10-29-2015, 12:19 PM
This is for the people that want to make a character, change their existing one or add a new form with stats to theirs. Or, just for shits and giggles!
Basically it's a list of archetypes, decided by the stat setup that you use. Feel free to add your own!
This one hits hard and has some degree of skill. But he has the defense of a steel-reinforced concrete wall. Like, goddamn, breaking Obsidian with your bare hands in Minecraft is easier than to hurt this guy. On the bad side, a drunk turtle would move faster than him.
Usual moves are crossbows, big swords, shields, heavy punches and such.
Hard-Counter: Ranged attacks and kiting. Knights won't catch you, ever.
Holy mother of Omni, this one hurts. They're probably the same person that also plays Draven in League of Legends or something. Their primary focus is to sink every stat point they can into attack. They probably argue with the mods why they can't go 10/0/0/0, too. Their attacks hit harder than Zeus's mighty thunder from the sky. Luckily they are slow and have absolutely no defense.
Usual moves are Anti-Material rifles, cannons, bazookas, chainguns and swords that are so big they require Ranged Proficiency. Generally everything to fight at a distance.
Hard-Counter: Assassination. Stealth, high ATK or even a Super Move will tear them apart.
This is probably someone who joined the site with a Glass Cannon character, or found themselves one such partner before even waking up at the Nexus. They're like a knight, but worse. Their own attacks faze nobody, they're slow like the kid that gets picked last for sports class, but when it comes to defending... ohhh boy. They will drive you to madness by walling harder than the great Wall of China. And they'll protect their Glass Cannon partner in the process so that person can go ham on you.
Usual moves are shields, walling techniques, telekinetically moving objects to make walls, parrying stances, grabs and debuffs that slow/stop you.
Hard-Counter: Debuffs that lower their defense, high ATK stats.
The little brother of the Living Wall. They are quite similar in that they don't do anything damage-wise and require a powerful partner to do so. However the Bodyguard, also known as Lightning Tank, trades pure defense and annoying-ness for the ability to meat-wall any attack... by jumping in front of it. Bullets? Swords? Super Moves? Kamehameha? No problem bro, I got you covered! And they have enormously high defense to boot, so you're not gonna punch their way through them anytime soon either.
Usual moves are shields and parrying daggers. They also have Super Jumping, Master Acrobat, Teleportation etc.
Hard-Counter: Debuffs that stop them in their tracks, non-blockable attacks.
Alone, this character's pretty much cannon fodder. But if you allow them to get assistance in the form of Assists or people joining the fight, you're in for a world of pain. The Support will stack buffs on their friends and probably fuse with them too, until you are facing a 20/20/20/20 opponent. They might also have Debuffs to further make your life a pain.
Usual moves are Buffs, Symbiosis Fusion, Assists, Powerups (so they can fuse with their friend in powered-up form), Debuffs, Suppression.
Hard-Counter: KILL IT BEFORE IT LAYS EGGS! Seriously, Supports are fairly squishy, you can punch through them before they can call for help if you do it right. Don't leave them unchecked however if they have friends around.
The assassin class. Stealth and Suppression are an integral part of their kit to silently murder their opponents before they can react, while suppressing any Enhanced Senses, Foresight and other stealth-detecting moves they might have. Their first purchases will likely involve stat upgrades to 4/0/3/5 or something.
Usual moves are poisoned daggers, katanas, shurikens, silenced guns and smoke bombs. They ALWAYS have Stealth and Suppression and often use Super Jump and/or Master Acrobat.
Hard-Counter: Area of Effect, high defense. With AoE you can create a deathfield where you believe them to be, and any attack will reveal them from stealth, thus allowing you to finish them. Also, someone with Living Wall setups will drive a Ninja insane.
They want to be ninjas but they don't use stealth or suppression. Instead they rely on acrobatic moves, Super Jumps and short-range teleportation to dodge attacks and flip all over the place. Also, they will use hand seals and may quote all their attacks as they unleash them on you. They're more like agile mages, really.
Usual moves are martial arts, daggers (kunai!), throwing stars (shuriken!), ninja arts (jutsus!) as well as extremely awesome flips and acrobatics to dodge your attacks.
Hard-Counter: PIRATES, YARR! No, but seriously... they're squishy. Debuffs that slow or snare them, or at least restrict their ability to dodge everywhere, will do you plenty of good. Also, diehard Naruto fans will be able to tell what Jutsu they're about to cast by looking at the signs they are making.
Samurais are easily recognizable by that they have a katana which they probably sharpen every two hours. That katana? Stay away from it. It probably cuts through stone the same way you cut through warm butter when smearing it on your bread. They may have a secondary weapon but in either case will be very focused on the usage of the katana.
Usual moves include katana swings, katana stabs, katana parries and blocks, katana counters, katana ranged slashes, katana powerup-ing... you get the idea.
Hard-Counter: Debuffs that restrict/prevent the use of their katana - freeze the blade solid, heat the hilt up to burn their hands, blind them... High rate-of-fire weapons like chainguns (they can't block all the bullets) and stealth attacks also work well against them.
Whatever their setup may be, the Pro is hell-bent on having the maximum possible TEC in the entire Omniverse. This goes beyond necessity levels like for a Ninja - they will invest OM into stat upgrades whenever they can and try to get to 20 TEC asap like a maniac. They will love Supports because they can fuse with them, and Supports have high TEC too. They probably want bragging rights about having the highest TEC.
Usual moves include everything that relies on TEC to be effective: Suppression, Debuffs, Buffs, skillful techniques and blocks...
Hard-Counter: Dependant on their setup. You can't out-TEC them though, don't bother trying.
A lot of Omniverse characters have this. Swiss Army Knives are jacks-of-all-trades, they have some of everything: melee, ranged, buffs, debuffs, area of effect, shields, Assists, Powerups, Super Moves... they probably require a pocket dimension to store all the items in.
Usual moves are... everything. EVERYTHING. Don't try to prepare for a fight against a Swiss Army Knife because they'll still surprise you with something unexpected.
Hard-Counter: Force them into the situation you excel in and don't let them escape it again. Unless you're a swiss army knife too, in which case it comes down to who has more moves. There is no hard counter to them because they can be everything and anything.
This person can't fight without Powerup. Actually, their stats and moves are trimmed to being the most effective during their powered-up form. I think this class doesn't actually exist in the Omniverse.
Usual moves: A Power-Up. Or three.
Hard-Counter: Try to get in some damage before they can power up so you have a head start. If you got a Power-up yourself, use it as soon as they use theirs if you don't want to be crushed.
Basically it's a list of archetypes, decided by the stat setup that you use. Feel free to add your own!
The Knight
Setup: 3/5/0/2This one hits hard and has some degree of skill. But he has the defense of a steel-reinforced concrete wall. Like, goddamn, breaking Obsidian with your bare hands in Minecraft is easier than to hurt this guy. On the bad side, a drunk turtle would move faster than him.
Usual moves are crossbows, big swords, shields, heavy punches and such.
Hard-Counter: Ranged attacks and kiting. Knights won't catch you, ever.
The Glass Cannon
Setup: 5/0/2/3Holy mother of Omni, this one hurts. They're probably the same person that also plays Draven in League of Legends or something. Their primary focus is to sink every stat point they can into attack. They probably argue with the mods why they can't go 10/0/0/0, too. Their attacks hit harder than Zeus's mighty thunder from the sky. Luckily they are slow and have absolutely no defense.
Usual moves are Anti-Material rifles, cannons, bazookas, chainguns and swords that are so big they require Ranged Proficiency. Generally everything to fight at a distance.
Hard-Counter: Assassination. Stealth, high ATK or even a Super Move will tear them apart.
The Living Wall
Setup: 0/5/1/4This is probably someone who joined the site with a Glass Cannon character, or found themselves one such partner before even waking up at the Nexus. They're like a knight, but worse. Their own attacks faze nobody, they're slow like the kid that gets picked last for sports class, but when it comes to defending... ohhh boy. They will drive you to madness by walling harder than the great Wall of China. And they'll protect their Glass Cannon partner in the process so that person can go ham on you.
Usual moves are shields, walling techniques, telekinetically moving objects to make walls, parrying stances, grabs and debuffs that slow/stop you.
Hard-Counter: Debuffs that lower their defense, high ATK stats.
The Bodyguard
Setup: 0/5/4/1The little brother of the Living Wall. They are quite similar in that they don't do anything damage-wise and require a powerful partner to do so. However the Bodyguard, also known as Lightning Tank, trades pure defense and annoying-ness for the ability to meat-wall any attack... by jumping in front of it. Bullets? Swords? Super Moves? Kamehameha? No problem bro, I got you covered! And they have enormously high defense to boot, so you're not gonna punch their way through them anytime soon either.
Usual moves are shields and parrying daggers. They also have Super Jumping, Master Acrobat, Teleportation etc.
Hard-Counter: Debuffs that stop them in their tracks, non-blockable attacks.
The Support
Setup: 0/2/3/5Alone, this character's pretty much cannon fodder. But if you allow them to get assistance in the form of Assists or people joining the fight, you're in for a world of pain. The Support will stack buffs on their friends and probably fuse with them too, until you are facing a 20/20/20/20 opponent. They might also have Debuffs to further make your life a pain.
Usual moves are Buffs, Symbiosis Fusion, Assists, Powerups (so they can fuse with their friend in powered-up form), Debuffs, Suppression.
Hard-Counter: KILL IT BEFORE IT LAYS EGGS! Seriously, Supports are fairly squishy, you can punch through them before they can call for help if you do it right. Don't leave them unchecked however if they have friends around.
The Ninja
Setup: 4/0/2/4The assassin class. Stealth and Suppression are an integral part of their kit to silently murder their opponents before they can react, while suppressing any Enhanced Senses, Foresight and other stealth-detecting moves they might have. Their first purchases will likely involve stat upgrades to 4/0/3/5 or something.
Usual moves are poisoned daggers, katanas, shurikens, silenced guns and smoke bombs. They ALWAYS have Stealth and Suppression and often use Super Jump and/or Master Acrobat.
Hard-Counter: Area of Effect, high defense. With AoE you can create a deathfield where you believe them to be, and any attack will reveal them from stealth, thus allowing you to finish them. Also, someone with Living Wall setups will drive a Ninja insane.
The Naruto Ninja
Setup: 4/0/3/3They want to be ninjas but they don't use stealth or suppression. Instead they rely on acrobatic moves, Super Jumps and short-range teleportation to dodge attacks and flip all over the place. Also, they will use hand seals and may quote all their attacks as they unleash them on you. They're more like agile mages, really.
Usual moves are martial arts, daggers (kunai!), throwing stars (shuriken!), ninja arts (jutsus!) as well as extremely awesome flips and acrobatics to dodge your attacks.
Hard-Counter: PIRATES, YARR! No, but seriously... they're squishy. Debuffs that slow or snare them, or at least restrict their ability to dodge everywhere, will do you plenty of good. Also, diehard Naruto fans will be able to tell what Jutsu they're about to cast by looking at the signs they are making.
The Samurai
Setup: 5/1/1/3Samurais are easily recognizable by that they have a katana which they probably sharpen every two hours. That katana? Stay away from it. It probably cuts through stone the same way you cut through warm butter when smearing it on your bread. They may have a secondary weapon but in either case will be very focused on the usage of the katana.
Usual moves include katana swings, katana stabs, katana parries and blocks, katana counters, katana ranged slashes, katana powerup-ing... you get the idea.
Hard-Counter: Debuffs that restrict/prevent the use of their katana - freeze the blade solid, heat the hilt up to burn their hands, blind them... High rate-of-fire weapons like chainguns (they can't block all the bullets) and stealth attacks also work well against them.
The Pro
Setup: X/X/X/5Whatever their setup may be, the Pro is hell-bent on having the maximum possible TEC in the entire Omniverse. This goes beyond necessity levels like for a Ninja - they will invest OM into stat upgrades whenever they can and try to get to 20 TEC asap like a maniac. They will love Supports because they can fuse with them, and Supports have high TEC too. They probably want bragging rights about having the highest TEC.
Usual moves include everything that relies on TEC to be effective: Suppression, Debuffs, Buffs, skillful techniques and blocks...
Hard-Counter: Dependant on their setup. You can't out-TEC them though, don't bother trying.
The Swiss Army Knife
Setup: 2/3/3/2A lot of Omniverse characters have this. Swiss Army Knives are jacks-of-all-trades, they have some of everything: melee, ranged, buffs, debuffs, area of effect, shields, Assists, Powerups, Super Moves... they probably require a pocket dimension to store all the items in.
Usual moves are... everything. EVERYTHING. Don't try to prepare for a fight against a Swiss Army Knife because they'll still surprise you with something unexpected.
Hard-Counter: Force them into the situation you excel in and don't let them escape it again. Unless you're a swiss army knife too, in which case it comes down to who has more moves. There is no hard counter to them because they can be everything and anything.
The Super Saiyan
Setup: Iunno.This person can't fight without Powerup. Actually, their stats and moves are trimmed to being the most effective during their powered-up form. I think this class doesn't actually exist in the Omniverse.
Usual moves: A Power-Up. Or three.
Hard-Counter: Try to get in some damage before they can power up so you have a head start. If you got a Power-up yourself, use it as soon as they use theirs if you don't want to be crushed.
"(Note to self: insert quote & picture once I find stuff)"
Quote:


hock: No support would ever go unprotected.
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