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Soul Eater Rivals (Open & Accepting)

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It has been 30 years since the original Soul Eater story and now DWMA has a new rival, another school. 

Tags: Soul Eater, Anime, Roleplay, Romance, Action 

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One For All Hero

Eternal Lunatic

PostPosted: Fri Jun 20, 2014 6:48 pm


What if Soul Eater Rivals was made into a game?

Describe your character profile: including the intro, the moveset, ultimate moves, winning outros and losing outros. If so, put some quotes on what your character will say in intros, ultimate moves, winning and losing outro. P.S, you can put it taunts.
PostPosted: Fri Jun 20, 2014 8:44 pm


Welcome to Soul Eater Rivals Character spotlight. Featuring:


        User Image
                        Volpeo Fenris, the Kitsune
                        Partner: None
                        Foxfire CD: [0/4]
                        Aether Spirit CD: [4/4]
                        Nocturne Sound CD: [0/4]
                        Great Wall CD: [0/4]



                          Born from the Elemental family line of kitsunes, Volpeo was gifted with the power of magic. Using it to become a strong leader. Upon having his village attacked by a mysterious evil, he exiled himself along with the invader, sealing the entrance to the village, costing his hopes to return to see his family again in order to keep them safe.
                          He however, starts his journey back to his origins at the Kitsune tree where he re encounters with the elder, a childhood friend who would enlighten his path on searching a way back home.

                          "Alright, who wants a piece of this?"

                          Volpeo is a hybrid damage carrier. Specialized in martial arts while also using some magic to either engage or defend from opponents attacks. He can increase the damage of his attacks based on his strength alone, or base it upon the bonus attack he obtains upon using an aura.

                          "We Kitsunes are tougher than we look... we are a proud warrior race!"

                          Volpeo strongest point relies on his ability to switch from offense to defense with remarkable speed. Making most of his moves to loose almost no momentum within a battle. When playing this character you must take always 3 things into considerations. "Speed, positioning and cool downs" since Volpeo is very vulnerable when his movement is impaired, you must avoid getting caught by enemy traps.
                          Also, when he has 2 or more speed buffs his attack can duplicate, triplicate or even quadruplicate its damage depending on how many speed buffs he has open at time.

                          "Let the wind guide you..."

                          Volpeo's signature moves are Foxfire, Aether Spirit, Nocturne Sound and Great Wall
                          All of Volpeo's auras grant him special buffs while also increasing his speed. This allows him to have reliable mobility sustain during fights.

                          Foxfire is his basic spell of utility, as it summons 4 fireballs enchanted with magic that would tag upon the fist enemy they have contact with. But will only reveal their locations for a short amount of time. So keep in mind how many targets do you want to tag.
                          Wille marked, Volpeo has increased movement speed when he moves around the target's area. Granting him this buff even after the ability is on cool down.
                          Volpeo can also keep fox fire for himself to grant him the same buff stacking up to 4 times the original speed buff. Consuming 1-4 fireballs depending on how much speed boosts you need in play.

                          Aether Spirit is Volpeo's insurance policy. With this, he can ignore the damage done to his body, by using a strong force of will, surpassing the limitations of pain and as such, releasing him from movement impairment, save for total paralysis. This is pretty much a defensive mechanism, or to keep on fighting despite the fatigue. This will also increase his movement speed. Note that the damage on his body is not negated. So don't think you are superman or something.

                          Nocturne Sound is Volpeo's main engage/disengage tool, as he uses this aura, he becomes invisible for a short amount of time. Maintaining all the speed buffs he had stored at time. Upon leaving the invisible mode, Volpeo's current speed is doubled, granting him enough to close the gap between his objective or to flee potential harm.

                          Finally, Great Wall is more of a tricky play. While in this aura the cool down of the rest of your abilities is halved. But you'll lose all previous speed buffs. On the mean time, he gains a magic shield that hand help heal himself or an ally, granting nearby allies physical and magical resistance and protection against physical attacks magic or madness. The more buffs are lost during the activation of this aura, the stronger the shield would become.

                          "Young maiden, for the last time I am not a pokeman!"

                          When partnering Volpeo with a weapon, you'll have to define your play style. if you like consistent damage over time, try finding a partner which carries a light weapon, such as a Katana, knife, ranged weapon, spears, staffs or nunchakus. something he may wield that will not affect his movement.

                          "Hey Elder! Look at this! I shall call this move, Milla's Judgment!"

                          For bursty damage you'll carry more heavy weapons since he'll be able to drag them along with the speed buffs, generating even more damage over collision. Granting insane burst upon unprepared foes. but take in count that you'll be vulnerable during cool downs, so make sure to keep them in check.

                          "Do we really have to go through all this again? I wasn't born yesterday you know?"

                          During Duels and Team fights, you always have to look for an opening on the enemy. mostly when they burn any sort of impairing moves they have. after that, punish them with your speed buffs and pick a safer place to prepare your next counter attack.
                          In team fights however, you'll have to be more sneaky, as more enemies also mean more impairment moves. To try to have an ally peel for you while you sneak through the front lines and attack more vulnerable targets.
                          A good set up is play Fox Fire set a path between the enemy front lines, so and follow up with Nocturne sound to venture into enemy territory while invisible, upon meeting your target, the movement speed much should be enough to get into position and land your combo. Make sure to save Aether Spirit in case they try to strop you from getting into your target, that would increase your chances from landing tons of damage and with luck annihilate your target before they get enough damage onto you. Finally, pop up Great barrier, as you've burned all of your speed buffs available, that would grant you and nearby allies physical endurances and resistance towards magic and madness. Enough for them to break the front lines or for you to get out and jump back into safety. Take in mind that during the activation of the Great Barrier you loose ALL speed buffs. So, the more distance you have to walk towards safety upon activation, the more chances your enemies have to pull you back and deal retaliation.

                          "You are kidding right? You'll need more than a few jumps to catch me."


                          That's all for now, we hope that you have fun playing this character.

                          " So, are you ready for the next match?"

                          Thank you for your time and stay tuned for more awesome characters to come.

                          "Let's get something to eat. C'mon I'll buy it, I've heard about this "DeathBucks place... I've always wanted o try it out."






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