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Post by Creator on Jul 30, 2016 23:18:16 GMT -5
Special Shooting Skills are shooting abilities bestowed upon a brawler who has gained partnership with his/her Bakugan. These special shots take effect once the brawler launches their Bakugan into battle. Depending on how the brawler throws, the Bakugan can gain temporary bonuses that can aid them in their fight.
HSP, or Holo-Sector Points, are points accumulated throughout the battle each time you perform a certain action. They are:
Throwing in a Bakugan: +10 HSP Throwing in a Bakugan Trap: +20 HSP Throwing in a Battle Gear: +25 HSP Throwing in a BakuNano: +30 HSP Throwing in a Battle Suit: +35 HSP Throwing in a Mechtogan: + 40 HSP Activating a Fusion Ability: +50 HSP Winning a Round: +100 HSP
Note: Special Shooting Skills can be used whenever a Bakugan is summoned, meaning that extra Bakugan you throw in can also use these shots.
At the beginning of every battle, each player starts with 150 HSP by default. At the start of a round - providing that you have the necessary HSP - you can activate a special shooting skill by specifying which shot you're going to use and deducting the cost from your accumulated amount. Being that it's a shot, you have to do this when you're throwing your Bakugan into battle. If you do not do that, you can't use it.
There are three types of special shots: Power, Strategy, and Elemental.
Power shots are entirely derived on the amount of force put into the throw.
Strategy shots place emphasis on skill when shooting, thus every benefit will reward the technique mastered to perform it.
Elemental shots are based on the Bakugan's allignment. Their attribute will bring out the power of these throws.
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Post by Creator on Aug 2, 2016 16:39:55 GMT -5
Power Shots
- Bullet Strike (requires 50 HSP): Automatically increase your Bakugan's power level by 100G after it stands.
- Critical Knockout (requires 50 HSP): Automatically decreases your opponent's power level by 100G after your Bakugan stands.
- Rushing Advance (requires 100 HSP): The amount of HSP your targeted opponent gains from this round will be halved. You may only use this special shooting skill once per brawl. If you use this shot, you cannot use the Power Windup Shot.
- High Roller (requires 200 HSP): Double your Bakugan's base power level for three of your turns.
Strategy Shots
- Staggered Advance (requires 50 HSP): This shot can only be used when you're the setter of the gate card. Delay your Bakugan's arrival to the gate card so that the opposition stands before yours does.
- Counter Ax (requires 75 HSP): Negate an opposing special shot's effect (cannot be used to counter an elemental shot).
- Power Windup (requires 100 HSP): The amount of HSP you earn from this round will be doubled. You may only use this special shooting skill once per brawl. If you use this shot, you cannot use the Rushing Advance Shot.
- Attribute Battle Form (requires 200 HSP): Your Bakugan can use one special shooting skill from any attribute you desire. It will benefit from the skill regardless of any requirements.
Elemental Shots
Pyrus
- Flare Boost (requires 100 HSP): For each different Bakugan and Support Weapon your Pyrus Bakugan has seen in the brawl, it will increase its power level by 50G each time a card is played for the remainder of the round.
- Master Blaze (requires 150 HSP): Choose one special shot that you own that costs the same or less than this one. For the rest of the brawl, anything you throw in will use that special shot automatically at no cost. This shot can only be used once per brawl, and there can only be one active Master Blaze shot at any time.
- Dominant Fire (requires 150 HSP): The effectiveness of your Pyrus Bakugan's effects will be increased by 50%, when applicable.
- Eruptive Glow (requires 200 HSP): Your Pyrus Bakugan's base power level is increased by 500G. This change will remain until the end of the round.
Subterra
- Heavy Landing (requires 100 HSP): The arrival of your Subterra Bakugan will cause all opposing power levels to drop by 100G. Additionally, if any opponent performed a shot that'll affect the gate card's activation in any way, you may remove those changes immediately.
- Iron Resilience (requires 150 HSP): For the remainder of the round, your Subterra Bakugan's received power level decrements will be halved. In the case of other power level changes such as halving or decreasing power levels to 0, your Bakugan's power level will be adjusted to meet the effect halfway.
- Unwavering Fortress (requires 200 HSP): The life gauge damage you take as a result of your Subterra Bakugan being defeated is halved. Increase your Subterra Bakugan's power level by 100G each time a card is played. - Iron Juggernaut (requires 200 HSP): For three turns, anything you own cannot be made inactive, except through counter effects. This can only be used once per brawl. There can only be one active Iron Juggernaut at any time.
Ventus
- Aerial Raid (requires 100 HSP): Allow your Ventus Bakugan to hover above the gate card so that it cannot open for four turns. Once the first effect expires, increase your Ventus Bakugan's power level by 200G.
- Zephyr Claw (requires 100 HSP): Count this throw-in as you throwing in your Bakugan three times. Any special shots used because of this phenomenon will not cost you anything ONLY if they cost the same or less than this special shot. This can only be used once per brawl.
- Swift Streak (requires 150 HSP): Your Ventus Bakugan will ignore the effects of all other special shooting skills for six turns. You can pay 50 HSP to keep this active for two more turns after this expires; otherwise, it will go away (this can be done indefinitely).
- Tempest Slam (requires 200 HSP): The power of the thrown Ventus Bakugan created a vicious storm. For the remainder of the round, all Ventus Bakugan will have their base levels increased by 200G and the numbers on their G changes increased by 200G. All non-Ventus Bakugan will have their base levels decreased by 200G and the numbers on their G changes decreased by 200G.
Haos
- Capital Shine (requires 100 HSP): Allows your Haos Bakugan to reduce the base power levels of all opposing Bakugan by 150G for the rest of the battle.
- Sovereign Fury (requires 150 HSP): Transfer 100 life gauge points from every opponent your Haos Bakugan defeats this round.
- Walk of Peace (requires 150 HSP): For six turns, no players will be affected by preventions of any kind. Any decreases made to a player will count as an increase instead during this time. This can only be used once per brawl. Only one Walk of Peace can be active at any time.
- Recovery Spin (requires 200 HSP): If your Haos Bakugan has suffered setbacks of any kind due to a special shooting skill at any point in the battle (such as decreases), you can turn those into increases for your Bakugan on this round only and they will be doubled (Ex. If a special shot dropped my power level by 100G on any round, I can get that power back this round and give it another 100G.).
Aquos
- Rushing Ripple (requires 100 HSP): Allows your Aquos Bakugan to decrease all opposing power levels by 100G for every 50 points lost in their life gauges.
- Air Strike (requires 150 HSP): Set a gate card on the field, meaning that there will be two gate cards on the field. If you're not the setter of the first gate card, your gate card will activate at 50% effectiveness. This can only be used once per brawl. Only one Air Strike can be active at any time.
- Torrential Reverse (requires 150 HSP): Any form of decrease(s) made to your Aquos Bakugan will become an increase instead. Any form of increase(s) made to the opponent(s) will become decreases. This shot's effect can only be applied to special shooting skills.
- Rapid Sweep (requires 200 HSP): When your Aquos Bakugan stands, it creates torrential waves that rush across the battlefield. All opposing special shots will have their effectiveness cut in half. Increase your Aquos Bakugan's power level by 200G.
Darkus
- Vicious Aggressor (requires 100 HSP): Transfer 100G away from all opponents based on the number of Bakugan and Support Weapons you've defeated so far in the current battle.
- Omega (requires 100 HSP): Increase your base power level based on the number values associated with G-Power changes that have happened throughout the brawl. For any G-Power changes that happen after this shot is used, increase your base power level by half of those number values. This lasts for the round it's used in, and it can only be used once per brawl.
- Manus (requires 150 HSP): Your Darkus Bakugan gains the attribute of all opponents it's facing. If an attribute-specific special shot was used for them during the brawl, you may apply it to your Bakugan at no additional cost. If any of your opponents are Darkus, you will only decrease their power level by 500G instead of resolving the aforementioned effect. This can only be used once per brawl. Only one Manus can be active at any given time.
- Malevolent Hold (requires 150 HSP): If this shot is used while your Bakugan hasn't defeated a Bakugan and/or Support Weapon, you will gain half of any HSP your opponent(s) accumulate throughout the round. If this shot is used when your Bakugan has already defeated a Bakugan and/or Support Weapon, transfer 50 HSP from an opponent based on the number of Bakugan and/or Support Weapons your Bakugan had defeated across the entire brawl.
- Havoc Drop: (requires 200 HSP): The life gauge damage inflicted upon any opponent(s) your Darkus Bakugan defeats will be doubled. Increase your power level by 100G each time a card is played.
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