Times attack

Author: s | 2025-04-24

★★★★☆ (4.9 / 2244 reviews)

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Games casttle attack : Mario time attack mode remix, Mario time attack, Heli attack 3, Attack time, Heli attack 2 - Play now and for free these games ! Games smoke attack : Mario time attack mode remix, Mario time attack, Heli attack 3, Attack time, Heli attack 2 - Play now and for free these games !

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Global Time Attack – Time Attack Racing

Total to your opponent’s Pokémon with one attack 5 Win this battle by turn 14 5 Win this battle without your opponent getting any points Battle Tasks 5 Knock Out your opponent’s Active Pokémon 3 times with an attack from a Fighting-type Pokémon 5 Do 100 or more damage in total to your opponent’s Pokémon with one attack 5 Win this battle by turn 14 5 Win this battle without your opponent getting any points Battle Tasks 5 Knock Out your opponent’s Active Pokémon 3 times with an attack from a Fighting-type Pokémon 5 Do 100 or more damage in total to your opponent’s Pokémon with one attack 5 Win this battle by turn 14 5 Win this battle without your opponent getting any points Battle Tasks 5 Knock Out your opponent’s Active Pokémon 3 times with an attack from a Grass-type Pokémon 5 Do 100 or more damage in total to your opponent’s Pokémon with one attack 5 Win this battle by turn 14 5 Win this battle without your opponent getting any points Battle Tasks 5 Knock Out your opponent’s Active Pokémon 3 times with an attack from a Water-type Pokémon 5 Do 100 or more damage in total to your opponent’s Pokémon with one attack 5 Win this battle by turn 14 5 Win this battle without your opponent getting any points Battle Tasks 5 Knock Out your opponent’s Active Pokémon 3 times with an attack from a Fire-type Pokémon 5 Do 100 or more damage in total to your opponent’s Pokémon with one attack 5 Win this battle by turn 14 5 Win this battle without your opponent getting any points Battle Tasks 5 Win this battle with a deck whose Pokémon are only Grass-type 5 Win this battle using a deck where all the Pokémon cards are of , , and/or rarity 5 Win this battle by turn 12 5 Win this battle without your opponent getting any points Battle Tasks 5 Win this battle with a deck whose Pokémon are only Colorless-type 5 Win this battle using a deck where all the Pokémon cards

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Time Attack – It's not racing It's Time Attack!! – Official

Of sudden level peaks and irregular playing. Creation of sustain with long notes (especially in song with low tempo), with a long release time, sync to tempo. Boosting quieter side notes (funk with fast release times must exclude sustain). Supporting rhythmic and percussiveness with long attack times (transients). Sometimes multiband compression can help a bass, only resort when all else fails. A good played baseline is worth millions, making easy manual level / volume / muting adjustments and less compression tricks needed for avoiding those dead notes or just edit them out of the baseline. Bit slower attack and slower release, so you leave or accentuate the transient of the hit. Off course if you want to smooth out the bass and bury your bass in the track by getting rid of the attack, have a fast attack on the compressor. Attack time can be set to between 10 ms to 40ms. For getting Bass more sustain, ratio 4:1 (to 6:1), reduce threshold until it hits. View the gain reduction meter, try to get the bass as stable in sustain as can be. Use some gain to compensate for reduction. Set release, so that the sustain reduction is stable. Attack times that are longer 5 ms to 30 ms is letting the transients (first part of a note) through pass. The compressor attack time can be used to control the snappiness and therefore the definition at the start of each note. The amount of compression controls the balance between the heavy sounding notes and corrects damping sounds and dead notes. The dead notes can be well emphasized with the compressor by sustaining. A short attack time cuts the transients more, therefore raising the sustain. The length of the bass note is the groove. Baselines specially sound good when notes sustain

Crocodile attacks : The Tico Times

Normal 0 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} Player1 -- H - Up/Jump N - Down/Crouch B - Left M - Right Z - Confirm/Weak Attack X - Cancel/Strong Attack C - Guard V - Skill Q - Pause Menu Player2 -- I - Up/Jump K - Down/Crouch J - Left L - Right A - Confirm/Weak Attack S - Cancel/Strong Attack D - Guard F - Skill W - Pause Menu Player3 -- Up arrow - Up/Jump Down arrow - Down/Crouch Left arrow - Left Right arrow - Right Numpad 1 - Confirm/Weak Attack Numpad 2 - Cancel/Strong Attack Numpad 3 - Guard Numpad 9 - Pause Menu Numpad Enter – Skill Normal 0 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} Normal 0 false false false MicrosoftInternetExplorer4 /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} Swordman -Active Skills- Magnum Break = [MF] - d rd r A Bash = [MF] - d rd r B Stun Bash = [MF] - B (Can only be used after Bash hits,gives Stun chance to "both hits") Endure = [MF] - d d A Provoke = [MF] - d d B. Games casttle attack : Mario time attack mode remix, Mario time attack, Heli attack 3, Attack time, Heli attack 2 - Play now and for free these games !

QANA: WAS THE ATTACK DELIBERATE? - TIME

Damage.Do note that players do not have the option to pick which map to fight, as it will be picked randomly from a whitelist. As such, the players should be well aware on what map they are in. The boss can best be fought at a large, spaciously open location devoid of obstacles, such as construct. Attack pattern[]Phase 1:[]Rushdown charge (random amount of times), fr???, repeatPhase 2:[]Motorbike (random amount of times), Rushdown charge (random amount of times), Fast charge (random amount of times), Rushdown charge (random amount of times), fr???, repeatPhase 3:[]Fast charge (infinitely)Rushdown charge[]This attack is fairly simple to dodge, it is recommended to go left or right depending on where the skeleton itself is facing. This attack is the simplest of all,fr???[]This is one of the strongest attacks of the skeleton, due to its tendency to shoot in your direction and one-shotting capabilities. At all costs, do NOT get close to the Skeleton, as each of the bullets will guaranteed shoot you. Do not go in one direction or jump. What is recommended is to get as far away as you can. When far away enough, observe where the bullet is going and go to the opposite direction, try to not get overwhelmed. Please note that the Skeleton will not aim for the head. (Small detail, it you're close enough to the skeleton, he will not be able to aim, and will miss all his shots ) Motorbike[]This attack may seem overwhelmingly impossible to dodge but it is simple when actually understood. Always go perpendicular against the motorbike. Speed items like Sunshine in a bag, Skeleton juice, Cassiebucks coffee, and 10 hour burst are greatly recommended. Try to not get overwhelmed, as it’ll screw you over. Patience is key to this attack and at all costs, do not focus on attacking during this attack. Common mistakes people make include:Changing direction after dodging an attack. Under no circumstances do you ever do this. Pick one direction, and change your angle to the skeleton's motorbike as needed.Walking in a straight line and hoping you dodge it like the fast charge attack. The skeleton's Motorbike attack hitbox, unlike the Charge or Fast Charge attack, lasts for as long as the skeleton is moving. This includes when he turns around, which means you can get hit when he turns around.Fast charge/Phase 3[]This is where the vampire knives come in, treat this attack similarly to the rushdown charge but instead of going left and right, choose one single direction and keep going in said direction. The vampire knives will greatly heal you and reaching this phase whilst having said vampire knives is almost an instant win. Use any healing items you have at this current phase as you’ll need them, as the chances of death are still possible. If you have one of the previously mentioned burst damage weapons you can win the war of attrition due to having the means to do tons of damage. This is less viable in larger servers

Attack on Titan: The Last Attack (English Dub) movie times

The languages you speak.Fixed Form. Gains identical benefits to your race.Same, But Different. -Mortally-Challenged. Same as before, except two levels of exhaustion instead.Figment. -Borderline Normal. Has as many attunement slots as you do.ActionsUnarmed Strike. Same as a living person.Empowered Form. -Almost Boring. Can perform all actions a living person can.1 Point Evolutions:• Variant I. Swim/climb 15ft. Once each.• Blindsight +15ft. Grants, or increases, blindsight 15ft. Can be taken a number of times equal to your proficiency modifier.• Un/Natural. Choose a damage type. Gain +1d4 damage with an unarmed strike for that type. Once only.2 Point Evolutions:• Variant II. Requires Variant I. Increase variant speed by 15ft. PB times each.• Attack I. Increase weapon attack damage by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once only.• Super/Natural. Requires Un/Natural. Choose another type or increase one by +1d4. Once Only.• Nihil. Reaction: Take up to HD damage. Touch another creature to heal them the same amount. Once only.3 Point Evolutions:• Preter/Natural. Requires Super/Natural. Benefit from Super/Natural again. Can be taken a number of times equal to your proficiency modifier.• Attack II. Increase weapon attack damage by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once only.• Tough Nut. Reduce damage taken by 1.• A Real Boy. Gain one non-spellcaster class level.4 Point Evolutions:• Attack III. Increase weapon attack damage by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once only.5 Point Evolutions:• Hard to Kill. While you have at least 1 hit point, you heal 1 hit point per round.• Attack

Attack on Titan: The Last Attack (English Dub) movie times in

Only character that hastwo stuns that he can use in a combo (that combo is the hardest combo inthe game by the way). -Ground Attack Combo Finisher- A Ground Attack Combo Finisher is when you have your opponent knockedinto the air then you walk/run (if it wasn't a combo) under then and hitthem with a Roundhouse or Uppercut. Some times these are very easy to dowhile other times they are very difficult to finish. Use them if you wantbut more times then none you will be able to attack the in the air then onthe ground before they combo ends. -Ground Attack- This is a regular attack that will knock your opponent up (ans is fastenought) to combo off of. The only attacks that can do that are the high orlow punch. These don't hurt your opponent a lot so don't do a ground attackunless you have to (which you never do). -Ground Special Attack Combo Finisher- This is when your use a special attack to finish off your combo. Mostcharacters have these while some don't. It takes perfect timing to nailyour opponent out of the air while they are falling from a ground stringlauncher or the sort. The only time that you should do this combo is whenyou know that you can't hit your opponent out of the air with a regularattack or if you want to finish the combo with a nice ending. -Air Special Attacks- Air Special Attacks are usually combo finishers unless you add on asweep or a fast move to take its place. Only three people can to thesebecause only three people have three people have them (Liu Kang, Kabal,Sindel). These attacks don't hurt your opponent a lot so you should stickwith regular jumping attacks. -Air Throws- Only a couple characters have air throws. Some Air Throws won't countas a combo for some reason so I won't put them down in the combo lists. Youshould only use these combos if you know that they will kill your opponentbecause they aren't very damaging. This is a chart of how *MOST* combos work. No combo will do

Sinopsis Anime Attack On Titan: The Last Attack - IDN Times

A standard attack action. Can be taken PB-2 times.• Attack III. Increase one damage die by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once each.• Caster III. Requires Caster I & II. Gain 1 2nd-level and 1 3rd-level spell or two 2nd or lower. Once only.• Natural III. Requires Natural I & II. Gain another type or +1d4. Can be taken a number of times equal to your proficiency modifier (max 3d4 each).• Real III. Gain all the benefits of one feat. You ignore class/race requirements. Can be taken a number of times equal to your proficiency modifier.• Skilled III. Gain expertise in one skill you are proficient with.• Variant III. Bonus action: Turn into faint smoke and move 30ft. This feature can be used a number times per long rest equal to your proficiency modifier. Once only.4 Point Evolutions:• Attack IV. Increase one damage die by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once each.• Caster IV. Requires Caster III. Gain a 4th-level spell or two 3rd-level or lower. Once only.• Natural IV. Gain another type or +1d4. Can be taken a number of times equal to your proficiency modifier (max 4d4 each).• Real IV. Gain all features of 1 playable race except for racial ability score adjustments. Once only.5 Point Evolutions:• Attack V. Increase one damage die by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once each.• Caster V. You have PB mana. You can cast a spell you know by spending 1 mana per. Games casttle attack : Mario time attack mode remix, Mario time attack, Heli attack 3, Attack time, Heli attack 2 - Play now and for free these games ! Games smoke attack : Mario time attack mode remix, Mario time attack, Heli attack 3, Attack time, Heli attack 2 - Play now and for free these games !

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Attack on Time APK for Android Download

When starting to charge forward on the ground. Mega Man Image via Nintendo Dash Attack – Extended launch distance for the final attack. Increased attack speed.Down Smash Attack – Extended the damage range downward.Side Special – Increased power. Rosalina & Luma Image via Nintendo Basic Movements – Shortened the launch distance when Luma is launched.Down Smash Attack – Extended Rosalina’s damage range inward. Robin Image via Nintendo Flurry Attack – Increased attack range. Increased power.Flurry Attack to KO – Increased attack range. Bowser Jr. Image via Nintendo Dash Attack – Made it easier to hit multiple times. Increased power.Down Tilt Attack – Made it easier to hit multiple times. Adjusted launch angle for the final attack.Up Smash Attack – Increased power.Side Special – Extended launch distance when spinning. Ryu Image via Nintendo Side Tilt Attack (Strong) – Increased attack speed.Neutral Special – Increased attack power while maintaining launch distance for light, medium, heavy, and command-input attacks.Side Special – Reduced vulnerability for light, medium, heavy, and command-input attacks when used on the ground. Cloud Image via Nintendo Down Special – Increased attack speed for Finishing Touch. Inkling Image via Nintendo etc. – Reduced vulnerability when reloading ink. Side Tilt Attack – Increased power. Extended launch distance.Up Tilt Attack – Made it easier to hit opponents on the ground.Side Smash Attack – Made it easier to hit the high-damage range.Neutral Special – Extended the distance of the shot. Ridley Image via Nintendo Dash Attack – Increased power. Extended launch distance. Piranha Plant Image via Nintendo Side Tilt Attack – Extended launch distance for the final attack.Down Tilt Attack – Increased the amount of time hit detection lasts. Reduced vulnerability.Down Air Attack – Increased the amount of time the meteor effect lasts for the damage window.Down Special – Shortened the time to use the move. Min Min Image via Nintendo Basic Movements – Reduced the power against shields for each punch. Adjusted the length of some of the animations when knocked down on the ground to match other fighters.Neutral Air Attack – Increased the vulnerability when landing.Side Smash Attack – Reduced the duration of the Dragon’s beam. Steve Image via Nintendo Up Smash Attack – Reduced the duration of an opponent’s animation when they are struck by different parts of this attack. Pyra Screenshot by Gamepur Basic Movements – Adjusted the length of some of the animations when knocked down on the ground

Real-Time DDoS Attack Map

Recording device, expanders act as a protective shield, ensuring that your audio remains pristine and clear.The Inner Workings of ExpandersThe world of audio engineering is filled with intricate tools and techniques, each with its unique mechanics. Among these, expanders stand out, not just for their ability to shape sound but also for the precision with which they operate. To truly appreciate the magic of expanders, one must delve into their inner workings, understanding the parameters that drive their functionality.Decoding Attack and Release TimesEvery sound has a beginning and an end, a rise and a fall. In the context of expanders, these phases are governed by two critical parameters: attack and release times. These settings determine how quickly the expander responds to changes in the input signal, both when it starts and when it stops.Why Timing is Everything in Sound Expansion: The Role of Attack and Release in Audio DynamicsThe attack time of an expander dictates how swiftly it reacts once the input signal drops below the set threshold. A faster attack time means the expander will quickly reduce the volume, ensuring immediate noise suppression. Conversely, a slower attack might allow some initial noise or unwanted sound to pass through before the expansion kicks in.The release time, on the other hand, determines how long the expander takes to stop reducing the volume once the input signal rises above the threshold. A short release time will quickly restore the volume, while a longer release might result in a more gradual return to the original level.In essence, timing is paramount in sound expansion. The interplay between attack and release times can influence the naturalness of the audio, ensuring that the expansion process is smooth and unobtrusive.The Power of Ratio: More than Just NumbersBeyond timing, the strength of expansion is determined by another pivotal. Games casttle attack : Mario time attack mode remix, Mario time attack, Heli attack 3, Attack time, Heli attack 2 - Play now and for free these games !

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Damage, restores 50% and Health и 30% Mana after 4 seconds of stasis. (210s Cooldown) 3400 Guardian Angel TIPS: Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.). Second chance in teamfights. Effective against high burst damage champions (Zed, Syndra, Zoe, etc.) and strong diving potential (Camille, Kha’Zix, Lee Sin, etc.). Gain a Shield and Physical Vamp when health is low Phantom Dancer Phantom DancerMovement speed and attack speed +25 Attack Damage +25% Critical Rate +30% Attack SpeedShadowwalk: +5% Movement Speed.Spectral Waltz: Gain +7% bonus Movement Speed when you attack for 3 seconds. After attacking 4 times, gain 25% Attack Speed for the same duration. 3000 Phantom Dancer TIPS: Attack speed crit item with movement speed, ghosting and an inbuilt attack speed steroid. Perfect for kiting, chasing or bursting down enemies, most commonly built on Ashe, Tryndamere, Tristana. Immortal Shieldbow Immortal ShieldbowGain a Shield and Physical Vamp when health is low +40 Attack Damage +25% Critical Rate +15% Attack Speed +5% Physical VampLifeline: Damage that puts you under 35% Health preemptively grants a shield that absorbs 250-550 damage () for 5 seconds. (90s Cooldown).Buttle Furor: Triggering Lifeline grants +8% Physical Vamp for 8 seconds. 3000 Immortal Shieldbow TIPS: Recommended when you need a lot of sustain in fights; play a champion that benefits from high AD, (i.e. Draven, Jhin) or facing champions that deal a lot of physical damage (i.e. Zed, Master Yi, Tryndamere). Recommended when you need a lot of sustain in fights; play a champion that benefits from high AD, (i.e. Draven, Jhin) or facing champions that deal a lot of physical damage (i.e. Zed, Master Yi, Tryndamere). Ramping Damage Phantom Dancer Phantom DancerMovement speed and attack speed +25 Attack Damage +25% Critical Rate +30% Attack SpeedShadowwalk: +5% Movement Speed.Spectral Waltz: Gain +7% bonus Movement Speed when you attack for 3 seconds. After attacking 4 times, gain 25% Attack Speed for the same duration. 3000 Phantom Dancer TIPS: Attack speed crit item with movement speed, ghosting and an inbuilt attack speed steroid. Perfect for kiting, chasing or bursting down enemies, most commonly built on Ashe, Tryndamere, Tristana. Riftmaker RiftmakerRamping Damage +150 Max Health +80 Ability Power +7% Magic Penetration +15 Ability HasteAssimilation: +11% Omnivamp.Void Corruption: When in combat with champions, gain 1 stack(s) of Corruption every 1 second(s). Each stack increases the damage you deal by 2.5%, up to 3 stacks. At maximum stacks, the additional damage provided by Corruption becomes true damage. 3300 Riftmaker TIPS: This item increases damage over time while fighting. This item increases damage over time while fighting. Execute low health champions Infinity Edge Infinity EdgeIncreases Critical Strike Damage +60 Attack Damage +25% Critical RateInfinity: Critical Strikes deal 205% damage instead of 175%. 3200 Infinity Edge TIPS: Good on champions that crit alot. Pick this up for high damage crits. The Collector The CollectorExecute low health champions +40 Attack Damage +25% Critical RateKiller: +10 Armor Penetration.Death and Taxes: Dealing damage

Comments

User6544

Total to your opponent’s Pokémon with one attack 5 Win this battle by turn 14 5 Win this battle without your opponent getting any points Battle Tasks 5 Knock Out your opponent’s Active Pokémon 3 times with an attack from a Fighting-type Pokémon 5 Do 100 or more damage in total to your opponent’s Pokémon with one attack 5 Win this battle by turn 14 5 Win this battle without your opponent getting any points Battle Tasks 5 Knock Out your opponent’s Active Pokémon 3 times with an attack from a Fighting-type Pokémon 5 Do 100 or more damage in total to your opponent’s Pokémon with one attack 5 Win this battle by turn 14 5 Win this battle without your opponent getting any points Battle Tasks 5 Knock Out your opponent’s Active Pokémon 3 times with an attack from a Grass-type Pokémon 5 Do 100 or more damage in total to your opponent’s Pokémon with one attack 5 Win this battle by turn 14 5 Win this battle without your opponent getting any points Battle Tasks 5 Knock Out your opponent’s Active Pokémon 3 times with an attack from a Water-type Pokémon 5 Do 100 or more damage in total to your opponent’s Pokémon with one attack 5 Win this battle by turn 14 5 Win this battle without your opponent getting any points Battle Tasks 5 Knock Out your opponent’s Active Pokémon 3 times with an attack from a Fire-type Pokémon 5 Do 100 or more damage in total to your opponent’s Pokémon with one attack 5 Win this battle by turn 14 5 Win this battle without your opponent getting any points Battle Tasks 5 Win this battle with a deck whose Pokémon are only Grass-type 5 Win this battle using a deck where all the Pokémon cards are of , , and/or rarity 5 Win this battle by turn 12 5 Win this battle without your opponent getting any points Battle Tasks 5 Win this battle with a deck whose Pokémon are only Colorless-type 5 Win this battle using a deck where all the Pokémon cards

2025-04-17
User1873

Of sudden level peaks and irregular playing. Creation of sustain with long notes (especially in song with low tempo), with a long release time, sync to tempo. Boosting quieter side notes (funk with fast release times must exclude sustain). Supporting rhythmic and percussiveness with long attack times (transients). Sometimes multiband compression can help a bass, only resort when all else fails. A good played baseline is worth millions, making easy manual level / volume / muting adjustments and less compression tricks needed for avoiding those dead notes or just edit them out of the baseline. Bit slower attack and slower release, so you leave or accentuate the transient of the hit. Off course if you want to smooth out the bass and bury your bass in the track by getting rid of the attack, have a fast attack on the compressor. Attack time can be set to between 10 ms to 40ms. For getting Bass more sustain, ratio 4:1 (to 6:1), reduce threshold until it hits. View the gain reduction meter, try to get the bass as stable in sustain as can be. Use some gain to compensate for reduction. Set release, so that the sustain reduction is stable. Attack times that are longer 5 ms to 30 ms is letting the transients (first part of a note) through pass. The compressor attack time can be used to control the snappiness and therefore the definition at the start of each note. The amount of compression controls the balance between the heavy sounding notes and corrects damping sounds and dead notes. The dead notes can be well emphasized with the compressor by sustaining. A short attack time cuts the transients more, therefore raising the sustain. The length of the bass note is the groove. Baselines specially sound good when notes sustain

2025-04-24
User9032

Damage.Do note that players do not have the option to pick which map to fight, as it will be picked randomly from a whitelist. As such, the players should be well aware on what map they are in. The boss can best be fought at a large, spaciously open location devoid of obstacles, such as construct. Attack pattern[]Phase 1:[]Rushdown charge (random amount of times), fr???, repeatPhase 2:[]Motorbike (random amount of times), Rushdown charge (random amount of times), Fast charge (random amount of times), Rushdown charge (random amount of times), fr???, repeatPhase 3:[]Fast charge (infinitely)Rushdown charge[]This attack is fairly simple to dodge, it is recommended to go left or right depending on where the skeleton itself is facing. This attack is the simplest of all,fr???[]This is one of the strongest attacks of the skeleton, due to its tendency to shoot in your direction and one-shotting capabilities. At all costs, do NOT get close to the Skeleton, as each of the bullets will guaranteed shoot you. Do not go in one direction or jump. What is recommended is to get as far away as you can. When far away enough, observe where the bullet is going and go to the opposite direction, try to not get overwhelmed. Please note that the Skeleton will not aim for the head. (Small detail, it you're close enough to the skeleton, he will not be able to aim, and will miss all his shots ) Motorbike[]This attack may seem overwhelmingly impossible to dodge but it is simple when actually understood. Always go perpendicular against the motorbike. Speed items like Sunshine in a bag, Skeleton juice, Cassiebucks coffee, and 10 hour burst are greatly recommended. Try to not get overwhelmed, as it’ll screw you over. Patience is key to this attack and at all costs, do not focus on attacking during this attack. Common mistakes people make include:Changing direction after dodging an attack. Under no circumstances do you ever do this. Pick one direction, and change your angle to the skeleton's motorbike as needed.Walking in a straight line and hoping you dodge it like the fast charge attack. The skeleton's Motorbike attack hitbox, unlike the Charge or Fast Charge attack, lasts for as long as the skeleton is moving. This includes when he turns around, which means you can get hit when he turns around.Fast charge/Phase 3[]This is where the vampire knives come in, treat this attack similarly to the rushdown charge but instead of going left and right, choose one single direction and keep going in said direction. The vampire knives will greatly heal you and reaching this phase whilst having said vampire knives is almost an instant win. Use any healing items you have at this current phase as you’ll need them, as the chances of death are still possible. If you have one of the previously mentioned burst damage weapons you can win the war of attrition due to having the means to do tons of damage. This is less viable in larger servers

2025-04-11
User9199

The languages you speak.Fixed Form. Gains identical benefits to your race.Same, But Different. -Mortally-Challenged. Same as before, except two levels of exhaustion instead.Figment. -Borderline Normal. Has as many attunement slots as you do.ActionsUnarmed Strike. Same as a living person.Empowered Form. -Almost Boring. Can perform all actions a living person can.1 Point Evolutions:• Variant I. Swim/climb 15ft. Once each.• Blindsight +15ft. Grants, or increases, blindsight 15ft. Can be taken a number of times equal to your proficiency modifier.• Un/Natural. Choose a damage type. Gain +1d4 damage with an unarmed strike for that type. Once only.2 Point Evolutions:• Variant II. Requires Variant I. Increase variant speed by 15ft. PB times each.• Attack I. Increase weapon attack damage by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once only.• Super/Natural. Requires Un/Natural. Choose another type or increase one by +1d4. Once Only.• Nihil. Reaction: Take up to HD damage. Touch another creature to heal them the same amount. Once only.3 Point Evolutions:• Preter/Natural. Requires Super/Natural. Benefit from Super/Natural again. Can be taken a number of times equal to your proficiency modifier.• Attack II. Increase weapon attack damage by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once only.• Tough Nut. Reduce damage taken by 1.• A Real Boy. Gain one non-spellcaster class level.4 Point Evolutions:• Attack III. Increase weapon attack damage by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once only.5 Point Evolutions:• Hard to Kill. While you have at least 1 hit point, you heal 1 hit point per round.• Attack

2025-04-21
User9487

A standard attack action. Can be taken PB-2 times.• Attack III. Increase one damage die by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once each.• Caster III. Requires Caster I & II. Gain 1 2nd-level and 1 3rd-level spell or two 2nd or lower. Once only.• Natural III. Requires Natural I & II. Gain another type or +1d4. Can be taken a number of times equal to your proficiency modifier (max 3d4 each).• Real III. Gain all the benefits of one feat. You ignore class/race requirements. Can be taken a number of times equal to your proficiency modifier.• Skilled III. Gain expertise in one skill you are proficient with.• Variant III. Bonus action: Turn into faint smoke and move 30ft. This feature can be used a number times per long rest equal to your proficiency modifier. Once only.4 Point Evolutions:• Attack IV. Increase one damage die by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once each.• Caster IV. Requires Caster III. Gain a 4th-level spell or two 3rd-level or lower. Once only.• Natural IV. Gain another type or +1d4. Can be taken a number of times equal to your proficiency modifier (max 4d4 each).• Real IV. Gain all features of 1 playable race except for racial ability score adjustments. Once only.5 Point Evolutions:• Attack V. Increase one damage die by 1 step (1d4, 1d6, 1d8, 2d6, 2d8, 3d6...). Once each.• Caster V. You have PB mana. You can cast a spell you know by spending 1 mana per

2025-04-21

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