Elliot and Isaac Edit Hub
Dec 24, 2019 1:31:32 GMT
Post by Bonetrousled? on Dec 24, 2019 1:31:32 GMT
I figure its about time to end my IC hiatus, but first I've got some OOC clean-up to do in order to get them on the same standard of more modern designed characters. I also need to resolve those RAM upgrades I've had burning a hole in my pocket. So here's a slew of updates for the dynamic duo themselves, changelogged and broken up by form for your convenience!
ELLIOT'S FORMS
Strikedramon
Gargoylemon
Dynasmon
MagnaAngemon
AeroVeedramon
SlashAngemon
Imperialdramon Paladin Mode
ISAAC'S FORMS
Yasyamon
Devidramon
Samudramon
NeoDevimon
MetalGreymon
Beelzemon
DexDorugoramon
DexDorugoramon D
I may also make some personal edits, like clearing away their Twin DNAs (I haven't really used them and don't want a fifth batch of movesets to babysit) and revamping their appearances. You guys cool with me doing that part on my own?
ELLIOT'S FORMS
Strikedramon
Cooldown increase for Rolling Start. (0 post -> 1 post)
Strength and duration nerfs to Burning Inner Strength. (3 posts -> 2 post, base buff reduced to 30%)
Added Helm Splitter and Blazing Heart.
Rolling Start: Strikedramon rolls before striking his target, allowing him to keep up the momentum while attacking. As he can use this attack while on the move, it is a versatile technique suited for both offensive and defensive usage.
Cooldown: One Post.
Burning Inner Strength: The markings on Strikedramon’s chest glow white, as do the metal plates on his hands, feet, and tail. His attacks grow much stronger and faster. Fueled by Elliot's boundless determination, this boost increases the more injured Elliot becomes.
Magnitude: 30% boost to attack speed and power. At half health, 50% boost to each instead. On last legs, 2x boost to each instead.
Duration: Two Posts.
Cooldown: Two Posts.
RAM Upgrade - Helm Splitter: White flame wraps around Strikedramon's hand as he punches an opponent. When he connects, glowing white cracks spread from the source of impact, leaving the area he targeted drastically weakened.
Magnitude: 50% reduction to defense.
Duration: One Post.
Cooldown: Two Posts.
RAM Upgrade - Blazing Heart: Strikedramon's chest marking glows white as he stands his ground, a barrier of flame shooting forth from his body. This barrier extends to the range of his Rally of the Commander passive, and therefore multiple allies can take shelter within it. Up to three attacks can be absorbed by this barrier: water or ice based attacks extinguish it immediately, and fire-based attacks are absorbed without counting towards the three attack limit. Ultimate level attacks pierce through the barrier, but deal halved damage, while a Mega level Digimon's attack will pierce without even being slowed. Finally, as the barrier is intangible, enemy Digimon can opt to take minor fire damage and pass right through.
Effect Size: 20-foot radius.
Duration: One Post.
Cooldown: Three Posts.
Strength and duration nerfs to Burning Inner Strength. (3 posts -> 2 post, base buff reduced to 30%)
Added Helm Splitter and Blazing Heart.
Rolling Start: Strikedramon rolls before striking his target, allowing him to keep up the momentum while attacking. As he can use this attack while on the move, it is a versatile technique suited for both offensive and defensive usage.
Cooldown: One Post.
Burning Inner Strength: The markings on Strikedramon’s chest glow white, as do the metal plates on his hands, feet, and tail. His attacks grow much stronger and faster. Fueled by Elliot's boundless determination, this boost increases the more injured Elliot becomes.
Magnitude: 30% boost to attack speed and power. At half health, 50% boost to each instead. On last legs, 2x boost to each instead.
Duration: Two Posts.
Cooldown: Two Posts.
RAM Upgrade - Helm Splitter: White flame wraps around Strikedramon's hand as he punches an opponent. When he connects, glowing white cracks spread from the source of impact, leaving the area he targeted drastically weakened.
Magnitude: 50% reduction to defense.
Duration: One Post.
Cooldown: Two Posts.
RAM Upgrade - Blazing Heart: Strikedramon's chest marking glows white as he stands his ground, a barrier of flame shooting forth from his body. This barrier extends to the range of his Rally of the Commander passive, and therefore multiple allies can take shelter within it. Up to three attacks can be absorbed by this barrier: water or ice based attacks extinguish it immediately, and fire-based attacks are absorbed without counting towards the three attack limit. Ultimate level attacks pierce through the barrier, but deal halved damage, while a Mega level Digimon's attack will pierce without even being slowed. Finally, as the barrier is intangible, enemy Digimon can opt to take minor fire damage and pass right through.
Effect Size: 20-foot radius.
Duration: One Post.
Cooldown: Three Posts.
Gargoylemon
Nerfed buff and changed drawback to The Chains are Off. (2x stat boost -> 50% stat boost. Berserk status effect -> 50% mental and physical defense reduction.)
Luminous Blast changed from weak AoE to sandstorm-style effect. (Complete change.)
Boulder Barrage cooldown increase (0 post -> 1 post).
Damage penalty on Sapphire Nail increased. (75% damage -> half damage)
Stone Crusher changed to "charged" attack. (Complete change.)
Added Long Arm of the Law and Shared Burden.
The Chains are Off: Gargoylemon is restrained by chains and sigils all across his body. Breaking these chains drastically increases Gargoylemon’s strength and speed, but leaves his body and mind more vulnerable than before. This cannot be toggled: it is a permanent change until Gargoylemon is forced to de-digivolve.
Magnitude: +50% boost to speed and power, -50% reduction to defense and mental stability.
Luminous Blast: Gargoylemon beats his wings intensely, kicking up a storm of sharded light in his wake. The storm continues to whip around Gargoylemon after its initial summoning, dealing minor damage to any foes standing within 50 feet of him.
Effect Size: 50-foot radius.
Duration: Two Posts.
Cooldown: One Post.
Boulder Barrage: Gargoylemon thrusts a hand into the ground, drawing a fistful of boulders. He flings them at his opponents with reckless abandon.
Cooldown: One Post.
Sapphire Nail: Gargoylemon’s claws encase in jagged crystals as he lunges forward, slicing through unguarded flesh with extra power.
Magnitude: 2x stronger on unarmored targets, half as strong against armored ones.
Cooldown: One Post.
Stone Crusher: Gargoylemon raises four slabs of stone from the ground, one in each direction around an opponent. He then closes his fist, causing the stones to converge on his foe. The initial "hit" of this move will not deal any damage, instead giving an opponent a second chance to break out, protect themselves, or discover a clever means of escape. One high-cooldown (2 post or higher) move from inside, or any move from outside, is sufficient to break through the stone. If not broken out before Gargoylemon's next post, the opponent will take massive damage.
Charge Time: One Post.
Cooldown: Two Posts.
RAM Upgrade - Long Arm of the Law: Gargoylemon launches a golden chain from his wrist, tethering himself to his opponent on a direct hit. He is able to pull targeted foes and objects towards him, but sufficiently strong opponents can try and pull him back. This attack can be used alongside another, but this will double the cooldown of both moves used.
Cooldown: One Post.
RAM Upgrade - Shared Burdens: Gargoylemon mutters an incantation under its breath, glowering beneath the bands over its eyes. Two Digimon on the battlefield become linked by a spectral chain, provided they do not push back against the curse. All damage and healing taken by either target is split equally between them and their partner, as determined by the defense of the Digimon who was hit by the attack.
Duration: Two Posts.
Cooldown: Three Posts.
Luminous Blast changed from weak AoE to sandstorm-style effect. (Complete change.)
Boulder Barrage cooldown increase (0 post -> 1 post).
Damage penalty on Sapphire Nail increased. (75% damage -> half damage)
Stone Crusher changed to "charged" attack. (Complete change.)
Added Long Arm of the Law and Shared Burden.
The Chains are Off: Gargoylemon is restrained by chains and sigils all across his body. Breaking these chains drastically increases Gargoylemon’s strength and speed, but leaves his body and mind more vulnerable than before. This cannot be toggled: it is a permanent change until Gargoylemon is forced to de-digivolve.
Magnitude: +50% boost to speed and power, -50% reduction to defense and mental stability.
Luminous Blast: Gargoylemon beats his wings intensely, kicking up a storm of sharded light in his wake. The storm continues to whip around Gargoylemon after its initial summoning, dealing minor damage to any foes standing within 50 feet of him.
Effect Size: 50-foot radius.
Duration: Two Posts.
Cooldown: One Post.
Boulder Barrage: Gargoylemon thrusts a hand into the ground, drawing a fistful of boulders. He flings them at his opponents with reckless abandon.
Cooldown: One Post.
Sapphire Nail: Gargoylemon’s claws encase in jagged crystals as he lunges forward, slicing through unguarded flesh with extra power.
Magnitude: 2x stronger on unarmored targets, half as strong against armored ones.
Cooldown: One Post.
Stone Crusher: Gargoylemon raises four slabs of stone from the ground, one in each direction around an opponent. He then closes his fist, causing the stones to converge on his foe. The initial "hit" of this move will not deal any damage, instead giving an opponent a second chance to break out, protect themselves, or discover a clever means of escape. One high-cooldown (2 post or higher) move from inside, or any move from outside, is sufficient to break through the stone. If not broken out before Gargoylemon's next post, the opponent will take massive damage.
Charge Time: One Post.
Cooldown: Two Posts.
RAM Upgrade - Long Arm of the Law: Gargoylemon launches a golden chain from his wrist, tethering himself to his opponent on a direct hit. He is able to pull targeted foes and objects towards him, but sufficiently strong opponents can try and pull him back. This attack can be used alongside another, but this will double the cooldown of both moves used.
Cooldown: One Post.
RAM Upgrade - Shared Burdens: Gargoylemon mutters an incantation under its breath, glowering beneath the bands over its eyes. Two Digimon on the battlefield become linked by a spectral chain, provided they do not push back against the curse. All damage and healing taken by either target is split equally between them and their partner, as determined by the defense of the Digimon who was hit by the attack.
Duration: Two Posts.
Cooldown: Three Posts.
Dynasmon
Nerfed Elemental Master's resistance bonus. (30% -> 15%).
Chanted trigger condition for Dragon's Dogma. (Fighting for a high cause -> under effect of a buff move.)
Changed Absorption of the Ten to a passive. (Complete change.)
Changed Wyvern Breath into a damage-over-time attack. (Complete change.)
Nerfed Refraction Cape to only block one projectile.
Increased cooldown on Phantom Blade. (0 post -> 1 post)
Wrath of the Wyrm does more damage if allies or innocents are targeted. (Complete change.)
Added Requiem Seal and Arise, Squire!
Elemental Master: Dynasmon harbors strong elemental resistance due to his ties with elemental warriors of legends past. He has a minor resistance to elemental attacks of any type. For attacks that mix elemental and physical components, such as flaming tackles, only the elemental part is reduced.
Magnitude: 15% resistance against all elements.
Dragon’s Dogma: Dynasmon is the pinnacle of draconic order, and fights his best when he is assured of the nobility of his cause. ((When buffed by an ally, the peace of mind he receives boosts his physical and mental resolves heavily. However, this rush of power only lasts for the duration of the buff.
Magnitude: 50% boost to defense and mental stability if buffed by an ally.
Absorption of The Ten: Dynasmon absorbs the elemental properties of the last attack to strike him, applying them to future attacks. Dynasmon must take the brunt of the hit in order to mimic a technique's element: while defense buffs can apply, an outright dodge or shielding move will prevent him from copying the attack. When using a given element all of Dynasmon's attacks gain a slight amount of elemental-based bonus damage, and his resistance towards that element increases to 30%. His armor also takes on the qualities of the absorbed element, making it obvious and apparent what element he harbors. At least one post must pass between elemental swaps.
Magnitude: +20% elemental bonus damage, 30% resistance to absorbed element (replaces the boost from Elemental Master.)
Wyvern Breath: Dynasmon launches a blast of elemental flame from his mouth, intensifying in power the longer he uses the flame for. An opponent hit by this attack will take damage over time, seared by the element Dynasmon currently harbors.
Duration: Two Posts.
Cooldown: One Post.
Refraction Cape: Dynasmon flips his wing outwards, reflecting an incoming projectile attack and infusing it with his elemental property.
Cooldown: Two Posts.
Phantom Blade: Dynasmon slashes with his claws, the resulting sonic booms extending out to the range of a hulking zanbato.
Cooldown: One Post.
Wrath of the Wyrm: Dynasmon furiously smashes his foe with the gem on his palm, overloading them with the energy empowering him. This attack is fueled by Dynasmon's knightly indignation. If a foe attacks Dynasmon's ally instead of facing him, it grows in power. If a foe decides to attack an innocent or weaker target, it's power greatly intensifies.
Magnitude: 50% stronger if an ally of Dynasmon's has been attacked. Instead becomes 2x stronger if an innocent or lower-leveled Digimon has been attacked.
Cooldown: Two Posts.
RAM Upgrade - Requiem Seal: Dynasmon strikes right for an opponent's core, a distorted grey energy spreading around his palm. On contact it seeps into his foe, intertwining with and disabling their elemental matrix. The last element that the foe has utilized is disabled, unusable for any attacks and no longer conferring any weakness or resistances. Half-physical, half-elemental attacks become weaker, physical-only versions, but are otherwise still usable. If an opponent is capable of utilizing multiple elements (for example, a Lucemon harnessing Light and Darkness), only one is disabled in this fashion.
Duration: Two Posts.
Cooldown: Three Posts.
RAM Upgrade - Arise, Squire!: Dynasmon summons a mote of elemental power, appearing to be a small, helmeted ball of energy, and assigns it to keep watch over an ally. The squire is capable of firing small balls of elemental energy at the command of its master (equivalent in power to an unnamed strike), and also confers a small buff depending on its elemental composition. Fire, Darkness, and Ice squires provide attack buffs. Wood, Steel, and Earth squires provide defense buffs. Wind, Electric, Water, and Light squires provide speed buffs. A single hit, whether direct or AoE, is sufficient to take a squire out and end the move early.
Magnitude: +30% to the listed stat.
Duration: Three Posts.
Cooldown: Three Posts.
Chanted trigger condition for Dragon's Dogma. (Fighting for a high cause -> under effect of a buff move.)
Changed Absorption of the Ten to a passive. (Complete change.)
Changed Wyvern Breath into a damage-over-time attack. (Complete change.)
Nerfed Refraction Cape to only block one projectile.
Increased cooldown on Phantom Blade. (0 post -> 1 post)
Wrath of the Wyrm does more damage if allies or innocents are targeted. (Complete change.)
Added Requiem Seal and Arise, Squire!
Elemental Master: Dynasmon harbors strong elemental resistance due to his ties with elemental warriors of legends past. He has a minor resistance to elemental attacks of any type. For attacks that mix elemental and physical components, such as flaming tackles, only the elemental part is reduced.
Magnitude: 15% resistance against all elements.
Dragon’s Dogma: Dynasmon is the pinnacle of draconic order, and fights his best when he is assured of the nobility of his cause. ((When buffed by an ally, the peace of mind he receives boosts his physical and mental resolves heavily. However, this rush of power only lasts for the duration of the buff.
Magnitude: 50% boost to defense and mental stability if buffed by an ally.
Absorption of The Ten: Dynasmon absorbs the elemental properties of the last attack to strike him, applying them to future attacks. Dynasmon must take the brunt of the hit in order to mimic a technique's element: while defense buffs can apply, an outright dodge or shielding move will prevent him from copying the attack. When using a given element all of Dynasmon's attacks gain a slight amount of elemental-based bonus damage, and his resistance towards that element increases to 30%. His armor also takes on the qualities of the absorbed element, making it obvious and apparent what element he harbors. At least one post must pass between elemental swaps.
Magnitude: +20% elemental bonus damage, 30% resistance to absorbed element (replaces the boost from Elemental Master.)
Wyvern Breath: Dynasmon launches a blast of elemental flame from his mouth, intensifying in power the longer he uses the flame for. An opponent hit by this attack will take damage over time, seared by the element Dynasmon currently harbors.
Duration: Two Posts.
Cooldown: One Post.
Refraction Cape: Dynasmon flips his wing outwards, reflecting an incoming projectile attack and infusing it with his elemental property.
Cooldown: Two Posts.
Phantom Blade: Dynasmon slashes with his claws, the resulting sonic booms extending out to the range of a hulking zanbato.
Cooldown: One Post.
Wrath of the Wyrm: Dynasmon furiously smashes his foe with the gem on his palm, overloading them with the energy empowering him. This attack is fueled by Dynasmon's knightly indignation. If a foe attacks Dynasmon's ally instead of facing him, it grows in power. If a foe decides to attack an innocent or weaker target, it's power greatly intensifies.
Magnitude: 50% stronger if an ally of Dynasmon's has been attacked. Instead becomes 2x stronger if an innocent or lower-leveled Digimon has been attacked.
Cooldown: Two Posts.
RAM Upgrade - Requiem Seal: Dynasmon strikes right for an opponent's core, a distorted grey energy spreading around his palm. On contact it seeps into his foe, intertwining with and disabling their elemental matrix. The last element that the foe has utilized is disabled, unusable for any attacks and no longer conferring any weakness or resistances. Half-physical, half-elemental attacks become weaker, physical-only versions, but are otherwise still usable. If an opponent is capable of utilizing multiple elements (for example, a Lucemon harnessing Light and Darkness), only one is disabled in this fashion.
Duration: Two Posts.
Cooldown: Three Posts.
RAM Upgrade - Arise, Squire!: Dynasmon summons a mote of elemental power, appearing to be a small, helmeted ball of energy, and assigns it to keep watch over an ally. The squire is capable of firing small balls of elemental energy at the command of its master (equivalent in power to an unnamed strike), and also confers a small buff depending on its elemental composition. Fire, Darkness, and Ice squires provide attack buffs. Wood, Steel, and Earth squires provide defense buffs. Wind, Electric, Water, and Light squires provide speed buffs. A single hit, whether direct or AoE, is sufficient to take a squire out and end the move early.
Magnitude: +30% to the listed stat.
Duration: Three Posts.
Cooldown: Three Posts.
MagnaAngemon
Changed Reluctant Cudgel from a buff to an attack.
Adding out-of-combat effect to Burden of Loss.
Made Watcher's Protection non-damaging and added a cooldown (0 post -> 1 post).
Reduced the duration of Melody from the Past. (3 posts -> 2 posts)
Added Plea for Peace and Bear My Torch.
Reluctant Cudgel: MagnaAngemon draws a sanctified staff from his robes, a weapon of last resort he uses only when there is no option but fighting. It leaves behind hallowed burns with each strike, but compared to other Champion level Digimon's attacks it pales in comparison.
Burden of Loss: MagnaAngemon drains the pain from his allies, bearing it in their place. Overuse of this ability can cause MagnaAngemon to pass out from overexertion, or even open wounds on his own person. Out of combat, this can be used to heal even great injuries, at proportional cost to Elliot. In combat, however, it can only be used for quick cures.
Magnitude: Heals equal to 1.5 standard Champion attacks, hurts Elliot for 1 standard Champion attack.
Cooldown: One Post.
Watcher's Protection: MagnaAngemon creates pillars of light in a circle around him, searing any enemy that approaches too closely. ((This short ranged attack deals no damage, but possesses enough pushing force to send enemies flying.
Cooldown: One Post.
Melody From the Past: MagnaAngemon chants a holy song, strengthening the physical defense and mental resolve of any who can hear him. This ability targets up to three allies.
Magnitude: 50% boost to defense and mental stability
Duration: Two Posts.
Cooldown: Two Posts.
RAM Upgrade - Please for Peace: MagnaAngemon raises his hands to the sky, holy lightning gathering at the tips of his fingers. He cannot utilize this lightning by himself. However, it lashes out automatically at those who MagnaAngemon can see harming one another. These lightning strikes are difficult to dodge and target friend or foe alike, yet despite the great pain they cause are incapable of dealing lethal damage.
Duration: Three Posts.
Cooldown: Once per Thread.
RAM Upgrade - Bear My Torch: MagnaAngemon lets go, sacrificing his very form to empower his allies and fight. For one post, MagnaAngemon charges energy, his form fading into a gleaming white silhouette. On his next post he vanishes, leaving an exhausted Elliot behind with a burned-out Digivice. As he fades he fills an ally of his choice with fighting spirit, healing half of their wounds and causing their stats to skyrocket.
Charge Time: One Post.
Magnitude: 50% of all damage taken, 2x to all stats.
Duration: Three Posts.
Cooldown: Once per Thread.
Adding out-of-combat effect to Burden of Loss.
Made Watcher's Protection non-damaging and added a cooldown (0 post -> 1 post).
Reduced the duration of Melody from the Past. (3 posts -> 2 posts)
Added Plea for Peace and Bear My Torch.
Reluctant Cudgel: MagnaAngemon draws a sanctified staff from his robes, a weapon of last resort he uses only when there is no option but fighting. It leaves behind hallowed burns with each strike, but compared to other Champion level Digimon's attacks it pales in comparison.
Burden of Loss: MagnaAngemon drains the pain from his allies, bearing it in their place. Overuse of this ability can cause MagnaAngemon to pass out from overexertion, or even open wounds on his own person. Out of combat, this can be used to heal even great injuries, at proportional cost to Elliot. In combat, however, it can only be used for quick cures.
Magnitude: Heals equal to 1.5 standard Champion attacks, hurts Elliot for 1 standard Champion attack.
Cooldown: One Post.
Watcher's Protection: MagnaAngemon creates pillars of light in a circle around him, searing any enemy that approaches too closely. ((This short ranged attack deals no damage, but possesses enough pushing force to send enemies flying.
Cooldown: One Post.
Melody From the Past: MagnaAngemon chants a holy song, strengthening the physical defense and mental resolve of any who can hear him. This ability targets up to three allies.
Magnitude: 50% boost to defense and mental stability
Duration: Two Posts.
Cooldown: Two Posts.
RAM Upgrade - Please for Peace: MagnaAngemon raises his hands to the sky, holy lightning gathering at the tips of his fingers. He cannot utilize this lightning by himself. However, it lashes out automatically at those who MagnaAngemon can see harming one another. These lightning strikes are difficult to dodge and target friend or foe alike, yet despite the great pain they cause are incapable of dealing lethal damage.
Duration: Three Posts.
Cooldown: Once per Thread.
RAM Upgrade - Bear My Torch: MagnaAngemon lets go, sacrificing his very form to empower his allies and fight. For one post, MagnaAngemon charges energy, his form fading into a gleaming white silhouette. On his next post he vanishes, leaving an exhausted Elliot behind with a burned-out Digivice. As he fades he fills an ally of his choice with fighting spirit, healing half of their wounds and causing their stats to skyrocket.
Charge Time: One Post.
Magnitude: 50% of all damage taken, 2x to all stats.
Duration: Three Posts.
Cooldown: Once per Thread.
AeroVeedramon
Added snare-breaking effect effect to Dragon Ascent. (0 post -> 1 post.)
Veedra Arrow now penetrates defense passives and buffs, with cooldown increase. (0 post -> 1 post.)
Added Skydancer and Pinion.
RAM Upgrade - Skydancer: AeroVeedramon's true speed lies not in the skies or on land, but in the periods between. AeroVeedramon's powerful legs and wings work in tandem to provide a rush of speed when taking off into the air, and his bulky frame makes it easy to roll through into a smooth, speedy landing. These allow AeroVeedramon to maintain rapid speed when switching between the two modes of combat, but if forced to keep in one position his speed noticeably decreases.
Magnitude: +50% speed during a post where AeroVeedramon takes off or lands.
Dragon Ascent: AeroVeedramon leaps into the sky, bucking his head upwards to smash whoever has the misfortune of being directly in front of him. The sheer strength of AeroVeedramon's legs and wings allows this technique to push past any restraint, including grapples and snaring techniques.))
Cooldown: One Post.
Veedra Arrow: AeroVeedramon launches razor sharp crescents of wind from his wings, firing them widely and haphazardly. They are thin enough to slip through most forms of defense, circumventing any defensive passives or defense buffs that an opponent may possess, but are otherwise very weak. Active shields or dodges are not impacted.)) AeroVeedramon must stay still when using this move if airborne, for obvious reasons, but on the ground he can still move freely.
Cooldown: One Post.
RAM Upgrade - Pinion: AeroVeedramon viciously bashes an opponent upside the head with a palm strike. While they'll be fine on the ground, they'll find themselves incapable of leaving it without crippling airsickness. Any and all forms of flight are disabled, and being taken into the air by friend or foe alike will leave the target nauseous and disoriented.
Duration: Two Posts.
Cooldown: Two Posts.
Veedra Arrow now penetrates defense passives and buffs, with cooldown increase. (0 post -> 1 post.)
Added Skydancer and Pinion.
RAM Upgrade - Skydancer: AeroVeedramon's true speed lies not in the skies or on land, but in the periods between. AeroVeedramon's powerful legs and wings work in tandem to provide a rush of speed when taking off into the air, and his bulky frame makes it easy to roll through into a smooth, speedy landing. These allow AeroVeedramon to maintain rapid speed when switching between the two modes of combat, but if forced to keep in one position his speed noticeably decreases.
Magnitude: +50% speed during a post where AeroVeedramon takes off or lands.
Dragon Ascent: AeroVeedramon leaps into the sky, bucking his head upwards to smash whoever has the misfortune of being directly in front of him. The sheer strength of AeroVeedramon's legs and wings allows this technique to push past any restraint, including grapples and snaring techniques.))
Cooldown: One Post.
Veedra Arrow: AeroVeedramon launches razor sharp crescents of wind from his wings, firing them widely and haphazardly. They are thin enough to slip through most forms of defense, circumventing any defensive passives or defense buffs that an opponent may possess, but are otherwise very weak. Active shields or dodges are not impacted.)) AeroVeedramon must stay still when using this move if airborne, for obvious reasons, but on the ground he can still move freely.
Cooldown: One Post.
RAM Upgrade - Pinion: AeroVeedramon viciously bashes an opponent upside the head with a palm strike. While they'll be fine on the ground, they'll find themselves incapable of leaving it without crippling airsickness. Any and all forms of flight are disabled, and being taken into the air by friend or foe alike will leave the target nauseous and disoriented.
Duration: Two Posts.
Cooldown: Two Posts.
SlashAngemon
Clarified that Pursuit of Justice increases modified move's cooldown by 1 post.
Added cooldown to Whirling Dervish. (0 post -> 1 post).
Replaced Explosive Rune with Duelist's Rune. (Complete change.)
Decreased duration and buff of Armor of the Blade, but added secondary effect. (2x defense boost -> 75% defense boost. Duration 3 posts -> 2 posts.)
Reduced attack buff on Burden of Pain but increased uses per thread. (33% buff with 3 uses -> 20% buff with 5 uses.)
Replaced Wall of Steel with Dome of Steel. (Complete change.)
Added Duel of the Fates and Weakness Identified.
Pursuit of Justice: SlashAngemon’s large, bladed arm guards are connected to his hands through tightly wound chains. During any move or basic attack, Elliot can choose to extend its range by shooting one or both blades out on their chain. The cooldown of the extended move increases by one, as it takes a post to retract the chains and recover the blade.
RAM Upgrade - Duel of the Fates: SlashAngemon is a fair and honorable combatant, often waving off even his own twin so that he can ensure a fight is being fought evenly. Many enemies do not extend this courtesy to him. Many swiftly come to regret it. For every (non-mercenary) opponent SlashAngemon is actively battling of his level or higher, his general combat aptitude increases. Every ally on SlashAngemon's side, including Isaac, cancels one instance of this bonus. Twins count as one Digimon total for the purpose of this bonus.
Magnitude: +30% boost for every Digimon SlashAngemon faces, capping at doubled combat capability against 4 or more opponents.
Whirling Dervish: SlashAngemon gracefully dances across the battlefield, using every part of his body as a weapon. Approach during this attack is difficult, but his focus on attacking makes projectile ambushes easy.
Cooldown: One Post.
Duelist's Rune: SlashAngemon traces a rune of holy light ((onto an opponent's body, leaving a bright and obvious sigil where it plants its blade. If the opposing Digimon targets any Digimon besides SlashAngemon with any move, or is aided by a buff or healing move from an ally, they are seared by hallowed burns.
Duration: Two Posts.
Cooldown: Two Posts.
Armor of the Blade: SlashAngemon knights an ally, encasing them in chrome at the touch of his sword. Defense increases greatly, and small, blade-like spikes on the armor facilitate up close attacks. Unnamed attacks become as strong as standard 0-cooldown attacks while this armor is active.
Magnitude: 75% defense boost.
Duration: Two Posts.
Cooldown: Two Posts.
Burden of Pain: SlashAngemon takes the pain from his allies and turns it into power. Every time he heals an ally he gets stronger, but at the same time his own injuries get more debilitating. It can only be safely used five times before SlashAngemon can't take the strain.
Magnitude: Heals equal to 1.5 standard Mega attacks, but damages Elliot for 1 standard Mega attack. Also gives a passive 20% boost to attack per usage, capping at 100%.
Cooldown: Two Posts.
Dome of Steel: SlashAngemon raises a tempest of swirling blades from the ground, forming a dome with a 100 foot radius. Physically passing through the wall is very painful, and the density of knives stops most projectiles from slipping through, making this an ideal technique for keeping a battle on fair terms.
Effect Size: Dome with 100 foot radius.
Duration: Three Posts.
Cooldown: Three Posts
RAM Upgrade - Weakness Identified: What seems to be a basic strike is actually the product of conscious awareness and study throughout the battle. SlashAngemon times and angles his blow so that he can strike his foe at their weakest moment. Each successful usage of Weakness Identified increases the power of future.
Magnitude: +25% damage for every usage of Weakness Identified, capping at double damage uses.
Cooldown: One Post.
Added cooldown to Whirling Dervish. (0 post -> 1 post).
Replaced Explosive Rune with Duelist's Rune. (Complete change.)
Decreased duration and buff of Armor of the Blade, but added secondary effect. (2x defense boost -> 75% defense boost. Duration 3 posts -> 2 posts.)
Reduced attack buff on Burden of Pain but increased uses per thread. (33% buff with 3 uses -> 20% buff with 5 uses.)
Replaced Wall of Steel with Dome of Steel. (Complete change.)
Added Duel of the Fates and Weakness Identified.
Pursuit of Justice: SlashAngemon’s large, bladed arm guards are connected to his hands through tightly wound chains. During any move or basic attack, Elliot can choose to extend its range by shooting one or both blades out on their chain. The cooldown of the extended move increases by one, as it takes a post to retract the chains and recover the blade.
RAM Upgrade - Duel of the Fates: SlashAngemon is a fair and honorable combatant, often waving off even his own twin so that he can ensure a fight is being fought evenly. Many enemies do not extend this courtesy to him. Many swiftly come to regret it. For every (non-mercenary) opponent SlashAngemon is actively battling of his level or higher, his general combat aptitude increases. Every ally on SlashAngemon's side, including Isaac, cancels one instance of this bonus. Twins count as one Digimon total for the purpose of this bonus.
Magnitude: +30% boost for every Digimon SlashAngemon faces, capping at doubled combat capability against 4 or more opponents.
Whirling Dervish: SlashAngemon gracefully dances across the battlefield, using every part of his body as a weapon. Approach during this attack is difficult, but his focus on attacking makes projectile ambushes easy.
Cooldown: One Post.
Duelist's Rune: SlashAngemon traces a rune of holy light ((onto an opponent's body, leaving a bright and obvious sigil where it plants its blade. If the opposing Digimon targets any Digimon besides SlashAngemon with any move, or is aided by a buff or healing move from an ally, they are seared by hallowed burns.
Duration: Two Posts.
Cooldown: Two Posts.
Armor of the Blade: SlashAngemon knights an ally, encasing them in chrome at the touch of his sword. Defense increases greatly, and small, blade-like spikes on the armor facilitate up close attacks. Unnamed attacks become as strong as standard 0-cooldown attacks while this armor is active.
Magnitude: 75% defense boost.
Duration: Two Posts.
Cooldown: Two Posts.
Burden of Pain: SlashAngemon takes the pain from his allies and turns it into power. Every time he heals an ally he gets stronger, but at the same time his own injuries get more debilitating. It can only be safely used five times before SlashAngemon can't take the strain.
Magnitude: Heals equal to 1.5 standard Mega attacks, but damages Elliot for 1 standard Mega attack. Also gives a passive 20% boost to attack per usage, capping at 100%.
Cooldown: Two Posts.
Dome of Steel: SlashAngemon raises a tempest of swirling blades from the ground, forming a dome with a 100 foot radius. Physically passing through the wall is very painful, and the density of knives stops most projectiles from slipping through, making this an ideal technique for keeping a battle on fair terms.
Effect Size: Dome with 100 foot radius.
Duration: Three Posts.
Cooldown: Three Posts
RAM Upgrade - Weakness Identified: What seems to be a basic strike is actually the product of conscious awareness and study throughout the battle. SlashAngemon times and angles his blow so that he can strike his foe at their weakest moment. Each successful usage of Weakness Identified increases the power of future.
Magnitude: +25% damage for every usage of Weakness Identified, capping at double damage uses.
Cooldown: One Post.
Imperialdramon Paladin Mode
Increased range on Aura of Protection. (Arms reach -> 100 foot radius.)
Increased Splendor Blade's cooldown. (0 post -> 1 post)
Completely changed the effect of Sigil of the Sword. (Complete change.)
Reduced Rally the Charge's duration. (3 posts -> 2 posts)
Increased Radiant Dawn's cooldown. (0 post -> 1 post)
Added Undying Loyalty and Stand As One.
Aura of Protection: Holy energy constantly radiates from Imperialdramon, wrapping around those he cares most deeply about to shield them. Allies within reach of Imperialdramon are given strong protection from damage. The aura's strength is based around hope; when Elliot is filled with determination his aura can reach up to Imperialdramon's wingspan in radius, while when his will is broken it shrivels up to nothing. This does not effect Elliot, instead impacting his allies alone.
Effect Range: Imperialdramon's wingspan.
Magnitude: 30% damage reduction.
RAM Upgrade - Undying Loyalty: Not even death is capable of breaking Imperialdramon's vows. If Elliot is forcibly de-Digivolved, knocked out, or (god forbid) killed, Imperialdramon's spirit remains manifested on the battlefield. He hovers among his allies, passively providing the effect of Know No Pain throughout the battle. The spirit can be dispelled by being hit by any technique, but will return the next post to continue providing aid. This lasts until all of his allies have fallen, at which point Imperialdramon fades from the battlefield.
Splendor Blade: Imperialdramon's sword glows radiantly, leaving behind a burning trail of energy as he gives it a hefty swing. Any who touch the lingering light are seared just as badly as they would be on a direct hit, although spared the pain of cold steel.
Cooldown: One Post.
Sigil of the Sword: Imperialdramon traces a glowing holy symbol in the air with his sword. If an allied Digimon makes contact with the sigil, all of their combat parameters increase by a moderate amount. If an enemy Digimon makes contact with it, their combat parameters decrease instead.
Mangitude: 25% increase (if allied) or decrease (if enemy) to all stats.
Duration: Two Posts.
Cooldown: Two Posts.
Rally the Charge!: Imperialdramon points its sword with authority at a nearby opponent, marking him for retribution. If the target does not avoid this judgment-filled point, they are marked for battle. Attacks made against this opponent alone are greatly intensified in damage.
Magnitude: 2x damage against the chosen target only.
Duration: Two Posts.
Cooldown: Two Posts
Radiant Dawn: Imperialdramon unfurls his wings, energy building up at each of his wingtips. They seem to form a halo around Imperialdramon before firing off in three bright pulses of light. The damage is strongest when closest to Imperialdramon.
Cooldown: One Post.
RAM Upgrade - We Stand As One: Imperialdramon raises his sword high, basking the battlefield in a radiant light. His resolve melds into the very fabric of his allies' data, preventing their bodies from giving out on them no matter what punishment they endure. While this move is active, none of Imperialdramon's allies can fall in battle. This move ends either when its duration is up or when Imperialdramon is defeated, whichever is sooner.
Duration: Three Posts.
Cooldown: Once Per Thread.
Increased Splendor Blade's cooldown. (0 post -> 1 post)
Completely changed the effect of Sigil of the Sword. (Complete change.)
Reduced Rally the Charge's duration. (3 posts -> 2 posts)
Increased Radiant Dawn's cooldown. (0 post -> 1 post)
Added Undying Loyalty and Stand As One.
Aura of Protection: Holy energy constantly radiates from Imperialdramon, wrapping around those he cares most deeply about to shield them. Allies within reach of Imperialdramon are given strong protection from damage. The aura's strength is based around hope; when Elliot is filled with determination his aura can reach up to Imperialdramon's wingspan in radius, while when his will is broken it shrivels up to nothing. This does not effect Elliot, instead impacting his allies alone.
Effect Range: Imperialdramon's wingspan.
Magnitude: 30% damage reduction.
RAM Upgrade - Undying Loyalty: Not even death is capable of breaking Imperialdramon's vows. If Elliot is forcibly de-Digivolved, knocked out, or (god forbid) killed, Imperialdramon's spirit remains manifested on the battlefield. He hovers among his allies, passively providing the effect of Know No Pain throughout the battle. The spirit can be dispelled by being hit by any technique, but will return the next post to continue providing aid. This lasts until all of his allies have fallen, at which point Imperialdramon fades from the battlefield.
Splendor Blade: Imperialdramon's sword glows radiantly, leaving behind a burning trail of energy as he gives it a hefty swing. Any who touch the lingering light are seared just as badly as they would be on a direct hit, although spared the pain of cold steel.
Cooldown: One Post.
Sigil of the Sword: Imperialdramon traces a glowing holy symbol in the air with his sword. If an allied Digimon makes contact with the sigil, all of their combat parameters increase by a moderate amount. If an enemy Digimon makes contact with it, their combat parameters decrease instead.
Mangitude: 25% increase (if allied) or decrease (if enemy) to all stats.
Duration: Two Posts.
Cooldown: Two Posts.
Rally the Charge!: Imperialdramon points its sword with authority at a nearby opponent, marking him for retribution. If the target does not avoid this judgment-filled point, they are marked for battle. Attacks made against this opponent alone are greatly intensified in damage.
Magnitude: 2x damage against the chosen target only.
Duration: Two Posts.
Cooldown: Two Posts
Radiant Dawn: Imperialdramon unfurls his wings, energy building up at each of his wingtips. They seem to form a halo around Imperialdramon before firing off in three bright pulses of light. The damage is strongest when closest to Imperialdramon.
Cooldown: One Post.
RAM Upgrade - We Stand As One: Imperialdramon raises his sword high, basking the battlefield in a radiant light. His resolve melds into the very fabric of his allies' data, preventing their bodies from giving out on them no matter what punishment they endure. While this move is active, none of Imperialdramon's allies can fall in battle. This move ends either when its duration is up or when Imperialdramon is defeated, whichever is sooner.
Duration: Three Posts.
Cooldown: Once Per Thread.
ISAAC'S FORMS
Yasyamon
Matching duration and cooldown decreases for Imp-Air. (Duration 3 posts -> 2 posts, cooldown 2 posts -> 1 post)
Cross Slash now rebounds off of walls, but received a cooldown nerf. (0 post -> 1 post)
Effect change, duration nerf, and cooldown nerf added to Earth's Blessings. (Duration 3 posts -> 2 posts, cooldown 1 post -> 2 posts. Buff strength now based on Yasyamon's stats.)
Added secondary effect and cooldown nerf to Puppet Master (2 posts -> 3 posts. Reduces stats of opponents who resist).
Added Geomancy and Trouble Bruin
Imp-air: Yasyamon viciously slams his two blades into an exposed limb, attempting to damage it and diminish its usefulness. The targeted limb cannot be used for attacks or any strenuous activity.
Duration: Two Posts.
Cooldown: One Post.
Cross Slash: Yasyamon swings his two blades across each other, an x-shaped shockwave shooting out to strike opponents from afar. While this attack is not very strong, it can rebound off of surfaces a single time, splitting into two slash-shaped shockwaves that move in a V formation. Be careful not to get hit when dodging!
Cooldown: One Post.
Earth’s Blessings: Yasyamon gives another Digimon a blessing, empowering their strikes with life’s energy. The magnitude of this buff is based on Yasyamon's current attack power, not that of his target!
Magnitude: Adds half an attack's worth of nature damage to each physical strike.
Duration: Two Posts.
Cooldown: Two Post.
Puppet Master: Yasyamon sticks his fingers out at another Digimon, piercing them with wispy puppet strings. Voices whisper in their ear, telling them to simply sit back and relax as Yasyamon attempts to guide their actions. Yasyamon's guidance can be resisted by stronger-willed Digimon, but the struggle to do so hampers opponents in battle.
Magnitude: All stats lowered by 25%, unless following Yasyamon's directions.
Duration: Two Posts.
Cooldown: Three Posts.
RAM Upgrade - Geomancy: Yasyamon whistles, the ground itself moving at his beck and call. Whether in the form of a sinkhole, a grasping vine, or a jagged piece of debris, a simple trap takes hold around a target's leg. This attack does not entirely prevent movement, but it tethers an opponent to stay within ten footsteps (proportional to the target's size: a large Greymon will have a lot more room than a small Witchmon!) of the trap at all times.
Effect Size: Ten-Step Radius.
Duration: Two Posts.
Cooldown: One Post.
RAM Upgrade - Trouble Bruin: Yasyamon leaps in the air, tossing the bear from its backpack onto the ground. It grows to the size of a large Champion Digimon, although its appearance is otherwise unchanged. This bear becomes an asset in combat, following Yasyamon's orders each turn. It can strike with the force of a Champion-level attack each turn, and just from sheer size alone can serve as a serviceable meatshield. However, the bear doesn't last forever: if it takes five attacks across the entire thread, or is destroyed in its smaller form, it is rendered useless for the rest of the thread.
Duration: Three Posts.
Cooldown: Three Posts.
Cross Slash now rebounds off of walls, but received a cooldown nerf. (0 post -> 1 post)
Effect change, duration nerf, and cooldown nerf added to Earth's Blessings. (Duration 3 posts -> 2 posts, cooldown 1 post -> 2 posts. Buff strength now based on Yasyamon's stats.)
Added secondary effect and cooldown nerf to Puppet Master (2 posts -> 3 posts. Reduces stats of opponents who resist).
Added Geomancy and Trouble Bruin
Imp-air: Yasyamon viciously slams his two blades into an exposed limb, attempting to damage it and diminish its usefulness. The targeted limb cannot be used for attacks or any strenuous activity.
Duration: Two Posts.
Cooldown: One Post.
Cross Slash: Yasyamon swings his two blades across each other, an x-shaped shockwave shooting out to strike opponents from afar. While this attack is not very strong, it can rebound off of surfaces a single time, splitting into two slash-shaped shockwaves that move in a V formation. Be careful not to get hit when dodging!
Cooldown: One Post.
Earth’s Blessings: Yasyamon gives another Digimon a blessing, empowering their strikes with life’s energy. The magnitude of this buff is based on Yasyamon's current attack power, not that of his target!
Magnitude: Adds half an attack's worth of nature damage to each physical strike.
Duration: Two Posts.
Cooldown: Two Post.
Puppet Master: Yasyamon sticks his fingers out at another Digimon, piercing them with wispy puppet strings. Voices whisper in their ear, telling them to simply sit back and relax as Yasyamon attempts to guide their actions. Yasyamon's guidance can be resisted by stronger-willed Digimon, but the struggle to do so hampers opponents in battle.
Magnitude: All stats lowered by 25%, unless following Yasyamon's directions.
Duration: Two Posts.
Cooldown: Three Posts.
RAM Upgrade - Geomancy: Yasyamon whistles, the ground itself moving at his beck and call. Whether in the form of a sinkhole, a grasping vine, or a jagged piece of debris, a simple trap takes hold around a target's leg. This attack does not entirely prevent movement, but it tethers an opponent to stay within ten footsteps (proportional to the target's size: a large Greymon will have a lot more room than a small Witchmon!) of the trap at all times.
Effect Size: Ten-Step Radius.
Duration: Two Posts.
Cooldown: One Post.
RAM Upgrade - Trouble Bruin: Yasyamon leaps in the air, tossing the bear from its backpack onto the ground. It grows to the size of a large Champion Digimon, although its appearance is otherwise unchanged. This bear becomes an asset in combat, following Yasyamon's orders each turn. It can strike with the force of a Champion-level attack each turn, and just from sheer size alone can serve as a serviceable meatshield. However, the bear doesn't last forever: if it takes five attacks across the entire thread, or is destroyed in its smaller form, it is rendered useless for the rest of the thread.
Duration: Three Posts.
Cooldown: Three Posts.
Devidramon
Changed Fade Away to a combat passive, giving a bonus to attacks made while cloaked. (Complete change)
Nerfed duration and power of Malice Glare's effect. (75% reduction to 50% reduction, 3 posts -> 2 posts)
Changed Demon of a Thousand Eyes to an active, perception-boosting move. (Complete change)
Drastically increase cooldown on Imp-Ale. (0 posts -> 3 posts)
Damage penalty on Ruby Nail increased. (75% damage -> half damage)
Added Lights Out and Night Trap.
Fade Away: Devidramon’s scales are capable of changing color to match his surroundings, only the red spots of his eyes giving away his current position. This allows him to befuddle the minds of his opponents, attack from the shadows, and hide more easily if a fight takes a turn for the worse. Attacks made while cloaked deal extra damage to unsuspecting foes: if an opponent is aware of Isaac's current location, neutralizes the cloaking, or can otherwise detect him coming, this bonus does not apply. While this can be used constantly out of combat, in combat at least one post must pass between uses.
Magnitude: 50% extra damage dealt to unsuspecting foes.
Attacks:
Malice Glare: Devidramon menacingly stares into an opponent’s eyes. Those who feel doubt are greatly slowed, but those firm in conviction, either good or evil, are unburdened.
Magnitude: 50% speed reduction.
Duration: Two Posts.
Cooldown: Two Posts
Demon of a Thousand Eyes: Devidramon is capable of opening up eyes all over his body, including his elbows, his knees, his tail, and his back. While Devidramon gets a bad case of sensory overload if he keeps these eyes active for too long, they are integral for spotting ambushes and aid Devidramon greatly in noticing attacks.
Magnitude: +25% accuracy and evasion increase.
Duration: Two Posts.
Cooldown: One Post.
Imp-ale: Devidramon rears back, then descends tail-first. The tip of his tail separates to try and skewer anyone in his way. While this attack loses most of its power on a glancing blow, a direct hit from this blow can be crippling.
Cooldown: Three Posts.
Ruby Nail: Devidramon’s claws heat an ominous red as he pounces toward his opponent. They sear through metals, making the attack more even more painful against more heavily armored foes.
Magnitude: 2x stronger on armored targets, half as strong against unarmored ones.
Cooldown: One Post
RAM Upgrade - Lights Out: Devidramon generates a sphere of darkness in its hand, smashing it into the ground to create a dome with a 50 foot radius. No light can penetrate into this sphere, and any techniques that would create light (such as fire or light based techniques) can only shed light 5 feet from the source. Devidramon can see perfectly through this darkness, but even other dark-dwelling Digimon may find themselves struggling.
Effect Size: 50-foot radius.
Duration: Three Posts.
Cooldown: Two Posts.
RAM Upgrade - Night Trap: Devidramon extends his shadow forward, unfurling it into a mass of grasping tendrils. If they grasp Devidramon's opponent, they are left chilled and immobilized. Normally, this attack can only stretch about three body lengths forward. However, if Devidramon's shadow touches another, he can poke his tendrils through that shadow instead.
Duration: One Post.
Cooldown: Two Posts.
Nerfed duration and power of Malice Glare's effect. (75% reduction to 50% reduction, 3 posts -> 2 posts)
Changed Demon of a Thousand Eyes to an active, perception-boosting move. (Complete change)
Drastically increase cooldown on Imp-Ale. (0 posts -> 3 posts)
Damage penalty on Ruby Nail increased. (75% damage -> half damage)
Added Lights Out and Night Trap.
Fade Away: Devidramon’s scales are capable of changing color to match his surroundings, only the red spots of his eyes giving away his current position. This allows him to befuddle the minds of his opponents, attack from the shadows, and hide more easily if a fight takes a turn for the worse. Attacks made while cloaked deal extra damage to unsuspecting foes: if an opponent is aware of Isaac's current location, neutralizes the cloaking, or can otherwise detect him coming, this bonus does not apply. While this can be used constantly out of combat, in combat at least one post must pass between uses.
Magnitude: 50% extra damage dealt to unsuspecting foes.
Attacks:
Malice Glare: Devidramon menacingly stares into an opponent’s eyes. Those who feel doubt are greatly slowed, but those firm in conviction, either good or evil, are unburdened.
Magnitude: 50% speed reduction.
Duration: Two Posts.
Cooldown: Two Posts
Demon of a Thousand Eyes: Devidramon is capable of opening up eyes all over his body, including his elbows, his knees, his tail, and his back. While Devidramon gets a bad case of sensory overload if he keeps these eyes active for too long, they are integral for spotting ambushes and aid Devidramon greatly in noticing attacks.
Magnitude: +25% accuracy and evasion increase.
Duration: Two Posts.
Cooldown: One Post.
Imp-ale: Devidramon rears back, then descends tail-first. The tip of his tail separates to try and skewer anyone in his way. While this attack loses most of its power on a glancing blow, a direct hit from this blow can be crippling.
Cooldown: Three Posts.
Ruby Nail: Devidramon’s claws heat an ominous red as he pounces toward his opponent. They sear through metals, making the attack more even more painful against more heavily armored foes.
Magnitude: 2x stronger on armored targets, half as strong against unarmored ones.
Cooldown: One Post
RAM Upgrade - Lights Out: Devidramon generates a sphere of darkness in its hand, smashing it into the ground to create a dome with a 50 foot radius. No light can penetrate into this sphere, and any techniques that would create light (such as fire or light based techniques) can only shed light 5 feet from the source. Devidramon can see perfectly through this darkness, but even other dark-dwelling Digimon may find themselves struggling.
Effect Size: 50-foot radius.
Duration: Three Posts.
Cooldown: Two Posts.
RAM Upgrade - Night Trap: Devidramon extends his shadow forward, unfurling it into a mass of grasping tendrils. If they grasp Devidramon's opponent, they are left chilled and immobilized. Normally, this attack can only stretch about three body lengths forward. However, if Devidramon's shadow touches another, he can poke his tendrils through that shadow instead.
Duration: One Post.
Cooldown: Two Posts.
Samudramon
Renamed Ronin's Revenge to Ronin's Defiance and changed its triggering condition. (Fighting for personal grudge -> under the effect of a debuff)
Nerfed the duration and the cooldown of Binding Blade. (Duration 4 posts -> 3 posts. Cooldown 2 posts -> 3 posts.)
Added cooldown to Imp-act. (0 posts -> 1 post)
Added defense reduction debuff to Phosphorous Bow. (Complete change).
Nerfed magnitude and duration of Ronin Rage. (Buff 30%->50%->2x instead of 50%->75%->2x.
Added armor break effect to Terra Blade.
Added Leading Strike and Old Reliable
Ronin’s Defiance: To try and deter Samudramon does little more than anger him. His strikes become harder and faster when subject to debuffs, potentially to a degree that can overwhelm the debuff itself! Once the debuff passes, so too does Samudramon's surge of defiant strength.
Magnitude: 50% boost to attack power and attack speed if subject to a debuff.))
RAM Upgrade - Old Reliable: Samudramon's chaotic swings may look untrained, but they belie surprising amounts of precision and battlefield awareness. If Samudramon's attack is dodged or blocked, his sharp instinct allows him to ease up on his strike, leaving less cooldown period before the move can be used again.
Magnitude: -1 cooldown, if attack doesn't connect.
Attacks:
Binding Blade: Samudramon thrusts his sword into his foe, stabbing at their very fighting spirit. The last move they used is sealed from further usage.
Duration: Three Posts.
Cooldown: Three Posts.
Imp-act: Samudramon lowers down shoulder-first, focusing all of his weight onto a blade-edged shoulder tackle.
Cooldown: One Post.
Phosphorous Bow: Samudramon holds his blades like a bow, launching arrows of burning atmospheric energy. These arrows sear the armor of foes that they hit, with the severity of this debuff increasing each time it is used against the same target.
Magnitude: 10% defense debuff. Increases by 10% each time it hits the same target, up to 50%.
Duration: One Post.
Cooldown: One Post.
Ronin Rage: Samudramon gives in to his bloodlust, entering a chaotic berserker rage. The more wounded a target, the more viciously he pursues them.
Magnitude: 30% boost to power if a foe is at half health. 50% boost to power if a foe is at a quarter of their health. 2x boost to power if a foe is on their last legs.
Duration: Two Posts.
Cooldown: Two Posts
Terra Blade: Samudramon raises his swords skywards, empowering them with atmospheric energy. It swirls around the blades and triples their size as Samudramon slams them into an enemy. A highly damaging attack that smashes through shielding moves used against it.
Charge Time: One Post.
Cooldown: Two Posts.
RAM Upgrade - Leading Strike: Samudramon hits the opponent with a single, simple sword strike. While a basic-level attack, it's true purpose is to build momentum for Samudramon's combination attacks. The next attack used after Leading Strike gains additional properties, at the cost of doubling its cooldown:
Imp-Act slices an opponent painfully, causing them to take bleed damage next post.
Heavy Storm's power condenses into Samudramon's palm, turning it into a single-target move.
Phopshorous Blow's arrow burns twice as brightly, inflicting a 20% defense debuff instead of a 10% one.
Terra Blade triggers without needing to charge, but its overall power is reduced by 30%.
Cooldown: One Post.
Nerfed the duration and the cooldown of Binding Blade. (Duration 4 posts -> 3 posts. Cooldown 2 posts -> 3 posts.)
Added cooldown to Imp-act. (0 posts -> 1 post)
Added defense reduction debuff to Phosphorous Bow. (Complete change).
Nerfed magnitude and duration of Ronin Rage. (Buff 30%->50%->2x instead of 50%->75%->2x.
Added armor break effect to Terra Blade.
Added Leading Strike and Old Reliable
Ronin’s Defiance: To try and deter Samudramon does little more than anger him. His strikes become harder and faster when subject to debuffs, potentially to a degree that can overwhelm the debuff itself! Once the debuff passes, so too does Samudramon's surge of defiant strength.
Magnitude: 50% boost to attack power and attack speed if subject to a debuff.))
RAM Upgrade - Old Reliable: Samudramon's chaotic swings may look untrained, but they belie surprising amounts of precision and battlefield awareness. If Samudramon's attack is dodged or blocked, his sharp instinct allows him to ease up on his strike, leaving less cooldown period before the move can be used again.
Magnitude: -1 cooldown, if attack doesn't connect.
Attacks:
Binding Blade: Samudramon thrusts his sword into his foe, stabbing at their very fighting spirit. The last move they used is sealed from further usage.
Duration: Three Posts.
Cooldown: Three Posts.
Imp-act: Samudramon lowers down shoulder-first, focusing all of his weight onto a blade-edged shoulder tackle.
Cooldown: One Post.
Phosphorous Bow: Samudramon holds his blades like a bow, launching arrows of burning atmospheric energy. These arrows sear the armor of foes that they hit, with the severity of this debuff increasing each time it is used against the same target.
Magnitude: 10% defense debuff. Increases by 10% each time it hits the same target, up to 50%.
Duration: One Post.
Cooldown: One Post.
Ronin Rage: Samudramon gives in to his bloodlust, entering a chaotic berserker rage. The more wounded a target, the more viciously he pursues them.
Magnitude: 30% boost to power if a foe is at half health. 50% boost to power if a foe is at a quarter of their health. 2x boost to power if a foe is on their last legs.
Duration: Two Posts.
Cooldown: Two Posts
Terra Blade: Samudramon raises his swords skywards, empowering them with atmospheric energy. It swirls around the blades and triples their size as Samudramon slams them into an enemy. A highly damaging attack that smashes through shielding moves used against it.
Charge Time: One Post.
Cooldown: Two Posts.
RAM Upgrade - Leading Strike: Samudramon hits the opponent with a single, simple sword strike. While a basic-level attack, it's true purpose is to build momentum for Samudramon's combination attacks. The next attack used after Leading Strike gains additional properties, at the cost of doubling its cooldown:
Imp-Act slices an opponent painfully, causing them to take bleed damage next post.
Heavy Storm's power condenses into Samudramon's palm, turning it into a single-target move.
Phopshorous Blow's arrow burns twice as brightly, inflicting a 20% defense debuff instead of a 10% one.
Terra Blade triggers without needing to charge, but its overall power is reduced by 30%.
Cooldown: One Post.
NeoDevimon
Reduced duration and cooldown for Howl of the Damned. (Duration 3 posts -> 2 posts. Cooldown 2 posts -> 1 post.)
Lowered duration of Mask of Madness, changed its cooldown, and clarified how it functions. (Duration 4 posts -> 3 posts. Cooldown 2 posts if missed, 1 post if hit.)
Added Blood for Blood and Out of the Inferno
Howl of the Damned: NeoDevimon shrieks in a fiendish tongue, badly scrambling the minds of any who listen to him.
Magnitude: 50% reduction in focus.
Duration: Two Posts.
Cooldown: One Post.
Imp-rint: NeoDevimon tears his mask off to slam it onto an enemy’s face, forcing them to experience hazy, demonic visions. The opponent will be left almost unable to discern what's real and what is fearful fantasy, making landing and avoiding attacks far harder. Cannot be used again after a successful hit, as NeoDevimon is left unmasked and highly vulnerable after usage.
Duration: Three Posts.
Cooldown: Two Posts (if missed), Once Per Thread (after hitting).
RAM Upgrade - Blood for Blood: NeoDevimon's mask breaks apart, its split halves curving inwards like a monstrous mouth. He lunges forward to impale a foe with it, draining their data greedily through the mask. NeoDevimon heals back half of the damage dealt by this attack.
Cooldown: Three Posts.
RAM Upgrade - Out of the Inferno: NeoDevimon flings himself at an opponent with reckless abandon, dropping his guard to bring both claws down in a furious swipe. If NeoDevimon takes damage from any source during a post cycle, his rage makes the attack stronger.
Magnitude: Deals 25% more damage for each source NeoDevimon has taken damage from that post cycle, capped at double damage.
Cooldown: One Post.
Lowered duration of Mask of Madness, changed its cooldown, and clarified how it functions. (Duration 4 posts -> 3 posts. Cooldown 2 posts if missed, 1 post if hit.)
Added Blood for Blood and Out of the Inferno
Howl of the Damned: NeoDevimon shrieks in a fiendish tongue, badly scrambling the minds of any who listen to him.
Magnitude: 50% reduction in focus.
Duration: Two Posts.
Cooldown: One Post.
Imp-rint: NeoDevimon tears his mask off to slam it onto an enemy’s face, forcing them to experience hazy, demonic visions. The opponent will be left almost unable to discern what's real and what is fearful fantasy, making landing and avoiding attacks far harder. Cannot be used again after a successful hit, as NeoDevimon is left unmasked and highly vulnerable after usage.
Duration: Three Posts.
Cooldown: Two Posts (if missed), Once Per Thread (after hitting).
RAM Upgrade - Blood for Blood: NeoDevimon's mask breaks apart, its split halves curving inwards like a monstrous mouth. He lunges forward to impale a foe with it, draining their data greedily through the mask. NeoDevimon heals back half of the damage dealt by this attack.
Cooldown: Three Posts.
RAM Upgrade - Out of the Inferno: NeoDevimon flings himself at an opponent with reckless abandon, dropping his guard to bring both claws down in a furious swipe. If NeoDevimon takes damage from any source during a post cycle, his rage makes the attack stronger.
Magnitude: Deals 25% more damage for each source NeoDevimon has taken damage from that post cycle, capped at double damage.
Cooldown: One Post.
MetalGreymon
Meltdown now does more damage with each use, with cooldown increase to match. (0 post -> 1 post).
Added cooldown to Prominence Beam. (0 post -> 1 post).
Added Siege Machine and Scrapyard Bunker.
RAM Upgrade - Siege Machine: Unlike most Digimon, MetalGreymon isn't really built for motion. If he isn't moving, his stable stance and built-in targeting computers make him far more effective at aiming at his opponents. This allows MetalGreymon to launch high-damaging attacks with surprising precision, even from far distances, at the cost of making himself a sitting duck.
Magnitude: 50% higher accuracy on posts without movement.
Meltdown: MetalGreymon's armored plating glows as he overclocks his own cybernetic parts, sending a pulse of damaging heat to all within close range. This attack also lightly damages MetalGreymon. The attack deals more damage, both to MetalGreymon and his opponent, with each successive use in the thread, getting 10% stronger per usage. This damage boost caps at 50%, but the self-damage done to MetalGreymon continues to increase if he keeps using it.
Cooldown: One Post.
Prominence Beam: MetalGreymon leans forward, spewing a red-hot laser at the opponent. MetalGreymon's already tepid pace is halved while using this move, making it a poor choice for firing on the run, but he can maintain the attack for a surprisingly long while.
Cooldown: One Post.
RAM Upgrade - Scrapyard Bunker: MetalGreymon thrusts a claw into the ground, converting unused junk data in the environment into a thick clump of cover. The defense of all Digimon within this cover is doubled against attacks from outside, but this bonus disappears as soon as any leave or are forced out of cover. This defense bonus does not apply if two Digimon inside of the bunker attack one another.
Effect Size: 50-foot radius.
Magnitude: 2x Defense.
Duration: Three Posts.
Cooldown: Two Posts.
Added cooldown to Prominence Beam. (0 post -> 1 post).
Added Siege Machine and Scrapyard Bunker.
RAM Upgrade - Siege Machine: Unlike most Digimon, MetalGreymon isn't really built for motion. If he isn't moving, his stable stance and built-in targeting computers make him far more effective at aiming at his opponents. This allows MetalGreymon to launch high-damaging attacks with surprising precision, even from far distances, at the cost of making himself a sitting duck.
Magnitude: 50% higher accuracy on posts without movement.
Meltdown: MetalGreymon's armored plating glows as he overclocks his own cybernetic parts, sending a pulse of damaging heat to all within close range. This attack also lightly damages MetalGreymon. The attack deals more damage, both to MetalGreymon and his opponent, with each successive use in the thread, getting 10% stronger per usage. This damage boost caps at 50%, but the self-damage done to MetalGreymon continues to increase if he keeps using it.
Cooldown: One Post.
Prominence Beam: MetalGreymon leans forward, spewing a red-hot laser at the opponent. MetalGreymon's already tepid pace is halved while using this move, making it a poor choice for firing on the run, but he can maintain the attack for a surprisingly long while.
Cooldown: One Post.
RAM Upgrade - Scrapyard Bunker: MetalGreymon thrusts a claw into the ground, converting unused junk data in the environment into a thick clump of cover. The defense of all Digimon within this cover is doubled against attacks from outside, but this bonus disappears as soon as any leave or are forced out of cover. This defense bonus does not apply if two Digimon inside of the bunker attack one another.
Effect Size: 50-foot radius.
Magnitude: 2x Defense.
Duration: Three Posts.
Cooldown: Two Posts.
Beelzemon
Changed Imp-ression into a passive. (Complete Change)
Added cooldown to Giga Blaster. (0 posts -> 1 post).
Moves can now be used after Blackwing Step, increasing cooldown of both moves by one. Base cooldown reduced to compensate. (2 posts -> 1 post.)
Moves can now be used after Bullet Shower, increasing its cooldown by one.
Added cooldown to Cyber Claw. (0 posts -> 1 post.)
Added Power Monger and Bang!
Imp-ression: Having all of the guns isn't enough for Beelzemon. He wants more, damnit! If Beelzemon is on the receiving end of a mechanical or weapon-based attack, he can convert some of his own damaged data into a replica. The attack must hit Beelzemon cleanly: he can't steal a move he's dodged or blocked. This passive will be replaced with the stolen move, cooldown and all, until Beelzemon willingly surrenders it. If he wants to switch moves, Beelzemon must sacrifice his current move and wait one post. He cannot do this while his current copied move is on cooldown. This ability cannot be used to copy a once-per-battle move.
Attacks:
Giga Blaster: Beelzemon charges his Berenjena SDX for up to three posts, moving more slowly as he focuses. The longer he warms up the gun for, the more powerful of blast he is able to fire.
Magnitude: 50% speed reduction while charging.
Charge Time: Up to three posts.
Cooldown: One Post.
Blackwing Step: With a flourish of his wing, Beelzemon vanishes, teleporting to a more opportune spot. He rarely uses it to retreat, instead preferring to hunt his enemies down directly. This move cannot be used instantaneously: it cannot be used to dodge attacks Beelzemon couldn't otherwise avoid. However, it can be used alongside another move, at the cost of increasing both moves' cooldowns by one.
Cooldown: One Post (if used alone), Two Posts (if used alongside another move.)
Bullet Shower: Beelzemon draws a pair of smaller guns from their holsters, tossing them skyward before firing them rapidly at an enemy. This attack can be performed alongside another move, at the cost of increasing its cooldown to three posts.
Cooldown: Three Posts (if used alongside another move.)
Cyber Claw: Beelzemon slashes his opponent with an electrified claw. Extended contact with the claw becomes exponentially more painful, while grazing blows are quite weak.
Cooldown: One Post.
RAM Upgrade - Power Monger: Beelzemon thrusts a hand into the air, siphoning data from the wounds of Digimon that he's recently dealt damage to. For every Digimon that Beelzemon has hurt with a named attack in the past 3 posts Beelzemon removes one point of cooldown from a move of his choice.
Cooldown: Three Posts.
RAM Upgrade - Bang!: Beelzemon points his Berenjena SDX at the opponent, only for a shower of confetti and a "Bang!" flag to pop out of the business end. Moments later, after the opponent's guard is lowered, an actual energy blast launches from the cannon. This move disrupts any charging moves, as well any moves that automatically trigger in reaction to an attack.
Cooldown: Two Posts.
Added cooldown to Giga Blaster. (0 posts -> 1 post).
Moves can now be used after Blackwing Step, increasing cooldown of both moves by one. Base cooldown reduced to compensate. (2 posts -> 1 post.)
Moves can now be used after Bullet Shower, increasing its cooldown by one.
Added cooldown to Cyber Claw. (0 posts -> 1 post.)
Added Power Monger and Bang!
Imp-ression: Having all of the guns isn't enough for Beelzemon. He wants more, damnit! If Beelzemon is on the receiving end of a mechanical or weapon-based attack, he can convert some of his own damaged data into a replica. The attack must hit Beelzemon cleanly: he can't steal a move he's dodged or blocked. This passive will be replaced with the stolen move, cooldown and all, until Beelzemon willingly surrenders it. If he wants to switch moves, Beelzemon must sacrifice his current move and wait one post. He cannot do this while his current copied move is on cooldown. This ability cannot be used to copy a once-per-battle move.
Attacks:
Giga Blaster: Beelzemon charges his Berenjena SDX for up to three posts, moving more slowly as he focuses. The longer he warms up the gun for, the more powerful of blast he is able to fire.
Magnitude: 50% speed reduction while charging.
Charge Time: Up to three posts.
Cooldown: One Post.
Blackwing Step: With a flourish of his wing, Beelzemon vanishes, teleporting to a more opportune spot. He rarely uses it to retreat, instead preferring to hunt his enemies down directly. This move cannot be used instantaneously: it cannot be used to dodge attacks Beelzemon couldn't otherwise avoid. However, it can be used alongside another move, at the cost of increasing both moves' cooldowns by one.
Cooldown: One Post (if used alone), Two Posts (if used alongside another move.)
Bullet Shower: Beelzemon draws a pair of smaller guns from their holsters, tossing them skyward before firing them rapidly at an enemy. This attack can be performed alongside another move, at the cost of increasing its cooldown to three posts.
Cooldown: Three Posts (if used alongside another move.)
Cyber Claw: Beelzemon slashes his opponent with an electrified claw. Extended contact with the claw becomes exponentially more painful, while grazing blows are quite weak.
Cooldown: One Post.
RAM Upgrade - Power Monger: Beelzemon thrusts a hand into the air, siphoning data from the wounds of Digimon that he's recently dealt damage to. For every Digimon that Beelzemon has hurt with a named attack in the past 3 posts Beelzemon removes one point of cooldown from a move of his choice.
Cooldown: Three Posts.
RAM Upgrade - Bang!: Beelzemon points his Berenjena SDX at the opponent, only for a shower of confetti and a "Bang!" flag to pop out of the business end. Moments later, after the opponent's guard is lowered, an actual energy blast launches from the cannon. This move disrupts any charging moves, as well any moves that automatically trigger in reaction to an attack.
Cooldown: Two Posts.
DexDorugoramon
Clarified range of Aura of Entropy. (100 feet).
Added cooldown to Fire Dance. (0 posts -> 1 post.)
Added cooldown to Heavy Metal Dash. (0 posts -> 1 post.)
Shortened base cooldown of Negative Zone. (3 posts -> 2 posts.)
Added Undying Vengeance and Fatal Burst
Aura of Entropy: DexDorugoramon is constantly surrounded by a tempest of energy, which lashes at anybody within a 100 foot radius of DexDorugoramon. It is very unfocused, dealing minor yet consistent damage to all targets in the area. The aura tends to spike during times of high emotion, doubling in range and power when Isaac is experiencing strong rage and grief but vanishing if afraid or emotionally null.
Effect Size: 100 foot radius, typically.
RAM Upgrade - Undying Vengeance: DexDorugoramon's hatred extends through death itself. If Isaac is forcibly de-Digivolved, knocked out, or (god forbid) killed, a wraith-like image of DexDorugoramon manifests on the battlefield. He mindlessly pursues his enemies, passively providing the effect of Negative Zone throughout the battle. The spirit can be dispelled by being hit by any technique, but will return the next post to continue cursing his enemies. This lasts until all of his allies have fallen, at which point DexDorugoramon fades from the battlefield.
Fire Dance: DexDorugoramon calls forth large balls of purple flame in the palms of his hands. He whirls forward in a series of clawing and twirling motions, each causing a fireball to launch at a haphazard angle. A rare move with both melee and ranged utility, albeit excelling at neither.
Cooldown: One Post.
Heavy Metal Dash: DexDorugoramon leeches data from the nearby environment, having it encase him in an artificial Digizoid alloy. As he does so he gathers power in his wings, preparing to launch himself with near-explosive force. While this move charges, DexDorugoramon takes a hefty speed penalty for a moderate defensive boost.
Magnitude: 0.5x speed, +25% defense (While charging)
Charge Time: One Post.
Cooldown: One Post.
Negative Zone: DexDorugoramon roars, a bubble of inverted coloration spreading over the battlefield. It is centered around DexDorugoramon, and extends out to a 100 foot radius. Anyone within this sphere has their DigiCore turn unstable, turning all boosts to a Digimon's attributes into penalties and all penalties into boosts. The effects of the Negative Zone persist during the post in which a target leaves it, but otherwise fade away until they re-enter its radius. Each time this move is used, its duration shortens, until eventually it can barely be maintained for a second.
Effect Range: 100 foot radius.
Duration: Three Posts. (-1 each usage)
Cooldown: Two Posts, 3x per Thread.
RAM Upgrade - Fatal Burst: DexDorugoramon tears his own chest open, exposing his unstable Digicore to the world. As he does so, a massive blast of purple energy tears forth from his chest. Even by the standards of Super Mega Digimon, this move is freakishly strong. However, in lieu of a cooldown, it deals severe damage to Isaac. If injured enough when using it, he might just knock himself out!
Cooldown: One Post.
Added cooldown to Fire Dance. (0 posts -> 1 post.)
Added cooldown to Heavy Metal Dash. (0 posts -> 1 post.)
Shortened base cooldown of Negative Zone. (3 posts -> 2 posts.)
Added Undying Vengeance and Fatal Burst
Aura of Entropy: DexDorugoramon is constantly surrounded by a tempest of energy, which lashes at anybody within a 100 foot radius of DexDorugoramon. It is very unfocused, dealing minor yet consistent damage to all targets in the area. The aura tends to spike during times of high emotion, doubling in range and power when Isaac is experiencing strong rage and grief but vanishing if afraid or emotionally null.
Effect Size: 100 foot radius, typically.
RAM Upgrade - Undying Vengeance: DexDorugoramon's hatred extends through death itself. If Isaac is forcibly de-Digivolved, knocked out, or (god forbid) killed, a wraith-like image of DexDorugoramon manifests on the battlefield. He mindlessly pursues his enemies, passively providing the effect of Negative Zone throughout the battle. The spirit can be dispelled by being hit by any technique, but will return the next post to continue cursing his enemies. This lasts until all of his allies have fallen, at which point DexDorugoramon fades from the battlefield.
Fire Dance: DexDorugoramon calls forth large balls of purple flame in the palms of his hands. He whirls forward in a series of clawing and twirling motions, each causing a fireball to launch at a haphazard angle. A rare move with both melee and ranged utility, albeit excelling at neither.
Cooldown: One Post.
Heavy Metal Dash: DexDorugoramon leeches data from the nearby environment, having it encase him in an artificial Digizoid alloy. As he does so he gathers power in his wings, preparing to launch himself with near-explosive force. While this move charges, DexDorugoramon takes a hefty speed penalty for a moderate defensive boost.
Magnitude: 0.5x speed, +25% defense (While charging)
Charge Time: One Post.
Cooldown: One Post.
Negative Zone: DexDorugoramon roars, a bubble of inverted coloration spreading over the battlefield. It is centered around DexDorugoramon, and extends out to a 100 foot radius. Anyone within this sphere has their DigiCore turn unstable, turning all boosts to a Digimon's attributes into penalties and all penalties into boosts. The effects of the Negative Zone persist during the post in which a target leaves it, but otherwise fade away until they re-enter its radius. Each time this move is used, its duration shortens, until eventually it can barely be maintained for a second.
Effect Range: 100 foot radius.
Duration: Three Posts. (-1 each usage)
Cooldown: Two Posts, 3x per Thread.
RAM Upgrade - Fatal Burst: DexDorugoramon tears his own chest open, exposing his unstable Digicore to the world. As he does so, a massive blast of purple energy tears forth from his chest. Even by the standards of Super Mega Digimon, this move is freakishly strong. However, in lieu of a cooldown, it deals severe damage to Isaac. If injured enough when using it, he might just knock himself out!
Cooldown: One Post.
DexDorugoramon D
Added 👎︎♋︎■︎♍︎♏︎📪︎ ◻︎◆︎◻︎◻︎♏︎⧫︎ and 💣︎□︎⧫︎♒︎♏︎❒︎ ♎︎♏︎♋︎❒︎♏︎⬧︎⧫︎
☼︎♋︎❍︎ ◆︎◻︎♑︎❒︎♋︎♎︎♏︎ 📫︎ 👎︎♋︎■︎♍︎♏︎📪︎ ◻︎◆︎◻︎◻︎♏︎⧫︎: DexDorugoramon D re-absorbs whatever agents he currently has flanking him, condensing their form into that of a towering Paratice Head. The Paratice Head speaks constantly to convey the thoughts of the one controlling it, whether Isaac or DexDorugoramon D itself. It also provides support by soaking up incoming attacks and striking on par with a standard Super Mega technique. Unfortunately, it is easily defeated by those familiar with a Reaper agent's weaknesses: three energy-based attacks (such as Fire, Ice, or Electricity) will destabilize it into nothingness, and a slashing attack to its cables will destroy it immediately.
Duration: Three Posts.
Cooldown: Three Posts.
☼︎♋︎❍︎ ◆︎◻︎♑︎❒︎♋︎♎︎♏︎ 📫︎ 💣︎□︎⧫︎♒︎♏︎❒︎ ♎︎♏︎♋︎❒︎♏︎⬧︎⧫︎: DexDorugoramon D impales an opponent with its claws, siphoning D-Reaper data directly into their own. The good news is that they now understand the Reaper's speech. The bad news is that for the duration of the thread, they will endure serious damage over time due to the Reaper infection within them. They will also hear it within their thoughts, feeling the urge to assimilate, to purify, and to perfect the world around them. Particularly weak-willed foes may succumb to these whispers and turn on their allies, while even strong-willed foes may be perturbed by the thoughts they feel themselves having. A horrific move . . . but Isaac would never use this, right?
Duration: Five Posts.
Cooldown: Once per Thread.
☼︎♋︎❍︎ ◆︎◻︎♑︎❒︎♋︎♎︎♏︎ 📫︎ 👎︎♋︎■︎♍︎♏︎📪︎ ◻︎◆︎◻︎◻︎♏︎⧫︎: DexDorugoramon D re-absorbs whatever agents he currently has flanking him, condensing their form into that of a towering Paratice Head. The Paratice Head speaks constantly to convey the thoughts of the one controlling it, whether Isaac or DexDorugoramon D itself. It also provides support by soaking up incoming attacks and striking on par with a standard Super Mega technique. Unfortunately, it is easily defeated by those familiar with a Reaper agent's weaknesses: three energy-based attacks (such as Fire, Ice, or Electricity) will destabilize it into nothingness, and a slashing attack to its cables will destroy it immediately.
Duration: Three Posts.
Cooldown: Three Posts.
☼︎♋︎❍︎ ◆︎◻︎♑︎❒︎♋︎♎︎♏︎ 📫︎ 💣︎□︎⧫︎♒︎♏︎❒︎ ♎︎♏︎♋︎❒︎♏︎⬧︎⧫︎: DexDorugoramon D impales an opponent with its claws, siphoning D-Reaper data directly into their own. The good news is that they now understand the Reaper's speech. The bad news is that for the duration of the thread, they will endure serious damage over time due to the Reaper infection within them. They will also hear it within their thoughts, feeling the urge to assimilate, to purify, and to perfect the world around them. Particularly weak-willed foes may succumb to these whispers and turn on their allies, while even strong-willed foes may be perturbed by the thoughts they feel themselves having. A horrific move . . . but Isaac would never use this, right?
Duration: Five Posts.
Cooldown: Once per Thread.
I may also make some personal edits, like clearing away their Twin DNAs (I haven't really used them and don't want a fifth batch of movesets to babysit) and revamping their appearances. You guys cool with me doing that part on my own?