[b]Marino[/b] [color=cyan][b]Statistics:[/b] HP: 25, EN: 20, IS: 3, Move: G, Size: SS[/color] [color=pink][b]Weapons:[/b] [F] Beam Knife [b](BM)[/b]- 10 damage x 2 [F] Beam Chakram [b](BM)[/b]- 8 damage # 3 [H] Beam Stella [b](P)[/b]- 15 damage [F] Beam Wonder [b](BM)[/b]- 25 damage [F] Marino Stamp- 30 damage, 1 EN/attack [H] Your Life, Please!- [b]HP Drain 10%[/b], 5 EN/attack [F] Hyper Dive- 80 damage, 5 EN/attack [H] Scattered Flower- 30 damage x 3, 7 EN/attack [F] Mirage Dive [b](S)[/b]- 120 damage, 8 EN/attack[/color] [color=beige][b]Inherent Abilities:[/b] 1) Reploid; Usable by Ensigns or higher 2) Countercut 3) [b]EN Regen 10%[/b] 4) Dodge Cost -3 5) [b]Hyper Mode:[/b] Calculate HP and EN in % then change to Quicksilver. HP/EN/PCs and items equipped will be carried over. 6) Beam Stella: At deployment, you may choose [b](Aff: Fire)[/b], [b](Aff: Ice)[/b] or [b](Aff: Lightning)[/b] for this attack.[/color] [color=gold][b]Purchasing Cost:[/b] ?!? PCs[/color] [b]Quicksilver[/b] [color=cyan][b]Statistics:[/b] HP: 35, EN: 30, IS: 3, Move: G, Size: SS[/color] [color=pink][b]Weapons:[/b] [F] Beam Knife [b](BM)[/b]- 15 damage x 2 [F] Beam Chakram [b](BM)[/b]- 12 damage # 3 [H] Beam Stella [b](P)[/b]- 20 damage [F] Beam Wonder [b](BM)[/b]- 35 damage [F] Marino Stamp- 45 damage, 2 EN/attack [H] Your Life, Please!- [b]HP Drain 10%[/b], 6 EN/attack [F] Hyper Dive- 100 damage, 8 EN/attack [H] Scattered Flower- 40 damage x 3, 7 EN/attack [F] Mirage Dive [b](S)[/b]- 150 damage, 10 EN[/color] [color=beige][b]Inherent Abilities:[/b] 1) Reploid; Usable by Ensigns or higher 2) Countercut 3) [b]EN Regen 10%[/b] 4) Dodge Cost -5 6) [b]Hyper Mode:[/b] You can only remain in Quicksilver mode for a total of 5 turns per battle. This can only be replenished with a [b]Super Repair Kit[/b]. 7) [b]Cool Down:[/b] Calculate HP and EN in % then revert to Marino. HP/EN/PCs, items equipped, and Hyper Mode turns remaining will be carried over. 8) Beam Stella: At deployment, you may choose [b](Aff: Fire)[/b], [b](Aff: Ice)[/b] or [b](Aff: Lightning)[/b] for this attack.[/color] [color=gold][b]Acquirement Method:[/b] Perform Hyper Mode on Marino.[/color] [b]Massimo[/b] [color=cyan][b]Statistics:[/b] HP: 50, EN: 20, IS: 3, Move: G, Size: SS[/color] [color=pink][b]Weapons:[/b] [F] Massive Lance [b](M)[/b]- 20 damage [F] Crash Hammer [b](MV)[/b]- 15 damage/EN [F] Jet Guillotine [b](BS)[/b]- 40 damage, 2 EN/attack [H] Berserk Charge [b](V)[/b]- 25 damage/2 EN[/color] [color=beige][b]Inherent Abilities:[/b] 1) Reploid; Usable by Ensigns or higher 2) Countercut 3) [b]EN Regen 10%[/b] 3) [b]Damage Recieved -25%[/b] 4) [b]Hyper Mode:[/b] Calculate HP and EN in % then change to Glint Armor. HP/EN/PCs and items equipped will be carried over. 5) Berserk Charge: Add [b]Mobility Break[/b] if 20% of maximum EN is spent. Add [b]Armor Break[/b] as well if 40% or more is spent. Add [b]Accuracy Break[/b] as well if 60% or more is spent. Add [b]Attack Break[/b] as well if 80% or more is spent. Add [b]VIRUS[/b] as well if 100% is spent.[/color] [color=gold][b]Purchasing Cost:[/b] ?!? PCs[/color] [b]Glint Armor[/b] [color=cyan][b]Statistics:[/b] HP: 60, EN: 30, IS: 3, Move: G, Size: SS[/color] [color=pink][b]Weapons:[/b] [F] Massive Lance [b](M)[/b]- 30 damage [F] Crash Hammer [b](MV)[/b]- 20 damage/EN [F] Jet Guillotine [b](BS)[/b]- 50 damage, 2 EN/attack [H] Berserk Charge [b](V)[/b]- 30 damage/2 EN[/color] [color=beige][b]Inherent Abilities:[/b] 1) Reploid; Usable by Ensigns or higher 2) Countercut 3) [b]EN Regen 10%[/b] 4) [b]Damage Recieved -50%[/b] 5) [b]Hyper Mode:[/b] You can only remain in Glint Armor mode for a total of 5 turns per battle. This can only be replenished with a [b]Super Repair Kit[/b]. 6) [b]Cool Down:[/b] Calculate HP and EN in % then revert to Massimo. HP/EN/PCs, items equipped, and Hyper Mode turns remaining will be carried over. 7) Berserk Charge: Add [b]Mobility Break[/b] if 20% of maximum EN is spent. Add [b]Armor Break[/b] as well if 40% or more is spent. Add [b]Accuracy Break[/b] as well if 60% or more is spent. Add [b]Attack Break[/b] as well if 80% or more is spent. Add [b]VIRUS[/b] as well if 100% is spent.[/color] [color=gold][b]Acquirement Method:[/b] Perform Hyper Mode on Massimo.[/color] [b]Cinnamon[/b] [color=cyan][b]Statistics:[/b] HP: 25, EN: 20, IS: 3, Move: G, Size: SS[/color] [color=pink][b]Weapons:[/b] [F] Angel Hand [b](M)[/b]- 8 damage # 2 [F] Drill Arm [b](MV)[/b]- 10 damage/EN [F] Metal Boxer- 20 damage, 2 EN/attack [F] Kitty Gloves [b](MF)[/b]- 12 damage/2 EN[/color] [color=beige][b]Inherent Abilities:[/b] 1) Reploid; Usable by Ensigns or higher 2) Countercut 3) [b]EN Regen 10%[/b] 4) [b]Repair[/b] 5) [b]Angelic Aide[/b] 6) [b]Hyper Mode:[/b] Calculate HP and EN in % then change to Iron Maiden. HP/EN/PCs and items equipped will be carried over.[/color] [color=gold][b]Purchasing Cost:[/b] ?!? PCs[/color] [b]Iron Maiden[/b] [color=cyan][b]Statistics:[/b] HP: 35, EN: 30, IS: 3, Move: G, Size: SS[/color] [color=pink][b]Weapons:[/b] [F] Angel Hand [b](M)[/b]- 24 damage # 2 [F] Drill Arm [b](MV)[/b]- 30 damage/EN [F] Metal Boxer- 60 damage, 2 EN/attack [F] Kitty Gloves [b](MF)[/b]- 36 damage/2 EN[/color] [color=beige][b]Inherent Abilities:[/b] 1) Reploid; Usable by Ensigns or higher 2) Countercut 3) [b]EN Regen 10%[/b] 4) [b]Damage Recieved -10%[/b] 5) [b]Repair[/b] 6) [b]Angelic Aide[/b] 7) [b]Hyper Mode:[/b] You can only remain in Iron Maiden mode for a total of 5 turns per battle. This can only be replenished with a [b]Super Repair Kit[/b]. 8) [b]Cool Down:[/b] Calculate HP and EN in % then revert to Cinnamon. HP/EN/PCs, items equipped, and Hyper Mode turns remaining will be carried over.[/color] [color=gold][b]Acquirement Method:[/b] Perform Hyper Mode on Cinnamon.[/color] [color=lightblue][b][u]Angelic Aide[/u][/b][/color] [b]Class:[/b] Special [b]Description:[/b] Cinnamon's special mass-healing ability. [b]Ability:[/b] Sacrifice all Attack Phases this turn and expend all EN except 1. Treat this ability as a [b](V)[/b]; for every EN spent, calculate 5 "damage". This "damage" is divided by the total number of allied units present (including summons), and added to their HP totals. In the event of a decimal, round normally.