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 SPECIAL SHOTS OF NEW VESTROIA

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Professor Clay
NEW VESTROIA SCIENTIST
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Join date : 2010-03-09

PostSubject: SPECIAL SHOTS OF NEW VESTROIA   Sat Apr 17, 2010 11:21 pm

Allow me to explain to you the facts behind the Special Shot maneuver in Bakugan.

Special Shots are unique throws, carrying a special effect with them. If you throw a Bakugan that has implemented a Special Shot, the Bakugan becomes enveloped in flames, wind, water, depending on the attribute of your Bakugan.

When thrown, the Bakugan will either miss and force the Special Shot to collapse into itself, or it will stand and activate the power within. Special Shots are usable on any Bakugan, but the effect varies between the six attributes of Bakugan that uses it.

For example, a Ventus Fly Beetle Bakugan has activated the Ventus Storm Special Shot. The Ventus Storm allows the user to blow back an opponent's Bakugan standing on the battlefield back to his/her hand. If the Fly Beetle Bakugan successfully stands, the Special Shot will activate and return one of the opponent's Bakugan back to his/her own hand, without the need for a card. If the Fly Beetle misses during the throw, the Special Shot Meter is immediately depleted and the Special Shot would have been wasted.

In order to utilize Special Shots, you must first earn them. Any and all Bakugan in New Vestroia each increase your Special Shot Meter by a designated number of points upon standing on the Gate Card. Your Special Shot Meter always begins at 0, and gradually increases as you stand Bakugan or Bakugan Traps. Each stand from one of your Bakugan is added to your Special Shot Meter total, until it finally reaches a number high enough to activate one of the Special Shots corresponding to your Bakugan's attribute. Once it has, you may call the Special Shot while throwing the Bakugan. This makes it clear for your opponent to perceive which Bakugan is using the Special Shot. After you've used a Special Shot, it serves as an exchange in points. Activating a Special Shot drains your Special Shot Meter by however many points the Special Shot activation required. This includes when you miss and fail to activate the effect.

There are three Special Shot selections for each attribute of Bakugan. They are the following:

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PYRUS BAKUGAN

PYRUS STRIKE:
*REQUIRES 100 SS Points* When your Bakugan using Pyrus Strike stands, increase its power level by 80 points for every Bakugan and Bakugan Trap it has successfully defeated during the game.

PYRUS INFERNO: *REQUIRES 150 SS Points* When your Bakugan using Pyrus Inferno stands, decrease your opponent's Bakugan's power levels by 80 points for every Bakugan and Bakugan Trap they have successfully defeated during this game.

PYRUS SCORCHER: *REQUIRES 200 SS Points* When your Bakugan using Pyrus Scorcher stands, convert your stand into a Critical K.O. attack.


SUB-TERRA BAKUGAN

SUB-TERRA QUAKE:
*REQUIRES 100 SS Points* When your Bakugan using Sub-Terra Quake stands, decrease each of your opponent's standing Bakugan's power levels by 100 points.

SUB-TERRA CRUSHER: *REQUIRES 150 SS Points* When your Bakugan using Sub-Terra Crusher stands on your opponent's Gate Card, lower the increase of that Gate Card until it reaches a total of +100 points.

SUB-TERRA DEMOLISHER: *REQUIRES 200 SS Points* When your Bakugan using Sub-Terra Demolisher stands on the Gate Card, skip your opponent's next turn to set his/her own Gate Card, and set another one of yours instead.


HAOS BAKUGAN

HAOS LIGHTNING:
*REQUIRES 100 SS Points* When your Bakugan using Haos Lightning stands, increase its power level by 80 points for every Bakugan and Bakugan Trap of yours that has been defeated during this game.

HAOS SHINE: *REQUIRES 150 SS Points* When your Bakugan using Haos Shine stands, reduce the damage done to your Bakugan from your opponent's next Sphere Attack by 50 points.

HAOS FLASH: *REQUIRES 200 SS Points* When your Bakugan using Haos Flash stands, transfer 100 points from your opponent's Life Gauge to your own.


DARKUS BAKUGAN

DARKUS PHANTOM:
*REQUIRES 100 SS Points* When your Bakugan using Darkus Phantom stands, transfer 60 points from each of your opponent's standing Bakugan's power levels to its power level.

DARKUS NIGHTMARE: *REQUIRES 150 SS Points* When your Bakugan using Darkus Nightmare stands, convert your opponent's Reactor Gate Card into an increase for Darkus attributed Bakugan.

DARKUS NEBULA: *REQUIRES 200 SS Points* When your Bakugan using Darkus Nebula stands, sacrifice 100 points from your Life Gauge to reduce one of your opponent's standing Bakugan's power levels by half during this round.


AQUOS BAKUGAN

AQUOS SPIRAL:
*REQUIRES 100 SS Points* When your Bakugan using Aquos Spiral stands, convert the stand of your new Bakugan Trap thrown into a -100 Sphere Attack on the opponent.

AQUOS JET-STREAM: *REQUIRES 150 SS Points* When your Bakugan using Aquos Jet-stream stands, decrease each of your opponent's Bakugan's power levels by 50 points for every 100 points currently drained from your opponent's Life Gauge during this game.

AQUOS TSUNAMI: *REQUIRES 200 SS Points* When your Bakugan using Aquos Tsunami stands, double the next sacrifice in Life Points your opponent must make to throw in an extra Bakugan into the battle for one round.


VENTUS BAKUGAN

VENTUS STORM:
*REQUIRES 100 SS Points* When your Bakugan using Ventus Storm stands, you may return one of your opponent's standing Bakugan or Bakugan Traps back to his/her hand.

VENTUS TYPHOON: *REQUIRES 150 SS Points* When your Bakugan using Ventus Typhoon stands, prevent your opponent's Bakugan Trap from activating any Ability Cards during this round.

VENTUS HURRICANE: *REQUIRES 200 SS Points* When your Bakugan using Ventus Hurricane stands, halve the next sacrifice in Life Points you must make to throw in an extra Bakugan into the battle for one round.


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Any questions thus far?
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