Elliot and Isaac Edits
Apr 29, 2016 23:01:20 GMT
Post by Elliot and Isaac Sunderland on Apr 29, 2016 23:01:20 GMT
I copied their entire combat page for easy copy and pasting, so mods don't have to run through the whole app making minor changes to each form. However, for easy viewing, I added a *NEW tag to anything that I made edits to or recently added. Please use Ctrl+F and search for *NEW in order to avoid reading over a ton of redundancies during these renovations.
Spirit Element: Order
Appearance:
S-Hybrid Spirit: Veemon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Small Dragon
Passive:
*NEW Comeback Kid: Veemon never gives up, no matter how stacked the odds are against him. As he gets fatigued through a fight, his attacks grow stronger as well. This does not account for injuries; if wounded in the wrong place, Veemon might be too banged up to benefit from this boost.
Attacks:
*NEW Machinegun Fists: Veemon delivers a series of rapid punches, weaker but faster than usual. Best used for wearing down the guard of a tired opponent. This can be a five-punch combo on its own, or a quick one-two punch used alongside another move.
Victory Blow: Veemon delivers a headbutt so hard, it gets his blood pumping. If the attack knocks out a foe, Veemon gets a second wind of adrenaline. Duration: Two Posts. Cooldown: One Post.
*NEW Hold Fast! Veemon punches in the direction of an incoming melee attack, taking full damage but heavily dampening knockback. Only useful on Rookies or frail Champions, as most Champions still send Veemon sliding back and Ultimates send him flying. Cooldown: One Post.
Digivolves To: Strikedramon
Appearance:
H-Hybrid Spirit: Strikedramon
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Dragon Man
Passive:
*NEW Rally of the Commander: Strikedramon’s presence is a point of motivation for his allies, who drive strength from his rallying. Any allies within 30 feet of Strikedramon gain a modest boost to attack strength, but the second an ally leaves this radius they are stripped of their bonus.
Attack:
*NEW Tailblazer: Strikedramon aims his tail at an opponent, a small jet of white flames launching from a nozzle at the tip. A weak move at first, but racks up damage fast as it is consistently applied.
*NEW Commando’s Lock: Strikedramon tries to apply a full nelson, holding both him and his target still. Ultimate Digimon can have one limb at most restrained, and Mega Digimon cannot be stopped. Duration: One Post. Cooldown: One Post.
Rolling Start: Strikedramon rolls before striking him, allowing him to keep up his momentum. Generally a springing kick if rolling backwards, or a lunging punch if forwards.
*NEW Giant Swing: Strikedramon grabs an opponent by a pair of free limbs and swings them around and around. After being flung away, opponents are leaft opponents very dizzied afterwards. Duration: Two Posts. Cooldown: One Post.
Burning Inner Strength: The markings on Strikedramon’s chest glow white, as do the metal plates on his hands, feet, and tail. His attacks grow much stronger and faster. Duration: Three Posts. Cooldown: Two Posts.
Digivolves To: Gargoylemon
Appearance:
B-Hybrid Spirit: Gargoylemon
Attribute: Virus
Family/ies: Nightmare Soldies
Type: Demon Beast
Passive:
*NEW The Chains are Off: Gargoylemon is restrained by chains and sigils all across his body. Breaking these chains drastically increases Gargoylemon’s strength and speed, but ruins his presence of mind. He becomes prone to attacking allies indiscriminately and rampaging until forced to de-digivolve.
Attacks:
Stone Smash: Gargoylemon turns to stone and drops from the sky, falling spread-eagle to try and crush the opponent. Upon landing, Gargoylemon can stay encased in stone for a short time. Duration: One Post. Cooldown: One Post.
Luminous Blast: Gargoylemon beats his wings intensely, kicking up a storm of sharded light in his wake. A weak move, but spread over a wide area radius.
Boulder Barrage: Gargoylemon glides overhead, dumping rocks on those down below. The rubble serves as a minor obstruction afterwards.
Shielding Slab: Gargoylemon calls forth a large slab of stone, which rises from the ground in front of an allied Digimon. A Mega-level hit shatters it with ease. Duration: Four Posts. Coolown: Two Posts.
Sapphire Nail: Gargoylemon’s claws encase in jagged crystals as he lunges forward, slicing through unguarded flesh with extra power.
*NEW Stone Crusher: Gargoylemon raises four slabs of stone from the ground, one in each direction around an opponent. He then closes his fist, causing the stones to converge on his foe. If not dodged early, can be a headache to avoid. Cooldown: One Post.
Digivolves To: Dynasmon
Appearance:
A-Hybrid Spirit: Dynasmon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Holy Knight
Passives:
*NEW Elemental Affinity: Dynasmon harbors strong elemental resistance due to his ties with elemental warriors of legends past. He has a minor resistance to elemental attacks of any type. For attacks that mix elemental and physical components, such as flaming tackles, only the elemental part is reduced.
*NEW Dragon’s Dogma: Dynasmon is the pinnacle of draconic order, and fights his best when he is assured of the nobility of his cause. If fighting for an ideal higher than himself, his physical and mental resolves are boosted heavily. However, wavering in his faith causes him to lose these benefits.
Attacks:
Absorption of The Ten: Dynasmon absorbs the elemental properties of the last attack to strike him, applying them to future attacks. However, this requires lowering his guard and taking full damage. Duration: Five Posts. Cooldown: One Post.
Wyvern Breath: Dynasmon launches a blast of elemental flame from his mouth, intensifying in power the longer he uses the flame for. Cooldown: One Post.
Refraction Cape: Dynasmon flips his wing outwards, reflecting incoming projectile attacks and infusing them with his elemental property. Cooldown: Two Posts.
Phantom Blade: Dynasmon slashes with his claws, the resulting sonic booms extending out to the range of a greatsword.
Wrath of the Wyrm: Dynasmon furiously smashes his foe with the gem on his palm, overloading them with the energy empowering him. Short ranged, but very strong.
Paladin’s Sacrifice: Dynasmon blesses another Digimon, taking on the injuries from any attacks coming their way. Duration: One Post. Cooldown: Two Posts.
*NEW Final Mercy: Dynasmon empowers his fist with holy energies, slamming it into his foe in a rising uppercut. Dynasmon’s most powerful attack, but only usable if Elliot holds genuine mercy in his heart. It cannot KO or slay an enemy, and is often used as a last chance finishing move. Cooldown: Two Posts.
Digivolves To: Imperialdramon Paladin Mode
Appearance:
Human Fraction: Knightmon
Attribute: Vaccine
Family/ies: Data Empire
Type: Warrior
Passives:
*NEW Long Arm of the Law: Knightmon’s sword is capable of extending and contracting in size at will. This does not change his blade’s power or swinging speed, instead primarily changing the best ranges of engagement for Knightmon to be at. The sword can only increase or decrease by half of its length.
*NEW Honor Never Dies: Knightmon is very hard to keep down for long. Attacks that would normally knock him out instead leave him standing on his last legs, just long enough to retreat, transform, or make one last desperate attack. Healing can reset this, allowing up to two additional uses, but doing so comes at great risk to Knightmon’s health and mind.
Attacks:
Knightfall: Knightmon leaps strangely high in the air for his body weight, coming down with vicious force. As a very obvious move, it is tricky to hit with.
Crusader’s Shield: Knightmon flings the massive shield on his arm, dealing heavy damage at the cost of weakening his defenses. He must recover it before this move can be used again.
King’s Castle: Knightmon and his brother (generally SkullKnightmon) swap positions on the battlefield, so long as the two are within 30 feet of each other. Cooldown: Two Posts.
Knight’s Challenge: Knightmon declares a duel between himself and his opponent. If accepted, Knightmon and his foe gain resistance to outsiders’ attacks, but vulnerability to each other’s’. Duration: Three Posts. Cooldown: One Post.
Digivolves To: n/a
Appearance:
Beast Fraction: Sandiramon
Attribute: Virus
Family/ies: Jungle Troopers
Type: Holy Beast
Passives:
*NEW Delving Deva: Sandiramon is a natural-born tunnel digger, capable of moving through many surfaces with ease. Snow and sand basically are of no impediment, soil is only slightly slower than Sandiramon’s top speed, and if softened up with attacks even rock can be slowly churned through.
*NEW Chip Away: Sandiramon is merciless in his pursuit of enemy defenses, each attack of his leaving them somewhat weaker than the last. Sandiramon’s hits leave stacking debuffs on enemy defenses, negligible at one hit but intensifying powerfully by the fifth. Avoiding Sandiramon for two posts resets the debuffs.
Attacks:
Bao Kui: Sandiramon spews a lance of light from his mouth. While Sandiramon is very proficient in the lance, it can also be gifted to allies. Duration: Four Posts. Cooldown: One Post.
Rain of Pain: Sandiramon spits javelins of light into the air, which turn to face enemies before raining down on them. Generally used on cornered foes.
Battering Ram: Sandiramon lowers his head so that its hood-like shell can absorb hits, then dashes forward to headbutt the foe.
Mouth of the Mamba: Sandiramon laces a numbing poison on his fangs and crunches down on his opponent. The poison slows movements and makes pain harder to feel. Duration: Four Posts. Cooldown: Two Posts.
Fatal Lance: Sandiramon coils around an opponent, then tries to launch the Bao Kui through their body at point-blank range. A devastating technique, but very hard to set up.
Digivolves To: n/a
Spirit Element: Chaos
Appearance:
S-Hybrid Spirit: Impmon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Imp
Passive:
*NEW Overconfidence: Impmon is at his best when he has yet to have a reason to fear. If undamaged, either through healing or natural good health, his attacks are all a good deal stronger. Even a glancing blow removes this bonus, however, and despite his best efforts he can’t keep dodging forever.
Attacks:
Imp-losion: Impmon launches a tiny fireball forward. It collapses in on itself before erupting in a large blast.
Shadow Ascent: Impmon sails into the air on a trail of shadows, giving him clumsy aerial mobility. Duration: Two Posts. Cooldown: One Post.
Explosive Warp: Impmon snaps his fingers and vanishes, leaving an explosion in his wake. He reappears, very dizzy, about three feet away from the initial warp. Cooldown: Two Posts.
Digivolves To: Yasyamon
Appearance:
H-Hybrid Spirit: Yasyamon
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Demon Man
Passive:
*NEW Misty Step: Yasyamon is a loner above all, stalking through the forests with all the silence of a spring breeze. When obscured from the vision of other Digimon, Yasyamon is capable of moving three times as fast as normal. The second another Digimon spots him, this phantomlike boost of speed is lost.
Attacks:
Swaying Strike: Yasyamon unleashes attacks from both of his blades, swaying to a tricky-to-predict rhythm in order to try and throw his opponents off.
Imp-air: Yasyamon viciously slams his two blades into an exposed limb, attempting to damage it and diminish its usefulness. Duration: One Post. Cooldown: One Post.
Cross Slash: Yasyamon swings his two blades across each other, an x-shaped shockwave shooting out to strike opponents from afar.
*NEW Puppet Master: Yasyamon sticks his fingers out at another Digimon, piercing them with wispy puppet strings. Voices whisper in their ear, telling them to simply sit back and relax as Yasyamon attempts to guide their actions. Duration: Two Posts. Cooldown: Two Posts.
Earth’s Blessings: Yasyamon gives another Digimon a blessing, empowering their strikes with life’s energy. Duration: Three Posts. Cooldown: One Post.
Digivolves To: Devidramon
Appearance:
B-Hybrid Spirit: Devidramon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Evil Dragon
Passive:
*NEW Demon of a Thousand Eyes: Devidramon is capable of opening up eyes all over his body, including his elbows, his knees, his tail, and his back. While Devidramon gets a bad case of sensory overload if he keeps these eyes active for too long, they are integral for spotting ambushes and aid Devidramon greatly in noticing attacks.
Attacks:
Malice Glare: Devidramon menacingly stares into an opponent’s eyes. Those who feel doubt are greatly slowed, but those firm in conviction, either good or evil, are unburdened. Duration: Three Posts. Cooldown: One Post.
Black Frost: Devidramon belches out a cloud of bone-chilling gas. It is pitch-black in color, making it very hard to see coming in the darkness.
Fade Away: Devidramon’s scales change color to match his surroundings. Only his glowing red eyes remain unchanged, jeopardizing his stealth. Duration: Four Posts. Cooldown: Two Posts.
Imp-ale: Devidramon rears back, then descends tail-first. The tip of his tail separates to try and skewer anyone in his way.
*NEW Ruby Nail: Devidramon’s claws heat an ominous red as he pounces toward his opponent. They sear through metals, making the attack more even more painful against more heavily armored foes.
Chaotic Flame: Devidramon breathes green flames into the ground, trails of fire snaking away in a disorderly fashion. Often used to cut off a foe’s escape routes.
Digivolves To: Samudramon
Appearance:
A-Hybrid Spirit: Samudramon
Attribute: Virus
Family/ies: Nature Spirits
Type: Dragon Man
Passives:
*NEW Bladed Mail: Practically every plate on Samudramon is a sharpened, non child-safe edge. Approaching Samudramon is very ill-advised, as each physical attack that makes contact with him returns some damage to the attacker. However, he gains no defensive protection against them.
*NEW Ronin’s Revenge: Samudramon cast aside his own honor to better avenge those he cares about. When fighting for personal reasons his speed and attack are boosted, directly tied to how much emotional investment he feels about this particular struggle. Harming loved ones is very ill-advised.
Attacks:
Binding Blade: Samudramon thrusts his sword into his foe, stabbing at their very fighting spirit. The last move they used is sealed from further usage. Duration: Four Posts. Cooldown: Two Posts.
Heavy Storm: Samudramon raises his sword into the air, calling down blasts of lightning before him. They unpredictably strike the area surrounding Samudramon, whether friends or foes are nearby.
Imp-act: Samudramon lowers down shoulder-first, focusing all of his weight onto a blade-edged shoulder tackle.
Phosphorous Bow: Samudramon holds his blades like a bow, launching arrows of burning atmospheric energy.
*NEW Trick Guillotine: Samudramon flashily twirls his blades around, aiming to snare his opponent’s head in between the grooves of his curved blades. This feinting move can directly be followed by an Imp-act or Phosphorous Blow, or just used to startle his enemies.
Ronin Rage: Samudramon gives in to his bloodlust, entering a chaotic berserker rage. The more wounded a target, the more viciously he pursues them. Duration: Five Posts. Cooldown: Two Posts.
Terra Blade: Samudramon raises his swords skywards, empowering them with atmospheric energy before slamming them into an enemy. Duration: One Post (Charge). Cooldown: Two Posts.
Digivolves To: Imperialdramon Dragon Mode
Appearance:
Human Fraction: SkullKnightmon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Undead
Passive :
*NEW Devils Never Die Alone: When SkullKnightmon falls, he releases all of his pent-up energy into a vicious explosion of darkness. However, this guaranteed explosion of darkness leaves him degenerated back to a human, fully vulnerable if it turns out that this last ditch effort fails.
Attacks:
Dark Vortex: SkullKnightmon spins with his lances extended, dark energy crackling off of them. He can move forward during this attack, but it makes him very dizzy.
Devour: The face on SkullKnightmon’s chest opens, sucking nearby opponents toward his outstretched lances. SkullKnightmon is slowed greatly while this attack is in play. Duration: Three Posts. Cooldown: One Post.
*NEW This Is Not A Drill: SkullKnightmon spins his lances up like drills, making them greatly stronger but also far slower to swing. Duration: Two Posts. Cooldown: One Post.
Dirty Trick: SkullKnightmon projects the illusion of himself attacking, only to strike after the opponent’s guard is diverted. A rather dishonorable feint.
Trail of the Damned: SkullKnightmon stabs his lance into the ground, a field of skeletal hands bursting through the Earth. They claw viciously at any who tread on them, harming and slowing them. Duration: Three Posts. Cooldown: Two Posts.
Digivolves To: n/a
Appearance:
Beast Fraction: Orochimon
Attribute: Virus
Family/ies: Nature Spirits
Type: Demon Dragon
Passives:
*NEW Rivalry of Revelry: Orochimon seems to get literally punch-drunk as combat goes on. Each attack made against Orochimon makes him both stronger and more unpredictable, starting at minor at first but soon turning him into an incomprehensible blur of swinging heads. Two turns of avoiding pain allow for the drunkenness, and with it the attack boost, to disappear.
*NEW Recompile: Orochimon’s dummy heads are quite easily destroyed by excessive combat damage, so he needs to take precautions in order to avoid losing too much combat strength. Destroyed heads can be recompiled from the wood and scrap left behind at a rate of one head per two posts. As recompiled heads are somewhat weaker than fresh ones, a canny opponent can still leave him vulnerable.
Attacks:
Vile Breath: Orochimon blasts the foe with sake-laden breath, getting them drunk by exposure. The more the attack is used in battle, the worse the drunkenness gets. Duration: Two Posts. Cooldown: One Post.
Serpent Strike: One of Orochimon’s puppet heads detaches from its body, lunging out to try and bite the enemy on its own right. It is vulnerable to being crushed before it can return.
Death Rattle: Orochimon shakes the rattle on his tail malevolently, attempting to strike fear into the heart of weak-willed opponents. Whether it inspires fight, flight, or something else depends on the target. Duration: Four Posts. Cooldown: One Post.
Rattling Gun: Orochimon shakes the rattle on his tail, bullets of dark energy launching with each shake. The longer Orochimon “fires”, the less accurate they are.s.
Hognose Havoc: Orochimon flails its heads in a wild frenzy, attacking from all sides. Approaching Orochimon is very difficult, but the attack tires him out easily.
Digivolves To: n/a
Spirit Element: Twin Spirit DNAs
Appearance: VictoryImpmon is navy in color, somewhere between the cyan of Veemon and the purple of Impmon. He is somewhat taller than both of the rookies that fused into him, but is svelte compared to the stockier Veemon. His chest has white markings like Veemon’s, but keeps the trademark smiley face symbol of Impmon. The one change is that the smiley face has a copy of Veemon’s crest on its forehead, a representation of the merger between the two. His eyes are a piercing yellow, and are bursting with the shared enthusiasm of two bright, young rookies.
Impmon’s garments are still on VictoryImpmon’s person. Only one red glove remains, and has changed form to resemble a large boxing glove with Impmon’s smiley face logo on it. This is generally VictoryImpmon’s preferred implement for punching, the other hand generally used for grappling or picking up nearby objects. His bandana now has an intimidating (or at least, attempting to look so) dragon mouth scrawled on the front. Whenever VictoryImpmon is trying to show he means serious business, he tends to pull the bandana u to cover his cheeky grin.
S-Hybrid Spirit: VictoryImpmon
Attribute: Data
Family/ies: Nature Spirits
Type: Dark Dragon
Attacks:
Victory Laser: VictoryImpmon flashes the peace sign, a V-shaped laser firing out from his outstretched hand.
Flash Headbutt: VictoryImpmon lunges forward head-first, teleporting a short distance forward to capitalize on his momentum. Unfortunately, this leaves him very dizzy afterwards. Cooldown: Two Posts.
Dokkan Punch: VictoryImpmon’s boxing gloves swells with flaming energy, charging up for a punch with explosive force. A risky, self-damaging move. Cooldown: One Post.
*NEW Dokkan Comet: VictoryImpmon creates a large ball of fire, then tosses it high into the sky. A shower of small fireballs rains down as the first ball explodes in midair. Cooldown: One Post.
Digivolves To: ArmedCommandermon
Appearance: ArmedCommandermon is about two heads taller than both of his constituent parts, but generally stands in a hunchbacked stance that leaves him at equal height. His skin is light blue in color, and while generally leathery like a demon’s has some scaly patches on more vulnerable areas. He has four arms, each capped with a metal wristguard and holding a steel-plated bokken. His hair is even longer than his unfused counterparts, reaching about waist-length. A thick tail helps him balance his newer, more top-heavy build.
One leg of his pants is green, with black belts wrapped around the leg. The other is white, with green chains wrapped around the leg. Metal plates are present around his ankles and on his feet, although not nearly as large as the rectangular, shield-like ones on his wrists. The most dramatic change, however, has to be to his mask. Unlike the plain white mask of Yasyamon, ArmedCommandermon’s is made of solid metal. A third horn curves up from the back, forming a crown-like shape with the other two hons on the front. A third eye, cybernetic in nature, appears on the mask’s forehead.
H-Hybrid Spirit: ArmedCommandermon
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Dark Dragon
Passive:
*NEW Shining Commander: ArmedCommandermon’s wristguards, mask, and armor are all polished to a chrome-like sheen. Especially in the presence of open fire and bright lights, these reflective surfaces can make directly looking at ArmedCommandermon for extended periods of time difficult. This can make focused attacks or desperate dodges far more difficult to pull off, depending on how much light ArmedCommandermon is reflecting.
Attacks:
Destruction Dance: ArmedCommandermon whirls forward, using his four arms to constantly strike the area in front of him. A solid choice for pursuing enemies.
Iron Commander: The four shields of ArmedCommandermon grow to great size, forming a wall against Champion-level attacks. Ultimate hits are deflected but ruin the shield. Mega and above aren’t even phased. Duration: Two Posts. Cooldown: One Post.
Pummeling Time!: Two of ArmedCommandermon’s arms move to grab the enemy in a full nelson, while the other two begin slamming at their exposed chest and stomach. Fails to restrain most Ultimates or large Champions. Duration: One Post. Cooldown: One Post.
Tornado Hell: ArmedCommandermon uses his four arms and tail to stabilize himself as he performs a breakdance spin, kicking up a large tornado.
*NEW Final Commando Buster: ArmedCommandermon holds all four of his swords together at once, tongues of flame and gusts of wind wrapping around them to bind them together. This powerful swing takes a lot of energy out of ArmedCommandermon, but hits with incredible force. Cooldown: One Post.
Digivolves To: Dualdramon
Appearance: Dualdramon’s body is more long and serpentine than either Devidramon or Gargoylemon’s, largely in part due to a complete lack of legs. Instead Dualdramon’s lower body is literally coiled together from the other two’s, making him longer and heavier than both dragons combined. While at first Dualdramon is wound tightly together, the two bodies merge by the chest level into one body with a distinct black-and-white swirl pattern. Dualdramon’s left arm and right wing are identical to Devidramon’s, with his right arm and left wing resembling Gargoylemon’s. Both dragons’ heads are present, with Gargoylemon’s above and Devidramon’s below.
Dualdramon’s gait is very lopsided, as one of his wings is tattered and one of his arms is far bulkier than the other. This causes him to favor his left side when flying, and he tends to move in circles far more often than he flies straight. His shoulders have matching skull tattoos, a white one on Devidramon’s arm and a black one on Gargoylemon’s arm. As Gargoylemon’s head is bound in two large braces, Devidramon does most of the talking among the group. As a result is one of the few fusions where only one Digimon’s voice can be clearly made out.
B-Hybrid Spirit: Dualdramon.
Attribute: Virus
Family/ies: Nature Spirits
Type: Dark Dragon
Passive:
*NEW Dichotomous Guard: Dualdramon’s scales have different defensive properties depending on which of its two component Digimon they originate from. The sleek scales of Devidramon are more resistant to energy attacks, while the stony scales of Gargoylemon are more resistant to physical attacks. With how swirled together Dualdramon is, this often makes just how much damage an attack will do surprisingly difficult to predict.
Attacks:
Crystal Spear: Dualdramon’s tail barb encases in ruby and sapphire crystals as he dives to impale his opponent. The crystals are especially painful for unarmored foes.
Stone Shackles: Dualdramon coils around an opponent, then turns into stone to apply a crushing grip. If locked in, escape is very difficult. Duration: Two Posts. Cooldown: One Post.
Hell Has Frozen Over: Dualdramon launches a blast of searing light, followed by freezing darkness. The sudden change in temperature between hot and cold is devastating against armor.
The Turbulence: Dualdramon soars in circles around his target of choice, Devidramon-wing extended like a blade. He slices and dices as he orbits.
*NEW Unfurl: As if by magic, Dualdramon’s upper body unravels itself. This change to its aerodynamic shape makes flying slower and dodging clumsier, but the better freedom of movement gives Dualdramon longer attack range and quicker strikes. Duration: Three Posts. Cooldown: One Post.
Curse of Stone: Dualdramon viciously claws at the opponent, slowly causing the targeted body part to encase in stone. Movement or attacking with that limb becomes very difficult. Duration: Four Posts. Cooldown: Two Posts.
Digivolves To: Relicdramon
Appearance: Relicdramon resembles a Dynasmon that has earned the draconic relics of the Greymon species. The Kikurin swords of Samudramon combine to form a jagged, helix-shape blade which Relicdramon wields in one hand. On Relicdramon’s other hand is the Brave Shield of a BlackWargreymon, enlarged to be big enough to properly shield him in battle. Silver hair, just like that of Samudramon’s, comes down from Relicdramon’s helmet, and a nasal horn protrudes from the helmet’s snout. The gem on his gauntlet turns from red to a vibrant green.
Black and gold are the primary colors of Relicdramon’s armor. In most ways it borrows more heavily from Dynasmon than it does from Samudramon, with a few exceptions. Namely, Samudramon’s clawed feet replace Dynasmon’s boots, giving a more feral appearance than a knightly one. His wings, rather than their navy color, turn a bright crimson and become tipped with jagged blades. Finally, an armored skirt wraps around his thighs and hips, an extra layer of protection that helps insure that Relicdramon is fully protected.
A-Hybrid Spirit: Relicdramon
Attribute: Data
Family/ies: Nature Spirits
Type: Dragon Man
Passive:
*NEW Trophy Collector: Relicdramon has decked himself out in all sorts of draconic regalia. If a worthy foe falls on the battlefield, they too join his collection. Relicdramon can create a facsimile of a KO’d or slain opponent’s weapon, using it with decent proficiency albeit less than that of his own natural blades. This can also be done to fallen allies, honoring their sacrifice and wielding their armaments in their memory.
Attacks:
Break Drill: Relicdramon’s folds his wings into a single, sharply-bladed point before leaping forward in a spinning tackle. A powerful, guard-crushing attack.
Thundering Striker: Relicdramon thrusts forward his palm, lightning blasting out from it. The lightning can arc to up to two extra targets after hitting.
Draggin Dragon: Relicdramon shoots forward on his wings, using his clawed feet to try and drag his target across the ground. Doesn’t work on opponents over twice Relicdramon’s size.
Chainblade: Relicdramon’s helix blade begins moving like a chainsaw, making it harder to swing but far stronger on a direct hit. Duration: Five Posts. Cooldown: One Post.
Terra Mirror: Relicdramon creates a large ball of atmospheric energy between his hands, using it to catch incoming projectiles. They are reflected and empowered by atmospheric energy. Cooldown: Two Posts.
*NEW Afterburner: Relicdramon lifts the back of his armor high, exposing the jump jets hidden beneath. He then turns the temperature on the jets to their maximum, overheating them to douse anyone nearby in a huge gout of green fire. Leaves Relicdramon incapable of flying for a post afterwards, both his jets and wings singed.
*NEW Steel Rain: Relicdramon leaps up way high into the air, then unfurls his wings to reveal the many jagged blades lining beneath them. As he flaps them they rain down in a hail of shrapnel and sharp edges, falling upon the enemy to overwhelm them beneath a thousand cuts.
Final Spirit Cannon: Relicdramon calls forth a draconic aura made of atmospheric energy. It takes up all of his remaining fighting energy, but overwhelms the enemy with a furious bite. Cooldown: Once Per Fight.
Digivolves To: n/a[/font][/blockquote]
Spirit Element: Tradition
Appearance:
H-Hybrid Spirit: MagnaAngemon (Priest)
Attribute: Vaccine
Family/ies: Virus Busters
Type: Archangel
Passive:
*NEW My Faith is My Shield: Most MagnaAngemon bear the crusader’s armor, but this one instead wears the robes of a harmless prelate. Without proper armaments, his peace of mind is his shield. When not engaged in combat, MagnaAngemon takes heavily reduced damage from a single attack. This bonus does not apply to combat initiated by MagnaAngemon, and only kicks into effect during the first strike of a thread.
Attacks:
Burden of Loss: MagnaAngemon drains the pain from his allies, bearing it in their place. Overuse of this ability can cause MagnaAngemon to pass out from overexertion, or even open wounds on his own person. Cooldown: One Post.
Watcher's Protection: MagnaAngemon creates pillars of light in a circle around him, searing any enemy that approaches too closely. While short ranged, a rather strong attack.
Melody From the Past: MagnaAngemon chants a holy song, strengthening the physical defense and mental resolve of any who can hear him. Duration: Three Posts. Cooldown: One Post.
*NEW Sanctuary: MagnaAngemon blesses the ground beneath his feet, forming a hallowed circle. Anyone standing in close proximity to him is blessed, absolving them of status effects from Champion Digimon and weaker. Ultimate status effects are halved in duration instead, and anything above is unaffected. Duration: Two Posts. Cooldown: Two Posts.
*NEW Reluctant Cudgel: MagnaAngemon draws a sanctified staff from his robes, a weapon of last resort he uses only when there is no option but fighting. It leaves behind hallowed burns with each strike. Duration: Three Posts. Cooldown: One Post.
Digivolves To: Diatrymon
Appearance:
B-Hybrid Spirit: Diatrymon
Attribute: Vaccine
Family/ies: Wind Guardians
Type: Ancient Bird
Passive:
*NEW Living Fossil: Diatrymon, despite looking like a flesh-and-blood bird, is more akin to the intersection between a living statue and a zombie. Moves that cause poison or fatigue have no effect on Diatrymon due to its strange physiology, but at the same time healing moves do absolutely nothing to help it. It simply presses on, eternally unchanged.
Attacks:
Metal Flash:The armor plates on Diatrymon's body glow a bright white, badly hampering the eyesight of anyone looking directly at him. The effect goes from severe at its start to minorly irritating by the last post. Duration: Four Posts. Cooldown: One Post.
Ancient Breath: Diatrymon blasts a puff of withering air, rotting inanimate objects and causing living beings great fatigue. Duration: Four Posts. Cooldown: One Post.
Impact: Diatrymon crashes haphazardly to the ground, aiming to sandwich his opponents between hard rock and hard steel. Overuse of this attack damages Diatrymon as well.
Feather Barrage: Diatrymon launches razor sharp feathers from his wings, firing them widely and haphazardly. They are thin enough to slip through most armor plating, but very weak.
Heavy Pin: Diatrymon leaps furiously onto an enemy, attempting to keep them pinned down beneath his heavy weight and big claws. Most Megas, and very large Ultimates, can easily shake him off. Duration: Three Posts. Cooldown: One Post.
*NEW Whirly Bird: It gets the worm. Diatrymon does a barrel roll as it swoops down towards its enemies, aiming to tear them to bits with its sharpened wing feathers. As the fly-by slicing is the main purpose of this move, taking the hit directly actually lessens its impact.
Digivolves To: SlashAngemon
Appearance:
A-Hybrid Spirit: SlashAngemon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Power
Passives:
*NEW Pursuit of Justice: SlashAngemon’s large, bladed arm guards are connected to his hands through tightly wound chains. During any move or basic attack, Elliot can choose to extend its range by shooting one or both blades out on their chain. Along with whichever cooldown the move has, it takes one post to retract the chains and recover the blade.
*NEW Living Weapon: SlashAngemon is covered in knives to a frankly ridiculous extent. His head, hands, wings, and even feet are all composed of bladed armaments. He is capable of making large numbers of basic strikes in a single post due to his ability to utilize nearly every part of his body in combat.
Attacks:
Sword of the Seven Heavens: SlashAngemon creates seven swords of light above his head, raining them down on the enemies in front of him. They can focus-fire on one enemy, or split to target up to seven.
Blood Bond: SlashAngemon stabs an enemy, draining their health through his blade to strengthen himself at their expense. Unfortunately, during the drain SlashAngemon is left very vulnerable for a pummeling. Cooldown: Two Posts.
Whirling Dervish: SlashAngemon gracefully dances across the battlefield, using every part of his body as a weapon. Approach during this attack is difficult, but his focus on attacking makes projectile ambushes easy.
Explosive Rune: SlashAngemon traces a rune of holy light onto the ground, visible only by a faint glow. If an enemy steps on it, it explodes into overwhelming light. Duration: Five Posts. Cooldown: One Post.
Armor of the Blade: SlashAngemon knights an ally, encasing them in chrome at the touch of his sword. Defense increases greatly, and small, blade-like spikes on the armor allow for up close attacks. Duration: Five Posts. Cooldown: One Post.
Burden of Pain: SlashAngemon takes the pain from his allies and turns it into power. Every time he heals an ally he gets stronger, but at the same time his own injuries get more debilitating. It can only be safely used thrice before SlashAngemon can't take the strain. Cooldown: Two Posts.
*NEW Wall of Steel: SlashAngemon raises a tempest of swirling blades from the ground, forming a 30 foot wide by 15 foot tall wall of steel. Physically passing through the wall is very painful, and the density of knives stops most projectiles from slipping through. Duration: Four Posts. Cooldown: Two Posts.
Digivolves To: Imperialdramon Paladin Mode
Spirit Element: Progress
Appearance:
H-Hybrid Spirit: NeoDevimon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Artificial Fallen Angel
Passive:
*NEW Mask of Madness: NeoDevimon’s mask keeps him paranoid and jumpy, always looking for a fight. His awareness is drastically heightened, alerting him to potential attacks and ambushes. While this makes NeoDevimon very capable of dodging, its paranoia makes it highly vulnerable to fake-outs and feints. If the mask is removed, NeoDevimon’s nerves settle to more ordinary levels.
Attacks:
Howl of the Damned: NeoDevimon shrieks in a fiendish tongue, badly scrambling the minds of any who listen to him. Duration: Three Posts. Cooldown: One Post.
Cable Claws: NeoDevimon launches the tips of his claws on wires, jamming them into an enemy like miniature tasers. One claw hitting is a weak shock: all six hitting is horribly painful.
Power of NEO: The red control nodes on NeoDevimon's chest spark furiously, tightening his muscles. His speed, strength, and reaction time greatly increase, but NeoDevimon is hurt badly. Duration: Three Posts. Cooldown: Two Posts.
Holodemon: NeoDevimon produces two hologram images, flanking him and following his movements. A hologram vanishes if struck by a strong enough attack. Duration: Three Posts. Cooldown: One Post.
*NEW Imp-rint: NeoDevimon tears his mask off to slam it onto an enemy’s face, forcing them to experience hazy, demonic visions. Can only be used once per thread, as NeoDevimon is left unmasked and highly vulnerable after usage. Duration: Four Posts. Cooldown: Once Per Thread.
Digivolves To: Pteramon
Appearance:
B-Hybrid Spirit: Pteramon
Attribute: Data
Family/ies: Nature Spirits
Type: Pterosaur
Passive:
*NEW Techno Breaker: Pteramon is practically designed for the hunting and destruction of machines. Armored Digimon find their guard less effective against Pteramon as it tears through their plating, and fully mechanical Digimon take more damage from its attacks.
Attacks:
Pterabite: Pteramon electrifies his mouth, biting down on the enemy hard and painfully. A fairly basic attack that exists entirely for the worst pun imaginable.
Strafe Bomber: Pteramon unloads a large battery of bombs from beneath his wings, raining them down on the area below. A far-flung attack that, if not careful, strikes friend and foe alike.
Jetstream: Pteramon kicks up a powerful wind in his wake as he flies forward. Anyone behind Pteramon is sped up by the resulting tailwind. Anyone in front of him is slowed by the headwind. Duration: Four Posts. Cooldown: One Post.
Corkscrew Blast: Pteramon releases missiles from its wings, firing them as he barrel rolls out of harm's way. Generally used as a difficult to dodge counter at close range. Cooldown: One Post.
Exhaust Blast: Pteramon opens his mouth and spews jet exhaust onto the battlefield. The concentrated cloud of smog and cinders makes seeing and breathing very tricky. Duration: Four Posts. Cooldown: One Post.
*NEW IMP: That stands for Imp Magnetic Pulse, by the way. Pteramon spits an electrified bomb onto the battlefield, which emits a field that shuts down electronics both manmade and digital. Within a 30 foot radius, mechanical-based attacks, phones, and Digivice functions are all shut down. Duration: Two Posts. Cooldown: Three Posts.
Digivolves To: Beelzemon (2010)
Appearance:
A-Hybrid Spirit: Beelzemon (2010)
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Lord
Passives:
*NEW Behemoth: Beelzemon is the lucky owner of a sleek-looking hoverbike, which moves faster than he does normally but with less pinpoint maneuverability. In lieu of a proper move in his post he can command his hoverbike to spew flames. If it is destroyed, it cannot be called forth again for the rest of the thread.
*NEW Living Armory: Beelzemon carries more guns on his person than a concerned citizen planning for a zombie apocalypse. Along with his designated move per turn, he is capable of providing suppressing fire with a submachine gun, accurately plugging away with a pistol, or going for a close-range blast with a shotgun. Each is far weaker than a named move, around slightly weaker than most Mega Digimon’s ordinary punches but with the advantage of far-reaching range.
Attacks:
Giga Blaster: Beelzemon charges his Berenjena SDX for up to three posts, moving more slowly as he focuses. The longer he warms up the gun for, the more powerful of blast he is able to fire.
*NEW Blackwing Step: With a flourish of his wing, Beelzemon vanishes, teleporting to a more opportune spot. He rarely uses it to retreat, instead preferring to hunt his enemies down directly. Cooldown: One Post.
Bullet Shower: Beelzemon draws a pair of smaller guns from their holsters, tossing them skyward before firing them rapidly at an enemy.
Cyber Claw: Beelzemon slashes his opponent with an electrified claw. Extended contact with the claw becomes exponentially more painful, while grazing blows are quite weak.
The Beelzebomb: Beelzemon, in a last-ditch attack, overloads his Berenjena SDX arm cannon to its breaking point and flings it at the enemy. It takes a good while to reconstruct a new one, forcing him to use sidearms until then. "Cooldown": Three Posts.
*NEW Imp-ression: Beelzemon jabs an opponent with his claw to try and forcibly drain their data. This is not to heal, however, but instead to forcibly borrow an attack. The attack must be mechanical or weapon-based in nature, so Beelzemon can craft a replica. Duration: Five Posts. Cooldown: Two Posts.
*NEW Remorse of NEO: Beelzemon rips off its chest armor, revealing the brightly glowing power cores of NeoDevimon. They burn hotly enough to kill Beelzemon’s pain receptors, giving him pain resistance and a large damage boost. They also leave him badly damaged after wearing off. Duration: Five Posts. Cooldown: Two Posts.
Digivolves To: Imperialdramon Dragon Mode
*NEW
Appearance:
Z-Hybrid Spirit: Imperialdramon Paladin Mode
Attribute: Vaccine
Family/ies: Virus Busters
Type: Ancient Holy Knight
Passives:
Aura of Protection: Holy energy constantly radiates from Imperialdramon, wrapping around those he cares most deeply about to shield them. Anybody within arms' reach of Imperialdramon is given minor protection from damage. The aura's strength is based around hope; when Elliot is filled with determination his aura can reach to just under sword range, while when his will is broken it shrivels up to nothing.
Second Opinion: Imperialdramon draws strength from the unshakable faith it has in both itself and its allies. It can add a 2-post cooldown to any of its attacks in order to double their magnitude, whether to empower an ally more strongly or to ensure a threat to the world is put to an end.
Holy Withdrawl: Imperialdramon grows more cautious as the battle goes on, sacrificing its power in combat to try and stay alive and provide for its allies. As Imperialdramon grows more injured its defense raises significantly, at the cost of its attack power going down by a comparative value. It also gains increased resistance to knockback and force, refusing to bend a knee to the corrupt and cruel.
Attacks:
Splendor Blade: Imperialdramon's sword glows radiantly, leaving behind a burning trail of energy as he gives it a hefty swing. Any who touch the lingering light are seared just as badly as they would be on a direct hit, although spared the pain of cold steel.
Know No Pain: Imperialdramon plunges his sword into the ground, a golden bubble of energy fifteen feet in radius spreading around it. It provides minor healing and damage reduction to anyone inside, but leaves Imperialdramon unarmed until finished. Duration: Three Posts. Cooldown: Two Posts.
Sigil of the Sword: Imperialdramon traces a glowing holy symbol in the air with his sword. It binds to enemies that make contact with it, searing them with holy light for the remainder of its duration. For this reason, it is most effective if touched early on. Duration: Five Posts. Cooldown: One Post.
Rally the Charge!: Imperialdramon points its sword with authority at a nearby opponent, marking him for retribution. Attacks made against this opponent alone are greatly intensified in damage. Duration: Four Posts. Cooldown: One Post.
Radiant Dawn: Imperialdramon unfurls his wings, energy building up at each of his wingtips. They seem to form a halo around Imperialdramon before firing off in three bright pulses of light. The damage is strongest when closest to Imperialdramon.
Hero's Sacrifice: Imperialdramon casts a spell of blessing on his allies, funneling all of the damage from attacks made against them onto him instead. Too much concentrated pain from this attack can cause degeneration or death, so it best used carefully. Duration: One Post. Cooldown: Two Posts.
Judgment: Imperialdramon plunges his blade directly into the opponent's Digicore, his sword glowing hot from the pain they have caused to others. Those with a trail of dead and hurt in their wake are severely injured, while the pure and innocent are completely unharmed. Cooldown: Three Posts.
Digivolves To: None
*NEW
Appearance:
Z-Hybrid Spirit: Imperialdramon Dragon Mode
Attribute: Data
Family/ies: Metal Empire
Type: Ancient Dragon
Passives:
Aura of Entropy: Imperialdramon is constantly surrounded by a tempest of energy, which lashes at anybody within CQC range. It is very unfocused, dealing minor yet consistent damage to all targets in the area. The aura tends to spike during times of high emotion, doubling in range and power when Isaac is experiencing strong rage and grief but vanishing if afraid or emotionally null.
Chaotic Echoes: Pure chaos runs through Imperialdramon's veins, allowing him to react swiftly and unpredictably when on the hunt. Imperialdramon can add a 2-post cooldown to any of his moves in order to use them an additional time in succession. This only applies to the same move; under no circumstances can he use two differing moves in a single attack.
Instability: Attacks to Imperialdramon slowly chip away at his outside form, revealing the unstable Digicore beneath. As Imperialdramon gets more injured he begins to both take and deal more damage, turning him into a glass cannon when he is on his last legs. He also gains a sizable speed boost as his movements become twitchy and hard to predict.
Attacks:
Positron Laser: Imperialdramon shoots a thin beam of antimatter particles out of his mouth. They briefly shimmer as a warning before detonating into a powerful explosion. While very powerful, the delay makes it easy to dodge.
Graviton Smash: Imperialdramon slash hard with his claw, seemingly targeting nothing but the air. Shortly after his slash, however, gravitational force strongly pushes in the area of Imperialdramon's swing. If not careful, this attack can send opponents flying.
Photon Cannon: Imperialdramon fires a high-energy blast from his eyes. The beam is weak, but penetrates through guards with ease. Dodging instead of blocking is an absolute must. Cooldown: One Post.
EM Repulsion: Imperialdramon releases a powerful electromagnetic pulse from his body, powerful repulsive fields knocking Digimon and nearby projectiles far away. Anything hit is energized by the attack, causing it to smash into enemies far more painfully than they were originally launched. Cooldown: Two Posts.
Hadron Collision: Imperialdramon rockets towards his opponent at tremendous speed, powerful attracting forces surrounding him as he charges. The good news is that this makes landing contact with enemies far easier. The bad news is that projectiles practically follow the dragon like magnets. A very high-risk, high-reward tactic.
Heat Death: Imperialdramon inhales hungrily, absorbing all of the energy from a 30-foot radius in front of him. Projectiles with their energy drained are frozen in place and Digimon have their movement drastically slowed down, making it far harder to avoid Imperialdramon's own attacks. Duration: Four Posts. Cooldown: Two Posts.
Big Crunch: Imperialdramon creates a sphere of dark matter between his front paws, which he launches onto the battlefield. Any enemies hit by the sphere find themselves slowed down, making it hard to escape as the sphere begins collapsing in on itself. Being stuck in this move is excruciatingly painful. Cooldown: Three Posts.
Digivolves To: None
*NEW
Appearance: Imperialdramon FINAL is blue dragon clad in black armor. It has large spiked pauldrons, clawed gauntlets and greaves, and somewhat tattered looking wings that hover around its body like a cape. In its right hand it holds the massive runed blade of Imperialdramon Paladin Mode. On its left wrist, the powerful back-mounted cannon of Imperialdramon Dragon Mode is attached. It wears the head of Imperialdramon Dragon Mode as if it were a helmet, its true face located within the creature's maw. It also has Imperialdramon Dragon Mode's powerful hind legs extending from its back, giving it an almost centaur-like profile. Its wings and the trim of its armor are never one consistent color, changing constantly to reflect Imperialdramon FINAL's shifting elemental affinities. The most notable thing setting Imperialdramon FINAL apart from others of its lineage is the great aura hovering behind it. This aura takes a shape mirroring that of Imperialdramon FINAL, except with a wispy ghostlike tail instead of any legs. It glows brightly in the same color as Imperialdramon FINAL's current elemental affinity, and while generally hovering closely to Imperialdramon FINAL at all times exhibits some very slight autonomy. If one looks closely on the runes etched on Imperialdramon FINAL's blade, they are designed to look like small carvings of each spirit that combines to form this final form.
Z-Hybrid Spirit: Imperialdramon FINAL Mode
Attribute: Vaccine
Family/ies: Dragon’s Roar
Type: Ancient Dragon
Passives:
FINAL Harmony: Through all of their adventures, all of their struggles, and all of their time together in the Digital World, Elliot and Isaac have finally reached a point of true unison. Their desire to protect and aid each other manifests through the draconic aura hovering being Imperialdramon FINAL. It is capable of blocking attacks on its own and using its own two claws to assault enemies. When Imperialdramon FINAL reaches about quarter of its life, the aura fizzles out and is no longer able to be called forth. Even healing back above this threshold cannot restore the aura.
Ordered Chaos: Imperialdramon FINAL constantly changes its elemental matrix, over the course of a ten-post cycle. Its current elemental form is visible through the markings on its body and aura changing color. Attacks made by FINAL inherit its current elemental affinity, and it gains a very large resistance to this current element. The cycle goes Metal (Silver) -> Light (White) -> Darkness (Purple) -> Fire (Red) -> Water (Blue) -> Lightning (Yellow) -> Earth (Brown) -> Wind (Pink) -> Wood (Green) -> Ice (Teal) -> Metal Again.
Attacks:
Positron's Splendor: Imperialdramon FINAL slashes repeatedly with its blade, kicking up trails of of explosive particles with each slash. They linger for one post before erupting into powerful explosions.
Luminous Well: Imperialdramon FINAL fires a dense well of light from the cannon on its wrist. Any projectiles that travel within a 15-foot radius of it become caught in its orbit. Depending on the combatants involved this can turn into a maelstrom of chaos. Duration: Four Posts. Cooldown: One Post.
Imperious Upper: Imperialdramon FINAL swings his sword in a heavy uppercutting motion, launching himself into the air for extra force. He brings the blade down for a second swing on the way down, aiming to crack guards with a powerful overhead slam.
Searing Sweep: Imperialdramon FINAL takes to the skies, gliding across the battlefield. Lasers extend from its wingtips as it does so. An attack more focused on targeting many foes at once than on precise damage.
Gilded Hopes: Imperialdramon FINAL channels all of his love and faith into an ally, encasing them in solid gold. They are immobilized yet invincible for the duration of this attack. Duration: One Post. Cooldown: Two Posts.
Desperate Dreams: Imperialdramon FINAL pleads for the safety of an ally, sure that if they can hold on just a bit longer everything will be okay. After nothing happens for two posts, an ally is greatly healed on the third. "Duration": Three Posts. Cooldown: Two Posts.
Gran Sol: Imperialdramon FINAL generates a large sun between his hands, hurling it onto the battlefield. It rolls across the battlefield, searing those caught within its radiant light. After expanding for four posts the sun detonates in a huge explosion. Duration: Three Posts. Cooldown: Two Posts.
Dokkan Punch II: Imperialdramon FINAL transforms its draconic aura into a large, glowing fist. After filling the fist with all of its power Imperialdramon FINAL launches it forward, causing an intensely damaging explosion upon direct contact. If this ability hits, it destroys Imperialdramon FINAL's aura for the rest of the thread. On a miss, it returns. Cooldown: One Post.
Digivolves To: None
SPIRIT EVOLUTION LINE - ELLIOT
Spirit Element: Order
Appearance:
S-Hybrid Spirit: Veemon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Small Dragon
Passive:
*NEW Comeback Kid: Veemon never gives up, no matter how stacked the odds are against him. As he gets fatigued through a fight, his attacks grow stronger as well. This does not account for injuries; if wounded in the wrong place, Veemon might be too banged up to benefit from this boost.
Attacks:
*NEW Machinegun Fists: Veemon delivers a series of rapid punches, weaker but faster than usual. Best used for wearing down the guard of a tired opponent. This can be a five-punch combo on its own, or a quick one-two punch used alongside another move.
Victory Blow: Veemon delivers a headbutt so hard, it gets his blood pumping. If the attack knocks out a foe, Veemon gets a second wind of adrenaline. Duration: Two Posts. Cooldown: One Post.
*NEW Hold Fast! Veemon punches in the direction of an incoming melee attack, taking full damage but heavily dampening knockback. Only useful on Rookies or frail Champions, as most Champions still send Veemon sliding back and Ultimates send him flying. Cooldown: One Post.
Digivolves To: Strikedramon
Appearance:
H-Hybrid Spirit: Strikedramon
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Dragon Man
Passive:
*NEW Rally of the Commander: Strikedramon’s presence is a point of motivation for his allies, who drive strength from his rallying. Any allies within 30 feet of Strikedramon gain a modest boost to attack strength, but the second an ally leaves this radius they are stripped of their bonus.
Attack:
*NEW Tailblazer: Strikedramon aims his tail at an opponent, a small jet of white flames launching from a nozzle at the tip. A weak move at first, but racks up damage fast as it is consistently applied.
*NEW Commando’s Lock: Strikedramon tries to apply a full nelson, holding both him and his target still. Ultimate Digimon can have one limb at most restrained, and Mega Digimon cannot be stopped. Duration: One Post. Cooldown: One Post.
Rolling Start: Strikedramon rolls before striking him, allowing him to keep up his momentum. Generally a springing kick if rolling backwards, or a lunging punch if forwards.
*NEW Giant Swing: Strikedramon grabs an opponent by a pair of free limbs and swings them around and around. After being flung away, opponents are leaft opponents very dizzied afterwards. Duration: Two Posts. Cooldown: One Post.
Burning Inner Strength: The markings on Strikedramon’s chest glow white, as do the metal plates on his hands, feet, and tail. His attacks grow much stronger and faster. Duration: Three Posts. Cooldown: Two Posts.
Digivolves To: Gargoylemon
Appearance:
B-Hybrid Spirit: Gargoylemon
Attribute: Virus
Family/ies: Nightmare Soldies
Type: Demon Beast
Passive:
*NEW The Chains are Off: Gargoylemon is restrained by chains and sigils all across his body. Breaking these chains drastically increases Gargoylemon’s strength and speed, but ruins his presence of mind. He becomes prone to attacking allies indiscriminately and rampaging until forced to de-digivolve.
Attacks:
Stone Smash: Gargoylemon turns to stone and drops from the sky, falling spread-eagle to try and crush the opponent. Upon landing, Gargoylemon can stay encased in stone for a short time. Duration: One Post. Cooldown: One Post.
Luminous Blast: Gargoylemon beats his wings intensely, kicking up a storm of sharded light in his wake. A weak move, but spread over a wide area radius.
Boulder Barrage: Gargoylemon glides overhead, dumping rocks on those down below. The rubble serves as a minor obstruction afterwards.
Shielding Slab: Gargoylemon calls forth a large slab of stone, which rises from the ground in front of an allied Digimon. A Mega-level hit shatters it with ease. Duration: Four Posts. Coolown: Two Posts.
Sapphire Nail: Gargoylemon’s claws encase in jagged crystals as he lunges forward, slicing through unguarded flesh with extra power.
*NEW Stone Crusher: Gargoylemon raises four slabs of stone from the ground, one in each direction around an opponent. He then closes his fist, causing the stones to converge on his foe. If not dodged early, can be a headache to avoid. Cooldown: One Post.
Digivolves To: Dynasmon
Appearance:
A-Hybrid Spirit: Dynasmon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Holy Knight
Passives:
*NEW Elemental Affinity: Dynasmon harbors strong elemental resistance due to his ties with elemental warriors of legends past. He has a minor resistance to elemental attacks of any type. For attacks that mix elemental and physical components, such as flaming tackles, only the elemental part is reduced.
*NEW Dragon’s Dogma: Dynasmon is the pinnacle of draconic order, and fights his best when he is assured of the nobility of his cause. If fighting for an ideal higher than himself, his physical and mental resolves are boosted heavily. However, wavering in his faith causes him to lose these benefits.
Attacks:
Absorption of The Ten: Dynasmon absorbs the elemental properties of the last attack to strike him, applying them to future attacks. However, this requires lowering his guard and taking full damage. Duration: Five Posts. Cooldown: One Post.
Wyvern Breath: Dynasmon launches a blast of elemental flame from his mouth, intensifying in power the longer he uses the flame for. Cooldown: One Post.
Refraction Cape: Dynasmon flips his wing outwards, reflecting incoming projectile attacks and infusing them with his elemental property. Cooldown: Two Posts.
Phantom Blade: Dynasmon slashes with his claws, the resulting sonic booms extending out to the range of a greatsword.
Wrath of the Wyrm: Dynasmon furiously smashes his foe with the gem on his palm, overloading them with the energy empowering him. Short ranged, but very strong.
Paladin’s Sacrifice: Dynasmon blesses another Digimon, taking on the injuries from any attacks coming their way. Duration: One Post. Cooldown: Two Posts.
*NEW Final Mercy: Dynasmon empowers his fist with holy energies, slamming it into his foe in a rising uppercut. Dynasmon’s most powerful attack, but only usable if Elliot holds genuine mercy in his heart. It cannot KO or slay an enemy, and is often used as a last chance finishing move. Cooldown: Two Posts.
Digivolves To: Imperialdramon Paladin Mode
OPTIONAL EVOLUTIONARY STAGES
Appearance:
Human Fraction: Knightmon
Attribute: Vaccine
Family/ies: Data Empire
Type: Warrior
Passives:
*NEW Long Arm of the Law: Knightmon’s sword is capable of extending and contracting in size at will. This does not change his blade’s power or swinging speed, instead primarily changing the best ranges of engagement for Knightmon to be at. The sword can only increase or decrease by half of its length.
*NEW Honor Never Dies: Knightmon is very hard to keep down for long. Attacks that would normally knock him out instead leave him standing on his last legs, just long enough to retreat, transform, or make one last desperate attack. Healing can reset this, allowing up to two additional uses, but doing so comes at great risk to Knightmon’s health and mind.
Attacks:
Knightfall: Knightmon leaps strangely high in the air for his body weight, coming down with vicious force. As a very obvious move, it is tricky to hit with.
Crusader’s Shield: Knightmon flings the massive shield on his arm, dealing heavy damage at the cost of weakening his defenses. He must recover it before this move can be used again.
King’s Castle: Knightmon and his brother (generally SkullKnightmon) swap positions on the battlefield, so long as the two are within 30 feet of each other. Cooldown: Two Posts.
Knight’s Challenge: Knightmon declares a duel between himself and his opponent. If accepted, Knightmon and his foe gain resistance to outsiders’ attacks, but vulnerability to each other’s’. Duration: Three Posts. Cooldown: One Post.
Digivolves To: n/a
Appearance:
Beast Fraction: Sandiramon
Attribute: Virus
Family/ies: Jungle Troopers
Type: Holy Beast
Passives:
*NEW Delving Deva: Sandiramon is a natural-born tunnel digger, capable of moving through many surfaces with ease. Snow and sand basically are of no impediment, soil is only slightly slower than Sandiramon’s top speed, and if softened up with attacks even rock can be slowly churned through.
*NEW Chip Away: Sandiramon is merciless in his pursuit of enemy defenses, each attack of his leaving them somewhat weaker than the last. Sandiramon’s hits leave stacking debuffs on enemy defenses, negligible at one hit but intensifying powerfully by the fifth. Avoiding Sandiramon for two posts resets the debuffs.
Attacks:
Bao Kui: Sandiramon spews a lance of light from his mouth. While Sandiramon is very proficient in the lance, it can also be gifted to allies. Duration: Four Posts. Cooldown: One Post.
Rain of Pain: Sandiramon spits javelins of light into the air, which turn to face enemies before raining down on them. Generally used on cornered foes.
Battering Ram: Sandiramon lowers his head so that its hood-like shell can absorb hits, then dashes forward to headbutt the foe.
Mouth of the Mamba: Sandiramon laces a numbing poison on his fangs and crunches down on his opponent. The poison slows movements and makes pain harder to feel. Duration: Four Posts. Cooldown: Two Posts.
Fatal Lance: Sandiramon coils around an opponent, then tries to launch the Bao Kui through their body at point-blank range. A devastating technique, but very hard to set up.
Digivolves To: n/a
SPIRIT EVOLUTION LINE - ISAAC
Spirit Element: Chaos
Appearance:
S-Hybrid Spirit: Impmon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Imp
Passive:
*NEW Overconfidence: Impmon is at his best when he has yet to have a reason to fear. If undamaged, either through healing or natural good health, his attacks are all a good deal stronger. Even a glancing blow removes this bonus, however, and despite his best efforts he can’t keep dodging forever.
Attacks:
Imp-losion: Impmon launches a tiny fireball forward. It collapses in on itself before erupting in a large blast.
Shadow Ascent: Impmon sails into the air on a trail of shadows, giving him clumsy aerial mobility. Duration: Two Posts. Cooldown: One Post.
Explosive Warp: Impmon snaps his fingers and vanishes, leaving an explosion in his wake. He reappears, very dizzy, about three feet away from the initial warp. Cooldown: Two Posts.
Digivolves To: Yasyamon
Appearance:
H-Hybrid Spirit: Yasyamon
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Demon Man
Passive:
*NEW Misty Step: Yasyamon is a loner above all, stalking through the forests with all the silence of a spring breeze. When obscured from the vision of other Digimon, Yasyamon is capable of moving three times as fast as normal. The second another Digimon spots him, this phantomlike boost of speed is lost.
Attacks:
Swaying Strike: Yasyamon unleashes attacks from both of his blades, swaying to a tricky-to-predict rhythm in order to try and throw his opponents off.
Imp-air: Yasyamon viciously slams his two blades into an exposed limb, attempting to damage it and diminish its usefulness. Duration: One Post. Cooldown: One Post.
Cross Slash: Yasyamon swings his two blades across each other, an x-shaped shockwave shooting out to strike opponents from afar.
*NEW Puppet Master: Yasyamon sticks his fingers out at another Digimon, piercing them with wispy puppet strings. Voices whisper in their ear, telling them to simply sit back and relax as Yasyamon attempts to guide their actions. Duration: Two Posts. Cooldown: Two Posts.
Earth’s Blessings: Yasyamon gives another Digimon a blessing, empowering their strikes with life’s energy. Duration: Three Posts. Cooldown: One Post.
Digivolves To: Devidramon
Appearance:
B-Hybrid Spirit: Devidramon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Evil Dragon
Passive:
*NEW Demon of a Thousand Eyes: Devidramon is capable of opening up eyes all over his body, including his elbows, his knees, his tail, and his back. While Devidramon gets a bad case of sensory overload if he keeps these eyes active for too long, they are integral for spotting ambushes and aid Devidramon greatly in noticing attacks.
Attacks:
Malice Glare: Devidramon menacingly stares into an opponent’s eyes. Those who feel doubt are greatly slowed, but those firm in conviction, either good or evil, are unburdened. Duration: Three Posts. Cooldown: One Post.
Black Frost: Devidramon belches out a cloud of bone-chilling gas. It is pitch-black in color, making it very hard to see coming in the darkness.
Fade Away: Devidramon’s scales change color to match his surroundings. Only his glowing red eyes remain unchanged, jeopardizing his stealth. Duration: Four Posts. Cooldown: Two Posts.
Imp-ale: Devidramon rears back, then descends tail-first. The tip of his tail separates to try and skewer anyone in his way.
*NEW Ruby Nail: Devidramon’s claws heat an ominous red as he pounces toward his opponent. They sear through metals, making the attack more even more painful against more heavily armored foes.
Chaotic Flame: Devidramon breathes green flames into the ground, trails of fire snaking away in a disorderly fashion. Often used to cut off a foe’s escape routes.
Digivolves To: Samudramon
Appearance:
A-Hybrid Spirit: Samudramon
Attribute: Virus
Family/ies: Nature Spirits
Type: Dragon Man
Passives:
*NEW Bladed Mail: Practically every plate on Samudramon is a sharpened, non child-safe edge. Approaching Samudramon is very ill-advised, as each physical attack that makes contact with him returns some damage to the attacker. However, he gains no defensive protection against them.
*NEW Ronin’s Revenge: Samudramon cast aside his own honor to better avenge those he cares about. When fighting for personal reasons his speed and attack are boosted, directly tied to how much emotional investment he feels about this particular struggle. Harming loved ones is very ill-advised.
Attacks:
Binding Blade: Samudramon thrusts his sword into his foe, stabbing at their very fighting spirit. The last move they used is sealed from further usage. Duration: Four Posts. Cooldown: Two Posts.
Heavy Storm: Samudramon raises his sword into the air, calling down blasts of lightning before him. They unpredictably strike the area surrounding Samudramon, whether friends or foes are nearby.
Imp-act: Samudramon lowers down shoulder-first, focusing all of his weight onto a blade-edged shoulder tackle.
Phosphorous Bow: Samudramon holds his blades like a bow, launching arrows of burning atmospheric energy.
*NEW Trick Guillotine: Samudramon flashily twirls his blades around, aiming to snare his opponent’s head in between the grooves of his curved blades. This feinting move can directly be followed by an Imp-act or Phosphorous Blow, or just used to startle his enemies.
Ronin Rage: Samudramon gives in to his bloodlust, entering a chaotic berserker rage. The more wounded a target, the more viciously he pursues them. Duration: Five Posts. Cooldown: Two Posts.
Terra Blade: Samudramon raises his swords skywards, empowering them with atmospheric energy before slamming them into an enemy. Duration: One Post (Charge). Cooldown: Two Posts.
Digivolves To: Imperialdramon Dragon Mode
OPTIONAL EVOLUTIONARY STAGES
Appearance:
Human Fraction: SkullKnightmon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Undead
Passive :
*NEW Devils Never Die Alone: When SkullKnightmon falls, he releases all of his pent-up energy into a vicious explosion of darkness. However, this guaranteed explosion of darkness leaves him degenerated back to a human, fully vulnerable if it turns out that this last ditch effort fails.
Attacks:
Dark Vortex: SkullKnightmon spins with his lances extended, dark energy crackling off of them. He can move forward during this attack, but it makes him very dizzy.
Devour: The face on SkullKnightmon’s chest opens, sucking nearby opponents toward his outstretched lances. SkullKnightmon is slowed greatly while this attack is in play. Duration: Three Posts. Cooldown: One Post.
*NEW This Is Not A Drill: SkullKnightmon spins his lances up like drills, making them greatly stronger but also far slower to swing. Duration: Two Posts. Cooldown: One Post.
Dirty Trick: SkullKnightmon projects the illusion of himself attacking, only to strike after the opponent’s guard is diverted. A rather dishonorable feint.
Trail of the Damned: SkullKnightmon stabs his lance into the ground, a field of skeletal hands bursting through the Earth. They claw viciously at any who tread on them, harming and slowing them. Duration: Three Posts. Cooldown: Two Posts.
Digivolves To: n/a
Appearance:
Beast Fraction: Orochimon
Attribute: Virus
Family/ies: Nature Spirits
Type: Demon Dragon
Passives:
*NEW Rivalry of Revelry: Orochimon seems to get literally punch-drunk as combat goes on. Each attack made against Orochimon makes him both stronger and more unpredictable, starting at minor at first but soon turning him into an incomprehensible blur of swinging heads. Two turns of avoiding pain allow for the drunkenness, and with it the attack boost, to disappear.
*NEW Recompile: Orochimon’s dummy heads are quite easily destroyed by excessive combat damage, so he needs to take precautions in order to avoid losing too much combat strength. Destroyed heads can be recompiled from the wood and scrap left behind at a rate of one head per two posts. As recompiled heads are somewhat weaker than fresh ones, a canny opponent can still leave him vulnerable.
Attacks:
Vile Breath: Orochimon blasts the foe with sake-laden breath, getting them drunk by exposure. The more the attack is used in battle, the worse the drunkenness gets. Duration: Two Posts. Cooldown: One Post.
Serpent Strike: One of Orochimon’s puppet heads detaches from its body, lunging out to try and bite the enemy on its own right. It is vulnerable to being crushed before it can return.
Death Rattle: Orochimon shakes the rattle on his tail malevolently, attempting to strike fear into the heart of weak-willed opponents. Whether it inspires fight, flight, or something else depends on the target. Duration: Four Posts. Cooldown: One Post.
Rattling Gun: Orochimon shakes the rattle on his tail, bullets of dark energy launching with each shake. The longer Orochimon “fires”, the less accurate they are.s.
Hognose Havoc: Orochimon flails its heads in a wild frenzy, attacking from all sides. Approaching Orochimon is very difficult, but the attack tires him out easily.
Digivolves To: n/a
Spirit Element: Twin Spirit DNAs
Appearance: VictoryImpmon is navy in color, somewhere between the cyan of Veemon and the purple of Impmon. He is somewhat taller than both of the rookies that fused into him, but is svelte compared to the stockier Veemon. His chest has white markings like Veemon’s, but keeps the trademark smiley face symbol of Impmon. The one change is that the smiley face has a copy of Veemon’s crest on its forehead, a representation of the merger between the two. His eyes are a piercing yellow, and are bursting with the shared enthusiasm of two bright, young rookies.
Impmon’s garments are still on VictoryImpmon’s person. Only one red glove remains, and has changed form to resemble a large boxing glove with Impmon’s smiley face logo on it. This is generally VictoryImpmon’s preferred implement for punching, the other hand generally used for grappling or picking up nearby objects. His bandana now has an intimidating (or at least, attempting to look so) dragon mouth scrawled on the front. Whenever VictoryImpmon is trying to show he means serious business, he tends to pull the bandana u to cover his cheeky grin.
S-Hybrid Spirit: VictoryImpmon
Attribute: Data
Family/ies: Nature Spirits
Type: Dark Dragon
Attacks:
Victory Laser: VictoryImpmon flashes the peace sign, a V-shaped laser firing out from his outstretched hand.
Flash Headbutt: VictoryImpmon lunges forward head-first, teleporting a short distance forward to capitalize on his momentum. Unfortunately, this leaves him very dizzy afterwards. Cooldown: Two Posts.
Dokkan Punch: VictoryImpmon’s boxing gloves swells with flaming energy, charging up for a punch with explosive force. A risky, self-damaging move. Cooldown: One Post.
*NEW Dokkan Comet: VictoryImpmon creates a large ball of fire, then tosses it high into the sky. A shower of small fireballs rains down as the first ball explodes in midair. Cooldown: One Post.
Digivolves To: ArmedCommandermon
Appearance: ArmedCommandermon is about two heads taller than both of his constituent parts, but generally stands in a hunchbacked stance that leaves him at equal height. His skin is light blue in color, and while generally leathery like a demon’s has some scaly patches on more vulnerable areas. He has four arms, each capped with a metal wristguard and holding a steel-plated bokken. His hair is even longer than his unfused counterparts, reaching about waist-length. A thick tail helps him balance his newer, more top-heavy build.
One leg of his pants is green, with black belts wrapped around the leg. The other is white, with green chains wrapped around the leg. Metal plates are present around his ankles and on his feet, although not nearly as large as the rectangular, shield-like ones on his wrists. The most dramatic change, however, has to be to his mask. Unlike the plain white mask of Yasyamon, ArmedCommandermon’s is made of solid metal. A third horn curves up from the back, forming a crown-like shape with the other two hons on the front. A third eye, cybernetic in nature, appears on the mask’s forehead.
H-Hybrid Spirit: ArmedCommandermon
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Dark Dragon
Passive:
*NEW Shining Commander: ArmedCommandermon’s wristguards, mask, and armor are all polished to a chrome-like sheen. Especially in the presence of open fire and bright lights, these reflective surfaces can make directly looking at ArmedCommandermon for extended periods of time difficult. This can make focused attacks or desperate dodges far more difficult to pull off, depending on how much light ArmedCommandermon is reflecting.
Attacks:
Destruction Dance: ArmedCommandermon whirls forward, using his four arms to constantly strike the area in front of him. A solid choice for pursuing enemies.
Iron Commander: The four shields of ArmedCommandermon grow to great size, forming a wall against Champion-level attacks. Ultimate hits are deflected but ruin the shield. Mega and above aren’t even phased. Duration: Two Posts. Cooldown: One Post.
Pummeling Time!: Two of ArmedCommandermon’s arms move to grab the enemy in a full nelson, while the other two begin slamming at their exposed chest and stomach. Fails to restrain most Ultimates or large Champions. Duration: One Post. Cooldown: One Post.
Tornado Hell: ArmedCommandermon uses his four arms and tail to stabilize himself as he performs a breakdance spin, kicking up a large tornado.
*NEW Final Commando Buster: ArmedCommandermon holds all four of his swords together at once, tongues of flame and gusts of wind wrapping around them to bind them together. This powerful swing takes a lot of energy out of ArmedCommandermon, but hits with incredible force. Cooldown: One Post.
Digivolves To: Dualdramon
Appearance: Dualdramon’s body is more long and serpentine than either Devidramon or Gargoylemon’s, largely in part due to a complete lack of legs. Instead Dualdramon’s lower body is literally coiled together from the other two’s, making him longer and heavier than both dragons combined. While at first Dualdramon is wound tightly together, the two bodies merge by the chest level into one body with a distinct black-and-white swirl pattern. Dualdramon’s left arm and right wing are identical to Devidramon’s, with his right arm and left wing resembling Gargoylemon’s. Both dragons’ heads are present, with Gargoylemon’s above and Devidramon’s below.
Dualdramon’s gait is very lopsided, as one of his wings is tattered and one of his arms is far bulkier than the other. This causes him to favor his left side when flying, and he tends to move in circles far more often than he flies straight. His shoulders have matching skull tattoos, a white one on Devidramon’s arm and a black one on Gargoylemon’s arm. As Gargoylemon’s head is bound in two large braces, Devidramon does most of the talking among the group. As a result is one of the few fusions where only one Digimon’s voice can be clearly made out.
B-Hybrid Spirit: Dualdramon.
Attribute: Virus
Family/ies: Nature Spirits
Type: Dark Dragon
Passive:
*NEW Dichotomous Guard: Dualdramon’s scales have different defensive properties depending on which of its two component Digimon they originate from. The sleek scales of Devidramon are more resistant to energy attacks, while the stony scales of Gargoylemon are more resistant to physical attacks. With how swirled together Dualdramon is, this often makes just how much damage an attack will do surprisingly difficult to predict.
Attacks:
Crystal Spear: Dualdramon’s tail barb encases in ruby and sapphire crystals as he dives to impale his opponent. The crystals are especially painful for unarmored foes.
Stone Shackles: Dualdramon coils around an opponent, then turns into stone to apply a crushing grip. If locked in, escape is very difficult. Duration: Two Posts. Cooldown: One Post.
Hell Has Frozen Over: Dualdramon launches a blast of searing light, followed by freezing darkness. The sudden change in temperature between hot and cold is devastating against armor.
The Turbulence: Dualdramon soars in circles around his target of choice, Devidramon-wing extended like a blade. He slices and dices as he orbits.
*NEW Unfurl: As if by magic, Dualdramon’s upper body unravels itself. This change to its aerodynamic shape makes flying slower and dodging clumsier, but the better freedom of movement gives Dualdramon longer attack range and quicker strikes. Duration: Three Posts. Cooldown: One Post.
Curse of Stone: Dualdramon viciously claws at the opponent, slowly causing the targeted body part to encase in stone. Movement or attacking with that limb becomes very difficult. Duration: Four Posts. Cooldown: Two Posts.
Digivolves To: Relicdramon
Appearance: Relicdramon resembles a Dynasmon that has earned the draconic relics of the Greymon species. The Kikurin swords of Samudramon combine to form a jagged, helix-shape blade which Relicdramon wields in one hand. On Relicdramon’s other hand is the Brave Shield of a BlackWargreymon, enlarged to be big enough to properly shield him in battle. Silver hair, just like that of Samudramon’s, comes down from Relicdramon’s helmet, and a nasal horn protrudes from the helmet’s snout. The gem on his gauntlet turns from red to a vibrant green.
Black and gold are the primary colors of Relicdramon’s armor. In most ways it borrows more heavily from Dynasmon than it does from Samudramon, with a few exceptions. Namely, Samudramon’s clawed feet replace Dynasmon’s boots, giving a more feral appearance than a knightly one. His wings, rather than their navy color, turn a bright crimson and become tipped with jagged blades. Finally, an armored skirt wraps around his thighs and hips, an extra layer of protection that helps insure that Relicdramon is fully protected.
A-Hybrid Spirit: Relicdramon
Attribute: Data
Family/ies: Nature Spirits
Type: Dragon Man
Passive:
*NEW Trophy Collector: Relicdramon has decked himself out in all sorts of draconic regalia. If a worthy foe falls on the battlefield, they too join his collection. Relicdramon can create a facsimile of a KO’d or slain opponent’s weapon, using it with decent proficiency albeit less than that of his own natural blades. This can also be done to fallen allies, honoring their sacrifice and wielding their armaments in their memory.
Attacks:
Break Drill: Relicdramon’s folds his wings into a single, sharply-bladed point before leaping forward in a spinning tackle. A powerful, guard-crushing attack.
Thundering Striker: Relicdramon thrusts forward his palm, lightning blasting out from it. The lightning can arc to up to two extra targets after hitting.
Draggin Dragon: Relicdramon shoots forward on his wings, using his clawed feet to try and drag his target across the ground. Doesn’t work on opponents over twice Relicdramon’s size.
Chainblade: Relicdramon’s helix blade begins moving like a chainsaw, making it harder to swing but far stronger on a direct hit. Duration: Five Posts. Cooldown: One Post.
Terra Mirror: Relicdramon creates a large ball of atmospheric energy between his hands, using it to catch incoming projectiles. They are reflected and empowered by atmospheric energy. Cooldown: Two Posts.
*NEW Afterburner: Relicdramon lifts the back of his armor high, exposing the jump jets hidden beneath. He then turns the temperature on the jets to their maximum, overheating them to douse anyone nearby in a huge gout of green fire. Leaves Relicdramon incapable of flying for a post afterwards, both his jets and wings singed.
*NEW Steel Rain: Relicdramon leaps up way high into the air, then unfurls his wings to reveal the many jagged blades lining beneath them. As he flaps them they rain down in a hail of shrapnel and sharp edges, falling upon the enemy to overwhelm them beneath a thousand cuts.
Final Spirit Cannon: Relicdramon calls forth a draconic aura made of atmospheric energy. It takes up all of his remaining fighting energy, but overwhelms the enemy with a furious bite. Cooldown: Once Per Fight.
Digivolves To: n/a[/font][/blockquote]
ALTERNATE SPIRIT EVOLUTION LINE - ELLIOT
Spirit Element: Tradition
Appearance:
H-Hybrid Spirit: MagnaAngemon (Priest)
Attribute: Vaccine
Family/ies: Virus Busters
Type: Archangel
Passive:
*NEW My Faith is My Shield: Most MagnaAngemon bear the crusader’s armor, but this one instead wears the robes of a harmless prelate. Without proper armaments, his peace of mind is his shield. When not engaged in combat, MagnaAngemon takes heavily reduced damage from a single attack. This bonus does not apply to combat initiated by MagnaAngemon, and only kicks into effect during the first strike of a thread.
Attacks:
Burden of Loss: MagnaAngemon drains the pain from his allies, bearing it in their place. Overuse of this ability can cause MagnaAngemon to pass out from overexertion, or even open wounds on his own person. Cooldown: One Post.
Watcher's Protection: MagnaAngemon creates pillars of light in a circle around him, searing any enemy that approaches too closely. While short ranged, a rather strong attack.
Melody From the Past: MagnaAngemon chants a holy song, strengthening the physical defense and mental resolve of any who can hear him. Duration: Three Posts. Cooldown: One Post.
*NEW Sanctuary: MagnaAngemon blesses the ground beneath his feet, forming a hallowed circle. Anyone standing in close proximity to him is blessed, absolving them of status effects from Champion Digimon and weaker. Ultimate status effects are halved in duration instead, and anything above is unaffected. Duration: Two Posts. Cooldown: Two Posts.
*NEW Reluctant Cudgel: MagnaAngemon draws a sanctified staff from his robes, a weapon of last resort he uses only when there is no option but fighting. It leaves behind hallowed burns with each strike. Duration: Three Posts. Cooldown: One Post.
Digivolves To: Diatrymon
Appearance:
B-Hybrid Spirit: Diatrymon
Attribute: Vaccine
Family/ies: Wind Guardians
Type: Ancient Bird
Passive:
*NEW Living Fossil: Diatrymon, despite looking like a flesh-and-blood bird, is more akin to the intersection between a living statue and a zombie. Moves that cause poison or fatigue have no effect on Diatrymon due to its strange physiology, but at the same time healing moves do absolutely nothing to help it. It simply presses on, eternally unchanged.
Attacks:
Metal Flash:The armor plates on Diatrymon's body glow a bright white, badly hampering the eyesight of anyone looking directly at him. The effect goes from severe at its start to minorly irritating by the last post. Duration: Four Posts. Cooldown: One Post.
Ancient Breath: Diatrymon blasts a puff of withering air, rotting inanimate objects and causing living beings great fatigue. Duration: Four Posts. Cooldown: One Post.
Impact: Diatrymon crashes haphazardly to the ground, aiming to sandwich his opponents between hard rock and hard steel. Overuse of this attack damages Diatrymon as well.
Feather Barrage: Diatrymon launches razor sharp feathers from his wings, firing them widely and haphazardly. They are thin enough to slip through most armor plating, but very weak.
Heavy Pin: Diatrymon leaps furiously onto an enemy, attempting to keep them pinned down beneath his heavy weight and big claws. Most Megas, and very large Ultimates, can easily shake him off. Duration: Three Posts. Cooldown: One Post.
*NEW Whirly Bird: It gets the worm. Diatrymon does a barrel roll as it swoops down towards its enemies, aiming to tear them to bits with its sharpened wing feathers. As the fly-by slicing is the main purpose of this move, taking the hit directly actually lessens its impact.
Digivolves To: SlashAngemon
Appearance:
A-Hybrid Spirit: SlashAngemon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Power
Passives:
*NEW Pursuit of Justice: SlashAngemon’s large, bladed arm guards are connected to his hands through tightly wound chains. During any move or basic attack, Elliot can choose to extend its range by shooting one or both blades out on their chain. Along with whichever cooldown the move has, it takes one post to retract the chains and recover the blade.
*NEW Living Weapon: SlashAngemon is covered in knives to a frankly ridiculous extent. His head, hands, wings, and even feet are all composed of bladed armaments. He is capable of making large numbers of basic strikes in a single post due to his ability to utilize nearly every part of his body in combat.
Attacks:
Sword of the Seven Heavens: SlashAngemon creates seven swords of light above his head, raining them down on the enemies in front of him. They can focus-fire on one enemy, or split to target up to seven.
Blood Bond: SlashAngemon stabs an enemy, draining their health through his blade to strengthen himself at their expense. Unfortunately, during the drain SlashAngemon is left very vulnerable for a pummeling. Cooldown: Two Posts.
Whirling Dervish: SlashAngemon gracefully dances across the battlefield, using every part of his body as a weapon. Approach during this attack is difficult, but his focus on attacking makes projectile ambushes easy.
Explosive Rune: SlashAngemon traces a rune of holy light onto the ground, visible only by a faint glow. If an enemy steps on it, it explodes into overwhelming light. Duration: Five Posts. Cooldown: One Post.
Armor of the Blade: SlashAngemon knights an ally, encasing them in chrome at the touch of his sword. Defense increases greatly, and small, blade-like spikes on the armor allow for up close attacks. Duration: Five Posts. Cooldown: One Post.
Burden of Pain: SlashAngemon takes the pain from his allies and turns it into power. Every time he heals an ally he gets stronger, but at the same time his own injuries get more debilitating. It can only be safely used thrice before SlashAngemon can't take the strain. Cooldown: Two Posts.
*NEW Wall of Steel: SlashAngemon raises a tempest of swirling blades from the ground, forming a 30 foot wide by 15 foot tall wall of steel. Physically passing through the wall is very painful, and the density of knives stops most projectiles from slipping through. Duration: Four Posts. Cooldown: Two Posts.
Digivolves To: Imperialdramon Paladin Mode
ALTERNATE SPIRIT EVOLUTION LINE - ISAAC
Spirit Element: Progress
Appearance:
H-Hybrid Spirit: NeoDevimon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Artificial Fallen Angel
Passive:
*NEW Mask of Madness: NeoDevimon’s mask keeps him paranoid and jumpy, always looking for a fight. His awareness is drastically heightened, alerting him to potential attacks and ambushes. While this makes NeoDevimon very capable of dodging, its paranoia makes it highly vulnerable to fake-outs and feints. If the mask is removed, NeoDevimon’s nerves settle to more ordinary levels.
Attacks:
Howl of the Damned: NeoDevimon shrieks in a fiendish tongue, badly scrambling the minds of any who listen to him. Duration: Three Posts. Cooldown: One Post.
Cable Claws: NeoDevimon launches the tips of his claws on wires, jamming them into an enemy like miniature tasers. One claw hitting is a weak shock: all six hitting is horribly painful.
Power of NEO: The red control nodes on NeoDevimon's chest spark furiously, tightening his muscles. His speed, strength, and reaction time greatly increase, but NeoDevimon is hurt badly. Duration: Three Posts. Cooldown: Two Posts.
Holodemon: NeoDevimon produces two hologram images, flanking him and following his movements. A hologram vanishes if struck by a strong enough attack. Duration: Three Posts. Cooldown: One Post.
*NEW Imp-rint: NeoDevimon tears his mask off to slam it onto an enemy’s face, forcing them to experience hazy, demonic visions. Can only be used once per thread, as NeoDevimon is left unmasked and highly vulnerable after usage. Duration: Four Posts. Cooldown: Once Per Thread.
Digivolves To: Pteramon
Appearance:
B-Hybrid Spirit: Pteramon
Attribute: Data
Family/ies: Nature Spirits
Type: Pterosaur
Passive:
*NEW Techno Breaker: Pteramon is practically designed for the hunting and destruction of machines. Armored Digimon find their guard less effective against Pteramon as it tears through their plating, and fully mechanical Digimon take more damage from its attacks.
Attacks:
Pterabite: Pteramon electrifies his mouth, biting down on the enemy hard and painfully. A fairly basic attack that exists entirely for the worst pun imaginable.
Strafe Bomber: Pteramon unloads a large battery of bombs from beneath his wings, raining them down on the area below. A far-flung attack that, if not careful, strikes friend and foe alike.
Jetstream: Pteramon kicks up a powerful wind in his wake as he flies forward. Anyone behind Pteramon is sped up by the resulting tailwind. Anyone in front of him is slowed by the headwind. Duration: Four Posts. Cooldown: One Post.
Corkscrew Blast: Pteramon releases missiles from its wings, firing them as he barrel rolls out of harm's way. Generally used as a difficult to dodge counter at close range. Cooldown: One Post.
Exhaust Blast: Pteramon opens his mouth and spews jet exhaust onto the battlefield. The concentrated cloud of smog and cinders makes seeing and breathing very tricky. Duration: Four Posts. Cooldown: One Post.
*NEW IMP: That stands for Imp Magnetic Pulse, by the way. Pteramon spits an electrified bomb onto the battlefield, which emits a field that shuts down electronics both manmade and digital. Within a 30 foot radius, mechanical-based attacks, phones, and Digivice functions are all shut down. Duration: Two Posts. Cooldown: Three Posts.
Digivolves To: Beelzemon (2010)
Appearance:
A-Hybrid Spirit: Beelzemon (2010)
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Lord
Passives:
*NEW Behemoth: Beelzemon is the lucky owner of a sleek-looking hoverbike, which moves faster than he does normally but with less pinpoint maneuverability. In lieu of a proper move in his post he can command his hoverbike to spew flames. If it is destroyed, it cannot be called forth again for the rest of the thread.
*NEW Living Armory: Beelzemon carries more guns on his person than a concerned citizen planning for a zombie apocalypse. Along with his designated move per turn, he is capable of providing suppressing fire with a submachine gun, accurately plugging away with a pistol, or going for a close-range blast with a shotgun. Each is far weaker than a named move, around slightly weaker than most Mega Digimon’s ordinary punches but with the advantage of far-reaching range.
Attacks:
Giga Blaster: Beelzemon charges his Berenjena SDX for up to three posts, moving more slowly as he focuses. The longer he warms up the gun for, the more powerful of blast he is able to fire.
*NEW Blackwing Step: With a flourish of his wing, Beelzemon vanishes, teleporting to a more opportune spot. He rarely uses it to retreat, instead preferring to hunt his enemies down directly. Cooldown: One Post.
Bullet Shower: Beelzemon draws a pair of smaller guns from their holsters, tossing them skyward before firing them rapidly at an enemy.
Cyber Claw: Beelzemon slashes his opponent with an electrified claw. Extended contact with the claw becomes exponentially more painful, while grazing blows are quite weak.
The Beelzebomb: Beelzemon, in a last-ditch attack, overloads his Berenjena SDX arm cannon to its breaking point and flings it at the enemy. It takes a good while to reconstruct a new one, forcing him to use sidearms until then. "Cooldown": Three Posts.
*NEW Imp-ression: Beelzemon jabs an opponent with his claw to try and forcibly drain their data. This is not to heal, however, but instead to forcibly borrow an attack. The attack must be mechanical or weapon-based in nature, so Beelzemon can craft a replica. Duration: Five Posts. Cooldown: Two Posts.
*NEW Remorse of NEO: Beelzemon rips off its chest armor, revealing the brightly glowing power cores of NeoDevimon. They burn hotly enough to kill Beelzemon’s pain receptors, giving him pain resistance and a large damage boost. They also leave him badly damaged after wearing off. Duration: Five Posts. Cooldown: Two Posts.
Digivolves To: Imperialdramon Dragon Mode
*NEW
Z-HYBRID SPIRIT - ELLIOT
Appearance:
Z-Hybrid Spirit: Imperialdramon Paladin Mode
Attribute: Vaccine
Family/ies: Virus Busters
Type: Ancient Holy Knight
Passives:
Aura of Protection: Holy energy constantly radiates from Imperialdramon, wrapping around those he cares most deeply about to shield them. Anybody within arms' reach of Imperialdramon is given minor protection from damage. The aura's strength is based around hope; when Elliot is filled with determination his aura can reach to just under sword range, while when his will is broken it shrivels up to nothing.
Second Opinion: Imperialdramon draws strength from the unshakable faith it has in both itself and its allies. It can add a 2-post cooldown to any of its attacks in order to double their magnitude, whether to empower an ally more strongly or to ensure a threat to the world is put to an end.
Holy Withdrawl: Imperialdramon grows more cautious as the battle goes on, sacrificing its power in combat to try and stay alive and provide for its allies. As Imperialdramon grows more injured its defense raises significantly, at the cost of its attack power going down by a comparative value. It also gains increased resistance to knockback and force, refusing to bend a knee to the corrupt and cruel.
Attacks:
Splendor Blade: Imperialdramon's sword glows radiantly, leaving behind a burning trail of energy as he gives it a hefty swing. Any who touch the lingering light are seared just as badly as they would be on a direct hit, although spared the pain of cold steel.
Know No Pain: Imperialdramon plunges his sword into the ground, a golden bubble of energy fifteen feet in radius spreading around it. It provides minor healing and damage reduction to anyone inside, but leaves Imperialdramon unarmed until finished. Duration: Three Posts. Cooldown: Two Posts.
Sigil of the Sword: Imperialdramon traces a glowing holy symbol in the air with his sword. It binds to enemies that make contact with it, searing them with holy light for the remainder of its duration. For this reason, it is most effective if touched early on. Duration: Five Posts. Cooldown: One Post.
Rally the Charge!: Imperialdramon points its sword with authority at a nearby opponent, marking him for retribution. Attacks made against this opponent alone are greatly intensified in damage. Duration: Four Posts. Cooldown: One Post.
Radiant Dawn: Imperialdramon unfurls his wings, energy building up at each of his wingtips. They seem to form a halo around Imperialdramon before firing off in three bright pulses of light. The damage is strongest when closest to Imperialdramon.
Hero's Sacrifice: Imperialdramon casts a spell of blessing on his allies, funneling all of the damage from attacks made against them onto him instead. Too much concentrated pain from this attack can cause degeneration or death, so it best used carefully. Duration: One Post. Cooldown: Two Posts.
Judgment: Imperialdramon plunges his blade directly into the opponent's Digicore, his sword glowing hot from the pain they have caused to others. Those with a trail of dead and hurt in their wake are severely injured, while the pure and innocent are completely unharmed. Cooldown: Three Posts.
Digivolves To: None
*NEW
Z-HYBRID SPIRIT - ISAAC
Appearance:
Z-Hybrid Spirit: Imperialdramon Dragon Mode
Attribute: Data
Family/ies: Metal Empire
Type: Ancient Dragon
Passives:
Aura of Entropy: Imperialdramon is constantly surrounded by a tempest of energy, which lashes at anybody within CQC range. It is very unfocused, dealing minor yet consistent damage to all targets in the area. The aura tends to spike during times of high emotion, doubling in range and power when Isaac is experiencing strong rage and grief but vanishing if afraid or emotionally null.
Chaotic Echoes: Pure chaos runs through Imperialdramon's veins, allowing him to react swiftly and unpredictably when on the hunt. Imperialdramon can add a 2-post cooldown to any of his moves in order to use them an additional time in succession. This only applies to the same move; under no circumstances can he use two differing moves in a single attack.
Instability: Attacks to Imperialdramon slowly chip away at his outside form, revealing the unstable Digicore beneath. As Imperialdramon gets more injured he begins to both take and deal more damage, turning him into a glass cannon when he is on his last legs. He also gains a sizable speed boost as his movements become twitchy and hard to predict.
Attacks:
Positron Laser: Imperialdramon shoots a thin beam of antimatter particles out of his mouth. They briefly shimmer as a warning before detonating into a powerful explosion. While very powerful, the delay makes it easy to dodge.
Graviton Smash: Imperialdramon slash hard with his claw, seemingly targeting nothing but the air. Shortly after his slash, however, gravitational force strongly pushes in the area of Imperialdramon's swing. If not careful, this attack can send opponents flying.
Photon Cannon: Imperialdramon fires a high-energy blast from his eyes. The beam is weak, but penetrates through guards with ease. Dodging instead of blocking is an absolute must. Cooldown: One Post.
EM Repulsion: Imperialdramon releases a powerful electromagnetic pulse from his body, powerful repulsive fields knocking Digimon and nearby projectiles far away. Anything hit is energized by the attack, causing it to smash into enemies far more painfully than they were originally launched. Cooldown: Two Posts.
Hadron Collision: Imperialdramon rockets towards his opponent at tremendous speed, powerful attracting forces surrounding him as he charges. The good news is that this makes landing contact with enemies far easier. The bad news is that projectiles practically follow the dragon like magnets. A very high-risk, high-reward tactic.
Heat Death: Imperialdramon inhales hungrily, absorbing all of the energy from a 30-foot radius in front of him. Projectiles with their energy drained are frozen in place and Digimon have their movement drastically slowed down, making it far harder to avoid Imperialdramon's own attacks. Duration: Four Posts. Cooldown: Two Posts.
Big Crunch: Imperialdramon creates a sphere of dark matter between his front paws, which he launches onto the battlefield. Any enemies hit by the sphere find themselves slowed down, making it hard to escape as the sphere begins collapsing in on itself. Being stuck in this move is excruciatingly painful. Cooldown: Three Posts.
Digivolves To: None
*NEW
Z-HYBRID SPIRIT – TWIN DNA
Appearance: Imperialdramon FINAL is blue dragon clad in black armor. It has large spiked pauldrons, clawed gauntlets and greaves, and somewhat tattered looking wings that hover around its body like a cape. In its right hand it holds the massive runed blade of Imperialdramon Paladin Mode. On its left wrist, the powerful back-mounted cannon of Imperialdramon Dragon Mode is attached. It wears the head of Imperialdramon Dragon Mode as if it were a helmet, its true face located within the creature's maw. It also has Imperialdramon Dragon Mode's powerful hind legs extending from its back, giving it an almost centaur-like profile. Its wings and the trim of its armor are never one consistent color, changing constantly to reflect Imperialdramon FINAL's shifting elemental affinities. The most notable thing setting Imperialdramon FINAL apart from others of its lineage is the great aura hovering behind it. This aura takes a shape mirroring that of Imperialdramon FINAL, except with a wispy ghostlike tail instead of any legs. It glows brightly in the same color as Imperialdramon FINAL's current elemental affinity, and while generally hovering closely to Imperialdramon FINAL at all times exhibits some very slight autonomy. If one looks closely on the runes etched on Imperialdramon FINAL's blade, they are designed to look like small carvings of each spirit that combines to form this final form.
Z-Hybrid Spirit: Imperialdramon FINAL Mode
Attribute: Vaccine
Family/ies: Dragon’s Roar
Type: Ancient Dragon
Passives:
FINAL Harmony: Through all of their adventures, all of their struggles, and all of their time together in the Digital World, Elliot and Isaac have finally reached a point of true unison. Their desire to protect and aid each other manifests through the draconic aura hovering being Imperialdramon FINAL. It is capable of blocking attacks on its own and using its own two claws to assault enemies. When Imperialdramon FINAL reaches about quarter of its life, the aura fizzles out and is no longer able to be called forth. Even healing back above this threshold cannot restore the aura.
Ordered Chaos: Imperialdramon FINAL constantly changes its elemental matrix, over the course of a ten-post cycle. Its current elemental form is visible through the markings on its body and aura changing color. Attacks made by FINAL inherit its current elemental affinity, and it gains a very large resistance to this current element. The cycle goes Metal (Silver) -> Light (White) -> Darkness (Purple) -> Fire (Red) -> Water (Blue) -> Lightning (Yellow) -> Earth (Brown) -> Wind (Pink) -> Wood (Green) -> Ice (Teal) -> Metal Again.
Attacks:
Positron's Splendor: Imperialdramon FINAL slashes repeatedly with its blade, kicking up trails of of explosive particles with each slash. They linger for one post before erupting into powerful explosions.
Luminous Well: Imperialdramon FINAL fires a dense well of light from the cannon on its wrist. Any projectiles that travel within a 15-foot radius of it become caught in its orbit. Depending on the combatants involved this can turn into a maelstrom of chaos. Duration: Four Posts. Cooldown: One Post.
Imperious Upper: Imperialdramon FINAL swings his sword in a heavy uppercutting motion, launching himself into the air for extra force. He brings the blade down for a second swing on the way down, aiming to crack guards with a powerful overhead slam.
Searing Sweep: Imperialdramon FINAL takes to the skies, gliding across the battlefield. Lasers extend from its wingtips as it does so. An attack more focused on targeting many foes at once than on precise damage.
Gilded Hopes: Imperialdramon FINAL channels all of his love and faith into an ally, encasing them in solid gold. They are immobilized yet invincible for the duration of this attack. Duration: One Post. Cooldown: Two Posts.
Desperate Dreams: Imperialdramon FINAL pleads for the safety of an ally, sure that if they can hold on just a bit longer everything will be okay. After nothing happens for two posts, an ally is greatly healed on the third. "Duration": Three Posts. Cooldown: Two Posts.
Gran Sol: Imperialdramon FINAL generates a large sun between his hands, hurling it onto the battlefield. It rolls across the battlefield, searing those caught within its radiant light. After expanding for four posts the sun detonates in a huge explosion. Duration: Three Posts. Cooldown: Two Posts.
Dokkan Punch II: Imperialdramon FINAL transforms its draconic aura into a large, glowing fist. After filling the fist with all of its power Imperialdramon FINAL launches it forward, causing an intensely damaging explosion upon direct contact. If this ability hits, it destroys Imperialdramon FINAL's aura for the rest of the thread. On a miss, it returns. Cooldown: One Post.
Digivolves To: None