Elliot and Isaac Sunderland
Dec 20, 2015 3:23:48 GMT
Post by Elliot and Isaac Sunderland on Dec 20, 2015 3:23:48 GMT
Name: Elliot Sunderland
Alias: None
Age: 15
Gender: Male
Height: 5’7”
Weight: 117 lbs
Alignment: Lawful Good
Birth Date: August 17th
Birth Place: Oakland, California
Western Horoscope: Leo
Eastern Zodiac: Horse
Skills/Talents: Elliot has a strong sense of hearing, which has the unfortunate side effect of making him a very light sleeper. He has a good memory, which helps him with navigation, names, and his studies. Finally, he has developed a very acute eye for cleanliness, primarily due to cleaning up after his brother’s messes.
In his time away from the Digital World he's focused on fostering a few of his other hobbies, most notably cooking. In addition, as puberty deepens his voice, he's finding that he isn't half bad at singing!
Personality: Above all else, Elliot is kind. He generally goes out of his way to help others whenever possible, in ways both big and small. At first this tendency bloomed forth from Elliot's naivete. However, despite the many struggles he's weathered at such a young age, Elliot has never let this part of him waver. Perhaps when he was younger, his help was the well-meaning offerings of a kid in over his head. Now he offers his help just as freely, knowing that even the smallest gestures can have the biggest impacts on those who are hurting. The biggest change to this helpfulness is that Elliot has learned restraint. He tends to consider his actions and offers more than he did as a child, and innocent insensitivity has given way to understanding and patience. Despite this, Elliot remains just as sweet as always, even as his boundless energy has ripened into compassion.
While Elliot is still outwardly optimistic, his inner worldview has changed substantially. Believe it or not, he's actually become quite the pessimist! However, in a way this has been a freeing change for Elliot. Whereas before he used to bury his worries, now he wears them on his sleeve with a smile. In this fashion, he channels his pessimism into what comes off like an optimism of its own. Will the world hurt him? Yes. Will the world expect big things of him? Yes. Yet in his eyes, there's no sense in moping about it. He's already done that long enough. Instead, Elliot knows that the healthiest thing he can do is move forward. Life will challenge, disappoint, and hurt him, so he owes it to both himself and those depending on him to rise to the occasion. Nevertheless, despite accepting his fate, Elliot sometimes finds himself mourning his chance at a normal childhood. But who wouldn't, in his shoes?
Elliot has never stopped being an orderly person. If he’s dirty, he’ll try and clean himself before doing anything else. If his surroundings are in a mess, he’ll restlessly clean them before even getting some sleep. He’s even picky about his food touching. However, whereas before he would meticulously plan and measure out his life, his time in the Digital World has left Elliot much more willing to go with the flow. He now takes a much more holistic approach to his orderliness, letting life come at him before sorting it out in a way that makes sense to him. He's become less rigid and far more adaptable, and has even started expanding out his hobbies from his usual comfort zone of gaming.
Elliot's strong moral center has blossomed into a protectiveness that matches his brother's in fervor. However, whereas Isaac's protection is aimed more at family, Elliot's is offered freely to all who need it. After all, he knows how it feels to be a victim. If he can ever do anything to spare another such struggle, he'll take the chance. For the most part, Elliot does his best to understand where others are coming from, and he prefers to solve his problems without violence. However, that understanding stops as soon as others get hurt. When Elliot does step into battle, he does so quickly and decisively. Even then Elliot prefers nonlethal means, having a strong aversion towards dealing long-term harm. Opponents who try to take advantage of his good nature will quickly learn that this preference is not nearly as ironclad as it used to be.
Appearance: Elliot is a slender young man, although puberty and time spent exploring the Digital World have started filling him out. He isn't very strong, but the youthful softness he once had is starting to give way to a more toned body. More time spent like this and he could look legitimately fit! Elliot's still on the paler side, which makes the slightest baggage under his bright blue eyes noticeable. It's a natural side-effect of burning the candle at both ends like Elliot tends to do. His hair is brown and naturally messy, but as of late Elliot's began taking pains to style it a bit more maturely. Now it tends to have a somewhat wind-swept look to it.
His most noteworthy feature, however, is his right leg. A leg injury at a young age caused that leg to grow improperly, making it a little bit shorter than his left leg and slightly bent inwards. While in the past he has tried to avoid calling much attention to it, lately he seems a little bit more cavalier towards it. Perhaps this is just life giving him more perspective. Perhaps this is because now it has been joined by a new injury: a faded burn scar on his stomach, salvaged as much as it could be through Digital World healing techniques. While not nearly as bad as it could have been, its darker color and spiraling shape make it noticeable the second someone looks closely at him.
As of late, Elliot has begun to dress a touch more nicely. Baggy sweatpants and plain t-shirts have given way to button down shirts and jeans. He's also begun to incorporate more colors into his wardrobe, While his shirts tend to still be either black or white at their base, they usually have a subtle color pattern accenting them. He's even allowed himself the indulgence of a nicer walking stick, opting for a more polished mahogany stick. A V with draconic wings for prongs, the same symbol found on his Digivice, is carved on the front of the stick.
A picture of Elliot in his youth, courtesy of Yuuki:
Personal History: As far as Elliot was concerned, life has always been wonderful. He had a fun as heck father named Terrence, a mother who loved him named Cassandra, and a really cool big brother named Isaac. The California sun was always beautiful, and he had plenty of friends at school. They never really had the most money, but Elliot didn’t really care. He always preferred the simpler things in life, anyway. Missing the latest gadgets and clothes was of no bearing to him, and so long as he had his family and friends behind him he felt on top of the world.
Things weren’t always great, of course. There was the time when his father lost his job and money became really tight. There were arguments, minor worries that stewed into something far worse. Worst of all, though, was his leg injury. When Elliot was 7, he and Isaac got a little too into a game of kickball. It was the deciding point, and when Elliot kicked a little too hard he lost his balance. All of his weight fell directly onto the growth plate of his leg, fracturing it. From that day on his legs would never quite be even in growth, and it was a lot harder to play sports, but he tried to make do with what he could.
It hurt a ton at first, and Elliot was terrified for his first week. However, his parents worried over him, his friends all signed his cast, and he got plenty of ice cream. He went back to his normal, carefree self shortly thereafter, even if his leg would never be the same. Every setback pretty much went the same way; short-term terror, quickly flung away into a carefree void. The one change to the status quo that Elliot noticed was Isaac. While the two brothers were once inseparable, Isaac was starting to grow more distant. Elliot chalked it up to them just being older, but still tried his hardest to reach out to Isaac.
When Eliot was eleven, however, a divorce came out of the blue. For the life of him he couldn’t figure out why. Sure, his parents fought more and more often, but they always got better in the end. Why couldn’t they now? Cassandra won custody, and while for the first few months Terrence visited he slowly started to become more scarce. Elliot and his father used to be near-inseparable, and now he had to confront the fact that he’d never really see him again. His usual childish enthusiasm had been snuffed badly, and with Isaac’s increasingly bitter demeanor things weren’t very happy for their simple family.
After two years, the glumness slowly started to fade. Cassandra, seeing a chance to score a coup-de-grace on her family’s woes, brought up a huge surprise. She had gotten in touch with an old college roommate, and planned a trip to Shibuya for her family! Big surprises were always Elliot’s weakness, and excitement quickly overwhelmed the boy. He doesn’t know how long it’s for, or when he’ll be seeing his father again, but for now he can’t wait to explore a whole new city.
Backpack Contents:
- Walking Stick:
- Care Packages:
- The Good Pillow:
- An Adventure Journal:
Digivice: Elliot’s Digivice is a vibrant blue color, with a stark white grip. A few thin, gold stripes seem to run diagonally down the sides of the Digivice, making it shine slightly in the light. On the back of the Digivice is a pair of golden dragon’s wings in the shape of a V. Elliot swears that this v-crest glows during moments of triumph, but it’s most likely just a trick of the light.
Image courtesy of Maia.
A crest, with the symbol of the Spirit of Order on it. Courtesy of Whimsigen, who is wonderful.
Name: Isaac Sunderland.
Alias: None, but don't you dare use his last name.
Age: 16
Gender: Male
Height: 5’3"
Weight: 120 lbs
Alignment: Chaotic Good
Birth Date: November 30th
Birth Place: Oakland, California
Western Horoscope: Sagittarius
Eastern Zodiac: Dragon
Skills/Talents: Isaac is agile and nimble, which has often kept him safe during his more exploratory periods. He wants to learn parkour, but has yet to find much success as it. Finally, he’s a quick talker, which is just as likely to get him into deeper trouble as it is to actually bail him out of a sticky situation.
Through his time in the Digital World, and with the encouragement of his friends, Isaac has started to channel his quick wit into a burgeoning interest in acting. In addition, he's been hard at work learning American Sign Language. Now, why could that be?
Granted Artifacts
Electric Fragment (Strong Artifact)
A piece of glass forged from the sands of Folder Desert by Azulongmon's lightning. On use, all attacks gain the 'Electric' element for three posts. Once per thread.
Personality: Isaac's curiosity and impulsiveness are always going to be traits that define him. He's still a little slow on the draw with his studies, prone to flipping from hobby to hobby at great speeds, and capable of both zoning out and hyperfocusing to surprising degrees. However, experience is a harsh teacher, and Isaac's learned the hard way that this won't fly in the more serious parts of life. While he still allows his mind to wander in his day to day life, Isaac is very capable and attentive when push comes to shove. At the same time, he's only become more resolute in his inquisitiveness. "Why?" is still the first question he'll have in any situation, and if he feels the answer is unjust he'll challenge it however he can.
In the past, Isaac tried his best to project an image of strength and confidence, especially to Elliot. Now that this foundation has crumbled, he finds himself compensating less. In fact, by now he'd argue his brother is far more confident than he is! Now that he isn't on the defensive as much, Isaac has become much less argumentative. He tends to think things through rather than defaulting to huffing and anger, and he often finds himself second guessing himself and seeking out others for advice. Ironically, this makes himself a far better leader than the more brash and assertive Isaac of past, even if he's more hesitant when finding the role thrust onto him. This new calmness manifests in combat as well. Before, Isaac's hyper-offensive strategies meant leaving himself open and underutilizing the more strategic elements of his arsenal. Now that he's begun pacing himself better, his natural cleverness has far more time to shine.
Isaac has become far less guarded among friends, too. In the past, he had a tendency to do what he thought was best for them, and that honestly caused more harm than good. Recognizing this fact, he's started looking before leaping and working towards being a better listener. That doesn't mean that all of his fire is gone. When comfortable around someone he can tease with the best of them, and if his friends are threatened or uncomfortable that old Isaac fury will come back out in force. His increased willingness to lower his guard has also helped Isaac open up about his dorkier side. Whereas before acting was a pipe dream of his, now it's a viable tactic in his adventures and an interest he'll freely talk about with those he cares for.
Ultimately, Isaac has come to realize that he doesn't exist in a vacuum. The lone wolf shtick might protect others sometimes, but more often than not it's caused more heartache than it's worth. The guilt from his little disappearing act still resonates strongly with him, and a part of him feels like he doesn't deserve any forgiveness for it. However, he also knows that losing himself to his own insecurity and anxiety was what started this whole mess in the first place. He now strives to form a more constructive relationship with these anxieties, using them as warnings, not a license to panic.
Appearance: A combination of corrupted data being injected into Isaac's system, too much consecutive time spent stuck in Digimon form, and a catastrophic Dark Digivolution has left Isaac's appearance altered substantially. This is most immediately noticeable with his hair. What was once short and pin-straight has grown into a long, spiky, and unruly mess. It now stretches down to about shoulder length, and has lengthened to a color somewhere between straw and platinum blonde. Despite Isaac's best efforts, he can barely keep this hair in a proper style. It always poofs back into the same spiked mop that many of his spirit forms share.
While his hair is the most noticeable at a glance, a lot of Isaac's other physical features have changed as well. His ears, while usually hidden behind his hair, have taken on a more pointed shape that tends to be associated with demonic Digimon. His eyes have reddened some, turning their usual brown color into more of an amber. Both this and his lightened hair are highlighted by his skin, which has taken on a more tanned color. Finally, his teeth are a touch sharper than usual, though this isn't noticeable unless one were to take a look inside his mouth. Overall, while Isaac finds this new look embarrassingly edgy, he at least counts his blessings it didn't draw more from Devidramon or MetalGreymon!
Outfitwise, Isaac's tastes have matured some. He no longer feels the need to overcompensate with goofy accessories and overly wordy t-shirts. In fact, his tastes have become quite practical. In the Digital World he prefers wearing sturdier articles such as heavy boots and leather jackets, making it easier to traverse any and all types of Digital terrain. Home life is the opposite: he tends to dress light and favor outfits that either fit loosely or leave some skin exposed. Perhaps this is due to spending so much time in forms like Yasyamon and NeoDevimon, making the tighter outfits he used to wear feel strange. Fortunately, day to day survival in the Digital World has left him in fantastic shape, so he can at least wear these outfits well.
A picture of Isaac in his youth, courtesy of Yuuki.
Personal History: Isaac never really got along with his father as well as Elliot did. Terrence was always a bit colder to him. It was never anything really noticeable, but there was a warmth he had with Elliot that he never really shared with Isaac. At first Isaac chalked it up to his brother being the “good brother,” the one who listened more and talked less. Or maybe it was because Elliot was a bit on the small and frail side, and needed more supervision. Whatever the reason, it was something Isaac always had in the back of his mind when dealing with his father.
As Isaac got older, the coldness started to get worse. This was also when arguments between Terrence and Cassandra started up. While Elliot slept peacefully through them, Isaac began staying up past his bedtime to try and listen to what was going on. The walls were too thick to hear much, but he could tell there was mistrust and suspicion behind their words. At first these arguments were just occasional, but in later years they got louder and more common. It almost began to amaze Isaac how Elliot could keep sleeping through them. There was never anything physical, thankfully, but the yelling was starting to trouble him.
The night of Elliot’s injury was not a great one. His brother wouldn’t stop crying, his mother was a worried mess, and his father seemed especially cold to everyone. Elliot was left at the hospital, and things were eerily quiet at home. That night, instead of sleeping, Isaac went to snoop in on his parents. As he cracked the door open he could clearly make out what Terrence said: “That boy let my son get hurt.” He demanded clarification, but was ordered to go back to bed and stop spying. He never found out the truth. Bringing it up to Terrence got him scoffed at. Bringing it up to Cassandra got him cheap reassurances, but nothing concrete.
Since that day, he stayed up late to try and listen. He heard apologies for betrayal. He heard promises to try and make things work nonetheless. He heard resentment, muttered under the breath. He heard tensions slowly mounting, and the time between arguments getting shorter with each year. He’d given up on his parents’ marriage far before they did. As far as he cared, Terrence was no longer a father to him. He tried to keep his resentment from extending to Elliot, but some days it was harder than others. After all, he represented all of the paternal love Isaac never got. How could anyone resist being bitter?
When the divorce came, it was no big surprise. In fact, it was somewhat of a relief to him. As soon as he moved out Isaac seemed a good deal less bitter, and while his brother became a bit of a mope he also became way easier to deal with. He apologized for his earlier grumpiness, and promised Elliot that he’d try to be a more supportive brother in the future. It was hard times in general. Cassandra started working two jobs to try and make ends meet. Isaac tried to help by betting on games at lunchtime. While he rarely made much, his efforts to help were appreciated. He sees the trip to Japan as a much needed change of scenery, and a chance to get as far away from old ties as possible. At this point, he hopes to stay there for good.
Backpack Contents:
- Sturdy Boots:
- A Leather Jacket:
- A Magnifying Glass:
- Monster Manual:
Digivice: Isaac’s Digivice isn’t very even in coloration. The red of the base and the purple of the grip seem to bleed into each other, forming swirling patterns at their intersection. On the back of the digivice is the familiar smiley face of the Impmon family, tauntingly sticking its tongue out at Isaac. Naturally, looking at this D-Tector for extended periods of time just tends to make Isaac more frustrated.
Another great image, thanks to Maia!
A crest, with the symbol of the Spirit of Chaos on it. Courtesy of Whimsigen, who is wonderful.PRIMARY SPIRIT EVOLUTION LINE - ELLIOT: SPIRIT OF ORDER
Appearance:
S-Hybrid Spirit: Veemon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Small Dragon
Fighting Style: Veemon is a scrappy and dedicated fighter, who makes up for a lot of his deficiencies in battle with pure pluck and determination. On paper, Veemon isn't a very efficient form at all. It's small and easily grappled, even by larger Rookies like KoKabuterimon and Renamon. It has absolutely no ranged attacks to work with. It doesn't run the fastest. However, its high levels of stamina make up for its middling defenses, letting it keep conscious even during the worst barrages of attacks. In addition, while it isn't the fastest moving, its attack speed and reflexes are top-notch. Paired with its solid knuckles and hard head, Veemon is capable of dishing out surprising amounts of damage if given the opportunity, all while barely keeping a step ahead of its opponents own attacks.
In battle, Veemon tends to rely extensively on its Machinegun Fists, using them to take advantage of any opportunities opened up by earlier jabs and feints. Once the nonstop barrage of punches leaves its opponent woozy, Veemon leaps up for the Victory Blow, hoping to use his momentum from one fallen opponent to start immediately taking on the next. When forced to fight on the defensive Veemon often stops attacking altogether, acknowledging that the best offense is often a good defense. This goes doubly so when he's already started taking hits, and is in dire need of a lucky Victory Blow to help get him back into the fight.
Passive:
Comeback Kid: Veemon never gives up, no matter how stacked the odds are against him. As he gets fatigued through a fight, his attacks grow stronger as well. This does not account for injuries; if wounded in the wrong place, Veemon might be too banged up to benefit from this boost.
Magnitude: 25% boost to power at half health. 50% boost to power at a quarter of his health. 75% boost to power if fighting on his last legs.
Attacks:
Machinegun Fists: Veemon delivers a series of rapid punches, weaker but faster than usual. Best used for wearing down the guard of a tired opponent. This can be a five-punch combo on its own, or a quick one-two punch used alongside another move.
Victory Blow: Veemon delivers a headbutt so hard, it gets his blood pumping. If the attack knocks out a foe, Veemon gets a second wind of adrenaline. This move always overrides the effect of Comeback Kid, as its power boost is larger. If Veemon is on his last legs (+75% power from Comeback Kid), rather than provide a redundant power boost it will heal Veemon the equivalent of one Rookie-level attack.
Magnitude: 75% boost to speed and power, if on last legs heals one Rookie level attack.
Duration: Two Posts.
Cooldown: Two Posts.
Hold Fast! Veemon punches in the direction of an incoming melee attack, taking full damage but heavily dampening knockback. Only useful on Rookies or frail Champions, as most Champions still send Veemon sliding back and Ultimates send him flying.
Cooldown: One Post.
Digivolves To: Strikedramon
Appearance:
H-Hybrid Spirit: Strikedramon
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Dragon Man
Fighting Style: Strikedramon floats like a butterfly, and stings like a bee that's on fire. His strategy ultimate boils down to a simple one; hit it very hard and very fast. That isn't to say that Strikedramon is an ultimate powerhouse. Several Champions are bigger than stronger, especially the ones that are less humanoid and more bestial. What sets Strikedramon apart from your average lighting bruiser, however, is his mastery of technique. His fast and strong strikes become all the more powerful when first properly leveraged by timely dodges, probing blows, or even a grapple. Moreso than any other of Elliot and Isaac's forms, he is a martial artist first and a warrior second. Much like Veemon he possesses deep reserves of stamina, but unlike the previous form has the speed necessary to take advantage of them proactively. Strikedramon's main problem is a mix of over-enthusiasm and reliance on technique. What he can do with effort and focus, a naturally larger and stronger Digimon can do with ease, often forcing Strikedramon to work twice as hard as his opponent needs to.
In combat, Strikedramon always aims to make the first . . . well, strike. On opponents that look nice and punchable he lunges in with his favored technique the Rolling Start, while hardier or more unpleasant opponents he first tries to soften up with his Tailblazer. Rarely is Strikedramon content with simply attacking, instead probing the opponent's defenses with quick strikes and testing their strength with grapples. Only after wearing down his foe does Strikedramon feel comfortable coming in for the actual kill. In a bad situation he tends to disengage with another Rolling Start rather than testing his (less than stellar) defenses against his foe's mettle. If escape is impossible, or the finishing blow draws close, he activates Burning Inner Strength to enter one last blaze of glory.
Passive:
Rally of the Commander: Strikedramon’s presence is a point of motivation for his allies, who drive strength from his rallying. Any allies within 20 feet of Strikedramon gain a modest boost to attack strength, but the second an ally leaves this radius they are stripped of their bonus.
Magnitude: 30% boost to attack power, does not apply to Strikedramon.
Effect Size: 20-foot radius.
Attack:
Tailblazer: Strikedramon aims his tail at an opponent, a small jet of white flames launching from a nozzle at the tip. A weak move at first, but racks up damage fast as it is consistently applied.
Commando’s Lock: Strikedramon tries to apply a full nelson, holding both him and his target still. Ultimate Digimon can have one limb at most restrained, and Mega Digimon cannot be stopped.
Duration: One Post.
Cooldown: One Post.
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.
Giant Swing: Strikedramon grabs an opponent by a pair of free limbs and swings them around and around. After being flung away, opponents are left very dizzied.
Duration: Two Posts.
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.
Digivolves To: Gargoylemon
Appearance:
B-Hybrid Spirit: Gargoylemon
Attribute: Virus
Family/ies: Nightmare Soldies
Type: Demon Beast
Fighting Style: Most of Elliot's Digivolutions are stable by choice. Gargoylemon is the big, glaring exception, more of a wild beast bound in chains than an actual disciplined fighter. It is far more offensively gifted than Veemon and Strikedramon, capable of accomplishing with brute force what the other two couldn't even dream of with technique. Its defense isn't too shabby either, its stony scales capable of taking a good deal of punishment despite its gaunt frame making it look easily injured. Of the major three attributes of a warrior, speed is what Gargoylemon is hurting for the most. The chains binding it leave it sluggish and listless, often gliding gracefully rather than performing intensive fighting techniques. This completely reverses when the binding chains are removed. Rather than listless flying it charges with renewed purpose, speed and power drastically intensifying as it embraces the predator that it truly was. This leaves Gargoylemon quite reckless, however, meaning that even with his surprisingly sturdy defenses he takes quite a bit of damage.
When still sealed away, Gargoylemon tends to fight surprisingly conservatively despite his strength. He doesn't strike until the precise moment arrives, instead softening his opponent up with Luminous Blasts and Boulder Barrages. Only when his opponent exposes themselves does Gargoylemon unleash its Sapphire Nail and Stone Crusher moves. It prefers to block attacks rather than avoid them, using its arm guards to minimize damage taken. This all goes out the window when Gargoylemon goes berserk. When sent into a rage he makes his own opportunities rather than waiting for them, relentlessly assailing his opponent's guard to break them one way or another. His focus is rather single minded, aimed wholeheartedly at decimating a single foe or even ally.
Passive:
Wings (Noncombat): If it isn't obvious already, Gargoylemon can fly. His flight is somewhat clumsy, yet surprisingly fast for such a large Digimon.
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.
Attacks:
Stone Smash: Gargoylemon turns to stone and drops from the sky, falling spread-eagle to try and crush the opponent. Upon landing, Gargoylemon can stay encased in stone for a short time.
Magnitude: 2x boost to defense, yet immobilized.
Duration: One Post.
Cooldown: Two Posts.
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.
Shielding Slab: Gargoylemon calls forth a large slab of stone, which rises from the ground in front of an allied Digimon. A Mega-level hit shatters it with ease, and successive Ultimate-level attacks can wear it down. As the stone is immobile, it is also as easy to navigate around as it is difficult to destroy.
Shield Strength: Five Ultimate-level attacks, or one Mega-level attack.
Effect Size: 10 foot wide x 20 foot high wall.
Duration: Three Posts.
Coolown: Two Posts.
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.
Red Layer (Mission Reward): An approximation of the D-Reaper's shield, usable once per thread and lasting for three posts. On use, the user appears pure red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents.
Digivolves To: Dynasmon
Appearance:
A-Hybrid Spirit: Dynasmon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Holy Knight
Fighting Style: Dynasmon represents a synthesis of Strikedramon's iron discipline and tactical knowledge with Gargoylemon's raw might and sturdy defenses. Dynasmon is easily the most defensive-minded of Elliot's forms, sacrificing a lot of the speed and agility that his earlier forms possess in exchange. With how sturdy Dynasmon's armor is, though, the spirit is fairly confident that it doesn't even need speed. It makes the most of its limited agility, using small yet intelligently planned motions to parry and dodge incoming attacks. In this regard Dynasmon is similar to many knightly Digimon, albeit with a few critical differences. First is his ranged capabilities, which Dyansmon has a surprising amount of. As a wyvern and a knight, he tends to savor opportunities to weaken opponents from a range. Second is his elemental affinities. Not only does he resist all forms of elemental damage, but he is also capable of absorbing elements and taking on their character to fuel his attacks.
Dynasmon tends to prefer letting his opponents come to him, goading them into fighting with his Wyvern Breath and slashes of his Phantom Blade. As a primarily midranged fighter, he is most in his element when capable of leveraging these moves in both melee and ranged scenarios. Once an opponent commits he stands his ground, seeking to reflect their projectiles and turn their own strikes against them. Once he has opened up his opponent's guard, or when they get too close for comfort, Dynasmon uses his Wrath of the Wyrm to punch open a hole in their defense and buy some separation. As a natural protector Dynasmon feels most comfortable in multi-Digimon fights, whether a fairly balanced engagement or on the poor side of an ambush. In these circumstances Dynasmon uses his elemental manipulation to turn one opponent's elemental attributes on another, aiming to batter them down with their elemental weaknesses.
Passives:
Aerialist's Cape (Noncombat): Dynasmon's cape is also a pair of large, albeit somewhat tattered, wings. His small size relative to his wings makes him very speedy, and he has combines it with surprising agility and maneuverability.
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.)
Attacks:
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.
Paladin’s Sacrifice: Dynasmon blesses another Digimon, taking on the injuries from any attacks coming their way.
Duration: One Post.
Cooldown: Two Posts.
Final Mercy: Dynasmon empowers his fist with holy energies, slamming it into his foe in a rising uppercut. Dynasmon’s most powerful attack, but only usable if Elliot holds genuine mercy in his heart. It cannot KO or slay an enemy, and is often used as a last chance finishing move.
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.
Red Layer II (Mission Reward):
An upgrade of "Red Layer", usable once per thread and lasting for four posts. On use, the user's surface glows red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents. Generally more damaging than 'Red Layer'.
Digivolves To: Imperialdramon Paladin ModeALTERNATE SPIRIT EVOLUTION LINE - ELLIOT: SPIRIT OF TRADITIONAppearance:
H-Hybrid Spirit: MagnaAngemon (Priest)
Attribute: Vaccine
Family/ies: Virus Busters
Type: Archangel
Fighting Style: While in the past MagnaAngemon may have been a reluctant warrior, his union with Elliot has allowed both of them to step away from the fighting that has plagued their lives. In his priest mode, MagnaAngemon sacrifices nearly all of his offensive ability in the name of pacifism. A fraction like Knightmon is capable of outmuscling him, and even Veemon's feats of strength occasionally rival MagnaAngemon's. However, MagnaAngemon's magical based strength hasn't skipped a beat. Even if his physical strikes are near harmless, any attacks involving holy magic pack a surprising amount of punch for a pacifist. Beyond that, there really isn't much to say about MagnaAngemon's attributes. Being unburdened by armor makes him surprisingly quick and nimble, but his large, feathered wings are more for flight at a measured pace. He has large reserves of stamina, but due to a lack of armor very poor defenses. In general, he should not be on the front lines of combat.
Typically, MagnaAngemon spends his time in a fight empowering others. He is capable of suppressing ailments, bolstering defenses, and even healing at the cost of his own health. If ever pushed into fighting for himself, he uses the Watcher's Protection to try and repel all enemies in close quarters in the hopes of intimidating them away. If that somehow fails to work, he summons his Reluctant Cudgel to at least make an attempt at fighting off his foes.
Passive:
Seraph's Wing (Noncombat): MagnaAngemon Priest can fly through the air with relative ease. While a slow flier, he has unparalleled air control.
My Faith is My Shield: Most MagnaAngemon bear the crusader’s armor, but this one instead wears the robes of a harmless prelate. Without proper armaments, his peace of mind is his shield. When not engaged in combat, MagnaAngemon takes heavily reduced damage from a single attack. This bonus does not apply to combat initiated by MagnaAngemon, and only kicks into effect during the first strike of a thread.
Magnitude: 75% damage reduction.
Attacks:
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.
Sanctuary: MagnaAngemon blesses the ground beneath his feet, forming a hallowed circle. Anyone standing in close proximity to him is blessed, supressing status effects and debuffs from Champion Digimon and weaker. Ultimate status effects are halved in magnitude instead, and anything above is unaffected. If a Digimon leaves the Sanctuary its status effects immediately reassert themselves; poisons and burns flare up to deal damage, stuns lock the target back up, and weakening effects resume sapping the target's strength.
Effect Size: 15-foot radius.
Duration: Two Posts.
Cooldown: Two Posts.
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.
RAM Upgrade - Plea 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.
Digivolves To: AeroVeedramon
Appearance:
B-Hybrid Spirit: AeroVeedramon
Attribute: Vaccine
Family/ies: Wind Guardians
Type: Holy Dragon
Fighting Style: Compared to the lean, graceful profiles of most of Elliot's Digimon, AeroVeedramon's stout, solid shape sticks out like a sore thumb. For this reason, it may come as a surprise that he is actually one of Elliot's fastest Digimon forms. In the air, AeroVeedramon's momentum helps him fly at blinding speeds, harrying his opponent from all sides with heavy attacks. On the ground, AeroVeedramon shifts the paradigm, going from one of Elliot's fastest forms to one of his undeniably slowest. His stout, powerful legs are made for endurance, not for sprinting, and he will struggle to pursue even Digimon of the same level when on the ground. In exchange his stout body type gives him a high durability and stability, which helps him weather incoming assaults on the ground far better than he would in the air. His offensive power is high, but made up for by an overall low attack speed. However, he has the practiced eye of a hunter and the experience of an old warrior, factors that help his strikes ring true nonetheless.
As this description likely implies, careful management of ground and aerial fighting is what defines AeroVeedramon's fighting style. In the air AeroVeedramon almost always needs to stay moving, a blessing and a curse alike. He aims to put pressure on his opponent with fly-by passes of his Bombing Run or Dragon Ascent, slowly battering their defenses down while flying one step ahead of trouble. Once they're opened up, he aims to either drop them from on high with the Snatch Talon or impale them grievously with the Hissatsu Elbow. On the ground, AeroVeedramon tends to blast opponents from afar with the Veedra Arrow or keep them restrained with the Snatch Talon. He undoubtedly prefers fighting in the air to fighting on the ground, and will use his Dragon Ascent to speed into the air or Victory Flash to blind foes trying to slow his momentum down. The ground game is primarily a defensive option of last resort.
Passive:
Warden's Wings (Noncombat): You wouldn't expect it from his stout body type, but AeroVeedramon is actually a damn good flier. It takes him a bit of momentum to get going, so quickly switching from the ground to the air gives him trouble, but once given clearance to start flying he becomes a terror of the skies.
Victory Rush: AeroVeedramon is not so lean and only questionably mean, but there's no doubt that he's a self sufficient fighting machine. When AeroVeedramon defeats a foe (fleeing, surrender, KO, or deletion) of his level or higher, the satisfaction of a job well done gives him a adrenaline rush to mend his wounds and keep him fighting just a bit longer.
Magnitude: Heals a quarter of AeroVeedramon's health if the foe is Ultimate, half of AeroVeedramon's health if foe is Mega, all of AeroVeedramon's health if the foe is Super Mega.
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.
Attacks:
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.
Snatch Talon: AeroVeedramon uses his proportionally huge hands to grab tightly onto his opponent, his large muscles and razor-sharp claws making for a very difficult to break grapple. On the ground, he uses his great stability to restrain the foe, while in the air his primary goal is to leave them dropping like a stone. Mega Digimon can have one limb at most restrained, and Super Mega Digimon cannot be stopped.
Duration: One Post.
Cooldown: One Post.
Bombing Run: AeroVeedramon barrel rolls away from the opponent, firing a blast of dragonfire at his opponent as he does so. On the air this is a graceful barrel roll with plenty of room to maneuver, whether as a feint or as an emergency dodge. On the ground, it's more like a flopping tumble.
Cooldown: One Post.
Hissatsu Elbow: AeroVeedramon jabs the opponent with the blade at the tip of his elbow. If the attack directly lands, he follows up with a vicious twist to drastically intensify its damage. While a decent attack on the ground, the momentum of a fresh dive-bomb makes this attack deadly when performed from the air.
Cooldown: Two Posts.
Victory Flash: The blue markings on AeroVeedramon's body glow a bright white, badly hampering the eyesight of anyone looking directly at him. The effect goes from severe at its start to minorly irritating by the last post.
Magnitude: 75% of vision blocked, decreases by 25% with each post.
Duration: Three Posts.
Cooldown: Two Posts.
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.
Red Layer (Mission Reward): An approximation of the D-Reaper's shield, usable once per thread and lasting for three posts. On use, the user appears pure red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents.
Digivolves To: SlashAngemon
Appearance:
A-Hybrid Spirit: SlashAngemon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Power
Fighting Style: SlashAngemon, in many ways, is one of Elliot's most hyper-offensive Digimon forms. SlashAngemon's number one priority is on rapid attacking, and his number two priority is ensuring that each of his attacks are as damaging as possible. That isn't to say that the rest of his stats are too shabby. His lightweight yet sturdy armor, mixed of blue Digizoid alloys, ensures he at least has respectable speed and defense. However, most of this speed is focused less on movement and more on making as many attacks as possible. Every part of SlashAngemon's body is a weapon, literally from head to toe, and he makes liberal use of this fact to put a hurting on opponents. The main downside of this is that SlashAngemon's armor is directly tied to its combat ability. Normally dented armor is primarily a defensive concern, but for SlashAngemon each broken blade is gap made in its offensive wall of pain. For this reason SlashAngemon is most devastating at the beginning of a fight, falling back on support abilities as a battle drags on.
Unlike most Digimon, SlashAngemon actually doesn't rely on named techniques for its offense. Most of its fighting relies on relentless combos of strikes from its hands, elbows, head, knees, wings, and feet, using every jagged edge on its body to rain hell on its opponents. Once an opponent has been sufficiently roughed up SlashAngemon tries to decimate them with the Sword of the Seven Heavens, using all seven blades to mercilessly skewer them. SlashAngemon is a rather focused fighter, often devoting all of its energy to the pursuit of a single foe, but it is capable of using its many natural attacks to contend with multiples foes at once when push comes to shove. In order to support such a reckless fighting style, it is capable of bolstering its defenses with Armor of the Blade and healing itself with a solid blow from Blood Bond.
Passives:
Bladed Wing (Noncombat): SlashAngemon's wings may be knives, but it is no less aerodynamic. While a comparatively slow flier, it moves with near-perfect aerial control and grace.
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.
Living Weapon: SlashAngemon is covered in knives to a frankly ridiculous extent. His head, hands, wings, and even feet are all composed of bladed armaments. He is capable of making large numbers of basic strikes in a single post due to his ability to utilize nearly every part of his body in combat.
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.
Attacks:
Sword of the Seven Heavens: SlashAngemon creates seven swords of light above his head, raining them down on the enemies in front of him. They can focus-fire on one enemy, or split to target up to seven.
Cooldown: Two Posts.
Blood Bond: SlashAngemon stabs an enemy, draining their health through his blade to strengthen himself at their expense. Unfortunately, during the drain SlashAngemon is left very vulnerable for a pummeling.
Magnitude: Heals for 50% of damage done.
Cooldown: Two Posts.
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.
Red Layer II (Mission Reward):
An upgrade of "Red Layer", usable once per thread and lasting for four posts. On use, the user's surface glows red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents. Generally more damaging than 'Red Layer'..
Digivolves To: Imperialdramon Paladin ModeZ-HYBRID SPIRIT - ELLIOT
Appearance:
Z-Hybrid Spirit: Imperialdramon Paladin Mode
Attribute: Vaccine
Family/ies: Virus Busters
Type: Ancient Holy Knight
Fighting Style: Imperialdramon Paladin Mode is without a doubt Elliot's most sturdy form. Unlike Dynamon, a primarily offensive Digimon supplemented by a high defense, the primary job of Imperialdramon Paladin Mode is to absorb as much incoming damage as possible. That isn't to say that Imperialdramon is a slouch in the offense department, of course. A Digimon as huge as an Imperialdramon has to have a lot of physical power behind it, especially one wielding a sword almost longer than it stands tall. However, its offensive capabilities are somewhat hampered by its defense focused combat stance and lack of agility, meaning that its strikes are slow and ponderous compared to a more offensive Digimon like SlashAngemon. While Imperialdramon's defense and offense are about equally imposing at a fight's beginning, defense spikes dramatically and attack power starts to wane once Imperialdramon begins taking damage. Finally, Imperialdramon's massive size and equally massive sword give it unparalleled range as a melee fighter, albeit at the cost of making it a huge target for incoming attacks. For obvious reasons, it is best suited to blocking, not dodging.
In combat, Imperialdramon tends to focus on the most heinous and cruel opponent first, marking them for vengeance with his Rally the Charge attack. Quite often he tends to pair this with his Judgment, seeking to test his opponent's mettle and force them to acknowledge the crimes weighing on their heart. Such an opening one-two punch tends to be quite devastating, although it is far from Imperialdramon's only technique. When not immediately closing on for the kill Imperialdramon tends to fight at a middle ranged distance, using the length of his sword to keep melee opponent's far away while more safely approaching ranged opponents. This also helps him keep allies close without getting in the way of them in melee. He tends to use his size and durability to his allies' advantage rather than his own, shielding them while his Know No Pain heals them or using his Hero's Sacrifice to take all incoming damage on his own shoulders. For most this would be suicide, but Imperialdramon's durability savors the challenge.
Passives:
Regal Wing (Noncombat): Imperialdramon's wings are more than enough to get it off of the ground, despite its tremendous girth. While not the fastest nor most graceful flier, it manages to hang in the air with unshakable stability. Grounding this dragon is not easy.
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.
Second Opinion: Imperialdramon draws strength from the unshakable faith it has in both itself and its allies. It can add a 2-post cooldown to any of its attacks in order to double their magnitude, whether to empower an ally more strongly or to ensure a threat to the world is put to an end.
Holy Withdrawl: Imperialdramon grows more cautious as the battle goes on, sacrificing its power in combat to try and stay alive and provide for its allies. As Imperialdramon grows more injured its defense raises significantly, at the cost of its attack power going down by a comparative value. It also gains increased resistance to knockback and force, refusing to bend a knee to the corrupt and cruel.
Magnitude: 33% boost to defense at half health. 66% boost to defense at a quarter of his health. 2x boost to defense if fighting on his last legs. For attack, the reductions are 15%, 30%, and 50% at the same breakpoints.
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.
Attacks:
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.
Know No Pain: Imperialdramon plunges his sword into the ground, a golden bubble of energy twenty-five feet in radius spreading around it. It provides minor healing and damage reduction to anyone inside, but leaves Imperialdramon unarmed until finished.
Magnitude: Heals half of a standard Super Mega attack per turn, gives 15% damage reduction.
Duration: Three Posts.
Cooldown: Two Posts.
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.
Hero's Sacrifice: Imperialdramon casts a spell of blessing on his allies, funneling all of the damage from attacks made against them onto him instead. Too much concentrated pain from this attack can cause degeneration or death, so it best used carefully.
Duration: One Post.
Cooldown: Two Posts.
Judgment: Imperialdramon plunges his blade directly into the opponent's Digicore, his sword glowing hot from the pain they have caused to others. Those with a trail of dead and hurt in their wake are severely injured, while the pure and innocent are completely unharmed.
Cooldown: Three Posts.
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.
Digivolves To: NoneSPIRIT FRACTIONS OF ORDERAppearance:
Human Fraction: Knightmon
Attribute: Vaccine
Family/ies: Data Empire
Type: Warrior
Fighting Style: Standing in stark contrast to the fast and strong Strikedramon and the support-focused MagnaAngemon, Knightmon is all about providing the ultimate defense. He is the largest and heftiest of Elliot's Human spirits (or, rather, spirit fractions), making him the hardest to push around and one of the easiest to hide behind. Needless to say, being a large-bodied Digimon with hefty armor (not even a lightweight Chrome Digizoid alloy, but just honest-to-goodness regular armor) means that he is the slowest of Elliot's forms by a country mile. He also lacks the agility that makes many of Elliot's weaker forms surprisingly dangerous. His unflinching resolve and heavy stamina make up for this somewhat, meaning that Knightmon can often power through incoming attacks to finish off foes with his own, but that still risks taking damage without a chance to use his giant shield and block. Overall, Knightmon isn't really a Digimon of many surprises. In fact, he's basically exactly what you'd expect from taking a look at him.
Knightmon prefers to fight on the defensive, trundling towards his opponent while blocking their opening salvos with his massive shield. His sword is just a touch too big to comfortably use in both hands, after all, so he must sacrifice offensive prowess to ensure a stable defense. Once an opportunity presents itself he instead presses the attack, flinging his Crusader's Shield for a powerful opening strike before getting into the thick of things. If allies are around, Knightmon is relentlessly protective of them. He can, and will, interrupt fights with King's Castle or Knightfall if an ally is in over their heads. He will even challenge his enemies to duels to ensure that they focus on him, not those he protects.
Passives:
Long Arm of the Law: Knightmon’s sword is capable of extending and contracting in size at will. This does not change his blade’s power or swinging speed, instead primarily changing the best ranges of engagement for Knightmon to be at. The sword can only increase or decrease by half of its length.
Honor Never Dies: Knightmon is very hard to keep down for long. Attacks that would normally knock him out instead leave him standing on his last legs, just long enough to retreat, transform, or make one last desperate attack. Healing can reset this, allowing up to two additional uses, but doing so comes at great risk to Knightmon’s health and mind.
Attacks:
Knightfall: Knightmon leaps strangely high in the air for his body weight, coming down with vicious force. As a very obvious move, it is tricky to hit with.
Crusader’s Shield: Knightmon flings the massive shield on his arm, dealing heavy damage at the cost of weakening his defenses. He must recover it before this move can be used again.
Magnitude: 25% reduction to defense.
King’s Castle: Knightmon and his brother (generally SkullKnightmon) swap positions on the battlefield, so long as the two are within 30 feet of each other.
Cooldown: Two Posts.
Knight’s Challenge: Knightmon declares a duel between himself and his opponent. If accepted, Knightmon and his foe gain resistance to outsiders’ attacks, but vulnerability to each other’s’
Magnitude: 50% reduction to damage from outside interference. 2x damage taken by both combatants.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: n/a
Appearance:
Beast Fraction: Sandiramon
Attribute: Virus
Family/ies: Jungle Troopers
Type: Holy Beast
Fighting Style: Fighting Style - Having no limbs doesn't stop this snake from the no-strings-attached fastest form that Elliot has under his belt. Sandiramon's slithering is capable of leaving several other Ultimates in the dust, and his burrowing lets him slice through the ground like a land shark. Considering that Sandiramon is also rather fragile around every part of its body but its armored, shell-like hood, it very badly needs to be that fast. A single solid hit is often more than enough to leave Sandiramon heavily questioning its role in the fight, making him one of the few instances of a proper glass cannon in Elliot's catalogue of spirits. Nevertheless, the cannon aspect of this glass cannon cannot be ignored either. Many of Sandiramon's moves boil down to all-or-nothing attacks, such as piercing bites and vicious impalements with his Bao Kui lance. While they do very little on a glancing blow, they are devastating on a direct hit. Worse still, each of Sandiramon's named moves chips away at the opponent's defenses, allowing each glancing blow to build towards a critical finish.
Sandiramon almost never enters combat without summoning his Bao Kui lance, whether to give to an ally or don himself. It is bold when using the lance, striking at an opponent's weak points with the precision only a spear can give. Being very long and using a long weapon gives him a crucial melee reach advantage that helps circumvent his weak defenses. Without the lance he fights far more cautiously, hiding in the ground and emerging to take potshots at his enemies with the Rain of Pain. Against a weakened foe, he generally tries to lull them into a false sense of security with Mouth of the Mamba, then dish out plenty of damage while their pain receptors are dulled. This presents a perfect opportunity for his Fatal Lance.
Passives:
Delving Deva: Sandiramon is a natural-born tunnel digger, capable of moving through many surfaces with ease. Snow and sand basically are of no impediment, soil is only slightly slower than Sandiramon’s top speed, and if softened up with attacks even rock can be slowly churned through.
Chip Away: Sandiramon is merciless in his pursuit of enemy defenses, each attack of his leaving them somewhat weaker than the last. Sandiramon’s hits leave stacking debuffs on enemy defenses, negligible at one hit but intensifying powerfully by the fifth. Avoiding Sandiramon for two posts resets the debuffs.
Magnitude: 10% reduction to defense per stack. Maximizes at 50% reduction to defenses.
Duration: Two Posts (if not reapplied in two posts, is lost)
Attacks:
Bao Kui: Sandiramon spews a lance of light from his mouth. While Sandiramon is very proficient in the lance, it can also be gifted to allies.
Duration: Four Posts.
Cooldown: Two Posts.
Rain of Pain: Sandiramon spits javelins of light into the air, which turn to face enemies before raining down on them. Generally used on cornered foes.
Battering Ram: Sandiramon lowers his head so that its hood-like shell can absorb hits, then dashes forward to headbutt the foe.
Magnitude: 25% defense boost.
Cooldown: One Post.
Mouth of the Mamba: Sandiramon laces a numbing poison on his fangs and crunches down on his opponent. The poison slows movements and makes pain harder to feel. Duration: Four Posts. Cooldown: Two Posts.
Fatal Lance: Sandiramon coils around an opponent, then tries to launch the Bao Kui through their body at point-blank range. A devastating technique, but very hard to set up.
Cooldown: Two Posts.
Digivolves To: n/aDNA DIGIVOLUTION - ELLIOT AND KUU
Appearance: Tachidramon combines the bestial nature of Reppamon and the draconic nature of Strikedramon. His gait is somewhat hunched, capable of standing on two legs for quick bursts of action but generally preferring to run on all fours. His hind legs are bestial, albeit still bearing a dragon's claws, while his forelimbs are resemble the powerful fists of Strikedramon. A fused symbol is on each hind leg, Strikedramon's chest tattoo serving as a backdrop for a yin-yang symbol. Wooden bands are wrapped around his wrists and ankles. These smaller and more reserved than the large metal shackles that Strikedramon wears. His fur is a relaxing purple color, but are hard and tough like quills. His head resembles that of Strikedramon's, but instead of his shark-like helmet he wears the wooden fox mask of Reppamon. His hair is long and silver, the same color as the embers that seem to occasionally float around him when in an especially intense mood. However, by far his most defining feature is his tail. Combining the long, flexible tail of Strikedramon and the massive scythed tail of Reppamon, the tail is easily longer than Tachidramon is tall. It is surprisingly fast and aerodynamic for its appearance, and is often used by Tachidramon as his primary weapon.
Ultimate DNA: Tachidramon
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Holy Dragon
Passives:
Blessing of Tailwinds: The wild winds surrounding Tachidramon are always pushing at his back, spurring him and his allies on towards glory. Any allies within 30 feet of Tachidramon are given a modest yet noticeable speed boost, which persists for one post after they leave the effect's radius.
Magnitude: 30% speed boost.
Effect Size: 30-foot radius.
Duration: One Post after leaving radius.
Attacks:
Sunset Flip: Tachidramon leaps into the air and flips, lashing out with his long, bladed tail on the way down. The burning sickle on his tail casts an arc of flames as it swings downward.
Typhoon Crasher: Tachidramon cartwheels forward, his hands and feet igniting in a bright blaze. The fox dragon seems to turn into a ring of fire as he careens at his opponents. Can be used twice in one post, but leaves Tachidramon dizzied for the next post.
Spring Breeze: Tachidramon spins his tail, creating warm, soothing winds that wash over his allies. Any nearby allies are healed of minor wounds and relieved of fatigue, inspiring them to get back into the fight.
Magnitude: One standard Ultimate attack.
Cooldown: Two Posts.
Rising Sun Strike: Tachidramon cocks his fist, a blade of spiraling flames emerging from his wrist. The blade is used for an uppercut so forceful that it sends Tachidramon rising into the air.
Cooldown: One Post.
Monsoon Barrier: Tachidramon controls the winds around him, causing them to intensify to galeforce levels. Their intense spiraling knocks projectiles of Ultimate level or below aimed at Tachidramon off course.
Duration: One Post.
Cooldown: Two Posts.
Fu-Rin-Ka-Zan: The winds surround Tachidramon closely, then combust to turn him into a silhouette wreathed in flames. Tachidramon moves with a forcefulness nigh-impossible to stop, his attacks quickening and his advance unaffected by slowing or freezing moves.
Magnitude: 75% speed and attack speed boost.
Duration: Four Posts.
Cooldown: Two Posts.
Red Layer (Mission Reward): An approximation of the D-Reaper's shield, usable once per thread and lasting for three posts. On use, the user appears pure red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents.
Digivolves From: Reppamon + Strikedramon (DNA)
Digivolves To: Tenchidramon
Appearance: Compared to Tachidramon, who is around a foot and a half taller than average human size, Tenchidramon is huge. He is far more well-muscled than the gaunt Gargoylemon, bearing a thicker midsection and muscular legs similar to those of Kyukimon. However, he keeps the large arms and hands of Gargoylemon, combining the bulkiest aspects of his constituent parts. However, instead of fingers, Gargoylemon has three small scythes on each hand. While individually they are smaller than Kyukimon's scythe arms, together they form quite the intimidating profile, and seem to bear blades made of jagged sapphire crystals. Most of his body is pink and feels like hard leather to the touch, flexible yet resilient. The red patterns drawn on Kyukimon remain, and on the larger parts of each limb have been warped into the shape of warding circles. His wings remain mostly the same as Gargoylemon's, albeit somewhat tattered and worn. His head resembles that of Kyukimon's, but with the eyes covered up by metal bindings. Whereas Kyukimon has wild blue hair, Tenchidramon has a head of sharp sapphire crystals that echo its shape. His most striking feature, however, is on his wrists. Attached to heavy metal bands are two long blades, shaped like Kyukimon's scythes and pointed outward at the wrist. While usually attached to the arms, a powerful swing of the wrist can send them flying out on a chained tether.
Mega DNA: Tenchidramon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Bewitching Beast
Passive:
Hell's Ascent (Noncombat): Tenchidramon may be an unstable mass of blades and muscle, but it can still fly. It takes a bit to accelerate, but it is terrifying when it gets going.
Hell's Seal: Tenchidramon's unstable power is mostly kept in check through the binding seals on its body. When Tenchidramon is significantly injured the seals fade away, hugely increasing strength and speed but forcing him into a berserker rage. If by some miracle Tenchidramon goes for an entire post without being injured, the seals return so Tenchidramon can regain control.
Magnitude: 1.5x speed and attack power boost.
Duration: Ends after one post of no damage taken.
Crystal Guard: Tenchidramon's has a guarded reaction against physical force, anything more than a human's touch causing sapphire crystals to erupt from its skin. Physical attacks on Tenchidramon are met very shortly after with impalement, causing trouble for unarmored and slow opponents.
Attack:
Piercing Roar: Tenchidramon hunkers down and roars, launching blades of wind from its mouth all the while. The blades can be heard, but not seen, and obviously come from the direction that Tenchidramon is roaring in.
Earthen Wrath: Tenchidramon pounds the ground with a fist, causing it to quake beneath his opponents' feet. Shortly thereafter, a ring of towering earthen spikes erupts around them. A single good hit can break the spikes, but standing on them when they raise is a dangerous idea.
Duration: Three Posts.
Cooldown: One Post.
Get Over Here: Tenchidramon releases one of his wrist scythes from its binding, launching with the intent to stick it into an enemy. If successful he retracts the chain, either pulling the enemy to him or pulling himself towards the enemy.
Cooldown: One Post.
Havoc Blades: Tenchidramon unbinds both wrists scythes, allowing him to attack from a significantly greater range than usual. While attacks with these swinging blades are slower, they build up some serious momentum during a swing.
Duration: Three Posts.
Cooldown: Two Posts.
Crystal Spark: Tenchidramon forms three ball of luminous blue powder, which surround the enemy while glowing brightly. Between their warmth, their dustiness, and their brightness, they distract many of an opponent's senses at once.
Duration: Two Posts.
Cooldown: Two Posts.
Critical Lunge: Tenchidramon charges forward in a fly-by attack, relying on the jagged blades on his wrists and hands to slice the opponent as he passes. While powerful on a direct hit, better preserves momentum when barely scraping past.
Purification: Tenchidramon launches a blast of bright blue light from his mouth. The light sears like flame, bypassing guards due to its immaterial nature but possessing no physical force for knocking enemies away.
Cooldown: One Post.
Red Layer II (Mission Reward):
An upgrade of "Red Layer", usable once per thread and lasting for four posts. On use, the user's surface glows red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents. Generally more damaging than 'Red Layer'.
Digivolves From: Gargoylemon + Kyukimon (DNA), Tachidramon (Digivolution)
Digivolves To: Terasumon
Appearance: Terasumon shrinks drastically from her precursor form, Tenchidramon, returning to the height of a rather tall human. Her figure is graceful yet powerful, forming a middling point between the slim Sakuyamon and the broad Dynasmon. Most of her body is covered in a long, white robe, a red bodysuit similar to Sakuyamon's beneath. The robe is covered in ornate patterns in red and gold ink, the designs often incorporating the motifs of foxes, dragons, and suns. Golden armor, highlighted by a bright silver trim, is skillfully weaved throughout the robe in order to provide extra protection in battle. Some, such as the breastplate and shoulder pads, sit above the robe in order to provide full protection. While less jagged and angular than Dynasmon's armor, they cover more of the body than Sakuyamon's. They bear suns where Sakuyamon's armor would instead have the tao symbol. Other pieces, namely the gauntlets, boots, and greaves, are hidden beneath the robe. Flowing sleeves give way to clawed gauntlets, smaller than Dynasmon's but just as sharp, while beneath the robe's base are sharp-toed boots. A brilliant red obi ties the outfit together, the heads of a fox and a dragon visible on the sash. Her hair is normally a pale yellow, the color of a calm summer's day, although it may flare up and brighten in times of intensity. When this happens, her hair seems to be made of golden flames. This hair spills from a helmet similar in design to Sakuyamon's helmet, albeit with the long horns of Dynasmon in place of Sakuyamon's golden braids. They twist upwards and inwards, almost forming a golden halo around her head. The sword Kusanagi is sheathed at her hip, the mirror Yata no Kagami is embedded within her staff, and the Yasakani no Magatama is worn around her neck. She tends to have a placid expression on her face at all times, but in periods of intensity flaming wings seem to unfurl from around her body.
Mega DNA: Terasumon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Goddess
Passive:
Spring Breeze (Noncombat): Terasumon dances through the sky as gracefully as she would on land. Without a doubt, she is the most agile of any of Elliot's forms.
Tranquility for All: The health and security of the sun is of chief importance to the rest of the realm, its absence enough to send others into despair. So long as Terasumon is able to keep a tranquil, unburdened mental state, her and all of her allies receive moderately powerful damage reduction. Anything that throws Terasumon off her game (stress/taking serious injury/allies becoming injured/abilities that affect her psyche) will immediately remove the ability. The aura cannot reform until either a minimum of three posts later or when Terasumon recomposes herself, whichever occurs last.
Magnitude: 30% damage reduction.
Cooldown: Three posts after composure is lost.
Radiant Body: As the incarnation of the sun, Terasumon is practically a walking star. She glows with a soft yet stable light that allows for easy navigation through the darkness, and her warmth makes ice and water moves much weaker against her than they otherwise would be. Also, it means she gives really good hugs.
Attack:
Kusanagi: Terasumon strikes with careful, precise slashes of her sword. As this blade controls the wind, these strikes extend far, far beyond its actual reach
Sunset Kick: Terasumon gracefully floats into the air, as if not exerting any effort whatsoever, before dropping in a flame-wreathed dive kick.
Sons of Susanoo: Terasumon holds her sword aloft, sending three draconic spirits spiraling from its tip. Upon striking they coil around a foe, biting at them and searing them with their flaming bodies.
Duration: Three Posts.
Cooldown: One Post.
Warding Winds: Terasumon spins her sword in a circle, using it to guide the winds around her. The winds pick up any projectile attacks coming her way, redirecting them towards her opponents at greater force.
Cooldown: Two Posts.
Sunrise: Terasumon holds her staff aloft, a warm, lively light spilling from it. The scars of the battlefield and the wounds of her allies alike are alleviated while they remain in range.
Cooldown: Two Posts.
Eye of Truth: Terasumon extends her staff, calling forth an illusion of her foe from the Yata no Kagami at its tip. An illusion of the foe is called forth, bearing their insecurities and doubts. If a foe is burdened by worries, the illusion's strikes hurt as painfully as any real attack.
Duration: Three Posts.
Cooldown: One Post.
Purification: Terasumon holds her staff aloft, a bright light gathering in the Yata no Kagami at its tip. A massive cone of light then erupts from the staff, searing anything it touches. Those with malicious intent in their hearts are burned severely, both their physical bodies and fighting spirit seared away by the blast.
Cooldown: Two Posts.
Eclipse: Terasumon holds her sword aloft, her flaming wings unfurling to their maximum length from around her. They fire two powerful pulses; first a great pulse of light energy, then a pulse of chilling darkness. After this attack, Kuu and Elliot are forced to separate for the rest of the thread.
Digivolves From: Dynasmon + Sakuyamon (DNA), Tenchidramon (Digivolution)ANCIENT SPIRIT OF ORDER
Appearance: Rather than looking like a fully emergent Digimon, AncientVictorymon looks like a spirit that has half manifested at best. The most notable thing about AncientVictorymon is its statuesque appearance. Every part of its body besides the cape draped across it, whether designed to look like flesh or like cloth, is actually made of impossibly smooth stone. This extends to its body language as well. AncientVictorymon is in a perpetual state of eerie stillness, never seeming to blink or even breathe. No motion that the spirit makes is without purpose.
In addition, the foundation of the stone has been worn down over the millennia. Several cracks have formed in its stone body, rays of white light spilling out from where these cracks are. The cracks are the only indication of AncientVictorymon's current emotional state. The light is soft and barely visible most of the time, but intensifies to a brilliant glow when AncientVictorymon is exerting itself. Furthermore, several pieces of AncientVictorymon are flat-out missing, replaced with an aura of light shaped vaguely how the Ancient used to look. In particular, these locations are the left side of its face, its right shoulder, its left forearm, its waist, its right thigh, and its left foot.
AncientVictorymon itself seems to be draconic in appearance, but quite the atypical dragon by Digimon standards. Its proportions are rather slender, and while still more weighted towards the limbs than your average human looks almost scrawny next to other dragon Digimon. A tail faintly pokes out from behind its cape, and the telltale claws on its fingers indicate that it isn't quite human. Most noticeable of all is the half-mask that it wears, somewhat resembling a flatter faced ExVeemon in shape. This mask takes up the right side of AncientVictorymon's head. The left side is instead a silhouette of light, resembling how Elliot might look in a few years.
AncientVictorymon's attire resembles that of a musketeer of the guard, a lightweight yet ornate cloth uniform that helps ensure its mobility. From the wide-brimmed, plumed hat tilted over its head to the shining black boot ending with a dragon's talon for a spur, AncientVictorymon manages to look stylish even with the many cracks and missing pieces in its body. Its pants are a pristine white color, spotless even after the span of millennia, and it wears a navy blue tabard over a light blue jacket. A belt, the last part of AncientVictorymon's hips before the gap of its waist begins, is lined with spare daggers and potions to utilize in case of an emergency. Gold trim adorns its shoulders and the edge of its tabard, which bears the AncientVictorymon's insignia; a V crest formed out of dragon wings, with the Crest of Order lying behind it. This insignia is repeated on AncientVictorymon's cape, which almost looks like an adornment made to the statue rather than part of its original design. It might be tattered and worn, but it still flutters in the breeze to inspire AncientVictorymon's allies to seize the day.
The armaments in AncientVictorymon's hands, compared to that of most mega level Digimon, are the subtle weapons of a duelist. In its solid left hand AncientVictorymon wears a small buckler, designed not to turn entire attacks aside but instead assist AncientVictorymon in its dodges and parries. In its immaterial right hand it holds a saber, long and thin yet polished to a shine. These weapons communicate AncientVictorymon's fighting style: always stay moving, and seize every gap in an opponent's defense and focus that it can.
Ancient Hybrid Spirit: AncientVictorymon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Ancient Paragon
Fighting Style: AncientVictorymon has a fencer's build; long limbs and plenty of grace. Unfortunately, while these are amazing for winning most human competitions, they look a lot worse next to Super Megas that double AncientVictorymon's size more often than not. Nevertheless, AncientVictorymon faces these superior-sized foes without losing a shred of bravery. His greatest attribute is his speed, so fast that very slight afterimages often seem to trail him as he moves. In a way, his disjointed body services this very well. His reactions tend to look less like natural movements and more like moving pictures snapping into place, making predicting his attacks and dodges slightly more difficult than usual. This summarizes how AncientVictorymon fights as a whole; precisely. Whereas many Super Megas are capable of raining doom from above with ease, AncientVictorymon has very few attacks that don't target a single opponent. This precision helps him concentrate his attack power into very strong yet simple strikes, making AncientVictorymon a deadly combo of speed and strength. AncientVictorymon's main flaws are a dearth of ranged options and average at best defenses, which means that outside of one-on-one engagements he tends to be worn down from afar.
AncientVictorymon may seem graceful and orderly, but he actually fights surprisingly relentlessly. Each attack is designed to transition seamlessly into the next, letting AncientVictorymon assault his foes with beautiful-looking combination moves if given the opportunity. These combinations often end in a hefty power move, such as his Triad Strike or a direct stab from his Luminous Arc. If not given the opportunity, he will instead back off and test the waters from another angle, often hindering the opponent's defenses from afar with his Hidden Blade and Hat Trick. The only times when his neverending barrages stop are when he needs to prepare one of this two secret techniques. The first, the Miraculous Edge, he favors when stuck in a large group-vs.-group engagement. The power of his allies, all channeled into one overwhelming blow, is often enough to turn the tide of any fight. The second, the Ancient Soul, he uses when personally overwhelmed. This takes AncientVictorymon's already powerful speed and intensifies it, shoring up his middling defenses in the process. However, as AncientVictorymon's offensive options disappear as a consequence of this perfect guard, he tends to use it only in scenarios that no amount of offensive might can overturn.
Passives:
Perfect Restraint: AncientVictorymon has complete and utter control over the level of energy it can output. While typically as strong as a Super Mega, it can limit its strength all the way down to that of a Champion if need be. Digivice scans will be unable to pinpoint its level, revealing only a level of "Null" after their analysis. If targeted by an effect that would otherwise force it to de-Digivolve, AncientVictorymon can instead lower its power to that level in order to hold onto its current form. However, this comes with two important restrictions. AncientVictorymon refuses to adopt a level of power stronger than that of its strongest opponent, and AncientVictorymon cannot use Ancient Soul if currently limiting its power. Rumor has it that this is how AncientVictorymon tested its adherents, fighting them on equal terms without needing to de-Digivolve and risk its perfected form.
Silver: AncientVictorymon for any length of time, can summon a shining white steed to ride into battle. Brilliant wings of light fold out from its body when it takes to the air, and beyond piercing blue eyes it looks more like a brilliant white silhouette. Rumor has it that AncientVictorymon willed it into existence during a period of great loneliness, and it is every bit as quick-footed and stubborn as its corresponding Ancient is. It flies in graceful, looping movements, somehow stable footed enough for AncientVictorymon to duel while standing atop it. Being able to let his steed focus on dodging and movement allows AncientVictorymon to focus entirely on swordplay and rescuing allies. However, being separated from Silver prevents him from flying and forcing him to rely on his natural agility, making this less reliable than proper flight. If ever destroyed, AncientVictorymon can forego attacking for a post in order to re-summon his steed.
Twin-Linked: AncientVictorymon and AncientDesperadomon are as two halves of one whole. While both are accustomed to fighting by the sides of many allies, they are most comfortable when fighting with one another. The duo's moves gain extra effectiveness when used in corresponding pairs. However, if one of AncientVictorymon's moves is copied by another attack, this passive is considered copied as well. This can allow allies to keep a combo going, but can allow enemies to easily turn aside AncientDesperadomon's attacks. As a tradeoff for this passive's power, Twin-Linked moves gain an extra post of cooldown.
Attacks:
Luminous Arc: AncientVictorymon arcs his sword in a powerful back-swing, a trail of light tracing along the blade as he does so. The radiantly-glowing tip of the sword is its strongest point.
Twin-Linked - Right Back At You: AncientVictorymon's Luminous Arc is capable of reflecting and redirecting the bullets from AncientDesperadomon's Chaos Spread. After being repelled their outward spread is reversed, causing them to angle towards a single point and coalesce for hefty damage.
Hidden Blade: AncientVictorymon reaches into his cloak, producing a dagger and flinging it at his foe in a single smooth motion. While a weak attack, it is lightning-quick and surprisingly subtle in its setup, making it a useful distraction or interruption to throw a foe off of their game.
Twin-Linked - Special Delivery: AncientVictorymon's Hidden Blade snags into the rope tying AncientDesperadomon's Dyna-Might together, allowing the explosive to be pulled along at far greater speeds than usual. In essence, this combination turns the slow, unwieldy Dyna-Might into a much quicker, more direct attack.
Hat Trick: AncientVictorymon lets the buckler on his wrist fly, flinging it at the head of an opponent to try and really ring their bell. If up to three targets are standing close to one another, the buckler can bounce to hit them all. A successful hit leaves the opponent dazed, slowing their movement and leaving them seeing double. The main downside to this move is that it briefly leaves AncientVictorymon without a buckler, forcing him to be much more careful when dodging and blocking attacks. If he doesn't recover it by the time the move's duration is finished it will reform on his wrist, but until recovery or rebooting his defenses will be somewhat lowered.
Twin-Linked - Wallop!: AncientDesperadomon's lasso snags around AncientVictorymon's buckler in mid flight. While the dazing utility of the buckler and grappling utility of the lasso are sacrificed, the result is a surprisingly imposing flail tied directly to AncientDesperadomon's wrist. Swings of this makeshift weapon hit hard, dramatically boosting AncientDesperadomon's usually average melee ability, but each swing has nasty windup and windback that leave AncientDesperadomon vulnerable when using it.
Magnitude: 50% speed reduction for target, 20% defense reduction for Elliot.
Duration: Three Posts.
Cooldown: Two Posts.
Luminous Charge: AncientVictorymon holds his saber aloft, light forming into the shape of ten armed horsemen behind him. At the swordsman's signal they charge forward, lances lowered as they relentlessly plow into the enemy. The stampede can either fan out, dealing light damage to several targets, or focus inwards to mercilessly smash into a single foe.
Twin-Linked - Hammer and Anvil: AncientDesperadomon's posse fan out to surround the opponent, keeping them cornered while AncientVictorymon's armed horsemen storm in for a charge. With the opponent trapped on all sides, if an opponent lets the Hammer and Anvil set up around them escape can be very difficult.
Cooldown: One Post.
Triad Strike: A three-strike combo in which AncientVictorymon uses his agility to his advantage. AncientVictorymon first brings his sword upwards in a rising uppercut, then leaps to the sky to kick his opponent harshly into the ground. Once they hit the floor, he holds his saber outwards and falls, aiming to use the force of gravity to plunge his sword into them. If any element of the move is dodged or blocked, the combo ends there.
Twin-Linked - Accel Dance: If Triad Strike and High Noon are used on the same target, there isn't much additional effect. However, AncientVictorymon and AncientDesperadomon are capable of acting in near-complete sync, ensuring that they can work in unison to put the hurt on a single target.
Cooldown: One Post.
Miracluous Edge: AncientVictorymon draws energy from his deepest reserves, empowering it into his blade. For one post he charges, then lashing out with a radiant slash three times as strong as normal. However, the greatest strength comes not from himself, but from the bonds that he has made with his allies. Each ally who makes the conscious decision to share their energy with AncientVictorymon adds the power of one of their attacks to his swing. These are attacks of a standard Digimon of their level, so humans and noncombatants provide almost no power. This means that allies who cannot see or hear Elliot, or are stunned and can't respond, do not count to this list. With each ally's contribution Elliot's sword glows brighter and extends longer, changing from a musketeer's saber to a buster sword bigger than AncientVictorymon himself.
Twin-Linked - Embrace Tranquility: The Miraculous Edge can absorb the power of AncientDesperadomon's Fatal Revenger, all of Elliot and Isaac's hopes, despairs, and experiences pooling into one final strike. The flame-like projectile coils around the Miraculous Edge, intensifying the move's power to heights beyond what either move could achieve separately. On top of consolidating both move's power into a single strike, the Tranquil Blade is capable of smashing through any barrier while still dealing half the damage.
Charge Time: One Post.
Cooldown: Three Posts.
Ancient Soul: The wisdom of an Ancient in its is said to surpass that of any other Digimon. However, such wisdom simply cannot be channeled in full through a mere spirit. Despite this, AncientVictorymon can give his mind to the knowledge that has come before him, channeling the knowledge of a thousand years. His armor turns a brilliant white-gold, and the white energy that makes up his body turns an electric blue.
Normally, embracing the soul of an ancient provides a modest to speed and defense with no ill effects, as AncientVictorymon's lightning-quick reactions turn even direct hits to glancing blows. However, at any time during the move's duration, AncientVictorymon can give up more of himself to further fortify his mind. The first intensification allows AncientVictorymon to instead double these attributes, but causes him to lose his sense of self. The second intensification allows AncientVictorymon to triple these attributes instead, but his mind is so drawn inwards that he can no longer use named techniques or even speak. The move cannot de-intensify, instead only be fully cancelled. For this reason, AncientVictorymon uses it in very quick bursts to avoid fully losing himself to his spirit. Even then, dipping into Grade 3 of this move causes such an intense sense of loss that AncientVictorymon rarely, if ever, taps into it, and using it for its entire duration basically ensures that AncientVictorymon will be in a dreamlike trance by the time the battle reaches its end.
Twin-Linked: Apotheosis: If Ancient Soul and Limit Breaker are activated simultaneously, the spiritual energies of AncientVictorymon and AncientDesperadomon are pulled together, their incomplete forms borrowing from one another to merge into an unparalleled warrior. If AncientVictorymon and AncientDesperadomon are the ones utilizing these moves, the merge is seamless; they receive the benefits of both moves being used, but also both of the drawbacks. If any other user of this move elects to force a merge, their data begins to coalesce but quickly rejects itself. For one post, both Digimon are stunned thanks to the backlash of this sudden rejection.
Magnitude: 1.5x speed and defense (Grade 1), 2x speed and defense (Grade 2), 3x speed and defense (Grade 3)
Duration: Four Posts. (Can be cancelled earlier)
Cooldown: Four Posts.
Digivolves To: NonePRIMARY SPIRIT EVOLUTION LINE - ISAAC: SPIRIT OF CHAOS
Appearance:
S-Hybrid Spirit: Impmon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Imp
Fighting Style: Impmon is a rather tricky Digimon. It isn't the strongest Digimon, either offensively or defensively, and if forced to rely on fisticuffs tends to be a rather easy foe to defeat. It makes up for this deficiency with a surprisingly high amount of speed, both on the ground and in the air. Its big eyes and large ears aren't just for show, either. Impmon is very good at recognizing signs of incoming fire, which helps it dodge attacks that otherwise would have been clean hits. Impmon is all about staying one step ahead of the opponent, dodging, flipping, and occasionally warping around incoming attacks in order to prevent itself from taking major damage. In addition, it possesses a rather high amount of magical power for a Rookie, making its offensive techniques surprisingly powerful.
Impmon's primary technique is the Imp-losion, a move whose trickiness matches Impmon's. Rather natural tendencies towards trickery. Unlike a traditional fireball, it collapses in on itself and implodes. This allows it to pack a surprising punch if aimed well, but can lead to a very wimpy hit if triggered before properly detonating. Impmon tends to fly around and use this move liberally, poking at the enemy's guard, destabilizing their footing by targeting the terrain, and even using it to distract them with the flash of the explosion. If ever caught off guard, Impmon will promptly use Explosive Warp to escape and restart the assault.
Passive:
Shadow Ascent (Noncombat): Impmon sails into the air on a trail of shadows, giving him clumsy aerial mobility. While in the past this could only be used in brief spurts, he has managed to use this ability near-constantly nowadays.
👍□❒❒◆p⧫♏♎ ☟♏♋❒⧫: When in a state of severe emotional disarray, the corrupted code that Ebemon placed inside Isaac begins to reassert itself. Impmon's body turns crimson, with his red scarf instead taking on a blackish purple color. Strange purple venation spreads across its body, and its entire face becomes a large eye. In this form Isaac is more goo than solid being, capable of reassembling his body after taking grievous damage such as blunt force trauma and severed body parts. He is also capable of shifting form to an extent, distending his body in various ways and stretching his limbs to up to thrice their length for combat advantage. However, when in this denatured form damage from extreme heat and cold is tripled.
Overconfidence: Impmon is at his best when he has yet to have a reason to fear. If undamaged, either through healing or natural good health, his attacks are all a good deal stronger. Even a glancing blow removes this bonus, however, and despite his best efforts he can’t keep dodging forever.
Attacks:
Imp-losion: Impmon launches a tiny fireball forward. It collapses in on itself before erupting in a large blast.
Explosive Warp: Impmon snaps his fingers and vanishes, leaving an explosion in his wake. He reappears, slightly dazed, about three feet away from the initial warp.
Cooldown: Two Posts.
Digivolves To: Yasyamon
Appearance:
H-Hybrid Spirit: Yasyamon
Attribute: Vaccine
Family/ies: Nature Spirits
Type: Demon Man
Fighting Style: Yasyamon, much like Impmon, isn't really one for direct fighting. However, this is less due to a lack of aptitude and more due to personal choice. Yasyamon's agility staggeringly high by the standards of most Champions, his strange, puppet-like body moving with a limberness generally reserved for water. He tends to dodge even the trickiest attacks by contorting in strange ways, equal parts handy in a fight and useful for making foes too uncomfortable to properly fight back. His attack speed is similarly high, making up for the inherent weakness of using wooden blades rather than proper weapons. However, much like Impmon, Yasyamon doesn't exactly have the highest of defenses. He is rather unarmed, wearing little more than pants and a mask, which means direct hits have very little armor to contend with. Only his arm guards, located on his wrists and also wooden, can help bail him out of messy situations where taking damage is inevitable. For this reason Yasyamon tends to use his speed to keep enemies at an arm's reach, harrying them with strikes before retreating.
The main ability facilitating Yasyamon's ambushes is his Misty Step, which allows Yasyamon's speed to drastically increase when out of enemy sight. Provided he can escape to cover or capitalize on a distraction from an ally, Yasyamon can quickly work his way back around to assault an enemy from behind. Sometimes these are direct attacks, crippling an opponent with the Imp-air or Cross Slash. At other times, Yasyamon tries to meddle with his opponent's mind instead, using his Puppet Master technique to make them drop their guard or fill their head with distractions. When caught in direct combat he tends to prefer the mid-range, using the tips of his blades to sting his enemies instead of digging into combat. Here he often relies on his Swaying Strike, nimbly wrapping around incoming attacks while striking back harshly.
Passive:
Misty Step: Yasyamon is a loner above all, stalking through the forests with all the silence of a spring breeze. When obscured from the vision of other Digimon, Yasyamon is capable of moving three times as fast as normal. The second another Digimon spots him, this phantomlike boost of speed is lost.
Magnitude: 3x boost to speed.
👍□❒❒◆p⧫♏♎ 💣♓■♎: When in a state of severe emotional disarray, the corrupted code that Ebemon placed inside Isaac begins to reassert itself. Yasyamon's body turns a pale grey color, with its pants, vest, and bracers turning crimson. Strange red venation spreads across its body, and its mask turns into a bloodshot looking eye. In this form Isaac is more goo than solid being, capable of reassembling his body after taking grievous damage such as blunt force trauma and severed body parts. He is also capable of shifting form to an extent, distending his body in various ways and stretching his limbs to up to thrice their length for combat advantage. However, when in this denatured form damage from extreme heat and cold is tripled.
Attacks:
Swaying Strike: Yasyamon unleashes attacks from both of his blades, swaying to a tricky-to-predict rhythm in order to try and throw his opponents off.
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.
Digivolves To: Devidramon
Appearance:
B-Hybrid Spirit: Devidramon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Evil Dragon
Fighting Style: Whatever Devidramon it does in combat, it clearly has a good time doing it. This is helped by the fact that Devidramon is a complete and utter speed demon. While on land it tends to be moderately paced at best, Devidramon's top airspeeds are downright frightening. It doesn't always accelerate to top speed. After all, that would make its air control absolutely horrible. However, even moderately paced movement for Devidramon tends to exceed the airspeeds of many other Ultimates. While Devidramon doesn't have a ton of offensive tricks up its sleeves, the moves it does utilize tend to pack some major punch. In many ways this is due to the impact of momentum, though. If not given adequate airspace and time to work up a killer dive or pounce, Devidramon is instead forced to fall back on its weaker arsenal of projectile moves. In addition, Devidramon's primary defense is dodging. A lack of heavy scales means that a solid hit can leave Devidramon reeling badly, and its high-speed, low-mobility flight means dodging too many attacks at once can be impossible.
Naturally, Devidramon prefers fighting from the safety of the air. This gives it the most opportunity to dance around opponents and swoop down for massive, powerful hits. Against lightly armored opponents it prefers to use the Imp-ale, while heavier opponents will find their armored plating seared by the Ruby Nail instead. However, a lesser known element of Devidramon's fighting style is its love of ambush techniques. Devidramon can temporarily blend into its surroundings like a chameleon, allowing it to rush an opponent from surprise and pick at their guard. When hidden like this Devidramon prefers using its Black Frost or Malice Glare to open up holes in its opponent's defenses. Finally, when cornered, Devidramon tends to disengage beneath the cover of his unpredictably-swirling Chaotic Flame.
Passive:
Tattered Wing (Noncombat): Devidramon's wings may be torn badly, but they are still quite capable of soaring through the air. Devidramon's streamlined shape makes him quite fast, but his maneuverability leaves much to be desired.
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.
👍□❒❒◆p⧫♏♎ 👌□♎⍓: When in a state of severe emotional disarray, the corrupted code that Ebemon placed inside Isaac begins to reassert itself. Devidramon greatly resembles the corrupted form that Ebemon had generated previously. Its black body becomes crimson with black markings, and eyespots open all over its body. Its mouth fuses shut into a single, unnervingly smooth face. In this form Isaac is more goo than solid being, capable of reassembling his body after taking grievous damage such as blunt force trauma and severed body parts. He is also capable of shifting form to an extent, distending his body in various ways and stretching his limbs to up to thrice their length for combat advantage. However, when in this denatured form damage from extreme heat and cold is tripled.
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
Black Frost: Devidramon belches out a cloud of bone-chilling gas. It is pitch-black in color, making it very hard to see coming in the darkness.
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
Chaotic Flame: Devidramon breathes green flames into the ground, trails of fire snaking away in a disorderly fashion. Often used to cut off a foe’s escape routes.
Cooldown: Two Posts
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.
Red Layer (Mission Reward): An approximation of the D-Reaper's shield, usable once per thread and lasting for three posts. On use, the user appears pure red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents.
Red Mode II - Red Field (Plot Reward)
An approximation of the D-Reaper's field, usable once per thread and lasting for three post. On use, the users eyes take a red tint, and red bubbles begin to radiate from the user's surface, at a rate of (10 Ulti/15 Mega/20 SM) bubbles per post. These can be thrust out in a single direction in a barrage, dealing burning and corrosive damage on strike. If not fired, the bubbles are held around the user, acting as a deterrent to physical approach.
Digivolves To: Samudramon
Appearance:
A-Hybrid Spirit: Samudramon
Attribute: Virus
Family/ies: Nature Spirits
Type: Dragon Man
Fighting Style: Samudramon, all things considered, is actually one of Isaac's most well-balanced forms. Its offensive power is high, yet more measured than Devidramon's berserker rage. Its reflexes are quick, yet it tends to prefer walking to running all around the battlefield. Its armor plates are a huge step up in defense from the nudity exhibited by all of Isaac's other forms, yet their lightweight and somewhat decorative nature makes them less protective than the fully-encased suits that certain other Digimon wear. This makes Samudramon a very flexible Digimon, capable of adapting between pressing the offensive and fighting from the back foot at the drop of a hat. Helping this is Samudramon's rather stoic demeanor, helping it keep focus even through inopportune circumstances. The main weakness of Samudramon is that while a jack of all trades, it is a master of none. To win fights Samudramon needs to rely on its skill, putting its rather neutral attributes to use pushing against an enemy's weaknesses and limiting their strengths.
Naturally, Samudramon tends to be a more opportunistic and reactive fighter than most. In neutral situations it tends to use its Phosphorous Bow to try and force opponents onto their back foot, while using the Trick Guillotine to lure them into dropping their guard. If forced to fight on the defensive, it will instead try to repel enemies back with its Heavy Storm or limit their actions with its Binding Blade. Finally, when an opponent's guard has been shattered and they start to show weakness, Samudramon relentlessly hunts them down with its Ronin Rage. Samudramon's strongest technique, however, is the Terra Blade. Whether capitalizing on an opponent fleeing or benefiting from an ally giving him cover, Samudramon charging this attack up is a sign that it is trying to end a battle in a particularly brutal fashion.
Passives:
Rocket Pack (Noncombat): Samudramon, much like all WarGreymon, has a set of jump jets embedded in the back of his armor. These allow him to fly, although when achieving higher speeds it is more like launching himself through the air than actually flying.
Bladed Mail: Practically every plate on Samudramon is a sharpened, non child-safe edge. Approaching Samudramon is very ill-advised, as each physical attack that makes contact with him returns some damage to the attacker. However, he gains no defensive protection against them.
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.
👍□❒❒◆p⧫♏♎ 💧□◆●: When in a state of severe emotional disarray, the corrupted code that Ebemon placed inside Isaac begins to reassert itself. Samudramon's armor turns bright crimson, and his hair and blades turn jet black. A strange, red fluid seems to constantly drip off of the blades, and an eye opens up in the center of his chest. In this form Isaac is more goo than solid being, capable of reassembling his body after taking grievous damage such as blunt force trauma and severed body parts. He is also capable of shifting form to an extent, distending his body in various ways and stretching his limbs to up to thrice their length for combat advantage. However, when in this denatured form damage from extreme heat and cold is tripled.
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.
Heavy Storm: Samudramon raises his sword into the air, calling down blasts of lightning before him. They unpredictably strike the area surrounding Samudramon, whether friends or foes are nearby.
Cooldown: Two 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.
Trick Guillotine: Samudramon flashily twirls his blades around, aiming to snare his opponent’s head in between the grooves of his curved blades. This feinting move can directly be followed by an Imp-act or Phosphorous Blow, or just used to startle his enemies.
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 Bow'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.
Red Layer II (Mission Reward):
An upgrade of "Red Layer", usable once per thread and lasting for four posts. On use, the user's surface glows red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents. Generally more damaging than 'Red Layer'.
Red Mode II - Red Field (Plot Reward)
An approximation of the D-Reaper's field, usable once per thread and lasting for three post. On use, the users eyes take a red tint, and red bubbles begin to radiate from the user's surface, at a rate of (10 Ulti/15 Mega/20 SM) bubbles per post. These can be thrust out in a single direction in a barrage, dealing burning and corrosive damage on strike. If not fired, the bubbles are held around the user, acting as a deterrent to physical approach.
Digivolves To: DexDorugoramonALTERNATE SPIRIT EVOLUTION LINE - ISAAC: SPIRIT OF PROGRESS
Appearance:
H-Hybrid Spirit: NeoDevimon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Artificial Fallen Angel
Fighting Style: NeoDevimon's fighting style is as baffling and strange as NeoDevimon himself is. In many ways he is a Digimon of paradoxical contrasts. His defense isn't very high, but his stamina is off the charts. This is because of the many life support systems that are strung through NeoDevimon, keeping him pumped full of data even at the cost of his own structural integrity. His overall mobility is low as well, but his ability to dodge is staggering. This is due to the Mask of Madness on NeoDevimon's face, which leaves NeoDevimon's dialed up to almost painful levels. Fortunately for NeoDevimon's would-be foes, this awareness is both his greatest asset and biggest curse. NeoDevimon is very strongly reactive to any incoming attacks, genuine or false, making it possible for even basic feinting to leave NeoDevimon flinging himself into attacks. The one consistent element of NeoDevimon is his attack strength. NeoDevimon puts 110% into every strike, meaning even his weaker strikes are fueled by an animallistic rage that leads to them hitting hard.
In many ways, NeoDevimon doesn't have a fighting style. He lashes out like a cornered beast, using any means at his disposal. For the most part, this involves frantic swipes of his claws, whether with random flailing or his surprisingly potent Cable Claws attack. However, more often, NeoDevimon uses attacks designed to scramble the minds of his foes. The Howl of the Damned and Holo-Demon attacks leave an opponent's focus split and distracted, allowing NeoDevimon to prey on them while they are dazed. His signature technique, the Power of NEO, takes all of NeoDevimon's assets and weaknesses and intensifies them greatly. It burns NeoDevimon's own life support to cinders while allowing him to wail on enemies at far greater strength, turning him into a glass cannon in the truest definition. While most Digimon will save their trump cards for pivotal moments in a fight, NeoDevimon can and will use his at the drop of a hat. He really isn't very stable, physically or mentally.
Passive:
Crimson Cape (Noncombat): NeoDevimon's large, crimson wings allow him to fly. While they are slow and cumbersome, he has very good control over his direction of travel
Mask of Madness: NeoDevimon’s mask keeps him paranoid and jumpy, always looking for a fight. His awareness is drastically heightened, alerting him to potential attacks and ambushes. While this makes NeoDevimon very capable of dodging, its paranoia makes it highly vulnerable to fake-outs and feints. If the mask is removed, NeoDevimon’s nerves settle to more ordinary levels.
Magnitude: 2x boost to standard awareness and reflexes.
Attacks:
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.
Cable Claws: NeoDevimon launches the tips of his claws on wires, jamming them into an enemy like miniature tasers. One claw hitting is a weak shock: all six hitting is horribly painful.
Power of NEO: The red control nodes on NeoDevimon's chest spark furiously, tightening his muscles. His speed, strength, and reaction time greatly increase, but NeoDevimon is hurt badly.
Magnitude: 2x boost to strength and attack speed.
Duration: Three Posts.
Cooldown: Two Posts.
Holodemon: NeoDevimon produces two hologram images, flanking him and following his movements. A hologram vanishes if struck by a strong enough attack.
Duration: Three Posts.
Cooldown: Two Posts.
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.
Digivolves To: MetalGreymon (Virus)
Appearance:
B-Hybrid Spirit: MetalGreymon (Virus)
Attribute: Virus
Family/ies: Metal Guardians
Type: Cyborg
Fighting Style: Most of Isaac's forms tend towards at least being moderately speedy, but MetalGreymon is a complete reversal from this paradigm. He moves at what could charitably be described as a snail's pace, with only bursts of the engines built into his back allowing him to attempt keeping pace with other Digimon of his level. MetalGreymon makes up for this, however, with sharpshooter-like accuracy. MetalGreymon loves fighting from far range, using the arsenal that makes up much of his body to gun opponents down with a variety of attacks. Wars of attrition tend to be MetalGreymon's favorite. His stamina and defense are both quite high, making him very suited to long, drawn-out engagements where he can bring the full force of his weaponry to bear. Ironically, MetalGreymon'd biggest strength is also his biggest weakness. These drawn-out struggles are great for MetalGreymon against similarly paced bruisers, but fast opponents are quite capable of dancing around his slow arsenal while slowly wearing him down.
When it comes to ranges, MetalGreymon is one of extremes. When MetalGreymon fights at range, he favors the furthest extents of far range. Attacks such as the Prominence Beam and Infinity Warhead allow him to wreak havoc on foes from sniper-like distances, while closer ranged abilities such as the Nanite Flamer allow MetalGreymon to dissuade foes from approaching closer. If not allowed to fight at a far distance, MetalGreymon will instead do everything in its power to keep its opponents closer. Meltdown and Vibro-Arm allow MetalGreymon to fiercely, albeit slowly, smash down even the heaviest of the guards. The main problem is that MetalGreymon lacks tools in the middle range, allowing a canny foe to kite him quite easily. MetalGreymon's main way of solving this problem is his IMP, which he uses to take away some of his opponent's options and pressure them to either escape or face him one on one.
Passive:
Grey Engine (Noncombat): Do those tiny, tattered wings look like they can carry MetalGreymon on their own? A powerful engine built into MetalGreymon helps him hover through the air, slowly yet inevitably, while his wings help fine-tune his movements for more perfect control. If this engine gives out, however, MetalGreymon is left groundbound.
Techno Breaker: MetalGreymon is practically designed for the hunting and destruction of machines. Armored Digimon find their guard less effective against MetalGreymon as it tears through their plating, and fully mechanical Digimon take more damage from its attacks.
Magnitude: 30% boost to damage against armored Digimon. 50% boost to damage against machines.
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.
Attacks:
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.
Vibro-Arm: MetalGreymon smashes his large arm into his opponent, its clawed tips vibrating like miniature razors. A slow, hefty strike that isn't difficult to dodge, but slices its way through any guard that the opponent can throw up.
Cooldown: One Post.
Nanite Flamer: MetalGreymon opens his mouth wide, firing a cloud of smog laced with glowing "embers." These are not actually embers but instead nanomachines that swarm the opponent, leaving thousands of microscopic cuts and burns that add up to deal damage over time.
Duration: Three Posts.
Cooldown: One Post.
Infinite Warhead: MetalGreymon hunkers down, focusing all of his energy into launching a pair of large missiles from his chest. While the long time to fire gives opponents ample time to move, the explosion that these shots kick up is immense in both size and damage alike.
Charge Time: One Post.
Cooldown: Two Posts.
IMP: That stands for Imp Magnetic Pulse, by the way. MetalGreymon spits an electrified bomb onto the battlefield, which emits a field that shuts down electronics both manmade and digital. Within a 30 foot radius, mechanical-based attacks, phones, and Digivice functions are all shut down. It also tends to feel like quite the nasty hangover.
Effect Size: 30-foot radius.
Duration: Two Posts.
Cooldown: Three Posts.
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.
Red Layer (Mission Reward): An approximation of the D-Reaper's shield, usable once per thread and lasting for three posts. On use, the user appears pure red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents.
Red Mode II - Red Field (Plot Reward)
An approximation of the D-Reaper's field, usable once per thread and lasting for three post. On use, the users eyes take a red tint, and red bubbles begin to radiate from the user's surface, at a rate of (10 Ulti/15 Mega/20 SM) bubbles per post. These can be thrust out in a single direction in a barrage, dealing burning and corrosive damage on strike. If not fired, the bubbles are held around the user, acting as a deterrent to physical approach.
Digivolves To: Beelzemon (2010)
Appearance:
A-Hybrid Spirit: Beelzemon (2010)
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Demon Lord
Fighting Style: Whereas most of Isaac's forms like the get up close and personal, Beelzemon is as true of a gunslinger as they come. His close quarters strength is low to middling at best, a dedicated melee bruiser of the same level capable of easily overpowering him. However, his ranged attacks are very potent. His main tool, the Berenjena SDX, is a literal hand cannon that's longer the entire rest of his arm, and it is capable of overheating to put out even hotter shots of Digital plasma than usual. Beelzemon's trigger finger is quite itchy, too; he has a sharp eye and quick reflexes that allow him to harry a foe from range with ease before really breaking out the big guns. Beyond this, the rest of Beelzemon's abilities are average at best. He is agile, allowing him to flutter around attacks thrown his way, but surprisingly slow on the move unless able to summon his hoverbike for some backup. His armor is sturdier than the leather jackets most Beelzemon wear, but is a basic level of protection at best. All in all, Beelzemon is an average Mega, slightly quicker and shootier than most.
Beelzemon's fighting style is heavily influenced by the small armory that he carries around with him at all times. Rather than punch or kick like most Digimon do between attacks, Beelzemon tends to plink away at his foes with a weight of small arms fire. These are to his Berenjena-based attacks as regular swipes are to an Agumon's claw attack: similar in nature, but far less powerful. He tends to use these to poke at an opponent's defense, while using the Behemoth hoverbike or his Blackwing Step to force his opponent into an engagement. Once he has an opponent cornered, he tends to go for a power move, using the Giga Blaster or Beelzebomb to try and deliver single, decisive blows. Of course, if not able to fight comfortable, Beelzemon tends to get a little desperate. He may use his Imp-ression to turn his opponent's own moves against them, or he may use the Remorse of NEO to overload his weapons and push through the pain at the cost of his own vitality.
Passives:
Raven Wing (Noncombat): Beelzemon can fly on long, crow-like wings, occasionally supplementing them with thrusts from his powered armor. This gives him an ideal balance between maneuverability and speed, although not excelling at either.
Behemoth: Beelzemon is the lucky owner of a sleek-looking hoverbike, which moves faster than he does normally but with less pinpoint maneuverability. In lieu of a proper move in his post he can command his hoverbike to spew flames. If it is destroyed, it cannot be called forth again for the rest of the thread.
Living Armory: Beelzemon carries more guns on his person than a concerned citizen planning for a zombie apocalypse. Along with his designated move per turn, he is capable of providing suppressing fire with a submachine gun, accurately plugging away with a pistol, or going for a close-range blast with a shotgun. Each is far weaker than a named move, around slightly weaker than most Mega Digimon’s ordinary punches but with the advantage of far-reaching range.
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.
The Beelzebomb: Beelzemon, in a last-ditch attack, overloads his Berenjena SDX arm cannon to its breaking point and flings it at the enemy. It takes a good while to reconstruct a new one, forcing him to use sidearms until then.
"Cooldown": Three Posts.
Remorse of NEO: Beelzemon rips off its chest armor, revealing the brightly glowing power cores of NeoDevimon. They burn hotly enough to kill Beelzemon’s pain receptors, giving him pain resistance and a large damage boost. They also leave him badly damaged after wearing off.
Magnitude: 2x boost to power, ignores 90% of incoming pain.
Duration: Three Posts.
Cooldown: Two Posts.
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.
Red Layer II (Mission Reward):
An upgrade of "Red Layer", usable once per thread and lasting for four posts. On use, the user's surface glows red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents. Generally more damaging than 'Red Layer'.
Red Mode II - Red Field (Plot Reward)
An approximation of the D-Reaper's field, usable once per thread and lasting for three post. On use, the users eyes take a red tint, and red bubbles begin to radiate from the user's surface, at a rate of (10 Ulti/15 Mega/20 SM) bubbles per post. These can be thrust out in a single direction in a barrage, dealing burning and corrosive damage on strike. If not fired, the bubbles are held around the user, acting as a deterrent to physical approach.
Digivolves To: DexDorugoramonZ-HYBRID SPIRIT - ISAAC
Appearance:
Z-Hybrid Spirit: DexDorugoramon
Attribute: Virus
Family/ies: Dark Area
Type: Ghost
Fighting Style: DexDorugoramon might look like an apex predator, relentlessly tearing his foes to shreds, but he is actually a far more rational beast than that. At least at the start of a fight, DexDorugoramon's main asset is wearing foes down through through tactical application of overwhelming force. With his huge body by even Super Mega standards, and proportionally huge claws, DexDorugoramon is capable of badly messing his opponents up if given the proper opportunity. In addition, DexDorugoramon's unstable DigiCore makes his attacks surprisingly powerful and ferocious by the standards of most Megas. However, the instability of his core also causes his attacks to have unexpected side-effects. Many moves put too much strain on DexDorugoramon's own failing DigiCore, hampering his own attributes after usage. Others cause benefits for DexDorugoramon's foes, empowering them with loose fragments of DexDorugoramon's data. DexDorugoramon's heightened defenses help make up for this drawback, but they are not always enough to weather the consequences of his own actions. To make matters worse, DexDorugoramon's data visibly chips away as the battle rages on, his defense falling and speed rising proportionately. This change from glacier to glass cannon sometimes allows Isaac to pull off brilliant turnarounds, befitting his high-risk fighting style, but at other times just digs him further into a dangerous situation.
DexDorugoramon's primary means of fighting is to try to overwhelm his foe with hyper-offense from the beginning. His Aura of Entropy wears away foes up close, allowing him to punch at soft spots in their defenses with heavy blows such as his Heavy Metal Dash and Inferno Overdrive. Even his primary ranged technique, the Fire Dance, allows him to deliver heavy flaming punches in melee. For this reason, he tends to stick to foes as closely as possible, giving them no room to breathe and capitalize on any gaps in his own defenses. Whenever possible, he mitigates the downsides of his stronger moves by activating his Negative Zone. This can also be used to help him and his allies recover from an opponent's debuffs, or turn an opponent's own empowering moves against them. Due to the infrequency of the move's use, however, he more often than not has to fall back on distractions. Moves such as Berserk Gene and Wraith Walk allow him to slip out of tricky situations that his risk-taking gets himself into. When in dire straits he breaks out his Digicore Predator ability, putting his own life on the line to make sure he can heal and escape. This lends itself to quick, vicious battles, and even more drawn-out engagements tend to feature heavy spikes in damage.
Passives:
On Crimson Wing (Noncombat): DexDorugoramon may be massive, but his large wings are capable of putting out great amounts of force with a single flap. While sustained flight is difficult, he often uses these for agile, dance-like movements at odds with his usual slow pace.
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.
Chaotic Echoes: Pure chaos runs through DexDorugoramon's veins, allowing him to react swiftly and unpredictably when on the hunt. DexDorugoramon can add a 2-post cooldown to any of his moves in order to use them an additional time in succession. This only applies to the same move; under no circumstances can he use two differing moves in a single attack.
Cooldown: 2 posts
Instability: Attacks to DexDorugoramon slowly chip away at his outside form, revealing the unstable Digicore beneath. As DexDorugoramon gets more injured he begins to both take more damage, turning him into a glass cannon when he is on his last legs. He also gains a sizable speed boost as his movements become twitchy and hard to predict.
Magnitude: 33% boost to speed at half health. 66% boost to and speed at a quarter of his health. 2x boost to and speed if fighting on his last legs. For defense, the reductions are 15%, 30%, and 50% at the same breakpoints
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.
Attacks:
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.
Inferno Overdrive: DexDorugoramon's upper arms alight in smoky purple flame. He then wheels back for a heavy haymaker, planting an opponent into the ground with literal explosive might. While this move is on cooldown, DexDorugoramon's power is reduced.
Magnitude: 0.75x attack power (while on cooldown)
Cooldown: Two Posts.
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.
Wraith Walk: Purple gas leaks from the mass of wires that makes up DexDorugoramon's body, splitting into three illusionary duplicates of DexDorugoramon. They rapidly absorb data in the nearby area, forming into temporary combat-ready bodies A single direct hit is enough to disperse them, and they erode into increasingly weak forms over the course of the move's duration, but they are surprisingly potent as distractions and fighters alike.
Magnitude: -33% to all stats per post (each wraith).
Duration: Three Posts.
Cooldown: Two Posts.
Berserk Syndrome: DexDorugoramon whips his tail like a censure, spraying a heavy cloud of purple smoke onto the battlefield. Any Digimon who inhale it feel a killer instinct settling into them, making them faster but urging them to violently attack whatever Digimon gets in their way. This impulse can be weathered by particularly disciplined or mindless Digimon, allowing them to take advantage of the resulting adrenaline rush guilt-free, but the feeble-minded and susceptible will find their resolve seriously tested.
Magnitude: +33% speed.
Duration: Two Posts.
Cooldown: Two Posts.
Digicore Predator: DexDorugoramon's claws seem to split open, revealing a bright green wireframe beneath them. He painfully skewers them into an opponent, sapping data directly from their DigiCore. This move strongly heals DexDorugoramon, healing equal to the damage that he deals, but also leaves his own DigiCore exposed and ripe for punishment.
Magnitude: 0.5x defense (while on cooldown)
Cooldown: Two Posts.
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.
Red Mode II - Red Field (Plot Reward)
An approximation of the D-Reaper's field, usable once per thread and lasting for three post. On use, the users eyes take a red tint, and red bubbles begin to radiate from the user's surface, at a rate of (10 Ulti/15 Mega/20 SM) bubbles per post. These can be thrust out in a single direction in a barrage, dealing burning and corrosive damage on strike. If not fired, the bubbles are held around the user, acting as a deterrent to physical approach.
Digivolves To: DexDorugoramon D (Mode Change)
Appearance: DexDorugoramon can already be said to be the corrupted, tainted version of Dorugoramon, but DexDorugoramon D makes DexDorugamon look majestic by comparison. The first thing of note about DexDorugoramon D is that it has shifted from DexDorugoramon's vibrant colors to the more putrefied colors of the D-Reaper. Its purple armor has become faded and washed out, now more closely resembling the grey-blue flesh tones that the D-Reaper's many agents possess. In addition to being fleshlike in appearance, DexDorugoramon D's armor is now fleshlike to the touch as well. Were it not for still possessing the hardness of armor, it would almost seem to have become completely organic. This fleshy carapace covers more of DexDorugoramon D's body than the original armor did, bands it spiraling down the exposed parts of DexDorugoramon D's arms, legs, and chest in a fashion similar to that of a D-Reaper Optimizer.
DexDorugoramon D's main body, formerly a mass of black belts tied into a wraithlike form, has now become a mass of pale red wires. These are similar to those that make up the D-Reaper's constructs, but in combination with DexDorugoramon D's humanoid shape and armor color almost make it resemble a flayed man. This core of wires is the main vulnerable point of DexDorugoramon D's body, and for this reason it often takes stances that minimize their visibility. Only small slits of it tend to be visible at any given moment, making it all the more disconcerting when they do show themselves.
The next most noticeable change about DexDorugoramon D is its wings. While DexDorugoramon has rather brilliant plumage, the featherless, geometric wings that DexDorugoramon D has seem almost like parodies of its former wingspan. They wrap tightly around the small, skeletal framing that outlines DexDorugoramon's normal wings, taking a formerly massive silhouette and making it look barren by comparison. Of all Reaper agents, DexDorugoramon D's are closest in appearance to that of the Infiltration type, a potential nod to the fact that Isaac is just as much a part of this form as his spirits.
The rest of DexDorugoramon's appearance does not change substantially. However, it takes on a more withered, distorted look overall. Its body is somewhat less bulky than DexDorugoramon's normal athletic frame, and its arms are long enough to almost dangle towards the ground. The metallic parts of its body, namely its wing blades, tail globe, and claws, have turned from a menacing silver sheen to an almost rusted over color. Furthermore, DexDorugoramon D's claws have twisted to resemble miniature scythes, cementing it even more as a creation of the Reaper.
The final change of note on DexDorugoramon is that its head has changed near-entirely. Rather than a feral looking draconic face, DexDorugoramon D's head is a perfectly smooth surface wearing a brilliant golden mask. The mask obscures any and all facial features, having only a large, lavender orb in its center. However, damage to the mask may reveal that it is obscuring disconcertingly human looking eyes. In addition, if ever goaded into opening its mouth, DexDorugoramon D's teeth appear far more like the flat teeth of a prey animal than the serrated fangs of a dragon. The fact that these changes only come out when DexDorugoramon D is especially berserk, a moment when DexDorugoramon D should look less human rather than moreso, makes them all the more uncomfortable to look at.
Z-Hybrid Spirit Mode Change: DexDorugoramon D
Attribute: Unknown
Family/ies: Dark Area
Type: Power Synthesis
Fighting Style: If DexDorugoramon trades agility for defense and power, DexDorugoramon D makes an even harder trade. It is a form designed almost entirely for defense, which stands in surprising contrast to its flayed, stringy looking body. Its offensive power, while formidable, is less than that of its hyper-offensive base form. Its movement is even slower, DexDorugoramon D being incapable of the elegant, dance-like movements that DexDorugoramon normally possesses. However, it makes up for it with an unnaturally high defense, combining the unique resistances of the D-Reaper with the resilience of a cybernetically-reinforced zombie. Even if one were to target the wires that make up the majority of its body, the sheer density of wires would make putting DexDorugoramon D for the count a long, drawn-out affair. Its mindset is colder and more calculated than that of DexDorugoramon. Whereas the former is a tenacious and brutal predator who seeks to end fights quickly, DexDorugoramon D is a schemer who seeks to ensnare foes in large webs of its rather unorthodox attacks. It is calculating to a fault, and is willing to take a grievous injury at the start of a fight in order to benefit later on. It also tends to be an active learner, keeping close track of an opponent's attacks, habits, and fears to properly exploit them in mid battle. However, its offense seems notably restrained. Perhaps removing a certain human element would make it more efficient . . .
DexDorugoramon D is an oddity by Digimon standards, having no true standard attacks. Instead of having a simple fireball or claw swipe to fall back upon, DexDorugoramon D instead needs to use every part of its toolkit strategically to wear down an opponent. Fortunately, mere contact with D-Reaper data eats away at an opponent's vitality, meaning that the lingering aftereffects of DexDorugoramon D's moves tend to be deadlier than expected. D-Reaper agents perpetually flank him, providing light fire support as it calls up masses of wires, plumes of infected data, and even miniature D-Reaper fields. This allows DexDorugoramon D to exert control over the battlefield, making up for its comparatively tepid offense by forcing opponents to fight where and when it wants. Then, once an opponent is sufficiently boxed in, DexDorugoramon D can detonate all of these elements of corrupted data at once for massive damage. DexDorugoramon D's ability to tether opponents is instrumental for pulling this off, giving DexDorugoramon time to ensnare an opponent and pull them close before the big impact. If none of these are successful, DexDorugoramon D does its best to break the will of its enemies, using a modified version of Dexmon's Process moves to dismantle and rebuild its targets byte by byte. While the attack is harmless, it is severely plainful.
Passives:
👎︎♏︎♋︎⧫︎♒︎🕯︎⬧︎ ✌︎♎︎❖︎♋︎■︎♍︎♏︎ (Noncombat): DexDorugoramon D's wings are tattered, stumplike parodies of wings, but its flying may actually be a bit better than that of its original form. While DexDorugoramon D can't pull off the quick, dancelike dodges its prior form can, its movements are nearly implacable as it glides forward without even putting much effort into it.
🏱︎♏︎❒︎♐︎♏︎♍︎⧫︎♓︎□︎■︎ □︎♐︎ ☞︎□︎❒︎❍︎: DexDorugoramon D is made of the same strange, malleable data that most D-Reaper programs are made out of. This unique physiology makes its responses to harm very different from that of a standard Digimon. DexDorugoramon D's putrefied, fleshy armor is nearly impervious to physical trauma, whether from melee attacks or elemental techniques such as earth, wind, and water. They can cause DexDorugoramon D to recoil, and even separate parts of its body, but it feels no pain from such onslaughts and can regenerate body parts form even the most severe bodily traumas. In trade, DexDorugoramon D becomes far more vulnerable to energy based damage, such as fire, ice, electric, light, and darkness based attacks. These destabilize DexDorugoramon D's data matrix, dealing twice the usual damage and temporarily preventing the regeneration of targeted areas.
In contrast to its armor, the red wiring that makes up DexDorugoramon D's main body is perfectly susceptible to melee damage. Blunt force trauma and impalement do less damage to him comparatively, while anything that slashes or tears through the nexus of wires deal twice the usual damage. Concentrated application of them can even reduce DexDorugoramon D to nothing.
👍︎□︎❒︎❒︎◆︎◻︎⧫︎♏︎♎︎ 👌︎●︎□︎□︎♎︎: Mere contact with the D-Reaper program can have catastrophic effects on the data of Digital life forms. DexDorugoramon D, birthed entirely through such corruption, is no exception. Directly touching DexDorugoramon D and its data constructs in any way, shape, or form causes pain proportional to the duration and magnitude of the touch. A powerful punch or a lengthy grapple will cause more intense pain that lingers for a longer period of time, while simply brushing past DexDorugoramon D will be a sharp yet brief feeling that causes no long-lasting damage. This is doubly true for anyone trying to directly integrate DexDorugoramon D's data into their own core. Draining DexDorugoramon D for healing purposes harms instead of healing, for rather obvious reasons.
☟︎♓︎❖︎♏︎♐︎●︎♏︎♏︎⧫︎ ✞︎♋︎■︎♑︎◆︎♋︎❒︎♎︎: DexDorugoramon D is perpetually flanked by four Agents of its own creation. These protrude from the mass of wires that makes up DexDorugoramon D's core, and for this reason cannot extend too far from his position. By default, these are Searchers, who DexDorugoramon D uses as an extra set of sensory organs. However, upon combat beginning they retract, reemerging as one of three combat based forms. These can be Bubbles, who fire weak yet rapid streams of energy pellets at nearby opponents, Creep Hands, who swarm to grapple targets of DexDorugoramon's choice, or Gatekeeper fragments, who serve as emergency shielding in a pinch.
The Agents will always appear in the order of Bubbles -> Creep Hands -> Gatekeepers, so DexDorugoramon D cannot simply conjure the Agent he wants at will. In addition, they are far weaker and more fragile than real Agents, more convenient annoyances than actual game-changing threads. If destroyed the Agents take two posts to be rebuilt.
"Cooldown": Two Posts.
👎︎♋︎■︎♍︎♏︎ ⬥︎♓︎⧫︎♒︎ ⧫︎♒︎♏︎ 👎︎♏︎❖︎♓︎●︎: DexDorugoramon D, normally, is no stronger than Isaac's standard DexDorugoramon form. In fact, the internal struggles raging in its head actually make it somewhat weaker, leaving it relying on plague and digital hazards to deal real damage. However, by relinquishing control (whether by force, by choice, or simply by being unable to remain conscious), DexDorugoramon D can become drastically stronger than usual. In this state DexDorugoramon D allowed to do basically whatever it wants. Isaac is expelled from the fusion, stored in a Control Sphere while the spirit and Reaper assembly is allowed to run rampant. For obvious reasons, the risk is definitely not worth the power. The potential exists, but only as a pure nuclear option.
As both a failsafe for allies and a tantalizing target for enemies, DexDorugoramon D's wire assembly extends from his armor in order to connect to Isaac's control sphere. While the mess of wires is thick even by D-Reaper standards, severing it will spell an immediate end for DexDorugoramon D.
Attacks:
👎︎♏︎❖︎♋︎⬧︎⧫︎♋︎⧫︎♓︎□︎■︎ 👍︎❒︎♋︎⬧︎♒︎: DexDorugoramon D smashes the ground (or any poor sap in its way) with a clawed fist. Where impact is made, red wires snake out, fanning from the point of impact in every direction. The attack ends early if DexDorugoramon D pulls its hand back, but until then wires snake out in 8 directions for 200 feet in length.
Duration: Three Posts.
Cooldown: One Post.
👎︎♏︎♍︎♋︎⍓︎ 👍︎♋︎■︎■︎□︎■︎: DexDorugoramon D swishes its tail, sending a ball of noxious red gas in the direction of his opponents. Anyone directly hit by the ball is infected, red burns spreading on their body and starting to chew away at their data. The infection is not the strongest, and passes mercifully quickly. However, if an infected Digimon is within arm's reach of another, the virus will transfer to them. This can go on for up to five posts, so great care must be taken with infected Digimon. DexDorugoramon D may carry the disease himself, but is immune to its effects.
Duration: One Post (individual virus), 5 posts (absolute maximum)
Cooldown: Two Posts.
☝︎❒︎♋︎⬧︎◻︎ □︎♐︎ ⧫︎♒︎♏︎ 👎︎♋︎❍︎■︎♏︎♎︎: DexDorugoramon D's hand unfurls, turning into a mass of grasping red tentacles with small blades tethered to them. DexDorugoramon D then whips this towards an opponent, aiming to anchor onto them and drag them over to its position. A strong move, but on a miss leaves some critical wiring exposed in a dangerous way.
Cooldown: One Post.
✋︎⬧︎□︎●︎♋︎⧫︎♓︎□︎■︎ ⌘︎□︎■︎♏︎: DexDorugoramon D points, a sphere of D-Reaper data about 200 feet in radius bubbling forth from where he indicates. The sphere takes about one post to form, giving anyone in the area time to evacuate, but after formation remains for a full three posts. Any data that isn't registered as D-Reaper data is hurt badly if they enter, the sphere eating away at them until they leave. The sphere serves as a one way mirror of sorts; anyone inside the sphere can see the outside clearly, but those looking in from the outside only see an opaque red surface. This makes the sphere a great hiding spot for those resistant to it.
Charge Time: One Post
Duration: Three Posts
Cooldown: Two Posts
✞︎♓︎❒︎◆︎●︎♏︎■︎⧫︎ 👌︎◆︎❒︎⬧︎⧫︎: DexDorugoramon D's wiring glows from a dull red to a neon pink, heralding a sudden yet deadly intensification of D-Reaper data. All of DexDorugoramon D's D-Reaper Agents, D-Reaper wires, data infections, and D-Reaper energy fields take on a similar glow before exploding, dealing great damage to anyone currently in contact with one. As a consequence, this also cuts the duration on all of those effects short.
Cooldown: Two Posts.
🏱︎❒︎□︎♍︎♏︎⬧︎⬧︎ 👎︎: DexDorugoramon D's mouth splits apart, launching a crackling red blast towards an opponent. If the attack lands successfully, the opponent's data begins to disassemble and reassemble itself bit by bit. The attack causes absolutely no damage; an opponent's data is repaired in the exact same form it was originally left, and due to the process being automatic Isaac can't just unmake someone without remaking them. However, in its place are intense pain and disorientation, all while lingering whispers of the D-Reaper dance around in the target's head.
Duration: One Post.
Cooldown: Three Posts.
☼︎♋︎❍︎ ◆︎◻︎♑︎❒︎♋︎♎︎♏︎ 📫︎ 👎︎♋︎■︎♍︎♏︎📪︎ ◻︎◆︎◻︎◻︎♏︎⧫︎: 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.
Red Mode II - Red Field (Plot Reward)
An approximation of the D-Reaper's field, usable once per thread and lasting for three post. On use, the users eyes take a red tint, and red bubbles begin to radiate from the user's surface, at a rate of (10 Ulti/15 Mega/20 SM) bubbles per post. These can be thrust out in a single direction in a barrage, dealing burning and corrosive damage on strike. If not fired, the bubbles are held around the user, acting as a deterrent to physical approach.
Digivolves To: DexDorugoramon (Mode Change)SPIRIT FRACTIONS OF CHAOS
Appearance:
Human Fraction: SkullKnightmon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Undead
Fighting Style: One wouldn't expect it from how much armor SkullKnightmon wears, but by the standards of those clad in full plate he is actually rather nimble. While he can't sustain a fast running pace for too long, SkullKnightmon is capable of quick dashes and fast attack barrages that tend to take foes off guard. Combined with the strength of his armor, and how it covers the literal entirety of his body, SkullKnightmon would be a very irritating foe to put down were it not for his very low level of Armor Champion. He's somewhat shorter than one would expect, and the hunched posture that he fights with only accentuates this, which can be both a blessing or a curse when paired with his nimbleness. However, his fast-attack fighting style means that the individual blows which he makes are very weak. It takes a proper barrage for SkullKnightmon to damage a foe, something that his short reach makes quite troublesome. It doesn't help that the shape of his drills means glancing blows do almost no damage. For this reason, SkullKnightmon must be completely relentless in order to cling to a combat advantage.
SkullKnightmon is a true berserker, using brief bursts of speed and vicious barrages of lance blows to overwhelm a foe and force early dominance. If an opponent makes it past his initial onslaught, Isaac uses attacks such as Devour to drag opponents closer or Trail of the Damned to slow them down for future attacks. In order to ensure his attacks make their mark he tends to favor dirty tricks, feinting opponents, elbowing their weak points, and kicking up dust in their face, a testament to the ruthlessness of the spirit that spawned SkullKnightmon. The dirtiest of these techniques is the fact that when losing a fight, SkullKnightmon is able to explode into a burst of darkness. With SkullKnightmon's high defenses, this tends to be very dangerous for an equally fatigued foe.
Passive :
Devils Never Die Alone: When SkullKnightmon falls, he releases all of his pent-up energy into a vicious explosion of darkness. However, this guaranteed explosion of darkness leaves him degenerated back to a human, fully vulnerable if it turns out that this last ditch effort fails.
Attacks:
Dark Vortex: SkullKnightmon spins with his lances extended, dark energy crackling off of them. He can move forward during this attack, but it makes him very dizzy.
Devour: The face on SkullKnightmon’s chest opens, sucking nearby opponents toward his outstretched lances. SkullKnightmon is slowed greatly while this attack is in play.
Magnitude: 75% reduced movement speed.
Duration: Three Posts.
Cooldown: One Post.
This Is Not A Drill: SkullKnightmon spins his lances up like drills, making them greatly stronger but also far slower to swing.
Magnitude: 2x boost to attack power, 50% reduced attack speed.
Duration: Two Posts.
Cooldown: One Post.
Dirty Trick: SkullKnightmon projects the illusion of himself attacking, only to strike after the opponent’s guard is diverted. A rather dishonorable feint.
Trail of the Damned: SkullKnightmon stabs his lance into the ground, a field of skeletal hands bursting through the Earth. They claw viciously at any who tread on them, harming and slowing them.
Magnitude: 50% reduced movement speed.
Duration: Three Posts.
Cooldown: Two Posts.
Digivolves To: n/a
Appearance:
Beast Fraction: Orochimon
Attribute: Virus
Family/ies: Nature Spirits
Type: Demon Dragon
Fighting Style: The fact that about three quarters of Orochimon's body isn't real means that its fighting attributes are very nonstandard. On the surface, there really isn't anything special about Orochimon's fighting capabilities. Its attacks are on the weaker side. Its defenses are on the lower end of middling. Compared to many other serpentine Digimon, it is surprisingly sluggish. Literally all of these problems go out the window when considering that most of Isaac's body becomes a walking, talking decoy. Orochimon's durability increases dramatically due to its ability to protect its vulnerable primary head. Its agility matters less when the undulating of its multiple necks makes targeting any part of the serpent a lot more difficult. And having nine heads to attack with means that its nine weaker attacks add up fast. However, as a consequence, each lost head leads to Orochimon's strong points fading and his weak stats taking the center stage. If a foe is able to strip Orochimon down to two or three puppet heads, he may as well surrender.
Orochimon is a strange paradox of a Digimon, who both gradually wears opponents down while also risking being worn down himself. His passive abilities are essential to this game of rope-a-dope: Recompile lets him rebuild heads that have been shattered, albeit at a painfully slow rate, while Rivalry of Revelry lets him turn an opponent's successful attacks into punch-drunk power boosts. This allows him to use his barrage-style attacks such as Hognose Havoc and Ratling Gun at an accelerated rate, even if it forces him to play dangerously with his frail main body and easily-destroyed puppet heads. His remaining moves, such as Vile Breath and Death Rattle, are used to throw off an opponent's rhythm so these barrages may successfully hit their mark.
Passives:
Rivalry of Revelry: Orochimon seems to get literally punch-drunk as combat goes on. Each attack made against Orochimon makes him both stronger and more unpredictable, starting at minor at first but soon turning him into an incomprehensible blur of swinging heads. Two turns of avoiding pain allow for the drunkenness, and with it the attack boost, to disappear.
Magnitude: 15% boost to attack speed and power per stack. Caps at 75% boost to each.
Duration: Two posts. (if not reapplied in two posts, is lost)
Recompile: Orochimon’s dummy heads are quite easily destroyed by excessive combat damage, so he needs to take precautions in order to avoid losing too much combat strength. Destroyed heads can be recompiled from the wood and scrap left behind at a rate of one head per two posts. As recompiled heads are somewhat weaker than fresh ones, a canny opponent can still leave him vulnerable.
Attacks:
Vile Breath: Orochimon blasts the foe with sake-laden breath, getting them drunk by exposure. The more the attack is used in battle, the worse the drunkenness gets.
Magnitude: 15% reduction to reflexes and awareness. Increases by another 15% each use on the same target, capping at a 75% reduction to each after 5.
Duration: Two Posts.
Cooldown: One Post.
Serpent Strike: One of Orochimon’s puppet heads detaches from its body, lunging out to try and bite the enemy on its own right. It is vulnerable to being crushed before it can return.
Death Rattle: Orochimon shakes the rattle on his tail malevolently, attempting to strike fear into the heart of weak-willed opponents. Whether it inspires fight, flight, or something else depends on the target.
Duration: Three Posts.
Cooldown: Two Posts.
Rattling Gun: Orochimon shakes the rattle on his tail, bullets of dark energy launching with each shake. The longer Orochimon “fires”, the less accurate they are.
Hognose Havoc: Orochimon flails its heads in a wild frenzy, attacking from all sides. Approaching Orochimon is very difficult, but the attack tires him out easily.
Digivolves To: n/aDNA DIGIVOLUTION - ISAAC AND IKO
Appearance:
Ultimate DNA: SkullSatamon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: Undead
Passive:
Tattered Cape (Noncombat): SkullSatamon's wings may be tattered, but they are more than capable of holding his bony body aloft. They offer surprisingly good mobility, helping him dart through the air without losing focus on his opponent.
Attacks:
Bone Blaster: SkullSatamon extends his staff, firing a wispy blast of energy from the orb at the tip. A standard blasting attack that painfully sears the opponent's data.
Grasping Shadows: SkullSatamon slams his staff into the ground, sending shadowy tendrils stretching from its base in all directions. They snake through the ground and walls and slip past barriers in their way, dealing corrupting burns to any who contact them.
Cooldown: One Post.
Shadow Rend: SkullSatamon creates a crescent-like blade of shadow around the hooked part of his staff, changing it into a scythe-like form. While only good for one slash, it hits with explosive force.
Bonestorm!: SkullSatamon explodes into a whirlwind of bones, his core safely hidden within the maelstrom. Those on the outskirts of the attack aren't hurt much, but those near its epicenter are left in excruciating pain. It can also be used as an unreliable dodge in a pinch.
Cooldown: Two Posts.
Tantalization: The orb on SkullSatamon's staff shines, reflecting the innermost desires of any who look into its golden facets. How the target chooses to react to these temptations is up to them, but SkullSatamon's words can be very tempting. Naturally, if the staff is being used to attack, these visions are way harder to keep track of, so keeping it held still is of great benefit to SkullSatamon.
Duration: Four Posts.
Cooldown: Two Posts.
Fel Lightning: SkullSatamon draws a sigil in the air, violet lightning crackling within its borders. Within one post of being drawn, the sigil launches a blast of black and crimson lightning towards the nearest Digimon.
"Charge": One Post.
Cooldown: One Post.
Heart of Darkness: SkullSatamon ignites himself and his staff in shadowy flame, only a red glow from his core, orb, and eye socket shining through the darkness. He grows faster and stronger, and leaves a nasty shadow burn on anything it makes direct contact with. However, the attack causes SkullSatamon great pain throughout its duration.
Magnitude: 2x boost to strength and attack speed.
Duration: Three Posts.
Cooldown: Two Posts.
Red Layer (Mission Reward): An approximation of the D-Reaper's shield, usable once per thread and lasting for three posts. On use, the user appears pure red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents.
Magnitude: 50% damage reduction.
Duration: Three Posts.
Cooldown: Once per Thread
Red Mode II - Red Field (Plot Reward)
An approximation of the D-Reaper's field, usable once per thread and lasting for three post. On use, the users eyes take a red tint, and red bubbles begin to radiate from the user's surface, at a rate of (10 Ulti/15 Mega/20 SM) bubbles per post. These can be thrust out in a single direction in a barrage, dealing burning and corrosive damage on strike. If not fired, the bubbles are held around the user, acting as a deterrent to physical approach.
Digivolves From: NeoDevimon + Ankomon (DNA)
Digivolves To: Anubismon
Appearance:
Mega DNA: Anubismon
Attribute: Vaccine
Family/ies: Nightmare Soldiers
Type: God Man
Passive:
Heart's Feather (Noncombat): Anubismon's large, feathered wings allow it to take a lot of air at once, flying with enough grace to look absolutely effortless. However, these wings are much more suited to stable glides than quick, desperate maneuvers.
Luminous Whip: Anubismon can extend a quintet of crescent blades from its staff, turning it into a whip-like form. While this mode of attack is quicker, stronger, and longer ranged than using his staff as-is, it makes the staff too cumbersome to harness for magical attacks.
Attacks:
Twilit Ray: Anubismon fires a pair of beams from his hands, one of light and one of darkness. While weak on their own, the two have an explosive reaction at their point of contact.
Gilded Flechette: Anubismon calls forth a storm of feathers from his wings, each sharpened to a deadly point. An immensely powerful attack up close, but the spread makes it less impactful at range.
Obsidian Chains: Anubismon slams his staff into the ground, chains of black glass erupting around a nearby opponent. They lash out in an attempt at constricting the opponent, dealing burns of light and shadow for as long as they keep contact. The tendrils can grapple for up to three posts before having to retract, but can be broken free of sooner.
Duration: Three Posts.
Cooldown: Two Posts.
Tranquility: Anubismon eases a target's heart, dulling any sense of pain that they might feel for but a single post. This can be used to help an ally push through the pain for a critical comeback or cause an enemy to misjudge the amount of damage that they are about to take.
Duration: One Post.
Cooldown: Two Posts.
Enbalming Stike: Anubismon strikes his opponent with the sharpened point of his staff, cursed energy radiating through the targeted body part. Whichever section Anubismon hits becomes incapable of any sort of movement.
Duration: Three Posts.
Cooldown: Two Posts.
Sunshadow: Anubismon generates a small sun between his hands, holding it aloft as his shadow snakes towards nearby opponents. Like many of Iko's moves, the corrupting shadows leave burns on any they touch. However, the presence of a large light source gives the move far more reach than Iko's shadow manipulation usually has.
Cooldown: One Post.
Pyramid of Light: Anubismon summons a pyramid-shaped prism on the battlefield. He is capable of moving the pyramid with his mind instead of attacking for as long as it is summoned. Any projectiles that hit the pyramid are absorbed, then reflected through each of its four sides.
Duration: Four Posts.
Cooldown: One Post.
Ammut: Anubismon strikes at the opponent's chest as his claw glows a bright gold. The target feels the pain of their every misdeed, each successive misdeed amplifying the other. For those weighed down by a lot of sins, this attack can leave them in critical condition.
Cooldown: Three Posts.
Red Layer II (Mission Reward):
An upgrade of "Red Layer", usable once per thread and lasting for four posts. On use, the user's surface glows red, and physical damage is halved over the duration. On direct contact with an enemy, either by touching or being attacked, a thick red residue is applied to the enemy's point of contact. Lasting for a post, heavy burning damage, similar to tar, is inflicted over the area. It is also corrosive, effective against mechanical opponents. Generally more damaging than 'Red Layer'.
Red Mode II - Red Field (Plot Reward)
An approximation of the D-Reaper's field, usable once per thread and lasting for three post. On use, the users eyes take a red tint, and red bubbles begin to radiate from the user's surface, at a rate of (10 Ulti/15 Mega/20 SM) bubbles per post. These can be thrust out in a single direction in a barrage, dealing burning and corrosive damage on strike. If not fired, the bubbles are held around the user, acting as a deterrent to physical approach.
Digivolves From: SkullSatamon, Pteramon + Shaininmon (DNA)
Digivolves To: Plutomon
Appearance:
Super Mega DNA: Plutomon
Attribute: Virus
Family/ies: Nightmare Soldiers
Type: God Man
Passive:
Malice Ascent (Noncombat): Plutomon hovers through the air entirely through the power of magic, a dark miasma hovering beneath its cape. Quick, precise, and able to change direction on a dime, it is an absolute menace in the air.
Hungry like the Wolf: Plutomon is very skilled at manipulating shadowy constructs, often conjuring them up to do his dirty work for him in battle. Instead of attacking Plutomon can deliver basic melee attacks at terrifyingly far ranges, often in the form of gnashing jaws or swiping claws.
Hellfire: So much of Plutomon's code is made of shadowflame that the substance perpetually surrounds him. Any direct contact with Plutomon leaves searing burns behind. The longer contact is made for, the more severe these burns hurt.
Attacks:
Hell's Howling: Plutomon roars, the two mouths on his shoulders joining in to amplify the sound. It causes great pain to the ears of those unprepared and disrupts the focus of any Digimon trying to prepare a move at the moment, but causes no actual damage.
Cooldown: One Post.
Shadow Grasp: Plutomon launches shadowy tendrils from his hands, grasping at and impaling the enemy to try and entangle them. The tendrils can grapple for up to four posts before having to retract, during which Plutomon can drag the opponent closer, keep them at bay, or even slam them into other targets, but can be broken free of sooner.
Duration: Four Posts.
Cooldown: Three Posts.
Firestorm: Plutomon holds his hands high, pooling shadowy flame between them. As he slams them together the flame rains down on the battlefield, unpredictably scattering in every direction around Plutomon.
Shadowcraft: Plutomon forges the shadows around himself into a weapon. Due to its shadowy nature it can slice through any guard or barrier, making trying to block it a foolish endeavor.
Duration: Four Posts.
Cooldown: Two Posts.
Ragnarok Claw: Plutomon lunges forward in a vicious claw strike, blood red talons extending from his hands. A direct hit from this move can cause some nasty pain, but even a glancing blow hits far more weakly.
Hot Pursuit: Plutomon disappears into the ether, only shadowy motes an indication that he was there in the first place. After warping away he returns through a hellish portal, flinging himself at his opponent in a full-body tackle.
Cooldown: One Post.
Brimstone: Plutomon fires a blood-red beam of energy from the mouth on his chest, dealing heavy damage to any who are hit. This move can be charged for up to three posts. The first charge adds two beams firing from Plutomon's shoulders. The second adds two more beams from his hips. The final charge fuses the five together into a massive, immensely damaging blast.
Charge Time: Up to Three Posts.
Cooldown: One Post.
Shadow Puppets: Plutomon raises the shadows of those around him to do his bidding, images friends and foes alike falling under his thrall. The shadows are only as strong as their host and are capable of using their host's moves, but are dispelled after being hit a single time. This move can only make up to five shadow puppets at a single time.
Duration: Five Posts.
Cooldown: Four Posts.
Digivolves From: Anubismon, Beelzemon 2010 + ChaosAnkomon (DNA)ANCIENT SPIRIT OF CHAOS
Appearance: Rather than looking like a fully emergent Digimon, AncientDesperadoon looks like a spirit that has half manifested at best. The most notable thing about AncientDesperadomon is its statuesque appearance. Every part of its body besides the longcoat draped across it, whether designed to look like flesh or like cloth, is actually made of impossibly smooth stone. This extends to its body language as well. AncientDesperadomon is in a perpetual state of eerie stillness, never seeming to blink or even breathe. Nonetheless, it seems like it is always just about to move, as if a shootout could start at any second.
In addition, the foundation of the stone has been worn down over the millennia. Several cracks have formed in its stone body, wisps of black smoke spilling out from where these cracks are. The cracks are the only indication of AncientDesperadomon's current emotional state. The haze is little more than a light mist most of the time, but intensifies to a small cloud of darkness when AncientDesperadomon is exerting itself. Furthermore, several pieces of AncientDesperadomon are flat-out missing, replaced with plumes of smoke shaped vaguely how the Ancient used to look. In particular, these locations are the right side of its face, its left shoulder, its right forearm, its chest, its left thigh, and its right foot.
AncientDesperadomon itself seems mostly humanoid, albeit with a few clues as to its more demonic origins. Its proportions are surprisingly bulky compared to most demonic Digimon, who tend to look rather elegant and androgynous. Nevertheless, compared to the majority of Megas it is still surprisingly slender. Its eyes exhibit a faint red glow, a strange sigil seems to have been etched on the back of its hand, and at times it seems to move without even needing its feet to touch the ground. Most noticeable of all is the half-mask that it wears, somewhat resembling a smaller horned Devimon in shape. This mask takes up the right side of AncientDesperadomon's head. The left side is instead a silhouette of twisted shadows, resembling how Isaac might look in a few years.
AncientDesperadomon's attire resembles that of a wild west outlaw, hefty yet breathable leather designed to stave off bullets and the elements in equal measure. From a cowboy hat lined with the fangs of past conquests to the dark brown boot with a menacingly gleaming spur, AncientDesperadomon manages to look like a threat despite literally being in pieces. Its high-worn pants are a dusty tan color, and the black smoke making up the hole in its chest region makes AncientDesperadomon almost look perpetually shirtless. Its belt prominently features a pair of holsters for pistols, as well as pouches for hip flasks and sticks of dynamite. The hand of its immaterial left forearm is capped by a dark brown glove, a red sigil traced on the back of it. The sigil resembles the crest of Chaos, a looping circular design somewhat resembling a smiley face overlapping it. This insignia is repeated on AncientDesperadomon's longcoat, which almost looks like an adornment made to the statue rather than part of its original design. It might be tattered and worn, but it still flares out like a demon's wings to remind AncientDesperadomon's enemies that justice is arriving.
The armaments that AncientDesperadomon wields are somewhat atypical, but it swears by them. The entirety of AncientDesperadomon's right forearm seems to have been replaced by a sawed-off shotgun, surprisingly small by the standards of most Mega Digimon but capable of packing a surprisingly big punch. A lasso of black smoke seems to coil out from its immaterial left wrist, pulsating impatiently whenever AncientDesperadomon is looking for a foe to wrangle down. These weapons hint towards AncientDesperadomon's fighting style; never give an inch, and when push comes to shove always make sure you're giving better than you're getting.
Ancient Hybrid Spirit: AncientDesperadomon
Attribute: Virus
Family/ies: Dark Area
Type: Ancient Outlaw
Fighting Style: AncientDesperadomon's may be small in size compared to the Super Megas that usually tower over it, but it has more grit and determination in one little finger than most do in their entire bodies. In its eyes, a size disadvantage just means a bigger target for it to fill with digital lead. Surprisingly, it isn't actually much of as marskman. Sure, it'll pull off the occasional long-ranged trick shot for style points, but for actual combat scenarios it tends to prefer massive spreads of bullets over going for accurate sniping. This pairs almost unnervingly with its statuesque build, the frantic recoil typically associated with wild firing instead being replaced with an eerie stillness. However, when AncientDesperadomon does move, it tends to use quick bursts of speed that help it charge around the battlefield with ease.. Its focus on wide-spread blows makes it very useful for taking on hordes of foes at a time and putting out a lot of damage over a variety of ranges and targets. However, AncientDesperadomon tends to falter in up close fights. Its defenses are middling at best, and when an opponent is in its face it tends to lack ways of forcing them to get back.
AncientDesperadomon tends to spring unpredictably from attack to attack, having at least five follow-ups for any move it uses whether they succeed or fail. When starting combat AncientDesperadomon tends to use moves such as Wrangler's Reach and Ghost Riders in the Sky to cut off an opponent's approach, both limiting their avenues for dodging and making it hard for them to get into the crucial melee range. It rarely gets into melee, but when it forced into melee it tends to use its High Noon combination to both wail on the opponent and quickly get back out of danger. The only times when its constant hails of gunfire stop are when it needs to prepare one of this two secret techniques. The first, the Fatal Revenger, it favors when stuck in a large group-vs.-group engagement. The power of its allies, all channeled into one overwhelming shot, is often enough to turn the tide of any fight. The second, the Apotheosis, it uses when personally overwhelmed. This takes AncientDesperadomon's already powerful attacks and makes them especially dangerous, while also making it somewhat speedier. However, as AncientDesperadomon's use of this technique threatens to cause great harm to itself, it only tends to use this when stuck in a literal do-or-die situation.
Passives:
Ordered Chaos: AncientDesperadomon has complete and utter control over the level of energy it can output. While typically as strong as a Super Mega, it can limit its strength all the way down to that of a Champion if need be. Digivice scans will be unable to pinpoint its level, revealing only a level of "Null" after their analysis. If targeted by an effect that would otherwise force it to de-Digivolve, AncientDesperadomon can instead lower its power to that level in order to hold onto its current form. However, this comes with two important restrictions. AncientDesperadomon refuses to adopt a level of power stronger than that of its strongest opponent, and AncientDesperadomon cannot use Limit Breaker if currently limiting its power. Rumor has it that this is how AncientDesperadomon tested its adherents, fighting them on equal terms without needing to de-Digivolve and risk its perfected form.
Nightmare: AncientDesperadomon, for any length of time, can summon a clockwork steed to ride into battle. It leaves hoofprints of molten slag where it steps, a fire burns in its eyes, and it snorts out clouds of cinders whenever it "breathes." Rumor has it that AncientDesperadomon built this steed itself, and while its construction looks clunky it is empowered by the soul of an ancient's power. It flies as if running through the air, terrifyingly fast despite its somewhat erratic looking movements. Being able to let his steed focus on dodging and movement allows AncientDesperadomon to focus entirely on its gunslinging skills. However, being separated from Nightmare prevents him from flying and forcing him to rely on his natural agility, making this less reliable than proper flight. If ever destroyed, AncientDesperadomon can forego attacking for a post in order to re-summon his steed.
Twin-Linked: AncientDesperadomon and AncientVictorymon are as two halves of one whole. While both are accustomed to fighting by the sides of many allies, they are most comfortable when fighting with one another. The duo's moves gain extra effectiveness when used in corresponding pairs. However, if one of AncientDesperadomon's moves is copied by another attack, this passive is considered copied as well. This can allow allies to keep a combo going, but can allow enemies to easily exploit AncientVictorymon's attacks. As a tradeoff for this passive's power, Twin-Linked moves gain an extra post of cooldown.
Attacks:
Chaos Spread: AncientDesperadomon fires a wide spread of bullets from his hand cannon, the bullets shifting up, down, left, and right in an unpredictable fashion. This move is strongest at the tightest point of the bullet spread.
Twin-Linked - Right Back At You: AncientVictorymon's Luminous Arc is capable of reflecting and redirecting the bullets from AncientDesperadomon's Chaos Spread. After being repelled their outward spread is reversed, causing them to angle towards a single point and coalesce for hefty damage.
Dyna-Might: AncientDesperadomon lobs a packet of dynamite at the opponent, containing surprising amounts of explosive force despite its unassuming-looking form. Due to being a slow-lobbed attack that takes a few seconds to detonate, it is best used with some distraction or setup from an ally.
Twin-Linked - Special Delivery: AncientVictorymon's Hidden Blade snags into the rope tying AncientDesperadomon's Dyna-Might together, allowing the explosive to be pulled along at far greater speeds than usual. In essence, this combination turns the slow, unwieldy Dyna-Might into a much quicker, more direct attack.
Wrangler's Reach: AncientDesperadomon flicks out the lasso tied to its wrist, aiming to tether itself to a nearby ally or enemy. The length of the lasso can extend and shrink to AncientDesperado's choosing, so long as it is between 5 and 50 feet, and the width is always big enough to snare his mark. Once caught in the Wrangler's Reach, the target is bound to AncientDesperadomon: they can no longer move more than 50 feet away from AncientDesperadomon, although they can struggle against his grip and freely fight back within the lasso's confines. Against smaller, weaker opponents, AncientDesperadomon tries to use his lasso to swing and smash them around. Against larger ones, AncientDesperadomon almost uses it like climbing gear.
Twin-Linked - Wallop!: AncientDesperadomon's lasso snags around AncientVictorymon's buckler in mid flight. While the dazing utility of the buckler and grappling utility of the lasso are sacrificed, the result is a surprisingly imposing flail tied directly to AncientDesperadomon's wrist. Swings of this makeshift weapon hit hard, dramatically boosting AncientDesperadomon's usually average melee ability, but each swing has nasty windup and windback that leave AncientDesperadomon vulnerable when using it.
Duration: Three Posts.
Cooldown: Two Posts.
Ghost Riders in the Sky: AncientDesperadomon whistles, smoky outlaws on horses appearing from somewhere in his line of sight. They then ride out in a circle, firing their pistols wildly into both the sky and their opponents. For a single post they linger, continuing their mad marauding, then vanish without a trace.
Twin-Linked - Hammer and Anvil: AncientDesperadomon's posse fan out to surround the opponent, keeping them cornered while AncientVictorymon's armed horsemen storm in for a charge. With the opponent trapped on all sides, if an opponent lets the Hammer and Anvil set up around them escape can be very difficult.
Cooldown: One Post
High Noon: A combination move in which AncientDesperadomon mercilessly pursues a single foe. AncientDesperadomon first smashes his opponent with his hand cannon, sending them spiraling into the air. As they launch he slides beneath them, firing blasts with his hand cannon to knock them further and further into the sky. Once they start to fall, he leaps to the side to send them flying with a powerful shot. If any element of the move is dodged or blocked, the combo ends there.
Twin-Linked - Accel Dance: If Triad Strike and High Noon are used on the same target, there isn't much additional effect. However, AncientVictorymon and AncientDesperadomon are capable of acting in near-complete sync, ensuring that they can work in unison to put the hurt on a single target.
Cooldown: One Post.
Fatal Revenger: AncientDesperadomon draws energy from his darkest hatred, empowering it into his cannon. For one post he charges, then fires with an energy blast three times as strong as normal. However, the greatest strength comes not from himself, but from the fear, rage, and hatred he spurs in his enemies. Each enemy AncientDesperadomon or his enemies faces (friendly rivals do not count, this is no move for sparring!) adds the power of one of their attacks to his swing. An enemy can choose to block AncientDesperadomon out of their mind and avoid empowering him, but must sacrifice their attack to do so. With each enemy's contribution the energy ball at the tip of Isaac's gun grows, going from a small, dark purple ball to a massive orb of red flame.
Twin-Linked - Embrace Tranquility: The Miraculous Edge can absorb the power of AncientDesperadomon's Fatal Revenger, all of Elliot and Isaac's hopes, despairs, and experiences pooling into one final strike. The flame-like projectile coils around the Miraculous Edge, intensifying the move's power to heights beyond what either move could achieve separately. On top of consolidating both move's power into a single strike, the Tranquil Blade is capable of smashing through any barrier while still dealing half the damage.
Charge Time: One Post.
Cooldown: Three Posts.
Limit Breaker: The might of an Ancient in its is said to surpass that of any other Digimon. However, such might simply cannot be channeled in full through a mere spirit. Despite this, AncientDesperadomon can break past his limits and and channel a portion of this power, at the cost of its own health. His armor turns black and smokey, and the black energy that makes his body turns into red, flame-like wisps.
Normally, breaking his limits provides a modest boost to attack and speed with no ill effect, as AncientDesperadomon's forcefulness intensifies his every attack and motion. However, either during the move's activation or at any time during the move's duration, AncientDesperadomon can force himself to release more power. The first level of intensification allows AncientDesperadomon to instead double these attributes, but causes him noticeable pain and discomfort. The second level of intensification allows AncientDesperadomon to triple these attributes instead, but causes intense pain to the point of battle damage. The move cannot de-intensify, instead only be fully cancelled. For this reason, AncientVictorymon uses it in very quick bursts to minimize harm. Even then, dipping into Grade 3 of this move causes enough self-damage that AncientDesperadomon rarely, if ever, taps into it.
Twin-Linked: Apotheosis: If Ancient Soul and Limit Breaker are activated simultaneously, the spiritual energies of AncientVictorymon and AncientDesperadomon are pulled together, their incomplete forms borrowing from one another to merge into an unparalleled warrior. If AncientVictorymon and AncientDesperadomon are the ones utilizing these moves, the merge is seamless; they receive the benefits of both moves being used, but also both of the drawbacks. In this state, each move is automatically considered its Twin-Linked variant, extra point of cooldown and all. If any other user of this move elects to force a merge, their data begins to coalesce but quickly rejects itself. For one post, both Digimon are stunned thanks to the backlash of this sudden rejection.
Magnitude: 1.5x movement speed and attack power (Grade 1), 2x movement speed and attack power (Grade 2), 3x movement speed and attack power (Grade 3)
Duration: Four Posts. (Can be cancelled earlier)
Cooldown: Four Posts.
Digivolves To: NoneTWIN DNA - ELLIOT AND ISAAC
Appearance: VictoryImpmon is navy in color, somewhere between the cyan of Veemon and the purple of Impmon. He is somewhat taller than both of the rookies that fused into him, but is svelte compared to the stockier Veemon. His chest has white markings like Veemon’s, but keeps the trademark smiley face symbol of Impmon. The one change is that the smiley face has a copy of Veemon’s crest on its forehead, a representation of the merger between the two. His eyes are a piercing yellow, and are bursting with the shared enthusiasm of two bright, young rookies.
Impmon’s garments are still on VictoryImpmon’s person. Only one red glove remains, and has changed form to resemble a large boxing glove with Impmon’s smiley face logo on it. This is generally VictoryImpmon’s preferred implement for punching, the other hand generally used for grappling or picking up nearby objects. His bandana now has an intimidating (or at least, attempting to look so) dragon mouth scrawled on the front. Whenever VictoryImpmon is trying to show he means serious business, he tends to pull the bandana u to cover his cheeky grin.
Credit to Yuuki. Thanks for being a pal!
S-Hybrid Spirit: VictoryImpmon
Attribute: Data
Family/ies: Nature Spirits
Type: Dark Dragon
Attacks:
Victory Laser: VictoryImpmon flashes the peace sign, a V-shaped laser firing out from his outstretched hand.
Flash Headbutt: VictoryImpmon lunges forward head-first, teleporting a short distance forward to capitalize on his momentum. Unfortunately, this leaves him very dizzy afterwards.
Cooldown: Two Posts.
Dangan Punch: VictoryImpmon’s boxing gloves swells with flaming energy, charging up for a punch with explosive force. A risky, self-damaging move.
Cooldown: One Post.
Dokkan Comet: VictoryImpmon creates a large ball of fire, then tosses it high into the sky. A shower of small fireballs rains down as the first ball explodes in midair.
Cooldown: One Post.
Digivolves To: UnknownTWIN DNA +1 - BROS AND PATAMONAppearance:
Ultimate DNA: Duramon
Attribute: Vaccine
Family/ies: Metal Empire
Type: Weapon
Fighting Style: As surprising as it may be for a Digimon so sleek looking, Duramon is not exceptionally agile. In fact, his movement speed is actually rather slow compared to most Digimon of his level. Where Duramon makes up for this is through lightning quick reflexes and a sturdy body made near-entirely of Gold Digizoid, making him exceptionally strong at blocking, parrying, or even powering through enemy attacks. Duramon's stance is truly that of a fencer's, favoring smell, quick movements over large, flashy dodging, which tends to result in him taking lots of little damage over time rather than suffering huge hits between small dodges. His offensive prowess is similar in nature. He prefers making multiple quick strikes rather than dealing single, overwhelming blows, slowly battering down an enemy's guard with the precision of a fencer. In sword form this offensive might drops drastically, with most of Duramon's strength relying on how hard an ally can swing him. Instead, the Legends Arm form of Duramon focuses near entirely on defense and energy efficiency. This allows Duramon to hold his form even after taking critical injury, so long as his opponent isn't capable of snapping the blade in half.
Duramon tends to save most of the actual fighting for his Digimon form, for obvious reasons. In this form he generally prefers to keep close to enemies, harrying them with constant strikes in order to ensure that he can fight with far more ferocity and strength than usual. He tries to pursue anything which tries escaping with his Magnum Rush, while anything that gets too close for comfort is zapped by Heaven's Strike. Against particularly dodgy opponents, or when given a chance to capitalize on a battered-down defense, he uses Infinity Blade to ensure he can rack up as much punishment as possible. Duramon's true strength, however, lies in his ability to cooperate with allies. When injured or outmatched in a battle, Duramon tends to return to his Legends Arm forms and function more as an armament for his ally. On top of the usual advantages that having a huge golden sword provides, a worthy target wielding Duramon is empowered just by holding onto him.
Passive:
Legend Arms: As a Legend Arms Digimon, Duramon is capable of shifting into a weapon form. It becomes a shining gold buster sword, by default as tall as Duramon. In this form Duramon can independently fly through the air and has access to all of its standard moves, although they may need some adjustment to perform due to being a single blade rather than an entire Digimon. Any Digimon of Ultimate level or higher can wield Duramon, the blade automatically shifting to be somewhat larger than they are tall while within their grasp. Those deemed unworthy of wielding it will find Duramon near impossible to lift, and it will pull back on every strike made with it. If allowed to sit inert, rather than flying around and firing off attacks, Duramon’s weapon form takes barely any energy to maintain and can allow Angemon and ArmedCommandermon to prolong the duration of their fusion. Duramon may only switch form every two posts.
Rhythm of War: Duramon is a practiced warrior, and part of being a practiced warrior is letting the rhythm of combat take him away. If an attack of Duramon’s deals damage, in his next post his attacks will deal 25% more damage. If an attack is blocked, the rhythm is preserved yet not progressed, remaining at the same power as Duramon's last attack. This increase continues with each successful attack and at caps out by Duramon’s fifth attack, with it and any further strikes dealing twice the usual damage. As soon as Duramon misses an attack this bonus ends. Even in blade form this is a bonus for Duramon, not for his wielder.
Magnitude: 25% boost to attack strength per post (25->50->75->caps at 2x)
Attacks:
Heavy Edge: Duramon swipes viciously with one of his blades, a neon blue glow on the blade’s edge marking this as more powerful than his regular strikes.
Blademaster's Blessing: Duramon sets a blade on the shoulder of another Digimon, empowering them with great vigor. Their melee attack strength and speed increase sharply for the duration of this move, a gilded aura sparking around them. In blade form, this changes from a move to an innate property of Legend Arms: Durandal, empowering any Digimon who wields it. Unfortunately, this also means that the benefit goes away the second Durandal leaves the wielder’s hands, and its benefit is halved.
Magnitude: 1.5x Melee Attack Strength and Speed. (1.25x each in blade form)
Duration: Three Posts (exception in text)
Cooldown: Two Posts.
Heaven's Strike: Duramon raises a blade to the sky, lightning crashing into him from above. It arcs through his golden body in bright blue pulses, damaging any who make direct contact with Duramon. In blade form, Duramon can choose whether this also electrifies his hilt (to punish an unworthy wielder) or simply his blade (to add a painful zap to his wielder’s strike).
Magnum Rush: Duramon folds its body into a compact shape: head and shoulders tucked inward, bladed forearms rotated outwards, and tail curved over its back. With all six of its bladed points tilted forward, it launches itself towards its enemy at intense speeds. A reckless yet powerful move in Digimon form, while weaker yet far more controlled in blade form.
Cooldown: One Post.
Infinity Blade: Ghostly afterimages of Duramon’s blades come from his hands, tail, head, and shoulders, forming about six blades that hover behind Duramon. They follow Duramon’s movements and attacks perfectly, each blade doing a quarter of the damage that Duramon normally does. Despite being afterimages, these blades can be blocked or parried much as any other attack can be. In blade mode, these moves follow the actions and movements of Durandal’s wielder, or cluster around the blade if it is currently acting independently. They cannot be wielded separately.
Duration: Three Posts.
Cooldown: Three Posts.
Digivolves From: ArmedCommandermon + Angemon (DNA)
Digivolves To: Darkdramon (Vaccine)
Appearance:
(Armor is a lighter, more azure color compared to the harsh midnight blue of Darkdramon)
Mega DNA: Darkdramon (Vaccine)
Attribute: Vaccine
Family/ies: Metal Empire
Type: Cyborg
Fighting Style: Darkdramon, in essence, is a natural predator. While more than capable of fighting his own battles, he's strongest when making opportunistic attacks from the shadows. His armor, made of lightweight Blue Digizoid alloys, makes him the quickest and most allied of Patamon and the bros' DNA Digivolved forms by far. The alloy also makes his movements far more quiet than the average Digimon, aiding him in camouflage-induced ambushes. As a trade-off, however, it isn't the most protective armor. It does its job adequately for making direct hits less painful, but concentrated fire quickly chews through his defenses. For this reason Darkdramon is near constantly on the move, weaving in and out of combat to make sure his opponents suffer more than he does. His offensive power isn't the highest on a single strike, but the rapid speed of his attacks cause every strike to quickly add up. Heavy armor will neutralize many of Darkdramon's favored assaults, but once given free reign to target an enemy's weak spots he is capable of tearing them to bits with ease. A few of Darkdramon's favored techniques give him the strength necessary to power through this limitation, however. In particular, too many attacks being landed on Darkdramon or his armor overheating to dangerous levels will allow him to slice through armor like butter, changing him from a fragile predator to a terrifyingly large glass cannon.
Against your average opponent, Darkdramon tends to favor quick lunges of his Beam Claws or Gigastick Lance while ducking in and out of cover. He rarely makes more than one battery of attacks at a time before trying to go back to the shadows, especially when dealing with equally fast opponents, but against weakened ones he will stick around longer to keep going after their weak spots. To help facilitate these escapes he tends to use his Digital Camouflage liberally, especially if cover is few and far between. Against foes with heavier armor he tries to crack their strong defense with the Gigastick Burst or Chaos Core, following up these strong individual attacks with another series of quick jabs. Against foes who match him in agility, Darkdramon tends to use his Black Singularity to try and slow them down, expertly surfing along the currents of the gravity well to harry them in the process. Darkdramon also has two emergency buttons, namely his Overclock and Last Gasp abilities, which are powerful alone but form a terrifyingly strong combination in concert. These allow Darkdramon to keep fighting until the end, even if caught in a situation where his weaker defenses are exposed.
Passive:
Righteous Vengeance: Even when evil seems overwhelmingly strong, Darkdramon taps into its zealous fury to dig deeper and find the strength to prevail. Every time a damaging hit is landed on Darkdramon without a chance to strike back being offered makes Darkdramon’s next attack 25% stronger. This benefit goes away as soon as Darkdramon either lands a damaging hit on his opponent or fails to even attempt one. Until either of these conditions are met, Darkdramon’s anger continues to boil over with each strike aimed against him, capping at dealing 2x the normal damage with his next attack.
Digital Camouflage: Darkdramon’s body can change, byte by byte and pixel by pixel, to blend near perfectly into its surroundings. To a large degree this ability’s effectiveness depends on where Darkdramon is: a featureless, unchanging backdrop like the desert, the plains, or the tundra will allow seamless camouflage even while moving, but a bustling crowd of people will often change faster than Darkdramon can adjust its coloration. Strenuous movements, such as flight, attacking, and taking damage, will immediately break the digital camouflage and expose Darkdramon. Beyond this, Darkdramon can maintain it for a long while and freely enable or disable it.
Last Gasp: When Darkdramon is brought to his last legs for the first time in a thread, stabilization protocols activate to keep his data held together at any cost. For one post Darkdramon continues to hold himself together through any amount of incoming damage, the Dark Matter leaking from its wounds the only indication that it isn’t still in full fighting shape. This gives Darkdramon one last chance to either escape and heal up, make a final strike against the enemy, or regress to a less energy consuming form to stay in the fight. If Darkdramon is able to fell an opponent during Last Gasp, he heals half of his health and re-enters the fray. If no healing or manual regression is performed, Darkdramon forcibly defuses. Even if Darkdramon is healed, whether on his own or by an ally, Last Gasp can only activate once per thread.
Attacks:
Beam Claws: Darkdramon reveals a pair of electrified claws from its left wrist, using them to quickly slice or pierce the enemy. A weaker, yet far faster, alternative to using the Gigastick Lance, often favored in very close quarters combat.
Gigastick Burst: Darkdramon jabs an opponent harshly with his Gigastick Lance, the barbs at the end unfurling to reveal a sparking core within. Prolonged contact with this move does increasingly severe damage.
Cooldown: Two Posts.
Chaos Core: Darkdramon fires a writhing ball of Dark Matter from its left hand, which pulsates unstably as it drifts towards the enemy. While a strong attack on a direct hit, if it goes untouched it will burst into a weak yet surprisingly large explosion. For this reason, depending on the situation a near miss can sometimes be more troublesome than an actual hit.
Cooldown: One Post.
Shadow Trap: Darkdramon activates its digital camouflage, a hologram appearing to take its place. The Darkdramon hologram is capable of following simple motions, such as basic attack cycles and single-directional movement. In close quarters this move tends to be used as a “counter” of sorts, Darkdramon capitalizing on the successful attack made against it to strike back. From a distance, Darkdramon uses it to draw fire while advancing towards an enemy’s position. In either case, it lasts until physical contact has been made with it, at which point the hologram splinters into data.
Duration: Three Posts, or until hit.
Cooldown: Two Posts.
Overclock: Darkdramon puts all of its energy into stopping an opponent, its own safety be damned. Its armor burns white hot, the angelic wings on its back burn a bright crimson, and gouts of steam come from each of its joints as it moves. Darkdramon’s attack and speed dramatically spike while this ability is in effect, but the boost deals damage to Darkdramon for as long as it is maintained. The boost from Overclock overrides Righteous Vengeance.
Magnitude: 2x boost to strength and attack speed.
Duration: Three Posts.
Cooldown: Two Posts.
Black Singularity: Darkdramon fires a particularly dense cluster of dark matter which explodes into a miniature black hole. For one post it draws nearby enemies towards it. Then afterwards it ruptures into a burst of Dark Matter, stunning any Digimon which have been pulled too close to its center. While not a damaging attack itself, the strain of fighting against the black hole’s suction can worsen fatigue and leave opponents vulnerable.
Duration: One Post (Suction), One Post (Stun)
Cooldown: Two Posts.
Digivolves From: Dualdramon + MagnaAngemon (DNA), Duramon (Digivolution)
Digivolves To: Goldramon
Appearance:
Super Mega DNA: Goldramon
Attribute: Vaccine
Family/ies: Virus Busters
Type: Holy Dragon
Fighting Style: As opposed to the more frantic style of Darkdramon, Goldramon fights with the tranquility that one would expect from a divine being. One of the first things that his opponents notice are that Goldramon moves incredibly slowly. He floats forward as if not even exerting himself, almost as if displacing the world around him instead. While this is good for looking imposing, it isn't very practical for the purposes of dodging. While still capable of dodging, against single attacks or groups of slower attacks, attacks that are too fast or come in large groups can be a pain for Goldramon to dodge. To make up for it, however, his hardened scales are capable of soaking up lots of punishment. In many ways he is more of a straight-up tank than a brawler. His actual offensive capability is surprisingly low for components as powerful as Relicdramon and Seraphimon, especially when it comes to regular, unnamed attacks. However, when given a chance to settle into his methodical fighting style, Goldramon's true colors show.
As Goldramon fights, the spirits under his guidance grow stronger. Offensive moves, such as Scouring Flame, Hundred-Hand Fist, Wrath of Gaia, and Cataclysm, empower the destructive spirit of Amon. Defensive moves, such as Energizing Jolt, Mastery of Elements, Sanctified Ground, and Purification, empower the preserving spirit of Umon. Each empowerment manifests as a rune on Goldramon's bracers, with Goldramon able to maintain up to three of these runes at a time. These runes define whether Goldramon is a powerful supporting figure, an unstoppable offensive force, or some combination between the two. However, this also means that Goldramon must take the utmost care with his fighting. If forced to burn his more powerful abilities quickly, he will be unable to set up for the incredibly strong 3-rune attacks that he could otherwise keep in his back pocket. If forced to use a supporting or offensive move out of tempo, Goldramon's plans for the battle may end up being thrown off. However, if given the chance to control the tempo of the fight as desired, Goldramon can end up a near-unstoppable force.
Passive:
The Divine Cycle: Creation and destruction may touch beings in this world, but for the gods they are but tools to command. Each time Goldramon uses a move designed to hamper an enemy (Scouring Flame, Hundred-Hand Fist, Wrath of Gaia, or Cataclysm), a rune glows on its red left bracer. Each time Goldramon uses a move designed to aid an ally (Energizing Jolt, Mastery of Elements, Sanctified Ground, or Purification), a rune glows on its blue right bracer. These runes are tied to the twin motifs of Destruction and Creation, as described by the draconic spirits that are bound to Goldramon’s service. Up to three runes can be preserved at once in any combination of Destruction and Creation, with Goldramon capable of spending them at any time to enhance its next move. Every rune must be spent at once, so Goldramon must choose its moves carefully in order to get the desired effect. On a post where runes have been spent, Goldramon cannot gain runes. In addition, no matter what effects let him attack multiple times, he may only gain one rune per post.
Attacks:
Scouring Flame: Goldramon channels Amon of Red Flame, the fiery spirit snaking out from his left bracer. Its eyes flash yellow as it lets out a gout of flames.
Creation Rune – Expending creation runes causes the flame to cleanse a post of duration off of the opponent’s current buffs. One post of each buff is removed for each creation rune expended.
Destruction Rune – Expending destruction runes intensifies the size and damage of the flame, making it hit a good deal harder. At three runes, the flame is also large enough to hit multiple close targets.
Cooldown: None (0 or 1 runes expended), One Post (2 or 3 runes expended)
Energizing Jolt: Goldramon channels Umon of Blue Thunder, the electric spirit snaking out from his left bracer. Its eyes flash bright blue as it fires a spark into an ally. This spark eases their fatigue and removing a post of cooldown from one of their moves.
Creation Rune – Expending creation runes further energizes the target’s spirit, refreshing their ability to fight. The first two runes each allow them to remove an additional post of cooldown from their moves, so long as they choose a different move each time. The third rune allows them to instead fully reset a single move’s cooldown. Cooldowns of "once per thread" are not reset by this ability.
Destruction Rune – Expending destruction runes energizes the target’s body, allowing them to hit harder if they use the move whose cooldown has been eased. The first two destruction runes expended boosts their next attack’s power by 25% each, with the last rune boosting this to dealing doubled damage.
Cooldown: One Post (0 or 1 runes expended), Two Posts (2 or 3 runes expended)
Hundred-Hand Fist: A god fights so effortlessly that they don't even seem to move when they do so. Goldramon folds his arms, seemingly not even attacking as several high-pressure slams careen towards the enemy. While each slam is weak independently, in aggregate they can cause severe damage.
Creation Rune – Expending creation runes allows Goldramon to use his fists not just to strike but also to parry incoming attacks. One creation rune allows it to turn aside basic, unnamed strikes. Two creation runes allows it to parry incoming melee strikes. Three creation runes allow it to turn aside solid projectiles as well.
Destruction Rune – Expending destruction runes increases the sheer force of the Hundred-Hand Fist. One destruction rune allows it to easily break through obstructions. Two destruction runes allow it to pierce through enemy shield moves. Three destruction runes allow it to not only pierce guards but also shatter them, allowing allies’ moves to strike unimpeded.
Cooldown: One Post (0 or 1 runes expended), Two Posts (2 or 3 runes expended)
Mastery of Elements: What does a god have to fear from the elements of its own creation? Goldramon’s eyes spark, commanding the elements of incoming attacks to bend to his will. An elemental attack directed as Goldramon does half of its usual damage.
Creation Rune – Expending one creation rune fully neutralizes the attack. Expending two creation runes neutralizes all elemental attacks coming towards Goldramon rather than simply blocking a single one. Expending three creation runes allows Goldramon to instead absorb the incoming damage, healing 25% of the damage that each attack would have done.
Destruction Rune – Expending one destruction rune allows Goldramon to retaliate, launching an identical attack back at the user at half power. Expending two destruction runes brings this counterattack to the same strength as the original move. Expending three runes further intensifies the counterattack, making it do twice the damage of the original move.
Cooldown: One Post (0 or 1 runes expended), Two Posts (2 or 3 runes expended).
Wrath of Gaia: The gods have no use for fighting. Not when the world they themselves has shaped can already carry out their will. Goldramon thrusts a hand up, sending a large pillar of earth shooting from whichever location he wills to strike. Beyond a slight tremor this attack's location is not very telegraphed, making it quite difficult to detect. The pillar retracts after one post, or if knocked down by an enemy's strike.
Creation Rune - Expending one creation rune hardens the pillar, allowing it to take three strikes before crumbling. Expending a second creation rune changes the pillar into a wall the size of Goldramon, allowing it to more easily intercept attacks. Expending three creation runes allows Goldramon to shape the wall as he chooses, changing its size and shape to fit whatever need he has.
Destruction Rune - Expending one destruction rune makes the pillar's rise more forceful, allowing it to knock nearby enemies back. Expending two destruction runes causes intense seismic activity, causing the pillar's rise to also damage targets near where the pillar emerges. Expending three destruction runes sharpens the pillar into a spike, causing those standing directly where the pillar emerges to take intense damage.
Cooldown: One Post (0 or 1 runes expended), Two Posts (2 or 3 runes expended).
Sanctified Ground: When gods make their presence known, even the ground beneath their feet shifts to accommodate their presence. Clouds of mist unfurl beneath Goldramon, forming a protective dome about fifty feet in radius. Inside of Goldramon’s sanctified ground, allies are lightly healed for the equivalent of half of a super mega attack each post.
Creation Rune – Expending one creation rune also gives all allies within the boundaries of Goldramon’s sanctified ground a 25% defense boost. Expending two creation runes doubles the duration of the move. Finally, expending three creation runes suppresses allies’ debuffs while inside the sanctified ground.
Destruction Rune – Expending one destruction rune causes Goldramon’s sanctified ground to also harm enemies for the equivalent of half of a super mega attack per post. Expending two destruction runes doubles the move’s size. Finally, expending three destruction runes causes enemies who enter to be cursed, lowering their overall combat potential by 25%
Effect Size: Fifty Foot Radius.
Duration: Two Posts.
Cooldown: Two Posts (0 or 1 runes expended), Three Posts (2 or 3 runes expended)
Cataclysm: One must destroy before they can create. A proper god understands this duty, even if they must destroy on quite the large scale. Goldramon's eyes shimmer as he pools energy for one post. After this has finished meteors rain down from above, covering an area about fifty feet in radius in death from above.
Creation Rune - Expending one creation rune causes the meteors to bend away from Goldramon's allies. Expending two creation runes doubles the radius of the move. Finally, expending three creation runes causes all collateral damage from the meteors to reset, making the move far more feasible in your average situation.
Destruction Rune - Expending one destruction rune causes a wall of flame to encircle the move's area, making escape before it charges moderately more difficult. Expending two destruction runes increases the number of meteors that fall. Finally, expending three destruction runes neutralizes the move's charge time for maximum calamity.
Effect Size: Fifty Foot Radius.
Charge Time: One Post.
Cooldown: Two Posts (0 or 1 runes expended), Three Posts (2 or 3 runes expended)
Purification: Even when no others have known of the life that you've lead, the watchful eyes of the gods can see all. Goldramon lays a hand on the opponent's head, reading an opponent's mind to seize onto a memory of particular importance.
Creation Rune - Expending one creation rune bolsters the target's courage with assurances of the good deeds that they have performed. Expending two creation runes helps ease the target's mental burdens, doubling their speed for a single post. Finally, expending three creation runes gives them perfect clarity of mind, suppressing all fear, berserk, and illusion moves for a single post.
Destruction Rune - Expending one destruction rune echoes a pain that the target has caused another, forcing them to feel it as well. Expending two destruction runes forces the weight of their sins upon their back, slowing them to half speed for the a single post. Finally, expending three destruction runes forces them to face what they've done, impeding their sight with misty visions for a single post.
Cooldown: None (0 or 1 runes expended), One Post (2 or 3 runes expended)
Summon: Goldramon spreads his arms apart, Amon and Umon manifesting from his outstretched palms. Umon lightly heals an ally for half of a Super Mega attack every post, while Amon spits fire an enemy for half of a Super Mega attack every post, starting with the post of their summoning. The spirits can travel independently, but no further then Goldramon's arms reach. Each individual spirit can be destroyed by a single attack, making protecting them of critical importance to Goldramon. During this move’s active period, Goldramon cannot accrue or spend runes, as both Amon and Umon are indisposed.
Creation Rune – Expending creation runes empowers Umon. The first two runes expended each summon an additional Umon. The third rune allows all three Umons to each heal for a Super Mega attack, but Amon is not summoned.
Destruction Rune – Expending destruction runes empowers Amon. The first two runes expended each summon an additional Amon. The third rune allows all three Amons to deal damage equal to a Super Mega attack, but Umon is not summoned.
Duration: Three Posts.
Cooldown: Two Posts (0 or 1 rune expended), Three Posts (2 or 3 runes expended)
Digivolves From: Relicdramon + Seraphimon (DNA), Darkdramon (Vaccine) (Digivolution)