Primary Magic: Swordplay Devastation Magic
Secondary Magic: Currently None
Caster or Holder: Caster
Description: Swordplay Devastation Magic is based just on that, Swordplay. This allows the user to dedicate their magic spells and abilities to becoming a master Blade user and overall weapon user as well. They make themselves immune to the negative effects of magic, and even have their weapons nullify magic spells and abilities. It also gives the impression that the user can't use magic or projectiles, which is most certainly not the case. This magic specializes in both short and long distances, only a fool would believe this magic to be weak due to ignorance of range. They rely heavily on their blade though, which is why they are not too quick to lose them, and even have methods for getting the weapons back into their palms. This usually works with a one-handed blade, allowing the second hand to cast out Secondary Magic while attack with the first palm, and if creative enough, can mix them both to string extreme combos. Due to them relying on their physical abilities, this magic also enhances the users body and actions, making them stronger, faster, and much more aware. It keeps their senses sharp almost all the time, sleeping being the exception.
Elyx plans to use one blade and master it, having it cut through magic and abilities with immense speed of his strikes. Faster than the wind, he plans to cut through mass and wind when he grows strong enough. With one blade, he plans to be physically and mentally stronger than the opponent, be aware enough and witty enough to beat any enemy, and be versatile enough to survive under any sort of pressure. He plans to lock down magic sets, and though it's impossible to completely shut down magic, he can reduce others magics to level the both of them into a melee battle, which he has the leverage in. He plans to beat them with high movement speed and attack power, so even if they do block, their defenses would be broken through.
"You have relied on Magic for so long that you have forgotten what it means to actually fight..." -E.R
Strengths:
-This is not just a melee-based sort of magic, it is a versatile sort of magic. All of the speed allows them to reach any opponent, and there are projectile opportunities for the user, and not just throwing weapons. This set of magic masters all ranges in attacks.
-This allows the user to be more aware and train all of their physical abilities to outrank their opponents physical abilities. This magic is based on lowering opponents magic abilities and forcing them to fight on a melee level, where this magic also enhances.
-Heavily resistant to an enemy's magic, a variety of the spells designed to cut through opponents spells, abilities and negative effects. This is due to the fact that the user is heavily reliant on their physical strength, and they need to protect their body.
Weaknesses:
-Without a weapon, this becomes more of a melee based magic set with the body. Half the spells in this spell set would not serve useful, it is wise for the user to have a weapon in hand while using this magic. Otherwise, they cut their chances and options heavily.
-This requires time to master, wildly swinging a blade for the first time will not get anyone anywhere. It could take days, weeks, possibly even a couple of months for this magic to be master completely.
-This heavily uses up magic power, so some magic spells and abilities are dedicated to keeping up with the magic power. Even then though, it might drain faster than it can restore, this is called "Overlimit" and will heavily drain magic power quickly if Overlimit occurs.
- Lineage:
- Lineage:
Knight of Crossfire:
Ability: Allows the user to combine "FrostFire" effects with either a weapon or a spell up. Upon landing a blow on the target, the target will either be set on fire or stunned due to intense freezing. The option is up to the user of the lineage. However, the one drawback that this lineage gives is that upon usage the user has to wait 2 posts between usage of "FrostFire" effects.
Usage: The user of this lineage can only combine "FrostFire" effects up to four times in a single thread. Upon landing a blow the user can choose to have the target be burnt or frozen. If frozen, the target will be stunned for one post. If burnt, the target will receive damage equal to the attacker's rank, up till S-Rank.
- Abilities:
- Unique Abilities:
-Blade Mastery: A swordsman who understand how to wield a blade has acrobatics and handling mastered. Skill is nothing without ability, and vice versa. The user with this ability has ability with this effect, making their movement faster and their attack power is enhanced. The movement speed and attack power are increased by 25%
-Brawlers Resistance: The user or their item is not affected by effects of enemies of less ranking than the user themself. Examples of effects include blind, slow, freeze, burn, illusions, etc. Anything of equal or less ranking that would prevent them from casting out magic would also be negated and destroyed. The user must be aware of any of these things in order for this to activate, but if they are unsuspecting, this ability doesn’t activate.
-Quickstep: Once per post, the user can quickstep. A Quickstep is a move that makes the world seem frozen in time for a bit, then the users body is transferred to an area of their desire. That is how fast that this move it. The user can move up to 50 meters in a quickstep, and it can't be done if a melee attack is executed on the user on the post before the current post.
-Flinch: Whenever the user lands a hit with their sword on an opponent of equal or less ranking, they would end up flinching for a full second. Their body remains stationary for that second, meaning they in no way will be able to move for a full second before they gain motion again. Though one second may not seem like much, one who can string combos together would be able to take advantage of this to execute those combos without fear of resistance. The duration of the flinch does not stack, but just refreshes.
-Master Recovery: When the user is wielding a blade in their hand, they can gain either 5% health or 5% Magic power per post. They must have attempt an attack with their blade on that turn for this ability to activate.
-Natural Detection: The user is able to detect and identify any being that is up to 75 meters away, regardless of prevention that would make them unable to be sensed. Once per thread, the user can swing their sword to the side reveal the hidden being and place it right in front of them. That being is unable to use that method any further for the rest of the thread for any purpose.
-Champion Flow: The user can release a powerful aura of wind around their bodies which can be felt by opponents up to 100 meters away. The user gains 5% MP per turn while the aura is active. When activated, the ability lasts for three posts. This can be used twice per thread, and a 4 post cooldown between each use.
- D Rank:
- Spells:
- Haruki's Shadows:
Name: Haruki's Shadows
Rank: D
Type: Support
Duration: 3 Turns
Cooldown: 4 Turns
Description: The users body is split into multiple pieces until four versions of him are present, and original, and three clones. Each of them inflict 25% of their original damage, but have the same amount of force and knockback. Each one can think with their own minds, but they think alike, so they all can work together easily. After the duration, all four of them will return back into one body, and all wounds that they received will show on the users body. If one of them die, the user dies. This is used to spread and outnumber an opponent who dares oppose the user, using numbers to carry out speedy attacks. Each time one uses a spell, they are using magic from a shared pool of Magic Power unless they are using the same spell in unison.
Strengths:
-Copies of the user with the same force and same mentality, they can accomplish things four times more than the average single man can.
-Great minds think alike, they won't be so quick to resist each other since they have the same mentality and knowledge. One is not better than the other, it truly is like splitting the user into difference pieces.
-They gain his weapon as well with it's abilities, since they are designed to be exact replicas of the regular version of the user.
Weaknesses:
-Each version of the user, including the original inflict 25% of the average damage the user can inflict. So if in their own battles, they are unable to cause much of a dent as the single user usually can.
-Free Will: Each of them can act on their own, so if they see different things, their mentalities will split and the four similar beings become four original characters with the same appearance. The downside to this is the fact that they may then have different perspectives and may even work against each other worst-case scenario.
-Shared Magic: They all will be using the one pool of magic the user normally has, and though it may inflict way less damage, the cost for spells will remain the same.
-Shared Pain: When the duration is over, the four of them will return into one body. All wounds inflicted onto the clones will merge into one at the end. So if one of the clones die, the user dies.
-Shared Health: Just like the magic pool, except they also take regular damage. Four times more likely to take damage, four times more likely to die.
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- Lindsey's Reach:
Name:
Rank: D
Type: Support
Duration: 3 Turns
Cooldown: 4 Turns
Description: This spell can only be used while the user has a blade in their hand of any sort. Light magic is used to extend the reach of the users weapon, doubling its blade size. For example, if the sword were 4 meters, 4 meters of light magic would be used to extend the blade to 8 meters. While this spell is active, the user gains 25% movement speed and attack power.
Strengths:
-The user is extending the blade to give themselves more melee range to work with. Double the amount of range they had from before.
-A boost while this is active to help the user with their speed and attack power. It's a nice combo with range, and might try make handling a little bit easier as well.
Weaknesses:
-Due to the huge range of the blade, the user must be careful to avoid having it hit surroundings that might stop the blade. Such as the ground for example.
-This blade with extended range might accidentally hit nearby mages, allies included. This mixed with the Flinch system is not too fortunate...
-The extension size can't be determined the user, double or nothing one might say. If a weapon already was huge, it's size would be doubled and very uncomfortable as well as hard to handle and control.
- Vanessa's Derail:
Name: Vanessa's Derail
Rank: D
Type: Support
Duration: 3 turns
Cooldown: 4 turns
Description: The users weapon at hand gains a 25% in attack power and the weapons blade is on fire. Every time the user slashes with the weapon, a flame trail emits from the blade and shoots 10 meters towards the direction the weapon was slashed. The user takes 5% in damage per turn, the damage being cut in half for each rank higher than this spell the user is (Minimum 1% damage taken per turn at least.) One fire trail can be created this way per post, and they inflict 50% D rank damage in addition to the damage the blade inflicts. No other support spells can be used while this is active.
Flame Trail: A line that travels on the ground made of fire, it can only go in one direction and can be put out with an equal ranking projectile magic attack or with any equal ranking defense. It travels at the speed of the users original speed (Meaning without boosts or anything like that).
Strengths:
-An additional 25% in attack power while the weapon is on fire
-One Flaming trail that inflicts 50% D rank damage is created, this going on top of the damage that the slash of the weapon had created. It goes up to 10 meters at the speed of the user.
Weaknesses:
-Every turn while this spell is active, they take damage towards their health. They are holding and playing with fire after all.
-Instant, it is a surprising experience to suddenly see flames burst from the sword. This will often surprise the user, and leave them distracted for a small period of time.
-The fire will remain until the duration ends, the user can't cancel it out. Even if it falls out of the users hands, or if a battle is finished, the fire will remain until the duration ends.
- Toka's Regret:
- Name: Toka's Regret
Rank: D
Type: Support
Duration: 3 Turns
Cooldown: 4 Turns
Description: While this move is active and the user has a blade in their hand, the user gains 5% Magic Power per turn. They are unable to attack on the turn this spell was used unless it's a Melee attack, and they are unable to activate any spells on the post that this spell was activated.
Strengths:
-5% Magic power per turn while this spell is active. Plain and simple.
Weaknesses:
-The user needs to have a blade in their hand, during the turns that they don't have it in their palms, they can't use this spells ability for that turn.
-No other spells can be used on the turn this spell was activated.
-Can't use any attacks on the turn this spell was used unless a melee attack is involved.
- C Rank:
- Symphonia's Armor:
- Name:
Rank: C
Type: Defensive
Duration: 4 Turns
Cooldown: 5 Turns
Description: The user can activate this spell to place a layer around their body. The air around them will act as an armor, a surrounding layer of it placed to protect the user. This layer is spinning fast enough around the user to act as a solid armor, but their speed and movement is not affected by it. This layer of air can take 3 C rank hits before shattering. Earth-Based attacks will shatter through this armor regardless of the rank. This armor is air, it can't be fixed like material armors. Especially since this magic set is not based on wind. Damage done towards the armor is cut to 0 until it is destroyed.
Strengths:
-A hearty 3 C rank hits what it takes to destroy this armor. For each hit towards it, the damage is cut to zero. It acts like another 3 C ranks of health, until the duration ends at least.
-Being made of wind, it doesn’t limit the users speed in movement or power in any sort of way
Weaknesses:
-This armor is made of air, Earth attacks will break through this armor instantly and caused the cooldown to begin.
-Can’t be fixed up like regular armors, the user can’t supply the armor with wind to repair it’s wounds
-B rank attacks inflict half damage regardless if it destroyed the armor or not. And higher ranked attacks clearly break through the armor.
- Robby's Agility:
- Name: Robby's Agility
Rank: C
Type: Support
Duration: 4 turns
Cooldown: 5 turns
Description: The user gains 40% boost in movement speed and awareness. They are capable of speedy acrobatics that excel the average mages. Their calculations in their mind are a lot clearer to them, allowing them to analyze situations a little bit better than they used to. However, in doing this, they take 5% damage for each duration post that they do not use a melee attack. If they use a magic attack only without a melee attack on a turn during the duration, this spell is nulled and the cooldown begins.
Strengths:
-40% Movement speed and awareness, awareness being the ability to see things better. Basically, a better perspective and view of the battle, like Wisdom in a way.
-Extreme acrobatics are given to the user, and with the upgraded speed, catching them won't be so easy now. Best of luck to those who try to mirror the user.
Weaknesses:
-This spell requires the user to declare melee attacks. For every turn that they do not do this, they will lose 5% health. This would most likely hurt them most when they are too tired to fight anymore, and this is like the salt to a wound.
-If the user dares use only magic on a turn without a melee attack, not only do they take 5% health damage, but this spell becomes null and the cooldown begins.
-Forced to fight while in this form basically. No matter what, the user will have to risk their body in some way, whether it is to take damage or to lose a boost. Worries come free with this spell on top of all the current problems that the user is facing.
- Zaren's Stand:
- Name: Zaren's Stand
Rank: C
Type: Defense
Duration: Four turns
Cooldown: Five turns
Description: The users body can't flinch or take knockback. This doesn't reduce damage, but they take full damage from hits from opponents attacks, regardless of the attacks. This spell acts as a defense to help the user counter attacks. This defense applies to any and all attacks, since they are going to be taking full damage anyways. The user just won't simply budge.
Strengths:
-The user doesn't flinch or take knockback... That's pretty much it...
Weaknesses:
-The user takes full damage, this spell does not reduce damage or have any benefits that will be useful other than simply being a statue.
-An opponent who is swift can attack the user from all sides at high speed to take advantage of this, not afraid of the users knockback as their escape from a combo.
- B Rank:
- Rhuana's Refusal:
- Name: Rhuana's Refusal
Rank: B
Type: Defense
Duration: 5 Turns
Cooldown: 6 Turns
Description: The users blade can act on it's own when battling against an opponent. While the duration is active, when the opponent executes an equal or less ranking melee attack towards the user, if the user doesn't react in time, the blade will move the users arms with as much speed as the users movement is (Say 25MPH if that's how fast the user is.) This can be done multiple times per post provided the attack is of equal or less ranking than the user, and if the attack was a melee attack. This only works on one opponent that the user is facing off against, so the user won't be able to use this spell on an opponent who attacks from behind.
Strengths:
-An auto-block basically to equal or less ranking melee attacks that try to attack the user.
-It moves at the users speed without the user knowing, blocking an attack they would not be able to block in time without this spell.
Weaknesses:
-Higher ranked melee attacks will not trigger this spell, the user must be ready or suffer the consequences.
-Magic attacks will not trigger this spell, regardless of ranking.
-Only works on one opponent that the user is fighting directly, and no others until the user switches their target.
- Dusty's Craftsmanship:
- Name: Dusty's Craftsmanship
Rank: B
Type: Offense
Duration: Instant
Cooldown: Six turns
Description: Amazing Swordplay is nothing without speed, and this speed for a combo is just beyond mindblowing. The user executes 20 strikes with just one blade, each one of them stringing with a time gap of a hundredth of a second, meaning that once anyone is hit by one of these, they had to endure the rest of the combo due to the Flinch effect. Each of these hits inflict 2% B rank damage. Once that is done, the final attack is an upwards slash that releases a giant wave of light magic, sending an opponent flying as they take 85% B Rank damage. If the target was of lower ranking than this spell, they lose 10% MP. Alternatively, the user may gain 5% MP, this is the users choice. The direction of this spell, once chosen, can't be changed. This spell can't be cancelled out once started, unless hit hard enough to cause knockback.
Strengths:
-Once someone gets caught in a hit, they take all remaining hits due to the short transition time between each hits and the Flinching effect.
-If the final attack hits someone of a rank lower than this spells rank, the target can take a 10% MP loss, or the user can gain 5% of their own.
Weaknesses:
-The user can't change direction once they start this spell.
-The user can only stop when they are hit hard enough to cause knockback, which would stop this spell
-The wave is made of light magic that is of the users rank, and can be treated as such, such as being eaten by a Slayer.
- Marina's Care:
- Name: Marina's Care
Rank: B
Type: Wind, Offensive
Duration: 4 Turns
Cooldown: 6 Turns
Description: When the user takes a hit from a non-melee based attack, they can gain 5% health per post during duration that they took the hit in. The user gains 10% Speed and Attack power for each time they are healed this way. The maximum boost with this effect if 40%. This boost remains with the user even after the duration finishes. The User may activate this again, however, the value of the boost will not change or be replaced.
Strengths:
-5% health restoration whenever the user gets hit by a magic non-melee attack, per post.
-Up to 40% Boost in attack power and movement speed when the user takes a hit, and it stays with the user even after the duration finishes.
Weaknesses:
-The attack must be a non-melee attack, otherwise, there will be no health or boost benefit.
-Once a boost has be set, it's locked, even if this spell is activated again. It won't be replaced or removed unless done so by the opponent.
-For the health restoration and boost to occur, the user has to take damage. An irony for the former, this is just a precaution, and the user would not likely use this as a first resort.
- A Rank:
- Kain's Shield:
Name: Kain's Shield
Rank: A
Type: Defensive
Duration: 7 Turns
Cooldown: 9 Turns
Description: While the User is carrying out attacks with his sword, surrounding magic attacks against the user will trigger this spell. Equal or less ranking magic attacks or things summoned with magic will be suddenly blocked by a shield that surrounded the user. A "Click" sound would be made upon impact, followed by the shield that deflects A rank or less attacks. This can activate without the users awareness, just as long as this spell is active.- Appearance:
Strengths:
-This shield works all around the user, even while their backs are turned. It's a sphere designed to protect while the user is carrying out attacks with his sword.
-Protective against magic attacks and things summoned via magic of A rank or lower, deflecting them away or restricting access to the user.
Weaknesses:
-This defense doesn't activate while the user is not attacking with his sword, a crucial key concept when dealing with this fighter.
-S rank attacks and higher will break through this spell and inflict full damage. Though it doesn't end the duration of the spell, it breaks the whole purpose of the spell for that post.
-This only works on magic attacks, melee attacks will not have to meet with this barrier.
- Michidia's Aim:
Name: Michidia's Aim
Rank: A
Type: Offense
Duration: 7 Turn
Cooldown: 9 Turns
Description: While this spell is active, the user can shoot out a trail of dark magic from their blade, pointing the tip of the weapon towards their desired target. This inflicts A rank damage on top of any damage done with a slash, and also reduces an opponents accuracy and speed by 25%. This dark trail travels 100 meters before disappearing, and can't change it's direction. If the user does not take a moment to aim and fire the weapon, the weapon will move towards the direction the user slashed last on that post and fire in that direction without the users consent.
Strengths:
-The user can fire dark magic towards opponents, mixing this with melee slashes of the sword and no opponent is safe, near and far. With the Flinch effect, this becomes very easy for the user to pull off.
The dark magic debuffs opponents accuracy, lowering their chances of hitting the user. It also lowers their speed, making anything they try to hit or try to dodge harder to hit or avoid.
Weaknesses:
-Every once in a while (Per post), while the duration is activated, if the shot is not used, the sword will force the users arm towards the direction it slashed last and fire in that direction.
-The shot from the blade will not change direction once fired, and it's distance can't be manipulated by the user either unless it hits something.
-Only hits one enemy, this attack won't go through the target it hits. So aim carefully.
- Teresa's Insanity:
Name: Teresa's Insanity
Rank: A
Type: Support
Duration: 8 Turns
Cooldown: 10 Turns
Description: Such power to flow through the veins, their body will change completely, embracing their full power and their desire to win, no matter the cost. Just about the opposite is shown in the transformation, brown eyes become blue, brown hair becomes light, old attire becomes modern-day formal, and facial expression soft and relaxed to reveal a new, more confident and unafraid side. While in this state, their blade gains one more ability. The blade gains 50% Attack Power and movement speed. Once per post, when the blade touches something made or summoned via magic of equal or less ranking, at the cost of 5% Health, that thing and all other exact copies of it (Such as rapidfire projectiles) are nulled and destroyed, resetting the cooldown (If any) of it.
"With the odds against you, care to dance with me?"
Strengths:
-50% Attack Power and movement speed, more ability and power to the user provided they are wielding the blade.
-Things made of magic of equal or less ranking can be dispels when the blade touches the thing it is attempting to null and destroy.
Weaknesses:
-This transformation is nothing like the regular user, so they will not be identified and can be mistaken for an enemy on both sides until clarified. A lot can happen in just a few seconds...
-For every cancellation of a thing that has magic in it of equal or less ranking, it would cost 5% of the users health. So even if they take down the thing, they would still be losing health. It's like they only reduced damage, or might just be losing health depending on the situation.
-Can't escape from this transformation while in it. This means the user won't be recognized to his allies unless they know of this form. Until then...
- Deed's Ambition:
- Name: Deed's Ambition
Rank: A
Type: Offensive
Duration: 7 Posts
Cooldown: 9 Posts
Description: The user is able to summon a sword made of light magic, which floats 2 feet above their head and follows the user wherever they go. Once per turn, the user is able to have the sword fire at a target up to 75 meters away at the users current speed when fired, inflicting regular A rank damage onto them. This sword can be destroyed with 4 A rank hits, causing the cooldown to occur. However, if not touched at all, the sword will always remain by the users side. The sword is fired when the user puts out their palm towards the desired target. Once the sword hits a target or hits 75 meters, it returns back towards the user. It can only be launched once per post.
Strengths:
-This sword acts as an extra arm, inflicting an additional C ranks worth of damage once per turn on top of whatever else the user does. Though it may not fire on it's own.
-The sword follows the user wherever the user runs, regardless of how much focus is placed on it. So the user doesn't have to worry about losing this weapon until the duration ends.
Weaknesses:
-This being above the users head, it provides the user no defense capabilities whatsoever, regardless of attempts for this use.
-The user must put out their palm towards the target without using any spells, which may sometimes not be possible since the hand must be outstretched, putting the user at even more risk due to the user now being a bigger target.
-This cannon can be destroyed with 4 A rank hits, in which the cooldown will activate after the fact.
- S Rank:
- Ashers Impact:
- Name: Asher’s Impact
Rank: S
Type: Offense
Duration: Instant
Cooldown: 9 Turns
Description: The user throws their blade up in the air, allowing it to dissolve into the air. From there, the blade then reappears, but as a giant blade with a 150 meter radius tip, The user places their palm out towards the target, and the blade will spin insanely fast like a drill towards that direction. Anything that comes with impact with it will suffer S ranked magic damage and can’t use B rank or lower magic during their next post. S ranked impacts that hit this spell would be overrun by this spel. A ranked or lower impacts will be ignored by this spell, the drill destroying those impacts without even slowing down. The blade returns towards the users grip when the blade has travelled 300 meters, in which it will dissolve and return back to normal.
Strengths:
-150 meters wide, guaranteeing multiple enemies being hit.
-Anyone hit by this will be unable to use B rank or lower spells on the next post.
Weaknesses:
-The blade travels in one direction only, the user must choose wisely
-User is left without the blade they threw while this spell is active
-The blade can hit both allies and enemies alike, and even the user if they aren’t careful.
- Miharus Slash:
- Name: Miharu’s Slash
Rank: S
Type: Offense/Defense
Duration: Instant
Cooldown: 9 Turns
Description: The user slashes their sword in a full circle, a huge wave of cutting wind surrounding the user, protecting them from all S rank or lower impacts. Anything within 200 meter of the user while they do this is struck by the intense wind, and take S ranked magic damage. The winds cut like blades, and can pierce through even the toughest of irons.
Strengths:
Offers the user protection from incoming S rank or lower impacts.
-HIts all surroundings with wind that cuts like a blade within 200 meters.
Weaknesses:
-The user must spin around with their blade in their grip
-The users wind cuts on the ground only, those who are at least 10 meters above ground can avoid this spell.
-The wind can hit both allies and enemies alike, and even the user if they aren’t careful.
- Signature:
Name: Swordplay Signature Art: Grand Finalé
Rank: User's Rank
Type: Offense
Duration: Instant
Description: The User has two addition blades summoned to float by the users side, they float under the control of the user. When summoned, the user instantly lashes into a devastating combo, the blade of the user and the two addition blades all dancing together to drag the opponent they have caught into the air. Once that is done, the two blades would spin violently to knock the enemy away from the user a good distance of 10 meters before the user points his weapon forward, the two blades spinning behind the user before the pointed blade fires a flurry of light bullets towards the target. Due to the flinch effect, they target will not be able to move away from the bullets due to them being immobile. The light bullets move at a fast rate, at the speed of the users current speed, taking less than a second to hit the opponent. At the end of the move, 125% of the Users rank worth of damage would be inflicted onto the opponent.
Strengths:
-Blinding speeds of the blades as they spin around, considering there are 3 of them and the Flinch effect still applies, once an enemy gets caught in this spell, they are not getting out.
-At the end, many light bullets are fired towards the target, who can't escape due to the Flinch effect keeping them in place, leaving them to take he rest of the combo.
Weaknesses:
-The first hit is required to hit, otherwise this combo will hit nothing, and though things around them could still be hit, it is not too likely.
-Once the combo starts, it keeps going until the end, or until someone knocks the user from the air.
-The summoned blades are only used for this combo only. Once the combo is finished, they return back by shattering to pieces.
Last edited by Elyx Reiaki on 16th March 2016, 3:49 pm; edited 46 times in total