Just a simple edit for Hikaru
RAM UPGRADE GIGA edit:
Fifth Axis Movement [RAM Upgrade Giga]:
Inferior version of Alphamon's Alpha inForce - Basically, Hikaru execute one attack he did this turn one more time, but without any of its additional benefit (like conditionals, effects, or charges). It's simply depends on parameter increasing passive or buffs that is active on Hikaru at this point. For the extra attack, he can decide to aim at another person, or move slightly so the second attack came at unexpected angle. As an addition, the attack is done at the same time as the original, which for the enemy, it looked like as if Hikaru appeared at two places at the same time. Three turns cooldown between uses. As a side note: the original technique also gain +1 cooldown.
Outside the battle, Hikaru can use this technique to check possibility of an ambush, a trap triggering, or a possibility of what happened if he picked a certain choice. However, using it this way is still tiring, and put this skill under cooldown, regardless of success or fail.
Haku's higher level addition
Elixiamon / Perfect / Beast Man / Vaccine / Virus Buster
Passives:
Levitation: This Digimon is capable of levitating itself
Bestial senses: Heightened olfactory and audiosensory senses
Combat Passive:
Starcluster:
Haku gains one orb on his catalyst's "ring" after using supportive technique (not on himself). This Starcluster caps at three. At three, Haku may use one of his named technique at 50% effectiveness (rounded up) without consuming any action, nor without it entering cooldown. It however must not be in cooldown prior. This free action does not count into Starcluster's orb aquisition.
Synthesis Haste:
Every four turns, Allow Haku to haste one of his technique cooldown by one turn.
Techniques:
Healing Elixir:
Heals up to three ally by tending to them. Haku can execute this technique in two ways. A quick one will only heals for a slightly strong perfect stage healing, but the longer one basically requires both Haku and his target to stay on place for one full turn. The longer version can heal for great amount (in Perfect Stage standard) and on top of it heals HP-related debuffs (bleeding, poisoning, burning, freezing). Four turns cooldown
(Effectiveness divided per target)
Panacea:
Bless three targets with mixture of vaccines and immune strengthening brew. Heals one negative status effect and raises the target's immunity to negative status for two turns after the healing. Four turns cooldown.
Mana Booster:
Haku hasten recovery of three techniques in cooldown by 1 turn, for up to three targets. The refresh potency is divided between targets (ex: the target is two, then one target get 1 turn haste on 1 of their in-cooldown technique and another got 1 turn haste 2 of their in-cooldown technique). This skill is ineffective against Ultimate above. Five turns cooldown.
Protective Kekkai:
Haku creates a screen of protection, granting protection against three attacks of perfect stages or 50% damage decrease against ultimate stage for one turn. Three turns cooldown.
Ode of Falling Stars:
Haku's only attacking technique, but if odds are mounted, it's very potent. Haku may charges for up to three turns (75% increase of damage per charge, with the last one instead add piercing property) before releasing semi-homing clusters of crystals. He's immobile while charging. If Starcluster is at second charge or more, consume it, hasten the charge by one. Four turns cooldown.
Entelexeiamon / Ultimate / Holy Beast / Vaccine / Virus Buster
Passives:
Flight
Air Walk
Bestial Senses
Combat Passive:
Charge Haste:
Hasten Haku's technique's charges by one turn. Three turns cooldown between activation.
Hope and Ideals:
Once per four turns, hasten one of Haku's active cooldown by one turn.
Techniques:
Heaven's Mercy:
Haku heals up to three targets in 50 meter radius. He can charge this technique for one turn to increase the potency to rejuvenate knocked out or in critical health allies to rejoin the battle (but the heal they receive is instead halved). Three turns cooldown.
Avalon Sanctuary:
Haku protects up to three targets from negative status effect and debuffs for three turns. Charge for one turn: also heal them from debuff and status effect that previously applied. Three turns cooldown.
Sacred Realm:
Protect Haku and an ally close to him from all attack of Ultimate stage or uder for one turn by creating attack absorbing barriers. It will not block super ultimate level attack, unfortunately. Four turns cooldown. If charged for one turn prior to executing: Now can partially block one super ultimate level attack (decrease its power by 50%), and then immediately breaks.
Garden of Perseids::
Showers at max three enemies with rain of light over three turns. Haku can charge this technique (immobile while charging), increasing the damage for 75% for the first two charge and bestow defense piercer for the third. Four turns cooldown.
Divine Saber:
Must be charged prior. Haku summons out a massive sword made out of light and slashes anyone at 10 meter radius around him with it. Deals major light damage and lowers said enemy's defense by 75% for the next three turns. Four turns cooldown.
Omen of Retribution:
Name a supportive technique (buff, debuff, healing, shield) type that enemy will take, or more specific. If the enemy did that action in any of the three turns, Haku teleports close to them and slash them before they could execute said technique (Which means this technique is technically piercing, delayed attack). The more specific it is the greater the damage (example: use healing technique (low) < use healing technique X = use healing technique at target A (moderate) < use healing technique X on Target A (high)). Three turns cooldown. Just one counter may be executed during the entire duration. The moment the counter is executed, this technique enters cooldown.
And the Time Moves:
Once per thread, usable at five turns or more. Haku creates 35 meter radius whirlpool of energy that massively damages only the enemies. He then forces turns of anyone who's inside the effect (and hit by this move) to progress by three turns (which includes moving cooldown or durations ahead for that number).