By Homeostasis, behave yourself or my harisen will find it way to your big fucking mouth
GENERAL DATA
Name: Konata (Don't call her that)
Class: Partnered Digimon
Alignment: Lawful Tsukkomi
Species: Commandramon
Default Form: Commandramon
Differences: Carrying a futuristic rifle instead of regular guns.
PERSONALITY
Konata, or Kon-chan as she like to be called, is described as many as a sassy Commandramon with tongue that would make any sailors think their tongue is cleaner than hers. With short temper to boot, this Commandramon often end up as being the one who got the most exasperated with the antics of both her brother and their partner Koharu. Despite her toughie exterior and very violent disposition (especially with how much she threatened to end some people that gets her nerves), she's very protective of those who she cares about and tend to mellow down around them.
Kon-chan doesn't like to hold back and felt that if she have something to say, it's best to say it rather than keeping it locked up inside her heart. A type that cannot control what her mouth would say, she tended being overly harsh when she scolded someone for their mistake. However, it doesn't mean she's unsociable. She's what you can say a Tsundere. However, what she spoke tend to be backed up by the weight of her wisdom. She'd like to think that she did not just spoke out of random, but actually made sense and is right for saying something because her experience. A cynical first and foremost, she often crack sarcastic humors, but those humors become very barbed when she's dealing with those that particularly annoys her.
FORMS
Bommon/Baby I/Slime/None/None
Technique:
Flashbang:
A simple technique where Kon-chan shines before she "Explodes", releasing neutralizing stench, stunning sound and light that temporarily blinds the opponent. It chips at her vitality, but in turn it provide better means of escaping.
1 turn cooldown, 1 turn duration
Missimon / Baby II / Machine / None / None
Technique:
Crash Burn:
Despite the ominous sounding name, it's pretty much just a tackle.
Flashbang:
A simple technique where Kon-chan shines before she "Explodes", releasing neutralizing stench, stunning sound and light that temporarily blinds the opponent. It chips at her vitality, but in turn it provide better means of escaping.
1 turn cooldown 1 turn duration
Commandramon / Child / Cyborg / Virus / ME
Battle Passive:
Linked Core (RAM Upgrade Twin Giga)
Kon-chan and Warg can distribute their status effects and damage between each other as they please. Between activation this passive have three turns cooldown. Both must be at most five meters away from one another.
Sniper's Creed:
Toggleable passive. When she activate this passive, Kon-chan summons long range weapons and silencer. 50% speed reduction, or better said, she'll be in crawling speed, but her attack become 75% more damaging. She also can't do short range attack. Between canceling and re-activating, there are about two turns cooldown.
Skills:
Flashbang (RAM UPGRADE):
Kon-chan tosses a canister that blinds and deafen everyone (bars those who already know the signal) in 20 meter radius (the effect is halved is the target is in more than 10 meter radius range, and doesn't work when it's over 20). It does not damage the targets, but it made their attack easier to avoid, or even outright misses. Two turns duration, two turns cooldown.
Aerial Mine (RAM UPGRADE):
Kon-chan deploys three floating bombs, orbiting around assigned enemy that will explode one by one, dealing heavy damage (avoidable) whenever the assigned enemy uses techniques over course of three turns. Attacking them is also possible, and it will halven the damage dealt. Dealing AoE to all three bombs will make them explode at the same time, but deals half the damage. Three turns cooldown. Allies attack also affects them.
DCD Bomb:
Kon-chan tosses a bomb (or launches a bomb with a grenade launcher in sniper mode). The said bomb will break the enemy's defense and disorient them. Very small AoE, ranging about 5 meters in diameter. 25% reduction on both speed and defense for two turns. Three turns cooldown.
Snipe Assault:
Kon-chan's signature attack. Shoot laser from her sniper rifle. If the enemy is locked to Warg, then Kon-chan can fire another shot, but with half strength. One turn cooldown.
Quick Patch:
Kon-chan patch laceration or cure poisoning with power of child stage or lower, while at the same time gave minor healing. Two turns cooldown.
Seasldramon / Adult / Cyborg / Virus / ME
Noncombat Passive:
Swimming Master:
While she's unable to breathe underwater, a tool equipped on her allow her to stay underwater for prolonged time. She also can swim much better than non-aquatic machine Digimon
Flashlight:
It's just standard issued flashlight and search eye.
Combat Passive:
Linked Core (RAM Upgrade Twin Giga)
Kon-chan and Warg can distribute their status effects and damage between each other as they please. Between activation this passive have three turns cooldown, and both must be at most five meters away from one another.
Assassin's Creed:
Toggleable passive. Kon-chan's speed increased by 30% and her skill gains another effect. Three turns cooldown between each uses.
Skills:
Anti-Digital Suppression Turret (RAM UPGRADE):
Cannot be used with Aerial Mine+. Kon-chan deploys a turret. Once per tun, the turret will fire one suppression round at opponents (Two max) and if hit will damage them moderately and lowers their defense by 10% (stacks per hit). Three turns duration, the defense lowered works until fourth turn, four turns cooldown.
Aerial Mine+ (RAM UPGRADE):
Kon-chan deploys three floating bombs, orbiting around assigned enemy that will explode one by one, dealing heavy damage (avoidable) whenever the assigned enemy uses techniques over course of three turns. Attacking them is also possible, and it will halven the damage dealt. Dealing AoE to all three bombs will make them explode at the same time, but deals half the damage. Three turns cooldown. Allies attack also affects them.
Wingbreaker:
A restraining move where Kon-chan forces both of her and her opponent in a lockdown, but her opponent still can attack. If she want to continuously lock down her opponent, she takes 20% of the damage dealt to the opponent.
If Assassin's Creed is active, Kon-chan instead applies technique jamming (making them unable to use named techniques) to the opponent, but instead it only effective for one turn and cannot be prolonged.
Minor damage on enemy. Two turns cooldown.
(Even on enemy affected by debuff on manner of Vital Hit, this moves unable to affect Perfect and above level)
Vital Hit:
Heavy blow aimed at the target's vital. Extra 50% damage if they're immobilized. One turn cooldown.
If Assassin's Creed is active, inflict debuff success up which make the enemy treated as one level lower by any debuffs. The debuff success up will be gone after the enemy is inflicted by debuff, or if two turns has passed. Unable to affect Ultimate (Mega) and above.
Assassinating Stab:
Kon-chan stabs the opponent, dealing moderate damage and moderate bleeding damage for three turns. Unless healed, the bleeding damage stays. If the enemy is mineral type, or something unbleeding, such as machines that doesn't work with fuels, the bleeding damage is negated. Two turns cooldown.
If Assassin's Creed is active, add moderate poisoning damage, further enhancing the bleeding damage. If the wound is healed, then only moderate poisoning damage remains.
Danger Snipe:
Kon-chan hides from vision and summon out her sniper rifle. There's a delay in form of charge for one turn before her attack hits. However, if it hits, it deals major damage. Three turns cooldown. Any attack that hits her during the charging and hit period is counted as auto hit. If Warg is attacked during the charging period, this attack deals double damage.
If Assassin's Creed is active, Kon-chan can move while charging, but her 30% speed increase is nulled.
Patch Up:
Heals adult level-inflicted poisoning and laceration, along with healing some wounds. Two turns cooldown.
Tankdramon / Perfect / Machine / Virus / ME
Combat Passive:
Linked Core (RAM Upgrade Twin+):
Kon-chan and Warg can distribute their status effects and damage between each other as they please. Between activation this passive have three turns cooldown. Both must be at most five meters away from one another.
Sensory Protection:
All skill that affects Kon-chan's five senses will not take effect on her.
Protection from Terrain:
Kon-chan can walk on any form of terrain, and all field hazard is reduced by 50% if it hits her (including, but not only limited to: Fire walls, traps, bogs, uneven ground, etc) and their secondary effect (burns, paralyze, slowing) does not apply to her. If the field hazard is from Warg or Koharu, it doesn't affect her at all.
Gattai:
Only usable when Kon-chan and Warg is in Perfect stage. The two Manzai Dragons combines, increasing their strength by 50%, but in turn an attack that hit one will also damage another twin.
Active:
Ground Razer:
Kon-chan fires napalm at an area, razing 30m radius area. It creates sea of flame that moderately damages all target inside. This move also erase field effect in that area. Three turns cooldown, three turns duration.
Force Field:
This shield type move can be "set" prior, but not activated at the same turn. Kon-chan planted a small device that can spread itself around 10 meter radius area. When activated, this device cuts all incoming damage to the people inside by 50% and prevents any attack to be set around it. Three turns cooldown, three turns duration. However, only three person can be inside (not counting the humans).
Disruptive Shot:
Kon-chan shoot EMP grenade at an opponent, which upon hit would expand for about 10 meter radius around it. Ignore (and shut down) barrier and reflect. Extend cooldown of one of their move by two turns. Three turns cooldown. If used on non-digimon enemy such as machine, this can disable them.
Hazard Absorb:
Kon-chan can absorb field hazard around her and fire it as concentrated shot of that element. However, this attack only can be used when there is a field hazard. Upon absorbing, take damage equal to field hazard's damage, but doubled. This attack bypasses shield, redirect, and reflect. Three turns cooldown. The used field hazard will then completely erased.
Anti-Digital Suppression Turret KAI (RAM UPGRADE):
Cannot be used with Aerial Mine++. Kon-chan deploys a turret. Once per tun, the turret will fire one suppression round at opponents (three max) and if hit will damage them moderately and lowers their defense by 10% (stacks per hit). Three turns duration, the defense lowered works until fourth turn, four turns cooldown.
Aerial Mine++ (RAM UPGRADE):
Kon-chan deploys three floating bombs, orbiting around assigned enemy that will explode one by one, dealing heavy damage (avoidable) whenever the assigned enemy uses techniques over course of three turns. Attacking them is also possible, and it will halven the damage dealt. Dealing AoE to all three bombs will make them explode at the same time, but deals half the damage. Three turns cooldown. Allies attack also affects them.
Darkdramon / Ultimate / Dark Dragon / Virus / NSo-ME
Passive:
Flight
Air Walk
Combat Passive:
Linked Core (RAM Upgrade Twin+):
Kon-chan and Warg can distribute their status effects and damage between each other as they please. Between activation this passive have three turns cooldown. Both must be at most five meters away from one another.
Unyielding:
Kon-chan may use this technique to ignore all demerits of her condition to 100% execute her technique(s) for the turn, three turns cooldown per activation.
Chaser Imbue:
Kon-chan imbue "Chaser" property on her attack, which allows it repeat the same action when dodged. Four turns cooldown each activation. Both the attack and this skill will enter cooldown regardless of whether the chasing part got triggered or not.
Lent Power:
During activation of one of her passive or one of her actives that only affects herself, Kon-chan can instead make it affect an ally rather than herself (the visual cue however still on herself rather than ally)
Active:
Critical Snipe:
Kon-chan imbue one of her technique with "Surefire", which gives it defense pierce ability and +100% damage. Three turns cooldown.
Dainsleif:
Kon-chan took a shooting posture, and changes her lance into a futuristic crossbow. This skill must be charged for one turn, and Kon-chan is immobile when charging. If Warg is attacked while she's charging, double the damage upon firing. Single target only. Three turns cooldown.
Nanomachine Treatment:
Kon-chan deploys small mobile field (as much as the target) that heals up to two target moderately per turn. If they decide to not move, they'll be instead healed majorly. Three turns duration, three turns cooldown.
Dark Matter Mayhem:
AoE. Kon-chan Shots a projectile that expands to intense gravity field (25m radius) which damages everything inside of it heavily. 4 turns cooldown. Kon-chan can make the radius smaller to further increase the damage, to 10m radius.
Lightning Striker:
Kon-chan flies at high speed and blast her opponent with strong electricity. Immobilize the target upon hit. Three turns cooldown.
Tableturner:
Kon-chan shoots explosive at the opponent. If Kon-chan is debuffed (doesn't count self debuff), add 25% to this attack in damage per debuff / parameter debuffed, capping at 100%. Two turns cooldown.
Anti-Digital Suppression Turret KAI-II (RAM UPGRADE):
Cannot be used with Aerial Mine EX. Kon-chan deploys a turret. Once per tun, the turret will fire one suppression round at opponents (three max) and if hit will damage them moderately and lowers their defense by 10% (stacks per hit). Three turns duration, the defense lowered works until fourth turn, four turns cooldown.
Aerial Mine EX (RAM UPGRADE):
Kon-chan deploys three floating bombs, orbiting around assigned enemy that will explode one by one, dealing heavy damage (avoidable) whenever the assigned enemy uses techniques over course of three turns. Attacking them is also possible, and it will halven the damage dealt upon hit. Dealing AoE to all three bombs will make them explode at the same time, but deals half the damage. Three turns cooldown. Allies attack also affects them.