# The Battle X Arena Weapons Stats

## The Battle X Arena Weapons Stats

http://www.wizards.com/dnd/dice/dice.htm

This site is used to calculate the damage and accuracy, as well as choose which weapon you're supposed to use.

At the start of a battle, you roll a d30 (or d35 if you have a special weapon) and the weapon which corresponds to the number rolled will be the weapon you use. 31-35 is your special weapon if you have one.

All accuracy rolls use a d100. "A" stands for accuracy and the number next to it is the accuracy limit. If you roll any number greater than the accuracy limit, then you hit. If you roll a number less than or equal to the accuracy limit, then you miss and fail to do damage. If you hit, then you roll the necessary dice and add the required modifier used for damage. Use the dX when necessary. Apply side effects when necessary.

To calculate damage, use the die that corresponds to your weapon and add necessary modifiers. If you get the highest possible damage, then you double the damage and do a "critical hit".

Example: I use a d8+15 weapon and roll a 23. Since 23 is the highest possible damage, instead of doing 23 damage, I do 46 damage.

If you do anything that prevents your opponent from attacking (like stun or immobilize), then you should let your opponent do their turn and post instead of immediately attacking. If you stun your opponent while they're still stunned, it doesn't count. The opponent's stun wears off at the end of their turn and not the user's (meaning, you can stun the opponent again as soon as their stun wears off).

Weapons that allow the user to attack more than once per turn doesn't count as a stun.

When both battlers have attacked for ten turns, "Sudden Death" mode will become activated and the weapons of both battlers will have boosted stats.

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1. Old shoe - A30, d8+18. If this weapon does 19 or 22 damage, the opponent is stunned for one turn.

2. Soccer ball - A50, d5+19. If this weapon misses, the accuracy limit decreases by 5.

3. Horse - A35, d14+23. Every time this weapon misses, the horse will attack its user and deal 25 damage.

4. Combee - A20, d3+6. Every time you miss or get a critical hit, the Combee uses Sweet Scent and attracts another Combee. You may have a maximum of 10 Combee. You always start at 1 Combee for every battle.

5. Water bottle - A20, d6+X. At the start of the battle, the water battle is 40% filled. You have three ways of spending your turn.

The water bottle loses 20% of its water after it hits the opponent three times. (If it's at 0%, it doesn't lose anything)

6. Chair - A40, d9+22. Deal an additional 10 damage if you deal 27 damage.

7. Time bomb - A90, d2+100+X. X = Your accuracy roll. You only get to attack every two turns.

8. Eggs - A25, d4+14. This weapon's modifier increases by 3 every time you get a critical hit.

9. Snapping turtle - A40, d6+13+4X. The snapping turtle has 100 HP. As long as the snapping turtle lives, the player cannot die and will live with 1 HP. X = The number of times the snapping turtle has been hit. If the snapping turtle dies, then you use its shell to attack (A20, d3+10).

10. Steel pipe - A15, d7+19. If you deal 23 damage, your opponent's next attack will be reduced by 10.

11. Brave Sword - A50, d12+27. You always attack twice each turn.

12. Violin - A10, d5+5. Damage output and side effects are based off of what you roll.

13. Stun gun - A45, d10+17. The user may keep attacking until this weapon misses.

14. Cellphone - A20, d4+10. At the start of the battle, the user rolls a dX (X = The number of Battle Arena participants) and calls the person whose ranking corresponds to the number rolled (If the user's or the opponent's number has been rolled, simply roll again). If the person called sees the thread, they get to roll a d15+75 and attack the opponent however they want once.

*Note: You are not allowed to show the person you called the thread. They have to see the thread on their own. If you get a critical hit, then you may show the thread to whoever you called.

15. Fire Flower - A20, d10+20. If you do the same amount of damage twice in a row, then the opponent is burned and will take 17 damage at the end of the user's turns.

16. Lemons - A25, d5+16. Stuns the opponent for two turns if you get you get a critical hit.

17. Scissors - A30, d4+10. If this weapon misses, the next attack will do double damage.

18. Haunted toilet paper - A15, d3+X. X = User's max HP - user's current HP. Depending on what you roll, you get different side effects.

19. Assassin's dagger - A75, d20+33. If you hit three times in a row, then you stab the opponent's heart and they instantly die.

20. Mug of coffee - A30, d12+18. If you miss, you heal 10 HP. If you deal 19 or 20 damage, then the opponent will be burned and take 10 damage at the end of the user's turns. Burn damage increases by 2 every time you get a 19 or 20.

21. Gun - A75, d5+125. After attacking, you don't attack for the next two turns (You spend one turn to recover from recoil and the other turn to reload the gun).

22. Bubble gum - A30, d2+5. If you do 6 damage, then the opponent is immobilized for three turns.

23. Golf club - A20, d13+13+2X. At the start of each turn, the user rolls a d5. The number rolled will be what X is equal to.

24. A zombie's arm - A40, d8+15. Every time this weapon hits, the opponent gains an infection counter. If this weapon gets a critical hit, then the opponent gains two infection counters. You may remove two infection counters from the opponent to deal an additional 25 damage (after crits are applied). If the opponent has 10 infection counters, they turn into a zombie and get disqualified from the battle because they are no longer human.

25. Star Rod - A20, d13+5X. X = How many times an odd number of damage has been dealt.

26. Notebook - A80, d10+1 (default stats). Every time this weapon hits, the user may write something on the notebook, allowing the user to raise its modifier by 3, or lower the accuracy limit by 5 permanently. The stat changes don't apply to other battles until the battle is over. The stats revert back to its default stats every three Battle X Arena tournaments.

27. Hammer - A40, d11+18. A critical hit with this weapon does triple damage instead of double.

28. Bow and arrow - A45, d14+19. If the user or opponent gets a critical hit, then this weapon will never miss for the entire battle.

29. Iron Boots - A50, d20+22. If this weapon misses, the user may not attack on the next turn. If this weapon hits, the modifier increases by 5 for the battle.

30. The Negative Die - A0, d100-75. If you roll a negative number, then you heal the opponent. If you roll 21-25, then you do triple damage (before crits are applied).

If you have any questions on how the weapons are used, then PM to me, X or Toadette.

This site is used to calculate the damage and accuracy, as well as choose which weapon you're supposed to use.

At the start of a battle, you roll a d30 (or d35 if you have a special weapon) and the weapon which corresponds to the number rolled will be the weapon you use. 31-35 is your special weapon if you have one.

All accuracy rolls use a d100. "A" stands for accuracy and the number next to it is the accuracy limit. If you roll any number greater than the accuracy limit, then you hit. If you roll a number less than or equal to the accuracy limit, then you miss and fail to do damage. If you hit, then you roll the necessary dice and add the required modifier used for damage. Use the dX when necessary. Apply side effects when necessary.

To calculate damage, use the die that corresponds to your weapon and add necessary modifiers. If you get the highest possible damage, then you double the damage and do a "critical hit".

Example: I use a d8+15 weapon and roll a 23. Since 23 is the highest possible damage, instead of doing 23 damage, I do 46 damage.

If you do anything that prevents your opponent from attacking (like stun or immobilize), then you should let your opponent do their turn and post instead of immediately attacking. If you stun your opponent while they're still stunned, it doesn't count. The opponent's stun wears off at the end of their turn and not the user's (meaning, you can stun the opponent again as soon as their stun wears off).

Weapons that allow the user to attack more than once per turn doesn't count as a stun.

When both battlers have attacked for ten turns, "Sudden Death" mode will become activated and the weapons of both battlers will have boosted stats.

---

**Weapons List**1. Old shoe - A30, d8+18. If this weapon does 19 or 22 damage, the opponent is stunned for one turn.

2. Soccer ball - A50, d5+19. If this weapon misses, the accuracy limit decreases by 5.

3. Horse - A35, d14+23. Every time this weapon misses, the horse will attack its user and deal 25 damage.

4. Combee - A20, d3+6. Every time you miss or get a critical hit, the Combee uses Sweet Scent and attracts another Combee. You may have a maximum of 10 Combee. You always start at 1 Combee for every battle.

5. Water bottle - A20, d6+X. At the start of the battle, the water battle is 40% filled. You have three ways of spending your turn.

- Attack - Damage depends on how full your water bottle is. At 0%, X=0. At 20%, X=4. At 40%, X=8. At 60%, X=12. At 80%, X=17. At 100%, X=24.
- Drink - You may drink 20% to recover 25 HP.
- Fill the bottle with water - You may spend one turn to fill 20% of the bottle with water.

The water bottle loses 20% of its water after it hits the opponent three times. (If it's at 0%, it doesn't lose anything)

6. Chair - A40, d9+22. Deal an additional 10 damage if you deal 27 damage.

7. Time bomb - A90, d2+100+X. X = Your accuracy roll. You only get to attack every two turns.

8. Eggs - A25, d4+14. This weapon's modifier increases by 3 every time you get a critical hit.

9. Snapping turtle - A40, d6+13+4X. The snapping turtle has 100 HP. As long as the snapping turtle lives, the player cannot die and will live with 1 HP. X = The number of times the snapping turtle has been hit. If the snapping turtle dies, then you use its shell to attack (A20, d3+10).

10. Steel pipe - A15, d7+19. If you deal 23 damage, your opponent's next attack will be reduced by 10.

11. Brave Sword - A50, d12+27. You always attack twice each turn.

12. Violin - A10, d5+5. Damage output and side effects are based off of what you roll.

- The opponent falls asleep for one turn.
- The opponent gets a headache that deals 10 damage at the end of the user's turns throughout the entire battle. The headache damage increases by 2 every time you roll a 2.
- The user rolls a d20 and heals the amount rolled.
- The user's modifier increases by 5 for the entire battle.
- The user deals an additional 20 damage (after critical hit is applied).

13. Stun gun - A45, d10+17. The user may keep attacking until this weapon misses.

14. Cellphone - A20, d4+10. At the start of the battle, the user rolls a dX (X = The number of Battle Arena participants) and calls the person whose ranking corresponds to the number rolled (If the user's or the opponent's number has been rolled, simply roll again). If the person called sees the thread, they get to roll a d15+75 and attack the opponent however they want once.

*Note: You are not allowed to show the person you called the thread. They have to see the thread on their own. If you get a critical hit, then you may show the thread to whoever you called.

15. Fire Flower - A20, d10+20. If you do the same amount of damage twice in a row, then the opponent is burned and will take 17 damage at the end of the user's turns.

16. Lemons - A25, d5+16. Stuns the opponent for two turns if you get you get a critical hit.

17. Scissors - A30, d4+10. If this weapon misses, the next attack will do double damage.

18. Haunted toilet paper - A15, d3+X. X = User's max HP - user's current HP. Depending on what you roll, you get different side effects.

- The toilet paper curses you and you deal whatever damage output you rolled to yourself.
- A ghost makes you look like a mummy by wrapping you with the toilet paper and possesses you. You will get a +20 boost to your modifier and -10 defense while you're still possessed.
- If you are possessed, you will turn back to normal after dealing damage. You will lose the stat changes you get from being possessed after turning back to normal.

19. Assassin's dagger - A75, d20+33. If you hit three times in a row, then you stab the opponent's heart and they instantly die.

20. Mug of coffee - A30, d12+18. If you miss, you heal 10 HP. If you deal 19 or 20 damage, then the opponent will be burned and take 10 damage at the end of the user's turns. Burn damage increases by 2 every time you get a 19 or 20.

21. Gun - A75, d5+125. After attacking, you don't attack for the next two turns (You spend one turn to recover from recoil and the other turn to reload the gun).

22. Bubble gum - A30, d2+5. If you do 6 damage, then the opponent is immobilized for three turns.

23. Golf club - A20, d13+13+2X. At the start of each turn, the user rolls a d5. The number rolled will be what X is equal to.

24. A zombie's arm - A40, d8+15. Every time this weapon hits, the opponent gains an infection counter. If this weapon gets a critical hit, then the opponent gains two infection counters. You may remove two infection counters from the opponent to deal an additional 25 damage (after crits are applied). If the opponent has 10 infection counters, they turn into a zombie and get disqualified from the battle because they are no longer human.

25. Star Rod - A20, d13+5X. X = How many times an odd number of damage has been dealt.

26. Notebook - A80, d10+1 (default stats). Every time this weapon hits, the user may write something on the notebook, allowing the user to raise its modifier by 3, or lower the accuracy limit by 5 permanently. The stat changes don't apply to other battles until the battle is over. The stats revert back to its default stats every three Battle X Arena tournaments.

27. Hammer - A40, d11+18. A critical hit with this weapon does triple damage instead of double.

28. Bow and arrow - A45, d14+19. If the user or opponent gets a critical hit, then this weapon will never miss for the entire battle.

29. Iron Boots - A50, d20+22. If this weapon misses, the user may not attack on the next turn. If this weapon hits, the modifier increases by 5 for the battle.

30. The Negative Die - A0, d100-75. If you roll a negative number, then you heal the opponent. If you roll 21-25, then you do triple damage (before crits are applied).

If you have any questions on how the weapons are used, then PM to me, X or Toadette.

Last edited by TheXWalkthrough1 on August 24th 2014, 2:44 pm; edited 8 times in total

**TheXWalkthrough1**- Founder
- Posts : 527

Join date : 2012-07-29

Location : YouTube

## Re: The Battle X Arena Weapons Stats

Special weapons are weapons that can be only used by a specific member. In order to get a special weapon, you should win the Battle Arena Tournaments.

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**Special Weapons****X:**Dark Clone Gun - A20, d4+8. Every time this weapon hits, a dark clone is made. If this weapon gets a critical hit, two dark clones are made. You may have a maximum of 8 dark clones. The dark clones use an A50, d10+35 each. You may choose to use the clone gun or attack with all of the clones each turn.**Toadette:**The Mysterious Pink Orb - A25, d50. The Pink Orb's side effects vary depending on what number you roll.- If this weapon misses, the Pink Orb curses you and you deal 50 damage to yourself.
- If you roll 2-12 or 14-16, inflict poison on your opponent. The poison does 10 damage at the end of the user's turns until the end of the battle. The poison damage increases by 2 every turn.
- If you roll 13, 17, or 42, deal an additional 70 damage.
- If you roll 20-25, immobilize the opponent for 1 turn. If the opponent is poisoned, then they are immobilized for 2 turns.
- If you roll 35-41, the Pink Orb curses you and damages you. Whatever number you rolled will be the damage.
- If you roll 1 or 50, the Pink Orb activates its HYPER PINK VOICE OF DOOM and instantly kills the opponent.
- If you roll 18, 19, 26-34, or 43-49, the Pink Orb doesn't get a side effect.

**TheXWalkthrough1**- Founder
- Posts : 527

Join date : 2012-07-29

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