master aqua (
destinedwaters) wrote2012-10-23 11:21 am
Entry tags:
ooc ❧ canon abilities
As a Master, Aqua has many abilities and being the mage of the three, however, it is her grace and magical prowess that allows her to flow around the battlefield. Her specialty seems to focus on teleportation and reflecting enemy blows along with advanced forms of magic that her friends can't quite grasp. That said, her actual physical strength is lower which forces her to be dependent on her magical abilities. She is second only to Master Xehanort and Yen Sid in magical prowess, the latter having retired the rank of Master before the events of Birth by Sleep began. She has many abilities and techniques, and I will make the effort to list them all... bear with me.
| Unleashes a spinning orb of light magic that deals 350% damage. | |||
| Flaming spin that deals Fire-type damage. Deals 450% damage. | |||
| Unleashes a spinning orb of light around the caster that causes 400% damage with a 25% chance of inflicting the Confuse status ailment. | |||
| A jumping slash that generates money on impact and deals 350% damage. | |||
| A flaming double spin that deals Fire-type damage. Each hit causes 300% damage. | |||
| A four-hit combo that deals 200% Thunder/Lightning damage. | |||
| Unleashes a spinning orb of light around the caster that causes 500% damage with a 50% chance of inflicting the Confuse or Frozen status ailments. | |||
| A finish command similar to Strike Raid (see below). When thrown, the Keyblade deals 500% damage with a 50% chance of inflicting the Slow or Stop status ailments. | |||
| A single strike that generates money and HP orbs on impact. Both heals self and allies who touch the small green orbs and inflicts 480% damage. | |||
| Unleashes a spinning orb of light around the caster that causes 650% damage with a 75% chance of inflicting the Confuse, Frozen, or Bind status ailments. | |||
| A three-hit spinning attack that recovers an amount of HP relative to the damage inflicted. The initial strike causes normal damage, with the two additional strikes cause 150% damage. | |||
| A four-hit combo that generates money and HP prizes if lucky. Each strike deals 700% damage. | |||
| Unleashes a spinning orb of light around the caster that can be repeated for a total of three times, the initial orb causing 400% damage. The second causes 350% damage while the third and final cause 450%. Each orb has a 100% chance of inflicting the Stun status ailment. | |||
| Generates an two-stage explosion of Light/Almighty(?) magic that deals 450% damage and has a 100% chance of inflicting the Stun status ailment on any who survive it. | |||
| A spinning attack that generates three waves of ice shards. The first deals 150% damage, the second 250%, and the third 350%. | |||
| Creates eight giant bullets/orbs of light in the air above. Aqua teleports into the air after them, slamming her Keyblade into them and thus aiming them at her targets. Each orb deals 300% damage. | |||
| Her exclusive Command Style at the basic stage that utilizes the power of Light to cause both herself and the Keyblade to hover in midair, adding additional speed and agility while enhancing her magical abilities. Four-hit combos deal 125% extra damage, finishing off with a piercing magic projectile at enemies for severe damage (250% point-blank range, 200% distant). The Style ends with a magical spin that causes ribbons of light to fall about her while she twirls, slicing into her opponents for moderate damage with each strike (175%). [Activated by use of differing types of magic.] | |||
| A Command Style that utilizes Fire in a concentrated manner. Cloaked in flame that does not burn her, Aqua's Fire abilities are honed 125% as each strike with the Keyblade or otherwise causes that much damage, the combo ending with a Fire spell causing 175% extra damage. She seems to hover as she strikes. The Style ends by jumping up and causing several pillars of fire to spread out in a fan-like manner from her, causing severe (250%) Fire damage. [Activated by use of fire-related commands.] | |||
| A Command Style that utilizes Ice in a concentrated manner. Coated in an unnatural chill that does not bother her, Aqua's Ice abilities are honed 125% as each strike with the Keyblade or otherwise causes that much damage with each hit generating icicles to strike for normal amount of sustainable injury, the combo ending with ice pillars spinning around her for severe (300%) Ice damage. The Style ends when she swings her Keyblade and causes a ring of ice pillars that explode into deadly shards. The pillars, the shards, and the swing itself cause massive (300%) damage. [Activated by use of blizzard/ice-related commands.] | |||
| A Command Style that utilizes Lightning in a concentrated manner. Coated in sparks that do not electrocute her, Aqua's Thunder abilities are honed 130% as each strike deals that much additional damage with bolts of electricity causing an additional 60% damage. The combo-finishing lunge with the blade, similar to Thundaga Shot (see below), deals severe (200%) Lightning damage. The Style ends with a series of electrical bursts from a central orb of concentrated lightning above her head that deal severe (280%) Lightning Damage [Activated by user of Thunder-related commands.] | |||
| A Command Style that utilizes Light and Physical attacks. Glowing with pure white light, her Keyblade suddenly doubles in length and widen as the Light causes it to lengthen into a saber-like shape. Each strike deals moderate (150%) Physical damage, the combo finisher dealing severe (300%) of the same attack type. The Style ends with an overhead Keyblade swing that potentially hits foes up to five times, followed by a jumping slash that can hit up to twice (the actual blade and the aftershock explosion of Light magic). Each hit causes severe (300%) Physical and/or Light damage. [Activated by fire-related, blizzard-related, or Strike commands] | |||
| A Command Style that says "screw gravity I am going to ride my Keyblade through the air itself as though it were a surfboard and NO ONE IS GOING TO STOP ME." A three-hit rising combo hits with moderate (150%) Physical damage, the combo finisher being an explosion of Light that causes severe (300%) damage. The Style ends with a six-hit rising combo followed by a downward thrust that creates a three-stage explosion. Each attack deals severe (300%) damage. [Activated by zero gravity-related commands, lunges such as Sliding Dash, or jumping attacks like Fire Strike.] | |||
| Aqua's exclusive Command Style that focuses on teleportation, allowing her to suddenly appear behind her opponents and leave a copy of herself temporarily behind as she strikes and teleports again. Each time she teleports, she strikes four times, dealing moderate (160%) Physical damage. The combo finisher causes an explosion of Light that deals severe (300% damage). The Style ends in it ends in a finishing onslaught that causes a group light-rods to form as she circles and strikes down in a circular area while teleporting before she detonates them all in a singular explosion. This is the strongest of all normal Command Style finish commands, dealing 380% damage with each contact and the detonation. [Activated by magnet-related, thunder-related commands, or reprisals.] | |||
| A Command Style based on ice cream. ...Yes, I am dead serious. Each standard swing generates an ice cream bullet, both strike and bullet causing moderate (150%) Physical or Ice damage.The combo-finishing whirlwind of the frozen dairy treat deals severe ice damage (or more, if allergic to dairy products...poor bastard). Successful hits generate additional prizes at random... and no, it isn't more ice cream. Sorry, kids. The Style finishes off with a freezing spin that emits six ice cream bullets with both spin and bullets causing ungodly amounts of Physical or Ice damage (450%). Successful hits generate additional prizes at random, as well. [Activated randomly by eating ice cream. ...Yep, still dead serious.] | |||
| DESCRIPTION T.B.A........EVENTUALLY. JUSTHAVE A LINK AND KNOW IT INVOLVES MUSIC??? | |||
| A jumping attack. Aqua jumps in the air, slamming down on the target with the blunt edge of her Keyblade. | |||
| A jumping attack. Like Quick Blitz, Aqua jumps in the air, using momentum to power up her attack strength as she slams down on the target with the blunt end of her Keyblade for a total of up to three strikes. | |||
| A speed attack. Aqua slides forward in a move similar to Homing Slide; the only difference being that she also slices her targets as she speeds forward to what she is visually locked onto. | |||
| A tossing ability. Aqua tosses her Keyblade forward at her target, using the wind to control where it goes. It strikes both as it moves forward and while it returns to her grasp. | |||
| A rush attack. Aqua charges at the opponent in a burst of speed, flames revolving around her in a ring. It is capable of hitting the targets that are in the way multiple times. Like most Surges, Fire Surge offers invincibility to most attacks when performed, the energy from it acting like a barrier. | |||
| Similar to Quick Blitz, the difference being that while striking down, poison coats the blade with a 50% chance of inflicting the Poisoned status ailment. | |||
| Strike all enemies in close proximity a total of three times with weak Light magic in a single jump. | |||
| A jumping attack that utilizes the power of Blizzard. Aqua jumps in the air, slamming down on the target with the blunt edge of her Keyblade which is coated in frost. The resulting ice spike that forms from the ground due to the sheer cold inflicts even more Pierce damage. | |||
| A jumping attack that utilizes the power of light. Aqua jumps in the air, slamming down on the target with the blunt edge of her Keyblade while coated in sparks of light with a 50% chance of inflicting the Stunned status ailment. | |||
| A jumping attack that utilizes the sheer power of luck. Aqua jumps in the air, slamming down on the target with the blunt edge of her Keyblade. Depending on the current amount of luck, prizes may fall down on their heads. (AKA what happens when you mix slot machines with strike commands (thanks Taka XD)). | |||
| A spinning attack that utilizes Fire magic. Aqua coats the tip of her Keyblade with fire, spinning in a circle as she jumps and brings up the Keyblade. This ignites the air around her and possibly those in range with a 40% chance of inflicting the Burn status ailment. | |||
| A spinning attack that utilizes Confuse magic. Aqua coats the tip of her Keyblade with light, spinning in a circle as she jumps and brings up the Keyblade. This gives a 40/60 chance of causing those in range to be inflicted with the status ailment Confusion. | |||
| A spinning attack that utilizes Bind magic. Aqua coats the tip of her Keyblade with a yellow light, spinning in a circle as she jumps and brings up the Keyblade. This gives a 40/60 chance of causing those in range to be Stunned, rendering them unable to attack for a brief period of time. | |||
| A speed attack that utilizes Fire magic. Aqua slides forward in a move similar to Homing Slide with her Keyblade held in front of her, its tip coated in flames that burn and jab the opponent she is dashing toward. | |||
| A variant of Strike Raid that utilizes Blizzard magic. Aqua tosses her frost-coated Keyblade forward at her target, using the wind to control where it goes. It strikes both as it moves forward and while it returns to her grasp. There's a 40% chance of freezing the opponent. | |||
| A rush attack that implements Barrier magic in an offensive manner. Aqua charges at the opponent in a burst of speed, Tetrakarn and Makarakarn hexagonal shields revolving around her in a ring. It is capable of hitting the targets that are in the way multiple times. Like most Surges, Barrier Surge offers invincibility to most attacks as it is performed, the energy from it acting like a barrier. | |||
| A rush attack that implements Thunder magic. Aqua charges at the opponent in a burst of speed, electric sparks revolving around her in a ring. It is capable of hitting the targets that are in the way multiple times. Like most Surges, Thunder Surge offers invincibility to most attacks as it is performed, the energy from it acting like a barrier. | |||
| A three-part attack that can be ended if either executed improperly or if Aqua is hit. It begins with the first strike that knocks the target into the air. From here it implements slight teleporting. Aqua first teleports to the same height in the air as his target then slashes up once more before teleporting directly above them. It is here where Aerial Slam gets its name: Aqua slams the Keyblade into the opponent from above, falling down behind them as they hit the ground hard. | |||
| A lasso-like move that incorporates Magnet magic. Aqua shoots a Magnet string between her Keyblade and the opponent (normally in the chest) and raises them up off the ground with the Magnet magic. She then uses it as a lasso to toss them away from herself in the opposite direction or into other targets. | |||
| A strange ability where physical activity has curative powers. Aqua's version? A baton routine. | |||
| The ultimate Light-based physical attack Aqua knows. Conjuring an orb of Light above her, she merges with it and strikes down upon an enemy. She uses the orb of Light to teleport above multiple enemies to continue this pattern up to six or eight times. (Important note: She CAN take damage during this) | |||
| Aqua speeds around the battle area up to six times, charging at one or multiple targets as she leaves a faint after-trail of light. | |||
| Another vicious slashing technique that employs Stop magic and teleportation. Aqua casts Stop on the targets in range before warping to their side and slashing thrice, warping once more, and repeating the same pattern up to eight times. The cycle continues until the Stop magic wears off and the opponents writhe in the damage it dealt at once. | |||
| The ultimate attack that implements Magnet magic. She utilizes a magnetic field below her feet that spreads into an aura around her as she prepares herself, forcibly pulling in nearby enemies into striking range. In just enough time to let them wonder why they can't get away, she slices up in a jump-spin attack that resembles all her Strike abilities before landing on her feet unharmed, the force itself sending them flying. | |||
| The basis of all Fire magic; it is by far the fastest to cast as well as the weakest. Aqua casts off a single, small projectile of flame at the enemy, the orb of fire homing onto the target. It is capable of being blocked and, if they move at the correct time, dodged. | |||
| The second tier of Fire magic; it is perhaps the middle-ground of the Fire spells, being both medium-sized and paced. It holds the same attributes as Fire, but is a tad slower and packs more of a punch upon impact. | |||
| The third tier and advanced level of Fire magic; it is the slowest of the three and also the largest. Firaga holds the same attributes as Fire and Fira, but is slower and holds even more of a punch upon impact. | |||
| A spin-off of Firaga that explodes at impact. The explosion makes it impossible to block, but it is indeed possible to shake off. Damn you, Xehanort. B| | |||
| The same as Firaga, but cast three times in rapid succession. | |||
| A single, “huge-as-hell” orb of Fire that is the slowest of all Fire-based magic. Unlike all other Fire magic, however, it doesn’t cease when it impacts something. Instead, it simply continues on its predetermined course and traveling through anything in its path while remaining intact before disappearing after going twenty feet. What’s the good thing about it being slow, you ask? It makes the attack incredibly easy to side step unless it’s fired at point-blank range. | |||
| Focusing on a single enemy, the caster will find that they can make them catch on fire. If the caster glances at a second enemy just before casting, both targets will catch fire. Stop, drop, and roll would be a good idea before the spell causes burns and continual damage. | |||
| Conjures up a ball of flame overhead, then sending fire in all directions simultaneously for severe damage. | |||
| With the wave of a hand, Aqua summons a whirlwind of flame that does not burn her. Floating in the heat caused by it, she flies in any direction she so chooses, causing severe Fire damage to any who make contact with the flames. | |||
| The ultimate in fire-based magic. This launches a giant fireball that triggers a massive explosion from which no enemy is spared if cast properly. | |||
| Aqua fires off one small, fast ice projectile at a single target that pierces it for light Ice damage and travels on. It is capable of moving twenty feet in the predetermined direction. | |||
| Aqua fires off one medium-sized ice projectile at a single target that pierces it for moderate Ice damage and travels on. It is capable of moving twenty feet in the predetermined direction. Note that it is slightly slower than Blizzard. | |||
| Aqua fires off one large-sized ice projectile at a single target that pierces it for heavy Ice damage and travels on. It is capable of moving twenty feet in the predetermined direction. Note that it is slightly slower than Blizzara. | |||
| Same as Blizzaga, but cast three times in rapid succession. | |||
| The ultimate ice-related magic spells. Coating the Keyblade in ice, Aqua jumps and strikes up as she spins a total of four times. Foes struck by it will be frozen in place, and any attacks dealt while frozen will do even more damage than usual. | |||
| When surrounded, she causes the moisture in the air around them to considerably drop as a stalagite of ice shoots up from the ground, freezing them in place before sending them flying in different directions. | |||
| When focusing on one enemy or those around her, she causes the moisture in the air around them to considerably drop as a stalagite of ice shoots up from the ground, freezing them in place before knocking them into the air. | |||
| Aqua points her Keyblade in the air, generating a small ring of sparks around her. Any enemies within or touching the ring of sparks in any way receives a small jolt of lightning from above for minimal damage. | |||
| Aqua points her Keyblade in the air, generating a medium-sized ring of sparks around her. Any enemies within or touching the ring of sparks in any way receives a moderate amount of damage from a bolt of lightning coming from above. | |||
| Aqua points her Keyblade in the air, generating a large ring of sparks around her. Any enemies within or touching the ring of sparks in any way receives a jolt of lightning from above for heavy Lighting damage. | |||
| Aqua waves her hand, conjuring sparks around her Keyblade before thrusting it foward as though with a rapier, causing severe and concentrated Lightning damage in one direction - whether it be with one enemy or several, depending on who is close enough to the tip of the blade and thus the orb of electricity. | |||
| Pulls in opponents from nearby and causes them to spin in the air around the caster before pushing them away at a fast pace when the spell ends. The sudden force may Stun some foes. Deals light Wind damage. | |||
| Pulls in opponents from a wider range than Aero. It lifts them into the air before sending them away for even more damage, Stunning many foes. Deals light Wind damage. | |||
| Pulls in opponents, lifting them as they spin around the caster before sending them away at a fast pace in all directions. This Stuns most foes and deals moderate Wind damage. | |||
| The basis of all curative magic, Cure covers the most basic of injuries - it heals cuts and scrapes as well as minor internal injuries. (Think Dia.) Note though, that as part of a Dimension Link (see below), Cure acts more like Cura since it is not just the caster's power being used. | |||
| The second tier of curative magic, Cura covers all moderate damage - it treats moderate internal injuries and completely heals any external cuts and stab wounds. (Think Diarama.) | |||
| The ultimate in healing magic for most Keyblade wielders. This heals most, if not all, injuries that are not fatal and even those are healed for most part. (Think Diarahan.) | |||
| Negates all negative status ailments. | |||
| Briefly forms an orb of black and purple magic that sends a shockwave in a small radius, anti-gravity soon trapping the enemies hit by it in an orb of zero gravity that leaves them suspended in midair for five seconds. Light damage at first, but it drains a small amount of HP (3 HP, generally) each second. It also negates natural defenses for as long as they are within the orb. | |||
| Briefly forms an orb of black and purple magic that sends a shockwave in a medium-sized radius. After the initial blast that sucks the opponent into the zero-gravity orb, it causes light damage unleashes continual HP drain stronger than Zero Gravity (7 HP) while removing the natural defenses. | |||
| Briefly forms an orb of black and purple magic that sends a shockwave in a medium-sized radius. After the initial blast that sucks the opponent into the zero-gravity orb, it causes moderate damage unleashes continual HP drain stronger than Zero Gravity (10 HP) while removing the natural defenses. | |||
| The ultimate in anti-gravity magic. Transcendence rips a hole in space and gravity, creating a field of anti-gravity and sending the foes trapped inside it hurtling in all directions while the user floats above the "ground." Those inside the field will find it inescapable until the spell ends. | |||
| Draws in nearby enemies in short range and deals light but continual damage as they hover in a circle above the point in which it was cast, often bumping into other unfortunate souls caught into it, too. | |||
| Draws in nearby enemies in a wider range than Magnet and deals light/moderate but continual damage as they hover in a circle above the point in which it was cast, often bumping into other unfortunate souls caught into it, too. | |||
| Draws in nearby enemies and deals moderate/heavy but continual damage as they hover in a circle above the point in which it was cast, often bumping into other unfortunate souls caught into it, too. | |||
| Draws in any and all monetary funds nearby from enemies. | |||
| Uses magnetic force to pull in HP from enemies. | |||
| Uses magnetic force to pull in HP from enemies (possibly ineffective in games). | |||
| Holding the Keyblade up and pointing it toward the sky, Aqua can make seven circular mines made of magic appear in a row in front of her. This protects her from frontal assaults for a duration of thirteen seconds. Like any landmine, it is triggered by contact. | |||
| Holding the Keyblade up and pointing it toward the sky, Aqua can make nine circular mines made of magic appear in a large circle in surrounding her or her targeted enemy. This protects her from assaults from each direction for a duration of thirteen seconds. Like any landmine, it is triggered by contact. | |||
| While focused on her target, Aqua can summon multiple circular mines made of magic that track and target a singular enemy. Like any landmine, it is triggered by contact. | |||
| The first tier and the basis of all time manipulation magic. Focusing on one target, Aqua can cast a circle of silver magic that when it hits the foes, slows their movements and reaction time to 50% of the usual. | |||
| Creating a ring around her, Aqua can cause foes in the circle surrounding her or a targeted enemy to come to a complete halt for a total of four seconds. Physical damage is not felt for any attacks in the duration of the spell is not felt until it wears off. | |||
| Creating a ring around her, Aqua can cause foes in the circle surrounding her or a targeted enemy to come to a complete halt for a total of six seconds. Physical damage is not felt for any attacks in the duration of the spell is not felt until it wears off. | |||
| Creating a ring around her, Aqua can cause foes in the circle surrounding her or a targeted enemy to come to a complete halt for a total of eight seconds. Physical damage is not felt for any attacks in the duration of the spell is not felt until it wears off. | |||
| Casting a circle of magic, it causes a reaction in the foes' minds that either compels them to turn on one another or reverses their sense of direction for a period ten to fifteen seconds. | |||
| Focusing on a target, Aqua may cast a circle of golden yellow magic that traps enemies where they stand for the duration of ten seconds. This can be used as crowd control to either heal before attacking again or to get away as fast as possible without them being able to follow. | |||
| Casting a circle of menacing purple poison around herself, surrounding enemies will feel the effects immediately and for fifteen seconds. Poison causes continual damage and acts as a deterrent before it wears off. | |||
| This speaks for itself - it causes nearby enemies to pass out on their feet. Depending on potency, it can just help an insomniac finally get the sleep their body needs, or in combat can last for ten seconds while the caster flees. | |||
| As it implies, Blackout causes temporary blindness. If struck by the circle of black magic, foes will find their vision sorely lacking for ten to twelve seconds. This keeps them from attacking as they grapple around in the sudden darkness. | |||
| Restores a small amount of HP of the party. | |||
| Restores a moderate amount of HP of the party. | |||
| Restores all HP of the party. | |||
| Cures all negative status effects from self and nearby party members. | |||
| Increases experience gain x3 for a short period of time. | |||
| "Here's our chance for an All-Out attack!" | |||
| Increases critical rate of the entire party. | |||
| Raises defense of the entire party (Marakukaja effect). | |||
| 50% chance of rage on one enemy. | |||
| Disappears from view of both party and enemies. | |||
| Detonate a Light spell with party. Inflicts 50% HP damage on all surrounding enemies. | |||
| Inflicts severe Lightning damage, additional explosion caused with an ally's assistance. | |||
| Aqua's initial Shotlock, it launches bubbles at a maximum of fifteen targets. After the initial salvo of bubbles, water completely surrounds Aqua in a bubble that she has no problems holding her breath in or calling out to others as she fires even more bubble projectiles at enemies for a span of five seconds. Each bubble deals light Water damage. | |||
| A shotlock that launches star-like projectiles at the enemies Aqua locks on to. After the initial salvo of meteors, power from the cosmos surrounds Aqua in an aura of light as she continues to fire more for a span of five seconds. Each meteor deals light Earth damage. | |||
| A shotlock that launches fire projectiles at the enemies Aqua locks on to. After the initial salvo of fire spells, fire surrounds her in a protective shield as she continues firing off additional fire projectiles at enemies for a span of five seconds. Each fire orb deals light Fire damage. | |||
| A shotlock that launches projectiles that zigzag as though they're a drunk driver on I-75 and lost their lunch somewhere along the windshield of someone else's car, or in this case, the enemies Aqua locks on to. After the initial salvo, a Mind barrier surrounds her in a protective shield as she continues firing off additional projectiles at enemies for a span of five seconds. Each projectile has a 60% chance of inflicting the Confused status ailment. | |||
| A shotlock that launches a single salvo of small orbs of light. This can be repeated up to a total of six times and each salvo causes moderate Light damage on all targeted enemies. | |||
| A shotlock that launches a single salvo of small orbs of concentrated lighting that explode on impact. This can be repeated up to a total of six times and each salvo causes moderate Lightning damage on all targeted enemies. | |||
| A shotlock that launches a salvo of green/black projectiles that has a 50% chance of inflicting the Poison status ailment on a foe. This can be repeated up to a total of five times and each projectile deals a small damage as well. | |||
| A shotlock that launches a salvo of orb projectiles that are all the colors of the rainbow. This can be repeated up to a total of four to eight times and deals a small amount of non-elemental damage. ...I don't even know it's the POWER OF RAINBOWS THEY COMPEL YOU?. | |||
| A shotlock that causes Aqua to rush targets repeatedly (think Sonic Blade) and attack with the power of Light. If timed correctly, she can follow up with extra attacks that causes explosions of light centered around the foes that were struck by the initial rushes. Deals moderate Light and Physical damage. | |||
| A shotlock that cloaks Aqua in ice and causes her to rush targets repeatedly (think Sonic Blade). If timed correctly, she can cause additional pillars of ice to erupt from underneath the foes struck by the initial rushes. Deals moderate Ice and Physical damage. | |||
| A shotlock that causes Aqua to rush targeted enemies with lightning speed. This can be repeated multiple times and causes light Physical damage with each strike. | |||
| Aqua's Ultimate Shotlock. Light surrounds her entire being as she spins close to the ground as though the ground is but ice and her boots are skates. As she twirls with the Keyblade in hand, projectiles of Light surround and fire off from the ring of light as she continues, soon raising to the point she is twirling on one foot with the blade pointed directly up above her. Each initial projectile of light causes a large amount of Light damage, while the additional causes severe amounts of the same element. | |||
| [PRESS THE O (or X for you Final Mix players) BUTTON TO JUMP! er-] This is a fancy way of saying she can jump to half her height normally. | |||
| Just a fancy way to say that Aqua can jump her full height. No biggie. | |||
| Her dodge maneuver, though technically it's a handspring. When doing this, she is completely immune to attack for a split second. | |||
| Her dodge maneuver except | |||
| Literally just a burst of speed in midair as though she pushed off an invisible object when it's nothing but air. | |||
| A quick burst of speed on the ground while cloaked in a protective shield of ice. Enemies take a small amount of Ice damage on impact. | |||
| This ability allows her to close in on a target quickly during a combo. | |||
| Exactly What It Says On The Tin. She can teleport behind an enemy as they attack her. | |||
| An ability that allows Aqua to High Jump in midair via power of Light and Flight, meaning extending her jumping skills double while using this skill. | |||
| Causes a sphere of magic to appear around Aqua, completely blocking attacks from all around. Think "Tetrakarn and Makarakarn had a baby that negated all damage but didn't deflect the damage... yet." | |||
| Causes a sphere of magic to appear around Aqua, completely blocking attacks from all around that heals her of most injuries that do not need medical attention to the equivalent of how much force is put on the barrier. Think "Dia spells, Tetrakarn and Makarakarn had a baby that negated all damage but didn't deflect the damage... yet." | |||
| Causes a sphere of magic to appear around Aqua, completely blocking attacks from all around while renewing Focus. Think "Spirit Drain, Tetrakarn and Makarakarn had a baby that negated all damage but doesn't actually drain SP and didn't deflect the damage... yet." | |||
| Causes a sphere of magic to appear around Aqua, completely blocking attacks from all around. Think "Tetrakarn and Makarakarn had a baby that negated all damage but didn't deflect the damage... yet." Also has 70% chance of inflicting the Confusion status ailment if the attack was in close range. | |||
| Causes a sphere of magic to appear around Aqua, completely blocking attacks from all around. Think "Tetrakarn and Makarakarn had a baby that negated all damage but didn't deflect the damage... yet." Also has a 70% chance of inflicting the Stop status ailment if the attacker was in close range. | |||
| Just a fancy way to say she can flip around in the air after being knocked airborne to fire off another attack before landing or falling on the ground. | |||
| Remember how I said "didn't deflect damage yet"? This would be the reprisal that allows that on any and all foes in close range. | |||
| When knocked into the air and angered enough, Aqua can automatically use an Aerial Recovery to upright herself before charging toward her attackers while utilizing a Barrier Surge. | |||
[Last edited: Nov. 13, 2012, 10:38am EST]


▷ To add later
Prizes: Treasure Magnet | HP Prize Plus | Link Prize Plus | Lucky Strike
Stats: HP Boost | Fire Boost | Blizzard Boost | Thunder Boost | Cure Boost
Item Boost | Attack Haste | Magic Haste | Combo F Boost | Finish Boost | Fire Screen
Blizzard Screen | Thunder Screen | Dark Screen | Reload Boost | Defender
Support: Zero EXP | Combo Plus | Air Combo Plus | EXP Chance | EXP Walker | Damage Siphon
Second Chance | Once More | Scan | Leaf Bracer