Post by Lady on Sept 26, 2014 6:30:21 GMT
TEAM ATROMA
Link to Profile: thehomestuckglitch.proboards.com/thread/1508/atropa-viridi-completed
Strife Strategy:
Atropa is quite the versatile fighter, she can switch back and forth easily to accommodate with her opponent. First off she heavily relies on the fact that she is a sea dweller. Most trolls and maybe humans who heard of them would want to avoid a battle with a sea dweller much less and actual Tyranian blooded sea dweller.
She maybe only 4’10” but her placement on the spectrum makes her highly durable, the strongest, and the most violent, however it seems most Tyranians can control their bloodlust and violent tendencies.
Atropa’s main strategy is to overwhelm her opponent. Using her Robes of the Zoologically dubious, she controls the tentacles attacking opponents from afar and keeping them there. She also can give the tentacles weapons and allow them to attack with many swords and tridents. She tries not to give them an opening to get out but stay and fight all the tentacles at once. She hopes to tire them out or Blitz Krieg into defeat. Her trident of Blood is a weapon that craves bloodshed and will seek out an opponent to make things happen. This also makes dodging difficult as well.
If this doesn’t work she likes to scare her opponents into submission. Using her Trident of Doom she stabs a person once and allow them to see their death. This usually scares people now knowing how they may die and that the weapon in Atropa’s hand can carry out that death sentence at any given moment. Another way to scare away opponents is by using either Her Trident or Scissorsword of the Zoologically dubious she can shoot dark energy blasts and or waves that eat Luck or deity based powers. Not only that she can summon a minor Horror Terror iteration. The whispers can cause anyone to go insane the longer they hear it. Usually the creature itself is more than enough to make others run from it in terror.
As the Witch of Doom, Atropa can bend the rules of fate and death. If an attack was fated to land she may change it so that it does not. She can change the anatomy of things so that it is not fated to work, as it should. She can even ensure someone can or can’t die in battle, this, including herself.
Strengths:
- Very durable and capable of taking hits.
- Agile and fast due to small height and weight.
- Strong from her blood caste.
- Intelligent.
- Very calm, hard to shake or scare.
- Can fly.
- Can breathe underwater. Also can move faster underwater.
Weaknesses:
-She requires a lot of concentration and needs to keep her opponents away in order to focus. It will be hard for her to rebound if her focus is broken somehow.
-She very good at using her powers on herself and other objects. She still finds difficulty using it on other organic beings.
&&
VS
TEAM MITAM
&&
Link to Profile: thehomestuckglitch.proboards.com/thread/1852
Strife Strategy: Mainly defensive strategy with a blunt weapon, wielding a hiking stick in two hands like a claymore. You're fast on your feet, either dodging most attacks or deflecting them with your stick. You don't hit hard but you last long enough for the enemy to tire out due to your unnaturally high stamina. Once the opponent has tired out, you telescopically collapse your stick for use as a shorter baton for an offensive, aggressive approach. If the surroundings are ideal, you can use your uncanny ability to quickly captchalogue items to send things like rocks and other heavy objects towards your opponent. You are quite stubborn and will not back down from a challenge once agitated, however use of a light weight bludgeon means you lack the capability to kill, only able to severely disable, however that means you just go all out anyway to try to keep up.
Strengths:
- Extremely High Stamina.
- Good at Dodging (especially melee).
- Good at Blocking.
- Fast Hits.
- Good at Weaponizing Sylladex.
- Stubborn
Weaknesses:
- No mental defenses
- Weak to AoE Ranged / Quick Ranged (i.e. bullets)
- Light hits.
- Mainly Defensive
- Vulnerable when slowed down
- Vunerable when blinded
Name: Atropa Viridi
Link to Profile: thehomestuckglitch.proboards.com/thread/1508/atropa-viridi-completed
Strife Strategy:
Atropa is quite the versatile fighter, she can switch back and forth easily to accommodate with her opponent. First off she heavily relies on the fact that she is a sea dweller. Most trolls and maybe humans who heard of them would want to avoid a battle with a sea dweller much less and actual Tyranian blooded sea dweller.
She maybe only 4’10” but her placement on the spectrum makes her highly durable, the strongest, and the most violent, however it seems most Tyranians can control their bloodlust and violent tendencies.
Atropa’s main strategy is to overwhelm her opponent. Using her Robes of the Zoologically dubious, she controls the tentacles attacking opponents from afar and keeping them there. She also can give the tentacles weapons and allow them to attack with many swords and tridents. She tries not to give them an opening to get out but stay and fight all the tentacles at once. She hopes to tire them out or Blitz Krieg into defeat. Her trident of Blood is a weapon that craves bloodshed and will seek out an opponent to make things happen. This also makes dodging difficult as well.
If this doesn’t work she likes to scare her opponents into submission. Using her Trident of Doom she stabs a person once and allow them to see their death. This usually scares people now knowing how they may die and that the weapon in Atropa’s hand can carry out that death sentence at any given moment. Another way to scare away opponents is by using either Her Trident or Scissorsword of the Zoologically dubious she can shoot dark energy blasts and or waves that eat Luck or deity based powers. Not only that she can summon a minor Horror Terror iteration. The whispers can cause anyone to go insane the longer they hear it. Usually the creature itself is more than enough to make others run from it in terror.
As the Witch of Doom, Atropa can bend the rules of fate and death. If an attack was fated to land she may change it so that it does not. She can change the anatomy of things so that it is not fated to work, as it should. She can even ensure someone can or can’t die in battle, this, including herself.
Strengths:
- Very durable and capable of taking hits.
- Agile and fast due to small height and weight.
- Strong from her blood caste.
- Intelligent.
- Very calm, hard to shake or scare.
- Can fly.
- Can breathe underwater. Also can move faster underwater.
Weaknesses:
-She requires a lot of concentration and needs to keep her opponents away in order to focus. It will be hard for her to rebound if her focus is broken somehow.
-She very good at using her powers on herself and other objects. She still finds difficulty using it on other organic beings.
&&
Name: Shima Michibiku
Link to Profile: thehomestuckglitch.proboards.com/thread/1648/shima-michibiku
Strife Strategy: Shima prefers to control the pace of a strife through whatever tools he has at his disposal and his innate troll powers as well as his classpect powers. He can modify his Plasma Cutter Gauntlet with various attachments for either ranged combat, or for a more physical melee weapon if he ends up in an extended melee confrontation. While he would prefer to make use of his tactical armor, if his allies lack any convenient means to contact through it's on board computer, he will be willing to switch to his Raiments of Force to boost his classpect powers and to give him the power to mentally communicate and co-ordinate with his allies while boosting his ability to read the minds of his opponents. If his opponents rely or otherwise make use of computers or machines of their own he can use his Troll power to connect with them and attempt to hack or otherwise turn them against their owners to disrupt opposing tactics. If needed he can even switch an item out of his sylladex for something in his base if it can provide some help. Last but not least he can deploy his Shimabot to act as another fighter to harass the enemy or provide other functions during the strife.
TEAMWORK POWER: Reading the minds of opponents and relaying information to his own ally, as well as the ability to mess with enemy tech remotely.
Strengths: God Tier, versatile weapon which can function at range/melee/hit and run, mind reading, can mentally connect/communicate/control machines and computers, patient and unlikely to fall for cheap tricks, is willing to work with and support any ally he has.
Weaknesses: Requires a moment to switch weapon attachments in or out, poor reaction time if you can catch him off guard, prefers to start strife's off slow to observe opponents leaving him vulnerable to an immediate rush at the start, if his Emergency Protocol Pendant is somehow stolen or removed from his person he will immediately teleport to a random safe location which is likely to remove him from the strife.
Link to Profile: thehomestuckglitch.proboards.com/thread/1648/shima-michibiku
Strife Strategy: Shima prefers to control the pace of a strife through whatever tools he has at his disposal and his innate troll powers as well as his classpect powers. He can modify his Plasma Cutter Gauntlet with various attachments for either ranged combat, or for a more physical melee weapon if he ends up in an extended melee confrontation. While he would prefer to make use of his tactical armor, if his allies lack any convenient means to contact through it's on board computer, he will be willing to switch to his Raiments of Force to boost his classpect powers and to give him the power to mentally communicate and co-ordinate with his allies while boosting his ability to read the minds of his opponents. If his opponents rely or otherwise make use of computers or machines of their own he can use his Troll power to connect with them and attempt to hack or otherwise turn them against their owners to disrupt opposing tactics. If needed he can even switch an item out of his sylladex for something in his base if it can provide some help. Last but not least he can deploy his Shimabot to act as another fighter to harass the enemy or provide other functions during the strife.
TEAMWORK POWER: Reading the minds of opponents and relaying information to his own ally, as well as the ability to mess with enemy tech remotely.
Strengths: God Tier, versatile weapon which can function at range/melee/hit and run, mind reading, can mentally connect/communicate/control machines and computers, patient and unlikely to fall for cheap tricks, is willing to work with and support any ally he has.
Weaknesses: Requires a moment to switch weapon attachments in or out, poor reaction time if you can catch him off guard, prefers to start strife's off slow to observe opponents leaving him vulnerable to an immediate rush at the start, if his Emergency Protocol Pendant is somehow stolen or removed from his person he will immediately teleport to a random safe location which is likely to remove him from the strife.
VS
TEAM MITAM
Name: Mitrax Poiyer
Link to Profile: thehomestuckglitch.proboards.com/thread/140/mitrax-poiyer
Strife Strategy: Mitrax is a melee fighter. His primary weapon depends on his opponent. Against heart players, anyone of a race that is demonic, undead, or anyone who looks obviously evil to look at them (they wear a lot of evil looking gear, skulls, spikes, etc) or any players that use cold/ice based items or powers, he'll wield his Angelic Scythtar. Against other players he uses Scythtar of the Callous to try and disorient his opponents as well as damage through the memory-destroying ability. He'll go into battle donning his Mask of the Nightmares to add a bit of psychological warfare to the duel. He also wears his "Half of an Anti-Timeline Tampering Bracelet" in the event of time shenanigans, even if his opponent is not a Time player. Against people using a lot of ranged attacks and evading his attempts to close in melee, he will whip out the Rocking Rave flashlight and either try to shine it on them or just throw it at them. He'll also always be wearing his arrow-avoidance amulet. Anyone who gets in very close with him (grappling close) he may use his prehensile hair to just get an edge, trying to poke his opponent in the eyes or get in their face until he can get a comfortable amount of space to attack again. If he gets really desperate he'll try to split off some splinters of his soul to help him fight.
TEAMWORK POWER: Teamwork-wise, he usually is happy to be the meat shield, going into clash with a foe to protect a less hardy ally. If he's paired up with someone just as melee focused as he is, he'll try to do flanking maneuvers with them.
Strengths: Very strong Heart player, making him highly resistant to attempts to meddle with his soul and emotions. Physically strong so his strikes hit pretty hard. Good stamina so he can keep fighting for a while before tiring.
Weaknesses: Doesn't have perfect use of his aspect ability so it may just plain not work when he wants it to. Doesn't have much defense against primarily ranged attacks. Also vulnerable to sneak attacks. Can't hit what you can't see!
Link to Profile: thehomestuckglitch.proboards.com/thread/140/mitrax-poiyer
Strife Strategy: Mitrax is a melee fighter. His primary weapon depends on his opponent. Against heart players, anyone of a race that is demonic, undead, or anyone who looks obviously evil to look at them (they wear a lot of evil looking gear, skulls, spikes, etc) or any players that use cold/ice based items or powers, he'll wield his Angelic Scythtar. Against other players he uses Scythtar of the Callous to try and disorient his opponents as well as damage through the memory-destroying ability. He'll go into battle donning his Mask of the Nightmares to add a bit of psychological warfare to the duel. He also wears his "Half of an Anti-Timeline Tampering Bracelet" in the event of time shenanigans, even if his opponent is not a Time player. Against people using a lot of ranged attacks and evading his attempts to close in melee, he will whip out the Rocking Rave flashlight and either try to shine it on them or just throw it at them. He'll also always be wearing his arrow-avoidance amulet. Anyone who gets in very close with him (grappling close) he may use his prehensile hair to just get an edge, trying to poke his opponent in the eyes or get in their face until he can get a comfortable amount of space to attack again. If he gets really desperate he'll try to split off some splinters of his soul to help him fight.
TEAMWORK POWER: Teamwork-wise, he usually is happy to be the meat shield, going into clash with a foe to protect a less hardy ally. If he's paired up with someone just as melee focused as he is, he'll try to do flanking maneuvers with them.
Strengths: Very strong Heart player, making him highly resistant to attempts to meddle with his soul and emotions. Physically strong so his strikes hit pretty hard. Good stamina so he can keep fighting for a while before tiring.
Weaknesses: Doesn't have perfect use of his aspect ability so it may just plain not work when he wants it to. Doesn't have much defense against primarily ranged attacks. Also vulnerable to sneak attacks. Can't hit what you can't see!
&&
Name: Adam Dodson
Link to Profile: thehomestuckglitch.proboards.com/thread/1852
Strife Strategy: Mainly defensive strategy with a blunt weapon, wielding a hiking stick in two hands like a claymore. You're fast on your feet, either dodging most attacks or deflecting them with your stick. You don't hit hard but you last long enough for the enemy to tire out due to your unnaturally high stamina. Once the opponent has tired out, you telescopically collapse your stick for use as a shorter baton for an offensive, aggressive approach. If the surroundings are ideal, you can use your uncanny ability to quickly captchalogue items to send things like rocks and other heavy objects towards your opponent. You are quite stubborn and will not back down from a challenge once agitated, however use of a light weight bludgeon means you lack the capability to kill, only able to severely disable, however that means you just go all out anyway to try to keep up.
Strengths:
- Extremely High Stamina.
- Good at Dodging (especially melee).
- Good at Blocking.
- Fast Hits.
- Good at Weaponizing Sylladex.
- Stubborn
Weaknesses:
- No mental defenses
- Weak to AoE Ranged / Quick Ranged (i.e. bullets)
- Light hits.
- Mainly Defensive
- Vulnerable when slowed down
- Vunerable when blinded