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HCR Boomerang
Costs 6 Sunweapon Energy
Hits an enemy for 2+[current WP] damage. You can hold the ring in place to do 1+[current WP÷2] damage on following turns, at a cost of 3 Subweapon Energy per turn. You can have up to two HCR Boomerangs held on the field at a time. Does Metal Damage.
Ring Man
weak against Fire, Water, Hell Wheel
Bouncing Rings: Fire 2 rings off that do 1+[current WP÷3] damage to two random enemies a turn. Lasts 3 turns and does not stack. Does Metal damage.
Ring Scatter: Throw 5 rings out that hit random enemies for 2+[WP÷2] damage, 50% miss chance for each ring.
Ring Slam: Grabs an enemy with a ring, then hurls them at another enemy, dealing 2+[current WP÷2] damage to both enemies.
Holdable Control Ring (HCR for short) Boomerang: Hits an enemy for 2+[current WP] damage. You can hold the ring in place to do 1+[current WP÷2] damage on following turns for an extra Weapon Energy cost per turn. Does Metal damage.
Ultimate Ring Hold: Does 10+[current WP] damage, and restores energy equal to half the damage you inflicted on the enemy. Can only be used when under 20% health, and can't be used twice in a row. Does Metal damage.