Zack and Marigold Ultimate Edit
Oct 5, 2021 0:10:28 GMT
Post by supesman on Oct 5, 2021 0:10:28 GMT
Ultimate
Species: JewelBeemon
Appearance:
Attribute: Vaccine
Family/ies: Nature Spirits, Virus Busters
Type: Insect
Fighting Style: Marigold is really starting to get the hang of this whole "fighting for justice bit" she's extravagant, acrobatic and ruthless. She dishes out pain either with her weapons or with her bare hands to earth shaking degrees but without the raw, uncontrolled power and rage that came naturally to her as a younger digimon. Every move is calculated to be as devastating and powerful as needed, to put an opponent on the ground before they can hurt someone.
Abilities: [7 Abilities Max]
1. Mushi Change!: Mushi Change allows Marigold to transform her JewelBeemon body in into one of three different forms. The mechanism by which this occurs begins with a call of "Mushi Change" and holding her right arm across her chest with one of the jewels of the forearms facing out. This jewel "blinks" revealing one of the three symbols, a Bee, a Hercules Beetle and a Grasshopper. The stat and weapon changes of the forms are listed below (One Per Thread, Passive)
a. Bee Form: The Bee Form of Marigold's JewelBeemon body is the default form, the one she digivolves into and the one that is possessed of the most rounded physical attributes, as well as being able to use both the wrist blades and crimson pointed staff, whereas the other two forms can only use one of each.
b. Hercules Beetle Form: The Hercules Beetle Form is a form much more concerned with strength and defense than with agility or grace. The mouth piece of her exoskeleton closes and two massive "horns" sprout from her shoulders. The crimson tipped spear she carries is reabsorbed into her body, the energy and data being put into extra armor and making her gauntlet blades sharper and stronger. This form loses the use of the staff, loses twenty percent of it's speed and agility for a fifty percent increase in strength and defense.
c. Grasshopper Form: The Grasshopper form is a form based on speed and precision, less on power and physical punishment. Much of the armor of her body is reabsorbed, including the blades of her gauntlets, using that absorbed data as fuel for bursts of speed and acrobatics that none of her other forms could hope to match. She is also more well trained to use her spear/staff in this form. This form loses use of her arm blades, loses twenty percent of strength and defense for a fifty percent increase in speed and agility.
2. Spike Buster!: Marigold swings either the arm blades of her gauntlets or the head of her spear in a sharp, cracking motion that creates a boom of energy toward the target. it is her most consistent attack that is able to be given off at a decent, though still close quarter ranger with a practiced, easy to commit motion. (0 Post Cooldown)
3. Shot Claw!: Marigold either tosses her spear like a javelin or picks up a large object in her environment like a boulder or a table and tosses it overhead, creating a large, arcing projectile for her opponent to dodge. It is her best sheild breaking option but is best saved for the beginning of a fight because of the requirement of charging her projection with energy. The range it provides is often staggering, allowing her to sometimes gain a first hit before the enemy realizes she's there. This is a shield breaking move. (4 post cooldown)
4. JewelBee Punch!: Marigold pulls back and delivers either a heavy, punishing punch or a quick sucker punch to her opponent, leaving a mark in the shape of her fist that sizzles and glows on the opponent's skin for a few seconds before detonating in a large explosion that engulfs the target in gushing gouts of flame (2 post cooldown)
5. JewelBee Kick!: Marigold either launches herself with a two foot flying side kick or picks up one heavy foot and kicks downward at her opponent, leaving and imprint of her foot that sizzles and burns on the opponent's skin for a few seconds before detonating, engulfing the opponent in massive gouts of flame. This attack works on the same mechanism as her JewelBee Punch but is stronger down to the increased weight and momentum of a kick compared to a punch. (3 post cooldown)
6. JewelBee Break!: Marigold engulfs her entire body in burning data energy before shunting forward with her wings and performing a violent shoulder crash into the chest or gut of her enemy, slamming into them with all of her might. This is her penultimate attack, giving up a large degree of energy for an equal amount of damage. Lowering her stamina and speed by half until the end of the cooldown (5 post cooldown)
7. JewelBee Buster!: All of the gems along Marigold's body glow, sucking in data and energy from the surrounding area forming into a massive, burning ball at the center of her chest that she then fires off in an absurdly destructive beam. This attack sucks everything they have out of her, devolving her to at least her champion form for the rest of the fight is not knocking her cold outright. (Once Per Thread)
Digivolves From: Stingmon
Digivolves To: GrandisKuawagamon.