Harmonization (Bros + Mitsuko DNA forms) (WIP)
Nov 26, 2017 4:44:17 GMT
Post by Elliot and Isaac Sunderland on Nov 26, 2017 4:44:17 GMT
Appearance:
Ultimate DNA: Duramon
Attribute: Vaccine
Family/ies: Metal Empire
Type: Weapon
Fighting Style: As surprising as it may be for a Digimon so sleek looking, Duramon is not exceptionally agile. In fact, his movement speed is actually rather slow compared to most Digimon of his level. Where Duramon makes up for this is through lightning quick reflexes and a sturdy body made near-entirely of Gold Digizoid, making him exceptionally strong at blocking, parrying, or even powering through enemy attacks. Duramon's stance is truly that of a fencer's, favoring smell, quick movements over large, flashy dodging, which tends to result in him taking lots of little damage over time rather than suffering huge hits between small dodges. His offensive prowess is similar in nature. He prefers making multiple quick strikes rather than dealing single, overwhelming blows, slowly battering down an enemy's guard with the precision of a fencer. In sword form this offensive might drops drastically, with most of Duramon's strength relying on how hard an ally can swing him. Instead, the Legends Arm form of Duramon focuses near entirely on defense and energy efficiency. This allows Duramon to hold his form even after taking critical injury, so long as his opponent isn't capable of snapping the blade in half.
Duramon tends to save most of the actual fighting for his Digimon form, for obvious reasons. In this form he generally prefers to keep close to enemies, harrying them with constant strikes in order to ensure that he can fight with far more ferocity and strength than usual. He tries to pursue anything which tries escaping with his Magnum Rush, while anything that gets too close for comfort is zapped by Heaven's Strike. Against particularly dodgy opponents, or when given a chance to capitalize on a battered-down defense, he uses Infinity Blade to ensure he can rack up as much punishment as possible. Duramon's true strength, however, lies in his ability to cooperate with allies. When injured or outmatched in a battle, Duramon tends to return to his Legends Arm forms and function more as an armament for his ally. On top of the usual advantages that having a huge golden sword provides, a worthy target wielding Duramon is empowered just by holding onto him.
Passive:
Legend Arms: As a Legend Arms Digimon, Duramon is capable of shifting into a weapon form. It becomes a shining gold buster sword, by default as tall as Duramon. In this form Duramon can independently fly through the air and has access to all of its standard moves, although they may need some adjustment to perform due to being a single blade rather than an entire Digimon. Any Digimon of Ultimate level or higher can wield Duramon, the blade automatically shifting to be somewhat larger than they are tall while within their grasp. Those deemed unworthy of wielding it will find Duramon near impossible to lift, and it will pull back on every strike made with it. If allowed to sit inert, rather than flying around and firing off attacks, Duramon’s weapon form takes barely any energy to maintain and can allow Angemon and ArmedCommandermon to prolong the duration of their fusion. Duramon may only switch form every two posts.
Rhythm of War: Duramon is a practiced warrior, and part of being a practiced warrior is letting the rhythm of combat take him away. If an attack of Duramon’s deals damage, in his next post his attacks will deal 25% more damage. If an attack is blocked, the rhythm is preserved yet not progressed, remaining at the same power as Duramon's last attack. This increase continues with each successful attack and at caps out by Duramon’s fifth attack, with it and any further strikes dealing twice the usual damage. As soon as Duramon misses an attack this bonus ends. Even in blade form this is a bonus for Duramon, not for his wielder.
Magnitude: 25% boost to attack strength per post (25->50->75->caps at 2x)
Attacks:
Heavy Edge: Duramon swipes viciously with one of his blades, a neon blue glow on the blade’s edge marking this as more powerful than his regular strikes.
Blademaster's Blessing: Blademaster’s Blessing – Duramon sets a blade on the shoulder of another Digimon, empowering them with great vigor. Their melee attack strength and speed increase sharply for the duration of this move, a gilded aura sparking around them. In blade form, this changes from a move to an innate property of Legend Arms: Durandal, empowering any Digimon who wields it. Unfortunately, this also means that the benefit goes away the second Durandal leaves the wielder’s hands, and its benefit is halved.
Magnitude: 1.5x Melee Attack Strength and Speed. (1.25x each in blade form)
Duration: Three Posts (exception in text)
Cooldown: Two Posts.
Heaven's Strike: Duramon raises a blade to the sky, lightning crashing into him from above. It arcs through his golden body in bright blue pulses, damaging any who make direct contact with Duramon. In blade form, Duramon can choose whether this also electrifies his hilt (to punish an unworthy wielder) or simply his blade (to add a painful zap to his wielder’s strike).
Magnum Rush: Duramon folds its body into a compact shape: head and shoulders tucked inward, bladed forearms rotated outwards, and tail curved over its back. With all six of its bladed points tilted forward, it launches itself towards its enemy at intense speeds. A reckless yet powerful move in Digimon form, while weaker yet far more controlled in blade form.
Cooldown: One Post.
Infinity Blade: Ghostly afterimages of Duramon’s blades come from his hands, tail, head, and shoulders, forming about six blades that hover behind Duramon. They follow Duramon’s movements and attacks perfectly, each blade doing a quarter of the damage that Duramon normally does. Despite being afterimages, these blades can be blocked or parried much as any other attack can be. In blade mode, these moves follow the actions and movements of Durandal’s wielder, or cluster around the blade if it is currently acting independently. They cannot be wielded separately.
Duration: Three Posts.
Cooldown: Three Posts.
Digivolves From: ArmedCommandermon + Angemon (DNA)
Digivolves To: Darkdramon (Vaccine)
Appearance:
(Armor is a lighter, more azure color compared to the harsh midnight blue of Darkdramon)
Mega DNA: Darkdramon (Vaccine)
Attribute: Vaccine
Family/ies: Metal Empire
Type: Cyborg
Fighting Style: Darkdramon, in essence, is a natural predator. While more than capable of fighting his own battles, he's strongest when making opportunistic attacks from the shadows. His armor, made of lightweight Blue Digizoid alloys, makes him the quickest and most allied of Patamon and the bros' DNA Digivolved forms by far. The alloy also makes his movements far more quiet than the average Digimon, aiding him in camouflage-induced ambushes. As a trade-off, however, it isn't the most protective armor. It does its job adequately for making direct hits less painful, but concentrated fire quickly chews through his defenses. For this reason Darkdramon is near constantly on the move, weaving in and out of combat to make sure his opponents suffer more than he does. His offensive power isn't the highest on a single strike, but the rapid speed of his attacks cause every strike to quickly add up. Heavy armor will neutralize many of Darkdramon's favored assaults, but once given free reign to target an enemy's weak spots he is capable of tearing them to bits with ease. A few of Darkdramon's favored techniques give him the strength necessary to power through this limitation, however. In particular, too many attacks being landed on Darkdramon or his armor overheating to dangerous levels will allow him to slice through armor like butter, changing him from a fragile predator to a terrifyingly large glass cannon.
Against your average opponent, Darkdramon tends to favor quick lunges of his Beam Claws or Gigastick Lance while ducking in and out of cover. He rarely makes more than one battery of attacks at a time before trying to go back to the shadows, especially when dealing with equally fast opponents, but against weakened ones he will stick around longer to keep going after their weak spots. To help facilitate these escapes he tends to use his Digital Camouflage liberally, especially if cover is few and far between. Against foes with heavier armor he tries to crack their strong defense with the Gigastick Burst or Chaos Core, following up these strong individual attacks with another series of quick jabs. Against foes who match him in agility, Darkdramon tends to use his Black Singularity to try and slow them down, expertly surfing along the currents of the gravity well to harry them in the process. Darkdramon also has two emergency buttons, namely his Overclock and Last Gasp abilities, which are powerful alone but form a terrifyingly strong combination in concert. These allow Darkdramon to keep fighting until the end, even if caught in a situation where his weaker defenses are exposed.
Passive:
Righteous Vengeance: Even when evil seems overwhelmingly strong, Darkdramon taps into its zealous fury to dig deeper and find the strength to prevail. Every time a damaging hit is landed on Darkdramon without a chance to strike back being offered makes Darkdramon’s next attack 25% stronger. This benefit goes away as soon as Darkdramon either lands a damaging hit on his opponent or fails to even attempt one. Until either of these conditions are met, Darkdramon’s anger continues to boil over with each strike aimed against him, capping at dealing 2x the normal damage with his next attack.
Digital Camouflage: Darkdramon’s body can change, byte by byte and pixel by pixel, to blend near perfectly into its surroundings. To a large degree this ability’s effectiveness depends on where Darkdramon is: a featureless, unchanging backdrop like the desert, the plains, or the tundra will allow seamless camouflage even while moving, but a bustling crowd of people will often change faster than Darkdramon can adjust its coloration. Strenuous movements, such as flight, attacking, and taking damage, will immediately break the digital camouflage and expose Darkdramon. Beyond this, Darkdramon can maintain it for a long while and freely enable or disable it.
Last Gasp: When Darkdramon is brought to his last legs for the first time in a thread, stabilization protocols activate to keep his data held together at any cost. For one post Darkdramon continues to hold himself together through any amount of incoming damage, the Dark Matter leaking from its wounds the only indication that it isn’t still in full fighting shape. This gives Darkdramon one last chance to either escape and heal up, make a final strike against the enemy, or regress to a less energy consuming form to stay in the fight. If Darkdramon is able to fell an opponent during Last Gasp, he heals half of his health and re-enters the fray. If no healing or manual regression is performed, Darkdramon forcibly defuses. Even if Darkdramon is healed, whether on his own or by an ally, Last Gasp can only activate once per thread.
Attacks:
Beam Claws: Darkdramon reveals a pair of electrified claws from its left wrist, using them to quickly slice or pierce the enemy. A weaker, yet far faster, alternative to using the Gigastick Lance, often favored in very close quarters combat.
Gigastick Burst: Darkdramon jabs an opponent harshly with his Gigastick Lance, the barbs at the end unfurling to reveal a sparking core within. Prolonged contact with this move does increasingly severe damage.
Cooldown: Two Posts.
Chaos Core: Darkdramon fires a writhing ball of Dark Matter from its left hand, which pulsates unstably as it drifts towards the enemy. While a strong attack on a direct hit, if it goes untouched it will burst into a weak yet surprisingly large explosion. For this reason, depending on the situation a near miss can sometimes be more troublesome than an actual hit.
Cooldown: One Post.
Shadow Trap: Darkdramon activates its digital camouflage, a hologram appearing to take its place. The Darkdramon hologram is capable of following simple motions, such as basic attack cycles and single-directional movement. In close quarters this move tends to be used as a “counter” of sorts, Darkdramon capitalizing on the successful attack made against it to strike back. From a distance, Darkdramon uses it to draw fire while advancing towards an enemy’s position. In either case, it lasts until physical contact has been made with it, at which point the hologram splinters into data.
Duration: Three Posts, or until hit.
Cooldown: Two Posts.
Overclock: Darkdramon puts all of its energy into stopping an opponent, its own safety be damned. Its armor burns white hot, the angelic wings on its back burn a bright crimson, and gouts of steam come from each of its joints as it moves. Darkdramon’s attack and speed dramatically spike while this ability is in effect, but the boost deals damage to Darkdramon for as long as it is maintained. The boost from Overclock overrides Righteous Vengeance.
Magnitude: 2x boost to strength and attack speed.
Duration: Three Posts.
Cooldown: Two Posts.
Black Singularity: Darkdramon fires a particularly dense cluster of dark matter which explodes into a miniature black hole. For one post it draws nearby enemies towards it. Then afterwards it ruptures into a burst of Dark Matter, stunning any Digimon which have been pulled too close to its center. While not a damaging attack itself, the strain of fighting against the black hole’s suction can worsen fatigue and leave opponents vulnerable.
Duration: One Post (Suction), One Post (Stun)
Cooldown: Two Posts.
Digivolves From: Dualdramon + MagnaAngemon (DNA), Duramon (Digivolution)
Digivolves To: Goldramon
Appearance:
Super Mega DNA: Goldramon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Holy Dragon
Fighting Style: As opposed to the more frantic style of Darkdramon, Goldramon fights with the tranquility that one would expect from a divine being. One of the first things that his opponents notice are that Goldramon moves incredibly slowly. He floats forward as if not even exerting himself, almost as if displacing the world around him instead. While this is good for looking imposing, it isn't very practical for the purposes of dodging. While still capable of dodging, against single attacks or groups of slower attacks, attacks that are too fast or come in large groups can be a pain for Goldramon to dodge. To make up for it, however, his hardened scales are capable of soaking up lots of punishment. In many ways he is more of a straight-up tank than a brawler. His actual offensive capability is surprisingly low for components as powerful as Relicdramon and Seraphimon, especially when it comes to regular, unnamed attacks. However, when given a chance to settle into his methodical fighting style, Goldramon's true colors show.
As Goldramon fights, the spirits under his guidance grow stronger. Offensive moves, such as Scouring Flame, Hundred-Hand Fist, Wrath of Gaia, and Cataclysm, empower the destructive spirit of Amon. Defensive moves, such as Energizing Jolt, Mastery of Elements, Sanctified Ground, and Purification, empower the preserving spirit of Umon. Each empowerment manifests as a rune on Goldramon's bracers, with Goldramon able to maintain up to three of these runes at a time. These runes define whether Goldramon is a powerful supporting figure, an unstoppable offensive force, or some combination between the two. However, this also means that Goldramon must take the utmost care with his fighting. If forced to burn his more powerful abilities quickly, he will be unable to set up for the incredibly strong 3-rune attacks that he could otherwise keep in his back pocket. If forced to use a supporting or offensive move out of tempo, Goldramon's plans for the battle may end up being thrown off. However, if given the chance to control the tempo of the fight as desired, Goldramon can end up a near-unstoppable force.
Passive:
The Divine Cycle: Creation and destruction may touch beings in this world, but for the gods they are but tools to command. Each time Goldramon uses a move designed to hamper an enemy (Scouring Flame, Hundred-Hand Fist, Wrath of Gaia, or Cataclysm), a rune glows on its red left bracer. Each time Goldramon uses a move designed to aid an ally (Energizing Jolt, Mastery of Elements, Sanctified Ground, or Purification), a rune glows on its blue right bracer. These runes are tied to the twin motifs of Destruction and Creation, as described by the draconic spirits that are bound to Goldramon’s service. Up to three runes can be preserved at once in any combination of Destruction and Creation, with Goldramon capable of spending them at any time to enhance its next move. Every rune must be spent at once, so Goldramon must choose its moves carefully in order to get the desired effect. On a post where runes have been spent, Goldramon cannot gain runes. In addition, no matter what effects let him attack multiple times, he may only gain one rune per post.
Attacks:
Scouring Flame: Goldramon channels Amon of Red Flame, the fiery spirit snaking out from his left bracer. Its eyes flash yellow as it lets out a gout of flames.
Creation Rune – Expending creation runes causes the flame to cleanse a post of duration off of the opponent’s current buffs. One post of each buff is removed for each creation rune expended.
Destruction Rune – Expending destruction runes intensifies the size and damage of the flame, making it hit a good deal harder. At three runes, the flame is also large enough to hit multiple close targets.
Cooldown: None (0 or 1 runes expended), One Post (2 or 3 runes expended)
Energizing Jolt: Goldramon channels Umon of Blue Thunder, the electric spirit snaking out from his left bracer. Its eyes flash bright blue as it fires a spark into an ally. This spark eases their fatigue and removing a post of cooldown from one of their moves.
Creation Rune – Expending creation runes further energizes the target’s spirit, refreshing their ability to fight. The first two runes each allow them to remove an additional post of cooldown from their moves, so long as they choose a different move each time. The third rune allows them to instead fully reset a single move’s cooldown. Cooldowns of "once per thread" are not reset by this ability.
Destruction Rune – Expending destruction runes energizes the target’s body, allowing them to hit harder if they use the move whose cooldown has been eased. The first two destruction runes expended boosts their next attack’s power by 25% each, with the last rune boosting this to dealing doubled damage.
Cooldown: One Post (0 or 1 runes expended), Two Posts (2 or 3 runes expended)
Hundred-Hand Fist: A god fights so effortlessly that they don't even seem to move when they do so. Goldramon folds his arms, seemingly not even attacking as several high-pressure slams careen towards the enemy. While each slam is weak independently, in aggregate they can cause severe damage.
Creation Rune – Expending creation runes allows Goldramon to use his fists not just to strike but also to parry incoming attacks. One creation rune allows it to turn aside basic, unnamed strikes. Two creation runes allows it to parry incoming melee strikes. Three creation runes allow it to turn aside solid projectiles as well.
Destruction Rune – Expending destruction runes increases the sheer force of the Hundred-Hand Fist. One destruction rune allows it to easily break through obstructions. Two destruction runes allow it to pierce through enemy shield moves. Three destruction runes allow it to not only pierce guards but also shatter them, allowing allies’ moves to strike unimpeded.
Cooldown: One Post (0 or 1 runes expended), Two Posts (2 or 3 runes expended)
Mastery of Elements: What does a god have to fear from the elements of its own creation? Goldramon’s eyes spark, commanding the elements of incoming attacks to bend to his will. An elemental attack directed as Goldramon does half of its usual damage.
Creation Rune – Expending one creation rune fully neutralizes the attack. Expending two creation runes neutralizes all elemental attacks coming towards Goldramon rather than simply blocking a single one. Expending three creation runes allows Goldramon to instead absorb the incoming damage, healing 25% of the damage that each attack would have done.
Destruction Rune – Expending one destruction rune allows Goldramon to retaliate, launching an identical attack back at the user at half power. Expending two destruction runes brings this counterattack to the same strength as the original move. Expending three runes further intensifies the counterattack, making it do twice the damage of the original move.
Cooldown: One Post (0 or 1 runes expended), Two Posts (2 or 3 runes expended).
Wrath of Gaia: The gods have no use for fighting. Not when the world they themselves has shaped can already carry out their will. Goldramon thrusts a hand up, sending a large pillar of earth shooting from whichever location he wills to strike. Beyond a slight tremor this attack's location is not very telegraphed, making it quite difficult to detect. The pillar retracts after one post, or if knocked down by an enemy's strike.
Creation Rune - Expending one creation rune hardens the pillar, allowing it to take three strikes before crumbling. Expending a second creation rune changes the pillar into a wall the size of Goldramon, allowing it to more easily intercept attacks. Expending three creation runes allows Goldramon to shape the wall as he chooses, changing its size and shape to fit whatever need he has.
Destruction Rune - Expending one destruction rune makes the pillar's rise more forceful, allowing it to knock nearby enemies back. Expending two destruction runes causes intense seismic activity, causing the pillar's rise to also damage targets near where the pillar emerges. Expending three destruction runes sharpens the pillar into a spike, causing those standing directly where the pillar emerges to take intense damage.
Cooldown: One Post (0 or 1 runes expended), Two Posts (2 or 3 runes expended).
Sanctified Ground: When gods make their presence known, even the ground beneath their feet shifts to accommodate their presence. Clouds of mist unfurl beneath Goldramon, forming a protective dome about fifty feet in radius. Inside of Goldramon’s sanctified ground, allies are lightly healed for the equivalent of half of a super mega attack each post.
Creation Rune – Expending one creation rune also gives all allies within the boundaries of Goldramon’s sanctified ground a 25% defense boost. Expending two creation runes doubles the duration of the move. Finally, expending three creation runes suppresses allies’ debuffs while inside the sanctified ground.
Destruction Rune – Expending one destruction rune causes Goldramon’s sanctified ground to also harm enemies for the equivalent of half of a super mega attack per post. Expending two destruction runes doubles the move’s size. Finally, expending three destruction runes causes enemies who enter to be cursed, lowering their overall combat potential by 25%
Effect Size: Fifty Foot Radius.
Duration: Two Posts.
Cooldown: Two Posts (0 or 1 runes expended), Three Posts (2 or 3 runes expended)
Cataclysm: One must destroy before they can create. A proper god understands this duty, even if they must destroy on quite the large scale. Goldramon's eyes shimmer as he pools energy for one post. After this has finished meteors rain down from above, covering an area about fifty feet in radius in death from above.
Creation Rune - Expending one creation rune causes the meteors to bend away from Goldramon's allies. Expending two creation runes doubles the radius of the move. Finally, expending three creation runes causes all collateral damage from the meteors to reset, making the move far more feasible in your average situation.
Destruction Rune - Expending one destruction rune causes a wall of flame to encircle the move's area, making escape before it charges moderately more difficult. Expending two destruction runes increases the number of meteors that fall. Finally, expending three destruction runes neutralizes the move's charge time for maximum calamity.
Effect Size: Fifty Foot Radius.
Charge Time: One Post.
Cooldown: Two Posts (0 or 1 runes expended), Three Posts (2 or 3 runes expended)
Purification: Even when no others have known of the life that you've lead, the watchful eyes of the gods can see all. Goldramon lays a hand on the opponent's head, reading an opponent's mind to seize onto a memory of particular importance.
Creation Rune - Expending one creation rune bolsters the target's courage with assurances of the good deeds that they have performed. Expending two creation runes helps ease the target's mental burdens, doubling their speed for a single post. Finally, expending three creation runes gives them perfect clarity of mind, suppressing all fear, berserk, and illusion moves for a single post.
Destruction Rune - Expending one destruction rune echoes a pain that the target has caused another, forcing them to feel it as well. Expending two destruction runes forces the weight of their sins upon their back, slowing them to half speed for the a single post. Finally, expending three destruction runes forces them to face what they've done, impeding their sight with misty visions for a single post.
Cooldown: None (0 or 1 runes expended), One Post (2 or 3 runes expended)
Summon: Goldramon spreads his arms apart, Amon and Umon manifesting from his outstretched palms. Umon lightly heals an ally for half of a Super Mega attack every post, while Amon spits fire an enemy for half of a Super Mega attack every post, starting with the post of their summoning. The spirits can travel independently, but no further then Goldramon's arms reach. Each individual spirit can be destroyed by a single attack, making protecting them of critical importance to Goldramon. During this move’s active period, Goldramon cannot accrue or spend runes, as both Amon and Umon are indisposed.
Creation Rune – Expending creation runes empowers Umon. The first two runes expended each summon an additional Umon. The third rune allows all three Umons to each heal for a Super Mega attack, but Amon is not summoned.
Destruction Rune – Expending destruction runes empowers Amon. The first two runes expended each summon an additional Amon. The third rune allows all three Amons to deal damage equal to a Super Mega attack, but Umon is not summoned.
Duration: Three Posts.
Cooldown: Two Posts (0 or 1 rune expended), Three Posts (2 or 3 runes expended)
Digivolves From: Relicdramon + Seraphimon (DNA), Darkdramon (Vaccine) (Digivolution)
Ultimate DNA: Duramon
Attribute: Vaccine
Family/ies: Metal Empire
Type: Weapon
Fighting Style: As surprising as it may be for a Digimon so sleek looking, Duramon is not exceptionally agile. In fact, his movement speed is actually rather slow compared to most Digimon of his level. Where Duramon makes up for this is through lightning quick reflexes and a sturdy body made near-entirely of Gold Digizoid, making him exceptionally strong at blocking, parrying, or even powering through enemy attacks. Duramon's stance is truly that of a fencer's, favoring smell, quick movements over large, flashy dodging, which tends to result in him taking lots of little damage over time rather than suffering huge hits between small dodges. His offensive prowess is similar in nature. He prefers making multiple quick strikes rather than dealing single, overwhelming blows, slowly battering down an enemy's guard with the precision of a fencer. In sword form this offensive might drops drastically, with most of Duramon's strength relying on how hard an ally can swing him. Instead, the Legends Arm form of Duramon focuses near entirely on defense and energy efficiency. This allows Duramon to hold his form even after taking critical injury, so long as his opponent isn't capable of snapping the blade in half.
Duramon tends to save most of the actual fighting for his Digimon form, for obvious reasons. In this form he generally prefers to keep close to enemies, harrying them with constant strikes in order to ensure that he can fight with far more ferocity and strength than usual. He tries to pursue anything which tries escaping with his Magnum Rush, while anything that gets too close for comfort is zapped by Heaven's Strike. Against particularly dodgy opponents, or when given a chance to capitalize on a battered-down defense, he uses Infinity Blade to ensure he can rack up as much punishment as possible. Duramon's true strength, however, lies in his ability to cooperate with allies. When injured or outmatched in a battle, Duramon tends to return to his Legends Arm forms and function more as an armament for his ally. On top of the usual advantages that having a huge golden sword provides, a worthy target wielding Duramon is empowered just by holding onto him.
Passive:
Legend Arms: As a Legend Arms Digimon, Duramon is capable of shifting into a weapon form. It becomes a shining gold buster sword, by default as tall as Duramon. In this form Duramon can independently fly through the air and has access to all of its standard moves, although they may need some adjustment to perform due to being a single blade rather than an entire Digimon. Any Digimon of Ultimate level or higher can wield Duramon, the blade automatically shifting to be somewhat larger than they are tall while within their grasp. Those deemed unworthy of wielding it will find Duramon near impossible to lift, and it will pull back on every strike made with it. If allowed to sit inert, rather than flying around and firing off attacks, Duramon’s weapon form takes barely any energy to maintain and can allow Angemon and ArmedCommandermon to prolong the duration of their fusion. Duramon may only switch form every two posts.
Rhythm of War: Duramon is a practiced warrior, and part of being a practiced warrior is letting the rhythm of combat take him away. If an attack of Duramon’s deals damage, in his next post his attacks will deal 25% more damage. If an attack is blocked, the rhythm is preserved yet not progressed, remaining at the same power as Duramon's last attack. This increase continues with each successful attack and at caps out by Duramon’s fifth attack, with it and any further strikes dealing twice the usual damage. As soon as Duramon misses an attack this bonus ends. Even in blade form this is a bonus for Duramon, not for his wielder.
Magnitude: 25% boost to attack strength per post (25->50->75->caps at 2x)
Attacks:
Heavy Edge: Duramon swipes viciously with one of his blades, a neon blue glow on the blade’s edge marking this as more powerful than his regular strikes.
Blademaster's Blessing: Blademaster’s Blessing – Duramon sets a blade on the shoulder of another Digimon, empowering them with great vigor. Their melee attack strength and speed increase sharply for the duration of this move, a gilded aura sparking around them. In blade form, this changes from a move to an innate property of Legend Arms: Durandal, empowering any Digimon who wields it. Unfortunately, this also means that the benefit goes away the second Durandal leaves the wielder’s hands, and its benefit is halved.
Magnitude: 1.5x Melee Attack Strength and Speed. (1.25x each in blade form)
Duration: Three Posts (exception in text)
Cooldown: Two Posts.
Heaven's Strike: Duramon raises a blade to the sky, lightning crashing into him from above. It arcs through his golden body in bright blue pulses, damaging any who make direct contact with Duramon. In blade form, Duramon can choose whether this also electrifies his hilt (to punish an unworthy wielder) or simply his blade (to add a painful zap to his wielder’s strike).
Magnum Rush: Duramon folds its body into a compact shape: head and shoulders tucked inward, bladed forearms rotated outwards, and tail curved over its back. With all six of its bladed points tilted forward, it launches itself towards its enemy at intense speeds. A reckless yet powerful move in Digimon form, while weaker yet far more controlled in blade form.
Cooldown: One Post.
Infinity Blade: Ghostly afterimages of Duramon’s blades come from his hands, tail, head, and shoulders, forming about six blades that hover behind Duramon. They follow Duramon’s movements and attacks perfectly, each blade doing a quarter of the damage that Duramon normally does. Despite being afterimages, these blades can be blocked or parried much as any other attack can be. In blade mode, these moves follow the actions and movements of Durandal’s wielder, or cluster around the blade if it is currently acting independently. They cannot be wielded separately.
Duration: Three Posts.
Cooldown: Three Posts.
Digivolves From: ArmedCommandermon + Angemon (DNA)
Digivolves To: Darkdramon (Vaccine)
Appearance:
(Armor is a lighter, more azure color compared to the harsh midnight blue of Darkdramon)
Mega DNA: Darkdramon (Vaccine)
Attribute: Vaccine
Family/ies: Metal Empire
Type: Cyborg
Fighting Style: Darkdramon, in essence, is a natural predator. While more than capable of fighting his own battles, he's strongest when making opportunistic attacks from the shadows. His armor, made of lightweight Blue Digizoid alloys, makes him the quickest and most allied of Patamon and the bros' DNA Digivolved forms by far. The alloy also makes his movements far more quiet than the average Digimon, aiding him in camouflage-induced ambushes. As a trade-off, however, it isn't the most protective armor. It does its job adequately for making direct hits less painful, but concentrated fire quickly chews through his defenses. For this reason Darkdramon is near constantly on the move, weaving in and out of combat to make sure his opponents suffer more than he does. His offensive power isn't the highest on a single strike, but the rapid speed of his attacks cause every strike to quickly add up. Heavy armor will neutralize many of Darkdramon's favored assaults, but once given free reign to target an enemy's weak spots he is capable of tearing them to bits with ease. A few of Darkdramon's favored techniques give him the strength necessary to power through this limitation, however. In particular, too many attacks being landed on Darkdramon or his armor overheating to dangerous levels will allow him to slice through armor like butter, changing him from a fragile predator to a terrifyingly large glass cannon.
Against your average opponent, Darkdramon tends to favor quick lunges of his Beam Claws or Gigastick Lance while ducking in and out of cover. He rarely makes more than one battery of attacks at a time before trying to go back to the shadows, especially when dealing with equally fast opponents, but against weakened ones he will stick around longer to keep going after their weak spots. To help facilitate these escapes he tends to use his Digital Camouflage liberally, especially if cover is few and far between. Against foes with heavier armor he tries to crack their strong defense with the Gigastick Burst or Chaos Core, following up these strong individual attacks with another series of quick jabs. Against foes who match him in agility, Darkdramon tends to use his Black Singularity to try and slow them down, expertly surfing along the currents of the gravity well to harry them in the process. Darkdramon also has two emergency buttons, namely his Overclock and Last Gasp abilities, which are powerful alone but form a terrifyingly strong combination in concert. These allow Darkdramon to keep fighting until the end, even if caught in a situation where his weaker defenses are exposed.
Passive:
Righteous Vengeance: Even when evil seems overwhelmingly strong, Darkdramon taps into its zealous fury to dig deeper and find the strength to prevail. Every time a damaging hit is landed on Darkdramon without a chance to strike back being offered makes Darkdramon’s next attack 25% stronger. This benefit goes away as soon as Darkdramon either lands a damaging hit on his opponent or fails to even attempt one. Until either of these conditions are met, Darkdramon’s anger continues to boil over with each strike aimed against him, capping at dealing 2x the normal damage with his next attack.
Digital Camouflage: Darkdramon’s body can change, byte by byte and pixel by pixel, to blend near perfectly into its surroundings. To a large degree this ability’s effectiveness depends on where Darkdramon is: a featureless, unchanging backdrop like the desert, the plains, or the tundra will allow seamless camouflage even while moving, but a bustling crowd of people will often change faster than Darkdramon can adjust its coloration. Strenuous movements, such as flight, attacking, and taking damage, will immediately break the digital camouflage and expose Darkdramon. Beyond this, Darkdramon can maintain it for a long while and freely enable or disable it.
Last Gasp: When Darkdramon is brought to his last legs for the first time in a thread, stabilization protocols activate to keep his data held together at any cost. For one post Darkdramon continues to hold himself together through any amount of incoming damage, the Dark Matter leaking from its wounds the only indication that it isn’t still in full fighting shape. This gives Darkdramon one last chance to either escape and heal up, make a final strike against the enemy, or regress to a less energy consuming form to stay in the fight. If Darkdramon is able to fell an opponent during Last Gasp, he heals half of his health and re-enters the fray. If no healing or manual regression is performed, Darkdramon forcibly defuses. Even if Darkdramon is healed, whether on his own or by an ally, Last Gasp can only activate once per thread.
Attacks:
Beam Claws: Darkdramon reveals a pair of electrified claws from its left wrist, using them to quickly slice or pierce the enemy. A weaker, yet far faster, alternative to using the Gigastick Lance, often favored in very close quarters combat.
Gigastick Burst: Darkdramon jabs an opponent harshly with his Gigastick Lance, the barbs at the end unfurling to reveal a sparking core within. Prolonged contact with this move does increasingly severe damage.
Cooldown: Two Posts.
Chaos Core: Darkdramon fires a writhing ball of Dark Matter from its left hand, which pulsates unstably as it drifts towards the enemy. While a strong attack on a direct hit, if it goes untouched it will burst into a weak yet surprisingly large explosion. For this reason, depending on the situation a near miss can sometimes be more troublesome than an actual hit.
Cooldown: One Post.
Shadow Trap: Darkdramon activates its digital camouflage, a hologram appearing to take its place. The Darkdramon hologram is capable of following simple motions, such as basic attack cycles and single-directional movement. In close quarters this move tends to be used as a “counter” of sorts, Darkdramon capitalizing on the successful attack made against it to strike back. From a distance, Darkdramon uses it to draw fire while advancing towards an enemy’s position. In either case, it lasts until physical contact has been made with it, at which point the hologram splinters into data.
Duration: Three Posts, or until hit.
Cooldown: Two Posts.
Overclock: Darkdramon puts all of its energy into stopping an opponent, its own safety be damned. Its armor burns white hot, the angelic wings on its back burn a bright crimson, and gouts of steam come from each of its joints as it moves. Darkdramon’s attack and speed dramatically spike while this ability is in effect, but the boost deals damage to Darkdramon for as long as it is maintained. The boost from Overclock overrides Righteous Vengeance.
Magnitude: 2x boost to strength and attack speed.
Duration: Three Posts.
Cooldown: Two Posts.
Black Singularity: Darkdramon fires a particularly dense cluster of dark matter which explodes into a miniature black hole. For one post it draws nearby enemies towards it. Then afterwards it ruptures into a burst of Dark Matter, stunning any Digimon which have been pulled too close to its center. While not a damaging attack itself, the strain of fighting against the black hole’s suction can worsen fatigue and leave opponents vulnerable.
Duration: One Post (Suction), One Post (Stun)
Cooldown: Two Posts.
Digivolves From: Dualdramon + MagnaAngemon (DNA), Duramon (Digivolution)
Digivolves To: Goldramon
Appearance:
Super Mega DNA: Goldramon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Holy Dragon
Fighting Style: As opposed to the more frantic style of Darkdramon, Goldramon fights with the tranquility that one would expect from a divine being. One of the first things that his opponents notice are that Goldramon moves incredibly slowly. He floats forward as if not even exerting himself, almost as if displacing the world around him instead. While this is good for looking imposing, it isn't very practical for the purposes of dodging. While still capable of dodging, against single attacks or groups of slower attacks, attacks that are too fast or come in large groups can be a pain for Goldramon to dodge. To make up for it, however, his hardened scales are capable of soaking up lots of punishment. In many ways he is more of a straight-up tank than a brawler. His actual offensive capability is surprisingly low for components as powerful as Relicdramon and Seraphimon, especially when it comes to regular, unnamed attacks. However, when given a chance to settle into his methodical fighting style, Goldramon's true colors show.
As Goldramon fights, the spirits under his guidance grow stronger. Offensive moves, such as Scouring Flame, Hundred-Hand Fist, Wrath of Gaia, and Cataclysm, empower the destructive spirit of Amon. Defensive moves, such as Energizing Jolt, Mastery of Elements, Sanctified Ground, and Purification, empower the preserving spirit of Umon. Each empowerment manifests as a rune on Goldramon's bracers, with Goldramon able to maintain up to three of these runes at a time. These runes define whether Goldramon is a powerful supporting figure, an unstoppable offensive force, or some combination between the two. However, this also means that Goldramon must take the utmost care with his fighting. If forced to burn his more powerful abilities quickly, he will be unable to set up for the incredibly strong 3-rune attacks that he could otherwise keep in his back pocket. If forced to use a supporting or offensive move out of tempo, Goldramon's plans for the battle may end up being thrown off. However, if given the chance to control the tempo of the fight as desired, Goldramon can end up a near-unstoppable force.
Passive:
The Divine Cycle: Creation and destruction may touch beings in this world, but for the gods they are but tools to command. Each time Goldramon uses a move designed to hamper an enemy (Scouring Flame, Hundred-Hand Fist, Wrath of Gaia, or Cataclysm), a rune glows on its red left bracer. Each time Goldramon uses a move designed to aid an ally (Energizing Jolt, Mastery of Elements, Sanctified Ground, or Purification), a rune glows on its blue right bracer. These runes are tied to the twin motifs of Destruction and Creation, as described by the draconic spirits that are bound to Goldramon’s service. Up to three runes can be preserved at once in any combination of Destruction and Creation, with Goldramon capable of spending them at any time to enhance its next move. Every rune must be spent at once, so Goldramon must choose its moves carefully in order to get the desired effect. On a post where runes have been spent, Goldramon cannot gain runes. In addition, no matter what effects let him attack multiple times, he may only gain one rune per post.
Attacks:
Scouring Flame: Goldramon channels Amon of Red Flame, the fiery spirit snaking out from his left bracer. Its eyes flash yellow as it lets out a gout of flames.
Creation Rune – Expending creation runes causes the flame to cleanse a post of duration off of the opponent’s current buffs. One post of each buff is removed for each creation rune expended.
Destruction Rune – Expending destruction runes intensifies the size and damage of the flame, making it hit a good deal harder. At three runes, the flame is also large enough to hit multiple close targets.
Cooldown: None (0 or 1 runes expended), One Post (2 or 3 runes expended)
Energizing Jolt: Goldramon channels Umon of Blue Thunder, the electric spirit snaking out from his left bracer. Its eyes flash bright blue as it fires a spark into an ally. This spark eases their fatigue and removing a post of cooldown from one of their moves.
Creation Rune – Expending creation runes further energizes the target’s spirit, refreshing their ability to fight. The first two runes each allow them to remove an additional post of cooldown from their moves, so long as they choose a different move each time. The third rune allows them to instead fully reset a single move’s cooldown. Cooldowns of "once per thread" are not reset by this ability.
Destruction Rune – Expending destruction runes energizes the target’s body, allowing them to hit harder if they use the move whose cooldown has been eased. The first two destruction runes expended boosts their next attack’s power by 25% each, with the last rune boosting this to dealing doubled damage.
Cooldown: One Post (0 or 1 runes expended), Two Posts (2 or 3 runes expended)
Hundred-Hand Fist: A god fights so effortlessly that they don't even seem to move when they do so. Goldramon folds his arms, seemingly not even attacking as several high-pressure slams careen towards the enemy. While each slam is weak independently, in aggregate they can cause severe damage.
Creation Rune – Expending creation runes allows Goldramon to use his fists not just to strike but also to parry incoming attacks. One creation rune allows it to turn aside basic, unnamed strikes. Two creation runes allows it to parry incoming melee strikes. Three creation runes allow it to turn aside solid projectiles as well.
Destruction Rune – Expending destruction runes increases the sheer force of the Hundred-Hand Fist. One destruction rune allows it to easily break through obstructions. Two destruction runes allow it to pierce through enemy shield moves. Three destruction runes allow it to not only pierce guards but also shatter them, allowing allies’ moves to strike unimpeded.
Cooldown: One Post (0 or 1 runes expended), Two Posts (2 or 3 runes expended)
Mastery of Elements: What does a god have to fear from the elements of its own creation? Goldramon’s eyes spark, commanding the elements of incoming attacks to bend to his will. An elemental attack directed as Goldramon does half of its usual damage.
Creation Rune – Expending one creation rune fully neutralizes the attack. Expending two creation runes neutralizes all elemental attacks coming towards Goldramon rather than simply blocking a single one. Expending three creation runes allows Goldramon to instead absorb the incoming damage, healing 25% of the damage that each attack would have done.
Destruction Rune – Expending one destruction rune allows Goldramon to retaliate, launching an identical attack back at the user at half power. Expending two destruction runes brings this counterattack to the same strength as the original move. Expending three runes further intensifies the counterattack, making it do twice the damage of the original move.
Cooldown: One Post (0 or 1 runes expended), Two Posts (2 or 3 runes expended).
Wrath of Gaia: The gods have no use for fighting. Not when the world they themselves has shaped can already carry out their will. Goldramon thrusts a hand up, sending a large pillar of earth shooting from whichever location he wills to strike. Beyond a slight tremor this attack's location is not very telegraphed, making it quite difficult to detect. The pillar retracts after one post, or if knocked down by an enemy's strike.
Creation Rune - Expending one creation rune hardens the pillar, allowing it to take three strikes before crumbling. Expending a second creation rune changes the pillar into a wall the size of Goldramon, allowing it to more easily intercept attacks. Expending three creation runes allows Goldramon to shape the wall as he chooses, changing its size and shape to fit whatever need he has.
Destruction Rune - Expending one destruction rune makes the pillar's rise more forceful, allowing it to knock nearby enemies back. Expending two destruction runes causes intense seismic activity, causing the pillar's rise to also damage targets near where the pillar emerges. Expending three destruction runes sharpens the pillar into a spike, causing those standing directly where the pillar emerges to take intense damage.
Cooldown: One Post (0 or 1 runes expended), Two Posts (2 or 3 runes expended).
Sanctified Ground: When gods make their presence known, even the ground beneath their feet shifts to accommodate their presence. Clouds of mist unfurl beneath Goldramon, forming a protective dome about fifty feet in radius. Inside of Goldramon’s sanctified ground, allies are lightly healed for the equivalent of half of a super mega attack each post.
Creation Rune – Expending one creation rune also gives all allies within the boundaries of Goldramon’s sanctified ground a 25% defense boost. Expending two creation runes doubles the duration of the move. Finally, expending three creation runes suppresses allies’ debuffs while inside the sanctified ground.
Destruction Rune – Expending one destruction rune causes Goldramon’s sanctified ground to also harm enemies for the equivalent of half of a super mega attack per post. Expending two destruction runes doubles the move’s size. Finally, expending three destruction runes causes enemies who enter to be cursed, lowering their overall combat potential by 25%
Effect Size: Fifty Foot Radius.
Duration: Two Posts.
Cooldown: Two Posts (0 or 1 runes expended), Three Posts (2 or 3 runes expended)
Cataclysm: One must destroy before they can create. A proper god understands this duty, even if they must destroy on quite the large scale. Goldramon's eyes shimmer as he pools energy for one post. After this has finished meteors rain down from above, covering an area about fifty feet in radius in death from above.
Creation Rune - Expending one creation rune causes the meteors to bend away from Goldramon's allies. Expending two creation runes doubles the radius of the move. Finally, expending three creation runes causes all collateral damage from the meteors to reset, making the move far more feasible in your average situation.
Destruction Rune - Expending one destruction rune causes a wall of flame to encircle the move's area, making escape before it charges moderately more difficult. Expending two destruction runes increases the number of meteors that fall. Finally, expending three destruction runes neutralizes the move's charge time for maximum calamity.
Effect Size: Fifty Foot Radius.
Charge Time: One Post.
Cooldown: Two Posts (0 or 1 runes expended), Three Posts (2 or 3 runes expended)
Purification: Even when no others have known of the life that you've lead, the watchful eyes of the gods can see all. Goldramon lays a hand on the opponent's head, reading an opponent's mind to seize onto a memory of particular importance.
Creation Rune - Expending one creation rune bolsters the target's courage with assurances of the good deeds that they have performed. Expending two creation runes helps ease the target's mental burdens, doubling their speed for a single post. Finally, expending three creation runes gives them perfect clarity of mind, suppressing all fear, berserk, and illusion moves for a single post.
Destruction Rune - Expending one destruction rune echoes a pain that the target has caused another, forcing them to feel it as well. Expending two destruction runes forces the weight of their sins upon their back, slowing them to half speed for the a single post. Finally, expending three destruction runes forces them to face what they've done, impeding their sight with misty visions for a single post.
Cooldown: None (0 or 1 runes expended), One Post (2 or 3 runes expended)
Summon: Goldramon spreads his arms apart, Amon and Umon manifesting from his outstretched palms. Umon lightly heals an ally for half of a Super Mega attack every post, while Amon spits fire an enemy for half of a Super Mega attack every post, starting with the post of their summoning. The spirits can travel independently, but no further then Goldramon's arms reach. Each individual spirit can be destroyed by a single attack, making protecting them of critical importance to Goldramon. During this move’s active period, Goldramon cannot accrue or spend runes, as both Amon and Umon are indisposed.
Creation Rune – Expending creation runes empowers Umon. The first two runes expended each summon an additional Umon. The third rune allows all three Umons to each heal for a Super Mega attack, but Amon is not summoned.
Destruction Rune – Expending destruction runes empowers Amon. The first two runes expended each summon an additional Amon. The third rune allows all three Amons to deal damage equal to a Super Mega attack, but Umon is not summoned.
Duration: Three Posts.
Cooldown: Two Posts (0 or 1 rune expended), Three Posts (2 or 3 runes expended)
Digivolves From: Relicdramon + Seraphimon (DNA), Darkdramon (Vaccine) (Digivolution)