mana cost. Accurate Shot- Physical Attack, Range 3. 15 mana. Disappearing Serve- Magical Attack, Range 2. 15 mana.

Overdrives

Houou Gaeshi- B+ (40 mana cost, Range 3) [couldn't find a video on it separately so watch the first 2 minutes of this: http://www.youtube.com/watch?v=X0LRxj6vtGk] [Houou Gaeshi is similar to Tsubame Gaeshi except it drops sooner] -this move does 20% more damage after the targeted foe used a physical attack at least once last turn -this move does 20% more damage if MagiTen Style activated for Fuji at least once last turn -this move has 20% armor penetration -this move has +5% hit rate -this move cannot be copied or mimicked but instead any attempt will copy or mimic Tsubame Gaeshi

Kirin Otoshi- B+ (45 mana cost, Range 3) [this move is similar to Higuma Otoshi but comes down at a sharper angle and faster as well] - this move does 20% more damage after a foe uses a magical attack - this move does 20% more damage is MagiTen Style Triggered last turn - Fuji takes 20% less damage this turn - this move cannot be copied or mimicked but instead any attempt will copy or mimic Higuma Otoshi

Hakuryu- B+ (60 mana cost, Range 3) [Pages 9-13: http://manga.animea.net/prince-of-tennis-chapter-142-page-9.html] [this move is similar to Hakegei but bounces to the sides rather than backwards] - this move can only be used if the user has the passive skill "Read the Wind" - this move does 20% more damage if MagiTen Style activated for Fuji at least once last turn - this move has 10% armor penetration. - this move is not affected by the opponent's barriers or passives. - by using 10 more mana, Hakugei gains 1 Range. Indicate with Hakugei+ (stacks once) - if this move misses, Fuji gains back 5 mana and his next attack will have +5% hit rate - this move cannot be copied or mimicked but instead any attempt will copy or mimic Hakugei

Hecatoncheires no Monban- A- (55 mana per turn) - this move cannot be copied/mimicked - any attack that may hit Fuji will automatically fail as long as it is not an overdrive/ultimate - while active, Fuji's dodge rate is decreased 7% but he takes 7% less damage - for each move on Fuji that is stopped by this move, Fuji loses 15 mana. If you cannot lose 15 mana, this move is automatically deactivated - if this move triggers more than 3 times in a turn, the move stops to work that turn but Fuji gains back 10 mana after the third time the move triggers this turn - stacks with other moves - needs at least 55 mana to activate - doesn't cost a command to turn on or off - cannot turn on and off in the same turn - Note: This move's effects take place before any calculations

Ultimate:

Hoshi Hanabi- A+ (100 mana, Range 4) (It's the only video that was found. You need to scroll about halfway down the page for the video) - this move can only be used if the user has the passive skill "Read the Wind" - this move does 20% more damage if MagiTen Style activated for Fuji at least once last turn - this move has 15% armor penetration - Fuji takes 10% less damage on the turn this is used - if Hecatoncheires no Monban is active, this move has +10% hit rate and +5% armor penetration - this move cannot be deflected and ignores damage reduction/armor passives of the opponent including barriers (note endurance still reduces damage and Fuji's damage being lowered still causes less damage, etc) - Fuji can delay this move until the end of his next turn. If he does, this move has diagonal range and deals +5% armor penetration. If the move is delayed and the opponent is still in range but the attack misses, two additional explosions each dealing 25% damage of Hoshi Hanabi's damage triggers

Touhou
Theme Music:

Reimu's Theme in Imperishable Night- Maiden's Capriccio

Marisa's Theme in Imperishable Night- Love-Colored Master Spark

====Reimu Hakurei ====

HP: 4300 MP: 675 Use of Overdrive: A Strength: C- Endurance: B- Agility: B+ Intelligence: A Luck: B-

Passive/Equipment

Natural Talent- increases endurance and agility 1 grade (already applied) (passive) Ying-Yang Orbs- boost damage by 10% for magic attacks and overdrive attacks (passive) Intuition- increases dodge rate 10% (passive) Inventory Organization- Reimu is able to equip 3 accessories instead of 2. For each accessory equipped on Reimu, her overall damage increases by 3%. Fortune Coin (Accessory)- Improves hit and dodge rate 5%

Normal Attacks

Spirit Strike (Magic damage, Range 2, 15 mana) Hakurei Amulet (Magic damage, Range 3, 20 mana) Extermination (Magic damage, Range 2, hits up to 3 foes in a group, 50 mana) Guided Shot (Physical damage, Range 1. no mana cost)

Overdrives

Fantasy Seal- A (Range 4, 110 mana cost) - binds a foe so they cannot move for 1 turn - reduces foe's accuracy and evasion by 10% for 1 turn (stacks once) - reduces foe's overall damage by 15% for one turn (stacks once) - does low damage for an overdrive - costs 2 commands

Omnidirectional Binding Circle- B+ (Range 3, 180 mana cost) - binds up to 4 foes in a group so they cannot move for 1 turn - reduces foe's overall damage by 20% for 1 turn (stacks once) - does low damage for an overdrive - costs 2 commands

Evil-Sealing Circle- B+ (Range 3, 155 Mana Cost) - this move cannot be copied/mimicked - hits up to 3 foes - foes that are hit lose 1 rank of agility and endurance (max 1 rank drop with this method) - any foe that is killed by this move restores Reimu's mana by 15 for each one defeated - any foe that is hit by this move loses 15 mana and has any moves that cost mana per turn immediately shut down/deactivated

Ultimate:

Fantasy Heaven- EX (Range 3, 230 mana) - Reimu is immune to all sources of damage and all negative effects dealt to her in any form for 1 turn. Fantasy Heaven can be activated whenever but if not within range of hitting an opponent, no damage will be dealt to anyone. - this attack has +10% hit rate - if this move hits an opponent, their hit and dodge rate is decreased 5% for 1 turn (stacks once) - Agility, Intelligence and Luck increased by 1 rank for 1 turn - for the command right after Fantasy Heaven, 50% of the mana cost will be refunded afterwards

====Marisa Kirisame ====

HP: 4650 MP: 650 Use of Overdrive: A- Strength: C Endurance: B Agility: B+ Intelligence: A Luck: C

Passive/Equipment

Hakkuro- this equipment is a powerful furnace that can burn things (Must inflcit 3500 damage regardless of anything, has 100% hit rate and cannot be dodged, defended, repelled or blocked against) (takes 2 commands to use) (Range 2) (45 mana) Curiosity- increases intelligence by 1 rank (already applied) and hit rate by 5% (passive) Marisa's Grimoire- Marisa does 20% more damage to bosses and Max HP +150 (passive)

Normal Attacks

Magic Napalm- Magic Damage, Range 2, 15 mana Illusion Laser- Magic damage, Range 3, 20 mana Shoot the Moon- Magic damage, Range 4, hits up to 2 foes in a group, 55 mana)

Overdrives

Stardust Reverie- A- (Range 2, 90 Mana) [first 35 seconds: http://www.youtube.com/watch?v=fK87LX89fHQ] - foe loses 1 command this turn (can lose 1 command max using this method) - this attack has a +10% hit rate - drops the foe's luck by 1 grade for 1 turn and increases Marisa's luck by 1 grade for 1 turn (max gain/loss is 1 grade of luck using this method)

- does low damage for an overdrive

Milky Way- B+ (Range 3, 140 mana) - this attack hits up to 3 foes in a group - cost increases by 5 mana for 1 turn, each time you use it (140 mana first time, 145 mana the second time, etc.) - every time this attack is used for a turn, its hit rate increases by 7% and damage increases by 7% (stacks) - when used more than twice in one turn, for each foe defeated with this attack, 10 mana is regained - damage increased by 15% on non-boss units

Blazing Star- A (Range 3, 155 Mana)

- raises agility by 1 rank for 1 turn when this move is used at least once that turn - hits up to 2 foes in a group or any 2 foes in adjacent groups (still 2 foes in either scenario) (The adjacent rule ignores the range set so if the first foe in Group A is Range 3 but the adjacent Group B is Range 4, it still works provided Group A is targeted first) - 1st foe if hit by this move will have 5% armor penetration, 2nd foe if hit by this move deals 20% less damage (both effects can happen if Blazing Star hits both people) - Marisa's movement cost is reduced to 1 command for the turn this is used

Ultimate:

Master Spark- EX- (Range 4, 140 Mana ) (MAP: 300 Mana ) - this move deals +10% damage and has +5% armor penetration - if the Hakkuro was used this turn, this move has +10% damage and hit rate - if Blazing Star is used this turn, this move costs 20 less mana for the single version or 40 less mana for the MAP version - this move has diagonal range - this move can be performed twice per mission. If an item is used to restore an ultimate, only one use is restored - if this move misses, Marisa gains 60 mana back. For the map version, Marisa gains 60 mana per miss up to 2 misses

Mahou Sensei Negima
Theme Music:

Negima! Animation Series Opening- Happy Material

Negima?! Anime Opening- 1000% Sparking! 

====Negi Springfield ====

HP: 4300 MP: 625 Use of Overdrive: B+ Strength: B+ Endurance: C+ Agility: B+ Intelligence: A Luck: B-

Passive/Equipment

Prodigy: Increases endurance and intelligence by 1 grade (eg. A- to A) (already applied) (passive)

Pactio: - as long as Negi and Asuna and/or Negi and Setsuna are in the same group, they both gain 5% hit rate and 5% damage (passive) - once per mission, you can activate Pactio in order to gain an additional 5% hit rate and 5% damage for 2 turns (this doesn't cost a command but can only be used once per mission) Hakkyokuken- Increases Strength and Endurance by 1 rank (Passive) (Already Applied)

Normal Attacks:

Ray of Light- (Magic damage, Range 3. 15 mana) Thunder Tempest- (Magic damage, Range 2, hits up to 3 people in a group. 55 mana) Raika Houken- (Physical Attack. Range 2. 15 Mana. This move has 7% armor penetration)

Overdrives

White Lightning (A-, Range 1), (B+, Range 2) OR (B, Range 3) (either one costs 80 mana)

- 33% chance to immobilize foe for 1 turn - 10% more damage if the foe is NOT a magical or spiritual entity - 10% armor penetration - if White Lightning is done at melee range, +10% hit rate

Ouka Houken- B (Range 2, 70 mana) - 12.5% armor penetration - on the turn this move is used at least once, Negi's Agility increases 1 rank for 1 turn - if this move is used at Range 1, this move has +5% hit rate - if Raika Houken is used this turn after Ouka Houken has been used at least once in the same turn, Raika Houken will have +3% armor penetration and damage

Lightning Sledgehammer- B+ (Range 2, 95 mana) - this move has +7% damage and +10% hit rate - Negi can use an additional 30 mana to make this move cost no commands. Indicate using Lightning Sledgehammer+. However, using Lightning Sledgehammer+ has -7% damage and -10% hit rate for that attack - this move automatically has diagonal reach - Negi gains a barrier the turn he uses this move which absorbs damage equal to the amount of mana used by him this turn x4

Ultimate

Jupiter Thunder- A+ (Range 3, 150 Mana) (MAP= 335 Mana) - this move has 20% armor penetration - this move has +15% hit rate - you can charge this move once to have it deal +15% damage. You can charge it another time to have this move with +10% hit rate. Each charge costs 1 command - whether this move hits or misses, anyone targeted by this attack has -10% hit rate - immediately after performing this move, Negi can move 1 non-diagonal space using 0 commands once

====Kagurazaka Asuna

====

HP: 4800 MP: 400 Use of Overdrive: B Strength: B+ Endurance: A- Agility: B Intelligence: C Luck: C+

Passive/Equipment

Magic Nullification- Has a 30% chance to block magical attacks (passive) Ensis Exorcizans- Attacks ignore barriers of foes. Attacks also do 20% more damage to spiritual or magical entities (passive) Kendo Mastery- Increases damage by 5% and reduces damage taken by 5% (passive)

Normal Attacks

Wide Swing (Physical Attack. Range 1. No mana cost) Step Lunge (Physical Attack. Range 2. 15 mana) Nidan Waza (Physical Attack. Range 1. 15 mana cost. If the attack misses, a second attack can be done immediately after)

Overdrives

Enhanced Kote Oyobi- B (Range 1, 50 Mana Cost)

- this move has a +10% hit rate - on the turn this is used at least once, for one turn, Kendo Mastery gains an extra 5% damage increase and an additional 5% reduction of damage - if this attack misses, a second attack is done immediately after - if the first attack is successful, the foe's damage is reduced by 10% for one turn (max of 10% through this attack)

Kankahou- B+ (55 mana per turn) - each of Asuna's attacks will have +7% armor penetration - if Asuna falls under 50% Max HP, her overall damage will increase by 0.5 (50%-% HP remaining) and hit rate will increase by 0.25 (50%-% HP remaining) - any attacks that hit Asuna with armor penetration has its armor penetration value reduced by 10% (lowest is 0% armor penetration) - cannot be copied or mimicked - this move doesn't cost a command to turn on/off - this move cannot be turned on and off in the same turn - need at least 55 mana to activate

Kankahou Strike- B+ (Range 2, 60 mana) - if Kankahou is ctive, this move costs 10 less mana and has +10% damage - if Twilight Imperial is active, this move has +7% hit rate -if this move deals damage, the foe loses 15 mana and if the user has Magic Nullification as a passive, any spiritual/magical being is killed on hit unless the opponent is a boss - on the turn this is used, Asuna takes 10% less damage from magical attacks

Ultimate:

Awaken: Twilight Imperial- EX- (160 mana) - mana cost for all normal and Overdrive moves is reduced by 5 while this is active - Magic Nullification chance increased by 20% while active - Use of Overdrive and Endurance increased by 1 rank while this is active - all Asuna's attacks will have +5% hit rate armor penetration with an additional +5% armor penetration vs Magical/Spiritual beings - this move lasts for 2 turns and stacks with other moves - when this move ends, the leftover energy is transferred to her blade and allows Asuna to use Kankahou Strike or Enhanced Kote Oyobe at 20 less mana for one time

====Sakurazaki Setsuna ====

HP: 4700 MP: 425 Use of Overdrive: B Strength: B Endurance: B- Agility: A Intelligence: B+ Luck: C

Passive/Equipment

Shinmeiryuu Style- intelligence increases 1 rank (already applied) (passive). Each attack can be boosted by 15% using 15 mana Ki Manipulation- Setsuna can expend 50 mana to boost either strength, intelligence or endurance by 1 grade for 2 turns (costs 1 command) Sisa Shishikushiro- Boosts Setsuna's Overall Damage by 10%

Normal Attacks

Zankuushou (Magical attack, Range 3, 20 mana cost) Zanganken (Physical attack, Range 2, 10 mana cost) Ukigumo Tsumujiissen (Physical attack, Range 1, no mana cost) Raimeiken (Magical attack, Range 2, hits up to 2 people, 35 mana cost)

Overdrives

Hyakuretsu Okazan- B+ (Range 2, 95 mana cost) - has +15% hit rate - hits up to 2 foes in the same group - when there is only one foe left in the group and this attack hits, 25% more damage is dealt

Hanyo Form- B (60 mana per turn)

- Intelligence, Overdrive and Agility up 1 rank - the secondary effect of Shinmeiryuu Style boosts attack by an additional 10% - Setsuna can attack diagonally - this move canot be copied or mimicked - this move doesn't cost a command to turn on/off - you cannot turn this move on and off in the same turn - needs at least 60 mana to activate

Maximum Raimeiken- B+ (Range 2, 55 mana) - this move gains an extra 5% damage and armor penetration if Shinmeiryuu Style is used on this move - if Raimeiken is used in the same turn at least once before this move, this move has 5% armor penetration - by charging this move (1 command cost), Setsuna's next Maximum Raimeiken ignores barriers - after this move is used, for that turn, Setsuna's overall damage and evasion is increased 5%

Ultimate:

Shin Raikouken- EX- (Range 2, 125 Mana) - this move hits up to 2 people in a group - Setsuna's weapon is infused with lightning allowing each hit she does this turn to deal an additional secondary 400 damage - this move has +10% damage and 10% armor penetration - if Hanyo Form is active, this attack has +5% damage, +5% armor penetration and +5% hit rate - if this move only targets 1 person, for this move's damage calculation, the foe will have one less rank of Endurance

Magical Girl Lyrical Nanoha
Theme Music:

Nanoha Season 1 Opening- Innocent Starter

Nanoha A's Opening- Eternal Blaze

(Against the Defense Program) Magical Girl Lyrical Nanoha A's- Blazing Phoenix

Magical Girl Lyrical Nanoha StrikerS 1st Opening- Secret Ambition ====Takamachi Nanoha ====

HP: 4500 MP: 600 Use of Overdrive: A+ Strength: C- Endurance: C Agility: B Intelligence: A- Luck: B

Passive/Equipment

Barrier Jacket- 20% damage reduction at the cost of 20 mana (passive) Mana Preservation- Nanoha heals 10 mana every turn (passive) Load Cartidge- next attack does 30% more damage (can stack) (20 mana cost) (6 ammo per mission) (1 command cost) Raising Heart Excelion- Increases hit rate by 7% (passive). In addition, by sacrificing 100 HP, any attack will do 15% more damage (this does not cost a command and trigger this by adding Excelion to the end of the attack. (eg. Divine Buster Excelion)

Normal Attacks

Divine Buster (Single)- Magic Attack, Range 3. 15 mana Divine Buster (Multiple)- Magic Attack, Range 3. hits up to 3 foes in a group 65 mana Axel Shooter- Magic attack, Range 2. 20 mana Protection Shield- Reduces damage to the group that Nanoha is in by 8% for one turn (stacks) (15 mana per cast)

Overdrives

Starlight Breaker- A- (Range 4, 90 mana) (MAP: 250 mana) - this move automatically has diagonal reach - Starlight Breaker does more damage when Nanoha has less mana (damage boost of Lost Mana/20%). Damage boost is calculated after the mana is paid - +15% damage

Excelion Buster A.C.S- B+ (Range 4, 100 mana) - costs 150 HP per cast - if Axel Shooter was used this turn, this move has 10% armor penetration - if Divine Buster was used this turn, damage increases by 10% - if Starlight Breaker was used this turn, damage is increased by 7% and this move has a 7% armor penetration - this move ignores barrier of foes - Nanoha can move up to Range 1 of the person who was targeted with this move and recover 20 mana if she is not already within Range 1

Blaster System Limit Release- A- (70 mana per turn)

- an additional cost to maintain this move is 250 HP per turn - Overdrive and Intelligence increased 1 rank while active - Nanoha's hit rate increases by 7% - Starlight Breaker's rank is increased 1 rank while active - Nanoha's Barrier Jacket will reduce an additional 15% damage with 5% additional armor - stacks with other moves - this move canot be copied or mimicked - this move doesn't cost a command to turn on/off - you cannot turn this move on and off in the same turn - needs at least 70 mana to activate

Ultimate

Rapid Starlight Breaker- A+ (Range 4, 175 Mana) (MAP= 370 Mana) - if an ultimate has been used this turn, this move deals 35% more damage and costs 25 less mana, MAP version costs 40 less mana - if Blaster System Limit Release is active, this move ignores barriers - by using 1 command to charge, this move has +7% hit rate and costs 5 less mana (stacks 4 times) - this move automatically has diagonal reach - if this attack misses, a second attack is done immediately after - this move costs 550 HP to use and afterward, the effects of Raising Heart Excelion is negated for 2 turns

====Fate Testarossa ====

HP: 4700 MP: 575 Use of Overdrive: A Strength: B Endurance: C Agility: A- Intelligence: B+ Luck: C-

Passive/Equipment

Barrier Jacket- 20% damage reduction at the cost of 20 mana (passive) Load Cartidge- next attack does 30% more damage (can stack) (20 mana cost) (6 ammo per mission) (1 command cost) Bind Break- Fate cannot be binded in place (passive) Bardiche Assault- Increase dodge rate and overall damage by 7%. Mana cost reduced for all spells by 5 including Sonic Form (both are passive and already applied) Red Talisman (Accessory)- Increases all damage output by 5% and reduces damage taken by 5%)

Normal Attacks

Thunder Smasher- Magical attack, Range 3. Hits up to 3 foes in a group. 60 mana Scythe Slash- Physical Attack, Range 2, no mana cost Photon Lancer- Magical Attack, Range 2. 15 mana Lightning Bind- Magical attack, Range 3, stops foe from moving [Immobilization] for one turn. Low damage. 20 mana

Overdrives

Sonic Form- A (50 mana per turn)

- Agility and Intelligence increases 1 rank (eg. A- to A) while active - Dodge Rate increases by an additional 10% while active - Take 15% more damage while active - Movement speed decreased to 1 command cost while active - Does not cost a command to turn on or off, however you cannot turn it on or off in the same turn (eg, in one turn you can turn it on, but you cannot turn it off in the same turn) - Needs at least 50 mana to activate

Plasma Zanber Breaker- B+ (Range 3, 95 mana) (13-30 seconds in for Plasma Zamber Breaker. You'll see that spammed a lot. 35-40 seconds in for Sonic Form) (Sorry about this I couldn't find an anime video for Plasma Zamber Breaker or Sonic Form like I couldn't find a proper one for Starlight Breaker. My friend got the next best thing) - deals 7% more damage if the foe is a Spiritual or Magical Being - deals 7% more damage if the foe is Binded/Immobilized - this moves accuracy does not drop from a foe's effect (ie. If someone has a move that drops your hit rate, this move's hit rate will not be dropped. This includes not only hit rate decreased causing moves like fog or mist but would include passive abilities like Kayame's Instant Reflex or Tsukuyomi's Back Flash. However, this move can still miss if the person naturally dodges) - if this move is used after gaining a damage boost from Load Cartridge, this move has 10% armor penetration

Riot Blade Strike- A- (Range 2, 75 mana) - if Fate is in Sonic Form, this move has +5% hit rate and 5% armor penetration - this move does 10% more damage to magical/spiritual beings - on the turn this move is used, Fate's Inteligence increases by 1 rank - by using 10 more mana. this attack can attack twice on one foe but each attack is at 55% power. Indicate with Riot Blade Strike+

Ultimate:

Jet Zanber- A+ (Range 3, 135 mana cost) - before any damage calculation, if the foe has greater than B+ agility, for this move's damage calculation, the foe's Agility is B+ - if this move is used after gaining a damage boost from Load Cartridge, this attack gains 10% damage and ignores barriers - If Riot Blade Strike was used this turn, this move costs 10 less mana and has +1 range - this move has 20% armor penetration - even if this move misses, the foe is immobilized at the end of this move - if this move kills a boss, Fate gains 20 mana back

====Yagami Hayate ====

HP: 4400 MP: 675 Use of Overdrive: A Strength: D+ Endurance: C- Agility: B- Intelligence: A+ Luck: B+

Passive/Equipment

Knight Armor- 20% damage reduction at the cost of 10 mana (Passive) Load Cartridge- Next attack does 30% more damage (can stack) (20 mana cost) (6 ammo per mission) (1 command cost) Reinforce- Hit Rate +5% and heals 5 mana per turn (Passive) Synchronization- This move costs 1 command and 40 mana and can only be used once per mission. Hayate gains an additional 5% hit rate and 1 rank to Use of Overdrive for 2 turns

Normal Attacks

Bloody Dagger- Magic attack. Range 2. 15 mana. Misteltein (Single)- Magic attack. Range 3. 20 mana cost. By paying 5 more mana, if this attack hits, the foe's attack will lower by 2.5% for one turn. Indicate the extra payment with Misteltein E (stacks) Misteltein (Multiple)- Magic attack. Range 3. 65 mana cost. This move hits up to 3 people. By paying 10 more mana, if this attack hits, the foe's attack will lower by 2.5% for one turn. Indicate the extra payment with Misteltein E (stacks) Teleport- Costs 2 commands and 30 mana. Target any ally within Range 3 and move them to another spot within Range 3. This move has diagonal reach.

Overdrives

Diabolic Emission- B+ (Range 3, 130 mana) - hits up to 3 foes - for every foe defeated 10 mana is recovered - this move cannot be copied or mimicked - +10% more damage

Ragnarok- A- (Range 4, 90 mana) (MAP: 250 mana) - this move automatically has a diagonal range - by focusing (costs 1 command), Hayate can increase the range of Ragnarok by 1 - +10% more damage

Atem Des Eises- A (Range 4, 115 mana) (MAP: 285 Mana)

- the MAP version has +10% hit rate - if this move hits a foe, their dodge rate decreases 5% for one turn (stacks twice) - for the non-MAP version of this attack, the next attack done by any ally on that foe will have 10% more armor penetration and 10% more damage. This effect applies even if the attack misses - if this move hits a foe, they are immobilized

Ultimate:

Hraesvelgr- EX- (Range 5, 160 mana) (MAP= 340 mana) - this move can be charged which gives it +5% hit rate and damage (stacks 4 times) (1 command cost) - if this move has 3 or more stacks, +10% hit rate, damage and armor penetration - once per mission, Hayate can immobilize herself for the rest of that turn to gain 2 stacks of charge for Hraesvelgr (1 command cost) - Intelligence is increased 1 rank on the turn this attack is used - this move has diagonal range

How Does Teleport Work?
Teleport- Costs 2 commands and 30 mana. Target any ally within Range 3 and move them to another spot within Range 3. This move has a diagonal reach.

First it costs 2 commands and 30 mana. That's self-explanatory

Target any ally within Range 3. This move has diagonal reach.

XXXYXXX XXYYYXX XYYYYYX YYYAYYY XYYYYYX XXYYYXX XXXYXXX

Anyone within the Y section can be moved to another Y section including Hayate herself.

Eg.

XXXYXXX XXYYYXX XYYYYBX ZYYAYYY XYYYYYX XXYYYXX XXXYXXX

A= Hayate B= Ally's initial position Z= Ally's final position

Fate/Stay Night
Fate/Stay Night Visual Novel- Emiya Fate/Stay Night Visual Novel- This Illusion (by Crow's Claw) Fate/Stay Night Visual Novel- Sword of Promised Victory

====Emiya Shirou ====

HP: 5200 MP: 425 Use of Overdrive: B Strength: B+ Endurance: A- Agility: B- Intelligence: C Luck: B-

Passive/Equipment

Willpower- Shirou does 20% extra damage with 5% high hit rate when HP is lower than 50% (passive) Determination- Shirou takes 10% less damage form attacks (passive) Resolve- Once per mission, Shirou will survive a fatal blow with 10 HP remaining

Normal Attacks

Reinforce Wooden Sword- Physical Attack. Range 1. No mana cost Jumping Slash- Physical Attack. Range 2. 15 mana Kanshou and Bakuya- Physical Attack. Range 1. 10 mana cost. +10% hit rate Throw Kanshou and Bakuya- Physical Attack. Range 3. 15 mana cost. This move needs to reload after 6 throws. A reload costs 1 command

Overdrives

Caladbolg- B (Range 3, 55 mana),

- costs 100 HP per cast - +20% armor penetration - +10% hit rate -if this attack misses, it still does 1250 damage to the foe regardless - by charging this weapon (1 command cost), the next Caladbolg has an additional 10% armor penetration, 10% hit rate and 10% damage (stackable)

Rho Aias- B+ (65 mana) - after Shirou uses this. he cannot move for the rest of the turn - this moves costs 300 HP to cast as well - in the group Shirou is in, any attack at Range 3 or greater that hits the group Shirou is in will have its overall damage reduced by 15% - any attacks that hit the group with armor penetration has its armor penetration value reduced by 10% (lowest if 0% armor penetration) - this move lasts for one turn and cannot stack

Blade Rain- B (Range 3, 105 mana) - costs 400 HP per cast - hits up to 3 people - +10% hit rate and armor penetration - this move can be charged giving it +7% hit rate and +7% more damage on the next Blade Rain (costs 1 command) (stacks 3 times)

Ultimate:

Unlimited Blade Works- EX (170 mana) - this move is considered a Reality Marble type move - this move cannot be copied/mimicked - Shirou gains a choice of 1 rank of Use of Overdrive, Strength, Endurance, Agility, Intelligence or Luck for 1 turn per turn this move is up - Every turn, Shirou can target 1 enemy to be the target of a barrage of swords which deals 750 damage to bosses or 1500 damage to non-bosses - Each of Shirou's Overdrives cost 5 less mana and no HP while this move is up - Shirou gains 10 mana per turn and +5% armor penetration this move is up - Caladbolg gains +5% hit rate and when the attack misses, an extra 250 damage is dealt. Rho Aias costs 5 less mana and +5% overall damage reduction. Blade Rain gains +5% hit and damage - this move lasts 3 turns - this move costs 2 commands to use

====Tohsaka Rin ====

HP: 4700 MP: 625 Use of Overdrive: B+ Strength: B Endurance: B Agility: B+ Intelligence: A- Luck: C+

Passive/Equipment

Prodigy- increases intelligence and endurance 1 grade (already applied) (passive) Jewel Supply- Rin has 14 Jewels at the Start of each mission Jewel Reload- Rin can reload all 14 jewels (costs 1 command) Quick Mana Regeneration- Rest heals 15 mana rather than 10 mana (passive)

Hakkyokuken- Increases Strength and Endurance by 1 rank (Passive) (Already Applied)

Normal Attacks

Gandr Shot- Magic attack, Range 3, 15 mana cost Renkantai- Physical attack, Range 1, no mana cost Jewel Grenade- Magic attack, Range 3, 40 mana cost, hits up to 3 foes, costs 4 jewels Jewel Release- by sacrificing 25 mana, transfer 10 mana to an ally. Costs 2 jewels.

Koutei Shihaku- Physical Attack, Range 2. 10 mana cost.

Overdrives

Thaumaturgic Jewel Smash- B+ (Range 2, 75 mana) - costs 6 jewels - has diagonal attacks - 20% armor penetration - 33% chance to immobilize foe

Jewel Blessing- B- (Range 3, 85 mana) - this move has a diagonal reach - this move costs 7 Jewels - this move heals an ally 15% HP and 15 mana - Choose 2 of the following: Use of Overdrive, Strength, Endurance, Agility, Intelligence, Luck. The 2 chosen parameters are increased by 1 rank (for example, B+ to A-) on that ally for 1 turn - this move can only be used once on the same ally per turn

Cutting Seven Colors- B+ (Range 3, 80 mana) - this move has +7% hit rate and damage - if this attack does damage, this attack reduces the opponent's hit rate by 7% - on the turn this is used, Rin's Intelligence increases by 1 rank - this move can hit up to 2 people in a group by paying 2x the mana cost. If this is done, this move has an additional +7% hit rate and armor penetration

Ultimate:

Jeweled Sword Zelretch- A+ (Range 3, 145 mana) - since this is an imperfect copy, this move's rank is lowered by 1 - this move can be performed three times per mission. Each use costs 300 HP - this move has +10% armor penetration - by consuming 14 Jewels, this move costs 15 less mana and ignores the opponent's passive abilities - by paying an additional 150 HP and 15 mana, the Jeweled Sword can be detonated to hit up to 2 people in a group with +10% damage hit rate. However, after detonation, the Jeweled Sword cannot be used for the rest of the mission - if Cutting Seven Lines was used this turn, this move costs 15 less mana

====Saber ====

HP: 6000 MP: 550 Use of Overdrive: A- Strength: B+ Endurance: B+ Agility: B+ Intelligence: B Luck: B-

Passive/Equipment

Magic Resistance- Saber takes 25% less damage from magic attacks (passive) Instinct- increases hit rate 10% (passive)

Proper Mana Supply- This move replaces Saber's Weakened Passive. Although this move does not do anything, it brings Saber back to her original stats. Saber's Max HP+500, Max MP+25 and increases Saber's Endurance, Agility and Intelligence by 1 rank (Already Applied)

Mana Overflow- Due to the abundance of mana Saber has access to now, she is considered a magical/spiritual being (Already Applied)

Normal Attacks

Forward Sweep- Physical attack. Range 2. 15 mana cost Invisible Air- Magical attack, Range 3, hits up to 3 foes, 50 mana cost Gale Blade- Magical attack. Range 2, 15 mana cost Standing Slash- Physical attack, Range 1, no mana cost

Overdrives

Invisible Air Combo- B+ (Range 2, 85 mana) - does 15% more damage if Invisible Air was used this turn - negates passive abilities - for the turn this is used, Saber's dodge rate increases 10% (Stacks once)

Magical Energy Burst- A (70 mana per turn) - increases Saber's overall damage by 10% and reduces damage to Saber by 10% - Saber heals 250 HP per turn - Saber's Magic Resistance is boosted by 8% - this move doesn't cost a command to turn on/off - you cannot turn this move on and off in the same turn - needs at least 70 mana to activate

Excalibur- A+ (Range 3, 100 mana) (MAP: 220 Mana) (Boosted Excalibur: 320 mana) - this move cannot be copied/mimicked - if Invisible Air was used at least once this turn, Excalibur has +5% armor penetration and +8% hit rate. Additionally, if Invisible Air was used at least once this turn, Boosted Excalibur costs 50 less mana to use. - if Excalibur was used as single target attack, it has +10% more damage and +7% hit rate - by putting in a large amount of mana, Saber can use Boosted Excalibur which hits every foe in one of these four patterns. S= Saber's location. A= People who are hit. Think of it as a MAP Attack that hits multiple groups AAA XXA AXX XSX XAX SAA AAS XAX XSX XXA AXX AAA - allies can be hit by Boosted Excalibur if they are caught in the attack

Ultimate:

Avalon- EX (190 Mana) - after Avalon is used, Saber gains immense regeneration allowing her to heal 5% of her Max HP per turn and takes 10% less damage. This will count as a passive. - Saber herself is immune to any direct damage and the group Saber is in at the end of the turn will receive the Avalon passive and take 15% less damage for 1 turn. Saber only benefits from the immunity to direct damage. Side effects and other passives of attacks can still take place. - the next Excalibur used after Avalon has 100% hit rate and has 20% armor penetration. After Avalon is used, Excalibur has an additional effect of 10% armor penetration - Saber's damage increases by 10% and Use of Overdrive is increased 1 rank for 2 turns

Yu-Gi-Oh 5Ds
Theme Music:

Yu-Gi-Oh 5Ds Season 1 Opening- Kizuna Yu-Gi-Oh 5Ds Season 2 Opening- Last Train

====Fudo Yusei ====

HP: 4800 MP: 500 Use of Overdrive: A- Strength: C+ Endurance: B- Agility: B+ Intelligence: B Luck: A-

Passive/Equipment

- Summon D-Wheel (reduces move cost to one command) (costs 2 commands) - Strategy (hit and evade rate increases by 7% each) (passive) - Enhanced Destiny Draw- 20% chance that the luck stat will affect all other stats for one turn. The more luck stat, the better this move is. This effect is further enhanced because of the Crimson Dragon's blessing (I will indicate when Destiny Draw happens) (Passive)

Normal Attack

Summon Junk Warrior (Physical attack, Range 2. 20 mana cost) Summon Speed Warrior (Physical Attack. Range 1. No mana cost) Meteor Stream (Magical Attack, Range 3, hits up to 3 foes in a group. 50 mana) Turn Transfer: Transfer 2 or 4 commands to Stardust Dragon. Costs 40 mana

Overdrives:

Summon Stardust Dragon A- (costs 80 mana), Actual Summoning and Image of the card: - summons the legendary Stardust Dragon to Yusei, it is commanded separately

- stats are the same as Yusei's stats - summon once every 2 turns after it dies - can only have 1 max - Stardust Dragon heals Yusei by 1200 HP when summoned - Stardust Dragon cannot act in the turn it was summoned - this move cannot be copied or mimicked


 * Stardust Dragon

Mana: 400
 * HP: 5000

Passive/Equipment - if Yusei dies, Stardust Dragon automatically dies too (passive)
 * - Cosmic Blast (if Stardust Dragon dies in anyway by using Victim Sanctuary. 2500 damage is inflicted to 1 foe anywhere on the map. Specify the foe) (Passive)

Stardust Wings- (Physical Attack, Range 1, 10 Mana) Divine Gust- (Magic Attack, Range 2, 20 Mana)
 * Normal Attacks:

Overdrive: Shooting Sonic- C (Range 3, 70 mana) - reduces foe's luck by 1 grade for 1 turn if it hits (max 1 grade drop through this method) - damage increases based on luck

Victim Sanctuary- B- (50 mana) - Stardust Dragon can transfer up to 1000 HP to an ally within the same group as itself (you can sacrifice all Stardust's remaining HP if Stardust has under 1000 HP which will result in Stardust dying) - Stardust Dragon can sacrifice itself to revive a teammate at its location (33% HP and no mana) - this move cannot be copied or mimicked

Speed World- A (115 mana cost), Image of the card - this move is considered to be a Reality Marble type move (as such the rules under Bounded Field will affect it but Reality Marbles are considered more useful) - this move cannot be copied/mimicked - Anyone on a D-Wheel increases their Agility by 1 rank while Speed World is Active. Stardust Dragon automatically gains 1 rank of agility while Speed World is active. - this move lasts 3 turns - this move costs 2 commands to use - Yusei and Stardust Dragon heal 200 HP and 10 mana per turn while Speed World is Active

- while Speed World is active, for every interval of 1000 damage Yusei or Stardust Dragon deals, 1 Speed Counter is gained. Likewise, for every interval of 1000 damage Yusei or Stardust Dragon takes, 1 Speed Counter is reduced. Speed Counters can only be changed during one instance of 1000 or more damage. (For instance, dealing 1600 damage gives 1 Speed Counter since only 1 interval of 1000 occurred) (Note: Set damage has no effect on Speed Counters, ie. Cosmic Blast gives 0 Speed Counters because it is set damage) - Speed World immediately ends if Yusei takes any damage while having 0 Speed Counters. The maximum amount of Speed Counters is 12 - By using Speed Counters Yusei can reduce damage dealt to all allies by (Speed Counters used x 2%) for one turn - Additionally, by using a set number of Speed Counters, additional effects including the damage reduction can be gained as listed below - 4 Speed Counters= Deal 2000 damage to one foe or 1000 HP to a boss. This is an instance of set damage so no Speed Counters can be gained from this. - 7 Speed Counters= Yusei and Stardust Dragon heal 200 HP and 10 mana and deal 10% more damage with 10% more hit rate for 1 turn - 10 Speed Counters= Heal all allies by 10% Max HP - 12 Speed Counters= Choose 2 of the above effects
 * Speed Counters (Part of Speed World)
 * - If Yusei or Stardust Dragon deals more damage than the foe has HP, ie. Yusei deals 2000 damage to someone with 800 HP left. It will only count as 800 damage so Yusei will not gain any Speed Counters since it was not an interval of 1000.

Starlight Road- B (85 mana cost) - this move can only be done when Stardust Dragon is not on the field - this move can be set a conditional to a direct attack that hits 2 or more people in Yusei's group on the opponent's turn. If a such a move is performed to Yusei's group, the damage is nullified (passives or other components of the attack go through still) and Stardust Dragon is immediately summoned after the attack healing everyone in the group 200 HP but cannot act that turn - this move costs 2 commands and if set as a conditional on the opponent's turn, Yusei loses 2 commands next turn - Stardust Dragon is summoned with 50% HP with no Victim Sanctuary - Yusei does not get healed when Stardust Dragon is summoned using Starlight Road

Ultimate:

Summon Savior Star Dragon- EX (120 mana), Actual Summoning and Image of the card - this move can only be done while Stardust Dragon is on the field and Yusei has Destiny Draw as a passive. This move replaces Stardust Dragon at Stardust Dragon's current HP+1000 and Stardust Dragon's current mana+50. In addition Savior Star Dragon's stats are equal to Yusei's stats + 1 subrank (ie. A- to A) - you cannot use Summon Stardust Dragon and Summon Savior Star Dragon in the same turn - Destiny Draw automatically triggers one the turn when Savior Star Dragon is summoned - Savior Star Dragon heals Yusei by 25 mana when summoned - you can only have 1 Stardust Dragon or Savior Star Dragon on the field at once - Savior Star Dragon can act on the turn it is summoned - Savior Star Dragon can only remain on the field for 2 turns maximum. If after two turns passes and Savior Star Dragon is still on the field, it reverts back to Stardust Dragon with 2000 HP and 100 mana - Yusei can still Turn Transfer and build/lose Speed Counters off Speed World but cannot be affected or used in Starlight Road

HP: 6000 Mana: 450
 * Savior Star Dragon

- if Yusei dies, Savior Star Dragon automatically dies - Cosmic Blast (if Savior Star Dragon dies in any way by using Stardust Force, 2500 damage is inflicted to two foes anywhere on the map)
 * Passive/Equipment:

Stardust Wings- (Physical Attack, Range 1, 10 Mana) Divine Gust- (Magic Attack, Range 2, 20 Mana)
 * Normal Attacks:

Shooting Blaster Sonic- C+ (Range 3, 75 mana) - reduces foe's luck by 1 grade for 1 turn if it hits (max 1 grade drop through this method) - damage increases based on luck
 * Overdrives:

- Savior Star Dragon can transfer 1250 HP to an ally by using 1000 of its own HP (you can sacrifice all Savior Star Dragon's remaining HP if it has under 1000 HP which will result in Savior Star Dragon dying. The heal will be equal to the amount sacrificed in this case) - Savior Star Dragon can sacrifice itself to revive a teammate at its location (50% HP and 20% mana) - this move cannot be copied or mimicked
 * Stardust Force- B+ (55 mana)

- whenever Savior Star Dragon attacks a foe and a foe's passive would activate (this does not work on Overdrive or Ultimate passives), those passives are negated for the attack and Savior Star Dragon gains an additional 3% damage and hit rate for each passive negated in this way
 * Sublimation Drain- B (Passive)

Jack Atlas
Jack Atlas HP: 5200 MP: 460 Use of Overdrive: A- Strength: B+ Endurance: B Agility: B Intelligence: B- Luck: B

Passive/Equipment

Summon Wheel of Fortune [D-Wheel]- Reduces movement cost to 1 command. Costs 2 commands


 * OverBoost- This does not cost any commands. This has 1 ammo per mission. On the turn this is used with Wheel of Fortune, Jack's agility increases 1 rank and heals 75 mana upon usage. However, at the start of the next turn, Jack's agility returns to normal and he loses 1 rank of agility and also loses 125 mana.

Piercing Driver- All attacks have a 5% armor penetration. Strength increases 1 rank (already applied) Enhanced Destiny Draw- 20% chance that the luck stat will affect all other stats for one turn. The more luck stat, the better this move is. This effect is further enhanced because of the Crimson Dragon's blessing (I will indicate when Destiny Draw happens) (Passive)

Normal Attack

Summon Mad Demon- Physical Attack, Range 1, +7% armor penetration. 15 mana cost. Summon Vice Dragon- Magical Attack. Range 1. No mana cost. Roar of Pride- Magical Attack. Range 2. 30 mana cost. You can lower the mana cost by 10 and increase damage by 15% by paying 100 HP. Indicate the payment with Roar of Pride P Summon Twin Sword Marauder- Physical Attack. Range 2. 20 mana cost. If this attack defeats a foe, a second attack can be done at no extra mana cost. (max 1 extra attack)

Overdrives

Summon Red Demon's Dragon- A- (90 mana cost), Actual Summoning and Image of the card -summons the Legendary Red Demon's Dragon to Jack, it is commanded separately - stats are the same as Jack's stats - summon once every 2 turns after it dies - can only have 1 max - Red Demon's Dragon heals Jack by 25 mana when summoned - Red Demon's Dragon cannot act in the turn it was summoned - this move cannot be copied or mimicked


 * Red Demon's Dragon


 * HP: 5500


 * MP: 350


 * Passive/Equipment


 * - if Jack dies, Red Demon's Dragon automatically dies too (passive)


 * Normal Attacks


 * Demon Breath- Magical Attack. Range 1. 10 mana cost


 * Dragon Claw- Physical Attack. Range 2. 20 mana cost


 * Overdrives


 * Absolute Powerforce- C (Range 2, 60 mana cost)


 * -15% armor penetration


 * - 50% chance to deal 15% more damage


 * Grand Impact- B (Passive)


 * - when a foe is defeated by Red Demon's Dragon from a single target attack, additional damage is dealt to (1500 to grunts and 750 to bosses) that group regardless of HP, Endurance, Barriers, etc.

The End of Storm- B (90 mana cost, Range 2), Image of the card -this move hits up to 2 foes -this move has a 10% armor penetration -this move increaes in damage by 10% with an additional 5% armor penetration if OverBoost is on - if used 3 or more times in one turn, next turn Jack loses a command

Changing Destiny- B (65 mana cost) - this move can only be done in response to an attack that deals damage (not set damage) from the opponent and will not cost any commands. You can be specific here, ie. I only want to block X attack only if it hits Y people. - if the attack only targets Jack, the damage is reduced by 25% and costs 10 mana less - if the attack targets multiple people in his group, the opponent's attack accuracy increases to 100% but that attack will not cause anyone to lose health (damage is still technically dealt and side-effects of the move still apply) and afterwards you have to choose one of two effects: A) Jack takes set damage equal to 40% of the combined damage dealt if the attack was a MAP attack or 50% of the combined damage if the attack was not a map attack. Once per mission, this effect can drop Jack to 10 HP but cannot kill him B) The opponent heals 66% of the damage dealt but deals 15% less damage for the rest of the turn - this move cannot be performed if Jack has 1000 HP or less

Ultimate:

Summon Savior Demon Dragon- EX (110 mana), Image of the card - this move can only be done while Red Demon's Dragon is on the field and Jack has Destiny Draw as a passive. This move replaces Red Demon's Dragon at Red Demon's Dragon's current HP+1000 and Red Demon's Dragon's current Mana+50. In addition, Savior Demon Dragon's stats are equal to Jack's stats + 1 subrank - you cannot use Summon Red Demon's Dragon and Summon Savior Demon Dragon in the same turn - Destiny Draw automatically triggers on the turn when Savior Demon Dragon is summoned - Savior Demon Dragon heals Jack by 1200 HP when summoned - you can only have 1 Red Demon's Dragon or Savior Demon Dragon on the field at once - Savior Demon Dragon can remain on the field for 2 turns maximum. If after two turns pass and Savior Demon Dragon is still on the field, it reverts back to Red Demon's Dragon with 2000 HP and 100 Mana.

Savior Demon Dragon HP: 6500 Mana: 400

Passive/Equipment: - if Jack dies, Savior Demon Dragon automatically dies Demon Armor- Savior Demon Dragon has +5% armor

Normal Attacks: Demon Breath- Magical Attack. Range 1. 10 mana cost Dragon Claw- Physical Attack. Range 2. 20 mana cost

Overdrives: Ultimate Powerforce- C+ (Range 2, 65 mana cost) - +15% armor penetration - +15% more damage

Spiral Fireball- B+ (Passive) - when a foe is defeated by Savior Demon Dragon from a single target attack, additional damage is dealt to (2000 to grunts and 1000 to bosses) that group regardless of HP, Endurance, Barriers, etc.

Power Gain- B+ (Passive) - When Savior Demon Dragon attack a foe and a foe's passive would activate (this does not work on Overdrive or Ultimate passives), those passives are negated for the attack and Savior Demon Dragon gains +3% damage and armor penetration for each passive negated in this way