Replacement for Machinedramon as Data's Mega form.
Mega
Species: BlitzGreymon
Appearance:
Attribute: Virus
Family/ies: Metal Empire
Type: Cyborg
Fighting Style:
Abilities: [9 Abilities Max]
-Thunder Vernier (passive): BlitzGreymon uses the wings on his back as thrusters increase his speed by 30%.
-Electrical Mastery (passive): BlitzGreymon's electric attacks deals 25% more damage than normal.
-Plasma Stake: Short plasma blades extend from the barrels on BlitzGreymon's hands, which BlitzGreymon uses to puncture armor and electrocute the enemy as he punches them. Partial piercing, 3 CD. Deals electrical damage.
-Thunder Magnum: BlitzGreymon's wings fold over his shoulders to become a pair of shoulder-mounted plasma cannons that fire a pair of high-power energy beams at the enemy. 3 post CD, deals electrical damage.
-Plasma Gatling: BlitzGreymon fires a rapid barrage of electrical blasts from his hands at the enemy, hitting them with electrical damage.
- Electromagnetic Scramble (or EM Scramble): BlitzGreymon emits an electromagnetic barrier that repels/disperses ranged attacks heading towards him for one post. Energy attacks are scattered around the barrier, physical projectiles are deflected, and missiles end up veering away and exploding prematurely. SM-level or Piercing attacks can still penetrate this barrier, however. 3 post CD.
-Iron Knuckle: BlitzGreymon repeatedly pummels an enemy with his metal hands. 1 post CD. (non-electrical)
-Dynamo Spark: BlitzGreymon surrounds itself in a large ball of electrical energy, then uses the Thunder Verniers to ram the electical ball into the enemy for massive damage. 5 post CD.
- Target Lock: BlitzGreymon uses the green, glowing sensor on his forehead to lock on to a specific target, increasing the accuracy of his next attack by 50% 3 post CD.
-Security Call (RAM Upgrade Twin+): Once per thread, the user summons a squad of 5 Attack Programs to aid them in battle that last until they are either dismissed or destroyed. Each individual Attack Program's strength and durability is equivalent to that of a digimon 2 levels below that of the summoner (i.e. they are as powerful as a Rookie Digimon if summoned by an Ultimate Digimon), and are only capable of using basic attacks due to having very simple AIs. Cannot be used in the Human World.
Digivolves From: Megadramon
New Armor Ultimate form for Rush:Armor UltimateSpecies:Biomon
Appearance:
Attribute: Vaccine
Family/ies: Metal Empire
Type: Android
Fighting Style: Biomon focuses almost entirely on healing and buffing allies, as well as debuffing enemies. Damage inflicted by Biomon's attacks are merely secondary side effects.
Abilities: [7 Abilities Max]
-Booster Shot: Biomon jabs an ally or himself with the syringes on his right hand, injecting them with a serum that boosts their attack power by 25% for three turns. 3-post CD after duration ends.
-Regeneration Serum: Biomon jabs an ally or himself with the needles on his right hand, injecting them with a specialized formula that speeds up their body's healing capabilities and moderately heals them over the course of 3 turns. 3-post CD.
-Aesculapius: Once per thread, Biomon can inject a fallen ally with the needles on both hands to deliver a uniques serum blend that completely restores them to full health even if they were on the brink of death. Can even revive a human from death if administered quickly enough, but cannot revive a dead Digimon due to the fact Digimon don't leave corpses. Mega-level allies are only healed to 25% health, and Super Mega allies are only revived with a tiny sliver of health. This ability requires Biomon to have at least one intact syringe needle on each hand in order to work.
-Data Draw: Biomon jabs an enemy with the syringes on his left hand, extracting data that both hurts the enemy and heals Biomon by the same amount as the damage dealt. Biomon can choose to heal an ally instead of himself with this attack by using the syringes on his right hand to inject the extracted data into the ally's body. 5-turn CD (2 for damage, 3 for the healing).
-System Restore: Biomon refreshes his own system to reduce up to 2 of his active cooldowns by 1 (except for this ability). 3 post CD.
-Venom Dart: Biomon fires the syringes on his left hand at a single enemy like darts, which inject a toxin that lowers the enemy's defense by 30% for 3 turns. Syringes regenerate after being fired. 3-post CD after the duration ends.
-Poison Jab: Biomon jabs an enemy with the needles on his left hand, dealing damage and injecting a poison that deals damage to the enemy over 3 turns. 5-post CD.
-Security Call (RAM Upgrade Twin+): Once per thread, the user summons a squad of 5 Attack Programs to aid them in battle that last until they are either dismissed or destroyed. Each individual Attack Program's strength and durability is equivalent to that of a digimon 2 levels below that of the summoner (i.e. they are as powerful as a Rookie Digimon if summoned by an Ultimate Digimon), and are only capable of using basic attacks due to having very simple AIs. Cannot be used in the Human World.
Digivolves From:Keramon/Chrysalimon + Digimental of Family
And finally, and updated moveset for Rush's Shivamon form:
-Samādhi Śānti: A rainbow-colored barrier that Shivamon covers himself with. Blocks all attacks from Mega-or-lower foes for 1 turn. 3 post cooldown.
-Path to Enlightenment: Shivamon channels holy energy into his palms to heal the target. Can be used to heal himself or an ally, 3 post cooldown.
-Hundred-Handed Strike: A barrage of punches using Shivamon's 4 arms, imbued with holy power. 3 post cooldown.
-Kamala Karma: Hurls the rings on his arms, which change into sharp discuses and slash the enemy. 3 post cooldown.
-Inner Peace (passive): Through the power of meditation, Shivamon's understanding of his own heart and mind is so strong that he is practically immune to illusions and similar mental attacks.
-Power of Rebirth: Shivamon channels holy power into his palms, then uses it to revive a defeated ally at full health. Once per thread, can even be used to revive a human or Digimon from the dead if done quickly enough (within 3 turns of death).
-Light of Nirvana: Shivamon is enveloped in a bright light, creating a field that moderately heals all allies (and only allies) within 50m of Shivamon. 4 post CD.
-Orb of Discord: Shivamon creates a purple ball of light, and has it follow an enemy for three turns before disappearing. The orb disrupts the enemy's aura, lowering their defense by 25% until it disappears. 3 post CD.
-Orb of Harmony: Shivamon creates a golden ball of light, then has it hover near an ally and follow them for three turns before disappearing. The orb enhances the ally's attack power by 25% until it disappears, and cannot be destroyed permaturely. 3 post CD.
-Security Call (RAM Upgrade Twin+): Once per thread, the user summons a squad of 5 Attack Programs to aid them in battle that last until they are either dismissed or destroyed. Each individual Attack Program's strength and durability is equivalent to that of a digimon 2 levels below that of the summoner (i.e. they are as powerful as a Rookie Digimon if summoned by an Ultimate Digimon), and are only capable of using basic attacks due to having very simple AIs. Cannot be used in the Human World.