Maia and Kuu's Edit Time!
Dec 21, 2019 22:32:45 GMT
Post by Maia on Dec 21, 2019 22:32:45 GMT
This is mostly some adjustments to some of Kuu's first evolution line, to better fit the rulings on the site, since Kuu was made a long time ago. A new move, Harai, has been added to Super Mega, and I'm also adding a new Alt Mega and new rookie-level Mercenary.
Kudamon:
Changelog: Cooldown Raised To Three Posts
Protect: Hides inside of cartridge, which absorbs damage. If the attacker is below his level, he can withstand two posts; if it is of rookie or higher, it can withstand one post. Cooldown of 3 posts.
Kyukimon:
Changelog: Revamp - adjusted wording, now causes damage and dizziness is clarified as adding 1 post cooldown on opponent's most recent attack.
Will O Wisp: Three orbs are formed, which begin to spin around a selected target. They start to brightly flash in rapid intervals, while eminating a wave of heat inwards, onto the target. The lights, combined with the heat, create a disorienting effect that adds one post of cooldown time onto the opponent's most recently used attack. Also inflicts heat-based damage. Duration of One post, Cooldown of Two.
Sakuyamon:
Changelog: Clarification of Deflect, Cooldown raised to Three
Fox Card: Throws a sealing tag, which can deflect a ranged attack. When the attack connects with the tag, it will throw the move back at the opponent. Cooldown: Three Posts
Sakuyamon Miko Mode:
Changelog:
-Turiya: Raised to 35%.
-Crystal Sphere: Adjusted capacity, lowered duration, increased cooldown.
-Spirit Strike: Clarified: Foxes are friends(attackers?), not shields
-Harai: New Move
-Removing Golden Wall entirely from Sakuyamon Miko Mode's Moveset.
Golden Wall: Raises a wall-barrier that can absorb attacks for up to four turns. If a digimon touches it, it will push them back with a shockwave. Cooldown: Two posts
Turiya: At one with itself, Miko Mode is capable of absorbing and channeling a portion of damage that it has taken during its post, using it enhance its attack power by thirty five percent for that post. Can be used three times before requiring a three post cooldown.
Crystal Sphere: A sphere of energy is created to protect anyone within it. Can hold up to three Digimon inside of it, for One Turn. Three Turn Cooldown.
Spirit Strike: Uses four spirit foxes, one of wind, fire, water, and lightning, to fight for her. Each can withstand a single blow on their own, and are too weak to be utilized for shielding purposes. Can only summon one per post, to a maximum of the four. Cooldown of two posts after all four are defeated.
Wind Instrument: Releases a flurry of purifying cherry blossoms. Heals about half of a nearby digimon's injuries. Four Post Cooldown.
Harai: Purifies one nearby ally from a single debuff, and makes the effect become a positive. For instance, a 15% attack debuff would become a 15% attack boost, lasting the same duration as the original ailment would have. Cooldown of Two.
Alternate Mega:
Appearance:
Mega: Cerberumon: Werewolf Mode
Attribute: Vaccine
Family/ies: Dark Area
Type: Demon Man
Non-Combat Passive:
Jetpack: A panel of Cerberumon’s armor can open on his back, allowing for a jetpack to emerge. Flight is less than graceful, but it seems there is not a limit to how long Cerberumon Werewolf Mode can stay in the air.
Passives:
Samadhi: To ensure the safety of itself and others, Cerberumon needs to maintain focus on the present, rather than the past. When targeting this Digimon, attacks and abilities that would persist beyond one post (prolonged status effects or damage over time) will wear off within half the time, rather than their entire duration. This ability does not discriminate on if it is actually beneficial for Cerberumon or not, which means that an ally giving Cerberumon a status boost will only affect it for half the anticipated duration. If the duration is an odd number, it will be rounded up.
Reset: Each time a non-damaging move is used by an opponent, one of Cerberumon's moves will have one post removed from its current cooldown. Does not apply if there are no cooldowns active during this turn.
Hellhound's Fury: Cerberumon's basic attacks strike with the same strength as a named attack that has no cooldown.
Attacks:
Cerberus Erase: Kicks at the opponent with the blades on its feet. If Cerberumon: Werewolf Mode successfully scratches the target, it will cause a numbing effect on that limb. This moderately slows the movement of the afflicted area for One Post. Two post cooldown.
Egress: Using both of the cannons on his arms, Cerberumon can create two tears in reality that connect. Anyone is capable of entering through one of the tears and immediately exiting through the other until the end of Cerberumon’s next turn. For obvious reasons, Cerberumon needs to be able to see where he is aiming to place one of the rips in reality, even though he’s able to place them essentially anywhere, including on things as random as clouds. If for some reason, someone is halfway through one of the portals when they close, they will suffer minor damage, as it ejects them through the tear in which they initially entered. Cooldown of Two Posts.
Hellfire: A stream of flames pour from one of Cerberumon's cannons. If the target has used any non-damaging moves within the past two turns, the flames become more intense upon connecting with the opponent, causing an additional 50% damage. Cooldown of One.
Canto VI: Cerberumon unleashes a massive torrent of shadowy flames from both its cannons. This deals equals part fire and darkness damage and increases the damage the target(s) would receive from both elements by 100%. If the target(s) have any kind of resistance or immunity to shadow and/or fire damage, those resistances are rendered null while the effect of this ability lasts. Duration: Three Posts, Cooldown of Three.
Shadow Divide: Kicking into the air, three inky blades slice through the air toward an opponent, with enough power to pierce through any defenses that get in the way. If this move pierces a shield, it temporarily corrupts the foe, negating the next attempt to either have a shield or a healing ability used upon this target. Cooldown of Three.
Warden's Roar: Cerberumon lets out a mighty roar, as inky dagger-like shards shoot out in front of him to pierce a foe. If the target is Angel, Demon Man, Ghost, God Man, Holy Beast or Undead, this attack will deal bonus damage. Cooldown of One.
Engulf: Cerberumon slams both mouth cannons into the ground, breaking into the earth. It pours fire from the cannons, which travels beneath the ground toward a target, before erupting upward in a massive tower of flames. RAM Upgrade.
Wolf's Bane: A sludgy, acidic liquid jettisons from Cerberumon's cannons, aiming to coat a target in the disgusting substance. Whether it's from the acid burning into the foe and corrupting its data, or just sheer disgust of whatever has just landed on them, the target is unable to use named moves for one turn. Deals damage. Three Post Cooldown. RAM Upgrade
Mercenary: Ela
Name: Ela
Default Form: Rookie
Gender: Female
Alignment: Chaotic Good
Personality:
Ela is, for the most part, as sweet as sweet can be! After all, have you seen her coat? Nobody could be mean while wearing a cute coat like that! But, it also means she's an assistant! Which, she takes this fate very seriously. The Terriermon is
One of her primary loves is science, and learning anything new. Which, frankly, can get her into some deep trouble sometimes. But, it all seems to be done with pure innocence and curiosity! It's hard to get Ela's mood truly down, and she rarely seems aggravated by any person or digimon. Random objects that aren't working, however? Entirely different matter, which can only be solved with some cheerful violence! But, overall, she can be considered pretty harmless!
Holosuit:
Faceclaim: KANTAI COLLECTION • Minegumo • Ela
DIGIMON'S INITIAL EVOLUTION LINE
Rookie
Species: Terriermon Joshu
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Beast
Non-Combat Passive:
When Terriermons Can Fly...: Terriermon has big ears, and plenty of creativity. As such, Ela can use her ears to propel herself into the sky, glide around, and navigate in-air pretty easily by flapping those Dumbo-ears of hers.
Combat Passive:
Resonance: If an opponent struck by an attack from Ela has any passive that creates a resistance to an element or attack type, the resistance is nullified for two turns, having been replaced with a lovely case of Tinnitus. This only affects Digimon at the same level of Ela, and has a two post cooldown before it can bother someone else.
Abilities:
Iron Catastrophe: Inhaling deeply, Terriermon fires off a surprisingly powerful blast of magma at its opponent. Cooldown of One.
Petit Twister: Whirls its ears rapidly to create a tiny typhoon, which then shoots off at a target.
Static Shock: Channeling excess energy to its ears, Terriermon slaps the opponent with them. The energy channeled creates an electrical shock upon impact with a target.