I have bought a Legendary weapon on my main, Chaotic Rumble, but have not used it yet. I would like to use it on this account instead!
Name:
Ember Celica
Rank:
Legendary
Type:
Gauntlets, weapon
Description:
Ember Celica appear as bracelets at first, however, that’s when they’re in their inactive form. When they’re activated, they cover Hareta’s hands and forearms as gauntlets. The gauntlets are gold in colour.
Ember Celica is not your typical gauntlets, however. Inside of the, they contain red and orange shells. You’ve guessed it, Ember Celica is able to shoot as well, the shots being shotgun shells. Inside there are chambers that holster a magazine that contains 12 shells, giving a total of 24 shells when both gauntlets are fully loaded and used. Each shot at Hareta’s rank deal D-Rank damage, though are incredibly easy to see coming as her gauntlets radiate a bright orange colour. Hareta is able to reload her shots after they’ve run out by using up magical energy (10% to be precise).
Ember Celica passively is ignited with flames upon Hareta’s choosing, which cause burns upon contact as per usual. At Hareta’s level, being only D-Rank, she is only able to inflict D-Rank damage per strike. However, the gauntlets’ true offensive aspect seems to be in creating pulses of raw energy. They emit flashes of golden light, resembling Hareta’s flames and are capable of knocking back great distances.
The flashes of light seem to explode upon contact, and is the main cause of the knockback. However, because there is a heavy knockback, Hareta is also able to use it to boost herself forward and into the air, giving her even more agility than she already has. The gauntlets in their own right are powerful; as Hareta gets stronger and ranks up, she’ll eventually be able to do a shockwave earthquake-like punch to the ground.
Strengths:
* Two in one; Ember Celica is not only a pair of strong, sturdy and powerful, but also a powerful shotgun as well. Ember Celica gives Hatera the range she generally misses.
* Get away from me!; Each shot of Ember Celica’s knocks foes back 5 meters. Each shot also does D-Rank damage and can travel for up to 40 meters.
* Ohhh! Burn!; Each shot and punch dealt by Ember Celica causes burns, as per usual. The melee strikes deal D-Rank damage as well.
* Bullets? Nah, too bulky!; Hareta is able reload her shells once they’re disposed of, however, this costs magical energy.
Weaknesses:
* Reloading is tirin’ stuff…; Reloading Ember Celica doesn’t come free. They are magical bullets, after all, and as such, Hatera must expend 10% of her total magical energy to reload them. (Will decrease slightly when she reaches A-Rank and S-Rank).
* The flames on Hatera’s fists can be extinguished by any D-Rank water spell, though that only removes the burning aspect of it. The flames will re-ignite once 3 posts are done.
* Each weapon has its own set of weaknesses. While they tend to make up for the other, that doesn’t completely remove them. The shots cannot be used if there is no ammo in Ember Celica, and its melee aspects are completely useless in the face of foes that are ranged unless Hareta finds a way to get close.
* Despite being shotgun shells, the projectile won’t actually spread out like a shotgun would, unless Hareta develops a specific spell for it. This is both an advantage and disadvantage, as Hareta has an increased chance to strike her foe, but at the same time this weapon does not deal well with crowd control.
* Burns won’t occur to armored foes.
Abilities:
“Initiating reload!”; Whenever Hareta runs out of bullets, she can choose whether or not to reload them by expending some of her magical energy (will reduce as she ranks up). The reduction according to rank is as the following:
D-Rank = 10% ME consumption
C-Rank = 7.5% ME consumption
B-Rank = 7.5% ME consumption
A-Rank = 5% ME consumption (caps out here).
“Haha! Flying is fun!”; Hareta can choose to shoot off her projectiles randomly which will boost her in the opposite direction of the shot was fired. Not all bullets do it, but rather when she chooses to do it. Even if she is in the air, she can choose to go higher by shooting down somewhere. At her current rank, she can go 5 meters per shot should she desire to, (will increase as she ranks up). The boost per shot according to rank is as the following:
D-Rank = 5 meters.
C-Rank = 10 meters.
B-Rank = 15 meters.
A-Rank = 25 meters (caps out here).
Name:
Ember Celica
Rank:
Legendary
Type:
Gauntlets, weapon
Description:
Ember Celica appear as bracelets at first, however, that’s when they’re in their inactive form. When they’re activated, they cover Hareta’s hands and forearms as gauntlets. The gauntlets are gold in colour.
Ember Celica is not your typical gauntlets, however. Inside of the, they contain red and orange shells. You’ve guessed it, Ember Celica is able to shoot as well, the shots being shotgun shells. Inside there are chambers that holster a magazine that contains 12 shells, giving a total of 24 shells when both gauntlets are fully loaded and used. Each shot at Hareta’s rank deal D-Rank damage, though are incredibly easy to see coming as her gauntlets radiate a bright orange colour. Hareta is able to reload her shots after they’ve run out by using up magical energy (10% to be precise).
Ember Celica passively is ignited with flames upon Hareta’s choosing, which cause burns upon contact as per usual. At Hareta’s level, being only D-Rank, she is only able to inflict D-Rank damage per strike. However, the gauntlets’ true offensive aspect seems to be in creating pulses of raw energy. They emit flashes of golden light, resembling Hareta’s flames and are capable of knocking back great distances.
The flashes of light seem to explode upon contact, and is the main cause of the knockback. However, because there is a heavy knockback, Hareta is also able to use it to boost herself forward and into the air, giving her even more agility than she already has. The gauntlets in their own right are powerful; as Hareta gets stronger and ranks up, she’ll eventually be able to do a shockwave earthquake-like punch to the ground.
- inactive mode:
- active mode:
Strengths:
* Two in one; Ember Celica is not only a pair of strong, sturdy and powerful, but also a powerful shotgun as well. Ember Celica gives Hatera the range she generally misses.
* Get away from me!; Each shot of Ember Celica’s knocks foes back 5 meters. Each shot also does D-Rank damage and can travel for up to 40 meters.
* Ohhh! Burn!; Each shot and punch dealt by Ember Celica causes burns, as per usual. The melee strikes deal D-Rank damage as well.
* Bullets? Nah, too bulky!; Hareta is able reload her shells once they’re disposed of, however, this costs magical energy.
Weaknesses:
* Reloading is tirin’ stuff…; Reloading Ember Celica doesn’t come free. They are magical bullets, after all, and as such, Hatera must expend 10% of her total magical energy to reload them. (Will decrease slightly when she reaches A-Rank and S-Rank).
* The flames on Hatera’s fists can be extinguished by any D-Rank water spell, though that only removes the burning aspect of it. The flames will re-ignite once 3 posts are done.
* Each weapon has its own set of weaknesses. While they tend to make up for the other, that doesn’t completely remove them. The shots cannot be used if there is no ammo in Ember Celica, and its melee aspects are completely useless in the face of foes that are ranged unless Hareta finds a way to get close.
* Despite being shotgun shells, the projectile won’t actually spread out like a shotgun would, unless Hareta develops a specific spell for it. This is both an advantage and disadvantage, as Hareta has an increased chance to strike her foe, but at the same time this weapon does not deal well with crowd control.
* Burns won’t occur to armored foes.
Abilities:
“Initiating reload!”; Whenever Hareta runs out of bullets, she can choose whether or not to reload them by expending some of her magical energy (will reduce as she ranks up). The reduction according to rank is as the following:
D-Rank = 10% ME consumption
C-Rank = 7.5% ME consumption
B-Rank = 7.5% ME consumption
A-Rank = 5% ME consumption (caps out here).
“Haha! Flying is fun!”; Hareta can choose to shoot off her projectiles randomly which will boost her in the opposite direction of the shot was fired. Not all bullets do it, but rather when she chooses to do it. Even if she is in the air, she can choose to go higher by shooting down somewhere. At her current rank, she can go 5 meters per shot should she desire to, (will increase as she ranks up). The boost per shot according to rank is as the following:
D-Rank = 5 meters.
C-Rank = 10 meters.
B-Rank = 15 meters.
A-Rank = 25 meters (caps out here).
- spells:
Name:
Shotgun Gauntlet
Rank:
D-Rank
Type:
Fire, Offensive
Description:
This is when the shotgun shells are put to their true, original use. Using a single gauntlet, Hareta extends her arm out towards her target and shoots up to three times; she can do this with a stop in between, so long as it’s within the same post. The shots can travel for up to 10 meters before dispersing, and spread out like a traditional shotgun would. This spell works by shooting out a bright orange projectile rather than the typical golden projectile, and having it explode almost instantly into 8 other pieces. The projectiles count are fire based.
Strengths:
* Gives Hareta a spread of projectiles that can take out a large group of opponents.
* The spell is tough to dodge, seeing as there’s a large spread of projectiles.
* The closer one is to the shots, the more likely they’ll get hit with more than one projectile. (When a foe is farther away than 7.5 meters, they can only ever get hit by one shot, if that. When they’re 7.5 meters to 5.1 meters, they may now potentially get hit by two shots. When they’re 5.0 meters to 2.6 meters, it is possible for them to get hit by four shots. Anything less than 2.5 has the potential to get hit with the entire spread, and if they’re 1 meter away or closer, they will definitely get hit by the entire clip, unless they find a way to move in time), and can fire the shots at any time during so long as it’s within the same post.
Weaknesses:
* This spell does not have a great range, since it does function like a shotgun after all. It’s not built for range.
* Whilst wind spells would typically power up Hareta’s abilities, that is not the case with this one. Because the projectiles are so small, they can get blown away with a single D-Rank wind spell.
* The foe can tell something is off, as the light that is shot is bright orange, rather than its golden colour.
* This spell cannot penetrate or break defensive barriers.
* If Hareta is facing a group of enemies, and some happen to be closer than others, the ones closer may absorb shots that were intended for another target.
Duration: 1 post/ 3 shots.
Cooldown: 3 posts
Name:
Searing Assault
Rank:
D-Rank
Type:
Fire, Offensive
Description:
This spell is a bit complex compared to Hareta’s others spells. There are two ways this spell can be properly used; Hareta begins the spell by igniting her entire right arm in flames, and charges towards the foe, punching them. If it hits successfully, then normal D-Rank damage and a burn will take place. That is the first version. The second version, which is the complex part; Hareta does the exact same thing, however, if the foe blocks the attack, they are sent unbalanced. As Hareta performs her block breaker, her entire body becomes enveloped in golden flames, and what takes place, is that now the foe is at her mercy; the next 4 attacks are unblockable and will each deal half a D-Rank damage. The final attack knocks back the foe for 7 meters. This attack is clearly a block breaker, and can come as quite the surprise to any opponent.
Strengths:
* It’s a block breaker; not many people expect a block to go against them and will generally surprise the opposition.
* Both versions, no matter what, cause damage and burns, though the second version is more effective and deals more damage.
* With the second version, foes are knocked back at the last hit.
Weaknesses:
* The second version can only be used if the opponent blocks, not dodges. This means that foes who completely dodge the attack will not be hit by any of the versions.
* The more powerful and effective version will only take place if the foe blocks.
* This spell is really only usable at close range; foes at a distance can’t be targeted with this.
* Burns won’t occur to armored foes.
Duration: Instant
Cooldown: 3 posts