Name: Fanalis Smash
Tier: C
Cost: 20
Class: Offensive
Range: 10 M
Duration: Instant
Cool-Down: 3 Post
Description: The user jumps ten meters into the air and comes crashing down 15 m/s towards their target, whether or not the target dodges or gets hit, the second part of this technique occurs. When the user hits the ground or the opponent, a hole will appear 10 meters deep and has a 10 meter radius around the user. Those around the technique will tumble down and will suffer D-Tier damage.
Name: Fanalis Flurry
Tier: D
Cost: 10
Class: Offensive
Range: short
Duration: Instant
Cool-Down: 2 Post
Description: The user quickly punches the opponent five times targeting their Chest, Elbow, Shoulders, and Abdominal. Each of the punches moves at 10 m/s and each punch causes D-Tier Damage.
Name: Fanalis Defense
Tier: D
Cost: 10
Class: Defense
Range: 10 meters
Duration: 3 turns
Cool-Down: 2 turns
Description: Focusing his strength into his limbs, The user increases his strength dramatically to the point where he can break arrows with punches, knock sword swings out of the air and stop flying boulders. This can only block two D rank spells or 1 C rank spell before he's weak enough to get hit as normal again.
This technique only works against physical attacks. It is impossible to stop non-physical attacks (e.g. fire or sound vibrations)
Name: Stop In Your Tracks
Tier: D
Cost: 10
Class: Offensive
Range: Close
Duration: Instant
Cool-Down: 2 Post
Description: The user kicks five times targeting the opponents lower body aiming mainly at the shins, knees, thighs, and midsection at a speed of 10 m/s per kick and each kick deals D-Tier Damage.
Name: Fanalis Speed
Tier: D
Cost: 10
Class: Supplementary
Range: Self
Duration: Prolonged
Cool-Down: 2 Post (after deactivation)
Description: The user tightens his core and lower body muscles increasing his speed thanks to his Fanalis genes. The user is granted plus 10 m/s speed.
Tier: C
Cost: 20
Class: Offensive
Range: 10 M
Duration: Instant
Cool-Down: 3 Post
Description: The user jumps ten meters into the air and comes crashing down 15 m/s towards their target, whether or not the target dodges or gets hit, the second part of this technique occurs. When the user hits the ground or the opponent, a hole will appear 10 meters deep and has a 10 meter radius around the user. Those around the technique will tumble down and will suffer D-Tier damage.
Name: Fanalis Flurry
Tier: D
Cost: 10
Class: Offensive
Range: short
Duration: Instant
Cool-Down: 2 Post
Description: The user quickly punches the opponent five times targeting their Chest, Elbow, Shoulders, and Abdominal. Each of the punches moves at 10 m/s and each punch causes D-Tier Damage.
Name: Fanalis Defense
Tier: D
Cost: 10
Class: Defense
Range: 10 meters
Duration: 3 turns
Cool-Down: 2 turns
Description: Focusing his strength into his limbs, The user increases his strength dramatically to the point where he can break arrows with punches, knock sword swings out of the air and stop flying boulders. This can only block two D rank spells or 1 C rank spell before he's weak enough to get hit as normal again.
This technique only works against physical attacks. It is impossible to stop non-physical attacks (e.g. fire or sound vibrations)
Name: Stop In Your Tracks
Tier: D
Cost: 10
Class: Offensive
Range: Close
Duration: Instant
Cool-Down: 2 Post
Description: The user kicks five times targeting the opponents lower body aiming mainly at the shins, knees, thighs, and midsection at a speed of 10 m/s per kick and each kick deals D-Tier Damage.
Name: Fanalis Speed
Tier: D
Cost: 10
Class: Supplementary
Range: Self
Duration: Prolonged
Cool-Down: 2 Post (after deactivation)
Description: The user tightens his core and lower body muscles increasing his speed thanks to his Fanalis genes. The user is granted plus 10 m/s speed.
Last edited by Ryu on 13/03/14, 11:59 pm; edited 8 times in total