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Pokechu has been playing you guys the entire game
Me, Alice, and Bard weren't the enemies. Pokechu was.
Just go watch Big Brother 19 to see what not to do during Ricochet.
You've given Pokechu the win, and you have to live knowing that YOU could've won.
My advice? Kill me and Bard, THEN go after Pokechu.
Three Ronins in action? I did say things got dicey in this phase, after all.
Unfortunately, Ronins are actually pretty fragile, as we've just found out - two of them ended up dead!
And the cat finally had his day, too. Three players down in a single phase - now the heat is turning up!
There's a lot to take in in this phase. Luckily the next stratum is the perfect place to go for reading it all.
Just be careful, because the books here might be more gripping than you bargained for...
Medic | Ronin | Dark Hunter
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CPR (4 TP): If your target suffers mortal damage while targeted by this, they survive with 2 HP. Can target yourself.
Caduceus (9 TP): Deals 2 HP damage that pierces reflection.
Immunize (15 TP): Reduces elemental damage by 90% for 1 phase. Except it's broken, so it actually affects all damage.
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== Stance skills ==
Use these together with a standard action. You can use these for free in the phase following a successful air shot. If you use Drawing or Clear Stance after an air shot, you gain 1 TP.
Upper Stance (5 TP): +1 to damage dealt and received.
Drawing Stance (4 TP): You can attack two players in one phase.
Clear Stance (3 TP): Failed self shots incur no damage.
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Drain Bite (5 TP): Deals 2 HP damage. Restores your own health by 1 HP.
Bait (6 TP): For 2 phases, if you suffer damage, deals 1 HP damage to your attacker(s).
Viper (4 TP): Deals 1 HP damage. Poisons the target for 2 phases.
Poison: Deals 1 HP damage for every phase you suffer from it - but if you shoot yourself successfully while poisoned, you suffer no damage and reflected damage is increased by 1 HP.
Ronin | Ninja | Harbinger
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== Stance skills ==
Use these together with a standard action. You can use these for free in the phase following a successful air shot. If you use Drawing or Clear Stance after an air shot, you gain 1 TP.
Upper Stance (5 TP): +1 to damage dealt and received.
Drawing Stance (4 TP): You can attack two players in one phase.
Clear Stance (3 TP): Failed self shots incur no damage.
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Izuna (2 TP): Deals 1 HP damage. Next phase, the target can't act, but also can't suffer any damage.
Kumogakure (4 TP): Deals 1 HP damage to yourself. For the following 2 turns, all non-piercing attacks targeting you will fail. Cannot be used if your current HP is 3 or lower. Does not protect you if you use Kagerou.
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Toxic Reap (4 TP): Deals 1 HP damage. Poisons the target for 2 phases.
Poison: Deals 1 HP damage for every phase you suffer from it - but if you shoot yourself successfully while poisoned, you suffer no damage and reflected damage is increased by 1 HP.
Temporal Shroud (9 TP): Attacks targeting you are reflected and deal +1 damage.
Landsknecht | Sovereign | Arcanist
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Strike Chaser (7 TP): The next time you attack someone with an Active skill, you can also deal a shot to a different player dealing 1 HP damage, which pierces reflection.
Stunning Smash (5 TP): Deals 2 HP damage. Can target two people if you made a "<EO character> for Smash" support post in the thread during the previous phase. Why? Because imagine how stunned Smashboards will be when the Protector gets announced for DLC and you get to say you called it.
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Attack Order (4 TP): Increases the damage of the target's standard attacks by 1 HP for 2 phases.
Guard Order (4 TP): Decreases damage taken by the target by 1 HP per hit for 2 phases.
Ad Nihilo (14 TP): Deals 3 HP damage to all players you have used Attack/Guard Order on. Disables Royal Veil permanently.
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== Circle skills ==
Circles may target three players and are active for the phases during and immediately after they are used, or until they take effect. If those players perform the action associated with the Circle, they will suffer its effects. You can have one Circle active at a time.
Snare Circle (2 TP): Blocks players attempting to defend others.
Chaos Circle (7 TP): Players attempting to shoot themselves will instead hit another random target with a shot that pierces reflection.
Hood Circle (6 TP): Blocks players attempting to use skills with a TP cost.
== Active skill ==
Dismiss Blast (4 TP): If you used a Circle skill in the previous phase, dismisses that Circle to deal 1 HP damage to each player targeted by it.
Yeah, they started makin' trouble in my neighborhood! They got in one lil' fight and their mom got scared, saying "you're movin' with your auntie and uncle to Bel-Air." They begged and pleaded with her day after day but she packed its suitcase and sent them on their way! She gave 'em a kiss and then she gave 'em their ticket; they put their walkman on and said "I might as well kick it! ¯\_(ツ)_/¯"
I suppose it was too much to expect this phase to live up to the excitement of last phase.
Can't blame Kickle for wanting out of this one.
As for the rest of you? This next stratum is ideal - because nothing happens here!
So I'd suggest you get on with it before the Owl Beasts catch up to you.
I say that half jokingly and half seriously, because as much as I'm glad that you played with us, just don't sign up if you plan on shooting yourself to death. In any other game, your playstyle would have been considered recklessness. But we are playing ricochet, and you consciously killed yourself because the game wasn't going in your favor or something, idk. If you don't want to play, then don't sign up. If you did want to play but changed your mind later, tell Moy so she can sub you out for someone else. The game isn't fun if every single player knows exactly what you are going to do each phase, in your case it was shooting yourself until you inevitably die.