Blue Marble and Red Marble are placed into an arena. Choose 1 person to represent them. Automatically, they battle. When one falls to below 1 HP, they lose the round and recive a choice between 5 upgrades. Build a strong character, find overpowered combos, and destroy your friends! -Grey upgrades represent new weapons (replaces current) -Purple upgrades represent stat buffs (can stack) -Red/blue represent fire and lightning effects seperately (replaces current) -Gold upgrades represent active abilities (replaces current) Weapons: Sword: melee weapon with medium reach. 4 DMG. Does nothing special. Waraxe: melee weapon with medium reach. 6 DMG. Spins 25% slower. Greatsword: melee weapon with long reach. 6 DMG. Spins 50% slower. Daggers: 2 melee weapons with short reach on each side. 2 DMG. Spins 50% faster. Katana: melee weapon with medium reach. 3 DMG. At ¼ map range, locks onto the opponent and dashes after 1 second. Bow: ranged weapon with ½ map range. 3 DMG. Fires an arrow. Crossbow: ranged weapon with ¾ map range. 5 DMG. Fires an arrow. Spins 50% slower. +25% projectile speed. Spear: melee weapon with long reach. 3 DMG. Does nothing special. Sickles: 2 melee weapons with short reach on each side. 1 DMG. Spins 50% faster. Also deals DMG when hitting the opponent's weapon. Scythe: melee weapon with medium-long reach. 4 DMG. Spins 25% slower. Also deals 2 DMG when hitting the opponent's weapon. Staff: ranged weapon with ¾ map range. 0.75 DMG. Fires an instant beam of energy, almost guarranteed to hit. Tome: ranged weapon with ½ map range. 0.01 DMG. Fires an ball of energy, hitting many times and homing before dissapating. Affinites: Fire: Melee weapons produce damaging particles. "Bow" type ranged weapons produce explosions on impact. The Staff will fire a cone of flame that has way less range yet way more DMG. The Tome will fire larger balls with smaller ones surrounding it. Lightning: Melee weapons produce electrical slashes, doing 0.1 DMG each. These are produced faster the faster your weapon spin is. "bow" type ranged weapons fire piercing EMP arrows, which can hit multiple times. The Staff's beams are crooked and have infinite range. The Tome will fire balls that rapidly discharge lightning. Actives: Active abilities allow for special moves to be performed. P1 presses 1, and P2 presses 0. Melee Actives: Spinning Charge: Dash in the direction of your weapon, enlarge it, and swing it multiple times! Cooldown: 5 sec. Ranged Actives: Autoaim Flurry: Automatically aim at the opponent and let out a quick succesion of 5 projectiles! Cooldown: 8 sec.
To Do: Buff Spinning Charge Melee ability: Judgement Cut: Creates a slash that is affected by spinspeed and damage stats. With fire, the slash will create fire particles. With lightning, the slash will stun and knock back the opponent. Light and Dark powers Tome/Light: Summon spinning swords which do more damage but fly back before homing in.