Samus Aran Player: Zekrom PKstarship Random things Samus moves slowly in water-filled environments, until she has her Gravity Suit. Samus' suit is compatible with some different kinds of electronics. Beam Arsenal Samus can stack 2 beams at a time. A stacked beam gains the combined properties of both beams. There is also a priority list, the Beam in the stack with the highest priority will dictate the element that the beam is, as well as the Status effect it can inflict. Priority list: Ice > Plasma > Light = Dark > Wave Power Beam: Does 5 damage. Wave Beam: Does 6 damage, ignores rows, has a 20% Paralysis chance. Electric element. Charge Beam: Doubles the damage and status chances of her next beam attack. Also pulls in compatible health and ammo drops. Ice Beam: Does 7 damage, has a 20% chance to freeze. ice Element. Spazer Beam: Does 3 damage. Allows you to fire 3 beams at once to hit up to 3 rows at once. Dark Beam: Does 6 damage. Has a 20% chance to silence an enemy. Dark element. Light Beam: Does 6 damage. Has a 20% chance to blind the enemy. Light element. Plasma Beam: Does 8 damage. Has a 20% chance to burn the enemy. Fire element. Annihilator Beam: Does 12 damage: Made by stacking Light and Dark beams. Dual Light/Dark element. Missile Attacks Missile: does 15 damage. Costs 1 Ammo Point. Does Explosive damage. Super Missile. Can be used after Samus has a full Power Beam charge. Does 40 damage. Costs 5 Ammo Points. Does Explosive damage. Ice Missile: Does 15 damage, has a 50% chance to freeze. Costs 2 Ammo Points. Does Explosive/Ice damage. WaveBreaker: Can be used after Samus has a full Wave Beam charge. Does 25 damage to the enemy, with a 30% chance to stun. Costs 6 Ammo Points to initiate, can be held for multiple turns for a cost of 3 Ammo Points per turn. Electric element. Ice Spreader: Can be used after Samus has a full Ice Beam charge. Does 40 damage with 50% freeze chance to the targeted enemy, and 20 damage with 25% freeze chance to adjacent enemies. Costs 8 ammo. Does Ice damage. Flamethrower: Can be used after Samus has a full Plasma Beam charge. Does 25 damage to all enemies in one row, 50% chance to burn. Costs 10 ammo to initiate, can be held for multiple turns for a cost of 5 per turn. Fire element. Darkburst: Can be used after Samus has a full Dark Beam charge. Creates a dimensional rift that does 30 damage to the enemy it's aimed at, and 15 damage to adjacent enemies. Has a 50% chance to OHKO small enemies. Costs 6 Ammo. Dark element. Miscellaneous attacks and moves Scan Visor: Allows Samus to scan the enemy to gather info on it. You can use this move and attack on the same turn. Punch: Punch the closest enemy in a row for 1d6 damage. Allows Samus to pick up compatible health and ammo drops in battle. Grapple Beam: Allows Samus to latch onto and pull off an enemy's armor or defenses to reveal their weak spots. Also pulls in compatible health and ammo drops. Hyper Mode: Costs 100 Energy. Boosts weapon strength by 3x, but removes the chances to inflict status effects. Lasts 4 turns. You can use this move and attack on the same turn. Zero Laser: Fire a large laser to do 75 damage to all enemies in a single row. Samus' suit breaks away and she must stay in Zero Suit mode for 4 turns afterwards. Suit Upgrades All damage reductions should be calculated after applying Samus' defense. All suits stack. Varia Suit: Adds a 10% damage reduction, makes Samus resist acid and fire-based attacks. Gravity Suit: Adds another 10% damage reduction, allows Samus to move at full speed in water-filled environments. Light Suit: Adds another 10% damage reduction. Makes Samus resist Dark attacks. Makes Light element attacks restore health equal to the damage they deal. ----------- Morph Ball mode It takes one turn to enter this form. However, you can exit this form and attack on the same turn. Samus gains a 25% increase in speed and a 25% evade chance when in this mode. Morph Ball Bomb: Does 3+3+3 damage. Can't hit flying enemies. Boost Ball: Charge for one turn, then dash at the enemy for 12 damage. Has a 50% chance to hit first. Can't hit flying enemies. Jump Ball: Jump and ram into an enemy for 6 damage. Can hit flying enemies. Power Bomb: Does 20 damage to all enemies in battle. Costs 10 Ammo. This move cannot be used two times in a row. Bomb Scatter: Is used when Samus morphs with a charged Power Beam, or any stacked beam. Launches 10 bombs at random ground enemies. Each bomb does 3 damage each. Ice Shield: Is used when Samus morphs with a charged Ice Beam. Raises defense by 4 for 3 turns, any enemy who uses a physical attack takes damage equal to Samus's defense in return. Costs 10 Ammo Points. Ice element. X-Factor: Is used when Samus morphs with a charged Wave Beam. Releases 4 energy balls that do 15 damage each to 4 random enemies. 30% chance to paralyze. Costs 5 Ammo Points. Electric element. Blinding Flash: Is used when Samus morphs with a charged Light Beam. Does 10 damage to all enemies, 30% chance to blind. Costs 8 Ammo Points. Light element. ----------- Zero Suit Mode When Samus enters Zero Suit mode, she loses the defense bonuses and added effects of the Varia/Gravity/other suits she has, but not any other defense gained by equipping armor. Samus gains a 100% speed boost when in Zero Suit mode. 3-Hit Combo: Hit an enemy for 2+2+3 damage. Can't hit flying enemies. Dash Kick: Does 6 damage. Paralyzer: Fire 3 shots for 2 damage and 10% stun chance each. Paralyzer Charge: Charge the Paralyzer so that next shot does 6 damage with a 50% stun chance. Plasma Whip: Does 5 damage, 50% chance for a Critical Hit. Pulls in compatible energy and ammo drops. Plasma Wire: Functionally the same as the Grapple Beam move. Block: Lowers damage by 20% on the turn it's used. Taunt: Taunt the enemy a little bit. Increases the amount of drops you get after the battle is won.