Post by Dante on Apr 18, 2016 22:06:48 GMT
Wormmon:
Non-Combat Passives: Able to create silk threads, used for tasks such as climbing or other times where a rope would come in handy.
Able to crawl up most surfaces, such as climbing up walls.
Combat Passive: Insect Agility: Wormmon can jump, dive, and dodge very quickly. This gives them an advantage against large opponents, greatly increasing their chance to dodge melee attacks from Digimon larger than an average Rookie.
Stingmon:
Non-Combat Passives: Flight, able to ascend into the air from a stand still, execute breakneck turns, and hover in place.
Attacks: Plasma Ball: Stingmon channels energy into his cannon, and creates a dense ball of plasma energy. Stingmon throws the ball, and upon contact it unleashes a contained explosion, dealing severe damage to anything it hits. 4 post cooldown.
Combat Passive: Supersonic Antenna: Stingmon is able to detect movement with his antennas. Gives an enhanced sense of awareness, allowing Stingmon to respond faster in combat.
Archnemon:
Non-Combat Passives: Wall Climbing, able to jump high.
Attacks: Venom Bite: Archnemon launches towards the target and bites them with her fangs. Deals regular damage, and decreases the target's vision significantly for 4 posts. 4 post cooldown (once the effect wears off.)
Combat Passives: Exoskeleton: Archnemon has a tough outer shell increasing damage resistance, allowing her to stay in battle longer.
Lilithmon:
Non-Combat Passives: Levitate, a variety of magical spells such as changing someone's clothes.
Attacks: Nightmare Sword: Can only be used while 'Deathdealer Form' is active. Lilithmon summons a demon sword from the fade, and slashes the opponent. Inflicts moderate damage, and causes Paranoia. An opponent with the paranoia status effect will become very afraid, and they may even lose enough concentration to continue battling. Paranoia lasts for 4 posts. The sword only lasts for one attack. 6 post cooldown (Not counting the duration of Paranoia.)
Dominance Cuffs: Lilithmon summons drastically heavy weights that appear around one target and attach to their arms and legs. The cuffs look like black stone gauntlets with purple markings. While wearing the cuffs, one can only move very slowly, and with much effort, if they have the strength to move at all. The target must be within Lilithmon's line of sight. Dominance Cuffs can be avoided, and Digimon capable of magic stand a better chance of negating the spell. Dominance Cuffs lasts 3 posts. 4 post cooldown.
Combat Passives: Goddess Barrier: While in combat, Lilithmon utilizes her magic to maintain a spherical magic barrier around her. Reduces damage received from incoming attacks. Estimated amount of damage received: Champion and lower: 10%. Ultimate: 50%. Mega and higher: 80% So while an attack from a Mega is only slightly reduced, damage received from attacks from an Ultimate Digimon are cut in half, and attacks from Champions and lower are negated almost completely.
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This is more or less what I intend to add. In addition to any necessary changes to the effects, I would like to clean up the wording a bit, specifically the Non-Combat Passives. Do you want a complete description or just a broad definition? Also concerned about balancing the Combat Passives. With no combat system it's hard to figure out where the line is. So if you're reviewing this edit please work with me to tune things up and we will figure out what works.
1st Edit: Replaced the two attacks with different effects, and reworded some of the Combat Passives. I can change the total damage received for the Goddess barrier to 5-15%, 40-60%, and 75-85% if that doesn't make it too complicated. It's just to show an average of how much damage has been negated. I also made it so attacks from Champions and lower are not completely negated, which doesn't really matter because it's still an insignificant amount, and I doubt I'll be fighting Champions with a Mega. So let me know how I can tweak anything to make it easy to understand, and not left to interpretation how it should work.