2013-04-26 19:24
strangerfromthedesert
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A Reminder: Zero is able to use The Fire, Lightning, and Ice Element Chips in conjunction with complete charges of his attacks (this does not work with his partial Buster Shot charge), however he needs a turn of non-combat to switch elements. These attacks come with statuses, detailed in more information in the application section of this journal but will be brought up in tags when utilized.
Z-Saber:





[Physical (Almighty)] - The most powerful all-purpose weapon in Zero's inventory, the Z-Sabers normally rest in holsters on Zero's hips and can be wielded masterfully as they are his main weapon. Not only are they capable of slicing straight through most metals outright, at his peak Zero can attack extremely fast with the green lightsabers as well as charge them up. All of Zero's other weapons (aside from the Buster Shot) are alternate modes of the Z-Sabers, and it is possible for him to dual-wield Z-Sabers if necessary. Unfortunately, one of them is currently functionally broken. Due to this, he cannot wield both the Z-Saber and the Shield Boomerang at once in this point in time.
Successive Strikes:

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: Zero can only swing the Z-Saber once per turn for high damage.
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: Zero can swing twice with the Z-Saber per turn in a combo. The second slash, being horizontal, may harm enemies to Zero's sides as well.
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: Zero can swing three times in a combo with the Z-Saber per turn. The third and final slash, being an overhead finisher, can hurt enemies behind and above Zero as well. The third slash will also have the Almighty Element attached to it, being the part of the combo that visually completes the infamous Z-Slash technique.
Charging Power:
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: Zero can charge his Z-Saber, taking two extra turns but then can perform a powerful close-range plasma wave attack that harms anything in front of him for double damage.
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: Zero only needs one turn to charge his Z-Saber.
Advanced Techniques:
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: Zero can use an aerial move, not unlike the Kuuenzan he used much earlier in time. This attack hits multiple times in a turn, and while each hit is not as damaging as a part of the Z-Slash, the somersaulting windmill slash can hit all enemies around him and rend through objects very quickly.
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: Zero adapts the Kuuenzan to roll around on the ground for similar effect. He becomes a sentient buzzsaw in this manner and preserves dashing momentum for as long as he doesn't stop. It is not as easy for Zero to keep this technique active compared to the earlier attack though as he will bump into something at some point, if it isn't sliced apart in one or two hits from the still-low-powered attacks that is. An effective trash-cleaner at any rate.
Buster Shot:


[Physical] - The weapon is actually a modern (as far as where Zero was taken from is concerned) plasma gun that Zero is able to quickly adapt to using thanks to subconscious battle prowess from the past. Even with it being an external ballistic weapon, it is capable of charging and its firing rate can be improved upon. When not in immediate use, Zero has it mounted on his lower back. It makes a decent distance weapon normally but becomes incredibly potent if its charge capability is used with other weapons similtaneously.
Firing Rate:
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: Zero can shoot 3 uncharged bullets at a time per turn with an average accuracy rate.
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: Zero can shoot 4 uncharged bullets at a time per turn with a good rate of accuracy.
Charging Power:
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: Zero can charge the Buster 2 levels, taking two turns to do so but dealing six times the damage of a single bullet with a large burst of energy on a turn he decides to release that energy.
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: Zero needs to only take 1 turn to fire a fully-powered shot.
Triple Rod: 




Shield Boomerang - Throwing Proficiency:

[Physical] - A defensive modification of the Z-Saber, Zero can spin it in place on a forearm mount to reflect projectile attacks fairly easily, it grants him Reflect Physical on ranged physical attacks for half damage during use and charging, the other half nulled by the shield. (This also applies while Zero is charging both the Shield and another weapon.) The drawback to this approach is that he can't dash while wielding it. It can also be thrown with a full charge, its distance and accuracy determined by current proficiency.
Z-Saber:







Successive Strikes:



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Charging Power:


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Advanced Techniques:


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Buster Shot:




Firing Rate:


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Charging Power:


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Shield Boomerang - Throwing Proficiency:



Snapshot - 4/26/2013
Successive Strikes:
Charging Power:
Advanced Techniques:
Buster Shot:
Firing Rate:
Charging Power:
Triple Rod:Shield Boomerang - Throwing Proficiency: