User:RadiantDarkBlaze/Abilities

Dodge + Slash
If targeted by an enemy anytime after using this, will dodge two attacks per usage of this (theorectically up to 13 stacks) for sure given that the attacking enemy has lower SPD than him. If the enemy has higher SPD than him, then the chance of the dodge failing is relative to by what percentage higher than his SPD the enemies' SPD is. An enemy with SPD only one point higher than his will only rarely ever manage to hit him anyway, whereas an enemy with twice his SPD will always hit him regardless. Every time he has to dodge he loses one stack of Dodge + Slash (though he gets two stacks per usage). Every time he dodges successfully, he has a chance of also countering in the process depending on his SPD versus the enemies' SPD as long as what he dodged was an attack used at melee range. He has a 50% chance of successfully countering an enemy with the exact same speed as him, and a 100% chance of countering an enemy with 0 SPD (should he ever encounter one). He has a 25% chance of countering an enemy with 1.5 times his SPD. Abilities that consume stacks of this cannot be used without stacks being present. Radiant will never be able to evade any attacks whatsoever without use of this. Even should an enemy with higher SPD than him hit him anyway while he has any stacks of this, he will still lose a stack.

Sharpen + Repair
Using up one stack of Dodge + Slash, takes a quick moment to sharpen and repair his sword. The effectiveness of this can vary depending on a wide variety of factors, such as but far from limited to the number of times he's used this so far and the materials + tools he has on hand.

Recover
Using up three stacks of Dodge + Slash, recovers a medium amount of lost HP according to his MAG. He cannot find time to use this when surrounded on his own by a crowd due to how many stacks are needed.

Hot Sword
Using up one stack of Dodge + Slash, suddenly heats up his sword for three turns (turn of usage and two turns after) using magic. This increases the effectiveness of Sharpen + Repair during the next two turns (especially the first of the two turns after), increases the wear and tear the sword goes through when used for attacks, though does little else other than add minor fire elemental damage to slash moves. Unfortunately for him this also heats the handle, so he takes very light fire elemental damage for three turns. This becomes even less damaging as he uses it more (his hands will become quite fire-resistant (thus by RPG logic make him quite fire-resistant over time)).

Deflector Sword
Converts two stacks of Dodge + Slash into one stack of this. One stack of this allows Radiant to unconditionally deflect one ranged attack straight back to a member of the opposing party with 100% accuracy. There can theorectically be up to 7 stacks of this. Skills that require stacks of this cannot be used without stacks being present. (First used later on in the story when he figures out how to (probably towards the end of his first life (see "Death Cheater" under Passive Abilities)), though technically always there. At one point he will deny that it's space magic geniunely thinking that it's not. It is).

Swift Slash
Uses one stack of Dodge + Slash to deal 1.15 times the damage of a successful counter to a single enemy in a single slash. Seems to hit unconditionally regardless of his distance from the target, and his running to close distance seems quite notably faster and have something different about it than his usual run when he's using this move. Will stubbornly deny that it's space magic geniunely thinking that it isn't when it actually is.

Slash Fest
Uses up all stacks of Dodge + Slash (at least 2) at once to rush at the enemy party for a frenzy of slashes with final damage totaling ~1.2-1.4 times the damage of as many successful counters from Dodge + Slash evades as there were stacks of Dodge + Slash. Thus deals more damage the more stacks of Dodge + Slash there are, and a fair bit more damage than relying on successful counters from said stacks would. Left panting for 1-3 turns after (2-5 D+S stacks = ~1.2 times damage, 1 turn, regaining breath, 6-9 stacks = ~1.3 times damage, 2 turns, panting, 10-13 stacks = ~1.4 times damage, 3 turns, panting heavily). A risky move with high payoff.... that isn't usually worth this weakling's while in more important, tougher fights. (20 ATK? Likely not as able to build up as many stacks? Yeah).

Ally Guard
Grants either one ally a barrier that will take moderate damage for them according to his MAG, or grants all allies barriers that will take a small amount of damage for them according to his MAG. (Even when giving all allies barriers it doesn't provide himself with one). Needs and uses up a Dodge + Slash stack only if he does not feel personally close to (any one of) the all(y/ies) he's providing a barrier for- if the people he's protecting are important enough to him he can use this ability without expending a single stack of Dodge + Slash. (He doesn't even have to think too hard about protecting his friends). Can be used in the exact same turn as Recover given there are enough Dodge + Slash stacks to heal one friend fully, (one ally/all friends) quite considerably according to his MAG, or all allies moderately according to his MAG instead of healing himself or providing any barriers.

Rock Out
Takes out the speakers he can inexplicably store in his pockets (space magic) using 2 stacks of Dodge + Slash and plays a random energetic song he likes, which lasts for 5 turns. During this time his SPD gets a either a boost of +6 or a boost to halfway between his base SPD and the current SPD of the enemy with the highest SPD, whichever boost is higher.

Willful Strike
Uses up one stack of Deflector Sword to add MAG to his ATK power for just the turn this is used while striking for 1.5 times damage (seems much higher in actual use due to this attack using MAG and ATK together rather than only ATK).

Power Resonation
Using 4 stacks of Dodge + Slash, adds 50% of his MAG to the ATK power of each allies' next physical attack. Should any allies use this boost immediately on their next turns, Radiant will get as many stacks of Deflector Sword as there are allies that use the boost immediately. Any allies that don't use it the very next turn (for example, if they use any move that does not use ATK in the calculations next) will cause Radiant to gain a stack of Dodge + Slash back when they do get around to using it.

Soul Blast
Expends x% of his max HP to fire what seems to be a fireball made of a darkness that emits a very pure light from his non-sword hand right at the enemy (hits without fail). The damage is based on.... know what- let's just demonstrate. For example, let's say he used 20% of his 800 HP (160 HP). "(20% of 800 max HP(=160)/5(=32))*(20% of 56 MAG(=11.2))=358.4". Let's say he went completely batshit and used 95% of his max HP (760 HP). "(95% of 800 max HP(=760)/5(=152))*(95% of MAG(=53.2))=8086.4" (pretty suitable for pretty much a suicide move). Decimal points are ignored, DEF cannot stop the damage from this.

Renderscorch
Using 13 stacks of Dodge + Slash, 7 stacks of Deflector Sword, and all but 1 of his HP, destroys the enemy party without question by heavily distorting the very fabric of space that the enemies are made of and using a radiant dark blaze (similar to the 'fire' from Soul Blast) to burn their very souls. Very, very difficult to successfully build up to since stacks of either Dodge + Slash or Deflector Sword will typically automatically be consumed during enemy turns when Radiant is targeted, and extremely taxing to use (it drops his HP to one. Getting a grain of sand flicked into his eye afterward could kill him). Also even if he does build up to this successfully he probably won't even realize he can do it, and use other moves.

Death Cheater
Though his HP is displayed as 32, it's actually 8, it's just that he could be said to have four lives due to his immense willpower (which is where his immense DEF comes from). First life (standard life) uses his original stats, second life uses 30% lower ATK but 5% more MAG and SPD, third life uses 60% lower ATK but 10% more MAG and SPD, fourth life uses 90% lower ATK but 15% more MAG and SPD. This leaves his base stat spread lower than 221 from his second life onward, his abilities really don't capitalize on the MAG (at least until his fourth life), his attacks slowly become close to worthless, and though the SPD boost does greatly improve the effectiveness of his primary skill, Dodge + Slash, Afterdeath stops that from becoming too broken. As soon as he loses a life he can never recover it. When it triggers at the end of his first and second lives, though it restores his HP to full he ends up feeling extremely burnt out from after the battle's over to until he gets 3 solid days of rest. Oddly combat situations arising causes him to become awake enough to fight, probably due to his willpower. However, at the end of his third life (start of his fourth life), though his movements get weak as hell, he stops getting burnt out (albeit the occasional instance of seeming to just randomly drop dead for a second without actually dying). (Oddly despite weaker movements he gets even more nimble (more SPD). Space magic). Has something to do with why he ends up taking a form like a Plasma Wisp after his fourth death.

Afterdeath
An ability exclusive to his second and third lives. During his (second/third) life, he will have a (14.3%/28.6%) chance of failing to dodge an attack despite sufficent SPD and the presence of stacks of Dodge + Slash stacks due to feeling somewhat dead on his feet (so to speak). When this happens, however, the stacks will not be consumed, making this a good-bad passive; if it happens often enough he may manage to find a chance to use Recover even when surrounded. The absense of this ability when Soul Drift is obtained will likely cause a surge of power.

Willpower Drive
The first time he goes below 1/4 of his max HP (which is actually 8) every fight, he will gain stacks of Dodge + Slash and Deflector Sword without using the moves (3 Dodge + Slash and 1 Deflector Sword for the first life, 6 D+S and 2 DS for the second life, 9 D+S and 3 DS for the third life, and 12 D+S and 4 DS for the fourth life).

Soul Drift
An ability exclusive to his fourth life. Has something to do with why he ends up taking a form like a Plasma Wisp after his would-be final death. Causes him to occasionally seem to drop dead, but his sword floats around to continue acting on it's own. (14.3% chance every turn after he's already decided which move to use that turn, though triggers just before he uses the move he decided on). Though this renders Dodge + Slash stacks useless, they do remain for when he wakes up, and during these turns Dodge + Slash stacks are not needed and are thus not consumed. Slash Fest will act like it has 13 stacks and not cause the 'out of breath' effects that would immobilize him for 3 turns after during these turns. Ally Guard's effects will apply to himself as well as his friends and allies unlike usual (if he was going to use it on his entire ally party- if he was only picking one friend or ally to use it on it will still affect only the intended target). Hot Sword will turn the sword white-hot for a moment before unleashing a firestorm upon the enemy party, then have the normal effect for the two turns after. Sharpen + Repair will auto-trigger during these turns with the effect of restoring the sword to top condition, and will not take up the turn so that he can still use whatever he was planning on using. If Sharpen + Repair was what he was going to do, then it will use some of the enemies' very life force as upgrade material after taking and 'taming' it (so that the enemies' intentions don't carry over to the sword's intentions), both damaging the enemy and lowering their max HP forever while improving how much damage the sword can do. If the planned move was Dodge + Slash, then Slash Fest will be used instead. Adds 1 automatic stack of Deflector Sword every time it activates, though it can't be used until Radiant wakes up. If Deflector Sword was the planned move, not only is one more stack added like normal at no Dodge + Slash stack cost, but the sword will attempt to deflect one half of one random enemy target's body from the other half, causing quite considerable damage according to both ATK and MAG (though MAG being the higher stat by far the vast majority of the damage will be from MAG). One third of MAG is added to ATK during all offensive sword moves in Soul Drift to augment physical slash damage.