PERSONAL DATA
Name: Gryz
Assumed Gender: Male
Default Form: Switching between Bearmon and Gryzmon
Alignment: Lawful Good whenever possible
Skill:
Dancing, a dance is quite good for stress reliever. Yeah, he breakdances
Knowledge of flora in Digital World
Class: Partnered Digimon (Partnered to Shishidou Tetsushi)
Difference from other Bearmon:
Generally heavier and slightly both fatter and more muscular, his belts are black, fur is brown
PERSONALITY
As the brother bear for Tetsu, Gryz is first and foremost a really protective guy. He's generally treating his partner like a little brother to protect... and it probably helps that he's just a head shorter than his partner. Gryz would often tries to be the voice of reason for his partner and lead him to the good road so he won't be astray. Gryz understands that Digital World isn't really a happy place, but he want to make sure that his partner won't be too scared to it... because he thinks that Tetsu is here for a reason.
Generally, Gryz always have a zen face on (-w-) when relaxing and would rarely breaks from that. He loves quiet place and the nature. While he's not good in the crowds, he's still tons better than Tetsu in that regard. A pacifist in nature, he hates fighting, and always tries to end his battle quickly and with least violence as possible. However, when Tetsu is concerned, like if he got hurt, Gryz's floodgate would be unleashed. He would rampage and wouldn't stop until the threat is gone. All in all: mother bear in rage (he's a papa bear though)
NB: He loves to use bear puns
EVOLUTION LINE
Popomon/Baby I/Slime/None/None
Skill:
Allergen Pollen:
Makes the enemy sneezes... what? That's all I can do!
Wanyamon/Baby II/Lesser/None/None
Skills:
Follow the Tail:
Literally smacks you when you least expected it.
Reactive Fur:
...another way to make you allergic to his fur no matter how fur friendly you are.
Bearmon/Child/Beast/Vaccine/NSp
NON-COMBAT PASSIVE:
Beast Senses: Keener nose and hearing for sure.
COMBAT PASSIVE
Raging Bear:
Increases damage by10% for a turn if an ally is damaged by an enemy's attack.
Tranquil Earth (RAM UPGRADE GIGA):
This Digimon is unaffected by silencing moves that locks their ability to execute a technique. Any attempt in doing so will instead cuts active cooldown of one technique by one turn.
ACTIVE
Seiken-zuki:
A forward punch coated with golden aura. If an ally is attacked, increase the damage by a quarter of the damage done to the said ally and counterattack the attacking enemy. One turn cooldown.
Rock Fall:
Slams down his paws to the ground to make a rather big rock to fall upon the enemy. Don't ask how he could summon that rock though. One turn cooldown.
Exploding Rock (RAM UPGRADE):
Gryz mixes several form of earth then infuses his energy within the rock. He would immediately toss it to the opponent, and explode it. 5 meter damage, extra 5 meter splash damage. The splash damage is half as damaging. 2 turns cooldown
Rousing Tune:
25% increase to attack and speed. Gryz plays a merry tribal song while infusing his energy to the allies. Two targets max. 2 turns duration 3 turns cooldown.
Nature's Love:
Gryz meditated and heals an ally for a child level of power. 1 turn cooldown.
Gryzmon/Adult/Beast/Vaccine/NSp
NON-COMBAT PASSIVE:
Beast Senses: same like before, but heightened slightly.
COMBAT PASSIVE
Raging Grizzly:
Upgrade from Raging Bear. Instead of 10%, the increase become 20%.
Adrenaline Rush:
Damage taken by enemy is 10% less. Compared to other Digimon, Gryzmon can continue battling for significantly longer while being significantly damaged or critically wounded.
Tranquil Earth (RAM UPGRADE GIGA):
This Digimon is unaffected by silencing moves that locks their ability to execute a technique. Any attempt in doing so will instead cuts active cooldown of one technique by one turn.
ACTIVE
Atemigaeshi:
Mauls an opponent with his paws coated in golden aura. If an ally is attacked, add half of the damage done to the said ally as strength boost to this attack then counterattacks the said enemy. Cooldown for a turn.
Earth Sentry:
Gryz summons four floating rock blades that will follow him for two turns, then if not used will fall back to the earth. Everytime Gryz attacked, these stalactite like companion will also attack the enemy to deal moderate damage. If he's attacked and unable to fully evade, this sentry will block the damage for half of an adult level attack. Gryz can launch them all for a normal attack. Cooldown for two turns.
Nature's Blessing:
Upgrade of Nature's Love with adult level of healing. One turn cooldown
Bewear of the Bear:
Gryz roars at the enemy to make them increase their defense by 10% but stuns them on spot for this turn. Cooldown for two turns. Treated as an attack.
Wall of Fortitude (RAM UPGRADE):
Create wall of earth. Tank up to three adult level attacks. Two turns cooldown.
Corruption mode: The wall will react when attacked physically and moderately damage enemy.
Earth Lance (RAM UPGRADE)
Creates five spears of earth. One turn cooldown
Corruption mode: All lances could chase once more if it didn't hit the target.
Waru Monzaemon/Perfect/Virus/Puppet/ME
NON-COMBAT PASSIVE:
Assimilated Nightmare:
Tetsu can get inside Waru Monzaemon in order to directly control it.
COMBAT PASSIVE
Restraint of Cotton (RAM Upgrade):
Starts the battle with 3 cotton stack, 6 at maximum.
For each cotton stack, Gryz gain 5% DEF
For each cotton stack missing from the max, Gryz gain 5% STR
Each skills consumes the cotton stack or add it. Note that all skills that uses Cotton stacks cannot be executed without it. Meanwhile, skills that adds cotton stacks will make Gryz damaged if the cotton stack is exceeding the limit.
Tranquil Earth (RAM UPGRADE GIGA):
This Digimon is unaffected by silencing moves that locks their ability to execute a technique. Any attempt in doing so will instead cuts active cooldown of one technique by one turn.
ACTIVE
Corruption Unleashed (Buff/Debuff)/(RAM Upgrade):
When Restraint of Cotton reaches 0 stack and field of corruption is active, Gryz can use this skill to unleash stronger power for three turns. For three turns, all attack skill does not add cotton stack and does not need cotton counts to be executed. Instead of the usual 30% from Restraint of Cotton, Gryz's strength become 60% stronger, but his defense also fell by 30%. Two turns cooldown.
Punishment Claw (Attack):
50% of all damage dealt to all allies last turn will become bonus of this corruption based attack. Massive damage adds 100% damage, major adds 50%, moderate adds 30%, minor adds 20%. Automatically caps at 300% damage (already included passive and the attack damage itself). Ignore shield and reflect moves, but only deals 50% damage if no one damaged the last turn. 2 cotton stack added, 1 turn cooldown.
Restraining Earth (Attack):
On area of 20m radius, create a strong gravity field that forces all target to stay down for one turn. Stun type. Does not work and only 50% as damaging for enemy at stronger level. The damage is treated as non element. If Field of Corruption is active, the enemy affected by this attack's stunning portion will take double damage. 3 cotton stacks added, 2 turns cooldown.
Wicked Beam (Attack)
Projectile attack. Shoot out beam from the eyes. If the enemy is within Field of Corruption, this attack bypasses buffs. 1 Cotton stacks added, one turn cooldown.
Fangs of Grudge (Defense):
Use 2 cotton stack. Raises wall type shield with about 5 m tall and 7 m wide that blocks three perfect-strength attack. If not broken by next turn, sacrifice one more stack to unleash barrages of earth spear. The total damage is the remaining tanking amount is timed by 50% of a perfect level strength (example: if the shield have one more attack left in its duration, then the damage is 50%, 2 for 100%, 3 for 150%). Two turns cooldown.
Magnetic Force (Defense):
Uses 2 cotton stack. Manifests a magnetic force that could either pull or repel the desired target. It meant to repel physical attack, or to be used creatively to shorten distance between self and enemy, as Gryz is slow. Two turns cooldown.
Lovely Touch: Negative to Positive (Buff):
Touches one ally and transfer all their debuff to Gryz. Gryz will be stunned for one turn. During the stun, the debuff duration does not goes down. The moment Gryz can move, all the debuff become buff of reversed effect. Can be sent to previous target. Two turns cooldown. Consumes four cotton stacks.
(Poison become Regen, Weak become Strong)
Field of Corruption (Field Effect):
Unleashes field of corruption that spans about 30m radius. All Digimon on the field, unless also corrupted, will have their buff duration reduced by one turn and their debuff extended by one turn. All uncorrupted Digimon will also damaged with minor corruption damage. Three turns duration, three turns cooldown.
Belphemon/Ultimate/Demon Lord/Virus/DA
COMBAT PASSIVE
Tranquil Earth (RAM UPGRADE GIGA):
This Digimon is unaffected by silencing moves that locks their ability to execute a technique. Any attempt in doing so will instead cuts active cooldown of one technique by one turn.
Wrath of Demon Lord:
When all your loved one got hurt, you can't help to be a demon to protect them. Even if you lose your ability to vocally communicate, you know that you still love them deeply. If an ally is attacked, 40% increase in attack. 5% increase per extra ally harmed (but not minorly damaged) that turn, capping at 60%
Vengeance:
If a heavily wounded ally is damaged this turn, uses one skill to counter the attacking enemy, but the power is halved. The said skill will not enter cooldown, but the said skill cannot be in cooldown to be used. This skill only can be triggered once per turn. Non-damaging and once per thread abilities are also not eligible to be used.
Authority: Sloth:
Gryz is unaffected by debuff that affects his mind, including mind control, mind manipulation, illusion and anything affecting his psyche.
Sleep Mode:
A passive triggered when Gryz uses Yawn, or when he is debuffed by a sleep effect. While in this form, his attack is 50% weaker than normal. In turn, he could use "Domain of Sloth Overlord" while in this form. His health also slowly regenerated, and any negative status effect duration is cut by one turn upon entering this mode. Three turns duration.
ACTIVE:
Lampranthus:
Gryz sets the chains on his body ablaze, burning with green, malefic flame. These chains would move freely like a snake. Every time Gryz attacks, or he's attacked, the chain would follow and deal moderate unnamed attack damage to the opponent. 3 turns duration, 2 turns cooldown.
Yawn:
Auto trigger Sleep Mode and resets one of Gryz's cooldown on initial use as long as it's not exceeding three turns in cooldown, lasts 3 turns. Five turns cooldowns.
Malice Cage:
Gryz grabs one opponent and encage them in a sphere of darkness. He then blasts the cage, greatly damaging the target. This attack also damage all adjacent units in 20 meter radius heavily. 4 turns cooldown.
Dominion of Sloth Overlord:
Only able to be activated while in sleep mode, once per thread. This attack also requires for 6 turns to pass since accessing Belphemon form.
In area of 100 meter radius, debuff all opponent strength and speed by 20% (unremovable even if they left the field). Per turn, add the amount of debuff by 5%, capping at 40%. The next turn after the cap hit, explodes the field, massively damaging the opponents.
Earthly Bound:
Gravity based attack, damages an opponent with moderate earth damage (DoT) on top of cutting their speed by 50% for three turns. The enemy will be rendered unable to fly. 3 turns cooldown.
Wrathful Earth (RAM UPGRADE):
Chargable for three turns, must be charged at least for a turn, 75% increment in damage per extra turn charged. Self stun while charging. Corrupts the surrounding area, turning them desolate the more Gryz charged. The moment his charge done, Gryz instead releases the form as a blast of energy that supercharged the surrounding area, creating massive overgrowth of plants that would damage all targets. AoE, maximum size is 100 meter radius. Three turns cooldown.
Disaster Claw (RAM UPGRADE)
Gryz slashes at the opponent, a simple technique with one cooldown.
<IMAGE PENDING>
Belphemon Hattachi/SU/Armatization/Virus/DA
Tetsu with Belphemon qualities. His body become really muscular. His lower portion become Belphemon's. Horns sprouts on his head and his hair becomes wilder. His sclera turned black while his irises turnes red. Markings appears under his eyelids and cheek and his teeth elongated to looks like beast. Chains made of flame chained his body and six wings while connected to huge iron ball that doesn't seem bothered him the slightest. Protrusion like Belphemon appeared on his delts, making his appearance rather demonic. On his chest, the evil mark tattoo instead become scar-like and his crest appeared on the middle of the said mark. His nails elongated and he wears demonic looking gauntlet. While in this form, Tetsu's voice becomes rather distorted.
Passive:
Flight
Battle Passive:
Wrath of Young Demon Lord:
Despite the name, it's actually much stronger. If the ally is attacked, 45% increase in damage, with 5% increase every extra ally damaged (not minorly damaged). 70% maximum
Berserk Adrenaline:
Gains 25% on berserk gauge once this form is accessed. Everytime an ally receive a damage, the berserk gauge rose by 10%. Naturally gain 5% per turn if attacked. Tetsu can uses this gauge to increase either his defense or his attack for one turn, or uses it for skill. There's 200% limit. Decreases by 25% everytime he's healed.
Roar of Defiance:
Everytime Tetsu's debuffed with a debuff that specifically lowers his status, Tetsu will roar to counter by reducing opponent's status by half of the amount for one turn less than the duration he's afflicted with. There are two turns cooldown before he could roar again.
Pain Tolerance:
Tetsu becomes highly resistant to any pain and its effect, making it easier to bulldoze through his way to opponent's attack. This passive also increases his defense by 20%.
Skills:
Overdrive:
If Berserk Adrenaline reached 100% and above, empties the bar. Tetsu breaks off from his restraints as his body grow even stronger than before. For 3 turns, his attack is strengthened as much the percentage consumed, but Berserk Adrenaline will not fill until two turns cooldown has passed.
Terra Destruction:
Tetsu summons tall building sized chunk of earth then tosses it at the enemy with all his might. Consumes 50% of the Berserk Adrenaline. Two turns cooldown.
Stomp of Fury:
Tetsu stomps his feet or slams his arms to the ground in fury then roar, charging the Berserk Adrenaline by 100%. 5 turns cooldown.
Demon Lord's Knuckle of Destruction:
Irregardless of enemy's buff, passive or anything that would block this skill (unless somehow the enemy have two layered defense that could protect themselves against this attack), this punch filled with child's unholy rage and desire to pummel enemy gives full damage on it's target. Consumes 100% of Berserk Adrenaline.
Lamphrantus Alter:
Tetsu shoots out fireballs from his hand. Meant to be simple skill.
Unbridled Fury:
Desperation attack. If Wrath of Young Demon Lord is active and Overdrive is casted by consuming 200% Rage Bar,Tetsu punched a specific target rapidly from afar which starts slow, releasing strong air pressure that would damage them while rapidly getting faster until his arms are coated by black flame. When both hands coated with enough flame, he condenses it to a pingpong sized sphere and tosses it with all his might, creating a humongous explosion upon hit. Break the biomerge and lock the form fr two turns.
ALTFORM
Siesamon / Adult / Holy Beast / Vaccine / NSp
Passive:
Tranquil Earth (RAM UPGRADE GIGA):
This Digimon is unaffected by silencing moves that locks their ability to execute a technique. Any attempt in doing so will instead cuts active cooldown of one technique by one turn.
Ward of Evil Spirit:
In 25 meter area around Siesamon, all form of stealth passive or active moves are disabled, but not canceled. If the enemy's stealth is dispelled this way, inflict 20% speed penalty to them as long as they're inside, until the duration of their stealth is gone.
Active:
Guardian's Breath:
Expand Ward of Evil Spirit momentarily to double of its size, then damages the opponent that caught inside while pushing them away. Two turns cooldown.
Guardian's Blessing:
Adult level healing, medium power, three turns cooldown.
Tiida Ija:
Shoots light projectile at the enemy. If they're inside the Ward of Evil Spirit, this attack deals 50% more damage. One turn cooldown
Heavenly Roar:
Call forth a rock from heaven that would prevent the enemy from moving for one turn. It's also damaging. Three turns cooldown.
Sekkantou:
Materializes threefold light wall, that can be used to protect one target from three attacks, or dispersed to up to three allies. Each layer protects against one attack of same stage. One turn duration, three turns cooldown
Guardian Field (RAM UPGRADE):
Takes damage in place of one ally by erecting a circular field around them, but immediately counter with protective ward that blast the enemy away, damaging them with equal damage. This technique's reflecting power have reduced potency against Perfect Stage Digimon, and completely useless against Ultimate stage Digimon. Two turns cooldown
Blessing of Stone Guardian (RAM UPGRADE):
25% increase in attack and defense for 3 turns. 3 turns cooldown.
MIHIRAMON / PERFECT/ HOLY BEAST / DATA / WG
Passive
Guardian of East-Northeast:
As the guardian of East-Northeast that also includes "Demon Gate", 50m area radius around Mihiramon is treated as holy field that nullifies all stealth based moves, be it passive or active. The guardian also aware of anything within its field. During the duration of their stealth, stealth-using enemies are weakened by 30% in speed.
Tranquil Earth (RAM UPGRADE GIGA):
This Digimon is unaffected by silencing moves that locks their ability to execute a technique. Any attempt in doing so will instead cuts active cooldown of one technique by one turn.
Active:
Vimohana:
Charging move. Self stun when charging. Mihiramon calls forth a gate to hell. The moment it's unleashed, the enemy will be hit by heavy damage and, if fully charged, unable to attack for a turn. Chargable up to three turns, three turns cooldown.
Striking Lightning:
Launches lightning blades on target. One turn cooldown.
Oni Gate:
Disable his passive "Guardian of East-Northeast" and opens a gate where an oni would appear. The Oni would possess a willing target and doubled the power of the user for three turns while at the same time healing them with minor perfect level regen per turn. However, they'll be forced to attack once a turn. Three turns cooldown.
Sonic Claw:
Rending claw attack that pierces opponent's defensive skills, be it shield, reflect, or damage mitigating, as long as they're of same level or lower. Two turns cooldown.
Divine Ward:
Stomp on the ground and double the range of "Guardian of East-Northeast" momentarily. The opponent is damaged and repelled. Two turns cooldown.
Purification of Impurities:
Self paralysis during the duration, unless pushed back, or forcibly moved, then this move ends immediately. Cancels out the benefit of positive status effects by on opponents as long as they're within area of Mihiramon's passive. It is not terminated, however, and is treated as "still active", thus will not enter cooldown. Three turns cooldown.
Crouching Tiger (RAM UPGRADE):
This attack can be triggered immediately upon the enemy moving Mihiramon while Purification of Impurities is active. Mihiramon attacks the opponent with blast of lightning swipe that disables usage of one of their skill at random for three turns. Three turns cooldown. If this technique isn't automatically triggered, Mihiramon must charge and self stun for a turn before he could use it. This attack does not consume Mihiramon named attack usage the turn it's auto triggered.
Freezing Roar (RAM UPGRADE)
Mihiramon roars at the opponent. If they're charging, the charge is cancelled and the attack enters cooldown. Regardless of whether they charged or not, the nondamaging technique will extend last used skill's cooldown by two turns.This skill enters cooldown immediately after use. 3 turns cooldown.
BAIHUMON / ULTIMATE / HOLY BEAST / DATA / ME - NSp
Noncombat Passive:
Air Walk
This Digimon is capable of treating air as if it's solid ground
Passive:
Tranquil Earth (RAM UPGRADE GIGA):
This Digimon is unaffected by silencing moves that locks their ability to execute a technique. Any attempt in doing so will instead cuts active cooldown of one technique by one turn.
Clarity:
All debuffs only affects Baihumon for one turn less of its actual duration, with exception:
1: It only affects him for one turn
2: It's part of a buff
3: Self inflicted debuff
However, the said debuff's execution is treated as 'going normally', thus will enter cooldown after its listed duration.
Sovereign of the West:
50 m area around Baihumon is treated as "Dominion of White Tiger of the West". Forces everyone with stealth-type skill to show themselves without actually cancelling their skill.
Baihumon is also aware of whatever happening inside. If the opponent is revealed, their speed is decreased by 30% during the entire stealth turn. The bolded part cannot be nullified by any sort of abilities, unless by Digimon of higher level.
Fang of the West Tiger (RAM UPGRADE):
If the opponent tried or successfully block, cancel, or redirect an attack of his, Baihumon could instead make his attack homes back or execute the same skill at the opponent, only 50% weaker. Three turns cooldown per activation.
Active:
Claw of Punishment:
If stunned, Baihumon could immediately execute this skill regardless of what stun type it is. Purges the opponent (or in case of being stunned, the opponent that executed the skill) of two beneficial status effect. Three turns cooldown
Magnetic Fang:
Pulls an enemy closer, or get close to an enemy and bites them. major damage. This attack also can be used to disrupt enemy's physical attack on one target that's not Baihumon, pulling them closer to him and he takes the damage of the said physical attack, Two turns cooldown. If this attack is chained from Claw of Punishment and Claw of Punishment hit the said target, Baihumon can disable all form of defense measure for next turn on the target.
Lightning Strike Thrice:
If chained since the start from Claw of Punishment, this attack power doubled when chasing.
Shoot guided arrows of lightning that focused itself on one enemy.This attack cannot be used by itself and must be chained from Magnetic Fang. The attack may change its trajectory sharply and once again attack the target if it misses. Moderate damage. 2 turns cooldown.
Call of Metal:
Chargable. Baihumon opens his mouth and launches blast conical AoE that damages all targets and blinds them, making their attack easier to dodge. 3 turns cooldown. Chargable for three turns, self stun while charging. Each charge increase the attack power by 75%.
Descending Tiger:
Baihumon pounces on the opponent while rolling and extend one of the enemy's active cooldown by one. Two turns cooldown.
Fallen Kingdom:
A massive damage attack where Baihumon transform into a lightning bolt that ascends to the sky, then descend, creating a massive dome of lightning. AoE, 50 meter radius. If this attack is a follow up of Descending Tiger (and it hits), paralyze (move stun) the enemies for a turn. Three turns cooldown.
Vajra Strike:
Upon landing from Fallen Kingdom (cannot be executed otherwise), immediately continues with blast of another AoE attack, dome in shape that breaks all defense retaliation moves (such as reflect, protect, defense up). If this move is chained since the start from Descending Tiger, all of the enemy active cooldown is increased by 1. Three turns cooldown.
Energizer (RAM UPGRADE):
Once per thread move. The moment Baihumon's health drops by 50% or lower, this ability immediately triggered (and cannot be used in other way). Refreshes all cooldown of his skills and purges all negative status effects on Baihumon.