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Mega Man Battle Squad - One Ring Man to rule them all

Oh no! Wily has escaped from prison again, and this time he's managed to recreate some of his fiercest Robot Masters in yet another attempt at world domination! Worse yet, Mega Man is absolutely nowhere to be found! With no other option, Dr. Light spends day and night in his lab, working on a squad of fighting robots to counter Wily's army...

Hey everyone, and welcome to the first non-Paper Mario RPG forum game since Amalgamation! This is an RPG-based Mega Man game, with focus on the classic series in particular. You'll be faced off against quite a few of the Robot Master roster from Mega Man 1-6, as well as even more bosses afterwards.

Anyways, in this game, there are 5 starting classes: Mega Man, Proto Man, Bass, Zero, and Axl.

Code
There are two different stats for attacks, Weapon Power (WP), which applies to the attacks a class starts with (Buster, Z-Saber),
and Subweapon Power (SP), which applies to subweapons you use.
There will be opportunities to level up each one after a fight with a Robot Master.

-

Mega Man
Starting Energy: 15
Starting Subweapon Energy: 20

Normal Attack: Mega Buster. Fires 3+[current WP] shots for 1 damage each.
You can only hit the the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Buster Charge. Makes the Mega Buster attack fire 1 shot for 6+[current WP] damage that breaks Guards.

Special Ability II: Rush Assist. Rush drops in and gives a random item to Mega Man. Can only be used once per battle.

Special Ability III: Power Form. Mega Man fuses with Rush.
Adds 1 defense and allows Mega Man to do two different moves:

-Rapid Punch. Replaces Mega Buster. Fire 3+[current WP] punches for 1 damage each at the first ground or flying enemy. Each punch pierces defense.
The punches don't do any extra damage against enemies with negative defense.
-Punch Charge. Replaces Buster Charge.
Charge a punch that hits the first ground enemy for 7+[current WP] 
damage and knocks them into the next ground enemy, dealing an extra 
3+[current WP] damage to both of them. Breaks Guards for both enemies.

Using any other move, attack, or Subweapon will automatically make Mega Man unfuse.
Staying in this form drains 5 Subweapon Energy per turn.

Overdrive Attack: Wish Star. Summon Rush and do a crash attack that hits every enemy for 4+[current WP] damage.
Costs 10 Subweapon Energy. Can only be used when under 20% Energy, and can't be used twice in a row.
Gets a base damage boost of 2 when used when under 10% Energy.

Passive Ability: Helmet. All attacks aimed at Rockman have a 25% chance of having the damage reduced by 1.

----------------------------

Protoman
Starting Energy: 10
Starting Subweapon Energy: 15

Normal Attack: Proto Buster. Fire 3 shots for 1+[current WP÷3] damage each.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Charge. Makes the next Proto Buster shot do 6+[current WP] damage that Breaks Guards.

Special Ability II: Proto Shield. Takes 1 turn. Raise your shield to raise your defense by 2 and deflect small projectiles.
You can use Proto Buster or Charge with the shield raised on following turns, but using a subweapon automatically lowers your shield.

Special Ability III: Shot Spray. Jump into the air and fire 5 shots at 5 different enemies for 1+[current WP÷5] damage each.
The shots don't do any extra damage against enemies with negative defense.

Overdrive Attack: Big Bang Strike. Does 15+[current WP] damage to any one enemy. Costs 12 Weapon Energy.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Deflect. Small projectiles have a 25% of being deflected entirely off of Protoman normally.

----------------------------

Bass
Starting Energy: 15
Starting Subweapon Energy: 20

Normal Attack: Bass Buster. Fires 3+[current WP] shots for 1 damage 
each. The first shot has a 10% Guard Break chance, and the chance 
for one raises 10% for each shot fired at the same enemy.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Weapon Charge. Doubles Subweapon Power for the next Subweapon Attack.

Special Ability II: Treble Assist. Treble drops in and gives a random item to Bass. Can only be used once per battle.

Special Ability III: Treble Boost. Makes Bass fuse with Treble.
Adds Flying status and makes Bass capable of using two different moves:

-Forte Laser. Replaces Bass Buster.
Does 3+[current WP] damage and can be aimed at any enemy.
-Laser Charge. Replaces Weapon Charge.
Charge the Forte Laser to do 7+[current WP] damage to any enemy on the next turn, and Break Guards.
You can fuse and still use an attack on the same turn.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse.
Staying in form drains 5 Subweapon Energy every turn.

Overdrive Attack: Treble Cannon. Load Treble into your arm cannon and fire him at any enemy to do 10+[current WP] damage.
Does 2+[current WP] blast damage to enemies adjacent to the target.
Costs 10 Subweapon Energy.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Ammo Saver. Subweapon costs are lowered by 1.

----------------------------

Zero
Starting Energy: 20
Starting Subweapon Energy: 5

Normal Attack: Z-Saber. Does 3+[current WP] damage. You can only hit the closest enemy with this move.

Z-Saber Charge. Charge the Z-Saber once to increase the damage of 
the normal Z-Saber attack to 6+[current WP] damage, with an added 
Guard Break and a 50% chance of getting a critical hit for 2.5x the 
damage.
Charge it twice to add a shockwave that hits all other enemies in a single row for 3+[current WP] damage.

Special Ability II: Defense Breaker. Does 2 damage and lowers the enemy's defense by 1.
Can only be used on the closest enemy.

Special Ability III: Element Infuse: Infuse the Z-Saber with Fire, Ice, or Electric element.
Changes all Z-Saber attacks for one battle to that element, as well as add a 33% chance to burn, freeze, or paralyze, respectively.
Costs 5 Subweapon Energy to use, and can be used on the same turn as an attack. (Each element can only be used after you beat the respective boss)

Overdrive Attack: Zero's Fury. Slash at any one enemy for 2+2+2+2+2 damage.
The final hit has [current WP] damage added to it and lowers defense by 2.
Costs 11 Subweapon Energy. Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Parry. All physical attacks aimed at Zero have a 25% chance of Zero attacking the enemy back for [current WP] damage.


----------------------------

Axl
Starting Energy: 15
Starting Subweapon Energy: 15

Axl can't wield Robot Master subweapons normally like the other 
classes can, but he can transform into any defeated Robot Master 
and use ALL of that Robot Master's attacks.
Subweapons that don't come from Robot Masters may be used normally, though.

Normal Attack: Axl Gun. Fires 2+[current WP] shots for 1 damage 
each. Every 4th shot lowers enemy defense by 1 and has a base 50% 
chance of breaking a Guard. This chance increases for every time 
you fail to Guard Break when shooting at the same enemy.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage to enemies with negative defense.

Special Ability: Transform. Takes 1 turn.
Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Staying in form drains 5 Subweapon Energy per turn.
Using a Robot Master's Overdrive Attack drains an extra 5 Subweapon Energy on the turn it's used.

Special Ability II: U-Buster. Fire one shot for 6+[current WP] damage that Breaks Guards. Uses 6 Subweapon Energy.

No Overdrive Attack.

No Passive Ability.


----
A Guard Break removes any extra defense an enemy may have (for 
example, a Sniper Joe's shield) for 2 turns. A Guard Break does not 
lower an enemy's Base Defense, however.

Note: All uncharged buster shots count as Small Projectiles, and can be deflected by certain enemies.




Major thanks to Giga for helping me learn about Axl's moves, making these amazing energy bars, and so much more!

Anyways, this is my first forum game, and it's certainly evolved past my original plan to make a Mega Man moveset for Amalgamation. Now there's boss movesets, item plans, assets, and everything! Hopefully this goes well, I put a lot of thought into making this game.

I think I'll allow 12 slots for players, any more and this might be a too easy and a pain. Signups end a week from from the day this is posted, but feel free to join in as long as there is extra space for players! I'll do my best to update everyday (things may slow down a bit, as soon I will have to get a job and won't have as much free time to update).
I STILL CAN'T DECIDE

fuggit goin' meguhmn for the fish (for those not in the meming know, that's Bass)

<- wow those gloves look like shit. lemme fix this.

aw yiss.

NoSlepEdit: To be more specific about the changing colors on mine, the pants are a pair of sweatpants, and they and the gloves are dyed with cells similar to those seen on chameleons and octopi, which can change color at Giga's will. He already moves at a cellular level, so it would be child's play for him to mess with that.

This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
Sign up as Protoman, obviously. c=

i'm kidding sign up as Axl lol =3
Quote
Worse yet, Mega Man is absolutely nowhere to be found!


Sign up as Mega Man.
/in as Bass/フォルテ

Axl, sure why not
Layout by LDA during C3.
Sign up as Mega Man as well.
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

actually no I'll just forget and I don't really feel like playing, sorry
will edit if I feel like it tho


After several days, slaving away day and night restlessly, Dr. Light finally finishes building the seven robots who will protect the world in Mega Man's stead. After doing one final adjustment and telling you your objectives, he sends you off immediately to the nearest threat.

While you're warping off, you hear a voice out of nowhere, and it sounds as if it's coming from inside your head at first.

"Hello? Can all of you hear me? Dr. Light installed communication devices in your heads so we can help you along the way.
Your first target is Fire Man, and remember, if any of you need any help, just contact me and I'll be able to tell you a bit about each enemy you're fighting."

After a while, you finally confront Fire Man.

"Seven against one? That's not exactly fair! It doesn't matter though, with the upgrades I've got from Wily, you'll all be little piles of ashes when I'm done with you!

BATTLE START!

Zekrom PKstarship

Status: Normal
Weapon Power: 0
Subweapon Power: 0
Bolts x 0

Normal Attack: Z-Saber. Does 3+[current WP] damage. You can only hit the closest enemy with this move.

Special Ability: Z-Saber Charge. Charge the Z-Saber once to increase the damage of the normal Z-Saber attack to 6+[current WP] damage.
Charge it twice to add a shockwave that hits all other enemies in a single row for 3+[current WP] damage.

Special Ability II: Defense Breaker. Does 2+[current WP÷2] damage and lowers the enemy's defense by 1.
Can only be used on the closest enemy.

Special Ability III: Element Infuse: Infuse the Z-Saber with Fire, Ice, or Electric element.
Changes all Z-Saber attacks for one battle to that element, as well as add a 33% chance to burn, freeze, or paralyze, respectively.
Costs 5 Subweapon Energy to use, and can be used on the same turn as another attack. (Each element can only be used after you beat the respective boss)

Overdrive Attack: Zero's Fury. Slash at any one enemy for 2+2+2+2+2 damage.
The final hit has [current WP] damage added to it and lowers defense by 2.
Costs 11 Subweapon Energy. Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Parry. All physical attacks aimed at Zero have a 25% chance of Zero attacking the enemy back for [current WP] damage.




Weapons
None




Items
None
LucasRCD

Status: Normal
Weapon Power: 0
Subweapon Power: 0
Bolts x 0

Normal Attack: Mega Buster. Fires 3+[current WP] shots for 1 damage each.
You can only hit the the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Buster Charge. Makes the Mega Buster attack fire 1 shot for 6+[current WP] damage.

Special Ability II: Rush Assist. Rush drops in and gives a random item to Mega Man. Can only be used once per battle.

Special Ability III: Power Form. Mega Man fuses with Rush.
Adds 1 defense and allows Mega Man to do two different moves:

-Rapid Punch. Replaces Mega Buster. Fire 3+[current WP] punches for 1 damage each at the first ground or flying enemy. Each punch pierces defense.
The punches don't do any extra damage against enemies with negative defense.
-Punch Charge. Replaces Buster Charge.
Charge a punch that hits the first ground enemy for 7+[current WP] damage and knocks them into the next ground enemy, dealing an extra 3+[current WP] damage to both of them.

Using any other move, attack, or Subweapon will automatically make Mega Man unfuse.
Staying in this form drains 5 Subweapon Energy per turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Wish Star. Summon Rush and do a crash attack that hits every enemy for 4+[current WP] damage.
Costs 10 Subweapon Energy. Can only be used when under 20% Energy, and can't be used twice in a row.
Gets a base damage boost of 2 when used when under 10% Energy.

Passive Ability: Helmet. All attacks aimed at Rockman have a 25% chance of having the damage reduced by 1.




Weapons
None




Items
None
Lightvayne

Status: Normal
Weapon Power: 0
Subweapon Power: 0
Bolts x 0

Axl can't wield Robot Master subweapons normally like the other classes can, but he can transform into any defeated Robot Master and use ALL of that Robot Master's attacks.
Subweapons that don't come from Robot Masters may be used normally, though.

Normal Attack: Axl Gun. Fires 2+[current WP] shots for 1 damage each. Every 4th shot lowers enemy defense by 1.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage to enemies with negative defense.

Special Ability: Transform. Takes 1 turn.
Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Staying in form drains 5 Subweapon Energy per turn.
Using a Robot Master's Overdrive Attack drains an extra 5 Subweapon Energy on the turn it's used.

Special Ability II: U-Buster. Fire one shot for 6+[current WP] damage. Uses 6 Subweapon Energy.

No Overdrive Attack.

No Passive Ability.




Weapons
None




Items
None
TRS

Status: Normal
Weapon Power: 0
Subweapon Power: 0
Bolts x 0

Normal Attack: Proto Buster. Fire 3 shots for 1+[current WP÷3] damage each.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Charge. Makes the next Proto Buster shot do 6+[current WP] damage.

Special Ability II: Proto Shield. Takes 1 turn. Raise your shield to raise your defense by 2 and deflect small projectiles.
You can use Proto Buster or Charge with the shield raised on following turns, but using a subweapon automatically lowers your shield.

Special Ability III: Shot Spray. Jump into the air and fire 5 shots at 5 different enemies for 1+[current WP÷5] damage each.
The shots don't do any extra damage against enemies with negative defense.

Overdrive Attack: Big Bang Strike. Does 15+[current WP] damage to any one enemy. Costs 12 Weapon Energy.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Deflect. Small projectiles have a 25% of being deflected entirely off of Protoman normally.




Weapons
None




Items
None
LHB

Status: Normal
Weapon Power: 0
Subweapon Power: 0
Bolts x 0

Normal Attack: Bass Buster. Fires 3+[current WP] shots for 1 damage each.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Weapon Charge. Doubles Subweapon Power for the next Subweapon Attack.

Special Ability II: Treble Assist. Treble drops in and gives a random item to Bass. Can only be used once per battle.

Special Ability III: Treble Boost. Makes Bass fuse with Treble.
Adds Flying status and makes Bass capable of using two different moves:

-Forte Laser. Replaces Bass Buster.
Does 3+[current WP] damage and can be aimed at any enemy.
-Laser Charge. Replaces Weapon Charge.
Charge the Forte Laser to do 7+[current WP] damage to any enemy on the next turn.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse.
Staying in form drains 5 Subweapon Energy every turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Treble Cannon. Load Treble into your arm cannon and fire him at any enemy to do 10+[current WP] damage.
Does 2+[current WP] blast damage to enemies adjacent to the target.
Costs 10 Subweapon Energy.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Ammo Saver. Subweapon costs are lowered by 1.




Weapons
None




Items
None
Impetus

Status: Normal
Weapon Power: 0
Subweapon Power: 0
Bolts x 0

Axl can't wield Robot Master subweapons normally like the other classes can, but he can transform into any defeated Robot Master and use ALL of that Robot Master's attacks.
Subweapons that don't come from Robot Masters may be used normally, though.

Normal Attack: Axl Gun. Fires 2+[current WP] shots for 1 damage each. Every 4th shot lowers enemy defense by 1.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage to enemies with negative defense.

Special Ability: Transform. Takes 1 turn.
Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Staying in form drains 5 Subweapon Energy per turn.
Using a Robot Master's Overdrive Attack drains an extra 5 Subweapon Energy on the turn it's used.

Special Ability II: U-Buster. Fire one shot for 6+[current WP] damage. Uses 6 Subweapon Energy.

No Overdrive Attack.

No Passive Ability.




Weapons
None




Items
None
Giga

Status: Normal
Weapon Power: 0
Subweapon Power: 0
Bolts x 40

Normal Attack: Earthbolt. Fires 3+[current WP] shots for 1 damage each.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Weapon Charge. Doubles Subweapon Power for the next Subweapon Attack.

Special Ability II: Treble Assist. Treble drops in and gives a random item to Bass. Can only be used once per battle.

Special Ability III: Treble Boost. Makes Bass fuse with Treble.
Adds Flying status and makes Bass capable of using two different moves:

-Forte Laser. Replaces Bass Buster.
Does 3+[current WP] damage and can be aimed at any enemy.
-Laser Charge. Replaces Weapon Charge.
Charge the Forte Laser to do 7+[current WP] damage to any enemy on the next turn.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse.
Staying in form drains 5 Subweapon Energy every turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Treble Cannon. Load Treble into your arm cannon and fire him at any enemy to do 10+[current WP] damage.
Does 2+[current WP] blast damage to enemies adjacent to the target.
Costs 10 Subweapon Energy.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Ammo Saver. Subweapon costs are lowered by 1.




Weapons
None




Items
None
Fire Man

Weapon Power: 2
Subweapon Power: 2
Defense: 0

"Fire Man is quite dangerous for a first target. His attacks all have a chance to burn you, and he even has the ability to attack all of you at once! Be very careful, you still don't have any extra weapons yet to fight him with..."



Here we are, the first battle. Your energy and subweapon energy bars are placed to the left of you, while the enemies have their energy bars placed to the right of them.

To see additional info on your character (stats, status, bolts, attacks, current shop weapons and items) click on your character.
Clicking on an enemy will show their stats and a bit of advice from Roll.

The June 30th deadline was just to give me some time to get other stuff ready. There's still 6 slots left, for anyone who wants to join.

Okay, enough talk, go wild.
Officially a Mega Man addict.
Major thanks to Giga and Erik557 for the layout.
Time to get this party started! By gunning fireman down with Axl Guns of course.
Use Treble Boost and Laser Charge.
Use Power Form and Charge Punch.

"Eat my fist, torch head! Heheh... See what I did there?"
I play forum games and draw furries. I'm mostly active on Discord and Twitter.

I agree with LHB; Flying is the obvious solution. It's very likely that Fire Man can't hit us up here, and we can get half a point more damage per turn each.

Charging laser...

This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
Let's just Charge for now.

Fire my Axl gun
Layout by LDA during C3.


Turn 2

Impetus makes the first move, and fires the Axl Gun at Fire Man for 1+1 damage!
LHB summons Treble and fuses with him, then proceeds to charge a laser.
LucasRCD summons Rush and fuses with him, and charges a punch.
Giga... grows wings (?) and starts charging a laser.
TRS charges.
Lightvayne fires the Axl Gun at Fire Man for 1+1 damage!
PKstarship slices Fire Man, doing 2 damage and lowering his defense by 1!


Fire Man launches a Fire Wave at everyone!
It misses Giga, since the wave isn't tall enough to hit him mid-air.
Impetus takes 2 damage!
It misses LHB, since the wave isn't tall enough to hit him mid-air.
TRS takes 2 damage!
Lightvayne takes 2 damage, and is burned! Burns last 3 turns and do 2 damage a turn.
LucasRCD takes 1 damage!
PKstarship takes 2 damage!

Fire Man shoots some Changkeys into the air!


LHB, LucasRCD, and Giga all lose 5 Subweapon Power from using their respective forms.
Lightvayne takes 2 damage from his burn!

Zekrom PKstarship

Status: Normal
Weapon Power: 0
Subweapon Power: 0
Bolts x 0

Normal Attack: Z-Saber. Does 3+[current WP] damage. You can only hit the closest enemy with this move.

Special Ability: Z-Saber Charge. Charge the Z-Saber once to increase the damage of the normal Z-Saber attack to 6+[current WP] damage.
Charge it twice to add a shockwave that hits all other enemies in a single row for 3+[current WP] damage.

Special Ability II: Defense Breaker. Does 2+[current WP÷2] damage and lowers the enemy's defense by 1.
Can only be used on the closest enemy.

Special Ability III: Element Infuse: Infuse the Z-Saber with Fire, Ice, or Electric element.
Changes all Z-Saber attacks for one battle to that element, as well as add a 33% chance to burn, freeze, or paralyze, respectively.
Costs 5 Subweapon Energy to use, and can be used on the same turn as another attack. (Each element can only be used after you beat the respective boss)

Overdrive Attack: Zero's Fury. Slash at any one enemy for 2+2+2+2+2 damage.
The final hit has [current WP] damage added to it and lowers defense by 2.
Costs 11 Subweapon Energy. Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Parry. All physical attacks aimed at Zero have a 25% chance of Zero attacking the enemy back for [current WP] damage.




Weapons
None




Items
None
LucasRCD

Status: Normal
Weapon Power: 0
Subweapon Power: 0
Bolts x 0

Normal Attack: Mega Buster. Fires 3+[current WP] shots for 1 damage each.
You can only hit the the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Buster Charge. Makes the Mega Buster attack fire 1 shot for 6+[current WP] damage.

Special Ability II: Rush Assist. Rush drops in and gives a random item to Mega Man. Can only be used once per battle.

Special Ability III: Power Form. Mega Man fuses with Rush.
Adds 1 defense and allows Mega Man to do two different moves:

-Rapid Punch. Replaces Mega Buster. Fire 3+[current WP] punches for 1 damage each at the first ground or flying enemy. Each punch pierces defense.
The punches don't do any extra damage against enemies with negative defense.
-Punch Charge. Replaces Buster Charge.
Charge a punch that hits the first ground enemy for 7+[current WP] damage and knocks them into the next ground enemy, dealing an extra 3+[current WP] damage to both of them.

Using any other move, attack, or Subweapon will automatically make Mega Man unfuse.
Staying in this form drains 5 Subweapon Energy per turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Wish Star. Summon Rush and do a crash attack that hits every enemy for 4+[current WP] damage.
Costs 10 Subweapon Energy. Can only be used when under 20% Energy, and can't be used twice in a row.
Gets a base damage boost of 2 when used when under 10% Energy.

Passive Ability: Helmet. All attacks aimed at Rockman have a 25% chance of having the damage reduced by 1.




Weapons
None




Items
None
Lightvayne

Status: Burned (2 turns left)
Weapon Power: 0
Subweapon Power: 0
Bolts x 0

Axl can't wield Robot Master subweapons normally like the other classes can, but he can transform into any defeated Robot Master and use ALL of that Robot Master's attacks.
Subweapons that don't come from Robot Masters may be used normally, though.

Normal Attack: Axl Gun. Fires 2+[current WP] shots for 1 damage each. Every 4th shot lowers enemy defense by 1.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage to enemies with negative defense.

Special Ability: Transform. Takes 1 turn.
Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Staying in form drains 5 Subweapon Energy per turn.
Using a Robot Master's Overdrive Attack drains an extra 5 Subweapon Energy on the turn it's used.

Special Ability II: U-Buster. Fire one shot for 6+[current WP] damage. Uses 6 Subweapon Energy.

No Overdrive Attack.

No Passive Ability.




Weapons
None




Items
None
TRS

Status: Normal
Weapon Power: 0
Subweapon Power: 0
Bolts x 0

Normal Attack: Proto Buster. Fire 3 shots for 1+[current WP÷3] damage each.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Charge. Makes the next Proto Buster shot do 6+[current WP] damage.

Special Ability II: Proto Shield. Takes 1 turn. Raise your shield to raise your defense by 2 and deflect small projectiles.
You can use Proto Buster or Charge with the shield raised on following turns, but using a subweapon automatically lowers your shield.

Special Ability III: Shot Spray. Jump into the air and fire 5 shots at 5 different enemies for 1+[current WP÷5] damage each.
The shots don't do any extra damage against enemies with negative defense.

Overdrive Attack: Big Bang Strike. Does 15+[current WP] damage to any one enemy. Costs 12 Weapon Energy.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Deflect. Small projectiles have a 25% of being deflected entirely off of Protoman normally.




Weapons
None




Items
None
LHB

Status: Normal
Weapon Power: 0
Subweapon Power: 0
Bolts x 0

Normal Attack: Bass Buster. Fires 3+[current WP] shots for 1 damage each.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Weapon Charge. Doubles Subweapon Power for the next Subweapon Attack.

Special Ability II: Treble Assist. Treble drops in and gives a random item to Bass. Can only be used once per battle.

Special Ability III: Treble Boost. Makes Bass fuse with Treble.
Adds Flying status and makes Bass capable of using two different moves:

-Forte Laser. Replaces Bass Buster.
Does 3+[current WP] damage and can be aimed at any enemy.
-Laser Charge. Replaces Weapon Charge.
Charge the Forte Laser to do 7+[current WP] damage to any enemy on the next turn.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse.
Staying in form drains 5 Subweapon Energy every turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Treble Cannon. Load Treble into your arm cannon and fire him at any enemy to do 10+[current WP] damage.
Does 2+[current WP] blast damage to enemies adjacent to the target.
Costs 10 Subweapon Energy.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Ammo Saver. Subweapon costs are lowered by 1.




Weapons
None




Items
None
Impetus

Status: Normal
Weapon Power: 0
Subweapon Power: 0
Bolts x 0

Axl can't wield Robot Master subweapons normally like the other classes can, but he can transform into any defeated Robot Master and use ALL of that Robot Master's attacks.
Subweapons that don't come from Robot Masters may be used normally, though.

Normal Attack: Axl Gun. Fires 2+[current WP] shots for 1 damage each. Every 4th shot lowers enemy defense by 1.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage to enemies with negative defense.

Special Ability: Transform. Takes 1 turn.
Turn into any Robot Master you've defeated, gaining their attacks and weaknesses, but losing access to your normal attacks and subweapons.
Staying in form drains 5 Subweapon Energy per turn.
Using a Robot Master's Overdrive Attack drains an extra 5 Subweapon Energy on the turn it's used.

Special Ability II: U-Buster. Fire one shot for 6+[current WP] damage. Uses 6 Subweapon Energy.

No Overdrive Attack.

No Passive Ability.




Weapons
None




Items
None
Giga

Status: Normal
Weapon Power: 0
Subweapon Power: 0
Bolts x 40

Normal Attack: Earthbolt. Fires 3+[current WP] shots for 1 damage each.
You can only hit the closest ground enemy or closest flying enemy with this move.
The shots don't do any extra damage against enemies with negative defense.

Special Ability: Weapon Charge. Doubles Subweapon Power for the next Subweapon Attack.

Special Ability II: Treble Assist. Treble drops in and gives a random item to Bass. Can only be used once per battle.

Special Ability III: Treble Boost. Makes Bass fuse with Treble.
Adds Flying status and makes Bass capable of using two different moves:

-Forte Laser. Replaces Bass Buster.
Does 3+[current WP] damage and can be aimed at any enemy.
-Laser Charge. Replaces Weapon Charge.
Charge the Forte Laser to do 7+[current WP] damage to any enemy on the next turn.

Using any other attacks, moves, or Subweapons will automatically make Bass unfuse.
Staying in form drains 5 Subweapon Energy every turn.
You can fuse and still use an attack on the same turn.

Overdrive Attack: Treble Cannon. Load Treble into your arm cannon and fire him at any enemy to do 10+[current WP] damage.
Does 2+[current WP] blast damage to enemies adjacent to the target.
Costs 10 Subweapon Energy.
Can only be used when under 20% Energy, and can't be used twice in a row.

Passive Ability: Ammo Saver. Subweapon costs are lowered by 1.




Weapons
None




Items
None
Changkey
Flying
Attack Power: 4

"Fire Man launched these? Hmm, strange, I suppose that must be one of his upgrades from Dr. Wily... Anyways, if they aren't defeated on this turn, they'll drop down and hit you, so watch out!"

Fire Man

Weapon Power: 2
Subweapon Power: 2
Defense: 0 -1

"Fire Man is quite dangerous for a first target. His attacks all have a chance to burn you, and he even has the ability to attack all of you at once! Be very careful, you still don't have any extra weapons yet to fight him with..."

Changkey
Flying
Attack Power: 4

"Fire Man launched these? Hmm, strange, I suppose that must be one of his upgrades from Dr. Wily... Anyways, if they aren't defeated on this turn, they'll drop down and hit you, so watch out!"



First update, woo. It's somewhat difficult to update, but it's satisfying enough that I'll end up wanting to do it often.
Officially a Mega Man addict.
Major thanks to Giga and Erik557 for the layout.
I believe this video accurately expresses what I want to do this turn. As for the target, it'll be Fire Man.

I'd recommend that Lightvayne hit the second Changkey, so that we have the least amount of overkill.

This is a thing that's happening, now. Achievements in old video games.
Thank you for the layout, Erik557.
Man, I wish this would've worked. Oh well.
If not for respect, but dramatic effect, take on the face of Guy Fawkes.
Axl Gun the first Changkey to kill it off~
Proto Buster on Fire Man

Hit the other Changkey with my gun
Layout by LDA during C3.